Why does Bandersnatch have dead ends?












2















I saw Black Mirror: Bandersnatch (2018) and got a dead end by choosing the option where the protagonist destroys his computer when his "finished" code turns up buggy. But instead of continuing the story forward, the show kept repeating that scene and asked me to make a different choice where he just hits the desk, thus indicating a dead end.



The protagonist is already frustrated to the breaking point at this point, as his demo was a failure with his boss, so I felt the natural reaction would be that he would destroy his computer; but the show said otherwise.



Strictly from a screenplay point of view, why were there dead ends like this in the story? Why didn't they lead to one of the filmed endings? Keeping dead ends in this novel approach to storytelling seems very odd.



PS: The answer to another question indicates there are more dead ends too










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    2















    I saw Black Mirror: Bandersnatch (2018) and got a dead end by choosing the option where the protagonist destroys his computer when his "finished" code turns up buggy. But instead of continuing the story forward, the show kept repeating that scene and asked me to make a different choice where he just hits the desk, thus indicating a dead end.



    The protagonist is already frustrated to the breaking point at this point, as his demo was a failure with his boss, so I felt the natural reaction would be that he would destroy his computer; but the show said otherwise.



    Strictly from a screenplay point of view, why were there dead ends like this in the story? Why didn't they lead to one of the filmed endings? Keeping dead ends in this novel approach to storytelling seems very odd.



    PS: The answer to another question indicates there are more dead ends too










    share|improve this question



























      2












      2








      2


      1






      I saw Black Mirror: Bandersnatch (2018) and got a dead end by choosing the option where the protagonist destroys his computer when his "finished" code turns up buggy. But instead of continuing the story forward, the show kept repeating that scene and asked me to make a different choice where he just hits the desk, thus indicating a dead end.



      The protagonist is already frustrated to the breaking point at this point, as his demo was a failure with his boss, so I felt the natural reaction would be that he would destroy his computer; but the show said otherwise.



      Strictly from a screenplay point of view, why were there dead ends like this in the story? Why didn't they lead to one of the filmed endings? Keeping dead ends in this novel approach to storytelling seems very odd.



      PS: The answer to another question indicates there are more dead ends too










      share|improve this question
















      I saw Black Mirror: Bandersnatch (2018) and got a dead end by choosing the option where the protagonist destroys his computer when his "finished" code turns up buggy. But instead of continuing the story forward, the show kept repeating that scene and asked me to make a different choice where he just hits the desk, thus indicating a dead end.



      The protagonist is already frustrated to the breaking point at this point, as his demo was a failure with his boss, so I felt the natural reaction would be that he would destroy his computer; but the show said otherwise.



      Strictly from a screenplay point of view, why were there dead ends like this in the story? Why didn't they lead to one of the filmed endings? Keeping dead ends in this novel approach to storytelling seems very odd.



      PS: The answer to another question indicates there are more dead ends too







      analysis black-mirror black-mirror-bandersnatch






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      share|improve this question








      edited 58 mins ago









      Johnny Bones

      38.4k14102195




      38.4k14102195










      asked 1 hour ago









      KharoBangdoKharoBangdo

      4,533124179




      4,533124179






















          2 Answers
          2






          active

          oldest

          votes


















          2














          The show is based on the "Choose Your Own Adventure" series of books, and in fact the author of said books has sued Netflix over this series.



          The point is, in the "Choose Your Own Adventure" books, your character could die, thus making for a shorter story. In the TV show, it must run a specific length, thus the dead end forces you to choose an alternate course of action to progress the story along.



          Keep in mind, they're on a budget. It's easier (and less expensive) to force you to make an alternate choice than to actually script and film every possible outcome.



          Of course, the simple fact is that you don't really have a choice. ;o)






          share|improve this answer
























          • Considering the medium (internet streaming) there is no real reason to fill a fixed runtime. They could have just decided that this concludes the story and roll the credits.

            – Philipp
            6 mins ago













          • Not sure what you mean about needing the show to run for a specific length. Netflix and other streaming services have famously freed television from the 22-minute episode format, as there are no time slot restrictions on how long each episode must be. This is particularly relevant for Bandersnatch, which can run anywhere between 40 and 150 minutes depending on the choices taken. There's no logistical reason why they couldn't have included a version of the story that reaches an ending in the first 5 minutes.

            – Nuclear Wang
            4 mins ago





















          2














          Another reason it may be done this way to motif the video game concept. In some games, you don't always just die, as much as you may have some "players" left and can return to previous checkpoint. (ie: the difference between loosing something vs loosing everything/the whole game)




          Checkpoints are locations in a video game where a player character
          respawns after death. Characters generally respawn at the last
          checkpoint that they have reached.**A respawn is most often due to the
          death of the in-game character, but it can also be caused by the
          failure to meet an objective required to advance in the game.

          Checkpoints might be temporary, as they stop working when the
          character loses all of its lives. Most modern games, however, save the
          game to memory at these points, known as auto-saving.



          Checkpoints might be visible or invisible to the player. Visible
          checkpoints might give a player a sense of security when activated,
          but in turn sacrifice some immersion, as checkpoints are intrinsically
          "gamey" and might even need an explanation of how they work. Invisible
          checkpoints do not break immersion, but make players unsure of where
          they will respawn. Usually, if a player does get a game over, then
          there progress will be lost, and the player would lose all of their
          checkpoints.




          "...why were there dead ends like this in the story? Why didn't they lead to one of the filmed endings? Keeping dead ends in this novel approach to storytelling seems very odd."



          But also to go with Johnny Bones' great answer, the notion of different kind of endings also does not only point out that we don't have full control and that there are still limitations, but it also gives us a contrast to consider what an ending really is, which the creators behind Bandersantch seem to want us to contemplate, as they themselves have...




          Even Netflix says that while there are five “main” endings, there are
          multiple variants on each that they are daring viewers to uncover. And
          Brooker and Jones are clear as to not “prescribe” one ending over the
          others, especially because they couldn’t agree on what exactly defines
          one.



          There were quite heated debates about what constitutes an 'ending,'”
          says Brooker. “There’s a school of thought that says any time it stops
          and you go back, that’s an ending. In Bandersnatch, there are endings
          that are really abrupt that are still endings, in my mind.”



          Besides, Jones points out: “In a world of parallel realities, maybe
          there is no ending?”







          share|improve this answer

































            2 Answers
            2






            active

            oldest

            votes








            2 Answers
            2






            active

            oldest

            votes









            active

            oldest

            votes






            active

            oldest

            votes









            2














            The show is based on the "Choose Your Own Adventure" series of books, and in fact the author of said books has sued Netflix over this series.



            The point is, in the "Choose Your Own Adventure" books, your character could die, thus making for a shorter story. In the TV show, it must run a specific length, thus the dead end forces you to choose an alternate course of action to progress the story along.



            Keep in mind, they're on a budget. It's easier (and less expensive) to force you to make an alternate choice than to actually script and film every possible outcome.



            Of course, the simple fact is that you don't really have a choice. ;o)






            share|improve this answer
























            • Considering the medium (internet streaming) there is no real reason to fill a fixed runtime. They could have just decided that this concludes the story and roll the credits.

              – Philipp
              6 mins ago













            • Not sure what you mean about needing the show to run for a specific length. Netflix and other streaming services have famously freed television from the 22-minute episode format, as there are no time slot restrictions on how long each episode must be. This is particularly relevant for Bandersnatch, which can run anywhere between 40 and 150 minutes depending on the choices taken. There's no logistical reason why they couldn't have included a version of the story that reaches an ending in the first 5 minutes.

              – Nuclear Wang
              4 mins ago


















            2














            The show is based on the "Choose Your Own Adventure" series of books, and in fact the author of said books has sued Netflix over this series.



            The point is, in the "Choose Your Own Adventure" books, your character could die, thus making for a shorter story. In the TV show, it must run a specific length, thus the dead end forces you to choose an alternate course of action to progress the story along.



            Keep in mind, they're on a budget. It's easier (and less expensive) to force you to make an alternate choice than to actually script and film every possible outcome.



            Of course, the simple fact is that you don't really have a choice. ;o)






            share|improve this answer
























            • Considering the medium (internet streaming) there is no real reason to fill a fixed runtime. They could have just decided that this concludes the story and roll the credits.

              – Philipp
              6 mins ago













            • Not sure what you mean about needing the show to run for a specific length. Netflix and other streaming services have famously freed television from the 22-minute episode format, as there are no time slot restrictions on how long each episode must be. This is particularly relevant for Bandersnatch, which can run anywhere between 40 and 150 minutes depending on the choices taken. There's no logistical reason why they couldn't have included a version of the story that reaches an ending in the first 5 minutes.

              – Nuclear Wang
              4 mins ago
















            2












            2








            2







            The show is based on the "Choose Your Own Adventure" series of books, and in fact the author of said books has sued Netflix over this series.



            The point is, in the "Choose Your Own Adventure" books, your character could die, thus making for a shorter story. In the TV show, it must run a specific length, thus the dead end forces you to choose an alternate course of action to progress the story along.



            Keep in mind, they're on a budget. It's easier (and less expensive) to force you to make an alternate choice than to actually script and film every possible outcome.



            Of course, the simple fact is that you don't really have a choice. ;o)






            share|improve this answer













            The show is based on the "Choose Your Own Adventure" series of books, and in fact the author of said books has sued Netflix over this series.



            The point is, in the "Choose Your Own Adventure" books, your character could die, thus making for a shorter story. In the TV show, it must run a specific length, thus the dead end forces you to choose an alternate course of action to progress the story along.



            Keep in mind, they're on a budget. It's easier (and less expensive) to force you to make an alternate choice than to actually script and film every possible outcome.



            Of course, the simple fact is that you don't really have a choice. ;o)







            share|improve this answer












            share|improve this answer



            share|improve this answer










            answered 1 hour ago









            Johnny BonesJohnny Bones

            38.4k14102195




            38.4k14102195













            • Considering the medium (internet streaming) there is no real reason to fill a fixed runtime. They could have just decided that this concludes the story and roll the credits.

              – Philipp
              6 mins ago













            • Not sure what you mean about needing the show to run for a specific length. Netflix and other streaming services have famously freed television from the 22-minute episode format, as there are no time slot restrictions on how long each episode must be. This is particularly relevant for Bandersnatch, which can run anywhere between 40 and 150 minutes depending on the choices taken. There's no logistical reason why they couldn't have included a version of the story that reaches an ending in the first 5 minutes.

              – Nuclear Wang
              4 mins ago





















            • Considering the medium (internet streaming) there is no real reason to fill a fixed runtime. They could have just decided that this concludes the story and roll the credits.

              – Philipp
              6 mins ago













            • Not sure what you mean about needing the show to run for a specific length. Netflix and other streaming services have famously freed television from the 22-minute episode format, as there are no time slot restrictions on how long each episode must be. This is particularly relevant for Bandersnatch, which can run anywhere between 40 and 150 minutes depending on the choices taken. There's no logistical reason why they couldn't have included a version of the story that reaches an ending in the first 5 minutes.

              – Nuclear Wang
              4 mins ago



















            Considering the medium (internet streaming) there is no real reason to fill a fixed runtime. They could have just decided that this concludes the story and roll the credits.

            – Philipp
            6 mins ago







            Considering the medium (internet streaming) there is no real reason to fill a fixed runtime. They could have just decided that this concludes the story and roll the credits.

            – Philipp
            6 mins ago















            Not sure what you mean about needing the show to run for a specific length. Netflix and other streaming services have famously freed television from the 22-minute episode format, as there are no time slot restrictions on how long each episode must be. This is particularly relevant for Bandersnatch, which can run anywhere between 40 and 150 minutes depending on the choices taken. There's no logistical reason why they couldn't have included a version of the story that reaches an ending in the first 5 minutes.

            – Nuclear Wang
            4 mins ago







            Not sure what you mean about needing the show to run for a specific length. Netflix and other streaming services have famously freed television from the 22-minute episode format, as there are no time slot restrictions on how long each episode must be. This is particularly relevant for Bandersnatch, which can run anywhere between 40 and 150 minutes depending on the choices taken. There's no logistical reason why they couldn't have included a version of the story that reaches an ending in the first 5 minutes.

            – Nuclear Wang
            4 mins ago













            2














            Another reason it may be done this way to motif the video game concept. In some games, you don't always just die, as much as you may have some "players" left and can return to previous checkpoint. (ie: the difference between loosing something vs loosing everything/the whole game)




            Checkpoints are locations in a video game where a player character
            respawns after death. Characters generally respawn at the last
            checkpoint that they have reached.**A respawn is most often due to the
            death of the in-game character, but it can also be caused by the
            failure to meet an objective required to advance in the game.

            Checkpoints might be temporary, as they stop working when the
            character loses all of its lives. Most modern games, however, save the
            game to memory at these points, known as auto-saving.



            Checkpoints might be visible or invisible to the player. Visible
            checkpoints might give a player a sense of security when activated,
            but in turn sacrifice some immersion, as checkpoints are intrinsically
            "gamey" and might even need an explanation of how they work. Invisible
            checkpoints do not break immersion, but make players unsure of where
            they will respawn. Usually, if a player does get a game over, then
            there progress will be lost, and the player would lose all of their
            checkpoints.




            "...why were there dead ends like this in the story? Why didn't they lead to one of the filmed endings? Keeping dead ends in this novel approach to storytelling seems very odd."



            But also to go with Johnny Bones' great answer, the notion of different kind of endings also does not only point out that we don't have full control and that there are still limitations, but it also gives us a contrast to consider what an ending really is, which the creators behind Bandersantch seem to want us to contemplate, as they themselves have...




            Even Netflix says that while there are five “main” endings, there are
            multiple variants on each that they are daring viewers to uncover. And
            Brooker and Jones are clear as to not “prescribe” one ending over the
            others, especially because they couldn’t agree on what exactly defines
            one.



            There were quite heated debates about what constitutes an 'ending,'”
            says Brooker. “There’s a school of thought that says any time it stops
            and you go back, that’s an ending. In Bandersnatch, there are endings
            that are really abrupt that are still endings, in my mind.”



            Besides, Jones points out: “In a world of parallel realities, maybe
            there is no ending?”







            share|improve this answer






























              2














              Another reason it may be done this way to motif the video game concept. In some games, you don't always just die, as much as you may have some "players" left and can return to previous checkpoint. (ie: the difference between loosing something vs loosing everything/the whole game)




              Checkpoints are locations in a video game where a player character
              respawns after death. Characters generally respawn at the last
              checkpoint that they have reached.**A respawn is most often due to the
              death of the in-game character, but it can also be caused by the
              failure to meet an objective required to advance in the game.

              Checkpoints might be temporary, as they stop working when the
              character loses all of its lives. Most modern games, however, save the
              game to memory at these points, known as auto-saving.



              Checkpoints might be visible or invisible to the player. Visible
              checkpoints might give a player a sense of security when activated,
              but in turn sacrifice some immersion, as checkpoints are intrinsically
              "gamey" and might even need an explanation of how they work. Invisible
              checkpoints do not break immersion, but make players unsure of where
              they will respawn. Usually, if a player does get a game over, then
              there progress will be lost, and the player would lose all of their
              checkpoints.




              "...why were there dead ends like this in the story? Why didn't they lead to one of the filmed endings? Keeping dead ends in this novel approach to storytelling seems very odd."



              But also to go with Johnny Bones' great answer, the notion of different kind of endings also does not only point out that we don't have full control and that there are still limitations, but it also gives us a contrast to consider what an ending really is, which the creators behind Bandersantch seem to want us to contemplate, as they themselves have...




              Even Netflix says that while there are five “main” endings, there are
              multiple variants on each that they are daring viewers to uncover. And
              Brooker and Jones are clear as to not “prescribe” one ending over the
              others, especially because they couldn’t agree on what exactly defines
              one.



              There were quite heated debates about what constitutes an 'ending,'”
              says Brooker. “There’s a school of thought that says any time it stops
              and you go back, that’s an ending. In Bandersnatch, there are endings
              that are really abrupt that are still endings, in my mind.”



              Besides, Jones points out: “In a world of parallel realities, maybe
              there is no ending?”







              share|improve this answer




























                2












                2








                2







                Another reason it may be done this way to motif the video game concept. In some games, you don't always just die, as much as you may have some "players" left and can return to previous checkpoint. (ie: the difference between loosing something vs loosing everything/the whole game)




                Checkpoints are locations in a video game where a player character
                respawns after death. Characters generally respawn at the last
                checkpoint that they have reached.**A respawn is most often due to the
                death of the in-game character, but it can also be caused by the
                failure to meet an objective required to advance in the game.

                Checkpoints might be temporary, as they stop working when the
                character loses all of its lives. Most modern games, however, save the
                game to memory at these points, known as auto-saving.



                Checkpoints might be visible or invisible to the player. Visible
                checkpoints might give a player a sense of security when activated,
                but in turn sacrifice some immersion, as checkpoints are intrinsically
                "gamey" and might even need an explanation of how they work. Invisible
                checkpoints do not break immersion, but make players unsure of where
                they will respawn. Usually, if a player does get a game over, then
                there progress will be lost, and the player would lose all of their
                checkpoints.




                "...why were there dead ends like this in the story? Why didn't they lead to one of the filmed endings? Keeping dead ends in this novel approach to storytelling seems very odd."



                But also to go with Johnny Bones' great answer, the notion of different kind of endings also does not only point out that we don't have full control and that there are still limitations, but it also gives us a contrast to consider what an ending really is, which the creators behind Bandersantch seem to want us to contemplate, as they themselves have...




                Even Netflix says that while there are five “main” endings, there are
                multiple variants on each that they are daring viewers to uncover. And
                Brooker and Jones are clear as to not “prescribe” one ending over the
                others, especially because they couldn’t agree on what exactly defines
                one.



                There were quite heated debates about what constitutes an 'ending,'”
                says Brooker. “There’s a school of thought that says any time it stops
                and you go back, that’s an ending. In Bandersnatch, there are endings
                that are really abrupt that are still endings, in my mind.”



                Besides, Jones points out: “In a world of parallel realities, maybe
                there is no ending?”







                share|improve this answer















                Another reason it may be done this way to motif the video game concept. In some games, you don't always just die, as much as you may have some "players" left and can return to previous checkpoint. (ie: the difference between loosing something vs loosing everything/the whole game)




                Checkpoints are locations in a video game where a player character
                respawns after death. Characters generally respawn at the last
                checkpoint that they have reached.**A respawn is most often due to the
                death of the in-game character, but it can also be caused by the
                failure to meet an objective required to advance in the game.

                Checkpoints might be temporary, as they stop working when the
                character loses all of its lives. Most modern games, however, save the
                game to memory at these points, known as auto-saving.



                Checkpoints might be visible or invisible to the player. Visible
                checkpoints might give a player a sense of security when activated,
                but in turn sacrifice some immersion, as checkpoints are intrinsically
                "gamey" and might even need an explanation of how they work. Invisible
                checkpoints do not break immersion, but make players unsure of where
                they will respawn. Usually, if a player does get a game over, then
                there progress will be lost, and the player would lose all of their
                checkpoints.




                "...why were there dead ends like this in the story? Why didn't they lead to one of the filmed endings? Keeping dead ends in this novel approach to storytelling seems very odd."



                But also to go with Johnny Bones' great answer, the notion of different kind of endings also does not only point out that we don't have full control and that there are still limitations, but it also gives us a contrast to consider what an ending really is, which the creators behind Bandersantch seem to want us to contemplate, as they themselves have...




                Even Netflix says that while there are five “main” endings, there are
                multiple variants on each that they are daring viewers to uncover. And
                Brooker and Jones are clear as to not “prescribe” one ending over the
                others, especially because they couldn’t agree on what exactly defines
                one.



                There were quite heated debates about what constitutes an 'ending,'”
                says Brooker. “There’s a school of thought that says any time it stops
                and you go back, that’s an ending. In Bandersnatch, there are endings
                that are really abrupt that are still endings, in my mind.”



                Besides, Jones points out: “In a world of parallel realities, maybe
                there is no ending?”








                share|improve this answer














                share|improve this answer



                share|improve this answer








                edited 1 hour ago

























                answered 1 hour ago









                Darth LockeDarth Locke

                10.6k12359




                10.6k12359















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