The world is full of terrible people, though. It's a "mirror" on current society, which is probably where they got the name. And by terrible I don't mean "literally Hitler," but the boring terribleness and malaise that so many around us have kind of just slipped into: Selfishness, impoliteness, paranoia, anger, belligerence, spitefulness, indifference to cruelty, unnecessary competitiveness in everything. Just an overall lack of socialization, grace and empathy.
Maybe it's boring to you because the characters' traits can be found all over the place in real life.
Nope. It's a reference to the surface of a screen. (Though undeniably there's important double meaning there)
> The "black mirror" of the title is the one you'll find on every wall, on every desk, in the palm of every hand: the cold, shiny screen of a TV, a monitor, a smartphone.
https://www.theguardian.com/technology/2011/dec/01/charlie-b...
Neither new nor unique. It's been done, many times. The classic is Kinoautomat, 1967.[1]
Much video game design revolves around how to keep to the plot while giving the user some freedom. If the user is locked to a path, the game is called a "track ride". If the user can do whatever they want, it's an open-world game. Resolving that dichotomy is hard, but has been done successfully many times. GTA V is a good example.
[1] https://en.wikipedia.org/wiki/Kinoautomat
> Most games in the Dragon's Lair series are interactive films where the player controls Dirk the Daring, in a quest to save Princess Daphne. The game presents predetermined animated scenes, and the player must select a direction on the joystick or press the action button in order to clear each quick time event, with different full motion video segments showing the outcome.[10] A perfect run of the 1983 arcade game with no deaths lasts no more than 12 minutes. In total, the game has 22 minutes or 50,000 frames of animated footage, including individual death scenes and game over screens.
https://en.wikipedia.org/wiki/Dragon%27s_Lair
> If the user is locked to a path, the game is called a "track ride". If the user can do whatever they want, it's an open-world game. Resolving that dichotomy is hard
Actual generative AI (as opposed to that in the OP) holds promise in solving this conflict by being the story teller in place of the game designer. I'm curious to know what's happening in this space.