The Wind path
Mapping the Unknown
An in-depth look at the room as a storytelling mechanism in Wayfinder. It examines physical movement through space, the role of props as narrative signposts, and the act of searching as an interpretive process.
PATHS.
Which way will you go?
The Lost /
The Dead
The Lost Map
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
The Wind /
The Daughter
The Box As Compass
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
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Core Theoretical Foundations:
- Pine & Gilmore – The Experience Economy – interactive spaces as immersive storytelling environments.
- Ingold – Lines – how movement through space creates meaning.
- Aarseth – ergodic navigation through physical objects.
- Pine & Gilmore – The Experience Economy – interactive spaces as immersive storytelling environments.
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Critical Debates and Counterarguments:
- Does the room structure guide or control interpretation?
- Are static objects inherently ergodic, or must interaction be built into their design?
- Can spatial navigation replace traditional dramaturgy?
- Does the room structure guide or control interpretation?
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Empirical Studies & Case Studies:
- Escape Rooms – interaction with narrative-driven objects.
- Talliston House – physical space as narrative environment.
- Wayfinder Box – how navigation shapes actor choices.
- Escape Rooms – interaction with narrative-driven objects.