Back in 1999 I created the literal blueprint for a multi-branch interactive live-action movie script. Long story, but sadly, it didn't get the funding needed to bring it from script to screen. I still have the original script and some of the business proposals I sent to interested companies and talent. I often wonder if now is the time for it considering how tech has evolved since then.
Here's a reel I made about the project:
https://www.facebook.com/reel/5345812348869557I'm interested in hearing thoughts on where interactive entertainment is currently and where it's going. "Blueprint" was obviously ahead of its time (very few execs in the biz thought DVD's would last more than a year or so then!!) but do any of you think studios/companies will want to embark on making deeply interactive content in 2023?
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This is fascinating, Alexandra. You were she was of your time. And I do think that interactive content will become more popular - just look at gaming with this next gen of consumers . I don’t think it’ll put lean back entertainment out of business but the segment will grow. Super impressive!
Thanks! If you know of anyone seeking interactive projects, keep me in mind :)
Interesting. The IIPG has a Virtual Theatrical program which is looking at new approaches to media. I would like to know what your take on "interactive" means in this.
I'm not sure I understand what you're asking. Interactivity isn't a new approach in general. Social media is interactive, and also virtual. What I was proposing more than two decades ago is that live-action entertainment (as in, not all comprised of CGI, virtual, or content that looks like a game but rather a classic movie, TV, etc) had the potential to be viewed and engaged with as a game, easily, and non-gamers like me would want to take part in an interactive episodic series where they could build their own story, many times over. I was offering an alternative to 'sit and watch' content utilizing technology that existed with an eye to all the new tech that was in the development phases at the time. In the FB reel, I showed my initial pitch to studios which stated what my concept was - immersive interactivity where the viewer is prompted to make decisions - or none at all - and engage more fully with a wide variety of storylines/characters/actions. Then, the PS 2 hadn't come out yet. Tivo was brand new and unproven. DVD was in its infancy and very few execs (or creatives) understood what the format was capable of delivering. I was working with a DVD company that told and showed me how the layers could be unlocked, allowing for twenty-nine branches of the story to live and exist on the DVD making interactive content easy to access if viewers wanted the experience. Most execs had a hard time believing viewers would want to hold a remote control the entire episode - so I created a way to make choosing very easy, and also gave the choice for viewers to make no choice at all and follow the main linear throughline which was approx 30 minutes in length. The point was to encourage viewers to want to make choices in order to see what all the other storylines were about. One way or another, a complete experience was offered. But what happened then (for those who aren't old enough to remember) is the entire tech movement collapsed in 2000-2001 and the only platform of interactivity to survive (besides DVD) was traditional gaming - and now we see just how massive the gaming industry grew (and still grows ) way beyond the PS 2, Tivo and the like. So, when you say, 'virtual theatrical', does that mean simply greenscreen and CGI enhancements? Or something else?