Films and video games have been moving closer together for years now, including open world games that mimic cinematic storytelling and videos that include viewer input in the style of a choose-your-own-adventure novel. The mechanics of the latter have often been intrusive, however, making viewers click a link or—with the recent flowering of virtual reality—direct their gaze at an icon indicating their narrative selection. While this can result in compelling products, like the 2017 VR film Broken Night, many filmmakers in the space miss the immersion of a traditional film and want to mask the more game-like control mechanics in […]
by Randy Astle on Sep 23, 2019