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<  Quotes  ~  Ira Nayman: Suspension of disbelief in interactive media

Michael
Posted: Thu Mar 31, 2005 9:54 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
Anything which tends to remind a participant of the artificiality of a work will destroy the suspension of disbelief, undermining the participant's esthetic appreciation of the work. Interactive media are more prone to this destruction of suspension of disbelief than other media: after all, what could be more artificial than periodically asking a participant to click a mouse or type in a command? The more choice a participant in a work is given, the more the person is required to input commands into the computer; each time a command is input, whether it is typed in or affected by a mouse or other device, the participant risks having his or her suspension of disbelief broken.

http://www.lespagesauxfolles.ca/Academic/Chapter5.htm


Last edited by Michael on Thu Mar 31, 2005 9:56 pm; edited 1 time in total
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Michael
Posted: Thu Mar 31, 2005 9:56 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
One possible way of dealing with this problem, paradoxically, is to have the branching choices come one after another so quickly that the participant literally does not have time to become consciously aware of the artifice; this is the preferred method of video games. It is, however, difficult to imagine this approach succeeding with an interactive film adaptation of, say, a Jane Austen novel; clearly, it is limited.

http://www.lespagesauxfolles.ca/Academic/Chapter5.htm
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Michael
Posted: Thu Mar 31, 2005 10:59 pm Reply with quote
Site Administrator Joined: 07 Jun 2002 Posts: 8065 Location: Gent, Belgium
The example of video games does, however, suggest a general principle which creators of interactive art would do well to keep in mind: the more involved the participant is in the forward motion of the story (whether it be how a relationship develops or how best to beat up a kung fu opponent), the less intrusive the mechanical means of making decisions will seem. As designer Phil Saunders explains, drama can be created, and the suspension of disbelief maintained, in a work of interactive fiction by creating in the mind of the participant "The anticipation of what's through the next door."

http://www.lespagesauxfolles.ca/Academic/Chapter5.htm
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