EDITORIAL · FEATURED ESSAY
Interactive Series Like Bandersnatch: What Happens When the Audience Gets a Say?
In 2018, Black Mirror: Bandersnatch gave viewers something television rarely allows: the power to make a decision and watch the consequences unfold.
You could decide what the protagonist ate for breakfast, which music he listened to and eventually make choices that changed the direction of the story itself.
For some viewers, it was a fascinating experiment. For others, it was frustrating, unsettling, or strangely compelling. But it raised an interesting question about the relationship between a story and the person watching it.
What changes when you're no longer just watching someone make a decision, but choosing what they should do yourself?
Interactive storytelling has explored this question across films, video games and experimental narrative projects. Yet there is still room to explore what happens when familiar television-style drama meets meaningful audience participation.
And perhaps the most interesting possibility is making those choices matter beyond the moment they're made.
The interactive stories that changed the experience
Black Mirror: Bandersnatch
Bandersnatch remains one of the most recognisable examples of interactive television. Its branching narrative turned the act of merely watching into a series of decisions, inviting viewers to question how much control they really had over the story.
Part of its appeal was the tension between freedom and consequence. Every choice seemed to open a possibility, but the experience also played with the uncomfortable idea that even our decisions might be part of something predetermined.
Some would call it a film with buttons. But the interactivity became part of the story's identity.
Her Story
In Her Story, players explore a collection of police interview footage, searching through a database to piece together a mystery.
There is no conventional sequence of scenes guiding you through every discovery. Progress depends on what you search for, what you notice and how you interpret the evidence.
The experience demonstrates how participation can make an audience feel responsible for uncovering a story, rather than simply receiving information in the order someone else has chosen.
Immortality
Immortality takes another approach to interactive mystery. Players investigate footage connected to three missing films, searching for connections hidden within the material.
Its central appeal lies in observation and interpretation. A detail that initially seems insignificant can change how you understand an entire scene.
Both Her Story and Immortality show that interactivity doesn't always require dialogue trees or obvious choices. Sometimes, it comes from allowing people to decide what matters.
Late Shift
Late Shift brings the format closer to a cinematic thriller, with viewers making decisions that influence the direction of the film.
Its live-action presentation highlights an enduring appeal of interactive entertainment: the opportunity to feel involved in a tense situation without stepping away from the experience of watching a film.
These projects approach interactivity differently, but they share a common idea. The audience can become an active participant in how a story is experienced.
The question that comes after choice
Most interactive stories focus on the relationship between one player and the narrative.
You make a decision → The story responds → You discover what happens next.
But imagine a different arrangement.
What if the decision didn't belong to one person alone? What if thousands of viewers watched the same characters, argued about their choices and collectively decided what should happen next?
Instead of each person following a separate branch, the audience would share a developing story.
Someone might vote for a character to tell the truth. Someone else might want them to keep a secret. Others might disagree entirely about who deserves their trust.
The majority decision would determine what happens next and everyone would return to discover the consequences.
That creates a different kind of investment. You become curious about what the audience will decide, whether your preferred choice will win and what the characters will do with the outcome.
It also introduces a new question: will you still support a decision when it isn't the one you voted for?
This is an opportunity to explore interactivity as a shared experience, rather than simply an individual one.
Enter THE PROGRAMME
This is the idea behind THE PROGRAMME, an interactive psychological drama from NothrWorld.
Six strangers arrive at an upscale rehabilitation programme in Connecticut. They begin to form relationships, reveal fragments of their pasts and question why they have been brought together.
As the story unfolds, the audience gets to know the characters alongside one another, forming opinions about their motives, relationships and decisions.
But watching is only part of the experience.
Viewers can vote on key character decisions, with the majority vote intended to influence what happens in subsequent episodes.
Should a character trust someone? Should they reveal what they know? Is a decision understandable? Or is it a mistake waiting to happen?
These questions become more interesting when other viewers have their own opinions and when the result can affect the direction of the story.
Episode 1 introduces the world and its characters. Two decisions are open for voting, giving viewers an early opportunity to help shape what comes next.
The series is being developed as an unfolding experience, with future episodes intended to reflect the consequences of those decisions.
Television doesn't have to end when the credits roll
The interesting question isn't whether interactive storytelling will replace conventional television. It doesn't need to.
Some stories are best experienced exactly as their creators intended. Others become more interesting when the audience can investigate, interpret or influence them.
The opportunity is to explore what each format can do that the others cannot.
For psychological dramas in particular, audience participation offers an intriguing possibility. Viewers already debate fictional characters as though they know them personally. They argue about who was right, who was lying, who deserves forgiveness and which decisions will end in disaster.
Interactive storytelling creates a way to turn those opinions into something more than conversation.
Instead of simply arguing about what a character should do, you can vote for it. Instead of wondering whether your interpretation matters, you can return to see the consequences of the collective decision.
The story becomes something you experience alongside other people, even when you disagree with them.
That is the possibility worth exploring: giving audiences a meaningful role in the moments that matter, rather than control over every detail.
Watch THE PROGRAMME
THE PROGRAMME is available to watch free on NothrWorld.
Meet the six strangers and cast your votes to influence the episodes that follow.
The story is unfolding. The next decision is yours to help make.
WATCH EPISODE 01 FREE →No one knows exactly what the audience will choose. That's part of the point.