Speaker
working on it. And I think movie and TV people, more linear storytellers, yeah are used to saying, you're going to experience this in this way. And the difference between interactive, it's subtle but important, is that um you don't get to dictate how someone experiences it. You have to make sure that the world is cohesive enough that they still make discoveries, yeah but they'll do it at their own pace. And that's a very important difference because games are scalable, like everyone can play it and everyone can have their own unique experience, but you're not telling them this, then this, then this, then this, you're letting them do it on their own. And that's exactly what happened with what happened at Jurassic World, is they wanted, it's a motion vehicle ride with four people, and they wanted the ride to stop, and then Blue jumps in front of you. The Velociraptor, yeah. The Velociraptor Blue, he jumps in front of you, and then the director, he said, player four is gonna try to shoot him with a gun, but then it's gonna jam. Player three is gonna grab a flare gun and shoot it in the air, and it's that same line of thinking of you don't dictate what you're for. Yeah, you can't control what they're gonna do. Yeah, exactly. So you have to make the environment fertile enough to foster these discoveries, but you can't dictate the discoveries when it's interactive. Yeah, it's a thing that I know they had been testing for a long time, because I had designed this