Medienwoche 2006: Interactive Cinema - When movies become interactive
About Medienwoche 2006
Media week Berlin-Brandenburg
30th August - 09th September, 2006
The media week Berlin-Brandenburg presented itself in 2005 as one of the significant communication platforms for the media branch. The decision of the mass of Berlin to organise the IFA documents from 2006 yearly the growing importance of the capital region as a media location with national and international emission and puts the basis for the advancement of the integrated plan of convention, mass, events and cooperation arrangements.
The media week Berlin-Brandenburg goes back to the successful plan of the year before and summarises different top-class branch arrangements, at the same time in Berlin-Brandenburg take place under a common roof. Within the scope of an integrated arrangement draught a comprehensive coordination of the partners about the program planning and the communication has taken place. Thus the best possible overview about the varied program should be offered to the visitors and all synergies for the purposes of a strong location communication been of use. The realisation of the program offers by the single partners - and their entrance requirements - are not touched of it.
Thus the media week Berlin-Brandenburg gets on in 2006 once more as the meeting place of the media branch for the seasonal start after the summer break and continues with it the successful roof brands strategy of the last year.
In the connection of media forum (30th August - 01st September), IFA 2006 (01 - 06th September), M100 Sanssouci Colloquium (08. - 09th September), media of summits, media Night and more numerously other branch events it is the central platform for the branch communication in the capital region.
ABOUT QUANTIC DREAM…
Mission statement:
Interactive Cinema Rules
HOW TO… ?
HOW TO CREATE A STORY WITH CONSEQUENCES?
BENDING STORIES
HOW TO CREATE CHOICES IN ANINTERACTIVE MOVIE EXPERIENCE ?
Build Context with opposing values -> Choice in a limited time with a trade off (physical or psyhological) -> Consequences:
Choice 1. BUILD CONTEXT WITH OPPOSING VALUES -> CHOICE WITH TRADE OFF -> CONSEQUENCES;
Choice 2. I have to escape the murder scene but also to understand what is going on… -> Run or Explore ->Obtain clues vs Risk of being arrested.
HOW TO CREATE POINTS OF VIEW ?
ARCHETYPES + EXTRA DEPTH ->ILLUSION OF KNOWING CHARACTERS->EMPATHY -> CONTEXT FOR CHOICE.
HOW TO CREATE EMOTION ?
EMPATHY->IDENTIFICATION->EMOTIONAL INVOLVEMENT or/and SHARE CHARACTERS’ EMOTIONS->EXPERIENCE EMOTION
HOW TO TRANSLATE EMOTIONS IN INTERFACE / GAME PLAY ?
Recreate the illusion of characters’ feelings by emulating their physical/psychological perception :
Physical :
Recreate the illusion of characters’ feelings by emulating their physical/psychological perception :
Physical :
Psychological :
(It think demo's available for presentation only, so you can't see it now, but you can see the public version here - UL)
YESTERDAY: FAHRENHEIT
Average Metacritic : 85% Critical acclaim and major industry awards
Recognized for key innovations in interactive drama
BESTSTORY 2005 BESTADVENTURE GAME
Finalist, BEST ORIGINAL MUSIC
Finalist, BEST VOICE ACTING
Finalist, BEST ORIGINALGAME MECHANIC Finalist, MOSTINNOVATIVE GAME
BEST ADVENTUREGAMEON PC PLAYERS’CHOICE AWARD(Adv.)
RUNNER-UP, BESTADVENTURE GAME PS2 RUNNER-UP, BESTSTORY PS2 RUNNER-UP, BESTADVENTURE GAME XBOX
MOST INNOVATIVEGAME BESTADVENTURE GAME PLAYERS’CHOICE AWARD(Adv.)
Finalist BESTORIGINAL GAMEMECHANIC Finalist BEST STORY FinalistBEST VOICE ACTING
Finalist BEST ORIGINALMUSIC
Final reviews report
On the adventure segment:
The Market, all genres:
85%+ average, PC/X-BOX/PS2
PLAYSTATION MAGAZINE UK : 90%
"This is one game where the line between gameplay and cut-scene is virtually invisible: you choose and act out every action onscreen as it's played out with more cinematic flair than almost any other game on the market."
GAME INFORMER US : 8.5/10
“… this title has evolved to the point that it almost stops being an adventure game and becomes something that defies classification”.
TOTALGAMER.COM (UK) : 9/10
"…probably the most enjoyable, forward-looking and thoughtful piece of videogaming we've played in this or in any year. We never thought we'd say this, but it's a real step forward for the adventure game genre".
NEXT GEN: HEAVY RAIN
Real Time Post-Processing;
Next Generation Rendering:
Next Generation Animation:
Autor: Guillaume de Fondaumiere
Source: Medienwoche 2006
Language: English
Labels: Medienwoche 2006
Thursday, August 31, 2006
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