Form and Content in Interactive Film: An Analysis of Black Mirror: Bandersnatch
Nesibe Betül YurtsevenWith the proliferation of digitalization and the Internet, humanity’s relationship with the flow of information has undergone a transformative shift from passive reception to active engagement. While the issue of how an audience receives the content presented in completed form in many media in the fields of communication and art, especially in films, remains currently significant, the matter of how an audience can be involved in the process of creation before contents or a work is completed is open for discussion. In line with this, the feature of interactivity, long integrated into video games and social media applications, is now observed being adapted to cinema in a highly efficient manner. Among these examples, Black Mirror: Bandersnatch (Slade, 2018) is a production worth studying for both its form and content as the first adultoriented film to reach a mainstream audience. In addition to studies on interactive films from various perspectives, the presence of the need to examine and define the artistic features of the interactive structure has become apparent. For this purpose, the current study traces how the form content dichotomy, the most classic debate in cinema, can be evaluated regarding interactive films. Interactive narratives differ from the classical narrative form through their structure, which grants control to the audience and its branching story possibilities, and remains a topic under theoretical frameworks for defining its aesthetic elements and determining the relationship between them. This study attempts to build a bridge between the most classical theories and the newest ones through a detailed descriptive analysis of Black Mirror: Bandersnatch.
İnteraktif Filmde Biçim ve İçerik: Black Mirror: Bandersnatch Filminin Analizi
Nesibe Betül YurtsevenDijitalleşmenin ve ardından internetin yaygınlaşması sayesinde, bilgi akışı ile ilişkimizin edilgen alımdan etken katılıma doğru bir dönüşüm sürecine girdiği tartışılmaktadır. Günümüzde, filmler başta olmak üzere iletişim ve sanat alanlarına dahil pek çok medyumda, tamamlanmış şekilde sunulan içeriği seyircinin nasıl alımladığı meselesi önemini korurken; seyircinin içerik/eser tamamlanmadan yaratım sürecine nasıl dahil olabileceği konusu, tartışmamız için önümüzde durmaktadır. Bu doğrultuda, video oyunlara ve sosyal medya uygulamalarına uzun süredir entegre olan interaktivite özelliğinin, sinemaya da verimi yüksek şekilde uyarlanmaya çalışıldığını gördüğümüz örnekler birikmektedir. Bu örneklerden, geniş bir izleyici kitlesine sahip Netflix platformunda yayınlanan ilk yetişkinlere yönelik interaktif film olan Black Mirror: Bandersnatch, hem biçimi hem de içeriğiyle çalışılmaya değer bir yapımdır. İnteraktif filmlerin çeşitli açılardan ele alındığı çalışmalara ek olarak, interaktif yapının sanatsal özelliklerine eğilmenin ve bunları tanımlamanın bir gereklilik olduğu fark edilebilir. Bu amaçla, bu çalışmada sinemanın en klasik tartışması olan biçim-içerik dikotomisinin, interaktif filmlerde nasıl ele alınacağının izi sürülmektedir. Hem kontrolü seyirciye veren yapısıyla hem de dallanan hikâye olasılıklarıyla klasik anlatı yapısından ayrılan interaktif anlatılar, estetik ögelerinin tanımlanması ve aralarındaki ilişkinin belirlenmesi için kuramsal çerçeve oluşturulmaya devam edilen bir konu başlığıdır. En klasik kuramlar ile en yeni kuramlar arasında bir köprü kurmaya çalışılan bu çalışmada, örnek vaka olarak seçilen Black Mirror: Bandersnatch filminin betimsel analiz yöntemiyle ayrıntılı bir yapısal tahlili yapılmıştır.
Cinema was initially introduced as a technological innovation and rapidly garnered widespread acceptance, evolving into a powerful art form and pervasive medium. Throughout its history, cinema has continuously adapted to technological advancements, with innovations involving such aspects as scenario, color, sound, wide screen formats, digitalization, 3D, and IMAX enhancing the narrative possibilities and transforming its formal characteristics. In the contemporary era, the ubiquity of the Internet and rise of digital streaming platforms have ushered in a transition toward a viewer-centric content consumptive experience, particularly as audiences increasingly shift from passive spectators to active users, driven by a heightened demand for interactive consumption most notably in the realm of gaming.
Netflix as a digital streaming platform was traditionally regarded as avantgarde and experimental and also notably catapulted interactive film production into the mainstream in 2018. Marking a milestone in the evolution of interactive storytelling, Black Mirror: Bandersnatch (Slade, 2018) is a film based on the celebrated British dystopian science fiction series Black Mirror and stands out as the inaugural adult interactive film to have achieved mainstream recognition. Serving as the focal point of this research, the production diverges from traditional linear narratives by presenting choices to the audience, empowering them to shape the trajectory of the story. This work delves into the fundamental concepts of form and content in the realm of interactive films by utilizing Black Mirror: Bandersnatch as an illustrative case study.
The nature of interactive storytelling necessitates distinct techniques compared to the linear narrative prevalent in traditional cinema. Interactive cinema employs non linear narrative techniques and has roots dating back to the 1960s, although its initial experiments in physical cinema spaces remained largely experimental until the digital era and the proliferation of the Internet. The contemporary integration of interactivity into cinema has been accelerated by streaming technology, video game interaction, participatory culture, and software-facilitated interactive narratives, sparking both practical and theoretical discussions.
Cinema’s unique characteristics compelled early theorists to define its form, followed by realist theorists accentuating the significance of content. As another period of rapid aesthetic and technological transformation akin to the classical cinema discussions era is being witnessed, examining the structure of interactive films becomes paramount, given their capacity for multiple evolving stories. The contrast between the passive experience of traditional cinema and the active engagement inherent in interactive films underscores the necessity for adapting the concepts of form and content to this evolving cinematic genre.
The primary objective of this study is to articulate the definitions of form and content within the domain of interactive films. To fulfil this objective, an exploration of the following key questions has been undertaken:
1. What constitutes the form and content of interactive films?
2. How is the relationship between form and content manifested in interactive films?
This investigation delves into the structural dimensions of interactive narrative films, a novel paradigm in cinema. The inquiry commences by revisiting the classical dichotomy of form and content in cinema. Subsequently, the study navigates through the conceptualization of interactivity and the discernment of an interactive form. The pinnacle of this exploration involves a descriptive analysis of Black Mirror: Bandersnatch. Through this analysis, the study aims to define the film’s form and content and discern the intricate relationship between them. To accomplish this, the theoretical groundwork for the concept of interactivity is laid through a comprehensive discussion of form and content. Following this theoretical foundation, the film is subjected to an analysis by employing the specific categories of form and content. The analytical framework incorporates Hartmur Koenitz’s (2010, 2015) models for interactive digital narrative and protostory. The synthesis of this analysis culminates in a condensed presentation of the film’s form and content and is conveyed through illustrative figures.
The study reveals the distinctive feature that enables the viewing of interactive films to lay in their unique form, which systematically presents content to the audience and facilitates access to all possible story alternatives. Koenitz’s (2010, 2015) definition characterizes this system as the software delivering content to the audience and the hardware on which the software operates. Notably, each of the scenes presenting all the possible story pathways were identified to constitute the content in interactive films.
The study emphasizes that, without the specific order the system imposes for presenting these scenes, the content would be unintelligible and, consequently, nonfunctional. This underscores how the form in interactive films not only fortifies the narrative but also more fundamentally renders the narrative possible.
Despite the limitations regarding the interactivity arising from a relatively low number of story alternatives in the analyzed film of Black Mirror: Bandersnatch, the study concludes that the production holds a significant place int the history of interactive cinema. This distinction stems from its capacity to present a dramatic narrative with diverse alternative storylines, thus contributing to the evolution and diversification of interactive storytelling within the cinematic landscape.