Interactive cinema

Interactive cinema tries to give an audience an active role in the showing of movies. The 1967 movie Kinoautomat by Czechoslovakian director Raduz Cincera (presented in the Czech Pavilion at Expo 67 in Montreal) is considered the first cinema-like interactive movie. The availability of computers for the display of interactive video has made it easier to produce interactive movies.

Another newer definition of interactive cinema is a video game which is a hybrid between participation and viewing, giving the player - or viewer, as it were - a strong amount of control in the characters' decisions - compare interactive film. A prominent pioneer of such a technique is the successful Hideo Kojima (1963- ), whose gameplay often takes a priority to the storyline and long cutscenes. His 1994 game Policenauts, a point-and-click adventure game which has shootout sequences (that make use of the lightgun peripheral on the Sega Saturn version of the game), has a subtitle which reads "Interactive cinema" on the cover art of all versions of said game, which provides an early example of a prominent game-developer labelling a game as such. In 1999 Sega's Shenmue video game series won high praise for its implementation of interactive cinematic elements. Its designer Yu Suzuki stated that his goal "was to create a game that was intricate and lifelike by merging the cinematic qualities of movies and the interactivity of computer games".[1] A recent incarnation of an idea similar to this one is Fahrenheit, (censored version released in the US and Canada as Indigo Prophecy) - a game dubbed as "interactive cinema" by its France-based developer, Quantic Dream.

1992 saw the release of North America's first interactive motion-picture, I'm Your Man. Certain Loews Theatres locations retrofitted with controllers allowed audiences to vote on decisions made by the main character. Although initially touted as the first step toward virtual-reality cinema, the experiment proved a failure; the equipment was removed from theaters by 1994.

See also

References

  1. Moltenbrey, Karen (2001-03-03). "Gaming gets real". cgw.com. Retrieved 2015-08-01.
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