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Animats 8 days ago

"new and unique cinematic experience"

Neither new nor unique. It's been done, many times. The classic is Kinoautomat, 1967.[1]

Much video game design revolves around how to keep to the plot while giving the user some freedom. If the user is locked to a path, the game is called a "track ride". If the user can do whatever they want, it's an open-world game. Resolving that dichotomy is hard, but has been done successfully many times. GTA V is a good example.

[1] https://en.wikipedia.org/wiki/Kinoautomat

AIPedant 8 days ago | parent | next [-]

There's also Guy Maddin's Seances, sort of a sister project to The Forbidden Room. It's free online: https://seances.nfb.ca/

n4r9 8 days ago | parent | prev | next [-]

The difference between Kinoautomat and Eno is that Eno actually doesn't give the user more freedom, since the scenes are randomly selected rather than selected by the audience. To put it another way: if you watch Kinoautomat twice, you can technically have the same experience twice.

appleorchard46 8 days ago | parent [-]

Clue did something like this in 1985. It has a few different endings which were shown randomly in theaters, no indication of it either. It didn't go over well though.

h0l0cube 8 days ago | parent | prev [-]

See also Dragon's Lair:

> Most games in the Dragon's Lair series are interactive films where the player controls Dirk the Daring, in a quest to save Princess Daphne. The game presents predetermined animated scenes, and the player must select a direction on the joystick or press the action button in order to clear each quick time event, with different full motion video segments showing the outcome.[10] A perfect run of the 1983 arcade game with no deaths lasts no more than 12 minutes. In total, the game has 22 minutes or 50,000 frames of animated footage, including individual death scenes and game over screens.

https://en.wikipedia.org/wiki/Dragon%27s_Lair

> If the user is locked to a path, the game is called a "track ride". If the user can do whatever they want, it's an open-world game. Resolving that dichotomy is hard

Actual generative AI (as opposed to that in the OP) holds promise in solving this conflict by being the story teller in place of the game designer. I'm curious to know what's happening in this space.