On Unique Experiences

One problem facing immersive storytelling and interactive fiction emerges as a corollary mes from the narrative paradox. Audiences, after experiencing a story that was to some degree unique to them, have uncertainty about how their experience relates to others.

Did they get the best experience? Did they do it right? Can they talk about the experience with others? How do they talk about the experience with others?

This is a nonissue. I believe it stems from filmmaker's and director's fears of losing control over their directed narrative. It's not so much a complaint than an identification of a trait of the medium. Yes, experiences will be different.

This difference does not mean that audiences are incapable of communicating about them in an advanced or intelligent way and to believe this is a naive assertion that does not account for the current existence of individualized experiences that audiences do talk about in an adept way: video games.

I see no reason to even argue my point light of the fact that there is no compelling support for my opposite.

Yes, dealing with audience's uniqueness is a concern and a quality of the medium. No, that isn't inherently an issue or a problem.

The problem is that audience's don't currently have an advanced grammar to discuss the form of 360° video with. I hope this thesis work helps establish this grammar and move the conversation around 360° video forward as much as I hope it helps creators approach their work more intelligently.