See, transmedia is many times (and in my
opinion most often should be) inclusive of the audience and encouraging
audience participation in one way or another (just googling ”audience
participation in transmedia” yields 80k+ hits, for instance). But then,
opinions start to differ, especially regarding the level and the way and the
openness of the participation.
Now, any participation must, naturally, make
sense within the scope of the project and as a part of the story world. If this
is a given, however, we come to the question of the nature of the
participation.
Dirty Work, on the Rides engine |
Will it be a closed participation, where the
audience is given a set number of choices or alternatives to play around with,
a participation that is 100% in the hands of the creators? The bonus is of
course that the audience will experience more or less exactly what the creators
have intended, the story arch will continue as planned and there will be no
deviations, no trouble ahead, and the next instalment that follows will
continue along a logical path and not confuse any member of the audience. The
drawback is that it might be less engaging, as people do not invest anything of
themselves in the content, and that the creators miss out on a potential huge
mass of creativity by not encouraging the audience to create anything within
the ramifications of the story world. The very interesting Rides engine by 4th Wall Studios
could be considered to fall into this category.
Will it be a closed participation which gives
the appearance of an open participation? This is most commonly referred to as
”sandboxes” or perhaps Jeff Gomez’ ”Swiss Cheese Model”, where certain ares,
places or gaps in the narrative and/or the story world have been set aside for
the audience to create stuff themselves. The bonus is a more engaged audience,
a creative output within the context of the story world and the narrative
superstructure and possibilities to spread the ”gospel” of the story world through
eager audience members sharing their creations with their friends, becoming evangelists
in the process. The drawback is an added need to create more in order to
accommodate these sandboxes or cheese holes; they need to have logical places
in the narrative superstructure. Another drawback is an added need for more
manpower in order to moderate contributions and creations – a need that, with
time, can be handed out to credible and realiable members of the audience, but
in the beginning probably must be in the hands of the production team.
Or, will it be an open participation that also
gives the appearance of an open participation? This then would go somewhere in
the direction of the Shared Storyworlds propagated for by Scott Walker, for
instance. I.e., the story world is created, a narrative superstructure is in
place, and the audience is given more or less free reins within these
parameters, to create, collaborate, share and design. Bonuses include a vastly
increased mass of creativity around the content, the possibilities for new and
unexpected (and brilliant) stories and facets to emerge and basically work
power for free. Drawbacks include the need to be able to let go of the control
of the content; either you don’t control it, and it’s open participation, or
you try to control it, and it’s not. Can’t have it both ways. Moderation might
still be implemented though.
Now, there is no way to say which of these is
the right choice. Many I’ve spoken to would never go along with a totally open
participation, which I understand perfectly. If I would propagate for any one
model, it would be for an overarching strategy, planned for the very beginning,
which gradually opens up the story more and more for participants. What starts
off as a series of novels that no one can influence grows into an online
experience with sandboxes for people to create their own characters and their
own villages/cities/areas, which evolves into a shared story world where
stories are told from all corners, within the parameters of the story world.
I’d join! J
UPDATE: Rob Pratten of Transmedia Storyteller and Conducttr wrote a post on his/their view of participation. This "layered participation", blending the ones defined above by offering one content "as is" to be consumed, while opening up the surrounding story world for participants to explore and add to, is definitely a very good way to go if it fits the context of the content on offer (and I'd imagine it'd do that for almost any kind of content, from fiction to documentaries and onwards).
Layered participation could be seen as a well working blend of the types of participation outlined above, all according to the wants of the creators, the needs of the audience and the context of the content.
UPDATE: Rob Pratten of Transmedia Storyteller and Conducttr wrote a post on his/their view of participation. This "layered participation", blending the ones defined above by offering one content "as is" to be consumed, while opening up the surrounding story world for participants to explore and add to, is definitely a very good way to go if it fits the context of the content on offer (and I'd imagine it'd do that for almost any kind of content, from fiction to documentaries and onwards).
Layered participation could be seen as a well working blend of the types of participation outlined above, all according to the wants of the creators, the needs of the audience and the context of the content.
3 comments:
Simon: this is a recurring topic in my talks about shared story worlds.
I think any kind of either-or, dualistic approach unfortunately ignores the various shades of grey that creatives can take. "Open v. closed" so simplifies the concept of participation that it removes any kind of possibility for discussing the space between (and I won't even dive into the semantic implications of putting this kind of "unspeak" dichotomy to the audience - I mean, how many of us *want* closed systems?).
As I try to communicate whenever I talk about shared story worlds, the participation in an SSW is customized for both the creative who made it and the audience the creative invites into it.
Participation can be scoped, scaled, framed, expanded, and reshaped countless ways. Curation can be light, moderate, or very rigid.
Robert's post touches on the kind of narrative pathing I blogged about a few years back - the idea that the audience is given control over where, when, and how they decide to enter an experience and move around inside it. And for transmedia experiences, control over narrative pathing is an illusion, anyway (I choose whether I start with the comic and migrate to the game or enter via the TV show but then dive into the comic).
I suspect I need to write a post to further explore this, but it will have to wait until I'm back from the FMX conference!
As always, thanks for surfacing great topics and raising great questions. :)
Scott, thanks for your reply and very valid points.
I agree that - as with almost anything in media, art or even life in general - either-or approaches tend to limit the scope of how one can approach a certain subject. My intention with this post - where I'm, as always, writing from the select point of view of a format developer - was to get my own head straightened a bit around these points. "Participation" as a term can mean vastly different things depending on what project we talk about. In my mind, with regards to this post, I imagined "participation" to mean input of some kind from the audience.
To answer your question, how many actually want closed systems (and again, "closed" can mean so many things!) the answer is probably surprisingly many. Not only from a possible brand or marketing experience, but also from a creative point on view. We've been involved in projects - hired in as consultants - where the creators from our point of view would have benefitted enormously from simply letting go of control to a certain extent. In the end, they chose to SAY that the audience would play an important part, while actually NOT letting them do so. Frustrating to say the least.
I'm thoroughly looking forward to your post. Have a good time in Germany!
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