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September 02 2010
Transmedia Talk Podcast – Episode 2
Welcome to the second episode of 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.
This edition of Transmedia Talk covers the following…
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
Topics (start time shown in bold)
0:00:54 Apple’s iTV, Google TV, Boxee, Roku and Amazon on Demand
0:07:25 StoryLabs – international network of transmedia & new technology mentors
0:10:18 TransmediaNext – 3 days intensive transmedia training in London Sept 8th-10th
0:14:30 Transmedia funding – public vs private?
0:30:23 YouSuckatTransmedia, Christy’s top 5 tips for transmedia consultants and discussion about what can go wrong
0:46:11 J.J. Abram’s Super8 ARG: Scariestthingieversaw.com, http://www.rocketpoppeteers.com/, http://www.hooklineandminker.com/
Hosts
Nick Braccia from Culture Hacker
Robert Pratten from TransmediaStoryteller.com
Guests
Christy Dena from Universe Creation 101
Anita Ondine from Seize the Media
Dee Cook from Dog Tale Media
September 01 2010
Managing THE LOST CHILDREN Storyworld with WordPress: Part 1
This is going to be basically a four part series on how we are going to try using WordPress to manage the storyworld of our project THE LOST CHILDREN. I’m hoping to deliver these parts about once a week. Might be a little off, since things with the film are very busy, but in general I am trying to document what we’re actually doing for the film as we go. I wrote a previous post about how to use WordPress to feed data to your mobile apps. In a sense, this is a follow-up to that post. Or more accurately, it is a prelude to that post. In part 3 of this series, I will loop back around to that JSON post and show you how it ties in with these.
Organizing Our Data
The first thing I need to say is I am no expert on Transmedia or ARGs or anything like that. There are many other people who are. So this post is not meant as me preaching The Truth down from on high. This post is meant as an exploration of what I am working on now, in the hopes that it sparks some others’ imaginations. In the interest of us all learning, I’m simply sharing the process we’re going through right now.
The second thing I need to say is that this is not a tutorial, and not something that just anyone can do. I’m actually writing some software for this, and the things I’m talking about here will require more custom software to deliver to users. Eventually, if this works, I will likely write a set of WP plugins to simplify this process and make it something anyone can use. But for now, I believe that ideas are what count, and I think many people will be able to understand the ideas here and maybe contribute some of their own.
This is sort of an experiment in stretching WordPress beyond it’s original purpose. The goal here is to see if we can use WordPress as a place to maintain our entire storyworld, and then feed that storyworld out to our various platforms; Tweets, Text Messages, Phone Calls, Location-based content, blogs, etc. The benefit here is that all of our data is in one place, it can be queried, analyzed, related, tagged with metadata, etc. Another benefit is that we are using a good deal of free tools.
What we want to end up with here, is a matrix of our related data, so we can easily know which characters are involved in a which storylines, campaigns, etc., or all of the platforms a certain character is involved in, etc.
There are some various groups out there writing Transmedia software systems right now, with the idea of licensing the technology. I’m sure these systems are far, far superior to what I’m doing. But another goal here is to encourage the lowest of low budget storytellers to think about these things, and know that you too can do them to some degree. Don’t be daunted by your lack of budget. Yes, I have software skills that save me money on a number of these things, but I am also using a lot of free software. Essentially, if you don’t count my time, and say hosting costs and the cost of asset creation, I am spending $0 on this.
WordPress 3.0
Many of you know WordPress as blog software. In recent times, it has grown in popularity to be more like CMS software. In reality, there is no difference between the two, it’s all just organizing data. But WP has added more and more features that can make it useful for far more than just your blog.
In 3.0 WP introduced a couple of very important concepts. The first concept is the Custom Post Type. This means in addition to “Posts” and “Pages” you can now create “Books,” “Songs,” “Dogs.” “Cats,” whatever you want.
The second concept is that of Custom Taxonomies. A taxonomy is just a big word for categorization(which I guess is a bigger word), it’s just a way to group stuff. WordPress comes out of the box with “Categories.” Now you can create a taxonomy called: “Buzzwords,” and then tag your content with Buzzword->Transmedia. That means you can now query your content and look for all of the content that tagged with the “Buzzword,” “Transmedia.” Make sense?
What We’re Using
-WordPress 3.0. This is the newest version of the software and you probably should be on this anyway.
-2 Plugins. So far, I have been doing what I’m doing with available plugins. Sort of. In a couple of cases, I made changes to those plugins for what I needed. But generally, I submit those changes back to the creators and they generally include the changes in their next release.
–The first plugin is Custom Post Type UI by WebDevStudios – allows you to have an admin interface for managing custom post types, then puts those in your admin menu on the left hand side of the Dashboard.
–The next one is Related by Matthias Siegel – allows you to manually relate posts to the current post you are editing. I altered it to call up all post types. Have not submitted this back to creator yet, but will do so probably this week.
I also make liberal use of what WordPress already comes with: The ability to add custom fields to a post, the ability to add media to a post, like images. This is all built in, saving us untold numbers of hours writing it ourselves.
Data is just Data
So what do we mean by data? A character is data in your storyworld. Their backstory, upbringing, photos, relationships, etc. Locations are data. A storyline is data. All of your content is data. The thing you have to understand is data is just data. A “post” post type is the same thing as a “page” post type as the same thing as a “character” post type, as a “text message” post type. These are all just buckets with different names.
So here is the content breakdown I’m working with for THE LOST CHILDREN:
Post Types available with WordPress install:
-Post – Main Site
-Page – Main Site
These are the types that come with every WordPress install. So I am allowing these to populate the main site: http://www.thelostchildrenmovie.com. Simple enough. Along with the built in Categories, this allows me to serve up content just like any other WordPress site.
Custom Content Types:
So once we’ve installed the Custom Post Type UI plugin, the left hand nav of the admin screen will have a new option for managing Custom Post Types. It’s at the very bottom. When you click add, you come to a screen for creating Custom Post Types.
As you can see on this screen, we are able to determine which standard post fields are available to this new post type. I usually just add them all. You never know when you might need something. You can also choose to mark a custom post type as “hierarchical.” This means that these post types can have parent post types and child post types. This too might come in very handy. So I mark it as true.
Here are the Custom Post Types we’re starting with for THE LOST CHILDREN, along with some of the custom fields that affect their functionality.
Storyline
BUILT IN FIELD: Title
BUILT IN FIELD: Body
CUSTOM FIELD: StartDate
CUSTOM FIELD: EndDate
Character
BUILT IN FIELD: Title ( for the character’s name )
BUILT IN FIELD: Body
Shadowman – We have a character in THE LOST CHILDREN called a Shadowman. No one knows how many of these there are and they can pop up at almost any time. Our first ARG will be based on these guys. The idea will be that they can be scattered around a city, and you go find them, and figure out what they really are. So I wanted to create a type that represents a character that may not really have a name or an identity of his own, but be available when we need him any number of times.
BUILT IN FIELD: Title
BUILT IN FIELD: Body
CUSTOM FIELD: Latitude
CUSTOM FIELD: Longitude – These fields make it possible for us to place this character on a map for location-based stuff.
Short Film – We’re assuming in our case, that any short films will be online, so we will give them a URL.
BUILT IN FIELD: Title
BUILT IN FIELD: Body
CUSTOM FIELD: URL
CUSTOM FIELD: StartDate
CUSTOM FIELD: EndDate
Text Message
BUILT IN FIELD: Title ( maybe for the subject field? )
BUILT IN FIELD: Body
CUSTOM FIELD: From
Phone Call (A phone call you receive in an ARG, say)
BUILT IN FIELD: Title
BUILT IN FIELD: Body
CUSTOM FIELD: URL – Perhaps to the audio file?
CUSTOM FIELD: Phone Number
External Blog – In THE LOST CHILDREN, some characters keep outside blogs on the web
BUILT IN FIELD: Title ( for the title of the external blog )
BUILT IN FIELD: Body
CUSTOM FIELD: External URL
Talisman – in our ARG, you can find certain talismans which help you discover, fight off, subdue and interrogate the Shadowmen for information
BUILT IN FIELD: Title
BUILT IN FIELD: Body
CUSTOM FIELD: Latitude
CUSTOM FIELD: Longitude – Make it possible to place this object on a map for location-based stuff.
So once you have created these custom post types, you’ll start to see them show up in the left hand admin nav. You can see the highlighted “Storylines” type in the image over there.
So, I’m still not sure if we are actually going with the idea of a “Storyline,” but it demonstrates a couple of things you can do with WordPress. Another word for this might be a “Campaign?” But I think the central idea is that it is a piece of content designed to last over a certain period of time. So I go to add new.
The Hector & Celia ARG
So here I create a storyline called “Hector & Celia.” The ARG we’re creating is about a young man and his sister, who are abducted by the Shadowmen. In the ARG, you will receive messages from Hector, you will chase down Shadowmen at actual physical locations, snap photos of them( through Augmented Reality ), gather talimans to fight them, interrogate them for info, and hopefully find Hector & Celia before it’s too late.
So this entry simply defines that particular storyline.
As I said above, a storyline will have a start date and an end date. WordPress posts already come with a publish date, meaning, you can set something to go live at a certain future date. But there is no concept of an end date. And if we’re doing a “storyline” or a “campaign” we want that. So I am using the Custom Fields capability available to every WordPress post type:
Okay there’ s a lot of information here. So I think I will cut off part 1 at this point. In part 2, I will pick up with creating other content types and relating them all to one another. In part 3, I will show how we are going to actually send this data out into our Transmedia elements. And I think in part 4, I will start to look at metrics and gathering user responses.
As I said at the top, this is an ongoing work in progress, what I am trying right now for my film’s launch in 2011. So I welcome any and all dialog.
August 30 2010
Engaging Your Audience
This is a two-part blog post with this being the first part. The second part is here. And you can get a PDF of the full piece, including my earlier associated work on Content Strategy.
When creative people get in the zone they generate a ton of ideas for content and experiences that could all work with their transmedia world. However, with resources always limited, these ideas have to be whittled down to essentials, nice-to-haves and stuff-for-later. One approach is to optimize the mix of content such that it (a) maximizes audience engagement and (b) the longevity (or likelihood of traction) of the experience. In this context I’m using “content” to mean all the things and tools that the audience has at their disposal – from videos, images and text to forums, chat rooms, leaderboards and so on.
If we are to design transmedia projects that engage audiences then we need to understand what it means to be engaged. Most would agree that it’s more than just “a view” and that there are probably degrees of engagement ranging from “doing something” (like a click) to “creating something” (like remixing a video).
Audience engagement is explained in the next section.
1.1.1 Measuring engagement
In 2006, Ross Mayfield stated in his blog:
“The vast majority of users will not have a high level of engagement with a given group, and most tend to be free riders upon community value. But patterns have emerged where low threshold participation amounts to collective intelligence and high engagement provides a different form of collaborative intelligence”.
He coined the term “The Power Law of Participation” which is shown in his diagram below (Figure 1).
Figure 1 Power Law of Participation
This participation curve can also be applied to transmedia worlds and will be evident to those who’ve run an ARG. Figure 2 shows the participation law at work in Mike Dicks diagram “Rules of Engagement” in which he expects that only 20% of the audience will engage in the gaming content of a cross-platform experience compared to 75% with the “sit-back” media.
Figure 2 Audience Participation with Content
What this means is that if there’s less effort involved in participating in the storyworld (for example watching a video vs remixing a video) then more of the audience is likely to do it but you can’t say that they’re as engaged with world as those who are expending more effort. More effort on behalf of the audience implies that they must be more engaged, right? Well, yes and no.
It depends on how the individual audience member derives his or her pleasure from the world. Not everyone wants to or feels able to remix videos or contribute user-generated content yet nevertheless may be a strong advocate for the world – telling friends, family and strangers that they really ought to check out the content. Surely that’s an engaged audience too?
Forrester Research identifies four measures for engagement with media content: involvement, interaction, intimacy and influence. Developing this for our purposes of understanding engagement with a transmedia world, we should measure not only the audience’s interaction and contribution but also their affection and affinity towards the world – that is, what they say and how they feel about it.
Taking this approach, a Facebook “Like”, while taking such little time and effort, ranks pretty well on the engagement scale. It’s more than just any click. It’s a show of affection.
But to get that “Like” or to get a “Share”, you need to provide the mechanism and the content.
Figure 3 shows the three stages of engagement – Discovery, Experience & Exploration – that inform your content choices across my five levels of increasing engagement:
- Attention
- Evaluation
- Affection
- Advocacy
- Contribution.
Figure 3 Measuring Engagement
Stages of Engagement Discovery Experience Exploration Level of Engagement Attention Evaluation Affection Advocacy Contribution Content Type Teaser Trailer Target Participation Collaboration Goal for your content Find me.Fan comes to site and consumes low-involvement free “teaser content”
Try me.Fan increases engagement and consumes free “trailer content”
Love me.Fan spends money and decides that what I offer delivers on the promise, is entertaining and is worthwhile.
Talk about me.Fan tells friends.
Be me.Fan creates new content
How Be relevant Be credible Be exceptional Be spreadable Be open Measurement views, hits, time spent per view, number for content viewed (per channel & content (e.g. emails, blogs, videos, Twitter etc.) clicks, downloads, trials, registrations purchases, ratings, reviews, comments, blog posts, Twitter follows, Likes, community sign-ups, other memberships, subscriptions, repeat purchasesreferrals, reTweets, forwards, shares, embeds, satisfaction polls & questionnaires
Offline: focus groups, surveys
uploads, remixes, stories written, collaborations, fan moderators for forum, events held, other UGC
August 28 2010
Transmedia Talk Podcast – Episode 1
Welcome to the first episode of 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.
download the podcast running time 51:22
This edition of Transmedia Talk covers the following.
Topics:
The Web is Dead
Facebook Places
Transmedia Panels at the 2011 SXSW
Scvngr
foursquare
Gowalla
Hosts:
Nick Braccia
Robert Pratten
Guests
Lance Weiler
Dee Cook
Haley Moore
Transmedia Talk Podcast – Episode 1
Welcome to the first episode of 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.
download the podcast running time 51:22
This edition of Transmedia Talk covers the following.
Topics:
The Web is Dead
Facebook Places
Transmedia Panels at the 2011 SXSW
Scvngr
foursquare
Gowalla
Hosts:
Nick Braccia
Robert Pratten
Guests
Lance Weiler
Dee Cook
Haley Moore
August 25 2010
Fiction Films in Non-Fiction Formats: Why we shot THE LOST CHILDREN as a Doc
THE LOST CHILDREN is a fiction film, but being shot as if a documentary. This isn’t anything new these days. From the beautiful work of Guest and Co, to the inescapable Blair Witch, to the TV show The Office, this has become a pretty accepted dramatic format. So I wasn’t under any delusions of breaking new ground.
I wanted to write up an article detailing the reasons I did make this decision, in the hopes of clarifying, both for myself and others, some of the things I’m after with this project. I also wanted to provide this because I see a lot of people choosing the same format, without really thinking through why. I think it deserves some thought.
Economics of Independent Film in 2009
When we started this project, our intention was to make a $100K indie feature, shot on RED, and (hopefully) distributed through the usual means. We had the script ready for this production and had gone into pre-production. We had shoot dates set, the cast ready, and we were all set to roll.
But at the same time, everyone started talking about how distribution was changing, failing, crumbling, etc. And this stuff was coming from so many places, I started to get worried. I had not really thought about distribution up to that point, assuming we would worry about it when the film was done. But hearing all of this hue and cry, I decided I needed to do some research. I put the production on hold and did that. And the conclusion I came to was that we could probably make a good $100K RED film, but it was entirely likely that this film would be lost in the massive ocean of similar films pouring out of every nook and cranny. It’s not hard to have production value anymore. And the lower the point of entry gets, the higher the baseline gets.
Now, I do believe our story is good and unique and multi-dimensional, but I didn’t have faith that that would be enough. We had no name actors. I was a first time feature director. When I looked at it practically, I just thought there were going to be too many things to overcome. With $100K in borrowed money, I didn’t like the odds. I know that’s nothing in movie terms, but…it’s kind of a lot of money to me, when I wasn’t certain I could pay it back.
So I put the old brainbox in gear and started to really think about what my goals were with this film.
- Get through my first feature alive. I actually think this is a laudable goal; to actually finish a feature film that’s coherent, watchable, and compelling. Many first time features don’t even accomplish two of these.
- Challenge myself as a filmmaker. Paint myself into some corners and fight to get out of them.
- Focus on characters over visuals.
- Make the film for an amount low enough that I can afford to experiment with distribution strategies. I feel like this is critical for filmmakers right now. If I try one thing and it doesn’t work, I need to be able to try some others without the pressing need to make the money back. In fact, it’s much more important to me right now to learn what works and what doesn’t than to actually make the money back on this film. As it stands now, I don’t owe anyone anything for this film. It’s paid for.
“Filmmaking” and Storytelling
I made a short in 2009, called EVIE. With EVIE, I was still working very much on my “filmmaking” techniques; telling a story visually, manipulating elements to exact certain emotions from the audience. But as I finished the film and screened it at the Downtown Independent in July of that year, I realized I was getting bored with filmmaking. It seemed like everyone was doing it now, and so much of it was just starting to look the same, and there was a part of me that simply didn’t like the act of manipulating those elements to pull up emotions. I think it’s the part of me that needs to examine and think about everything. It’s hard for me to shut up and enjoy a summer popcorn movie if that movie is just stupid, lacking in logic of events or character. I’m just not willing to turn off the part of my brain that wants things to make sense.
Throughout 2009, I had started to really take an interest in things like mobile, transmedia, alternate entertainment forms. As I looked about more and more, it kept nagging at me that so many independent filmmakers were busy investigating 21st century distribution models, when they should be looking at 21st century entertainment forms. And increasingly, these forms are becoming multi-media. They can use filmed elements, text elements, interactive elements. For instance, while many struggle to get their films on mobile platforms, I find this largely a waste of time. I think we should be figuring out how to make content for mobile platforms.
All of this led me to decide that I was going to tell the story of THE LOST CHILDREN, as a more multi-media effort. This would be how we would try to differentiate ourselves in the ocean of pretty-good films. There is a LOST CHILDREN film, to be sure. It is told in the form of a documentary, but it follows a pretty standard 3 ACT structure.
But we’re also working on other ways of extending the storyworld out beyond the movie. There are going to be websites that tell certain aspects of the story. For instance, we removed one whole subplot from the film onto a website. This means the story plays out through the website, through comments on blog posts, through webcam videos, etc. Likewise, on our mobile platforms, the goal will not just be to put the movie on a phone, but to tell parts of the story through the phone; text messages, phone calls, location-based content, etc. Things only a phone can use to tell a story.
I came to view what I was doing with THE LOST CHILDREN, more as storytelling, than just filmmaking.
Filmmaking Exercise
There’s always been much debate on DVXUser( A filmmaker’s site I frequent ) about how much your gear does or does not matter. For my own viewing, gear matters almost not at all. I would much rather see a good story, well told and acted shot on crappy cameras, than the slickest thing on Earth lacking those same elements.
I’ve also always been fascinated by documentaries, and their ability to weave stories out of random and found materials. For instance, Ken Burns is able to tell a compelling story about the Civil War with little more than 150 yr old photos, voice-over, and music. I got to thinking about this a lot. See, with my own short films, I had been working toward ever slicker visual styles, trying to learn how to use the camera to build a certain emotion in the viewer, how to manufacture a specific moment for a specific impact. And I like all of this stuff. But I also started to get really interested in this question: What if I were limited to the material I had? How would I tell a compelling story then? Well, the story itself would have to be mighty compelling, wouldn’t it? The story of the Civil War or the Brooklyn Bridge are pretty friggin’ compelling.
At this point, I went back through THE LOST CHILDREN script, pretty much scene by scene. I was still confident that we were telling a pretty unique story, that we were telling it well. And as I read and re-read it, my confidence grew. And I thought, what if we tell this with only limited materials? It’s kind of the ultimate filmmaking exercise, I think. I’m not sure if they teach this in any film schools, but if I were teaching a filmmaking class, I would probably start by giving them a box of random old photos, and telling them to make a story out of those.
I’m also reminded of the comment Jack White made in It Might Get Loud. He says he likes old broken guitars. He likes making the process hard, forcing himself to fight the instrument, and wrestle a sound out of it. He thinks that pushes him forward as an artist. This idea just shot through me like a lightning bolt. And I realized I had been applying the same to THE LOST CHILDREN. What if I not only shot it like a documentary, with shaky cams and all the rest, but also actually shot some of the footage badly? Meaning, what if I had to go through some crazy post processes just to extract the image from the footage, as you might have to with found footage? What if I made it hard on myself?
Maybe it’s because movies are so hard to make anyway that people don’t think this way. Or maybe it’s because people are so focused on career and the business side these days, that they are too afraid to do anything but what’s accepted.
I joked with my girlfriend, an artist herself, that I had a confession to make: “I think I’m a video artist!” Which is funny because I am typically so critical of video art because so much of it lacks both discipline and basic mastery of the tools.
I became obsessed with this idea and spent the next several months re-working the script. Same story. I simply looked at how to tell the story in a different way. And I decided to be very strict about it. Meaning, if there was no valid reason to have a camera in the scene, then I would have to figure out some other way to tell that scene. Maybe it’s a voice recording. Maybe it’s a person re-telling it accompanied by photos. But if there was no real reason for a camera to be there, then that scene did not get shot.
Brecht
There’s another thing I like about documentaries, which is their purpose: to make you think about a subject and/or potentially do something about it. This is not the primary purpose of a fiction film. Certainly, some fiction films have causes and purposes associated with them, and the filmmakers are using the film as a way to raise awareness about those, but the primary purpose of the fiction film is to suck you into that world and take you on a ride. To make you forget what’s going on outside of that world for that hour and a half ( or increasingly, 3 hrs ). I started to realize that I love the purpose of documentaries. This is just kind of how I’m wired. I love reading, I love knowing how things work. I love history. I love thinking about things. But there was always something in the back of my mind nagging me and telling me that this was the road to a boring-ass film.
Then I saw my friend Vern’s latest play: “Lenin’s Embalmers.” In Lenin’s Embalmers, the characters regularly step out of the action and speak to the audience. After the play, over beers, I asked Vern why he had made this choice, and he said he was working with a “Brechtian kind of thing.” And that’s when it hit me. This is why I’m doing this.
I started in theater, so of course I was well aware of Brecht and his theories of theater. He often employed conventions which would intentionally remind the viewer that they were watching an artificial thing. And he did this for the very same reasons I like documentaries; so that the audience wouldn’t get so caught up in the emotion that they forgot to think about what they were seeing on stage. He intended the audience to maintain some measure of distance. Again, this is typically not the purpose of a fiction film.
Holy moly, what if this movie sucks???
I don’t know if documentary makers go through this, though I suspect they do, but the problem with shooting the way we did, is that you have about a million hours of footage. And you have to make that into something worth watching. In the past, I was a storyboard Nazi. I had the entire movie drawn out as a comic book ahead of time, so shooting it was largely a technical exercise; make sure you get the performances and the shots, and it’s going to be really hard to screw it up.
I’ve been editing THE LOST CHILDREN since about June 2010. And I’ve been one nervous mofo this whole summer. I’d dread looking at the edit for fear that it was as bad as I feared. But invariably, every time I did go back to it, I was drawn in, and it wasn’t so bad after all. When people asked how it was going, I would respond with: “I don’t think it will suck too badly.” Then I couldn’t take it anymore. I had to have some manner of validation. I sent an extremely rough draft of ACT I to a friend I could trust to be honest, and I had one question for him: “Should I just jump off a bridge right now?” His answer was without a doubt “No.” He felt like I had something there. Whew! But honestly, I didn’t completely believe him until this past week. I took off from all client work and secluded myself in my office to edit full time. I tightened up the first act and just about all of the second, and even moved into the third. And for the first time since we started shooting, I am honest to God excited to show this film.
Our goal right now is to have the project ready for the world by Jan 2011. That includes Transmedia content, mobile apps, and the completely finished film.
I’d say after that I am taking a vacation, but I know that’s just the beginning…
August 13 2010
ARGFest’s Artifact Academy Puzzle Trail
At ARGFest 2010, Michelle Senderhauf and I ran a workshop on game artifacts – how to use them to tell a story, deliver puzzles, and reward players. We invited our workshoppers to create artifacts to continue an ARG scenario I cooked up, and lead the players to the next part of the game using physical objects.
The facts were these:
The players had been asked to help a hot brunette recover his grandfather from mysterious kidnappers who have also stolen his uncrackable safe and hidden it in an unknown location. After remotely blowing up a courier car sent to retrieve the safe, and getting the coordinates of its destination from an apparently indestructible GPS unit, the players find themselves in the woods, unearthing the safe. It’s contents may reveal a secret about the hot brunette’s grandfather that he never would have guessed, or they may raise even more questions.
We brought in the tools and materials for a little ARG propmaking jamboree, and what the ARGFesters came up with was truly remarkable. As you can see, we left the prompt wide open for participants of the workshop to create as much or as little content as they desired, and to take the story in any direction they chose.
I never expected that at the end of a frantic hour and a half of crafting, we would have a complete puzzle trail, leading players to the next “live event” in our game.
Let’s rifle through this box of treasures. What you’re about to see is written, conceived, and assembled by the workshoppers. Michelle and I just facilitated.
First, we have a postcard that looks like it was shot in the 1960’s, but the caption on the back says it’s from the 1919 Indy 500 race. Curious.
Michelle found these postcards (front and back) in an antiques store in her native Chesterton, IN, on an artifact shopping trip. Michelle gave herself a $20 budget and was able to procure a good stock of old photographs and other things to modify to tell our story.
Next, we have a compass with no directions on it. Also curious.
I found these toy compasses in the party supply aisle of my local dollar store, with the pirate hats and paper eyepatches. I think they were six to a pack. They did have a direction sticker on the bottom, which was removed for the purposes of the game.
A letter about secret government research into…time travel?
“Dear Adrian,
You were not yet born when it all started, so I do not expect you to predict what will happen should the UNRC’s predictions be incorrect. But despite the agreement I signed and the importance of the information, I feel morally obliged to tell you what our last hope is. If the speculation of our scientists – my coworkers – is correct, we will be able to change history. Time can be changed, and if it cannot then it is already too late for us. I am writing to tell you that despite my distracted behavior recently, your father loves you. Tomorrow I move to the facility constructed in the late Piedmont Park in Atlanta. There everyone is gathering to complete the Algorythm. I only hope we are correct.
God help us.
~ Stefan”
It has a mysterious glyph at the bottom – is it a map?
This letter was hand written at the workshop on some paper that I enoldenated en masse a few months ago. I bought a cheap writing pad from the dollar store and steeped it in tea and coffee at near-boiling temperature.
The scroll unrolls into a nearly unreadable map.
I drew this as a “bonus” at the end of the workshop. The “scroll” is a roll of thermal paper I saved from an old thermal fax machine. Thermal paper is cool in that it “antiques” itself when it is exposed to heat. It is also translucent, like vellum.
There’s also this strange device – is it from the future, or the past? It has a blue monocle on a reel, and a UV LED on the side.
This is cobbled together from a dollar store intrusion detector toy, a UV keychain light from an invisible ink kit, and a real antique monocle that Michelle had picked up (along with a pair of glasses) on her shopping excursion.
And here we have the easiest puzzle of the bunch. Look through the monocle, and you’ll see a US map denoting some ominous and bizarre landmarks.
However, the most interesting thing in the safe is this framed photo – is this the hot brunette’s grandfather as a younger man?
The back of the frame has scuff marks where the backing is held in place. That’s odd. It’s not like you open and close picture frames a whole lot. Or do you?
The image is a real old photo -another of Michelle’s finds. According to her, photos like this usually run a few dollars at antiques stores. The frame is from the dollar store, and was roughed up with a pair of scissors.
Oh-ho! Secrets!
There is a page with letters and holes, and clock drawn on the back of the photo – but it has no hands! However, the shape in the middle looks familiar…
This is the real back of that photo. I love it – its so pretty, and its even more gorgeous with the hand-drawn clock face on it. The letter page was done with stamps for the letters, and hand written numbers. More antiqued paper.
The compass has a notch in it – and it turns out that we can use that to line it up perfectly with the “map” on the letter. We point the compass to the arrow on the letter…
And when we line it up with a similar mark on the clock, we get a time. 6:30. Perhaps this is the time of Stefan’s meeting in Piedmont Park (two blocks from the convention.) But Stefan is a time traveler? What day are we supposed to meet him on?
At this point, we know we’re missing a piece in the puzzle. We have that piece of paper with the holes in it, but the holes don’t line up with anything on the letter, or the clock piece. Where could the missing key to this puzzle be?
Found it! The glue holding the two cards together separates without damaging either, and now we can see that there is a secret star chart inside.
When we stack them, we can see that some of the letters are marked with red dots. From left to right and top to bottom – J, 2, Y, 8, 0, 0, U, 1, L, 1.
I’ll leave that one little puzzle for you to solve. If anyone has spotted time travelers at Piedmont Park, please drop us a line.
The ARGFest workshop was attended by @Ancalime, @DavFlamerock, @egotist, @JimBabb, @TheBruce0, and many others, who made these awesome things. Michelle and I mostly just watched.
August 05 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.]
July 26 2010
EVENT: Transmedia Next
I’m often asked about transmedia and how my company Seize the Media is using it in the projects that we’re developing or producing. Besides being an excellent story R&D tool, transmedia also offers a wide range of benefits for those wishing to tell stories in the digital age. It’s a given that media consumption is changing and much has been written about an entertainment industry that finds itself smack in the center of a major transition. And while transmedia might not be for every storyteller, there are things that can be learned from the process of adapting and designing a story that travels beyond one device, platform or medium that can apply to anyone. For instance transmedia can create new opportunities to fund, develop, write, produce and / or distribute the stories you wish to tell.
This coming fall I’ll be part of an exciting training program called Transmedia Next which takes place in London on September 8, 9, & 10th. Over the course of three intensive days we’ll share an approach that my company has been employing on various films, TV, and games that we’ve produced. The event is funded by EU Media and will be open to those in Europe. We’ll be working with a small group of people as we pull back the curtain and share our process. Space is limited so if you’re interested you best hurry. There are also a number of scholarships for those based in the UK thanks to support from Skillset.
For more info on Transmedia Next and to see how you can attend visit www.transmedianext.com
EVENT: Transmedia Next
I’m often asked about transmedia and how my company Seize the Media is using it in the projects that we’re developing or producing. Besides being an excellent story R&D tool, transmedia also offers a wide range of benefits for those wishing to tell stories in the digital age. It’s a given that media consumption is changing and much has been written about an entertainment industry that finds itself smack in the center of a major transition. And while transmedia might not be for every storyteller, there are things that can be learned from the process of adapting and designing a story that travels beyond one device, platform or medium that can apply to anyone. For instance transmedia can create new opportunities to fund, develop, write, produce and / or distribute the stories you wish to tell.
This coming fall I’ll be part of an exciting training program called Transmedia Next which takes place in London on September 8, 9, & 10th. Over the course of three intensive days we’ll share an approach that my company has been employing on various films, TV, and games that we’ve produced. The event is funded by EU Media and will be open to those in Europe. We’ll be working with a small group of people as we pull back the curtain and share our process. Space is limited so if you’re interested you best hurry. There are also a number of scholarships for those based in the UK thanks to support from Skillset.
For more info on Transmedia Next and to see how you can attend visit www.transmedianext.com
July 07 2010
Elan Lee: The “Rolling Stone” Interview, Part I
Elan Lee wants you to be a superhero!
[More on that later.]

“I’m trying to define a role in the world that doesn’t quite exist yet.”
A note of introduction: Through the good graces of Lee Sheldon (a game writer/designer and professor with whom I worked during my graduate program), the Rob Kling Center for Social Informatics, and others at Indiana University, we were able to host Elan in Bloomington, Indiana for a series of talks on the arts of storytelling and game design. I was lucky enough to listen to him speak on these and related subjects, a lot. This three part, “Rolling Stone” style profile/discussion is a mash-up of those talks, a one-on-one interview, and a lot of coffee-fueled conversations–with me and others–over the duration of that visit (and even a couple of follow-up emails).
I should also state that I am now an awestruck fan of his work (the intentions that inform it, even more so), and though I aim to provide some substance, I can’t avoid the occasional out-pourings of puffery that is the hallmark of celebrity profiles. But I guess that begs the question – is Elan Lee even a celebrity?
Elan Lee is Famous
Elan Lee is one of the first individual identities ever associated with Alternate Reality Games, and with the “transmedia” [what do you call it? genre? evolution? debacle? … I’ll settle on…] arena more generally. Along with his fellow 42 Entertainment and Fourth Wall founders, he represents an approach to storytelling and game design that is lauded as the Next Big Thing. He’s the “transmedia” equivalent of Stephen Spielberg (with whom he has, of course, worked). But this gives him a little too much credit. According to Elan Lee, the stories we tell don’t change, it’s the way we tell them that evolves.
The Future of Storytelling
In the early stages of preparation for his TEDxSeattle talk on “The Future of Storytelling,” Elan is obsessed with the image of the horseless carriage, and it’s as an apt metaphor. In the early stages of exploration, the identity of something new is not yet understood or established, so we use the language of the past to intellectually encompass the future. Even further, we use the symbols of the past to iterate what we think will be the future.
Let me be more illustrative: The “Horseless Carriage” is the name for a car in the world of the horse. The “Alternate Reality Game” is the name for a story/game/something whose characters may or may not inhabit physical bodies and whose setting may or may not exist within the boundaries of reality or imagination…in the world that accepts a distinction between those two states.
[Who knew this would get metaphysical so fast?]

The Mercedes F-Class “Horseless Carriage” – new old school
Try Everything
But what does that mean?! Well, according to Elan it means that the field is wide open, and without any hard and fast conventions, we can make anything we want. And it may fail, but that only helps us define this incoming genre for the era where it becomes mundane.
The other half of this, of course, is the participation of the audience. Without an audience that comprehends the mechanisms of cutting and zooming and reverse shots, movies would look inconsistent, and the stories they tell would appear to be nonsensically non-linear and emotionally disconnected.
Such are the frustrations of the “transmedia” designer. We develop vast universes, profound characters, world changing events, the elements of which are constructed in the same way that we acquire narratives in our “real” lives – we see newspaper headlines, watch video clips, monitor facebook pages, and repost twitter feeds. There’s nothing about these activities that appear non-linear or disconnected, and yet, when we make up a story that is absorbed and distributed in these ways, it becomes somehow less easily understood, even though the behaviors stay the same.
“If It’s Not Broken”
Elan’s solution to this is two-fold: 1) talk about what you do in the blandest possible way, and 2) don’t try to fix what isn’t broken. Here’s a factoid that sheds some light on both statements – Elan is now writing TV shows. Don’t be dismayed, he’s bringing a little something new to the table. But only a little. Elan Lee is a pragmatic guy, and this is, of course, pragmatic. If the first car was an Enzo, the local horsebacked posse would have strung up the inventor of that deviltry by his thumbs.
That doesn’t make for very good ratings.
So point two reminds us that we can innovate without intending to spark a revolution, and we’re more likely to change the way people think, what they believe, and how they behave if we nudge them ever so softly, instead of pushing them off the ledge.
And of course, the language in which we talk about what we do has to be consistent with the language that is understood. So if we call something a “comic book” when it’s really an episodic, stop-motion, illuminated epic poem accessed through a fictional character’s Vimeo account, the more traction it’s likely to get with the funders and the audience when it doesn’t sound so avant-garde.
Discussion of the “transmedia” industry, strategic storytelling, and creativity in Part II (7.11.2010)
Elan’s TEDxSeattle presentation
Elan Lee: The “Rolling Stone” Interview, Part I
Elan Lee wants you to be a superhero!
[More on that later.]

“I’m trying to define a role in the world that doesn’t quite exist yet.”
A note of introduction: Through the good graces of Lee Sheldon (a game writer/designer and professor with whom I worked during my graduate program), the Rob Kling Center for Social Informatics, and others at Indiana University, we were able to host Elan in Bloomington, Indiana for a series of talks on the arts of storytelling and game design. I was lucky enough to listen to him speak on these and related subjects, a lot. This three part, “Rolling Stone” style profile/discussion is a mash-up of those talks, a one-on-one interview, and a lot of coffee-fueled conversations–with me and others–over the duration of that visit (and even a couple of follow-up emails).
I should also state that I am now an awestruck fan of his work (the intentions that inform it, even more so), and though I aim to provide some substance, I can’t avoid the occasional out-pourings of puffery that is the hallmark of celebrity profiles. But I guess that begs the question – is Elan Lee even a celebrity?
Elan Lee is Famous
Elan Lee is one of the first individual identities ever associated with Alternate Reality Games, and with the “transmedia” [what do you call it? genre? evolution? debacle? … I’ll settle on…] arena more generally. Along with his fellow 42 Entertainment and Fourth Wall founders, he represents an approach to storytelling and game design that is lauded as the Next Big Thing. He’s the “transmedia” equivalent of Stephen Spielberg (with whom he has, of course, worked). But this gives him a little too much credit. According to Elan Lee, the stories we tell don’t change, it’s the way we tell them that evolves.
The Future of Storytelling
In the early stages of preparation for his TEDxSeattle talk on “The Future of Storytelling,” Elan is obsessed with the image of the horseless carriage, and it’s as an apt metaphor. In the early stages of exploration, the identity of something new is not yet understood or established, so we use the language of the past to intellectually encompass the future. Even further, we use the symbols of the past to iterate what we think will be the future.
Let me be more illustrative: The “Horseless Carriage” is the name for a car in the world of the horse. The “Alternate Reality Game” is the name for a story/game/something whose characters may or may not inhabit physical bodies and whose setting may or may not exist within the boundaries of reality or imagination…in the world that accepts a distinction between those two states.
[Who knew this would get metaphysical so fast?]

The Mercedes F-Class “Horseless Carriage” – new old school
Try Everything
But what does that mean?! Well, according to Elan it means that the field is wide open, and without any hard and fast conventions, we can make anything we want. And it may fail, but that only helps us define this incoming genre for the era where it becomes mundane.
The other half of this, of course, is the participation of the audience. Without an audience that comprehends the mechanisms of cutting and zooming and reverse shots, movies would look inconsistent, and the stories they tell would appear to be nonsensically non-linear and emotionally disconnected.
Such are the frustrations of the “transmedia” designer. We develop vast universes, profound characters, world changing events, the elements of which are constructed in the same way that we acquire narratives in our “real” lives – we see newspaper headlines, watch video clips, monitor facebook pages, and repost twitter feeds. There’s nothing about these activities that appear non-linear or disconnected, and yet, when we make up a story that is absorbed and distributed in these ways, it becomes somehow less easily understood, even though the behaviors stay the same.
“If It’s Not Broken”
Elan’s solution to this is two-fold: 1) talk about what you do in the blandest possible way, and 2) don’t try to fix what isn’t broken. Here’s a factoid that sheds some light on both statements – Elan is now writing TV shows. Don’t be dismayed, he’s bringing a little something new to the table. But only a little. Elan Lee is a pragmatic guy, and this is, of course, pragmatic. If the first car was an Enzo, the local horsebacked posse would have strung up the inventor of that deviltry by his thumbs.
That doesn’t make for very good ratings.
So point two reminds us that we can innovate without intending to spark a revolution, and we’re more likely to change the way people think, what they believe, and how they behave if we nudge them ever so softly, instead of pushing them off the ledge.
And of course, the language in which we talk about what we do has to be consistent with the language that is understood. So if we call something a “comic book” when it’s really an episodic, stop-motion, illuminated epic poem accessed through a fictional character’s Vimeo account, the more traction it’s likely to get with the funders and the audience when it doesn’t sound so avant-garde.
Discussion of the “transmedia” industry, strategic storytelling, and creativity in Part II (7.11.2010)
Elan’s TEDxSeattle presentation
July 03 2010
WordPress 3, JSON, and Your Mobile Apps
So I’ve been waiting for WordPress 3 to come out before really diving into this, because in WP 3 they introduce easy use of custom content types. Up to this point, you were allowed to create either a post or a page. Now you can create any type you want. These types are still just posts really, but it allows for something I’ve been working on for some time.
Mobile apps for films and storytelling have been a hot topic for a while. There have been good ideas and bad ideas. But the one thing I think any mobile content app should have is the ability to update the content on the fly. This is where WordPress comes in. It’s a robust and widely used CMS option, which saves us the time and hassle of writing our own CMS. It has a large support base, active development and just about every feature you could ever ask for in a tool like this.
So I had been thinking for some time about how to use WordPress to power mobile app content. One problem was that I did not want the mobile content to show up on the site. So the custom content types came in exceptionally handy for just this. I was able to create a type called “mobilecontent” and thus guarantee that I could direct that content only to my mobile devices and not to the site itself.
What’s beautiful about this is now I have one place to manage my story-world, my BTS, my articles, my Transmedia data, etc. All in WordPress.
But how do you get it to the mobile apps? One way to do this would be for the app to read an rss feed off of the site. RSS is XML. The problem I had with this was that the standard RSS feeds did not give me as much data as I wanted about posts. So I first set out to write my own plugin to create the feeds I wanted. Then I got to thinking about it a little more and decided I liked JSON REST services better anyway. They are simpler to deal with and both Objective-C and Java have super-simple methods of consuming them and turning them into objects for use in your app. So as always, before I started in on my own JSON plugin, I searched existing WordPress plugins. And sure enough, some dude made one that suited my needs (nearly) perfectly. So I installed that and wrote a little Android code to consume it. But the one thing this plugin lacked was access to custom content types. He had written it before these were available. So I added this to the plugin myself. I will submit it back to him to see if he wants to keep my code in there.
But what this got me was exactly what I needed to serve up WordPress content to my mobile apps.
Of course, you could have the standard mobile app that looks like a mobile version of your website. Or you could launch a whole mobile story, fed through WordPress, and served up to mobile devices. Adding custom fields to WordPress posts for lat/long means you can now tag a post for geolocation. Then your app can respond accordingly. Now, WordPress can be used to create a scavenger hunt. Or a location based ARG delivered to mobile devices. All with this off the shelf, FREE CMS system.
There is still a lot of work to do on this and a lot more detail to add. But I thought I would kick it off with these initial thoughts to plant the seeds and see if anything catches for people. I am moving forward on this now, probably working out a framework in Android first, because it’s so much more fun to code than Obj-C. I will be using this on the LOST CHILDREN apps, and would be happy to have some more guinea pigs as well. If you have an app in the works, and looking for some way to update the content regularly, hit me up.
WordPress 3, JSON, and Your Mobile Apps
So I’ve been waiting for WordPress 3 to come out before really diving into this, because in WP 3 they introduce easy use of custom content types. Up to this point, you were allowed to create either a post or a page. Now you can create any type you want. These types are still just posts really, but it allows for something I’ve been working on for some time.
Mobile apps for films and storytelling have been a hot topic for a while. There have been good ideas and bad ideas. But the one thing I think any mobile content app should have is the ability to update the content on the fly. This is where WordPress comes in. It’s a robust and widely used CMS option, which saves us the time and hassle of writing our own CMS. It has a large support base, active development and just about every feature you could ever ask for in a tool like this.
So I had been thinking for some time about how to use WordPress to power mobile app content. One problem was that I did not want the mobile content to show up on the site. So the custom content types came in exceptionally handy for just this. I was able to create a type called “mobilecontent” and thus guarantee that I could direct that content only to my mobile devices and not to the site itself.
What’s beautiful about this is now I have one place to manage my story-world, my BTS, my articles, my Transmedia data, etc. All in WordPress.
But how do you get it to the mobile apps? One way to do this would be for the app to read an rss feed off of the site. RSS is XML. The problem I had with this was that the standard RSS feeds did not give me as much data as I wanted about posts. So I first set out to write my own plugin to create the feeds I wanted. Then I got to thinking about it a little more and decided I liked JSON REST services better anyway. They are simpler to deal with and both Objective-C and Java have super-simple methods of consuming them and turning them into objects for use in your app. So as always, before I started in on my own JSON plugin, I searched existing WordPress plugins. And sure enough, some dude made one that suited my needs (nearly) perfectly. So I installed that and wrote a little Android code to consume it. But the one thing this plugin lacked was access to custom content types. He had written it before these were available. So I added this to the plugin myself. I will submit it back to him to see if he wants to keep my code in there.
But what this got me was exactly what I needed to serve up WordPress content to my mobile apps.
Of course, you could have the standard mobile app that looks like a mobile version of your website. Or you could launch a whole mobile story, fed through WordPress, and served up to mobile devices. Adding custom fields to WordPress posts for lat/long means you can now tag a post for geolocation. Then your app can respond accordingly. Now, WordPress can be used to create a scavenger hunt. Or a location based ARG delivered to mobile devices. All with this off the shelf, FREE CMS system.
There is still a lot of work to do on this and a lot more detail to add. But I thought I would kick it off with these initial thoughts to plant the seeds and see if anything catches for people. I am moving forward on this now, probably working out a framework in Android first, because it’s so much more fun to code than Obj-C. I will be using this on the LOST CHILDREN apps, and would be happy to have some more guinea pigs as well. If you have an app in the works, and looking for some way to update the content regularly, hit me up.
June 30 2010
CALL FOR ENTRY: The Pixel Pitch
Power to the Pixel has just opened calls for it’s annual Pixel Pitch. Now in its second year the Pixel Pitch offers transmedia projects an opportunity to present their work to an international panel of judges consisting of producers, funders, sales agents and distributors. This year’s top project will be award a cash prize thanks to support from ARTE. To find out more read below or visit www.powertothepixel.com
The Pixel Market – How Does It Work?
Power to the Pixel will select up to 20 cross-media projects to be presented to potential international financiers, investors and partners at The Pixel Market, part of Power to the Pixel’s annual Cross-Media Forum held in association with The BFI London Film Festival. Selected participants will also gain free accreditation to Power to the Pixel’s Conference Summit on the first day of the Forum.
The Pixel Pitch, 13 October 2010
Up to half of the selected projects will be presented In Competition at The Pixel Pitch, a public event on the first day of the market on 13 October 2010 at NFT1, BFI Southbank. These project teams will compete for the £6,000 ARTE Pixel Pitch Cash Prize.
Producer-led teams will present to a hand-picked roundtable jury made up of financiers, commissioners, tech companies, online portals and media & entertainment companies.
Each team will have 10 minutes to pitch their project (including visual presentations) with a further 20 minutes for comments and feedback from the roundtable.
The Pixel Meetings, 14 October 2010
Day Two of the market is a by-invitation-only event. The 20 international teams selected for The Pixel Market will attend a day of one-to-one business meetings with potential creative and financial partners from across the tech, online, interactive, film, broadcast, arts, publishing and gaming industries.
This will be followed by an evening networking drinks reception where the Winner of the ARTE Pixel Pitch Prize will be announced.
Submission Guidelines
1. Projects must have a Producer attached and be submitted through a production company
2. Submissions must be made by the Producer
3. Producer(s) must own the rights to develop and produce the project in all required media
4. Applications from producers who are students on the dates of The Pixel Market will not be eligible
5. A maximum of 2 members per team will be allowed to present In Competition at The Pixel Pitch (if selected) one of whom must be the Producer or Director
6. Applications and supplementary materials must be delivered in the English language
7. Power to the Pixel will give preference to projects whose team members have a track record within their sector (eg. broadcast, online, gaming, theatrical, publishing)
8. Projects must be at an advanced stage of development
9. Application forms and all supplementary materials must be delivered online eg. stills, storyboards, moving imagery (10 mins max) by uploading files and providing urls to where materials have been uploaded
10. All application forms and supplementary materials must be received by 18.00 BST on 6 August 2010 at market@powertothepixel.com
Key Dates
16 June 2010 Call open for submissions
6 August 2010 Deadline for submissions (18.00 BST)
3 September 2010 Successful applicants informed
13 October 2010 The Pixel Pitch at NFT1, BFI Southbank in London
14 October 2010 The Pixel Meetings (venue tbc)
ARTE Pixel Pitch Prize Winner announced
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