Contradiction: Plot & Interactivity

Michelle 2022-04-20 09:01:41

3.5 points.

Overall feeling: futuristic, the futuristic sense brought by the film's reflexivity towards interactive narrative, rather than the interactive narrative form itself, which has yet to be explored.

advantage:

1. The subject is profound, with sociological and philosophical significance, reflecting on human self-will.

2. The plot complexity is acceptable. Although the story is still much thinner than the same 90-minute sci-fi movie, it has a gratifying richness compared with similar interactive dramas and movies.

3. In terms of interaction, multiple minor options and five major options are designed. The minor option has no effect on the story line, or it can return to the main line after entering the subplot after a circle; the major option leads to the key ending. Resulting in a game score of 0, forced to re-selection. The closer the story is to the ending, the more options there are, and it is very likely to fall into an infinite loop. There is no way to return to the story line by yourself. You can only get the correct answer by trying again and again. At this time, the audience's mind may not be clear. In general, although there are many interaction points, the sense of interaction obtained by the audience is not strong. The design of "forced re-election" and "dead end" makes it clear that the designer is controlling the plot rather than himself.

4. The clever thing is that any choice brings a butterfly effect, and there is a sense of parallel time and space in the details.

shortcoming:

1. The theme is not deeply excavated, and the integration with the plot is not high.

2. The plot structure is umbrella-like, and too many dead ends create a sense of chaos.

The audience's viewing behavior itself is incorporated into the metaphor that the film wants to express. It seems that the audience is making a choice for the protagonist. In fact, the story line is still firmly in the hands of the creator. The "self-will" of the audience is the same as that of the protagonist. an illusion. This kind of design is a double-edged sword, serving the theme expression, but it exposes the film's incomplete exploration of interactive narratives. It is only another attempt to "break the fourth wall" and is lost.

View more about Black Mirror: Bandersnatch reviews

Extended Reading
  • Josie 2022-03-28 09:01:03

    The fact that Black Mirror was bought by Netflix finally came to fruition today. A way of watching movies that is unique to this era. (It is a movie with an IMDB number instead of a game. Or at some point in the future, the classification between the two will cease to exist.) As if after you and I choose a plot line that can communicate directly with the protagonist, The so-called fourth wall was completely taken down by Netflix, even telling the protagonist that he was on the set itself. From Truman's world to Bandersnatch, whether it's surveillance conspiracy theories or demons, "players seem to have a choice, but they will eventually go to the ending that I set for them", get rid of the common [whether free will exists] In addition to the metaphysical speculation of [whether this universe is a deterministic universe], the creator also used the protagonist's mouth to talk about the pain of being trapped in the shackles of thinking and the confinement of time and space when making movies/playing games. Maybe that jump in time to today, where a Netflix programmer tries to (again) inherit Bandersnatch's legacy and ends up also going too far, is the most complete ending. And this ending, like all others, is a warning: Pac-Man doesn't try to touch the edge of the world.

  • Dennis 2022-03-29 09:01:03

    It is even said that this interactive form is made because the contemporary audience is impatient. If a story of this level is broadcast normally, the audience will have patience to make a ghost.

Black Mirror: Bandersnatch quotes

  • Stefan Butler: I've actually had a bit of breakthrough with the game. I think I'd got bogged down before, but now I can see.

    Dr. Haynes: So you finally finished it?

    Stefan Butler: Finished, delivered, everything. I'd been trying to give the player too much choice. So I just went back and stripped loads out. And now they've only got the illusion of free will, but really, I decide the ending.

    Dr. Haynes: And is it a happy ending?

    Stefan Butler: I think so.

  • Mohan Thakur: There's messages in every game. Like Pac-Man. Do you know what PAC stands for? P-A-C: "program and control." He's Program and Control Man the whole things a metaphor, he thinks he's got free will but really he's trapped in a maze, in a system, all he can do is consume, he's pursued by demons that are probably just in his own head, and even if he does manage to escape by slipping out one side of the maze, what happens? He comes right back in the other side. People think it's a happy game, it's not a happy game, it's a fucking nightmare world and the worst thing is it's real and we live in it. It's all code. If you listen closely, you can hear the numbers. There's a cosmic flowchart that dictates where you can and where you can't go. I've given you the knowledge. I've set you free. Do you understand?