“Program and Control”? Netflix’s Bandersnatch and the Future of Choose Your Own Adventure with Anastasia Salter

“Program and Control”? Netflix’s Bandersnatch and the Future of Choose Your Own Adventure with Anastasia Salter

Aimee Kwon, Shai Ginsburg

2019

Type: Lab

Netflix’s new playable film, Black Mirror: Bandersnatch, has drawn renewed attention to the potential for mainstreaming interactive fiction. Taking place as it does among the dystopian, tech-wary episodic sequences of Black Mirror, the work is simultaneously an experiment to gauge audience acceptance and a commentary on the potential future of user-aware, data-gathering playable experiences as an accepted part of “watching”–and being watched. However, placing Bandersnatch into conversation with the history of games and interactive fiction is mostly a testament to how far we haven’t come: the combination of 80s nostalgia, trite “bad” endings, forced metafiction, and an elevation of the game designer as auteur is fundamentally disappointing. Participants learned from the responses of non-gamers and a broader community to Bandersnatch’s experiment, and where might interactive film go from here?