By being eligible for, and winning, this year’s Emmy for Outstanding TV Movie and Outstanding Creative Achievement in Interactive Media Within a Scripted Program, Black Mirror: Bandersnatch effectively exists at a crossroads between television and interactive fiction. The Netflix-produced narrative adventure merges choice-based interaction with the high-production value of prestige TV to create something that resists easy definition, not least in established awarding bodies.
This isn’t a first for the format, though its last wave was dormant for nearly two decades (and nowhere near the Emmy threshold). TV shows in the ’80s tried involving viewers with toys as “interactive” add-ons. The CD-ROM era invited TV-grade drama to computers and game consoles.
In recent years, several smaller creators have resurrected the form, blurring the lines between straight live-action drama and video game. This August, two such works were released—Flavourworks’ Erica and Sam Barlow’s Telling Lies—to tell stories that go far beyond FMV (full motion video) games of the ‘90s and stretch the simple ‘either-or’ branching nature of Bandersnatch.
“Not taking turns with the game designer”
“People had been trying to make film and games work together for decades, and it always felt like it didn’t serve either medium very well,” Jack Attridge, creative director and co-founder of FMV game studio Flavourworks, tells Ars. “The production value and quality of storytelling wasn’t there for it to be a good film, and the fidelity of interaction wasn’t there in video for it to be a good game.”
With a background in filmmaking, Attridge founded Flavourworks to reconcile these disciplines. Rather than taking the Black Mirror tack of infusing rudimentary choices into an already polished tele-drama, Flavourworks developed a game through filmmaking, creating a symbiosis between the two forms. Erica, their first release, is a first-of-its-kind attempt at this seamless blend of film and gaming.
“For us, it was important that we made a game first that happened to be filmed,” Attridge says. “The big thing with that was, would we make the same design decisions if we weren’t filming it? And the answer was yes.” In this interactive drama, the audience is neither watching nor playing, but participating, from directly telling the titular Erica what to do, to sometimes controlling the camera in the scene and exploring the environment. The pacing was key, Attridge says, to balance the lean-back nature of movie-watching with the lean-forward nature of gameplay.




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