Survival mode

Maybe the end of this year was always going to be like this, a time when all of the things that had been keeping me on my toes this year were going to come together in a big bang and demand attention and resolution in one way or another. Some okay. Some extremely confusing and/or difficult. Moments of high emotion are really not the best times to be making decisions. Though that emotion, and the momentum it provides, can certainly be quite persuasive and hard to resist.

Anyway, it’s kind of thrown me into an extended high-angst, high-stress, delirious survival mode. So it seems sort of fitting that one of my (very unexpected) coping mechanisms has been to start doing the Zombies, Run! 5K training program.

I started on Christmas Day – around lunchtime. It was so quiet. I don’t think I saw a single person in the streets. And certainly no one in the parkland / forest area I went to explore. It made the sound effects and scenario of the ‘mission’ I was on – particularly when running from the zombies – really quite immersive! i.e. It wasn’t dissimilar to this:

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“This is a rare opportunity to build a whole new type of game—it taking place on an actual train, with other passengers on board, adds a lot to the dynamics of an escape room experience,” says InsideOut’s Ágnes Kaszás. “To my knowledge, it is the longest-running game ever made, and we are very excited to be able to design it in the spirit of the new hit movie. It’s a dream come true, both for us and the players!”

Source: TBWA Is Turning a Speeding Train Into an Escape Room for Murder on the Orient Express – Adweek


As grand an idea as it once seemed, the delivery of a truly meaningful impact from our choices still mostly feels like an unrealized dream.

Source: Tina Amini, Video game stories still don’t belong to you, Mashable.

This article caught my eye. I’m sure it had a tag-line along the lines of ‘your choices in games don’t matter’ when I saw it; I was incensed, certain I was going to read this article and disagree with its argument on the basis that it had misunderstood / overlooked that the story you tell in a game is not only about the narrative action that unfolds within the gameworld but also the impact of your choices on your broader experience which, in turn, may twist or shape how you then interpret the action of the game.

Turns out the article, in some ways, reaches a similar conclusion. It’s an interesting read (though I skipped much of it towards the end because I wanted to avoid the Prey spoilers – just in case).

Where is the story?

Casting an interactive show

I’m always curious about how an immersive (or interactive) show is cast.

The Republic Game seems to have taken quite a unique approach both in terms of what the audition itself involved and then also filming those auditions to help promote the show.

(Their behind-the-scenes production blog is also worth checking out. As is their Kickstarter page if you’d like to support the project.)