The LOST

Guided Freedom


This page explores the paradox of constrained choice in interactive experiences—where freedom is always deliberately guided.





PATHS.

Which way will you go?

The Lost /
The Dead

Choices vs. Constraint

A short film on the freedom of youth and the consequences of that raw energy. Where do your feet lead you, and are you in control of them? 

Dance









Footnotes & References


  • Core Theoretical Foundations:

      • Aarseth, E. (1997). Cybertext (on illusionary player freedom).

      • Laurel, B. (1993). Computers as Theatre (on directing interaction).

      • Murray, J. (1997). Hamlet on the Holodeck (on agency within structured systems).
  • Critical Debates and Counterarguments:

    1. Juul, J. (2005). Half-Real (arguing that all game narratives are restrictive).

    2. Ryan, M.-L. (2001). Narrative as Virtual Reality (suggesting degrees of narrative agency).

    3. Bogost, I. (2007). Persuasive Games (on interactivity reinforcing ideological control).
  • Empirical Studies & Case Studies:

    1. The Stanley Parable (meta-commentary on controlled freedom).
    2. Her Story (fragments assembled freely but always lead to a singular ending).
    3. Portal (apparent player freedom within tightly controlled level design).