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).
- Aarseth, E. (1997). Cybertext (on illusionary player freedom).
-
-
Critical Debates and Counterarguments:
- Juul, J. (2005). Half-Real (arguing that all game narratives are restrictive).
- Ryan, M.-L. (2001). Narrative as Virtual Reality (suggesting degrees of narrative agency).
- Bogost, I. (2007). Persuasive Games (on interactivity reinforcing ideological control).
- Juul, J. (2005). Half-Real (arguing that all game narratives are restrictive).
-
Empirical Studies & Case Studies:
- The Stanley Parable (meta-commentary on controlled freedom).
- Her Story (fragments assembled freely but always lead to a singular ending).
- Portal (apparent player freedom within tightly controlled level design).