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The Pixel Lab 2015 | What Are We Learning? - Michel Reilhac

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As The Pixel Lab ends, an attempt at drawing lessons learned and tracks uncovered for what to do next.

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The Pixel Lab 2015 | What Are We Learning? - Michel Reilhac

  1. 1. What Are We Learning? Michel Reilhac, Mélange ! #PixelLab @powertothepixel
  2. 2. Interactive storytelling: the end of the tunnel?
  3. 3. 5 years after it appeared as an exciting novelty in the media vocabulary as …
  4. 4. …interactive storytelling has not taken off yet.
  5. 5. This is the normal phase of a cycle before the rebound phase …
  6. 6. … and this rebound is about to start.
  7. 7. Really ?
  8. 8. In March 2000, the internet bubble burst.
  9. 9. It then took over 10 years to progressively rebuild itself as an overwhelming industry.
  10. 10. All innovations seem to follow the same 4 A cycle pattern:
  11. 11. 1: Anticipation ! ! ! !
  12. 12. 1: Anticipation 2: Abandon ! ! !
  13. 13. 1: Anticipation 2: Abandon 3: Adaptation ! !
  14. 14. 1: Anticipation 2: Abandon 3: Adaptation 4: Adoption !
  15. 15. 1: Anticipation 2: Abandon 3: Adaptation 4: Adoption ! …just like for love, clothes,parties, sex…
  16. 16. Each innovation starts out with tremendous promise. Prophets arise to claim that a new world has arrived. We listen. We dream. We hope. We become disillusioned. Finally, each innovation becomes integrated to the methods and innovations that came before. None is a panacea; all contribute to the whole. Qual Blog/ Jim Bryson
  17. 17. The Gartner Hype Cycle  reflects this pattern :
  18. 18. Emerging Technologies Cycle 2014 (QualBlog/ Jim Bryson)
  19. 19. Where is interactive storytelling today on the Hype Cycle Curve ?
  20. 20. Probably around here
  21. 21. Oh no! In the trough? But why ?
  22. 22. Inflated expectations from the media and commissioners have not been met:
  23. 23. -expected increase in broadcasters web traffic has not happened
  24. 24. - natural reluctance to change in major institutions has a strong passive impact
  25. 25. - naturally passive audiences have not magically transformed into a participatory community
  26. 26. - we are still struggling with the infancy stage of interactive narrative language…
  27. 27. … the same way we did 100 years ago with the budding language of cinema then.
  28. 28. Where are the signs of our soon-to-come climb back up the slope of enlightenment?
  29. 29. Advertisers keep migrating from tv to the web …
  30. 30. …forcing tv to progressively embrace interactive content
  31. 31. Tv will therefore remain a key financing source for interactive content…
  32. 32. … even though it sees it still as a marketing tool…
  33. 33. … to promote its traditional program grid…
  34. 34. …and not as native content.
  35. 35. But…
  36. 36. …new media other than tv are now appropriating interactive storytelling:
  37. 37. Printed press Killing Kennedy/ National Geographic
  38. 38. Museums: Quai d’Orsay/ Restauration of « L’atelier du peintre » by Courbet
  39. 39. Brands: gamification, crowd sourcing, participation, branded content, …
  40. 40. Advertising : British Airways
  41. 41. Games : Assassin’s Creed
  42. 42. Real life Safety
  43. 43. Virtual reality is a potential breakthrough
  44. 44. Not just a technical improvement…
  45. 45. …but a paradigm change…
  46. 46. …coming as a tidal wave very soon.
  47. 47. What is it?
  48. 48. Now
  49. 49. Polar sea
  50. 50. Soon
  51. 51. The future of game: Skyrim
  52. 52. Why ?
  53. 53. - IMMERSION feels true !
  54. 54. - IMMERSION feels true - PRESENCE is the experience
  55. 55. - IMMERSION feels true - PRESENCE is the experience - EMPATHY is complete
  56. 56. How ?
  57. 57. It is a tech jungle out there…
  58. 58. giroptic
  59. 59. spatial scripting
  60. 60. Lines of 1 minute worth dialogues go here: bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla bla …..
  61. 61. blindspot, reverse or body
  62. 62. Making VR a collective experience « Doghouse »
  63. 63. Many other challenges ahead, like…
  64. 64. designing death in games
  65. 65. sport events
  66. 66. sex
  67. 67. music
  68. 68. VR is going through the fascination phase like in the early days of cinema.
  69. 69. It may bear high risks of serious addiction…
  70. 70. …but the beginning of VR is about to begin anyway. BIG time!
  71. 71. So…how do we labour before we rebound?
  72. 72. Catch points from 6 years of Pixel Lab:
  73. 73. We are coming out of the fascination phase.
  74. 74. What comes first ?
  75. 75. -story ! !
  76. 76. -story -game dynamics !
  77. 77. -story -game dynamics -mobile !
  78. 78. -story -game dynamics -mobile -audience
  79. 79. -story -game dynamics -mobile -audience -pragmatism
  80. 80. -story -game dynamics -mobile -audience -pragmatism -start small and early
  81. 81. What is key ?
  82. 82. -participatory creation ! ! ! !
  83. 83. -participatory creation -iterative process ! ! !
  84. 84. -participatory creation -iterative process -realistic approach to interactivity ! !
  85. 85. -participatory creation -iterative process -realistic approach to interactivity -good stories transcend platforms !
  86. 86. -participatory creation -iterative process -realistic approach to interactivity -good stories transcend platforms -fuck permission based culture!
  87. 87. -participatory creation -iterative process -realistic approach to interactivity -good stories transcend platforms -fuck permission based culture! -fuck perfection!
  88. 88. Awareness of basic human truths:
  89. 89. Innovation is scary because our brains are search engines and they hate the unknown.
  90. 90. Anything familiar is reassuring and comforting…
  91. 91. …and this is why our brain constantly seeks familiar references.
  92. 92. But familiarity is a self fulfilling prophecy.
  93. 93. We look for a new balance in our lives between: - physical and digital, -old and new
  94. 94. Are we here to give people props to live their own lives?
  95. 95. We are the tension between our individual and gregarious needs.
  96. 96. We have become schizophrenic beings whose digital presence and real life do not necessarily superpose.
  97. 97. Target the negative guy in the room when negotiating .
  98. 98. CONCLUSION
  99. 99. While we, interactive storytellers and producers, finish our fall into the trough of disillusions…
  100. 100. …we must endure.
  101. 101. Soon we will start our inevitable climb up the slope of enlightenment…
  102. 102. …because…
  103. 103. … we are unstoppable!
  104. 104. ! @michelreilhac www.michelreilhac.com

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