Has anyone written about the distinction between vibe holoprograms vs. narrative holoprograms (aka holonovels)?
And tangentially how video games are so often pushing their linear narrative at the cost their vibe spaces (if they even have time/bandwidth for that), reducing them to minimal simulations of vibe activities like darts or pool, with the NPCs having little to say or do beyond their role as set dressing.
Because a vibe holoprogram like Sandrine’s has those holodeck versions of high fidelity but minimal simulations of pub activities, but their holodeck characters are far more fleshed out (so to speak) and interesting to interact with without the linear narrative trappings of the holonovels.
So anyway, here’s me wishing for better vibe spaces in video games, the closest we can get to holodeck in our times.