I went to see a promenade production of a few of Pinter’s political plays the other week, put on by Hydrocracker at Shoreditch Town Hall. When I got out of it, it reminded me a lot of the way first person videogames gate progress through staged encounters. I wrote a bit about this for the Hide&Seek blog:
The security guards weren’t just human gating tools; they were good gating tools because they were human. A marine in a doorway in Call of Duty has a couple of repeated “barks” to explain why you can’t pass him. But a human actor can improvise, responding sympathetically and organically to the situation in front of them. The gates feel much less forced when you can have a dialogue with them.
Read the full post over at Hide&Seek.