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
verhaallijn die door verschillende apparaten opgepikt wordt
→ niet hetzelfde maar passen wel in elkaar
So… enjoyment from all the media should be greater than the sum of the parts
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
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
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”?
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
= De overkoepelende verhaalwereld van een transmediaal project. De verschillende media gebruiken één verhaalwereld om de verschillende verhaallijnen te vertellen.
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
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
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
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
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
90 % is a viewer
9 % is commenter, watching & sharing, not co-operating
1 % is creator, sharing, participating and influencing the story
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
APPROACHABLE → low entry level for a user
ADDED VALUE → the user must get something out of it
SCALABILITY → Interaction muse result in participating behaviour
PRIMARY → people you want to communicate directly to SECONDARY → people who ‘find’ your story through others
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, …
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
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
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, …
Concept & development
Film & TV (lineair)
Idea, story, producers, treatment, pitch, funding, commission
Multiplatform (crossmedia)
Idea, experience design, research, story, EPOC, pitch, funding, commission
Games (worlds)
Game concept, features, story lines, prototype, design & evironment concepts
Pre-production
Film & TV (lineair)
Screenwriting, storyboarding, previz, crew, cast, scheduling location, sets, costume
Multiplatform (crossmedia)
Full scoping, storyworld, writing, UX, user journey, prototype, testing functional specs, features, architecure project / product plan, IA wireframes, design narrative maps
Games (worlds)
paper art & design, key art character & environment sketches, cinematic storyboards, audio scoring technical design, motion capture tests game segment build
Production
Film & TV (lineair)
Sound, lighting, camera, direction, talent, music
Multiplatform (crossmedia)
Technical lockdown, documentation, assets collection, asset creation, copy
Games (worlds)
Modelling & textures, shading, mocap integration sound effects, visual FX programming, camera moves, AI & NPC engines
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, …
DESIGN → reaction of audience on site, look & feel, …
ACCESABILITY → URL, login, profile, avatar, …
ENVIRONMENT → mobile, desk, …
TECHNOLOGY → browsers, platform, speed, …
= 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