Martin Ericsson explains why live action roleplaying totally beats computer games when it comes to immersion. He goes on to talk about his use of 360° immersive aesthetics in the games Hamlet, a decadent 1930’s version of the Shakespeare play, and Carolus Rex, a Swedish space drama staged in a submarine.
Martin Ericsson is senior designer. Over the past fifteen years he has instigated, written and designed more than twenty pieces of participative art ranging from reality games and Shakespeare adaptations to massive sci-fi and fantasy larps. Ericsson’s recent work includes four years of pervasive games research at the Interactive Institute’s Game Studio, culminating in the creation of the Interactive Emmy Award winning The Truth About Marika, the worlds first fully integrated participation drama. Through work at The Company P, Ericsson has collaborated with some of the world’s most respected showrunners, like Joss Whedon and Tim Kring.
Further reading
Eye-Witness to the Illusion: An Essay on the Impossibility of 360° Role-Playing
by Johanna Koljonen, in the 2007 Knudepunkt anthology Lifelike.
Five Weeks of Rebellion: Designing Momentum
by Staffan Jonnson, Markus Montola, Jaakko Stenros and Emil Boss, in the 2007 Knudepunkt anthology Lifelike.
“I Could a Tale Unfold Whose Lightest Word Would Harrow up Thy Soul”:
Lessons from Hamlet
by Johanna Koljonen, in the 2004 Solmukohta anthology Beyond Role and Play.