Optional or default - a new test for interactive movies

Adella 2022-04-01 09:01:04

Brushed the Black Mirror twice, the first time is to choose the plot by yourself, the second time is the default choice of the system. I feel that I can only give 7 points, and more to encourage this new form of interaction. If the default choice of the system is the so-called main storyline, then this mainline can only be regarded as showing as many possible endings as possible without dying. But the logic of the plot is not self-consistent enough.

----Slight spoilers below----

For the first time, I advanced the plot completely according to my own wishes, and successively launched the ending of development failure, the ending of Netflix's broken dimension, the ending of mental illness, the ending of being arrested for murdering the father, the ending of pac's reincarnation, and the ending of toy's self-redemption. If a certain story line is taken out separately, it is a complete story, but probably only the ending of breaking the dimension and the ending of pac's reincarnation are interesting. Are there any friends who have other endings, can you leave a message and tell me? (I am curious about what effect will happen if the toy line still rejects the mother)

After I brushed the "main story" for the second time, I realized that I had already gone through most of the plot lines at the first brush. But the problem with the "main line" is that many key options must be carried out in a certain order, such as the order of the doctor and Colin's meeting; the order of jumping off the building; the order of the toy line and the pac line. Open the final pacs ending. "Mainline" sacrifices the rhythm and logic of the entire story in order to show more possibilities. The so-called "true ending" of pacs is also very unconvincing. The father, the doctor, and Colin all seemed to be expected to be set up at first, and they became vague and powerless with the repeated plots and finally came to nothing.

Black Mirror as an interactive movie is not a new idea. In the game field, there have been game works similar to interactive movies for a long time; in recent years, the development of the game industry, plot planning, CG level, open world, and more and more multi-line plots have made the level of "players tell their own stories" more and more. High, the experience is getting better and better; in the field of film and television dramas, in a broad sense, isn't the fashionable "big data creation" just to decide the plot based on the likes and dislikes of most people? Even a net comprehensive knows what you like, creating "freestyle" such rotten stalks plus devil editing?

The most important thing is how an interactive movie can tell a story roundly. After the choice of the devil's position, I can still get an nb story. When I can achieve this experience, I think it is a complete work. Milk Fei's Black Mirror interactive movie this time, maybe the biggest value is to promote the development of anti-piracy technology?

View more about Black Mirror: Bandersnatch reviews

Extended Reading
  • Dorthy 2022-03-25 09:01:08

    It hurts to be born human. You think you are a player, but there is only one player playing you. You make choices seriously, you think you have a lot of choices, but in the end someone has the final say. One way of thinking is: don’t choose, anyway, how many points in life will be written when the final paper is handed in; Just write it. It was so sad to see, I remembered the feeling when I watched "Previous Destination". Another: Finn's brother is too cute.

  • Eloise 2022-03-26 09:01:05

    Four unlike products, extremely boring

Black Mirror: Bandersnatch quotes

  • Stefan Butler: I've actually had a bit of breakthrough with the game. I think I'd got bogged down before, but now I can see.

    Dr. Haynes: So you finally finished it?

    Stefan Butler: Finished, delivered, everything. I'd been trying to give the player too much choice. So I just went back and stripped loads out. And now they've only got the illusion of free will, but really, I decide the ending.

    Dr. Haynes: And is it a happy ending?

    Stefan Butler: I think so.

  • Mohan Thakur: There's messages in every game. Like Pac-Man. Do you know what PAC stands for? P-A-C: "program and control." He's Program and Control Man the whole things a metaphor, he thinks he's got free will but really he's trapped in a maze, in a system, all he can do is consume, he's pursued by demons that are probably just in his own head, and even if he does manage to escape by slipping out one side of the maze, what happens? He comes right back in the other side. People think it's a happy game, it's not a happy game, it's a fucking nightmare world and the worst thing is it's real and we live in it. It's all code. If you listen closely, you can hear the numbers. There's a cosmic flowchart that dictates where you can and where you can't go. I've given you the knowledge. I've set you free. Do you understand?