I made this musicvideo for a live concert of Holst's Planets. https://vimeo.com/202727312
I "stole" a huge amount from paintings (Botticelli, J.-L. David, ...) and even statues (G. Bologne), Film (minority report), etc.
However, the story that combines all, was my own idea (the "transform" part), inspired by the mystical music of "Neptune".
Inspiration, theft, transformation and a lot of work That's my definition of being an artist.
At least here in Germany, we have normally a slightly different definition.
Low fantasy: A scenario, where Magic, gods and all other esoteric stuff does not play a big role. It might, however, exist as background.
High fantasy: Magic, gods etc is part of the story and not only background.
So it is not the question, in what world it plays, but what is part of the story.
Correct: Stories are sometimes shapeshifting between them.
Some of my top 100 that are never/seldom mentioned in any list:
Le dernier combat (Luc Besson)
Element of Crime (L. v. Trier)
Prospero's Books, A walk through H, etc (Greenaway)
Duelle, Meery-Go-Round (J. Rivette)
Dark Star (Carpenter)
The Holy Mountain (Jodorowsky)
Jabberwocky, Time Bandits, ... (you know those guys)
(and a series that I've seen as a child that gave me the creeps: "Les compagnons d'Eleusis")
"Note that the contest is open only to legal residents of the U.S."
Wait, those guys, Moët and Chandon, they are french residents, aren't they?
With current technology, the ideas presented seem OK. But this is not the future.
The future of interactive storytelling is, very much as in epic pen&paper games, to motivate players/audience to play in a given story without ever realizing the "railroads". The technology of the future will make it possible for the storyteller, to be more flexible than giving 2 or three alternatives at decision-points but create the virtual environment on the fly, in real time.
In pen and paper, with a good 1 page preparation for a story, I normally can, with a very detailed knowledge of world/background, easily tell a story together with players for 5 - 12 hours. Today, the pictures are only in their head, the cinema of imagination. With future technology, we will be able to do that in a virtual reality. With a flip of the thumb, the "director" will create environment and even new characters he needs for the play.
In P&P, with a more complex story and more preparation, you could play for 5 hours a week over two or three years. This is not uncommon in the p&p scene (at least in germany). And don't get me wrong, players always have the full potential to decide to do anything they want, but a good storyteller always gives them enough motivation, to experience the story (in wide boundaries, of course) as it was planned by the storyteller.
In so far, rule #3 is ok for todays technology, but tomorrow it is not. There will be a shift in interactive storytelling comparable to what has happened to series. From simple ones with a closed story in every episode (this is somewhat rule #3) to the complex story arcs that span over multiple episodes up to epics like "Braking Bad" or "Game of thrones".
Just imagine: You play a character named "Jesse Pinkman". The storyteller will have to make it possible for you, to play as a small criminal even for hours and hours or, when meeting this strange chemistry-teacher, become a drug lord. Both will be possible, but if the storyteller gives you the right motivation, you will end up in a big and interesting story.
So, the future is: Stories and backgrounds, that are well prepared, to allow directors/storytellers to create a virtual reality for players/audience (even more than one) where the story can happen. Even an epic one.
"...the hole is so deep and so bad."
And this is, what David Lynch's films are about. He is not talking about "all of the things that get in the way of being creative" but -maybe unconsciously- talking about the essence of his art. From "Eraserhead" on, his films are a journey into the hole, the deep and bad hole.