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January 28 2012
Transmedia Talk 40: Snow Town
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
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Jan Libby, the creator of Snow Town, talks with us about story, immersion, and her plan to turn her short ARG into a replayable app.
Hosts:
Nick Braccia from Culture Hacker
Haley Moore
Dee Cook from Dog Tale Media
Robert Pratten from Transmedia Storyteller
Special Guests:
Jan Libby, creator of the Snow Town I-Fi App currently up for contributions on Kickstarter.
From This Episode:
About the Snow Town I-Fi App
ARGN on the Snow Town ARG
December 14 2011
Transmedia Talk 38: Storyworld Conference 2011
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with RSS |Subscribe with iTunes
Lucas J.W. Johnson joins the Transmedia Talk crew for a review of StoryWorld Conference 2011.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
Robert Pratten from Transmedia Storyteller
Special Guests:
Lucas JW Johnson of Silverstring Media joins us for a recap of the first Storyworld Conference held in San Francisco this Halloween.
From This Episode:
ZoeTrap, an ARG created specifically for StoryWorld Conference
Dr. Henry Jenkins’ Confessions of an Aca-Fan
Intel’s Inside Experience
Carrie Cutforth-Young’s article on Canadian transmedia funding
September 12 2011
Transmedia Talk 32: GoBZRK and the Future of Publishing
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with RSS |Subscribe with iTunes
Rich Silverman, Alex Lemay, and Transmedia Talk host Dee Cook discuss the future of publishing and talk about GoBZRK, the experience they have created for an upcoming novel by prolific young adult author Michael Grant.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media, Experience and Community Moderator for GoBZRK
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guests:
Rich Silverman, Writer/Producer, GoBZRK
Alex Lemay, Executive Producer, GoBZRK
From This Episode:
Silverman and Lemay are members of The Shadow Gang.
Borders closed almost 400 stores in July.
Egmont UK, the publisher of BZRK
Nexus Humanus, the first in-game site for the experience.
Why So Serious, the ARG experience for the Dark Knight. ( player forum )
Publishers Weekly’s interview with Michael Grant
ARGNet’s coverage of the experience
August 25 2011
Transmedia Talk 31: Evan Jones, Suspending Disbelief in Interactive Stories
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with RSS |Subscribe with iTunes
Stitch Media partner Evan Jones talks about the role of the audience in transmedia storytelling, suspension of disbelief, and Stitch’s new project, the Drunk and On Drugs Happy Funtime Hour.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guest:
Evan Jones, partner at Stitch Media
From This Episode:
Jones’s TEDx Halifax talk, “Belief is Not Binary”
The Drunk and on Drugs Happy Funtime Hour
Him, Her and Them, and our episode on the project
The film Catfish
Stitch Media’s web series Moderation Town
August 01 2011
Transmedia Talk 30: 2011 Half Year in Review with Michael Andersen
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with RSS |Subscribe with iTunes
Michael Andersen, managing editor of ARGNet, joins us to take a look back at the first half of 2011 in the Alternate Reality Game world.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guest:
Michael Andersen from ARGN
From This Episode:
Andersen’s article 2011 Year in Review: Puzzling Through Half a Year
Wired.com’s Decode games and puzzles section.
Transmedia Talk host Dee Cook is an associate editor at ARGN.
Ian Bogost’s Cow Clicker ARG
The Awl’s Rick Paulas recounts the conclusion of the Jejune Institute game.
5 Wits in Boston produced the interactive experience Tomb, which is now closed. They currently offer two interactive experiences, 20,000 Leagues and Espionage.
The city-wide experience Accomplice in NYC, Hollywood, and London.
The free-roaming San Francisco experience Message from Z.
The QR code driven game Time Trip LA.
The Jejune Institute spinoff Elsewhere Philatelic Society.
The Toynbee Plaques in Philadelphia.
Kcymaerxthaere, historical markers from another world.
Pittsburgh’s mysterious protractors
Aram Bartholl’s wall-embedded USB project Dead Drops.
Haley Moore’s writeup and Lazy 8 Studios’ Gamasutra article on the Portal 2 Potato Sack ARG.
Note: Ten indie game studios released games in the Potato Sack.
The Game of Thrones extended campaign The Maester’s Path.
The Crash of the Elysium, Punchdrunk’s Doctor Who experience for children.
42 Entertainment’s game Test Subjects Needed for 5 Gum.
Area/Code’s 2007 ARG ‘Primacy’ for the CBS drama Numb3rs centered around a casual puzzle game Chain Factor, which was later developed into the popular iPhone app Drop 7.
Earlier this year, Area/Code was acquired and became Zynga New York.
Patrick Carman’s extended book project Dark Eden launched its App today.
The Australian tv drama SLiDE
The Thomas Dolby game A Map of The Floating City
June 01 2011
Transmedia Talk 27: Socks, Incorporated
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with iTunes
Jim Babb of Awkward Hug joins us to talk about his new game Socks, Incorporated.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guest:
Jim Babb from Awkward Hug
From This Episode:
Babb and Tanner Ringerud’s 2009 project Must Love Robots.
Socks, Incorporated on Kickstarter.
Last week’s podcast, Transmedia Talk 26: Dave Szulborski Memorial Show
Email Babb at jim GNAT awkwardhug.com.
May 25 2011
Transmedia Talk 26 – Dave Szulborski Memorial Show
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with iTunes
Mike Monello, Brian Clark, Michelle Senderhauf, and longtime ARG player Roxanne (Enaxor) join us to honor the life and games of indie ARG creator Dave Szulborski.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guests:
Mike Monello, Founder and CEO of Campfire
Brian Clark, CEO of GMD Studios
Michelle Senderhauf of Dog Tale Media
Roxanne, also known as Enaxor
From This Episode:
Dave Szulborski’s personal site with his biography, game descriptions and puzzles.
Dave Szulborski’s book This is Not a Game
Varin’s guide to Chasing the Wish
Dee’s guide to Dread House
EA’s game Majestic
Art of the Heist cube word search puzzle, aka The Evil Cube
The Strange Creatures video from Monster Hunter Club, currently at over 4,700,000 views on YouTube.
Cryptid Love, a video from Monster Hunter Club.
Dave’s character stringsends at Top Secret Dance Off
May 05 2011
Seven Things I Learned from the Portal 2 ARG
So, Portal 2 is out. You may have heard.
You may have also heard there was an ARG associated with it – or maybe you didn’t. While the game received some media attention right before the launch of Portal 2, it slid past ARG communities without making much of a wave.
The Portal 2 ARG project was a collaboration between several indie studios and Valve. Most of the game was rolled out through hidden content in 13 indie games sold together as “The Potato Sack” on Steam. Playing those games led you to hidden levels and messages from the Portal’s antagonist GLaDOS, and ended up being the key to getting Portal 2 several hours ahead of its official release time.
This game tried a lot of things that are outside the normal scope of ARGs, and I feel like there are valuable design lessons to be learned here.
1) Partnerships are Awesome
Because the ARG was created as a partnership between a large group of video game designers, they were able to deliver the game as a series of easter eggs in video game that were already fully developed and polished. That’s something indie ARG creators wish they could do, but very rarely can.
The additional content inside the games was polished, and the sort of content you could only get from putting quality designers on the project. The GLaDOS levels in Rush and Toki Tori were designed to have the same feel as Portal – they challenged you to be creative with the game’s existing teleportation mechanics. I felt like I was getting a little taste of Portal 2 as I was playing them.
After the game came to its conclusion, we learned that these indie designers were principally involved in designing the entire experience. They created everything from tweets to puzzles to youtube videos and music. The total budget? $100.
The ARG was a labor of indie love designed by Portal fans, who were given free reign to work with the Portal characters and access to Valve resources. I wish I had known this from the beginning because it would have made a big difference in my second point:
2) Don’t Build Your Pay Wall Too High
The primary content for the ARG was distributed through the Potato Sack – 13 indie games that sold in a package on Steam for $38.72. For someone with very limited entertainment cash, that is quite a lot of money.
However, about four days before the release of Portal 2, a little birdie let me know who was responsible for the ARG, and my attitude toward the pay wall shifted completely. Over the course of the next 3 days, I bought Cogs, Rush, Toki Tori, and The Wonderful End of the World for a grand total of $15.
The pre-sale for Portal 2 was priced at $45, so the Potato Sack cost almost as much as the game it was promoting. By contrast, $15 felt like a pretty natural stopping point. (This is pretty comparable to other experiences behind pay walls – the print version of Cathy’s Book retails for $17.95.) That $15 was doled out in four purchases of $5 or less. The option to buy the games individually was the only reason I didn’t just smack into the pay wall face first.
The only thing I can conclude here is:
3) Screw the Curtain
If there’s something cool about the way your project was established, there is no reason to keep it a secret. Valve partnering with indie game designers to create a Portal ARG is cool, and worth supporting. The desire to keep coy and quiet about the history behind this ARG may have kept it from ubiquity.
There’s also a fundamental sales pitch difference. The idea of paying $39 to be advertised to is ridiculous, but it’s reasonable to spend that money to support an indie ARG team.
4) Countdowns Can be Compelling
As the endgame approached for the ARG, a page with a countdown timer was revealed. When that timer ran out, it led to another countdown timer. It sounds like a parody of ARG design, but it worked – and very well – because player interaction drove changes in the final countdown.
Participants had to play the games in the Potato Sack, and earn the secret challenge badges in them, to release Portal 2 ahead of the release time given on Steam. The countdown was a measure of player progress and a call to action, which made it far more interesting than a countdown alone could be. This was another area where the video game roots of the ARG really made for something great.
It didn’t hurt that it was counting down to a much-anticipated event, either.
5) Exclusivity is a Design Flaw
I’m not going to lie. Several times, especially near the end of the game, I was earned my potato badges by replicating cheat videos on YouTube. The extra levels in each of the games were more than challenging; they were hard – and as the clock ticked down, I realized I didn’t have time to beat them by my wits alone.
The previous Portal 2 extended reality campaign, which released last year with the free release of Portal, also had this issue. I had no idea that the extra content in Portal was extra, because I was playing the game for the first time. The content was also a challenge to get to, and in many later levels required a lot of experimentation and gaming skill. It seemed as though the experience was designed to reward veteran players who had mastered the game years ago. That seemed odd, considering the point of giving Portal away was to bring in new players.
This may be a fundamental philosophical difference between video game design and pervasive fiction design. As a storyteller, I seek to create intimacy with the audience. Making players struggle to reach content is one way to make an interaction seem meaningful and personal, but it is far from the only way.
More importantly, it is a bad way to do things if you want to make an experience that will engage a lot of people. To experience the Potato Sack ARG in its entirety, you not only had to buy all of the games, but master them and beat their most challenging levels. That’s quite a lot of work to get to the meat of an experience.
We usually design ARG experiences with late rabbitholes, and mechanisms that allow trailblazers to unlock content for everyone. If you treat every new player as though you expect them to be a trailblazer, only the trailblazers actually play the game. That’s not such a terrible thing if your goal is to create buzz – but when you want people to cross a pay wall, things get a little different.
6) We Can Still Pull Players “Behind the Scenes”
Several players who had been active on the game’s wiki were “kidnapped” during the course of the game. At first, I wondered if Valve had planted fake players – an unpopular but unfortunately common practice.
As it turns out, those players were brought behind the scenes and invited to Portal 2’s launch party as a reward for being active in the ARG. This is something Dave Szulborski did in Chasing the Wish, and it adds a nice layer of audience collaboration to the mix.
7) April Fool’s is a Bad Launch Date
The Portal 2 ARG launched on April 1, which might be aptly called “International Online Fiction Day.” The internet is flooded with interactive and pervasive fiction pieces on April Fool’s, most of which don’t go any deeper than a few web pages and only last one day, as our yearly ritual prescribes. This game got lost in the static, especially after it picked up the name “Potato Fools Day” – which implied that the game was a joke.
BONUS: Music Keeps the Experience Alive
This one is more of a protip than a serious lesson. The popularity of Portal spread in part thanks to Jonathan Coulton and his catchy end credits tune. “Still Alive” has become such a gaming anthem that children’s choirs are performing it, and Portal 2 is continuing that tradition two key songs for the new game. The ARG creators took cues from that, and (along with several remakes of Still Alive) released some original music for with experience.
Audiosurf featured a techno track built on quotes from Portal, called The Device Has Been Modified. 1… 2… 3.. KICK IT included a chill out track called Searching. Emergence. Discovery., and The Wonderful End of the World contains a melodious folk song by Dejobaan Games developer Dan Brainerd called “Hole in the Ground.” This song, with it’s haunting lyrics (“I took up a job that was all absentee”), was stuck in my head for nearly two weeks after Portal 2 launched.
Even though I jumped into the game fairly late, the music cemented my connection with the game and made it memorable. This is something I might be trying for myself in the future.
April 26 2011
Find Out How To Monetize Transmedia Storytelling And ARG On Hollywood 2.0!
My co-host Rich Silverman (Emmy-winner writer) and I (producer/neurocinema innovator) will tell you how…Welcome to Hollywood 2.0, a new podcast that covers innovation in the entertainment industry.
Subscribe to Hollywood 2.0. Follow Rich and Peter.
April 18 2011
Transmedia Talk 25 – Mark Harris
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with iTunes
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guest:
Mark Harris, creator of THE LOST CHILDREN.
Mark Harris talks about attacking transmedia from the technical side, his project THE LOST CHILDREN, and the
From This Episode:
Video featuring some of the technology Mark developed for Pandemic 1.0’s Mission Control center at Sundance.
Workbook Project contributor Zack Forsman
Mark’s piece at Filmmaker Magazine
Mark shared his experience using Wordpress to manage a storyworld with Wordpress at New Breed. Part 1 – Part 2
The found footage docudrama Lake Mungo
Power to the Pixel’s Cross Media Forum NYC on April 19.
To avoid spoilers, we won’t mention the name of the books Dee brought up in the podcast, but you can find the book and its companion piece on Amazon.
April 11 2011
Transmedia Talk 24 – Him, Her and Them
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with iTunes
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Special Guest:
Mike Knowlton and Hal Siegel from Murmur
Mike Knowlton and Hal Siegel discuss how they developed Him, Her and Them, the first Facebook-native film, which launched on April 6.
From This Episode:
Arcade Fire’s interactive film The Wilderness Downtown
The Facebook version of The Dark Knight
David Lynch’s iPhone video rant.
Simon Pullman’s article on Him, Her and Them on Transmythology
April 03 2011
Transmedia Talk 22: SXSW Super Special
Welcome to Transmedia Talk, a podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
Download | Subscribe with iTunes
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
SXSW Super Special
Dee Cook and Haley Moore recap the transmedia presence at SXSW Interactive 2011.
From This Episode:
The PGA’s Transmedia Producer credit.
Fourth Wall Studios’ recent influx of money.
SXSW Panel: Help Save SXSW from Marketer Douchebaggery
SXSW Panel: Fireside Chat: Tim O’Reilly Interviewed by Jason Calacanis
Hitler rants about SXSW.
The Transmedia Artists Guild held an introductory panel at SXSW.
SXSW Panel: Fan to Fanatic: True Blood’s Marketing Hook
SXSW Panel: The Future of Storytelling: DEXTER Fans Play Killer
SXSW Panel: Having Fun Yet? 10 Usability Heuristics For Games
SXSW Talk: Project 314: Putting The ‘Game’ Back Into ARGs with Adrian Hon
SXSW Talk: Hoax or Transmedia? The Ethics of Pervasive Fiction with Andrea Phillips
SXSW Panel: Social Media Is Science Fiction with Maureen McHugh and Molly Crabapple
SXSW Panel: Can Transmedia Save the Entertainment Industry?
Flynn Lives, 42 Entertainment’s ARG for Tron:Legacy.
SXSW Panel: New Worlds: Creating Online Sci-fi and Fantasy Experiences in which Felicia Day explains why she rolls her eyes at the term transmedia.
The #AntiTransmedia movement.
Steve Peters, Geoff May, and Brooke Thompson weigh in on the word “transmedia” in the days since SXSW.
Stitch Media’s diagram of possible transmedia definitions.
Frank Rose’s book The Art of Immersion
The Game of Thrones food carts in New York City and Los Angeles
Nick Braccia recommends the Kindle version of A Game of Thrones.
March 22 2011
March 17 2011
Discussion: The Rodshire Archives
Last week, on Transmedia Talk Episode 21, we spoke with Julia Pontecorvo, Noah Workman and Patrick Rousseau from Iris MediaWorks about their transmedia concept The Rodshire Archives. It was an interesting experience unlike any of our previous shows. Usually, we speak with a creative team after they’ve launched their initiative. In the case of Rodshire, we were kicking off a workshop to help shape the development path of a nascent intellectual property.
Julia and team first presented their plan at Power to the Pixel in London this October. You can read Julia’s assessment of the experience here.
The concept for this IP is such: A town populated with residents who act as origin stories for superstitions, popular myths and legends. Anything from Bloody Mary to “7 years’ bad luck” for a broken mirror is fair game.
Here’s what we know:
They’d like to create multiple stories about the residents, and expand these tales (while generating new ones) with the help of the audience.
Each story should function as both origin story and allegory.
While the main media type will be video, the team is considering a budget-conscious way to create immersive, but not over-complicated, web browser and mobile application experiences. These would act as both content hub and audience contribution platform.
Iris MediaWorks is interested in monetizing this experiment.
Everything else is up for grabs! And maybe even some of the aforementioned items. If you listen to the podcast, you’ll hear us discuss some basics and ask a lot of questions for about an hour.
What we’d like to do is check back with the RA team every month or so, while continually developing the project together at the Workbook Project. The comments section of this post is where we’ll kick off the convo. Hopefully, we’ll all learn a bunch, some creative and technology people will impact the project with their contributions and The Rodshire Archives will move along swimmingly.
But keep in mind, this is a total experiment for all of us. Keep it constructive. Keep it interesting.
SXSW: What ARG Makers Can Learn from UI Designers
Image courtesy of John Mark Josling
My visit to South by Southwest Interactive took me to a lot of talks on Transmedia – a term, by the way, that was the most overused and under-understood of the conference (Felicia Day even went on a particularly apt rant about it on Monday). Most of the “Transmedia” panels just didn’t seem to get it – there was no takeaway, there was a lot of gobbeldygook, and in one bizarre case, there was a futurist who seemed to be discussing how in 6-10 years we will all be watching programmed television. But I digress.
I ended up going to an exceeding dry-titled panel on a whim. I couldn’t bear to attend another Transmedia panel because the term had lost any meaning to me, and “Having Fun Yet? 10 Usability Heuristics For Games” sounded like the presenters had a good handle on their topic, at least. But what I found there completely blew me away and this panel took the crown for my favorite panel of SXSW Interactive 2011. These design maxims may be old hat for programmers, but I have never heard them applied together like this for ARG development, and there they are highly relevant.
1. Increase interaction speed over time. Repeated tasks should get quicker. Make frequent transactions more easily available. There was a recent game that had information that was only accessible if you entered a username and password. The way the webpage was coded, the browser did not ask if it could save the information for you, so every time you wanted to check for new content (which showed up regularly) you either had to memorize the login or search your email for it. Not good design.
2. Avoid conceptually conflicting inputs. Be conceptually consistent throughout the game. This means that the evil genius hacker organization probably wouldn’t be using simple substitution, folks.
3. Provide immersive cues – ambiguity makes the connection between the player and their world less immersive. If you want a player to call a telephone number or email someone, telegraph that to them. Don’t make them fearful to contact your characters – “Is this in-game or out-of-game?” is not being immersive!
4. Distinguish active from inactive. Provide cues so that players know what they need to touch. If they’re supposed to be hacking into your character’s email, fine – make that clear. But if they’re not, save yourself some trouble by making that clear ahead of time.
5. Prevent surprise errors – and if the user does fail, make sure they understand why. Allow them to undo errors. The first part of this rule can be helped with careful vetting and playtesting. The second part, say if a player thinks that they need to email Character A with information when in fact it’s Character B they have to contact – simply have Character A nudge them in the right direction rather than ignore them completely, so your player isn’t shouting into the wind.
6. Be game-state aware. Provide the correct data to players at the correct time, and let them dig deeper to the areas that they want to find out more about. Practice progressive disclosure. Don’t be absolutely rigid in your game design. Some of the best and most memorable ARG characters started out as throw-aways, but players got attached to them, the designers realized that attachment, and they wrote much larger roles for the characters, creating a much richer experience for the players. Listen to your audience and adjust accordingly. As well, don’t overload them with all the information right away. Just as you read a book chapter by chapter or watch a movie a minute at a time, you don’t play an ARG all at once.
7. Reading is easier than remembering. Make objectives clear and memorable; don’t overburden with information. Reduce the players’ cognitive load. In an ARG sensibility this can be said as: provide a player summary site, and keep it current. ARGs are notorious for being complex, deep, and sometimes impossible to keep up with for all but the most dedicated players. Will you be the one who can come up with the system that lets the casual ARG player join in?
8. Remember real life. Provide quick and easy exits. Consider the environment your game is played in. Another game recently had a live feed that displayed for 24 hours. The designers did it because they wanted to include a global audience. But for those players who started watching the feed at the beginning, it was very hard to turn it off and go to bed. Even a small, tongue-in-cheek card to change viewer shifts would have helped the viewers realize that they could switch off and let someone else take their place.
9. Maintain flow. Minimize content breaks and cognitive dissonance. Does it all feel like one system? Don’t make content breaks feel like punishment. Some games release content on a set schedule and there’s nothing at all wrong with that. But it should be with a small sense of closure that the last item of the chapter is released, so that players don’t receive something highly provocative and have to wait a week (or whatever the timetable is) to receive answers. If they’re punished by time for seeking answers, soon enough they will stop seeking.
10. Ask, “What could I remove?” Don’t include information that’s irrelevant and don’t let bells and whistles overwhelm your project. In other words, consider the principle of Chekhov’s gun – never put a loaded rifle on the stage if you’re not planning on shooting it by the end of the play. One red herring? Maybe. A dozen? Not so much.
As you can see, these principles adapt extremely easily to ARG design, but I think they can branch out into many other fields as well. I’d like to give many kudos to Corey Chandler and John-Mark Josling for a terrific, old-school SXSW presentation that gave much food for thought.
January 28 2011
Transmedia Talk Podcast – Episode 17
Welcome to Transmedia Talk, a new podcast covering all things Story. Transmedia Talk is co-hosted by Nick Braccia, Dee Cook, and Haley Moore and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
NB: If you’d like to give us feedback, recommend yourself as a guest or suggest topics to cover – please email us attalk@workbookproject.com or Tweet away with the hashtag #tmediatalk.
Hosts:
Nick Braccia from Culture Hacker
Dee Cook from Dog Tale Media
Haley Moore
(and Host Emeritus Robert Pratten from Transmedia Storyteller)
Running Time: 1:11:27
Special Guest:
Lorie Marsh from Lost in Sunshine.
We speak with Lorie Marsh, producer of the Lost in Sunshine story world, who talks about indie films, funding, and experiments in the transmedia realm.
January 13 2011
Transmedia Talk Podcast – Episode 15
Welcome to Transmedia Talk a new podcast covering all things story. Transmedia Talk is co-hosted by Nick Braccia and Robert Pratten and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
NB: If you’d like to give us feedback, recommend yourself as a guest or suggest topics to cover – please email us at talk@workbookproject.com or Tweet away with the hashtag #tmediatalk
Regular Hosts and Contributors
Nick Braccia from Culture Hacker
Robert Pratten from TransmediaStoryteller.com
Dee Cook from Dog Tale Media
Haley Moore
Special Guest
Andrea Phillips
This show talks about Andrea’s work on a range of ARG and transmedia projects and discusses staffing for participation, developing narrative that allows for participation, editorial control & ethics/responsibilities of producers.
Projects mentioned include:
Cloudmakers for the movie AI
Routes - including the game Ginger Dawn!
And of course I managed to get in another plug for Lowlifes
January 08 2011
December 16 2010
Transmedia Talk Podcast – Episode 13
Welcome to Transmedia Talk a new podcast covering all things story. Transmedia Talk is co-hosted by Nick Braccia and Robert Pratten and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
NB: If you’d like to give us feedback, recommend yourself as a guest or suggest topics to cover – please email us at talk@workbookproject.com or Tweet away with the hashtag #tmediatalk
Hosts
Nick Braccia from Culture Hacker
Robert Pratten from TransmediaStoryteller.com
Guests
Jeff Gomez of Starlight Runner
Running Time
01:14 Origins and early experiences
12:00 The Storybible
12:45 Working with Clients
16:40 Understanding the value-proposition at the contract stage
20:20 Types of client
21:45 Removing barriers from transmedia narratives
25:50 Conflicts between writer and producer
28:00 Market development for the role of Transmedia Producers
33:40 Organisation and staffing at Starlight Runner
41:50 Does narrative get diluted as it is spread across platforms?
49:50 Growing an audience across platforms
55:00 Implementing transmedia internationally
58:12 Transmedia misperceptions
1:00:00 Growth of transmedia
1:06:00 New transmedia example (LowLifes) and Industry Discussion.
1:18:00 End
November 11 2010
Transmedia Talk Podcast – Episode 10
Welcome to Transmedia Talk a new podcast covering all things story. Transmedia Talk is co-hosted by Nick Braccia and Robert Pratten and looks to shed light on the topic of transmedia storytelling with commentary, interviews and tips on how storytelling is moving into the 21st century.
NB: If you’d like to give us feedback, recommend yourself as a guest or suggest topics to cover – please email us at talk@workbookproject.com or Tweet away with the hashtag #tmediatalk
Hosts
Nick Braccia from Culture Hacker
Robert Pratten from TransmediaStoryteller.com
Haley Moore from Culture Hacker
Guests
Jay Bushman from http://jaybushman.com/
Caitlin Burns from Starlight Runner (and Jurassic Park Slope)
Timing
1:00 Transmedia Producers Guild (PGA)
2:10 Twitter in transmedia storytelling
50:36 Transmedia Artists Guild discussion
Twitter as a storytelling platform
Here are some great links provided by Caitlin for those interested to know more about Twitter for storytelling.
Cellphone (Mobile) Novels (keitai shosetsu)
The Shorty Awards – place to look for Twitter fiction
And of course Jay Bushman’s work:
Plus… I thought it might also be nice to include an infographic on how an author or producer might approach using Twitter in transmedia storytelling. Please let me have any comments and I’ll update and improve as necessary.
Oh, and here’s a neat little Word macro that’ll chop up your text into 140 character bites and add a hashtag if needed.
Maybe Soup is currently being updated? I'll try again automatically in a few seconds...


