The recent phenomenon in TV and film where creators are emulating video game structures and gameplay elements can be both exciting and frustrating for audiences. The latest season of Stranger Things, which concluded with a finale that felt more like an open-world bloat than a climactic battle, is a prime example. After 80% of the final season consisted of characters explaining plot points to each other using random 1980s objects, it wasn't until the last episode that something fun happened โ a brief respite from the endless exposition and slow pacing.
This nostalgia for video games' excitement and spectacle is becoming increasingly evident in the entertainment industry. Shows like Edge of Tomorrow, which borrowed its premise from sci-fi roguelike games, have become more common. Even films, such as John Wick 4, feel like they're channeling the fast-paced action and combat mechanics found in fighting games.
However, this trend has a downside. The need to emulate video game structures can lead to unnecessary side-quests and open-world bloat, making it difficult for audiences to become invested in the story or characters. Stranger Things' finale is a perfect example of this โ with multiple locations, characters, and plot threads, it's easy to lose track of what's happening.
As the boundaries between interactive and non-interactive entertainment continue to blur, creators must be mindful of when to borrow from video games and when to strike a balance. The line between excitement and exhaustion is easily crossed, as evidenced by Stranger Things' finale feeling more like an overlong game than a satisfying conclusion.
In contrast, recent releases such as Indika, a surreal and thought-provoking game about a young nun questioning her faith, showcase the potential for video games to explore complex themes and ideas. With its five-hour playtime, Indika is an example of how developers can create engaging experiences that are both short and sweet.
In conclusion, while TV and film creators may learn a lot from video games, it's essential to strike a balance between embracing the excitement and spectacle of gaming culture and avoiding unnecessary bloat and side-quests. By doing so, they can create engaging and satisfying stories for audiences.
This nostalgia for video games' excitement and spectacle is becoming increasingly evident in the entertainment industry. Shows like Edge of Tomorrow, which borrowed its premise from sci-fi roguelike games, have become more common. Even films, such as John Wick 4, feel like they're channeling the fast-paced action and combat mechanics found in fighting games.
However, this trend has a downside. The need to emulate video game structures can lead to unnecessary side-quests and open-world bloat, making it difficult for audiences to become invested in the story or characters. Stranger Things' finale is a perfect example of this โ with multiple locations, characters, and plot threads, it's easy to lose track of what's happening.
As the boundaries between interactive and non-interactive entertainment continue to blur, creators must be mindful of when to borrow from video games and when to strike a balance. The line between excitement and exhaustion is easily crossed, as evidenced by Stranger Things' finale feeling more like an overlong game than a satisfying conclusion.
In contrast, recent releases such as Indika, a surreal and thought-provoking game about a young nun questioning her faith, showcase the potential for video games to explore complex themes and ideas. With its five-hour playtime, Indika is an example of how developers can create engaging experiences that are both short and sweet.
In conclusion, while TV and film creators may learn a lot from video games, it's essential to strike a balance between embracing the excitement and spectacle of gaming culture and avoiding unnecessary bloat and side-quests. By doing so, they can create engaging and satisfying stories for audiences.