Les 3

Network (1976)

Theme and meaning

  • Prophetic movie on the backstage economics and politics of network news

  • The fall, rise and fall of Howard Beale driven by economic concerns

  • Foresaw the notion of news as entertainment and the role of the profit imperative

Communication models

Mass communication

Franchise models

Crossmedia vs transmedia

  • verhaallijn die door verschillende apparaten opgepikt wordt

    • → niet hetzelfde maar passen wel in elkaar

Transmedia’s objective

So… enjoyment from all the media should be greater than the sum of the parts

Design

Basic design

  • What is the story I want to tell?

  • How will I deliver the story?

  • What kind of audience participation do I want or need?

  • How will audience participation affect the story over time?

  • How much is based in the real world vs. a fictional world?

  • Als je het goed doet, blijft het proces lopen

Process (text)

  • Define the world

    • Story

    • Experience

    • Audience

    • Platforms

    • Goal

    • Execution

  • Define the Story

    • Premise

    • Themes

    • Characters

    • Locations

    • Periods

    • Objects

    • Factions

    • Hierachies

  • Define the Experiences

    • Goals

    • Gaming

    • Role-playing

    • Exploring

    • Observing

  • Define the Execution

    • Timing

    • Events

    • Platforms

    • Pacing

Process (visual)

Transmedia storytelling cube

  • CONTROL

    • How much freedom does the audience have to create their own experience and how much control will you have as the author?

  • IMPACT

    • What long-lasting impact will the audience have on the evolution of the experience?

  • CONTEXT

    • How much of the experience is based in a fictional world and how much exists in “real life”?

Sticky criteria for storytelling

  • KISS → Keep it simple, stick to one idea

  • SURPRISE → Tell your story in a original way

  • CONCRETE → Make the audience understand your story

  • EMOTIONAL → It is about feelings, not data

  • STORIES → Nobody remembers a sales pitch

  • BELIEVABLE → Make it personal and human

Storyworld

  • = De overkoepelende verhaalwereld van een transmediaal project. De verschillende media gebruiken één verhaalwereld om de verschillende verhaallijnen te vertellen.

Multiple-ending & branching path verhalen

  • Influence stories at certain points, like e.g. ‘Bandersnatch’

  • The viewer has the feeling he can form the story throughout his decisions

  • The arena the story takes places is still determined by the storyteller.  He must:

    • choose the points where the viewer can influence the story

    • determine the relation between the points and the choices the viewer can make

Open ended stories & fully player-driven verhalen

  • A storyworld where the viewer can make his own story from A to Z

  • Interactivity and viewer experience are key

  • Examples: ’The Sims’ game or most MMOGs

Story Design Patterns

  • PARALLEL

    • Different videos with a fixed timeline

    • The content differs video from video

    • You can skip from video to video without an interruption

    • The soundtrack can be the same for all video

  • PATH

    • The path describes the relationship between the different videos

    • These are the ‘pick your path’ or ‘choose your own adventure’ videos

    • The viewer gets some choices to influence the story

    • This enhances the viewer experience within each video

  • PROGRAM

    • The central video is the HUB for the other videos which the viewer can explore

    • There is no timeline, except maybe for the individual videos

    • There is no definite end

    • The story is completely non-linear

  • TANGENT

    • Similar to Program, except there is a link / relationship to the other videos

    • For example: you can only skip to a certain video at a certain point in your story

    • After you watched a ‘branch’ video you return to your main story video or you go on

Public participation

Purpose

  • Interaction with public must be on a continuous basis

  • Call to action at different points in your story

  • Tuned to the desirable involvement in your story (e.g. community, offline event, …)

  • Choose the right media channels which provide the maximum possibilities for audience participation

→ Engage media consumers so they make a relevant contribution to your story

Activation model

Engagement pyramid

  • Curating

    • → users moderate content

  • Producing

    • → users produce, publish, distribute content

  • Commenting

    • → users comment on other users messages

  • Sharing

    • → users actively place status updates

  • Watching

    • → Users consume content

1/9/90 rule

  • 90 % is a viewer

  • 9 % is commenter, watching & sharing, not co-operating

  • 1 % is creator, sharing, participating and influencing the story

Forms of participation

  • User-generated content

  • Wisdom of crowds

  • Co-creation (content remix)

→ Consumers become active participants to creation, distribution and interpretation of media and take over control

Interactivity specifiactions

  • APPROACHABLE → low entry level for a user

  • ADDED VALUE → the user must get something out of it

  • SCALABILITY → Interaction muse result in participating behaviour

Transmedia indicators

Target Audiences

PRIMARY → people you want to communicate directly to SECONDARY → people who ‘find’ your story through others

Media Channels

  • MOBILE FIRST → main channel, the ‘app’ culture

  • VIDEOCHANNELS → YouTube as channel, community & search engine

  • PAPER → added value reduces, ideal for personal communication

  • RADIO & TV → ‘broadcasting’

  • EVENTS → e.g. offline exclusive fan event

  • SOCIAL MEDIA → power of Facebook, choose your battles, pitfalls!

  • OTHERS → games, podcasts, …

Media specifications

  • Televisie

    • Groot bereik

      • Langere videofragmenten

      • Korte teksten

      • Eenvoudige visuals

      • Muzikale omlijsting

  • Radio

    • Groot bereik

      • Langere audiofragmenten

      • Muzikale omlijsting

  • Internet

    • Interactie en participatie

      • Inzet social media

      • Interactieve visuals

      • Korte video en audio

      • Korte linkende teksten

      • Mash-ups

      • Deelbare tools (tijdlijnen e.a.)

  • Krant

    • Fysiek houdbaar en draagbaar

      • Visuals

      • Langere teksten

      • Foto

  • Tijdschrift

    • Fysiek houdbaar en draagbaar

      • Visuals

      • Langere teksten

      • Fotoreportage

  • Mobiel

    • Connectiviteit

      • Korte tekst

      • Korte video

      • Korte audio

      • Deelbare content

  • Buitenreclame

    • Actiegericht

      • Sterke visuals

      • Korte teksten

      • Oproep tot actie

Usability

  • TYPE CONTENT → video, game, …

  • USER ENVIRONMENT → site, smartphone, …

  • EFFECT → does it reach your target audience?

  • EFFECIENCY → effort vs. effect

  • SATISFACTION → is the user satisfied about his partipation?

  • CUSTOMER SERVICE → confirmation and feedback after enagement

Experience domains

  • AMUSEMENT

    • ‘feeling’ / passive & absorption

    • film, tv, …

  • LEARNING

    • ‘ratio’ / active & absorption

    • mobile learning, wiki, …

  • AESTHETICS

    • ‘be’ / passive & submerge

    • theater, events, …

  • ESCAPE

    • ‘to do’ / active & submerge

    • Games, VR, …

Different production process

  1. Concept & development

    1. Film & TV (lineair)

      Idea, story, producers, treatment, pitch, funding, commission

    2. Multiplatform (crossmedia)

      Idea, experience design, research, story, EPOC, pitch, funding, commission

    3. Games (worlds)

      Game concept, features, story lines, prototype, design & evironment concepts

  2. Pre-production

    1. Film & TV (lineair)

      Screenwriting, storyboarding, previz, crew, cast, scheduling location, sets, costume

    2. Multiplatform (crossmedia)

      Full scoping, storyworld, writing, UX, user journey, prototype, testing functional specs, features, architecure project / product plan, IA wireframes, design narrative maps

    3. Games (worlds)

      paper art & design, key art character & environment sketches, cinematic storyboards, audio scoring technical design, motion capture tests game segment build

  3. Production

    1. Film & TV (lineair)

      Sound, lighting, camera, direction, talent, music

    2. Multiplatform (crossmedia)

      Technical lockdown, documentation, assets collection, asset creation, copy

    3. Games (worlds)

      Modelling & textures, shading, mocap integration sound effects, visual FX programming, camera moves, AI & NPC engines

Creating a buzz

  • RECEIVE: expose your message to your audience

    • → Video on YouTube, reading a blog, …

  • SPREAD: every possible way a consumer can spread info on your story

    • → Social media, events, …

  • CREATE: content produced by the audience the enhances the story

    • → Blog, fansite, UGC, …

Analysis

  • DESIGN → reaction of audience on site, look & feel, …

  • ACCESABILITY → URL, login, profile, avatar, …

  • ENVIRONMENT → mobile, desk, …

  • TECHNOLOGY → browsers, platform, speed, …

Key performance indicators

Transmedia

Definition

  • = telling a story across multiple media and preferably, although it doesn’t always happen, with a degree of audience participation, interaction or collaboration.

TRANSMEDIA STORYTELLING is telling a story across multiple media and preferably, although it doesn’t always happen, with a degree of audience participation, interaction or collaboration. ~Henry Jenkins

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