
Script Development with the Humachines and AI
April 24, 2024Interactivity is King – not content

Like much of what we do here, the Modern Audience Conference agenda is to push storytelling forwards in new ways.
This year’s conference bounced between arthouse film featuring Yoko Taro, to Ken Levine discussing his life’s work on Bioshock and Judas, to Hollywood transmedia architect Jeff Gomez’s process for living storyworlds enabled by AI – onwards through AI in modern literature and gaming and stopping in on 100,000 player live games in stadiums.
Phew! It was intense.
You should note that all talks and films are now available to stream for free on the Modern Audience website. You missed the interactive bit, the live day on 20th May, which was chaos behind the scenes and then somewhat interactive and informative for the audience on the day.
The conference was strong. I’d bet every one of our speakers believes the same thing: a story doesn’t truly exist until it’s inhabited, challenged, and played.
We want to prioritise the “human hand” and practical craft. This is about real practice: the franchise architecture needed to manage modern complexity and the experimental craft required to stage a production inside the “hostile sandbox” of a multiplayer environment.
We are moving beyond the era of passive “content delivery” toward narrative architectures that balance linear logic with living, systemic design. In this space, the most valuable creative asset isn’t a flawless script – it is the productive friction of player “misunderstanding” and the unpredictability of a live, multiplayer audience.
Please stop reading and go to watch some sessions now…



