And what about story-making? It became so boring these days.
I think, in the future story will be gamified. Like in an RPG, everything characters attempt will be decided against a fair dice roll. Your hero shoots at his enemy? You roll a dice. Enemy retaliates? You roll a dice. Your hero is killed? You roll a dice on his mysterious return, but if it fails, you move on.
If you get stuck you may rollback some story but you are not allowed to cheat. And then you just film what you've got.
This way, 24-style stories are simpy impossible and that's a good thing. Extremelly annoying.
I've actually used RPGs to produce the skeleton of a film's story before - see http://www.bloodspell.com/ , which included a few RPG sessions in its script development.
It works - particularly for avoiding "but why didn't the characters do X" moments, and providing unexpected twists.
That's a terrible way to run an RPG, IMO. But it would be an even worse way to write a movie. Give up 3,000+ years of learning about story in exchange for a bunch of random crap. "Yeah, the lead died from a burst appendix just before the confrontation with the big bad, but one of the extras introduced in the next scene got a really lucky shot and killed the bad anyway, so I guess it all balances out."
I think, in the future story will be gamified. Like in an RPG, everything characters attempt will be decided against a fair dice roll. Your hero shoots at his enemy? You roll a dice. Enemy retaliates? You roll a dice. Your hero is killed? You roll a dice on his mysterious return, but if it fails, you move on.
If you get stuck you may rollback some story but you are not allowed to cheat. And then you just film what you've got.
This way, 24-style stories are simpy impossible and that's a good thing. Extremelly annoying.