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January 20, 2005
What Could Happen in the Next Hour?
You probably know the premise of the show: events take place in real time, over the course of twenty-four hours of a single day. Sounds somewhat unsustainable - after all, the show takes place in LA, and wouldn't you waste at least half an episode every time a character had to drive somewhere? But this is fantasy LA, and besides, something bad always happens before the character reaches the destination, in part because the action can never slow down. Which leads to a very interesting type of show - a show that must be open-ended and flexible, that must maintain pacing, that must weave together several threads in a way that makes sense at the end - in short, a modular show, put together in blocks of well-balanced plot-bits.
I hesitate to assign 24 the same status as Run Lola Run or Groundhog Day as a true example of a show or film that speaks the procedural language of multiple possibilities common to many video games. Nevertheless, watching the show is like playing a game in that you really believe that anything can happen Characters can die. Plots can be overturned. And unlike other dramas, or even other action shows, the pace simply never lets up. It's always rushing, running, catching up to the story, keeping your adrenaline pumping. I think that's what we got addicted to, that constant motion. The hours just flew by and before we knew it, we were wishing we'd have just one more hour to drive so we could see the end... but the end is ever-elusive; like all those times I've played a game and thought, "just one more level, and then I'll stop; one more item to get, and then I'll stop; just finish exploring this area, and then I'll stop..." But there's no stopping until the game stops, is there? Posted by jane at January 20, 2005 12:59 PMComments
just checking to see if the comments work now. Posted by: jane on January 25, 2005 12:56 PMThe comments were broken? I jut thought everyone stopped coming here... Posted by: bowler on January 25, 2005 01:43 PMI wasn't allowed to put comments. I'm not sure which where the reasons. After realising nobody else was posting either I thought it was a problem of the site. jane's back posting! i tend to think that all great television shows are constructed in this manner; something exciting needs to happen every ten minutes or so to keep viewers' attention poised. when that next commercial hits, they want to know that you're not gonna change the channel. more recently, i'd wager that the fact that television shows naturally and eventually end up having a second (and probably at least as valuable) life as a dvd box set, that method of construction is just as important. great television, like great games, never slow down... the action moves fast, just as you mention. this is true regardless of genre. "sports night," for example, is a comedy show, yes, but the speed at which its witty dialogue is delivered and thus how quickly different plot points can be hit keeps the "action" entertaining throughout... when i throw in a disc from the box set and start watching, i'm lucky if a whole weekend doesn't pass. i guess i'm still waiting for the perfect non-action gaming equivalent to these comic drama telvision shows. i often envision a game set in an office environment played from the standard FPS perspective that's concerned simply with the relationships people make in those everyday mundane environments. don't get me wrong, i like action too... i just wish that instead of blowing off someone's head everyday, i could pick up a piece of paper, crumple it into a ball, and toss it into the back of a "co-workers" head. too much like real-life for you? maybe. but i think if the narrative was well constructed, players would sing a different tune. Posted by: ryan on January 29, 2005 09:49 AM
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