Disney is currently field-testing the use of DS Lites as an interactive tour guide and map for its Magic Kingdom resorts. I think they should also include download stations for games or other items - or let park goers bring their own.
I saw this on Wired, and it deffinitely hit home. With my recent baby I was tossing around some Gears of War, and I wondered just how I was going to tackle this same issue. I still am not sure, but its nice to know others are thinking about it too.
I was playing a round of Gears of War, trying to redo a level on “insane” mode, and the walls were painted with guts. I slaughtered my way to the boss, revved up my chainsaw, and sliced into his chest — releasing a fractal fountain of gore. Woo!
At that instant, I heard the front door to my apartment open, and in walked my nanny … with my 15-month-old son, his eyes agog. Daddy, I could see him thinking, what are you doing?
Oh, nothing, son. Just kicking back with a mass-murder simulator. That’s all!
So I hastily clicked off my Xbox 360, and avoided the nanny’s eyes. But it got me thinking: Eventually he’s going to want to play video games. And then I’ll have to face the traditional child-rearing quandaries that games present. When will I hand him his first controller? Will I let him play the gory combat games I love so much — and, if so, when?
Ok…. this is funny in so many ways. The kid who “hosts” it is simply rediculous. I think hes a Teenage Mutant Ninja Human. He just needs to say “dude” more. And the kids in the arcade? WOW. Priceless
With linear stories you want to start amplifying. In Star Wars, it all comes down to these two possibilities – the rebels are crushed, or the Death Star blows up. One of the fundamental things I’ve found as an interactive storyteller is that in linear stories the director knows the future. He or she knows the minor details that are important to present to you. But we [interactive storytellers] don’t know those things. Ours are chaotic systems. Very minor initial conditions can lead to wide-ranging end conditions.
In a linear drama you can show the causal chain; in interactive drama you can’t so much. We’re playing with it in movies in interesting ways: interesting sub-plots (Magnolia); one of the things that keeps your interest is your wondering how these back stories are going to come together. This is a common thing that people do with causal change. Timecode is another version of this. It’s parallel multi-threaded storytelling.