Hacker News new | past | comments | ask | show | jobs | submit login

Gaming has a narrative format. Moving through a series of rooms that reveal the story. BioShock, Stanley parable, half life, the witness, max payne, spec ops the line ect have been doing this for a while.

From a semiotics perspective the story format is to move a player character through a series of rooms that reveal the story to you via characters and world. The game designer has near total control over space, pushing players through portals and dropping them from heights into new worlds. Worlds must be constructed in near complete 3d. The game designer has limited control over time. An increase of time pressure has to be applied carefully. The player controls movement through time.

Film controls time with near complete control via cuts. Film can easily lose track of space and geometry. They only have to film a section of space that looks realistic to a 2d camera.

I'd argue the conflict you are describing is a desire for the artist to control the viewer's time whilst you are participating in the art form. Games that do that are RPGs with levelling progression that tune the player's actions to maximize synchronicity with spawn rates, item drops, refills, selling timers and more. Single player architecture and audio book simulators like BioShock do not aim at that level of controlling time. TV does, film does even more so, you give up control over time to a predetermined 24fps film.




Join us for AI Startup School this June 16-17 in San Francisco!

Guidelines | FAQ | Lists | API | Security | Legal | Apply to YC | Contact

Search: