Getting started in transmedia storytelling
Capítulo 1
Transmedia means telling a story across multiple platforms, preferably allowing audience participation.
The promise and demands of 21st century storytelling.
It also means taking the audience on an emotional journey that goes from moment-to-moment.
You need to ask yourself 2 questions:
Why tell stories?
Why tell stories across multiple platforms?
We tell stories to entertain, to persuade and to explain.
We tell stories across multiple platforms because no single media satisfies our curiosity and no single platform our lifestyle.
Good transmedia storytelling should have a duality of purpose and only reveal itself as one thing or another when measured in a particular way
You must write experiences that combine personalization, participation, cross-platform communication and social connecting
Henry Jenkins: 7 principles
Spreadability vs Drillability
Continuity vs Multiplicity
Immersion vs Extractability
Worldbuilding
Seriality
Subjectivity
Performance
Jeff Gomez: 10 commandments
Know the brand essence
Storyworld rules all
Put up tent poles
Hire the best...
Organize resources
Establish a clearing house
Incentivize stakeholders
Validate audience participation
Licensing, marketing and merchandise
Be accessible and additive
Robert Pattren: 7 tenets of future storyworlds
Pervasive
Persistent
Participatory
Personalized
Connected
Inclusive
Cloud-based
Capítulo 2
What makes Transmedia Storytelling exciting & challenging?
The combination of story and experience and how
these can be combined in a multitude of ways.
Formats
The audience is in sync or in context with certain audience behaviour.
It’s vital we understand the experience we’re trying to create: not only the
emotional engagement in the story but also in the engagement of the experience.
Commercial and practical considerations also play their part
Audience Involvement with the story
it’s up to you to decide based on experience, preference and resources. At one extreme you might have an entirely fictional world, tightly controlled by the author with no audience interaction and at the other you could have an experience based around real-world places & events in which the audience is free to completely change how the story evolves and is experienced.
Transmedia Radar Diagram
importance of narrative - how important is the story to the experience?
importance of co-creation - how important is it that the audience contribute to the story- experience?
importance of the real-world - how important is it that the story-experience pervades real locations, places, events and people?
importance of gaming - how important is it that the audience has a goal or must achieve or collect something?
Experience characteristics
how the audience experience is shaped by:
• Pacing (the use of time – usually schedule [as in date & time] vs on-demand [interactive])
• Solo or multiplayer options
• Personalization
• Story structure
• Use of the real world
Participation mechanics
how able the audience is to act and what they get in return
• Availability and control of information
• Use of counting and limits
• Use of exclusivity
• Flow or interruption of the audience journey
• Use of locations
• Use of perspectives – both character perspectives and audience perspectives
• Use of sharing.
Story structures
Linear story
Branching narrative
Story on rails
Dynamic story
Open storyworld
Open storyworld with linear media
Participatory storytelling
Capítulo 3
Organizational Framework
Commercial: taking care of revenue and costs (such as finance, sales and marketing)
Legal: making sure the project stays on the right side of the law
Operations: managing the ongoing experience from day-to-day (often divided into “front" office” which deals with customers and “back office” which handles everything else)
Delivery: getting a project (i.e. an execution of the storyworld) implemented and launched
Editorial: managing the story and experience design
Technological: implementing and developing the technical side of the solution
Artistic Projects
I strongly recommend that you set yourself some SMART goals: Specific, Measurable, Attainable, Realistic and Timely.
Goals might include, given a definite timeframe: artistic challenges you set for yourself, raising finance, raising your personal profile, gaining more Twitter followers and so on.
Revenue Model
How are you going to pay
Sponsored
Audience-pays
Freemium
The one sheet
it refers to a single page that communicates (sells) the most important things about a project.
Capítulo 4
Defining the Storyworld
Defining the world
the creator determines the experience format using the six headings
Define the story
Story, audience, experience,platforms, execution & goals
pull out from the narrative key entities and elements that you might later use to either encourage participation, stimulate ideas around participation or simply to (justify?) prove a context
Define the participation
involves brainstorming different opportunities for audience participation. The process provides a framework for considering four different kinds of activities like observing, exploring, gaming & Roleplaying
Define the execution
You now have to organize experiences in relation to each other, to other marketing or public events
Capítulo 5
Identifying the audience
Socio-economic
• Age & gender
• Income and occupation
• Places where they live
• Price vs time sensitivity
• Brands they like
Media Consumption
• Authors they like
• TV shows and movies they watch; directors they like
• Music they listen to and bands they like.
Technology
• Type of cellphone they use
• Internet speed
• Social networks they use
You will also have to consider the audience relationship to the client
Engagement
It means focusing on something to the exclusion of all else and this can apply just as well to reading a book or looking at a painting as it can to clicking around a web page
In transmedia
• Engage – create curiosity and suspense
• Involve – create compelling characters
• Extend – direct audience within and across media
• Surprise – keep audience on the move
• Reward – make it worthwhile.
Capítulo 7
When audiences connect well to your content, they go through three stages of engagement: Discovery, Experience and Exploration
With transmedia, one media may act as Discovery content for another. For example, the comic book serving as Discovery content for a movie or, in the example of the Xbox game Alan Wake, six webisodes act as Discovery content for the game.
Engagement Movement
The concept is that audiences are at first suspicious of new content and that if we are to draw them in and lead them to the highest level of engagement
SMELL AND TEASERS
The audience needs to be reassured that your content is worth its time and attention. You need to reduce the perceived risk by communicating “trustworthyness”, “coolness”, “quality”, ”appropriateness” – whatever values are sought by the audience for this type of project.
TASTE AND TRAILERS
If your project smells familiar then the audience can progress to a more specific, personal question: will I like it?
The teaser has convinced the audience your project is something they might like, but what can you tell them to reassure them it’s worth their additional time and (possibly) money?
TOLLGATES
In this model, tollgates are barriers between one stage and another. TG1 is tollgate 1. It’s the barrier that prevents audiences knowing that your project exists. TG1 can be breached by search engine optimization (SEO), recommendations, links and anything that puts your content on the map. But the first audience encounter should be with your Teaser content. Tollgate 2 requires a little more explanation. Think of TG2 as a wall that the audience must climb.
TOUCH AND SIGHT
It’s only when the audience touches the target content that it can see it for what it is. If your Discovery content has done its job then the audience’ expectations will be met or exceeded. But if you have deceived or misled them then they’ll be disappointed.
There is nothing more you can do at this point. The target content is what it is. This is what the audience came for and it has to deliver.
LISTENING AND PARTICIPATION
Although content in the participation stage may be available before the Experience, its goal is to aid exploration – not to tease or persuade (even though audiences might use it for reassurance to lower). Having experienced the target content – either in part or in full – the audience now listens for affirmation. They ask questions to themselves and to others and seek content that answers their questions or fulfils their desire for more.
COLLABORATION
In this engagement model the ultimate audience engagement is collaboration or contribution. Not everyone in the audience will progress to this stage and some authors may think this undesirable.
Collaboration is not that same as participation. Participation might be passive (reading additional content and exploring the world) or active - voting, sharing, commenting, discussing, Tweeting and so on. Collaboration is adding to the storyworld: writing fan fiction, creating videos or illustrations. It’s providing new content that you, as author, are free to embrace or reject.
The premise with this approach is that a transmedia storyworld maybe too vast to expect an audience to jump right in. They have to be teased and led like Hansel and Gretel by a trail of breadcrumbs. Imagine your world to be a huge cavern – if you blindfold your audience and then first open their eyes once they’re inside, the vastness is overwhelming – it’s a new and scary place. Your audience needs orientation. They have to be guided through an entrance tunnel and see the cavern open up before their eyes and at their own pace. The more complex the world, the more handholding you need to do.
THINKING ABOUT MOBILE
When considering mobile as platform for transmedia storytelling, it's useful to imagine it as a window into the imagination. The mobile device provides an opportunity to reinterpret the real world and make the mundane part of a storyworld and vice versa, take a virtual world and overlay it onto the real world.
DETERMINING YOUR RELEASE SCHEDULE
The release schedule describes how often you publish content to your audience. The goal is to profitably maintain engagement between published content. A good illustration of my approach can be given by looking at the webseries as a platform.
Crowdsourcing, Collaboration and Shared Storyworlds
click to edit
Although audience collaboration may not be a prerequisite for a transmedia project, I think we’re at the point where the benefits of encouraging collaboration outweigh the problems. The benefits I see relate to the fact that we now work in an overcrowded, competitive and often free content marketplace. Hence, collaboration for me means an opportunity to:
• Test ideas and gauge support as early as possible and hence optimize investment of time and money – or give up early
• Attract skilled, creative people to ambitious projects too big for either of us to tackle alone
• Attract like-minded enthusiasts to help spread awareness in a win-win relationship rather than
SPREADABLE MEDIA AND VIRAL VIDEOS
As the saying goes, if it doesn’t spread, it’s dead. You need to design content that helps people tell their story... while telling your story; content that says something positive about the relationship between the giver and then receiver.
There are those who argue a video is only viral after it's been shared or if it has several hundred thousand views. And Henry Jenkins argues that "viral" is completely the wrong word to use because it fosters the wrong mindset.