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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
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
June 19 2011
Branded Distribution
Remember the music industry isn’t struggling because people don’t love music. Social networks allow artists to have more reach and powerful connections with their listeners. Green Label Sound signed The Cool Kids to be part of their relationship with fans (consumers). I think that is a good investment when you consider the depth and duration of the relationship the fans have with the rap crew. This combined with (last time I checked) 3,370,297 views for their Black Mage music video on Youtube, 4,850,369 plays and 423,384 listeners on Lastfm, 187,861 Likes on their Facebook page, and they have 12,878 followers on Twitter. At SXSW The Cool Kids performed at the Green Label Sound Showcase and many top music blogs mentioned their label.
In exchange, the Cool Kids get to keep all of their income from iTunes album sales, except for processing fees (Source Billboard). They are promoted by a marketing budget much larger than most record labels, since Green Label Sound is owned by PepsiCo, a Fortune 500 company that has sold billions of dollars worth of soft drinks vs relying on album sales. “Labels suck,” the Cool Kids’ Chuck Inglish said, “What can they do that Pepsi can’t do? We had a good experience with Green Label Sound — we got more from that single than we got from our previous album. I was tired of the album sitting around and just wanted to get it out.”(Source Billboard)
Here’s where indie film distribution fits in. Sponsors at prestigious film festivals might evolve into distributors: starting to acquire titles that make sense for the brand’s identity, focusing on marketing themselves as patrons of the arts, distributing films to theaters where their target demographic lives e.g. college towns. This strategy increases brand loyalty by adding value to people’s lives.
Content producers will win because all of the typical costs associated with theatrical film distribution will be covered by the brand. So, creators are going to be able to keep more money. Filmmakers will still own the digital rights for their project and the buzz from screenings will increase the projects’ value. “Theatrical will drive awareness of the film,” WME agent Liesl Copland said regarding distribution for Blue Valentine (Source Eugene Hernande at IndieWire).
June 16 2011
May 11 2011
Facebook Marketing: The Key to Independent Film Marketing?
Today’s guest contributor is KYLE PROHASKA — CEO of Praise Pictures, a film production company primarily involved in the Christian market. His first feature film Standing Firm recently released on DVD in the USA and over a dozen foreign countries. Kyle’s skill set spans a wide range from graphic and web design to editing, coloring, compression, dvd authoring, and online marketing.
Facebook Marketing: The Key to Independent Film Marketing?
In a world bombarded by media and lower and lower budgeted products flooding the marketplace, it’s no wonder filmmakers are searching for new ways of distribution and marketing. The last ten years especially has opened up various doors for the little guy working in his moms basement. Technology has pushed the ball forward more for the indie filmmaker in the last number of years (even the last 5) than any other time in cinematic history. With movies showing up in cinemas shot on $2500 DSLR’s, it’s no wonder every deadbeat who ever wanted to make a film is now giving it a shot and throwing things up on Youtube or Vimeo. But, the same problem remains that has plagued the unknown filmmaker from the beginning of the cosmos…how to get your movie in front of people who care?
With the birth of social media, almost anybody can find an audience. That is, if there’s an audience to find. Facebook fan pages have become increasingly popular over a short span of time as everybody and their brother is making pages for their favorite things, and for filmmakers it’s the perfect opportunity to gather supporters. Email lists and things of that sort work well as well, but it’s a cold message dropped into an email box, it’s not the same. With a fan page you can regularly keep people updated about whatever it is you’re working on, comment and answer their questions, add polls to ask them questions back and get feedback, and invite them to share your films page with others. Unfortunately due to spamming and massive amounts of page invites, Facebook removed the “Suggest to Friends” feature from the site, crushing the ability to build your fan page for free. There are ways to still build it a little bit (they kept the Suggest to Friends feature for administrators), but it’s limited at best. Asking people to “Share” your status posts or the page itself is one of the few ways to spread the word, that is unless you care to spend a little money.
Lets be honest, not many filmmakers or indie-producers out there have a spare dime to spend on promotion. It all went into the spit and popsicle sticks they used to finish their film or whatever it is they’re working on. But, Facebook Ads can be a fantastic way to spread the word if you can get the costs down low enough. I don’t really suggest this for anyone who doesn’t have a product to actually sell, because your money can go down the tubs very quickly if you don’t know what you’re doing. The key is to get your sales to balance out with your ad costs, and with enough elbow grease actually get into the profit arena. I can’t spill every secret but I will give you a few tips and tricks to show you how to create an effective Facebook marketing campaign for your film.
Creating The Proper Page
Something to consider when creating your fan page that affects your ads….your page title. When you create a title for your page, it’s permanent. They won’t let you change it after a while so putting something clear in there is smart. You do need to consider SEO (Search Engine Optimization) when creating your fan pages. Is the title of your movie or product something unique? I know I’m stepping outside the bounds of Facebook here but that’s an important thing to consider. If your title is very unique you may have no need to put anything but the title in the page. If there’s something non-movie related that might clash with your title then putting “Movie” at the end of your title may be beneficial. Here’s why this actually matters. When you run Facebook ads for a fan page specifically, they don’t just track your clicks but your “actions.” This is how many people have become a fan as a result of your ad. This is great because then you know you’re not just paying for people that leave. This is something to keep an eye on as you run your ads and do tests because you might have a very cheap ad running and you’re getting the clicks but for whatever reason only 10% of those who click become a fan. That’s a problem so watch out! Ok, back to the title problem. The reason why the title matters is because when you run ads for a fan page on Facebook they FORCE you (yes) to use the title of the page as the title of the ad. When you do a normal ad linking to a site somewhere you can put in any title you want but with fan pages it’s different. So if your title is “The Blog_movie” it’s going to look very weird above an ad and possibly even look spammy. Be sure when you create your fan page’s name that it’s something that’ll look good above an ad if you ever plan to run them because once you choose it and build that fan page it’s PERMANENT.
How Can I Boost My Fan Base?
To do that I’ll have to look at my films page: http://www.facebook.com/standingfirm.
You’ll notice right away that we have quite a few fans, over 200,000 as of the day I’m writing this. Quite a few right? Well, that came at a cost and I’m pleased to report the cost has been made back and continues to be, but it took a number of months to get things that high even spending the money. You’ll also notice that before you become a fan you’re taken to a landing page with the trailer on it, links to buy the DVD, etc. These are very important if you have a film to market. I see many films out there with terrible trailers as well, and even if you run ads and have them point to a page like this, you could easily lose a potential customer if your trailer is awful. Not only is it rare for them to click an ad at all, but when they do they better love what they see when they get there or else they’re GONE. If you don’t have an absolutely fantastic trailer that at least grabs them in the first 10-15 seconds, do yourself a favor and either scratch the landing page altogether, or put something on it they WILL care about. FBML was an application you used to use to do these landing pages but Facebook only a number of weeks ago has swapped it out with something called iFrames. You can Google that to find more information on building landing pages. Basic HTML/CSS and graphics knowledge can be VERY useful here and you’d be surprised just how complicated these pages can get. If you want my advise, the simpler the better. People are just plain ol’ dumb sometimes when it comes to finding things and clicking on what you want them to. Just assume you’re making the landing page for your grandma and make things clearcut and easy to understand. Remember with advertising with ads you’re paying for the clicks, so what good is a click if they land on your page and go away after a number of seconds because they’re either disinterested or confused by what they’re looking at. KISS…keep it simple stupid, because that’s how most of the goofballs on the internet are. Some of you know what I’m talking about. “Click there.” “Where?” “Right there…” “Where, I don’t see anything!?” “Ugh! THERE!” ….(pause) “Oh, now I see it.”
You get the picture.
Before I began running actual advertising for my page I did get the page up to 16,000 fans. This is done various ways and now with the removal of the “Suggest to Friends” feature it can get even tougher. Also, you need to target those who will actually care about your film. What good is having your best buddy as a fan of your film if he doesn’t plan to pick up a copy? 200,000 fans means nothing if nobody goes and purchases a DVD. Also, you can have all the fans in the world on your page and even pay thousands of dollars for them but have absolutely no activity on your page. There are pages on Facebook with hundreds of thousands of fans that barely get any “Likes” or comments on their status posts because the active users who are fans is zilch. You need to keep the page moving and keep those who are fans interested.
It won’t take any of you very long to notice that my film is a Christian film so therefore I’m going to be looking for people who have purchased other Christian products in the past. If you’re doing advertising that means targeting other Christian movies (of if you’re doing a normal movie that’s about something like Surfing, you’d target surfing movies). A very simple concept really, but it’ll all depend on the product you have for sale. Lots of people overconfident in their film will target people they think are the buyers and get frustrated when they don’t get results. This is something you should be thinking about before you even make a film but I’ll say it anyways…KNOW YOUR MARKET. Who’s the film for? Who’s the buyer? If you don’t know then find out first then come back to this article, otherwise none of this will do you much good.
OK, back to what I was saying about keeping people interested. This can be done in a few different ways. I’m using my film as an example because in the Christian market I have a lot of things that I can use to keep people interested and interacting with my posts. Bible verses, quotes from theologians, quotes from people in the film, testimonies from views effected by the movie, requests for prayers for those on the page who might ask for them, etc. I’ll admit it’s a lot easier in the market I’m in to keep the page active. But, I understand almost everyone likely reading this isn’t in that arena so I’ll try and offer some alternatives and a few warnings. Warnings first.
One thing you want to avoid is making every single post you put up about where to buy your DVD and how important that it is they go out and get a copy. Is that the whole reason you’re marketing things yes, but after a while you’ll just be a salesman alone to people and not someone they want to interact with. Have you ever hidden anyone off your News Feed because they drive you crazy? If so then you can see how pitching “ZOMG BUY MY MOVIE ITSZA BEST!” can get a little annoying. I like to post every 24 hours but if you can’t every few days can be ideal for a page.
Another thing to avoid is attaching links to posts. Now I don’t mean posting links in general but actually attaching them. When you post a link into a status you’ll notice that special box appears that puts the title of the page in there, normally chooses a picture from the page and the description is embedded. These can be good for very rare circumstances but take it from me, the performance and number of impressions your status post will get goes down significantly, especially when your page grows to a significant amount. Most viruses on Facebook show up in the form of those embedded picture links, so be aware of that. That reason alone is enough for me to stay away from them overall since I know people are becoming less and less likely to click on things out of fear. To avoid the attaching of a link when you put it into a post, click the “Status” link again after pasting the link into the status and the attach box will disappear. It can also help to put in short links so you don’t scare off your customers. Long links (particularly from sites that sell DVDs like long Amazon.com links) can just look spammy by appearance.
Posts that are short, sweet, and to the point get the greatest response rates. Anything long-winded and tedious goes in one ear and out the other. If anyone ever has to hit “See More” on one of your posts, don’t expect a very big response. The more things they have to do to see your message, the less people you’ll impact. People are way too lazy most of the time to click “See More” when they’re quickly browsing their News Feed.
I suggest a site like Bit.ly to shorten your links. Listen to me though, assign custom links to each of them. If you think an Amazon.com or other kind of link like that is spammy looking try some of those short links that look like an expletive spelled out like in Looney Toons. Give them logical customized links that people can understand. The one I put at the end of a lot of my posts or when I share where to buy my DVD at is http://bit.ly/sfbuydvd. It’s easy for people to read, and it has “buydvd” in it which tells them what it’s for. The benefit of using these programs is also so you can track how many clicks they get and where they come from. My suggestion for you is to pick one single link to give people, shorten it and customize it, and then use that link ALONE for everything. Facebook, Twitter, emails you send to your mom, etc. This way you start to build a network with the link and whoever wants to share the film with others will be using that link as well so you can continue to track the clicks and where they’re coming from. You don’t have to do that but I suggest it because it’s been helpful to me.
By the way, I know I said not to pitch your DVD in every post but I meant more specifically. I tag the link on the end of my posts because most of the time I have people on the page who haven’t even seen that link yet, and every single time there’s a handful that click it, and always a handful that buy it.
HOT TIP: If you’ve made a film and have exhausted the “Suggest To Friends” link with your own friends, contact anyone who worked on the film that you trust (make sure of that) and explain to them that you want to make them an administrator temporarily on the page. Once they’re added they can use the “Suggest To Friends” link themselves and invite their friends. This is a quick backdoor way to get a couple thousand or more invites to the page by those who were involved with the film. As far as I know Facebook doesn’t have a limit on how many admins you can have or how much you can add/subtract them and put new people in so you could do this with quite a few people. It’s a good way for free to advertise the page initially and get a kickstart.
Running Facebook Ads
How about the ads I keep talking about? I’ll only talk about those briefly because this article is already running long. Facebook ads can cost you a ton of money if you get things wrong, so be prepared to monitor them at first almost all day to make sure you aren’t blowing your money. Before you even think about running an ad you need to consider your market and who you should be targeting. Do you want to target just those who will be interested or those who will be interested but are also the more likely buyers? You need to decide that depending on the needs of your project. In my case I started primarily targeting women 45+ as they are the majority buyer in the Christian market. Even with movies made for teens or men, the women are typically the ones going out and picking up the movies while they grocery shop, or if they buy it online they’re the initiator most of the time. Women are the pathway in the Christian market to reach the other demographics (at least that’s my opinion). So you need to know who you need to target and why.
Then you need to determine if you want to run CPC (cost per click) ads or CPM (cost per impression) ads. The difference between them you can go look up on Google but I’ll just tell you they both have their strengths and weaknesses. If you expect an amazing click through rate (I would say anything above 0.3% is doing pretty good) then CPM might actually keep your costs low. However on ads where your CTR is very poor CPM will just eat your money away. CPC can eat your money as well if your bid is too high and you’re paying 50 cents or even a dollar a click. That’s no way to market on Facebook especially when you’re probably keeping a couple bucks from your DVDs and that’s it. I would say you should get your costs down to $0.10 per click at a minimum if you want a really great ROI (return on investment) but that’s just my suggestion. You can be higher and still make a profit if those you are targeting are buying your product.
The ad itself is important and you would be surprised what affects the CTR’s most. The picture is the biggest eye catcher you can have. The text and even the title of the ad are secondary. Why do you think they put pictures of attractive women on there even if the ad is about something more general? They know men will click it. Honestly even if you’re targeting women, they respond to a woman’s picture more than a mans (in my experience) because they relate. Men click on ads with women on them because they’re attractive, women aren’t the best to grab that way. Choose pictures that your target market whom your shooting the ads at will respond to. Also don’t get too stuck on making the ad particularly fit the film or project. Sometimes it should but it doesn’t always have to. As long as what they see when they click on the ad isn’t TOO different from what they saw a picture of you should be fine, but your only goal is to get them to click, not to give them a rundown of your whole movie or product. JUST GET THE CLICK.
The title of the page as I stated at the top of this article is very important so make sure you choose wisely. The next would be the text which can be very annoying and coming up with something good can be hard. A call to action is always good because it initiates the buyer to click but all of this can fluctuate depending on your film. If it’s a chick flick then put something mushy in there and if it’s a horror movie put something about how great a horror movie it is. The options are endless and honestly I can’t give much advise here. You’ll need to experiment because none of this is cookie cutter. You need to do tests and see what performs the greatest, but make sure you don’t burn through your money doing it! The closer the text, title, and image relates to those you’re targeting the better.
As somebody who has spent a hefty sum on Facebook ads for myself and other people, I will tell you that the lower you spend per day the less performance you’ll get. That doesn’t mean that things won’t go great, but you’ll be limiting thing significantly. The ad system on Facebook is very organic and gives favor to those who spend more. If you just start doing ads you might notice it can take forever to get an ad approved but when you’re a big spender it can be in a matter of a minute or less. Also when you run ads and put up bids you’re waiting for impressions which puts the ad on the sidebar of those you’re targeting. The lower your daily budget per day along with the bid you put in for each specific ad will have a big effect on how much exposure your ad gets. It can be tough to even get an ad jumpstarted with a budget that’s very low since you can’t get enough system favor due to the low amount. I’ve had ads where I set my daily budget too low, kept my bid the same, increased my daily budget and the ad shot off like a rocket. The goal here to get an ad moving and then milk it for all its worth as you slowly lower the bid and move it into what I call the “sweet spot.” I’ve had ads get down to very low CPC amounts after weening them down over a small period of time, and then they coast for a long time and the costs sometimes stay consistent and even go down in a lot of cases. This is why if you only have $100 to spend you won’t get very far, because you’ll never be able to spend enough in the long run to get your ads performing like that. Or your daily budget is set so low that your ads never are given the time to mature.
To sum up what I mean, the less you spend the more expensive your ads are likely to be. Sounds stupid? You bet it is! But that’s the way it works. Because you aren’t spending enough to allow mature ads to bubble to the surface out of all your tests, they’ll cost much more per click unless you “strike oil” which many ads I’ve done have and they become a mature ad almost immediately. Granted, I’m targeting enough people with the ad in my market that it can continue to give the ad impressions without the ad showing up too many times to the same person so that does affect things as well.
If you’re budget is extremely low (in the hundreds) then I’m not so sure spending it here is your best option. Lower budgeted projects would benefit more from the CPM type ads because you get impressions no matter what because of your bid while CPC ads don’t give you impressions at all unless your bid is high enough. If you have a really awesome CTR and you’re running CPM ads you could actually stretch $100 or a little more pretty far, but those times are likely and it always takes some time and money to learn how to do that. Plan on blowing some dollars to learn this stuff because every ad is different and every product/film is different.
Closing Statements
I hope this article has been helpful. I couldn’t spill all the beans here or else I would’ve written a book (perhaps I should?) and although things might be a tad confusing for some, I tried to pack as much helpful information into this as I could. If there are any questions you can email me at kyle@praisepictures.com but just beware I get a ton of emails and yours can get lost in the cracks. Some emails I just have to ignore as well because either I could sit there forever just answering emails, or I can go make a movie and make a living.
I’m also available for hire in this arena so any companies or people with films they want to try and spend some dollars on, hit me up!
Adios,
Kyle Prohaska
My Networks:
http://www.twitter.com/kyleprohaska
http://www.praisepictures.com
http://www.kyleprohaska.com
http://www.standingfirmmovie.com
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 20 2011
Documentary + Game = Independent Transmedia Project called “THE GREAT WORK”
“The Greak Work” is a documentary by two Swedish filmmakers, Oskar Östergren & Fredrik Oskarsson (details at the end) about 30-year-old Christer Böke from Malmö, Sweden. He has taken one year off from his well-paid job as an IT-salesman to become a full-time Alchemist. The film concerns mankind’s eternal ambition of wealth and immortality and one mans dedicated struggle to solve “The secret of all secrets”. This struggle is known at The Great Work.
What’s particularly interesting about this project is that the filmmakers have teamed up with an independent game designer, Niflas, to create a game to complement the movie.
The Great Work will be screened on SVT (Swedish Television) as a 58 minute version, winter 2011. So don’t forget you heard about it here first!
Here’s the movie trailer…
About the Documentary
The documentary follows Christer from the day he leaves the city to the first day back at work the next year. During this year he moves to the island of Gotland on the Swedish countryside where he builds a laboratory in his dead grandfather’s garage, he lives three months in France to study the language and exchange ideas with French alchemists. Christer gets contacted by a strange international organisation called Ars regia that says “-We have been watching you…”. He keeps a blogg and start writing a book. He has a big argument with his best buddy and fellow alchemist since 15 year (they later reunite). He uses his “detective skills”, makes lots of experiments and gets closer and closer to his interpretation of the “recipes” of how to make The Philosophers Stone.
The Idea for The Game
Rob: How did the idea for a game come about?
Early in the process, we discussed that it would have been nice to make a game for the film because the topic of alchemy itself invites such thoughts. We had spent hours with our friend and the main character Christer Böke where we tried to solve “word puzzles” in old alchemical manuscripts and quotes that could lead you to the right subject which the great alchemist Fulcanelli was talking about.
At the same time I read an article about “Nifflas” and his game, Saira. We thought that a collaboration with him would be exciting and he lived in the same town and we had some common friends.
Together, we concluded that the game should stand on its own but our main goal was off course to use it as advertising for the documentary film. We had never really heard about a collaboration between a documentary and a indie-gamemaker. We have a strong interest in games and its form of narrative, and we thought the theme of alchemy would be suitable for Nifflas as a game developer. And, after our first meeting we felt that it could work out very well!
When we contacted Nicklas the first time he was skeptical about cooperating with us. He had expected the documentary would be about a major political topic and could not see the similarities with his own narrative, often based on a specific mystery and a character-driven portrait. Once we met everything fell into place and our collaboration has been great.
Nifflas never had any problems understanding our characters who defied science in search of “the philosopher’s stone”. Many of our financiers from the world of television and film were very doubtful about whether the story was real and at the same time are provoked by a person who claims to believe that he will be able to solve this amazing riddle. People think our documentary character must be a crazy guy or else we’re trying to fool them with a mocumentary. In the game world, however, these kinds of stories are not so strange and Nifflas could directly relate to our character and never doubt our way of telling his story.
Game Trailer
The Relationship Between the Documentary & Game
Rob: How would you describe the relationship between the documentary and the game – in terms of story, marketing, possible revenue model?
Our main story in the game is very similar to the film’s alchemical elements, that through the characters and manuscripts find different things that will lead you to new discoveries that will then guide you through the story of the great goal of making the Philosopher’s Stone.
All these characters are people from the alchemical history or allude to contemporary alchemists from the documentary and their aliases used on various internet forums. For example, you will meet our main character (Christer) who in the game is called “Spintheros”. Google that name and you will find a number of posts and articles written on various forums of our man Christer Böke.
From the beginning, we had much bigger ambitions for the game. We tried to make a budget so that Nifflas could work full time for a long time. We were sitting with Nifflas and Christer and brainstormed ideas that later turned out to be too advanced for an average gamer to understand. We had some intense discussions with Christer about this. He knows so incredibly much about the subject and couldn’t really see why some things were too advanced. For example we had a long discussion about whether people know the Periodic Table and all the latin names and planet/gods related to these.
Together with that and a much smaller budget we developed a simpler and much shorter game. We found 50% of 30 000 skr (4500 dollar) to pay Nifflas to program our idea. We got this money from Filmarc (www.filmarc.net) and he started to develop environments and how the puzzles could be adapted in the game. Then we discussed the characters and which different material we would use in the game. Material like Stibnit, Galen etc. It was very important that this material was familiar to alchemists. when people play the game they should know that this is not just some random stuff – it’s the real thing. You will get a very good idea how to start your own alchemical experiments by playing the game if you want…and some grand secrets too.
Marketing & Business Model
Already at the first meeting we decided that the game would be free and marketed freely from both our site www.grtwrk.com and Nifflas website. We were aware of Nifflas position among indie gamers and wanted them to recognize his style. To access the gamer audience, we have made a menu in the beginning of the the game that includes the trailer for the film, we will also add a direct link to the film that allows players to download the movie via the game. This could get us in some trouble with the Swedish Televison but I think they will understand our idea when we release it – they tend not to like it when you put stuff from the film on internet before you have screened it on TV. (www.studioparallell.com who made the menu for both the movie and game ensured that they’re the same style).
Last but not least, we will use open-source code so people can make their own puzzles and characters – perhaps based from the discussions in the film or from discussion that will come after you seen the movie. Alchemists always debate “the true matter”.
We have also discussed posting the script ahead of the movie release. The script contains the high-end solutions based on Christers hardcore alchemy puzzle. Some of the puzzles in this game will certainly also be discussed on alchemy forums and then it will be interesting to see if you are able to influence the game. For example, if it should be Stibnit or any other topic and then the player can change this can do their own version of the game.
We see the game as an interesting model to distribute the film in larger circuits because we think some relevant audiences might otherwise never discover our film. Even after several days, Nifflas’ game trailer 10 000 hits on youtube. All these people also visited our website to learn about the film. Similarly, Nifflas will get people who never played his game to visit his site and maybe even play more of his game. It’s a great cross-collateralization of audiences.
Partnering with a game is also a way to get the film’s story to survive and develop. Our main character and our film will hopefully create a movement on the internet which questions the scientific truths and interests people to go deeper into the subject. It is obvious that Christer has become very well-educated when he read and researched about alchemy. And, imagine if you in a playful way, can get people to understand that learning can be presented in different ways than through ordinary books or teachers that is rarely questioned. So we hope this cooperation will both promote our film and the game as entertainment but also educate and raise ideas that can live on after the premiere of the movie, and become more than a DVD and a game on your PC.
We must look at how the gaming industry markets itself. The film industry is hopelessly behind and the music industry has begun to learn with Spotify, itunes, etc.. To survive as a documentary filmmaker, we need to think outside the box to survive. This may be one way?
Additional Marketing?
In order to spread among gamers we focus on blogs and forums. To get them to see the film, we understand that we need to make it as easy as we can for them to download the movie as well. We hope to find a solution to this by uploading the movie on iTunes or similar channels and then place a link to this page in the game. We also run a facebook group and website and through these we hope to communicate with our audience. Then we will try to get som material published in traditional media like newspapers and say, culturalnews on TV. But, above all, we hope that the movie and the game spread itself through short clips on youtube, blogs, forums, Twitter, etc.
Example Puzzle & Initial Game Meeting Video
Mineral Stibnit + Mars (Iron) + owen – regulus of antimon + Caput mortuum
Give the Regulus av antimon to character ”Newton” – he will then give you a glove, that you can climb with.
Give Caput Mortuum to ”Spintheros” – and he will give you the second glove and now you can climb the roofs.
This video is from one of the first meeting together with Nifflas and our main character Chriter. They discuss ideas about the developing of the game (it’s in Swedish, naturally!).
Timescales
We hope that both the film and the game is fully completed in June but we still have not decided whether we will be releasing the game a bit earlier.
We will soon have a meeting and try to find a good strategy for this. Anyway, the documentary has been scheduled for a television premiere in October in Sweden.
We would also like to show the movie at some film festivals abroad and try to do a screening in which the visitors before and after have the opportunity to test the game at the cinema. One could also imagine an exclusive screening where our main character performs a simple experiment with the audience. We try to think that we should give the people who come to watch the movie something beyond the expected.
About The Filmmakers: Oskar Östergren & Fredrik Oskarsson (oskar&oskarsson)
Oskar Östergren (born 1976) and Fredrik Oskarsson (born 1979), both born and raised in Swedish Lapland. We are educated at ”Nordens Documentary Film School, Biskops-Arnö” (2002-2004) and, since 2003, we run the film production company oskar&oskarsson based in Umeå, specialising in documentaries. Our productions have been co-produced with SVT Dokumentär and Film i Västerbotten and besides directing and producing films we teach documentary film making at The Academy of Fine Arts in Umeå and work as photographers and editors for other productions and TV-shows. Our last SVT Co-production “The Police and Lapland” has been seen by more than one million viewers on SVT.
Contact: +46 70-555 13 17 (Oskar) or +46 70-640 23 67 (Fredrik); Email: oskar at oskarochoskarsson.se or fredrik at oskarochoskarsson.se
February 20 2011
Transmedia Talk Podcast – Episode 19
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.
Download | Subscribe with iTunes
Running Time: 1:15:03
Hosts:
Nick Braccia from Culture Hacker
Haley Moore
and Host Emeritus Robert Pratten from Transmedia Storyteller
Special Guest:
Mike Monello, Executive Creative Director of Campfire.
Campfire’s Mike Monello joins us for a discussion of transmedia approaches in the music world.
From This Episode:
(0:02:47) 12 laptops synchronize to play The Flaming Lips’ Two Blobs F**cking
(0:12:00) The Brady Bunch’s cover of “American Pie”
(0:13:35) Me and the Devil Blues: The Unreal Life of Robert Johnson, a manga retelling of the Robert Johnson legend by Akira Hiramoto
(0:16:10) Madonna’s book, Sex, her documentary, Truth or Dare, and the story of her music video that was banned from MTV, “Justify My Love”.
(0:24:10) The Kiss Coffeehouse in Myrtle Beach, South Carolina.
(0:24:52) Kiss: Psycho Circus the 1997 comic by Image Comics and Todd McFalane.
(0:25:43) The Kiss Kasket.
(0:25:51) Garth Brooks covers Kiss’s ‘Hard Luck Women.’
(0:27:20) American Idiot on Broadway
(0:27:48) Year Zero The alternate reality campaign for Nine Inch Nails’ album of the same name.
(0:32:18) Year Zero is currently being produced as a series for HBO.
(0:35:50) A quick link dump of the things we mentioned in this minute: Rhapsody, Grooveshark, Die Antwoord, The Twilight Singers, Sub Pop Records, eMusic, Janelle Monae The Archandroid.
(0:39:27) Kevin Smith’s Red State.
(0:46:00) Brooklyn Vegan and Pitchfork
(0:52:33) The controversy over Bob Dylan going electric
(1:00:45) An opening for a fictional childrens’ show created by fans of MS Paint Adventures’ latest story, “Homestuck”. More fan videos http://www.youtube.com/results?search_query=homestuck”>here.
(1:03:18) Jay-Z’s transmedia campaign, Decode.
(1:05:15) Beyond music: Pop stars in the transmedia age from The Guardian
(1:06:01) The E! series Married to Rock
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
October 20 2010
Transmedia Talk Podcast – Episode 8
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
Christian Viel of MovieSeals talks about his project Heroes of the North
October 13 2010
Communicating your transmedia experience
This is a quick post but I thought this template might be useful for some people when they’re explaining their transmedia project. You’ll notice that this is focused on the experience rather than the technology: there’s no mention of platforms or business case or even audience. So there’s more that needs to be communicated to get the full picture but this is a cool way to get your point across in certain circumstances.
This is my Transmedia Radar Diagram – use it to communicate your transmedia experience to interested parties… but probably not your audience
Note that there’s no absolute scale for the four axes, it’s their strength relative to each other. Of course, if you’re comparing projects then they need to compare across projects too.
Here’s a few examples to illustrate how you might use the radar diagram…

August 25 2010
July 27 2010
Elan Lee: The “Rolling Stone” Interview, Part II
Elan Lee wants you to convert part of your life into the storytelling experience
Thanks to a fortuitous mix of chance and invention, Elan Lee has found himself to be one of the few recognizable names in the transmedia business. With four separate companies (Fourth Wall Studios, edoc laundry, 42 Entertainment, and the “not worth mentioning” collaboration with Jordan Weisman called Myriad Mobile), a handful of patents, and a certain amount of reckless (or naive) experimentation, his projects have helped to define – or redefine – cross platform storytelling in the 21st century.
Last time we talked philosophy. This time we’re down to brass tacks: what works, what doesn’t, and what you do when you’re in the right place at the right time.
[This dude is dropping some serious insights - read closely, and between the lines - and you, Dear Reader, are better off hearing it straight from him. And he's a talker.]
Holy crap! Steven Spielberg walked into my office!
Phoebe: As a maker of ARGs, what are you selling?
Elan Lee: At first, when I personally started this whole crazy thing, it was not even a marketing effort. I can talk about where the first one came from, if that helps?
So, I was doing game design at Microsoft, and one day Steven Spielberg walked into my office…cause… Holy crap! Steven Spielberg walked into my office! And he basically said, ‘So, hey, your boss just bought the rights to my movie A.I. (A.I. Artificial Intelligence).’ And, the sort of fill-in-the-blank part there was that my boss really wants to get into Hollywood, and he bought anything with Steven Spielberg’s name on it. And he had signed us up to do a fighting game, and a racing game, and a gladiatorial combat game, and all of that sort of fell in my lap. And it was like, you get to build all these great games!

I went and watched the movie… Actually, even before watching the movie, we built those games. We actually built an A.I. fighting game for the Xbox, a racing game for the Xbox, and a gladiatorial combat game for the Xbox. And the problem with all those games was that an audience isn’t going to know how those fit together. They’re not gonna understand how the characters kind of move from one game, to the next game, to the next, especially with a franchise where some of them may not have even seen the movie.
So we thought, what we really need is just kind of like, the glue between those properties. So we thought, what if we built a game that didn’t actually live on any platform, it just sorta lived everywhere. And characters could call you, and characters could send you email, and the characters that you saw in one game could hop out of that game into the real world for a while, and you’d play along with them. And then they’d hop into the next game, and that’s episode two. Episode three they’re gonna hop back out into the real world, play with you, and then episode four they jump into the next Xbox game. So we built that, and we called it The Beast, because we didn’t know what else to call it and we thought it would be cool.
No one’s gonna buy these things
Then we saw the movie A.I., and… I don’t know if you’ve seen the movie A.I., but umm, you don’t exactly… It’s a movie about a fake boy who really wants the love of his mom and would do anything to be real, but at the end we realize he can’t actually be real and his heart is broken and he’s buried at the bottom of the sea forever… No one walks out of that movie thinking, ‘Oh, I can’t wait to play the Xbox game!’ right? You’re screwed. So me and my team walked out of the movie and just thought, ‘Oh, we’re so f**ked!’ We have nothing.
So we went back to Redmond and we canceled all the games. We just killed them that day cause we thought, ‘We have no chance, no one’s gonna buy these things.’ But as we’re slashing these games, we kinda realize ‘But that other thing, the glue, that’s still kinda cool. That actually has emotional resonance, and actually fits in really well with the movie, because it’s all about people’s real lives. And their passions and their hatreds and their conflict, and, it’s just gritty and real and awesome.’ And so we thought, ‘Well, we own the rights anyway, so let’s just release that, even though it’s not promoting any of our games.’ Even though it’s not carrying characters from one piece to the next. We built it anyway, so we might as well just launch it. And so we did. And it wasn’t meant to be promotion for the movie… it was meant as a clue for these other Xbox games, which no longer existed. So we had no agenda. I mean, absolutely no agenda.
And after about a month of running it, we kinda realized – this is really powerful. We’re onto something here. And so I went to my boss and said, ‘I wanna build more of these. This is cool, we’ve just entertained millions of people in a way that no one has ever entertained them before.’ And he said, “How much money did it make?” And we said, “Well, it didn’t make any money. It wasn’t supposed to.” And he said, “Well, go build an Xbox game, then.” And I thought…this job kinda blows. So I resigned from Microsoft, and started a company to build more of these things. And that’s even worse, cause now I wanna build these things that make no money…
Twelve hours later, Microsoft called…
Phoebe: What made you think you could form a company on the basis of this model when you knew…?
Elan Lee: Absolute naivete. I was so dumb. I just thought, this is really cool. This feels like more compelling storytelling than anything I’ve ever done. And I wanna just build them. And I can worry about the realities of… probably that I’m going to starve to death doing so. So, me and some friends literally started a company – we each put in a little bit of cash, and spent about twelve hours freaking out because now none of us have any income and we have no clients, and… Holy crap! What do we do now? And twelve hours later, Microsoft called and they said, ‘So, we’ve got Halo 2 coming out, and you guys are the only ones who know anything about the game (cause we were some of the original designers of Halo 1), and how do you feel about marketing it using that crazy A.I. thing you did?’ And we thought, ‘Uhh…Awesome! Okay!’
Phoebe: When you say twelve hours, do you mean literally twelve hours?
Elan Lee: Yes. It was a very tense twelve hours. … It was the silver platter. It was like, ‘Hey, how would you like to do exactly what you set out to do, and make money doing it?’
It was total wild west
Once we realized that there was money in marketing, and that in fact it was the only revenue we could come up with, then we just went full steam ahead with that. And we said, ‘Alright, let’s become a marketing company. And that will let us fund a lot of this research on someone else’s dime. Cause it really was research at that point. I mean, there were no rules. It was total wild west. Who knows what the hell is gonna work? …
So, 42 Entertainment was built as a marketing company. And to answer your question, ‘What were we selling?’ We were absolutely selling promotional materials. We could walk into most marketing firms, most giant studios, and say, ‘Your revenue model is dying. People are learning how to skip commercials, they pay no attention to billboards anymore, they have absolutely no tolerance for banner ads and every day that gets worse. But we just finished two projects in a row that had unprecedented numbers…’ It was a really easy business. I mean, it was such a compelling case that we could make to say, ‘We have a mechanism by which you can entertain someone in a new way.’
If you fast-forward that about seven years, now it’s impossible to launch a movie, or a TV show, or a rock album, or a videogame without an ARG. Everyone’s doing it. Or, at least, what they call ARGs. Because the traditional stuff doesn’t work, and it’s only the tent-pole projects that a company is willing to put so much marketing money into. Those things work, but everything else needs some edge, it needs some hook. And the irony of the whole situation is that ARGs are no longer an edge or a hook. They’re just commonplace now.
“ARGs” is such a stupid term that no one knows what it means
Phoebe: Well, commonplace, I think, to a certain subculture. A certain niche of people that are technologically proficient… I mean, even though I have a media-engaged background, I have never accidentally come across the rabbit hole for an ARG.
Elan Lee: Fair enough. Nor have I. In fact, I’ve never actually played one. So… (He laughs.)
Most marketing companies, at this point, will call whatever it is they’re doing an ARG. Because what they’re doing is basically saying ‘Let’s do traditional marketing, plus a Twitter account. Let’s do traditional marketing, plus a weird interactive website with a flash game on it.’ And they’re calling that stuff ARGs because “ARGs” is such a stupid term that no one knows what it means. So that stuff I think is actually commonplace – the things that they’re calling ARGs I think are commonplace, and most people at least know they exist. Every movie that comes out, you at least know how to find the website, if you wanted to. And if you were to go there, there would be some embedded flash experience, or there would be a link to a Twitter account, or a link to some other weird thing if they’re more elaborate.
An actual ARG, in the sense of what I Love Bees was, or in the sense of what A.I. was, and the few that we did after that…those are not nearly as commonplace. And those are – very much to your point – entertaining the hell out of that same group of hardcore geeks over and over again…
There is no upside to trading time for money
Which is exactly why I resigned from the company. I woke up one morning and realized two very important things: one is that I’m really good at entertaining the hell out of that small group of people, and two is that there is no upside to trading time for money. In other words, I only make money if I put time into this. And the moment I stop putting time into this, I stop making money. And that’s a service industry. That’s not a happy moment for me. I’m very uncomfortable with that.
And so I started–with some friends–Fourth Wall Studios because I wanted to change that. I wanted to not only entertain the same million people over and over again, but I also wanted to build things with permanence to them, so that even once I stopped pouring time into them, they would continue to generate revenue.
And so now what I’m selling – this is the longest answer to your question ever – so now what I’m selling is a true media experience with built in revenue models, established revenue models. We’ve got some that have microtransactions, we’ve got some that we’re building actual TV shows so those have ad sponsored revenue models built in. People already know these. We’ve got some with text messaging revenue models. We’ve got a book coming out that’s got a built in revenue model. All of those things, what we’re essentially selling to the user is…it’s everything you know, but the coolest version of it you’ve ever seen. Here’s a book! You know how to buy a book…here’s the coolest book you’ve ever seen. Here’s a TV show. You know how to watch commercials in a TV show, but it’s the coolest TV show you’ve ever seen. That’s the new proposition: it’s what you’re used to, plus.
It’s just a psychological manipulation
Phoebe: Now I guess what you’re doing with Fourth Wall is a slightly different take on embedding a business model into the delivery of your story, which is clearly a huge evolution from what you were doing with 42. Most of us, when we think about funding an “interactive experience” (for lack of a better term), the introduction of a new business model is often a hard sell. Especially because people in the media industry are trying so many different things and so many of those things are failing miserably.
Elan Lee: Yeah.
Phoebe: And so you go back and look at the marketing model that 42 was using, and you go, ‘OK, but still every marketing person is asking me about ROI and “Engagement”.’ And if I’m only selling the same story, or a different story to the same market, even if those people are fully engaged – which they may be – it doesn’t necessarily translate to selling products.
Elan Lee: There’s a few answers to that. First, let me put my 42 hat on for a second and answer that specific one. Whenever we took on a new client at 42, we would ask one very important question, which is: ‘What are you guys gonna use to judge the success of this project?’ Not, ‘What does success mean?’ but, ‘What do you think?’ And oftentimes, they would answer, ‘Oh, we just want column inches. We just want reporters all over this.’ And so we would tailor things to accomplish that very specific goal. Or they would say, ‘We want to sell movie tickets.’ OK, so we’re gonna tailor that. So, there’s tricks you can use to do exactly that, even if you don’t have a lot of players, you can tailor it to get a sh*t-load of press, or you can tailor it to get massive traffic to a website, even if it’s the same people over and over again, right? You can encourage repeat behavior… So that was one thing that we’d be really clear on: ‘What do you want to get out of this?’ And we’re gonna give you that. And we were very successful at that because it’s just a psychological manipulation…(He laughs.)
It’s not the game that has to be entertaining, it’s the players
The second thing is… Have you ever seen that inverse pyramid of the players?

So, the goal there, what we were always able to say which I think was actually really true, is: If you can build the game that has three core functions – one super hardcore thing that’s gonna keep the players engaged…and it’s gonna be hard and complicated and geeky, and all that’s actually good, cause those are the guys that are going to keep coming back. If you can build one medium engagement thing, so that you can play ten minutes a day–a flash game is a great example of that–then you’re gonna keep that middle group occupied. And, if you can build something that only takes ten seconds, like a really awesome website, something super spooky happens when you’re visiting, or you call a phone number. Then you’re going to get that upper crowd.
When it works right. When all those things are powering each other, what happens is, you get the bottom group entertaining the top. So, the core players are entertaining the medium players, the medium players are entertaining the really casual people. Cause they’re watching, like ‘Oh my god, these guys are going out in hurricanes and answering payphones!’ And you have all that insanity. And what happens is that triangle grows, because people from the top, every once in a while they trickle down to the middle. And people at the middle level start to trickle down to the bottom level. And that bottom level grows when there’s more core players doing more and more and more, the whole triangle grows because now there’s more to be entertained by. And although it looks like a triangle, it’s actually a circle. And if you build it the right way, you can get the player–nothing attracts a crowd like a crowd–you can get these guys to generate the viral spread for you. Because it’s not the game that has to be entertaining, it’s the players that have to be entertaining.
You don’t have to teach your customers how to spend money
Phoebe: So, back to Fourth Wall…and rather than selling somebody else’s product, selling your own original IP [Intellectual Property] in new forms… It sounds like you’ve already experimented with a number of different models, so what have been the most successful? Where do you wanna go?
Elan Lee: The two that have been the most successful so far is actually edoc [that's edoc laundry] clothing company – selling shirts, or clothes, makes a lot of money – and Cathy’s Book makes a lot of money. And I think the reason those two make a lot of money is because they’re established revenue models. If you have to teach someone how to spend money, that’s a loooooong road. So, using those established mechanisms is really good.

We have a lot of other mechanisms. One of the projects that we’re starting to develop right now – actually, the one I’m most excited about – which I can’t say too much about… is… how do I phrase this without totally screwing myself over? OK. (He pauses.) There’s a way that we all behave online. Nope, that’s a bad way to say it… OK. (Another pause.)
Here’s a statement: Marketers spend billions of dollars every year to make television commercials to get you to look at a product. Another statement is: Marketers spend a nearly equal amount to build banner ads to get people to redirect their behavior to a certain URL. To move their eyeballs to a certain URL. I think those are both true statements. OK. We have an experimental revenue model that I’m very excited about, because what it does is it makes part of gameplay moving your eyeballs to very specific websites, over and over and over again. And because that has such tremendous value, I think it’s a revenue model that you don’t have to teach. That you don’t have to teach your customers how to spend money. They just do it. And that has incredible value to marketers.
Let’s call that chocolate and peanut butter
I realize how nebulous I’m being about that, but if you look at it in that very abstract way, there’s something kinda beautiful about that, right? There’s value in people looking at your thing online, and the game is built out of things online, so let’s call that chocolate and peanut butter and put those things together, and build something where everyone wins.
Phoebe: So, if I can summarize: You’re talking about building a revenue model that is based on existing behaviors?
Elan Lee: Correct.
Phoebe: You’ve also had an opportunity with Fourth Wall to explore your own IP, instead of leveraging existing IP. And it seems like you’ve had a lot of opportunity to experiment with different media. Can you talk a bit about that?
Elan Lee: None of those have launched yet. However, we have started the process of writing and selling scripts in Hollywood. Some are television shows, some are webisodes, and some are feature length films. They’re all properties that we wrote in-house. And they’re all properties that have the interactive components baked into the DNA of the property. So, while it is possible to just sit back and watch a TV show…cause that’s not massively broken, and enough people know how to do it.
Lean forward and live in that world
All of the interactive components are an extension of that same experience across your cell phone, across your email address, across your facebook page. And rather than the interactive elements feeling like a marketing thing that was slapped on afterwards, what we’re trying to build – and what’s so exciting – is… When you participate in passive media, when you watch a TV show and watch a movie, you are sitting back. It’s a lean-back experience. And our claim is, in addition to that, the opportunity to then lean forward and live in that world – so that, when you decide to lean back again and watch the characters, they’re just continuing where you left off. My assertion is that that is the future of entertainment.
And getting to work with media where they let us play with that, and fund massive projects geared to not entertain that same million people who look for those marketing projects, but instead geared towards the 30 million people that are going to watch a TV show and then hopefully say, ‘Oh, there’s more? I wanna see what the more is, I wanna see what else there is.’ That’s a much more fun sandbox to get to play in. So, that’s what I’m excited about right now.
I’m sooo happy American Idol exists
Phoebe: Do you think that shows like American Idol, which are scratching surface of some type of audience interactivity – do you think that’s going to help with educating an audience so that they can deal with a cross-device experience?
Elan Lee: Yeah. For sure. I’m sooo happy American Idol exists. And I’m soo happy it’s doing as well as it is. Well, I guess it’s sort of declining a little but…what a run, right? I think that they showed…they took the first and hardest step in this process. They said, ‘For a massive audience, they are not gonna be scared to interact. And we’re gonna teach them over the course of many years how to do it. And we’re gonna reward them along the way, and we’re gonna introduce conflict along the way, and we’re gonna make it part of the experience. Part of the experience of American Idol is picking up another device – a computer or a phone and doing something. And we’re not gonna punish you for that, we’re not gonna make it complicated. We’re gonna make it fun and easy. And that’s the hardest damn step. And they did such a phenomenal job at it! Now, what’s even more exciting is what comes next.
You can just do it. Just do it today, this afternoon.
Phoebe: If I want to grow up and become a “transmedia designer”, what do I do? What’s the path for that?
Elan Lee: Right. Well, the shortest path is build one. What’s really cool about all this stuff is, you can just build one. If you’ve got a microphone and basic HTML skills, or a friend who has basic HTML skills, you can build one.
I think we’re in this phase that I call ‘wild experimentation,’ and no one has any idea what’s gonna work. There are certain lessons out there, but there are no rules. Everything is worth trying. And it’s rapid prototyping, and it’s rapid failure, and it’s wild experimentation. And for anyone who wants to grow up and be a ‘transmedia designer’…there’s no growing up involved. You can just do it. Just do it today, this afternoon. And those lessons that you learn there are what transmedia houses are looking for. Anyone who’s got any experience in this at all is what they’re looking for. But in success, and even in moderate success, people come to you and say, ‘That was awesome! What’s next? What are you going to build next? And can you slap this onto my product? And here’s some development money, and can you build it bigger and better and involve this thing instead?’ There’s quite a boom in this industry right now, because no one’s good at it. And there’s huge potential.
You get to convert part of your life into the storytelling experience
Phoebe: What’s been interesting for me in watching the development of this whole, quote-unquote transmedia environment, has been the role of academia and the media itself shaping the way people understand what it is. I mean even the term “transmedia” is not… I mean, did you coin that term?
Elan Lee: (Shakes his head.)
Phoebe: Right. So, the definitions have influenced what people expect. For example, there seems to be a set of conventions that go along with an Alternate Reality Game. And even within this frame of wild experimentation, it appears that what people are looking for is something formulaic… What do you think of when you think of an Alternate Reality Game? What does “transmedia” mean to you? Or does it have any meaning?
Elan Lee: I think that all it really means is that you get to convert part of your life into the storytelling experience. And the best ones are the ones where you get to define what part of your life that is. I don’t think there’s any formula about what it has to include or what it shouldn’t include. I’m such a huge fan of making people feel like superheroes. I just think that’s the key to everything. And so, if you can get someone to invite your story into their life, and what they’re gonna get in return is to feel like a superhero for doing so…that’s the ultimate transmedia experience. And I hate to define it more than that. I really think that’s the core of it.
Phoebe: More like transcendental media?
Elan Lee: Yeah! That’s a great way to look at it. (He laughs.) Yeah. I mean…I’ve had small experiences watching TV or movies, where I felt like a superhero just voyeuristically, but it wears off immediately. You know where the border of that TV is, and I know if I look to the left it’s not the TV anymore. That’s the wall of my apartment, and that’s the not having that experience anymore. And so transmedia is one where we say, well, the border doesn’t have to be there, the border is wherever I want it to be. And I really believe that’s the future of entertainment.
[But wait! There's more. Next time we'll cover Elan's take on creativity, and what makes him more successful at this than you.]
June 15 2010
Transmedia Storytelling-Fishing where the fish are
Multiplatform Storytelling: A Master Class with Tim Kring at SXSW brought a rock star–sized following of fans and some press excited to see the architect behind Heroes. Brian Seth Hurst moderated it. Their discussion started with them revealing how George Lucas invented transmedia storytelling. Prepare to be shocked-it all started November 17, 1978 with The Star Wars Holiday Special. A mysterious new character appeared on this show. His name was Bobba Fett. Before long Bobba Fett could also be purchased as a limited edition action figure in toy stores. Fans were confused and excited about this bounty hunter who came out of nowhere. About a year later when The Empire Strike Back was released Bobba Fett showed up again. Many fans were already aware of him. It was the first time a character originated on one platform then moved to the “mother ship of the property”.
Next Tim talked about his experience in the TV biz, then and now. When he started out a viewer had limited options: passively watch a show, at a certain time, via their TV. Now technology has offered new ways to distribute content at anytime to viewers e.g. smart phones and computers. It’s a double-edged sword; this has also brought about new competitors-including social networks and casual games that can steal eyeballs from a TV show.
Here is data that shows how things have changed:
Casual game FarmVille surpasses 80 million users http://mashable.com/2010/02/20/farmville-80-million-users/
Nielsen data shows that U.S. Facebook users now spend an average of seven hours per month on the site.
Apple announced that more than three billion apps have been downloaded from its App Store by iPhone and iPod touch users worldwide. http://www.prnewswire.com/news-releases/apples-app-store-downloads-top-three-billion-80694707.html
Some people have looked at transmedia storytelling like a novelty; Tim knew it was a necessity. So for Heroes his strategy was to “fish where the fish are”. He created Heroes Evolution, which expanded his stories beyond a TV screen with weekly web graphic novels connected to the show, interactive puzzles that engage fans with text messages and phone apps, among many other techniques to reach an elusive audience who have migrated all over the place. Tim’s closing remarks were he recommended that young producers should prepare to pitch TV executives their shows with a transmedia strategy. For future projects Tim is considering making his story the mother ship where everything is connected vs having his TV show at the hub.
Transmedia Storytelling-Fishing where the fish are
Multiplatform Storytelling: A Master Class with Tim Kring at SXSW brought a rock star–sized following of fans and some press excited to see the architect behind Heroes. Brian Seth Hurst moderated it. Their discussion started with them revealing how George Lucas invented transmedia storytelling. Prepare to be shocked-it all started November 17, 1978 with The Star Wars Holiday Special. A mysterious new character appeared on this show. His name was Bobba Fett. Before long Bobba Fett could also be purchased as a limited edition action figure in toy stores. Fans were confused and excited about this bounty hunter who came out of nowhere. About a year later when The Empire Strike Back was released Bobba Fett showed up again. Many fans were already aware of him. It was the first time a character originated on one platform then moved to the “mother ship of the property”.
Next Tim talked about his experience in the TV biz, then and now. When he started out a viewer had limited options: passively watch a show, at a certain time, via their TV. Now technology has offered new ways to distribute content at anytime to viewers e.g. smart phones and computers. It’s a double-edged sword; this has also brought about new competitors-including social networks and casual games that can steal eyeballs from a TV show.
Here is data that shows how things have changed:
Casual game FarmVille surpasses 80 million users http://mashable.com/2010/02/20/farmville-80-million-users/
Nielsen data shows that U.S. Facebook users now spend an average of seven hours per month on the site.
Apple announced that more than three billion apps have been downloaded from its App Store by iPhone and iPod touch users worldwide. http://www.prnewswire.com/news-releases/apples-app-store-downloads-top-three-billion-80694707.html
Some people have looked at transmedia storytelling like a novelty; Tim knew it was a necessity. So for Heroes his strategy was to “fish where the fish are”. He created Heroes Evolution, which expanded his stories beyond a TV screen with weekly web graphic novels connected to the show, interactive puzzles that engage fans with text messages and phone apps, among many other techniques to reach an elusive audience who have migrated all over the place. Tim’s closing remarks were he recommended that young producers should prepare to pitch TV executives their shows with a transmedia strategy. For future projects Tim is considering making his story the mother ship where everything is connected vs having his TV show at the hub.
May 27 2010
Comic Con Tip Box
San Diego Comic Con is a massive gathering of smart, tech savvy, nerdy folks. Every year, there are tie-ins there to all sorts of transmedia campaigns, and this summer Culture Hacker will be there, rounding them up.
We will be scouring the conference, but you can make it easier for us to find the good stuff. If you know where a great transmedia project can be found at Comic Con, and you want to see it here on WBP, please drop a line to our tip box.
All tips are treated as anonymous. Be sure to let us know where to go (booth number or room name), and when. Spoilers not necessary.
Lead photo courtesy Gary Scott.
May 24 2010
Comic Con Tip Box
San Diego Comic Con is a massive gathering of smart, tech savvy, nerdy folks. Every year, there are tie-ins there to all sorts of transmedia campaigns, and this summer Culture Hacker will be there, rounding them up.
We will be scouring the conference, but you can make it easier for us to find the good stuff. If you know where a great transmedia project can be found at Comic Con, and you want to see it here on WBP, please drop a line to our tip box.
All tips are treated as anonymous. Be sure to let us know where to go (booth number or room name), and when. Spoilers not necessary.
Lead photo courtesy Gary Scott.
April 21 2010
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