Interactive Cinema: 1960's to the Present
Changes, Challenges and Future
[Based on Kinoautomat (1967) and Black Mirror: Bandersnatch (2019)]
Films have been a popular form of entertainment since the last decade of the
twentieth century. From the first versions that were just continuously moving images of an
object in motion, films have developed into much complex entities involving technology. It
used to be a passive activity where the viewers lean back and watch, like many other
performing arts. But with the developments in technology and innovations in the field of
cinema, attempts to make it an audience inclusive activity began. Inspired by choose-your-
ending novels, filmmakers started to attempt making films where some sort of agency was
given over to the viewers in the unravelling of the plot. This genre of cinema is now referred
to as Interactive Cinema. First examples of this genre came out in the 1960’s as experiments
but it never caught on as a popular form. In this paper we will be examining how Interactive
Cinema has transformed over time from the 1960’s to the present. In order to do this, we will
consider Kinoautomat (1967), known as the first proper Interactive film and Black Mirror:
Bandersnatch (2019), the latest example. We shall also analyze the challenges of
producing an Interactive film and the varied levels of interaction and agency.
HISTORY
Cinema was introduced as motion pictures, short in length projected to an audience.
This is credited to Lumiere brothers. As time went on, the length increased and the techniques
used also changed. There were multiple genres, methods and forms in filmmaking. With the
advent of computers and other associated technology, cinema entered an entirely different
phase.
The concept of interactive films came from a genre of books that was popular in
the 20th century called Choose-Your-Own-Adventure. In these books one could choose how
the protagonist acts and the movement of the plot. Sometimes there were multiple endings
based on the decisions taken at different points in the story. It was also inspired the board
games where the players decided among an array of steps forward.
Some experimental filmmakers felt that instead of just allowing the viewers to lean back and
watch the story unfold, it would be interesting to involve them in the progress of the story.
So, they decided to make the viewer ‘lean forward’ and actively participate in the experience.
Kinoautomat (1967) is considered as the first ever Interactive film. It wasn’t
‘interactive’ in today’s sense of the word. The interaction was limited to a few time points
during the film when the viewers are given the opportunity to decide what the protagonist
should do next. As the technology wasn’t as developed back then, the process involved a
moderator who would interfere in between the film screening and ask the viewers for a show
of hands. Based on the majority votes the decision was finalized.
Kinoautomat was first screened at the Expo ‘67 in Montreal, Canada.
It was directed by Raduz Cincera. It had five points of interaction where the audience
were given the agency to choose from alternatives. Such films were part of Expanded Cinema
which explored areas and forms of cinema that were not part of the mainstream until then.
Makers began to concentrate on the process of storytelling and the techniques used,
as much as the story itself. The way a movie was made came to be noted with more interest.
The genre caught on slowly in the late 60’s and 70’s with a few films being made
following the first. By the 80’s experiments with interactive movies began to increase with the
developments in technology. Cliff Hanger, Space Ace, and Mean Streets are examples of
Interactive films in the 80’s. Since then numerous films have tried passing on the agency to the
viewers on different levels.
In these interactive movies there are divisions based on the level of choice they provide the
audience. Some of them give the viewers complete autonomy where each choice
made by them affects the outcome at the end. But most others are only partially interaction
based. This is in essence like a fake interaction where the choices of the crowd doesn’t affect
the final outcome of the story. For example, a story might have 5 points of interaction with
viewers but only one possible ending. So, whatever a set of viewers choose, the end will be
unaffected. It will be like taking different routes to reach the same destination. In the first case
it will be similar to actual navigation where a turn along the way might take you to a different
place.
With the arrival of personal computers, it began to be difficult to distinguish
between an interactive film and a video game. The only major difference was that in a game
the level of involvement was much higher than a film. During the first decades the choice was
collected by the pressing of buttons attached to the seats in the movie hall.
Later remote devices came to be used and now even motion sensor technology is
experimented for this process.
The world’s first live interactive movie was released in the year 2015. 'My One
Demand' produced by Blast Theory used responses from live viewers sent through
their mobile phones to help the protagonist make real time decisions.
Even though the genre was new and interesting the reception wasn’t very exciting.
The complexities of the processes involved interferes with the viewing experience. The films
were screened at different festivals around the world but they were not commercially very
successful. The production of these films wasn’t easy either - especially the ones with multiple
endings. There were numerous combinations with the options provided and avoiding mix-ups
of these was a hard task on its own. Owing to these difficulties in making as well as watching,
interactive films never became part of the mainstream cinema. They always occupied the
fringes of the cinematic world usually assigned for such experimental genres. But now with
most advanced technologies Interactive films are once again on the rise. Maybe in the near
future viewer interaction might become an integral part of cinema itself. The latest popular
interactive film, Black Mirror: Bandersnatch was widely well received by critics as well as
common viewers across the world.
KINOAUTOMAT (1967)
As mentioned earlier, Kinoautomat was the first proper interactive film. It was
directed by Raduz Cincera. It was part of the Expo 67 at Montreal, Canada. It was a
Czechoslovakian film. The interactivity in the film was limited. At 9 points along the story the
playing would be paused and the audience would be asked to vote for or against the
character’s next move. It was conceived as a dark comedy.
The film opens with a scene where an apartment is on fire. The main character Petr Novak
makes different decisions with the help of the audience along the way. But ironically whatever
the viewers choose the end result that remains unchanged is the building catching fire.
This as the director revealed later in interviews, was intended as a satire on democracy.
This indirectly questioned the relevancy of the voting process that the common people were
involved in periodically. It was also seen as a take on determinism which is the belief that
human beings control their fate. Another interpretation of this meaningless interactivity is the
acceptance of the diversity of experiences in life. The film screened in the Expo was a dubbed
version of the original. The shooting was done on a customized studio set as was the norm
during the time. The seats of the movie hall were fixed with red and green switches which
were used for the voting process. The title of the film was ‘One Man And His House’.
The interactive element in the film was made possible with the use of two projectors with
different alternative cuts of the movie. The seats would display the color of the button
pressed and then the moderator would count the color and arrive at the majority decision.
Many critics reviewed it as an amazingly conceived film but the communist government in the
country at that time wasn’t very impressed. One year after its successful release, the film was
banned from being played in public. Thus the experimental film met with the same fate of
many other Czech films of the new wave that tried to satirize and criticize the communist
regime. When two options are given at each decision point each simultaneous point would
have double the number of options than the immediately previous point. To avoid such
complexity the screenplay was written so that whatever the viewer’s choice was, both the
pathways would meet at the next decision point. This fact wasn’t revealed at the time of
course due to the obvious reason that the enthusiasm would decline. After some years the
film was screened across two TV channels at the same time and the audience realized that
their decisions actually had no role in the movement of the plot. The director wasn’t
supportive of this move and was later quoted as saying that he knew that the viewers would
feel cheated. Some of the decision points where viewers were asked to vote were –
Whether Mr. Novak should let in a woman, locked out of her apartment and clad only in a
towel, just before his wife arrives home.
Whether Mr. Novak should ignore a policeman flagging him down while driving.
Whether Mr. Novak should rush into an apartment despite a tenant blocking his way.
Whether Mr. Novak should knock out a porter blocking his way when trying to point out a
small fire.
In the film Fourth Wall this movie is discussed as a satire on the rigged elections
conducted by the communist government. Studies based on the voting choices of different
sections was attempted some time later but had to be given up due to the lack of available
data. In fact the only available information about the choices made by the audience was when
a group of nuns watched the film and chose not to allow the half-naked lady enter the main
character’s flat.
Although Cincera created the concept, the project was a true collaboration between
many talented team members. The four big names were Cincera, Jurácek, Rohác and
Svitácek, with Miroslav Hornícek contributing much to the stage act and script.
Prof. Jaroslav Fric developed the technical system and Josef Svoboda consulted on
the stage design. The often-raised criticism about this film was that making choices in an
interactive narrative made from pre-made segments is hardly more sophisticated than
pressing the required combination of buttons on a hot-drink vending machine.
Black Mirror: Bandersnatch(2018)
When we move to the 2010’s science and technology has improved and innovations
like VR has evolved. The definition of interactivity has changed dramatically from that of the
1960’s. now passing on agency should be much more than just faking a interactive element.
People are used to video games where they are allowed to roam around and do whatever they
feel like. This is known as open world gaming. So now when a director plans to make an
interactive film, it has to actually involve people in the movement of the plot. There should be
multiple endings based on the choices made by the viewers.
Black Mirror is a series based on Science Fiction available on the streaming
platform Netflix. Bandersnatch was a film that was part of the series. It was written by series
creator Charlie Brooker and directed by David Slade.
The episode begins with a brief tutorial of how it’s going to work: viewers are instructed
on how to use their remotes or controls to choose the “left” and “right” choices that will
display on the screen, and each choice alters the narrative that then unfolds. A 10-second
timer runs when the options are presented to you, and if you don’t make a choice in that time,
a default selection is made. Black Mirror creator and writer Charlie Brooker chose the default
path himself, and if viewers opt out of participating, they’ll be presented with “the most basic
version of the story.”
All told there are five main endings with multiple variants of each, and to see each
ending play out, you’ll have to make different choices that then lead you down a different path.
The default path runs for approximately 90 minutes in length, but per a deep-dive into the
making of Bandersnatch, it could take up to two and a half hours to fully “play” the film up to
its endpoint.
The story itself was concocted specifically for this “Choose Your Own Adventure”
format, and it takes place in the 1980s and stars Dunkirk actor Fionn Whitehead as Stefon, a
young programmer who has hopes of creating a best-selling, text-based computer game
inspired by a “Choose Your Own Adventure”-style novel that was given to him as a child. Co-
stars include Will Poulter, Craig Parkinson, Alice Lowe, and Asim Chaudhry. To execute
Bandersnatch, which Brooker wrote himself, they turned to director David Slade, who helmed
the Season 4 episode “Metalhead”. The interactive choices begin with simple tasks, like
picking what the protagonist, Stefan, will eat for breakfast or what music he will listen to.
Those choices are meant to poke fun at the dated choose-your-own-adventure offerings that
launched the genre (“We thought we’d have a bit of a gag and slightly mess with you a bit,”
said Brooker) while also easing the viewer into the ethically complex - and, of course,
nihilistic - decisions that are in store. As Bandersnatch begins to explore the sliding door
elements of Stefan’s choices and the power of free will, the viewer will quickly realize
what the Black Mirror duo means when they say that their idea could only work as an
interactive.
There are over a trillion different permutations of the narrative, based on the
various choices you make for Stefan, some of which represent major forks in the road, while
others are merely window dressing. In most cases, when the viewer reaches an ending, the
interactive film gives the player the option to redo a last critical choice as to be able to explore
these endings, or they can alternatively view the film's credits. In some cases, the same
segment is reachable in multiple different ways, but will present the viewer with different
choices based on the way they reached the segment. In other cases, certain loops guide
viewers to a specific narrative regardless of the choices they make. Some endings may
become impossible to reach based on choices made by the viewer, unless they opt to
restart the film. This action will erase all stored information about which options they
had selected while watching the episode on that device.
Plot
In England in July 1984, a young programmer Stefan Butler (Fionn Whitehead) dreams of
adapting a "choose your own adventure" book called Bandersnatch by tragic writer
Jerome F. Davies (Jeff Minter) into what he hopes will be a revolutionary adventure video
game. The game involves traversing a graphical maze of corridors while avoiding a creature
called Pax, and at times making choices by an on-screen instruction. Butler produces the
game for video game company Tuckersoft, which is run by Mohan Thakur (Asim Chaudhry)
and employs the famous game creator Colin Ritman (Will Poulter). Butler is given the choice
of accepting or rejecting help from the company in developing the game. If Butler accepts the
offer, Ritman says he chose the "wrong path". The game is released months later and critically
panned as "designed by committee". Butler considers trying again, and the film returns to the
day of the offer, the viewer being given the same choice. Otherwise, Butler begins to work on
the game on his own from his bedroom, given a September deadline by Thakur so Tuckersoft
can publish it for Christmas sales. Fighting through the game's software bugs, Butler gets
increasingly stressed out and hostile to his father Peter (Craig Parkinson). Throughout this
period, Butler visits Dr. R. Haynes' (Alice Lowe) clinic for therapy. The viewer may have Butler
explain to Dr. Haynes about his mother's death when he was five; Peter had taken his stuffed
rabbit toy, believing boys his age should not be playing with dolls, and Butler's stubbornness
to refuse to leave without it forced his mother to take a later train, which derailed and killed
several passengers including her. Butler since feels responsible for her death, and sees
completing the adaption of Bandersnatch, one of the books she owned, as a means to atone
for her death. Dr. Haynes prescribes Butler medicine, which the viewer can choose to either
have Butler take or flush down the toilet. The viewer may have the option to have Butler take
an invitation to visit Ritman's flat, where he lives with his girlfriend Kitty (Tallulah Haddon) and
infant daughter Pearl. There, the pair take hallucinogens, and Ritman then talks about secret
government mind-control programs, alternate timelines, and different paths. To demonstrate
his theories on alternate realities, Ritman demands Butler, via the viewer, determine which one
of them should jump off the balcony. If Butler jumps, he dies and the game is finished by
Tuckersoft and poorly reviewed. If Ritman jumps, the whole encounter is revealed to be a
dream but Ritman will be mysteriously absent in future scenes.
As the deadline to deliver the game to Thakur looms, with strange errors still present in the
game, Butler begins to feel he is being controlled by outside forces, putting into
question how much he trusts his father and Dr. Haynes. Butler finds his life mirroring that of
Davies, seeing recurring imagery of a "branching pathway" symbol, which seemingly led to
Davies beheading his own wife. As he begins to mentally break down and tries to fight against
an unseen agent controlling his actions, the viewer has multiple options to explain to Butler,
from his 1984 computer screen, who has been controlling him, one of which being that they
are making these decisions for him via Netflix service in the 21st century. The viewer may
discover a locked safe that either contains Butler's old toy rabbit, or documents about him
being monitored as part of an experiment.
There are numerous possible endings, of which the following is only a partial list.
One path leads to Butler fighting his therapist during a session, after which it is revealed that
he is in a movie set and that his "dad" is a fellow actor. One set of choices leads to Butler
following Ritman's advice, seemingly crossing through a mirror to his five-year-old self (A.J.
Houghton) to go along with his mother to "die" in the derailment, causing Butler's body to
suddenly die in the present. In other paths, the viewer has the option to make Butler kill his
father, then bury or chop up his father's body and, when given the option, to kill Ritman or
Thakur. Burying the body leads to Butler being jailed before release of the game; chopping
up and not letting his therapist know about the murder leads to the successful release of
the game, but Butler goes to prison shortly afterwards leading to all copies of the game
being pulled from shelves and pulped.
In some endings, the viewer is shown the critical reaction to the Bandersnatch game and
the fate of Tuckersoft. Other endings conclude in the present day with a grown-up Pearl
(Laura Evelyn), now a programmer for Netflix, attempting to adapt it into an interactive film,
which leads her to start experiencing the same "branching path" imagery seen by both
Davies and Butler. At Netflix's suggestion, Brooker wrote the 170-page script in Twine, a tool
for writing interactive fiction, also utilizing Scrivener, Final Draft and multiple versions
of Microsoft Notepad. The basic structure of the film took the most time to write, and the
script underwent seven different versions. As the first Netflix interactive content for adults,
Bandersnatch required more complex choices than previous interactive works, leading
Netflix staff to create a bespoke tool which they named Branch Manager, but this only became
available to Brooker a few months into the episode's development. The film will progress with
a predetermined default choice if the user does not respond in the short window given. If no
choices are selected, the viewer will get the most basic version of the story, as determined by
Brooker.
The term "bandersnatch" originates from a fictional creature created by Lewis
Carroll, which appears in his 1870s poems "Jabberwocky" and "The Hunting of the Snark".
The film makes several allusions to Carroll's works. Part of Butler's motivation is to find his
stuffed rabbit toy which leads him to discover deeper secrets, comparable to Alice's quest to
find the White Rabbit in Alice's Adventures in Wonderland. Ritman and his girlfriend Kitty
lead Butler into a psychedelic experience in their flat, correlating to the Mad Hatter's tea party
from the same story, with Kitty's appearance even similar to that of the Hatter. At one point,
Butler travels through a mirror, or literally following the action suggested by the title of
Carroll's Through the Looking-Glass. The design of the Pax is similar to the original Peter
Newell drawing of the Bandersnatch.
The film received generally favourable reviews from critics, but some felt the interactivity
was too much of a gimmick to support a proper Black Mirror episode. Some critics
expressed concern on impact of the interactive nature of the work on Black Mirror's typical
themes.
In February, technology policy researcher Michael Veale requested the data that
Netflix stored about his viewings of Bandersnatch under the General Data Protection
Regulation. He criticised that the data, detailing every choice he had made, was not
anonymised and taken without explicit consent from the user. A 2019 paper by researchers at
the Indian Institute of Technology Madras demonstrated how to infer viewers' choices in
Bandersnatch through network packet analysis with 96% accuracy. The paper noted that this
could be used to reveal viewer preferences "from benign (e.g., their food and music
preferences) to sensitive (e.g., their affinity to violence and political inclination)", and noted
a technical solution Netflix could implement.
CHANGES AND EVOLUTION
From the close analysis of both the movies we understand that the scenario of
interactivity has undergone numerous changes in these five decades since the first
experiment.
The makers of Kinoautomat didn’t have an example to follow. Neither did they know how to
technically achieve such a feat or what to expect from the audience. Now with the
developments and rapid changes in the field of computers everyone is exposed to interactivity
in one form or the other in their everyday life. Therefore, the primitive kind of interaction and
agency would not satisfy any kind of viewers. Making of an interactive film, thus has become
a very complex process involving a great deal of technology. While there was only limited
interactivity in the first film now people’s choices actually matter. The creators of
Bandersnatch claim that there are billions of permutations of choices available within the film.
There are also multiple endings for the film and five among them are considered the relevant
ones.
The mode of interaction has also changed. From counting the number of votes from a
crowd of viewers it has evolved to choices that appear on one’s personal computer screen.
Now the selections multiply on each decision points.
CHALLENGES AND TESTS
The makers of interactive films in the contemporary times have a tough task at
hand. They have to cater to the interests of the viewers who are already used to different
levels of interactivity. If the viewer feels that his choices are not making any relevant changes
in the development of the plot, they will feel betrayed. Every decision that they make on
behalf of the central character having a different outcome, like in real life, is almost
impossible to achieve.
Therefore, the solution is to make the viewer feel that their agency is valid, with the available
resources. Even the screenwriting for an interactive film is a challenging task. The multiple
pathways through which the plot develops has to be carefully crafted so that there are no
confusions and complexities related to this. There is even dedicated software for writing
interactive scripts.
All pre-production and production processes associated with an interactive movie
can be extremely challenging and exhaustive. Simple confusions at the time of making can be
costly and time consuming. The processes like editing would also require special attention. If
the movie is of 2 hours the material required would be many times more. In the case of
Bandersnatch, the original movie is one and a half hour long while playing all other
alternatives will take up to 6 hours.
FUTURE PROSPECTS
Following the first interactive movie, many filmmakers tried their hand in this field.
I’m your Man, Mr.Payback etc are examples of such films. But none of them were good
enough to continue the legacy of interactive films. Nor where they received enthusiastically by
the viewers. Interactive films despite the fact that they ae expensive, came and went for
decades. The advent of DVD technology gave these theatrical failures a second life. People
could skip through and play their desired choice. But even in this format these movies lacked
the ability to impress the audience.
The reception of such movies is also in question. Releasing it in theatres is a
difficult task. There would be specific requirements like remote devices for such screenings.
The best option is to release it on streaming sites so that people could watch them from
home conveniently.
Will the evolutions in existing technology like VR and new innovations contribute
towards transforming the interactive genre into an integral part of the movie industry? Fifty
years of one-off experiments and expensive, failed attempts to bring this idea to the
mainstream might not inspire much confidence. But you could say the same thing about 3D
movies, which spent decades as a gimmick generally relegated to B-movies before
technological advances in the mid-2000s made it the industry standard for animated movies
and blockbusters. Someone is bound to get this right eventually.
CONCLUSIONS
By looking closely at two interactive films that released more than fifty years apart,
we have understood many realities. The making of an interactive film is a complex and difficult
process whichever time period we are talking about. As the technologies develop it may seem
that the task becomes easier. But in reality, the challenges they have to overcome also
increases. There are different types of interactivity. In some the agency given to the viewer is
meaningless as the plot is singular and already fixed. It is actually pseudo interactivity. But in
some other cases the choices made by the viewers actually affect the development of the
plot. Current technology has made ‘nonlinear’ the default mode for most media, but film has
largely resisted nonlinearity (save in storytelling) or ceding control to the audience.
Cinema’s a group activity — even if you go alone, you are part of an audience, while gaming is
solo by default, with group engagement optional. A medium will tend towards the form of
storytelling best suited to it, and we shall wait and see whether Interactivity will catch on
in the field of Cinema. It has all the potential to be a mainstream genre especially with
the rapidly evolving technology but we’ll have to wait and see whether anyone grabs the
opportunity and exploit this fresh field.
__________________
REFERENCES
Meslow, Scott. “Are Choose-Your-Own-Adventure Movies Finally About to
Become a Thing?” www.gq,com, June 21 2017, https://www.gq.com/story/are-choose-your-
own-adventure-movies-finally-about-to-become-a-thing.
Burgos, Danielle. “A Brief History of Interactive Film” www.endcrawl.com,
2019, http://endcrawl.com/blog/brief-history-interactive-film/.
Wikipedia Contributors. “Black Mirror: Bandersnatch”, www.en.wikipedia.org
, 26 November 2019,
https://en.wikipedia.org/w/index.php?title=Black_Mirror:_Bandersnatch&oldid=927150930
Hales, Chris. “Cinematic interaction: From kinoautomat to cause and effect”,
www.tandfonline.com, 4 August 2006,
https://www.tandfonline.com/doi/abs/10.1080/14626260500147777?mobileUi=0&journalCode=nd
The Case of Kinoautomat”, www.screeningthepast.com,
http://www.screeningthepast.com/2013/10/interactive-cinema-from-vending-machine-to-
database-narrative-the-case-of-kinoautomat/



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