Interactive film

Source: Wikipedia, the free encyclopedia.

An interactive film is a

live-action
footage.

In the film industry, the term "interactive film" refers to interactive cinema, a film where one or more viewers can interact with the film and influence the events that unfold in the film.

Design

This genre came about with the invention of

laserdisc players, the first nonlinear[disambiguation needed] or random access video play devices. The fact that a laserdisc player could jump to and play any chapter instantaneously (rather than proceed in a linear path from start to finish like videotape) meant that games with branching plotlines could be constructed from out-of-order video chapters, in much the same way as Choose Your Own Adventure
books are constructed from out-of-order pages.

Thus, interactive movies were animated or filmed with real actors like movies (or in some later cases, rendered with

Game Over
' scenes).

A popular example of a commercial interactive movie was the 1983

full motion video (FMV) by ex-Disney animator Don Bluth
, where the player controlled some of the moves of the main character. When in danger, the player was to decide which move, action, or combination to choose. If they chose the wrong move, they would see a 'lose a life' scene, until they found the correct one which would allow them to see the rest of the story. There was only one possible successful storyline in Dragon's Lair; the only activity the user had was to choose or guess the move the designers intended them to make. Despite the lack of choice, Dragon's Lair was very popular.

The hardware for these games consisted of a laserdisc player linked to a processor configured with interface software that assigned a jump-to-chapter function to each of the controller buttons at each decision point. Much as a Choose Your Own Adventure book might say "If you turn left, go to page 7. If you turn right, go to page 8", the controller for Dragon's Lair or Cliff Hanger was programmed to go to the next chapter in the successful story if a player activated the correct control, or to go to the death chapter if they activated the wrong one. Because laserdisc players of the day were not robust enough to handle the wear and tear of constant arcade use, they required frequent replacement. The laserdiscs that contained the footage were ordinary laserdiscs with nothing special about them save for the order of their chapters and, if removed from the arcade console, would play their video on standard, non-interactive laserdisc players.

Later advances in technology allowed interactive movies to overlay multiple fields of FMV, called "vites", in much the same way as polygonal models and sprites are overlaid on top of backgrounds in traditional video game graphics.[1]

Origins

The earliest rudimentary examples of mechanical interactive cinematic games date back to the early 20th century, with "cinematic shooting gallery"

carnival games, except that players shot at a cinema screen displaying film footage of targets. They showed footage of targets, and when a player shot the screen at the right time, it would trigger a mechanism that temporarily pauses the film and registers a point. The first successful example of such a game was Life Targets, released in the UK in 1912. Cinematic shooting gallery games enjoyed short-lived popularity in several parts of Britain during the 1910s, and often had safari animals as targets, with footage recorded from British imperial colonies. Cinematic shooting gallery games declined some time after the 1910s.[2]

Capitol Projector's 1954 arcade

film reel video projector to display pre-recorded driving video footage, awarding the player points for making correct decisions as the footage is played. It was not intended to be cinematic or a racing game, but was a driving simulation designed for educational purposes.[3]

An early example of

. This film was produced before the invention of the laserdisc or similar technology, so a live moderator appeared on stage at certain points to ask the audience to choose between two scenes. The chosen scene would play following an audience vote.

An early example of an interactive movie game was Nintendo's Wild Gunman, a 1974 electro-mechanical arcade game that used film reel projection to display live-action full-motion video (FMV) footage of Wild West gunslingers.[4] In the 1970s, Kasco (Kansei Seiki Seisakusho) released The Driver, a hit electro-mechanical arcade game with live-action FMV, projecting car footage filmed by Toei.[5]

In 1975, Nintendo's

video tape.[6][7] EVR Race was Japan's highest-grossing medal game for three years in a row, from 1976 to 1978.[8] Another horse race betting game, Electro-Sport's Quarter Horse (1982), was the first arcade game to utilize a laserdisc player, though it was only used to play back pre-recorded non-interactive video footage of horse races, with gameplay limited to the player placing bets before the race.[9]

An early attempt to combine random access video with

Creative Computing. This was a text adventure that could trigger a laserdisc player to play portions of the 1977 American feature film Rollercoaster
. The program was conceived and written in 1981, and it was published in the January 1982 issue of Creative Computing along with an article by Lubar detailing its creation, an article by Ahl claiming that Rollercoaster was the first video/computer game hybrid and proposing a theory of video/computer interactivity, and other articles reviewing hardware necessary to run the game and do further experiments.

Specialized hardware formats

LaserDisc games

A LaserDisc video game is a video game that uses pre-recorded video (either live-action or animation) played from a

Amusement Machine Show (AM Show) in Tokyo and the November 1982 AMOA show in Chicago,[13] and was then released in Japan in March 1983.[14] However, its release in the United States was delayed due to several hardware and software bugs, by which time other laserdisc games had beaten it to public release there.[11]

The next laserdisc game to be announced was

cutscenes to develop a story between the game's shooting stages; years later, this would become the standard approach to video game storytelling.[18] Bega's Battle also featured a branching storyline.[19]

In the United States, the game that popularized the genre was Dragon's Lair, animated by Don Bluth and released by Cinematronics.[11] Released in June 1983,[20] it was the first laserdisc game released in the US. It contained animated scenes, much like a cartoon. The scenes would be played back and at certain points during playback the player would have to press a specific direction on the joystick or the button to advance the game to the next scene, like a quick time event. For instance, a scene begins with the hero, a knight named Dirk, falling through a hole in a drawbridge and being attacked by tentacles. If the player presses the button at this point, Dirk fends off the tentacles with his sword and pulls himself back up out of the hole. If the player fails to press the sword button at the right time, or instead presses a direction on the joystick, Dirk is attacked by the tentacles and crushed. Each unsuccessful move, however, would produce a few moments of black screen, when the LaserDisc switched to the scene showing the death of the character, which interrupted the continuous flow of gameplay found in other video game graphic systems of the time; this was a common criticism of some players and critics.

There were generally two styles of laserdisc games that emerged. Those that followed the lead of Astron Belt integrated pre-recorded laserdisc video with

animated cartoon
laserdisc video with quick time events, making them more like interactive cartoons. The latter style of laserdisc games were generally more successful than the former.

Real-time gameplay

Among those that followed the lead of Astron Belt, combining pre-recorded video with

vertical scrolling shooter game
that combined live-action laserdisc video backgrounds with 2D computer graphics for the ships.

The

vertical retrace interval
by adjusting the tracking mirror, allowing perfectly continuous video even as the player switched storylines under control of the game's computer. This method of seeking was noted for being extremely strenuous on the player and frequently led to the machines breaking, slightly hindering the appeal of LaserDisc arcade games.

In the 1990s, American Laser Games produced a wide variety of live-action light gun LaserDisc video games, which played much like the early LaserDisc games, but used a light gun instead of a joystick to affect the action.

Quick-time events

Among those that followed the lead of Dragon's Lair, progressing pre-recorded video with quick time events, was its successor Space Ace, another Don Bluth animated game released by Cinematronics later the same year. It featured "branching paths" in which there were multiple "correct moves" at certain points in the animation, and the move the player chose would affect the order of later scenes.[19]

The success of Dragon's Lair spawned a number of sequels and similar laserdisc cartoon games incorporating quick time events. However, original animation production was expensive. To cut costs, several companies simply hacked together scenes from Japanese

Mystery of Mamo, both originally animated by TMS Entertainment. Anime-based laserdisc games helped expose many Americans in the 1980s to Japanese anime, particularly Cliff Hanger which exposed many Americans to Lupin III and Hayao Miyazaki before any Lupin or Miyazaki anime productions had officially been released theatrically or on home video in the United States.[27]

In 1984,

Badlands
.

Decline

After laserdisc arcade fever had peaked in 1983, the laserdisc arcade market declined in 1984. While there were some laserdisc arcade hits that year, such as Space Ace and

VHS and CD-ROM

In 1987, the game Night Trap, featuring full-motion video, was created for Hasbro's Control-Vision video game system (originally codenamed "NEMO"), which used VHS tapes. When Hasbro discontinued production of Control-Vision, the footage was placed into archive until it was purchased in 1991 by the founders of Digital Pictures. Digital Pictures ported Night Trap to the Sega CD platform, releasing it in 1992.

In 1988,

home consoles
.

When

Phantasmagoria, Bad Day on the Midway and The Dark Eye. Others in the action genre are Brain Dead 13 and Star Wars: Rebel Assault
.

Due to the limitation of memory and disk space, as well as the lengthy timeframes and high costs required for the production, not many variations and alternative scenes for possible player moves were filmed, so the games tended not to allow much freedom and variety of gameplay. Thus, interactive movie games were not usually very replayable after being completed once.[opinion]

DVD games

A DVD game (sometimes called DVDi, "DVD interactive") is a standalone game that can be played on a set-top

Lara Croft Tomb Raider: The Action Adventure
. Japanese games such as
Blu-ray Disc Players Game) and UMDPG (Universal Media Disc Players Game).[33][34][35]

From the time of its original introduction, the DVD format specification has included the ability to use an ordinary DVD player to play interactive games, such as Dragon's Lair (which was reissued on DVD), the

Harry Potter
film series.

Live interactive movies

The world's first live interactive movie was My One Demand[36] filmed and premiered on 25 June 2015.[37] Created by Blast Theory, the film was streamed live to the TIFF Lightbox[38] on three successive nights. The cast of eight included Julian Richings and Clare Coulter.[39] Audiences in the cinema used mobile phones to answer questions from the narrator, played by Maggie Huculak and their answers were included in the voiceover as well as in the closing credits.[40]

Modern developments

Later video games used this approach using fully animated computer-generated scenes, including various adventure games such as the

hit appropriate buttons at the right time to succeed. Some of these games, such as the Sound Novel series, Shadow of Memories, Time Travelers, Until Dawn, Heavy Rain, Beyond: Two Souls and Detroit: Become Human
, have numerous branching storylines that result from what actions the player takes or fails to complete properly, which can include the death of major characters or failure to solve the mystery.

Cast members' work during the 1990s on interactive movies'

DVD-ROM and one of the last "interactive movies" to make heavy use of live-action FMV. In 2014, the Tex Murphy series continued with a new FMV game, Tesla Effect: A Tex Murphy Adventure
.

With advances in computer technology, interactive films waned as more developers used fully digitized characters and scenes. This format was popularized by Telltale Games, achieving success in The Walking Dead series of adventure games. These have sometimes been called interactive movies, as while the player can make choices that affect the game's overall narrative, they do not have direct control over characters, making the experience comparable to watching a sequence of cut scenes. This idea was even further realized in

Dontnod Entertainment
.

David Cage: video games referred to as interactive films

The logo of the Heavy Rain videogame
Official Heavy Rain logo

At its release, Heavy Rain (a 2010 video game by Quantic Dream) received very positive reviews and won several gaming and film and television awards. What is most striking, however, is the unanimity of critics in defining it an interactive-film more than a video game.[42] This definition is certainly inspired by the phenomenon, typical of the Nineties, of films available in home video or computer that presented to the viewer a series of pre-recorded sequences, at the end of which it was possible to make choices that directly influenced the direction of the story.[43] Cage himself will define his Heavy Rain as an interactive film[44] and, in fact, the goal of the video game coincides with the type of film just mentioned; to combine the interactive potential of the video game with the expressive richness of cinema. However, unlike its predecessors, Cage chooses not to work with live-action, but to use only synthetic images, avoiding, at least in part, the effect of estrangement typical of interactive films in the passage from moments of exploration to sequences of narrative exposure.[43] From the interactive films on DVD Cage assimilates two different aspects in his videogames, respectively the use of Quick time events (QTE) and the freedom of choice left to the player to determine the development of the plot. In the gameplay of Heavy Rain, however, QTEs are not used solely for the purpose of succeeding in certain actions but also as a vehicle to perform the countless narrative choices placed on the player. In the first case the player will find himself testing his reflexes by pressing the keys that will appear on the screen, In the second case, up to four different keys can appear to be pressed, each of the which represents a choice that will affect the narrative of the video game. As for non-interactive phases, it is difficult to distinguish from the interactive phases, as what can appear as a simple cutscene can often hide several QTEs. Regarding identification with the main characters; Heavy Rain removes each element of the challenge typical of graphic adventures is removed to ensure that the player can be fully focused on it. Also, as already stated, in Heavy Rain there is no game over: depending on the player's actions and choices, the video game shifts to different storylines, culminating in one of the many endings planned for the story.[45] The identification with the characters is not given only by the type of actions that we are asked to perform but also by how, at game design level, the player is required to complete QTEs that aim to make the player feel the physical effort of the avatar. in an interview, director Cage stated that the game was to designed to be focused on physical immersion by letting the player controlling the animation of the character with the right analog stick. The idea behind this is to put the player further in the same physical space as that of the character.[46] Although the innovation given by this type of mechanics in the gameplay is undoubted, interaction remains a very small part of the experience offered by David Cage's titles; The relationship between gameplay and cutscenes in Cage's works is broken by what we could define as the insertion of the first into the second creating interactive cutscenes.

Another example comes from Quantum Break, published by Remedy in 2016. Between the game's acts, episodes from a TV show filmed in live action are displayed to the player: the scenes in these episodes change conforming to the decisions the player has taken and the objects he has interacted with.[47] The looks of the characters are maintained between the live action sequences and the 3D computer generated ones, thanks to the use of the motion capture technique.

Interactive films in the internet era

With the advent of

Interactive Adventures were created by Chad, Matt & Rob that utilized the annotations to tell interactive stories that allowed the user to guide the narrative. The series included The Time Machine, The Murder, The Birthday Party, The Teleporter, and The Treasure Hunt.[48] Annotations were removed from YouTube in 2019, which makes many of these videos unable to be interacted with.[49][50]

In the 2010s,

streaming services like Netflix started to grow in popularity and sophistication. By 2016, Netflix had started experimenting with interactive works aimed at children, including an animated version of Puss in Boots and an adaption of Telltale's Minecraft: Story Mode.[51] Netflix's first major interactive film with live-action scenes was Black Mirror: Bandersnatch, a film in the Black Mirror anthology series and released in December 2018. Netflix worked with Black Mirror's creator Charlie Brooker to develop a narrative that took advantage of the interactive format, while developing their own tools to improve caching of scenes and management of the film's progression to use on future projects. In 2022, another interactive short released by Netflix, called Cat Burglar
, which is an interactive trivia cartoon, where the viewer plays a cat burglar named Rowdy who is trying to steal a valuable artwork from a museum which is being protected by security guard dog named Peanut and must answer the correct questions in order to progress through the story.

Reception

Although interactive movies had a filmic quality that sprite-based games could not duplicate at the time, they were a niche market— the limited amount of direct interactivity put off many gamers.[52] The popularity of FMV games declined during 1995, as real-time 3D graphics gained increasing attention.[53] The negative response to FMV-based games was so common that it was even acknowledged in game marketing; a print advertisement for the interactive movie Psychic Detective stated, "Yeah, we know full-motion video games in the past sucked."[54]

Cost was also an issue, as live action video with decent production values is expensive to film, while video shot on a low budget damages the overall image of the game.[55] Ground Zero: Texas cost Sega around US$3 million, about the same as a low-budget movie would cost in 1994.

Though not as crucial an issue as the limited interactivity, another issue that drew criticism was the quality of the video itself.

dithering. Game designer Chris Crawford disparages the concept of interactive movies, except those aimed at elementary-school-age children, in his book Chris Crawford on Game Design.[56]
He writes that since the player must process what is known and explore the options, choosing a path at a branch-point is every bit as demanding as making a decision in a conventional game, but with much less reward since the result can only be one of a small number of branches.

Defenders of the genre have argued that, by allowing the player to interact with real people rather than animated characters, interactive full-motion video can produce emotional and visceral reactions that are not possible with either movies or traditional video games.[52]

Other uses

Some studios hybridized ordinary computer game play with interactive movie play; the earliest examples of this were the entries in the Origin Systems Wing Commander series starting with Wing Commander III: Heart of the Tiger. Between combat missions, Wing Commander III featured cutscenes with live actors; the game offered limited storyline branching based on whether missions were won or lost and on choices made at decision points during the cutscenes (Wing Commander IV: The Price of Freedom, with some of the same actors, was similar).

Other games like BioForge would, perhaps erroneously, use the term for a game that has rich action and plot of cinematic proportions—but, in terms of gameplay, has no relation to FMV movies.

The term is an ambiguous one since many video games follow a storyline similar to the way movies would.[citation needed]

See also

References

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External links