SCIFI.COM | The Lost Room


I don’t know if anyone else is watching SCIFI.COM | The Lost Room, but it’s occurring to me how much like a game experience this show is. I’ve played Silent Hill a good bit (with the help of online walkthroughs, since I have no patience for wandering these games endlessly) and there are similarities there. But in general, it has a sort of game logic — there’s someone to rescue, and in order to do so, you have to go through difficult tasks to accumulate special objects. There’s an internal logic to it all, rules to the game, that are discovered as you go. And there’s a narrative arc keeping it all tied together.

I know it’s not the first movie or tv experience to do those things to some degree, but this is the purest example I can recall that seems to have been almost completely inspired by adventure-game mechanics. It makes me wonder how much digital games are going to continue to inspire and shape traditional media and storytelling.

Author: Andrew Hinton

I use information to architect better places for humans. More at

One thought on “SCIFI.COM | The Lost Room”

  1. how is it that Gus Jacob’s finger print was found in room 10 (the lost room) when we know that when you leave the room it “resets”. The only way for that to be is if he was in the room when the objects where created which we know that he is not because he said that his wife found the key to room 10 but there was not a room 10 in the motel.

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