Showing posts with label transmedia development. Show all posts
Showing posts with label transmedia development. Show all posts

Thursday, November 10, 2011

Ten Advice for Transmedia Storytellers


Disclosure – the following post is based on a brilliant list about creative photography that Chase Jarvis put up in October, which in turn was inspired by a post by Guy Kawasaki entitled ”What I learned from Steve Jobs”. What I’ve done is port the ten points Chase made to the field of transmedia, as I think they are all pretty crucial points for any creative industry – not least transmedia.

Experts aren’t the answer

Well, at least not all of the time. No one will hold you by the hand and guide you to stardom, infusing you with sublime knowledge and making you a shed-hot transmedia creator. By all means, do hear the experts out; many of them have been there and done that. But there’s no need to blindly heed their advice; it’s you who’re creating your stuff, not they. One good example is the row this week over the so-called ”Transmedia Manifest”, a manifesto which IMHO would make for limited transmedia development, if it was a guide that had to be followed.

Clients cannot tell you what they need

This is true in many creative fields; none more so than transmedia. Nevermind that many clients don’t even have viable social media strategies in place yet; dumping transmedia storytelling methods in their lap and expecting them to make the correct calls all through the development and production process is to be inviting a major headache. Your clients hire you to provide them with something. Do listen to them – it’s their money and their property – but in the end, it’s you who have been hired to create kick-ass transmedia content. And if you’re good enough to have been hired, you’re probably good enough to do the job.

Don’t aim for ”better”, aim for ”different”

(here I’ll just quote Chase straight off, as his point is brilliantly made)
"It’s funny how related “better” and “different” are. If you aim for ‘better’ that usually means you’re walking in the footsteps of someone else. There will often be someone better than you, someone making those footsteps you’re following… But if you target being different–thinking in new ways, creating new things–then you are blazing your own trail. And in blazing your own trail, making your own footprints, you are far more likely to find yourself being ‘better’ without even trying. Better becomes easy because it’s really just different. You can’t stand out from the crowd by just being better. You have to be different."

Big challenges create the best work

Strive to get challenges that push you to your limits. That’s the only way to become better at what you are doing. If, for some reason, you don’t get such challenges, the only solution is to give yourself such challenges. Implement new platforms, try out new ways of telling your stories, work on character creation if that’s something you feel you are lacking in, and so on. You want to be on the edge. It's the best place to discover something new.

The aestethics matter

Chase makes his point with regards to photography, but the same goes for transmedia storytelling. You need to work on your understanding of storytelling, of platform implementation, of graphics, of producing video content, of interacting with an audience in a logical and engaging manner, of handling social media challenges, of composing music, basically everything that is needed in the development and production of transmedia content. It is crucial to know why one method or one solution is superior to another; not only to explain to clients, but to yourself and your development and production partners as well.

Strive for simplicity

I touched upon this in a previous post – the NOT of transmedia – and Scott Walker talks about the same thing in a post fromlast year regarding the ”gutter”. It’s as much about what you choose NOT to do as about what you actually DO. Just because you can do something, does not mean you actually should. Simple is beautiful.

Fail fast and learn

There is no point in trying to avoid failure at all cost. If you want to be different, if you want to be great, if you want to push your limits, you will fail from time to time. What matters is that you learn from your mistakes and are able to implement the lessons learned in the future. This goes for design and development of content as well as for business and distribution plans, and so on. If you do something and it works, do more of it. If you do something and it doesn’t work, stop doing it. Re-design. Do something else. To quote Einstein on the definition of ”insanity”: ”to do the same thing over and over again and expect different results.”

Know the difference between price and value

You might be tempted to go cheap to get assignments and deals in place. This might get you those assignments, but it’ll be devastating in the long run. You create valuable content, valuable strategies, and you should price yourself accordingly. Also, value comes in many forms – not least in the transmedia field. The value you create will get you the price that you deserve.

If you want to be the best, work with the best

This is simple but true. If you feel you are at the top of your game, you want to partner with people and companies who are top-notch as well. This is of extreme importance when it comes to transmedia, as partnerships are a crucial part of almost any endeavour, to get all parts developed in sync and produced and distributed accordingly. Ideally, to become better at what you are doing, you’d work with people who are better than yourself. Only people who aren’t THAT good seek to work with people less gifted than themselves; in that way they get to shine in comparison. Don’t belong to that group of people.

Create, and create more

It’s all good to sit around and contemplate different projects, ideas, terms and philosophies. But this will get you nowhere if you do not implement this in real projects that have a real, tangible output. Whenever you can create, create. Maybe it won’t be the perfect thing, but it’s the best way to learn and move to new levels of competence. Strive to get your stuff out there.

With that, I will now go create. See you on the battlefield.

Wednesday, November 09, 2011

The NOT of Transmedia


Late yesterday evening, as I sat writing on a transmedia mystery/horror novel I like to keep at hand as my own personal pet project – a combination of jet lag and a full moon helps no end when you want to work nights, see – I had a small revelation.

I had written a couple of pages and felt pretty good about myself, so I started looking over the mindmap of all extensions from and to the novel and from and to the story world the novel is based in (and trust me, as with all transmedia projects, these are legio) and a pattern suddenly emerged before me. It had a big fat headline as well, that pattern – a headline that said ”NOT!”.

You see, as I gazed at the arrows and the dots and the squares and the texts, I realized that transmedia is as much about what you decide NOT to use, as what you eventually end up actually USING. As was stated at the Storyworld conference – all stories can be developed in a transmedia direction; not nearly all need or deserve it.

If your project does need and deserve to have transmedia methods applied to them, it is very important to evaluate your project from the angle of ”what makes sense”. I.e., even though you’ve already registered the YouTube channel and you really want to produce them awesome webisodes and put them out there – if all your project needs is a blog, an automated e-mail response system and a novel, then that’s what your project should use.

The same goes for interaction with the audience. I know many who argue that an inherent trait of transmedia storytelling is the activating and incorporating of the audience, inviting them to take an active part in the storytelling. I would disagree, as I believe you can deliver fullfledged transmedia content without the audience doing much more than choosing what to consume on which platform. I.e., use UGC or user interaction when it makes sense, NOT when it doesn’t!

The list goes on, but I’m sure you get my point. Your transmedia project will be defined as much by what you did NOT utilize within the scope of it as by what you DID utilize.

Best of luck :)

Monday, October 24, 2011

Guest post: Transmedia - Lessons learned


The following is a guest post by Lucas J.W. Johnson from Silverstring Media in Vancouver. It's about trying to launch a project, realizing when to pull the plug, and using the experience to try anew. It resonates with me and some of the stuff I've worked on over the years; key is to fail, and fail often - and learn from your mistakes. With that, I'll leave the floor to Lucas:



Azrael's Stop

Back in January, I decided I wanted to start a transmedia project, something that I could get out there and start building a following. By then the call to “stop talking and start doing” had already begun, and I was eager to do it. And I wanted something that would be easy to start up and easy to maintain while I worked on other projects. In February, the beginning of Azrael’s Stop was released on the world.

A few months later, I found that the project just wasn’t where I wanted it to be. It didn’t have much of a following, I’d found a lot of problems with how I’d set it up, and I was starting to feel like I was producing sub-par content just to have content. So I pulled the plug and Azrael’s Stop went on hiatus.

I knew that I wanted to bring it back, though. Once I figured out how to fix all the problems -- which might either involve a previously nonexistent budget, or a lot of work. But slowly I’ve been building up those resources and preparing for a return -- a return which is now happening, next week, on November 1st.

The process has been an interesting one, and I think makes for a good case study in planning and execution for transmedia or digital media properties.


The Plan

The original plan for Azrael’s Stop hinged on a few key ideas. I wanted it to be something I could (1) start quickly and (2) upkeep easily, with (3) little budget but (4) the potential to make money.

(1) and (2) led me to the idea of Twitter fiction. Daily self-contained stories that fit within a tweet. Each would be about the same characters over time so they built up a world, but would be self-contained enough that you could theoretically jump in any time. I could write 140 characters a day, and do it for free. Twitter would also make it easy to share, easy to measure followers, and free to use. I also felt it was important that I wasn’t asking a lot of my audience -- I wasn’t asking them to give me hours of their time, just about 20 words of reading a day. I also wasn’t asking for money up front.

This stream of fiction would then be augmented by occasional bonus content. This might be a full short story, or a piece of in-world music, or maybe a video or little game. These would add to the story but not be necessary to it, but would provide deeper engagement for those who wanted it. And I would sell them for, say, 99 cents a pop -- to pay for their production, and ideally make a little money.

It’s the typical indie transmedia business plan -- free first level to bring in an audience, with deeper engagement at a price. The theory was all there.

I came up with a cool story -- the setting is a bar called Azrael’s Stop, where people are mystically led when they’re ready to die. The bartender is a 17-year-old kid who’s seen a lot of death and is struggling to deal with it. the story is about him and the people who come to the Stop.

I figured I was set.


The Result

The promise of using social media as a way to distribute or promote content is the potential for it to go viral and reach a large audience, and that was something I was subconsciously counting on. Because for any of my plans to really work, I needed an audience -- the common statistic for freemium business models is that 1-20% of your audience will be willing to pay for things. To quote Jayne from Firefly, ten percent of nothing is, let me do the math here, nothing into nothing, carry the nothing...

I was counting on the adage “build it and they will come.” And frankly, that’s just not true. They still have to hear about it, and my first mistake was assuming that my available networks -- Facebook, Twitter, word of mouth -- would be enough to get the seed audience to let it take off. But beyond talking about it a bit, I did no real marketing or publicizing.

Mistake number two, as Dr. Christy Dena points out in her video “7 Things”, is that your peers are not necessarily your audience. They’re all working on their own stuff, and while they might offer an RT here or there, they’re less likely to be your huge fans -- the huge fans that will pay for content and spread your project far and wide.

But even were I to find some audience and get some eyes -- and I did, to some extent; I had about 50 followers on Twitter when I pulled the plug, which isn’t nobody (how many were bots? don’t know) -- there were underlying structural problems that actively worked against audience expansion and retention.

The first was a problem with the premise -- if I’m only providing tiny pieces of content so you don’t have to spend a lot of time with my project, then you’re not spending a lot of time with my project. You might read a piece in the fleeting stream of tweets and immediately forget about it. Even if you wanted more, there was precious little to engage you.

Pieces of fiction that short have other limitations -- no room to describe people, for instance. So it was very hard to visualize the storyworld.

Twitter itself became a barrier to entry -- individual tweets could get lost in the stream easily, and as much as we digital types might love it, a whole lot of people still don’t use it or understand it. “You just have to go to the profile page and scroll down!” fell on deaf ears. After two months, I finally added Facebook to deliver the same content, something I should have done from the start, but it never garnered that much interest either. It was too hard to figure out what was going on; it was too hard to care.

I made other mistakes. In an attempt to harvest an email list of fans, I made it so you’d have to sign up to access the archives on my blog, which was just creating a barrier to entry for people to check out the story. I tried running a contest to engage the audience and attract more fans, but that still requires an audience to start (I promised the top 10 entries a prize; I got five entries -- which, interestingly, hit the 10% of my followers rule). I gave away a song as the prize, which meant that the only people who might have been willing to pay for it already had it (“It’s creative commons, people will share and remix and it will spread!”). And by month four, I felt I was being too rushed, just trying to keep up with content no one was reading and monthly bonus content no one was paying for. The project was getting away from me. So I pulled the plug.


The Redo

But I wasn’t giving up. I needed time, I needed to figure a lot out and do a lot of work, but I knew I wanted to bring Azrael’s Stop back. But first I had to fix it.

Step 1: Twitter wasn’t good enough. I needed a dedicated blog/website with an RSS feed, and without the slightly-too-constraining 140 character limit; somewhere people could land and consume content and find out more. I also wanted to be as many places as possible -- to not be losing audience just because they’re not on Twitter. So I got a website designer to collaborate with and put up azraelsstop.com; the content will also be available daily on Twitter, Facebook, and Tumblr, and monthly archives on a host of other sites like Wattpad and Scribd.

Step 2: I also needed enough content from the start to draw people in, something that would set up the world and story before being restricted to microfiction. So I wrote an introductory story, a prologue that introduced the characters and setting and hopefully make you care for them. I also collaborated with a couple of artists to have some more artwork associated with the project, to help bring it to life for the audience.

Step 3: Plan. Edit. Raise the quality of the project. Keeping it as something I could do quickly and easily must not stand in the way of quality.

Planning out the entirety of the rest of the project also allows me to know what’s coming when something might require extra production time. And it lets me say that the project will come to an end after one year -- I’m not asking my audience for some unspecified time commitment. And if it’s successful, I can still do spin-offs or future “seasons”. (The storyworld is certainly rich enough for it, as I’m planning to use it for future projects anyway.)

Step 4: Make it as easy as possible for the audience. Any time you put a tiny barrier in, you lose audience. The website will feature a little teaser video, an explanation of what the project is, and a breakdown of where to start -- either full archives where you can easily get all the available content, or a quick summary of the story so far so you can just jump right in if you want instead. I’m trying to make all information and content as easy to find and access as possible.

I’m also removing the paywall completely -- even the bonus content will be available to everyone for free. What does this mean for the business plan, though? Well, I’m a little less concerned about making money than experimenting with the form and finding an audience. But at the end of the project, I will create and (probably self-)publish a collection of all the content (with a bit extra), which I will then sell. An e-book, and album, and maybe some more stuff I have up my sleeve.

Step 5: Market. Get the project out there more. Get it in front of people. Talk it up in guest posts. ^_^


* * *


You can’t count on social media to do your work for you. You can’t rush into something and assume it will work.

Look at it from an audience perspective. Imagine all of your possible audience members. Build it for them.

Make a quality product, and spread it widely.

And always keep re-evaluating the project. Fix it if it’s broken. Who knows, maybe I’ll be back here in four months, with new lessons learned.

Azrael’s Stop will re-launch on November 1st at azraelsstop.com.

Tuesday, October 18, 2011

Disciplines merging in transmedia

One of the most interesting and at the same time most challenging aspects of transmedia is getting everything to gel flawlessly. It was pretty hard back in the days of interactive television (try telling an MHP programmer that the interactive set-top-box-game he was programming would need to a) look like the rest of the graphics on the show and feel like a natural part of the show, b) be confined to a certain part of the screen abd a certain size to accommodate for video feed on rest of the screen and c) take the show into consideration, not just work on its’ own…phew!) and it’s still a pretty daunting proposition.

It’s extremely important to identify which platforms make sense to use when developing a transmedia project. This in and of itself will give you some minor headaches. Why not use all of them? You really should build an app, or should you? It is a process that needs to be done, and done thoroughly. Will you be launcing and ARG of some kind? Will you have live events? Are you looking at drama webisodes, or do you need television or newspapers or even billboards to cut through to your audience? How about social media, e-mail and so on? The better you know your story (and your target audience!), the better you can choose platforms. The better and quicker you choose platforms, the easier you will have to find the right people to partner with, another crucial part of any transmedia project.

In a post called The Transmedia Manifest the so called High Flyers group, appointed by the Frankfurt Book Fair, took a look at how stories will be taught in the future. It’s a good manifest, encompassing most of the features that make transmedia methods so effective to use in a disrupted media landscape. The 11th thesis of the manifest reads:

Collaborative work
The story-universe is developed in collaboration by a versatile and interdisciplinary team, whose range of skills can meet the demands of experience-based storytelling.

In my book, all the other points of the manifest are dependant on this one. There will be no intriguing multiplatform story, if you can’t get the right people in to produce, program and create for the different platforms. There will be no ”taking advantage of the strenghts of a medium” if you or someone else your team does not fully understand and master the different media that are to be used.

Nick DeMartino wrote an interesting article the other day, looking at transmedia through the goggles of classic media scolar Marshall McLuhan. His pronouncement that ”the medium is the message” is one that media students all around the world have been indoctrinated with for decades, and in many a way it’s still an apt description of where we are today. That makes it even more crucial to create partnerships around the development of a transmedia project, to fully understand the media involved and thereby be able to convey the message, the story.

To wrap up this short post, I’ll readily acknowledge that things are not as bad as they were some 5-6 years ago, when my role as a creator and producer to a large extent meant acting as a translator between writers/directors and programmers. Today most writers and directors (at least those who have been working with multiplatform content development) understand the importance of knowing the possibilities and limitations of other media platforms outside their own main field of interest. Vice versa, most programmers can look at examples and best practices from previous campaigns and see how the tech and the software can bring about a much more engaging and immersive experience if integrated with the story from the beginning, taking into account all the demands and the possibilities the story and the mythology brings with them to the table.

And to finally conclude; if I could wish for one little thing, it’d be something like the collaborative film community at Wreckamovie, only for transmedia projects. Anyone?

Tuesday, August 23, 2011

Transmedia - 13 months and counting

Greatly inspired by Laura Flemings post "My Year In Transmedia" I realized it’s been over a year since my eyes were opened to transmedia storytelling as a way of developing and distributing stories. Since then I’ve happily embraced transmedia (as I define it (a definition that can be found at the end of this post, so as not to distract from the rest of the post)) in almost every project I’ve been working on. Looking back, I thought it’d be nice to do a wrap-up of sorts.

Background

Briefly about where I come from – I’ve worked in media since the late 80s, when I as a teenager started out in radio. Since then I’ve worked for newspapers, television and for over seven years as a radio show host, editor and producer. I’ve lost count of how many shows I’ve developed over the years, but 50 might be a fairly correct number. I’ve always preferred the immediate and quick nature of radio (not to mention the instant feedback and the interaction with the audience) compared to the more cumbersome nature of television, or the ”telling people what happened yesterday” nature of newspapers (although I love writing).

In 2005 I transferred to my current position as a format developer, originally for interactive television formats (an AFDESI Award nominated quiz show with set-top-box interactivity and live Java-powered mobile phone interactivity tied to the broadcast stream one of the first efforts) but quickly moved on to cross media formats (where our children’s language training game show ”The Space Trainees” was nominated for a Digital iEmmy in 2010). So, that’s where I was in 2010, when I applied for, and got accepted to, the Pixel Lab in Cardiff.

Transmedia – the first contact

I’d blogged some stuff about transmedia (or T-Media as I, for some reason, had called it at the time) but had never really gotten my mind around the concept in a way that made sense to me. The week in Cardiff changed all that. For the first time I understood how powerful a concerted effort over several media can be when trying to tell a story and engage an audience. While there were many brilliant tutors and experts attending – Steve Peters, Michel Reilhac, Christy Dena and so on – I remain deeply indebted to Jeff Gomez. His one hour long presentation, telling about ”the notion of distant mountains”, of mythologies, narrative superstructures and canon is what made my mind click into the right places, all at once.

Jeff's presentation (minus some "secret" slides)

I came back from Cardiff, mind ablaze with ideas and an urge to convey said ideas and concepts to my colleagues, to get everyone on the same page and develop what we’d been working on so far. Easier said than done, I can report in hindsight, but since then, as I said, I’ve integrated the transmedia mindset into almost all projects I’ve been involved in.

Transmedia everywhere

As I see it, almost every aspect of a professional life can be aided by approaching it from a transmedia point of view. Even such a thing as your company’s profile will benefit; traditionally, you are very much supposed to think about what your company is and what it represents, what are your key strengths and what are your strategies. But how to tell the story (or stories) of your company, that’s something that’s often neglected. By transmediating this process – by creating and documenting the mythology of your company, the stories of your personnel and your products, ny carefully thinking about the consumer’s entry points into your company, you can create a coherent whole, that everyone in your company can communicate to anyone outside of your company in the same way, keeping everything intact and keeping the image of your brand within the desired frames.

Building this kind of mythology can also help in unexpected ways when it comes to future strategies (”how does this future possibility fit into our mythology?”) and even product development (”what’s the story of the new product we are about to create?”). For instance, look at Apple’s three year old promotional videos for the first aluminium cased MacBooks – they ooze this kind of storytelling. Now, apply this over different media, using the exact media most applicable for the story you want to tell… you’re there.


Example: The story of the MacBook.

Thinking, developing and blogging

I had been blogging on and off for several years, but in October of last year I felt an urge to start documenting the aha!-moments and the thoughts arising from the development work I was doing. My first post was one aptly called ”Musings on transmedia development”, which I still think fits the bill 100%. Since then I’ve blogged from conferences and s eminars, from fair trades and academical get-togethers; always with transmedia at the forefront.

Funny thing was, whereever I looked, I could see transmedia possibilites. Jeff had talked about using transmedia to create a symphony of stories and narratives; in a post called ”Creating A Transmedia Symphony” I playfully took some online advice on how to create a musical symphony and put all the advice into a transmedia context. It actually worked a treat!

As always, there is a sizeable gap between thinking, talking and writing about something and actually doing and producing something. I was in the fortunate position of being able to do both, as we were working on transmedia development all through the last year, while I was also working on a project of my own (still under development ☺ ), and most of the conclusions I’ve come to, I been conveying via my blog, which at the same time functioned (and still do) as my development notebook, to which I can go back and check on previous thoughts and mirror them on current development issues.

The Network of Transmedia

As with many niche professions, transmedia people are still fairly few and far between. The power of social media and most predominantly Twitter has made it possible to discuss with and learn from some extremely brilliant minds in the field of transmedia. I’ve been most fortunate to be able to travel from Finland to meet some of these people in person, be it at the MIPs or at the Pixel Lab, at SXSW (where the discussion on the term ”transmedia” really took off (and one I won’t be trying to solve in this post thank you very much ☺)) and MPBS. There’s no point in me dropping names here; suffice to say that the network of transmedia professionals is a most generous and caring (not to mention funny, witty, intelligent and creative) bunch of people, one that makes it a joy to browse through the #transmedia Twitter feed every morning. It is also most encouraging to see how many transmedia projects are in development, getting funded on Kickstarter, getting the backing of major broadcasters, brands and studios…

The future

In the past few days I’ve received some notions that transmedia might be vaning. There are conference people debating on whether to include a panel on transmedia or not, there’s industry people fed up with the buzzword. More than a year on from my ”transmedia awakening”, I’m not the least worried. As I see it, the buzzword ”transmedia” might ultimately become redundant, as people (especially people who are supposed to pay for all of it) become fed up with a term that can span basically anything. The buzzword might disappear, but the practice of creating, developing and producing transmedia content, that's a practice that will just become more and more vital, interesting and necessary.


Transmedia: the art and practice of telling stories on multiple platforms. connected via a common story world and mythology, offering different entry points into the same and deepening an audience's engagement and immersion via interactivity and compelling content. This can be one story with different aspects spread over different media, or multiple stories, set in the same world or with the same characters involved. Simple as that.

Tuesday, June 21, 2011

The ”Why” of Transmedia

I’m thrilled to see a great many transmedia projects springing up all around the world, in different settings; from marketing campaigns for blockbusters and tv series to crowdsourced international mystery-stories, from web based crime fiction projects to socially engaged documentaries – the powers of transmedia storytelling are being grasped and acted upon my a steadily increasing number of practitioners. The like-button is firmly pressed for my part.

One thing I myself have found to be of great importance to keep in mind when developing stories and content for a transmedia project is the simple question ”why”? It might sound naive, but believe me, it can at times be a hard question to answer, at least in a way that would satisfy yourself, let alone anyone you would like to invest in your project.

A simple ”because I (or we) can” just does not cut it. That’s a sure-fire way of developing something that doesn’t fit together in the seamless and logical way that’s crucial for any transmedia project. There are just too many pitfalls along the way; there is no need to go digging them yourself.

”Because it’s cool” or "because it's what everyone is doing nowadays" are hardly better reasons. Yes, it will be cool, providing you get it right. Chances are you won’t, and it will not, therefore, be particularly cool. Yes, many others are doing it. This does not mean that you, necessarily, should be doing it as well.

If it’s a transmedia marketing campaign for a release of some kind, that makes it infinitely easier. It’s ”to raise awareness of this particular property” or ”to make people engage in the content and get more viewers in through word-of-mouth”. In this sense you know what you’re aiming for and your results are possible to observe, analyze and draw conclusions from.

Another reason, especially if we are talking about a transmedia campaign connected to an existing property (the new Pottermore instalment might be an example) can be ”to extend the storyworld and offer more content to an engaged audience”. This is a reason that probably could be adapted to most transmedia projects, and in that sense needs more clarification – is it ”to offer alternative or complementary stories set in the original storyworld”? Or is it ”to give the audience a playing field, a sandbox, intended for user generated content”? Is it something else?

It can also be ”to explain the background and the history of the main property in the story” or ”to expand on the mythology through new stories” or even ”to act as a behind-the-scenes view of the main property” (especially in the case of transmedia documentaries).

Whatever reason you have for developing transmedia content (and the answers to the ”why?” above are probably as many and as diverse as the number of transmedia projects in existence), ”Why?” remains a good question to ask, at any point of the development, production and execution phase.

PS. It was swiftly pointed out to me that one - perhaps one of the most central - reason for transmedia would be "to generate revenue" and in the long run "to increase the value of the IP". I will concur, although I will add that at the moment I think most of the transmedia projects we are seeing are pretty happy just to break even. Thanks Simon Pulman for pointing it out. DS

Monday, April 25, 2011

The Transmedia Gardener

So, spring is in the air, finally. I’ve been holed up in a studio and have had no time to blog at all. Which is perfectly fine, as I’ve instead been able to actually DO something. Always a nice feeling, especially if the end result will be as good as I think it’ll be. Will post on the project in due time!

Spring is in the air, the snow had melted (partially at least :P) and it was time to sharpen all necessary utensils to get to grips with what passes for a garden around these parts. Standing there, looking at the devastation revealed by the receding snow, my mind started turning around the similarities between that and what I do for a living.

See, gardening and transmedia development, they’ve got a lot in common. No no, hear me out! Like with gardening, where the soil is the one most important aspect – more important than, say hours of sun or how much you water your plants – the foundation needs to be strong and needs to be built and prepared in the right way for any transmedia project.

All that soil-work then, is laying the foundation for the planning work you’ll do for your garden. This then, is totally dependent on the location you’ve got for your garden. Is it a spacious one, where you can spread out and imagine different settings, different themes, different … well, yeah, Entry Points? Is it a narrow ledge, with room for only the barest necessities, like some herbs and suchlike? Is it sunny, is it shady? What are your possibilities, and what are your limitations?

In a transmedia setting, this is equivalent to both your a) budget and b) project. Naturally, what resources you have will affect what you can plan for your project. But more importantly, the project itself will tell you what can – or rather should – be done in the context of the project. Do not order an iPhone app just ’cause it’s cool, if it doesn’t fit your project naturally and logically. At the same time, make sure you don’t order that pine tree plant if all you’ve got is a 3 m2 patch of grass behind your house.

Now, if you look at a garden, you need to plan for longevity or short bursts. Is it going to be an explosion of colors in spring that will then fade away, not needing maintenance, or do you prefer a garden where different things are in bloom at different times of the spring, summer and autumn? When developing transmedia, you need to take these things into consideration as well – are you merely marketing a major release later on, so a quick, massive burst will do? Or are you in it for the long run, maintaining your stories and your story world for months and years on end? Be prepared though – it’s extremely easy, in gardening as in transmedia, to underestimate the time and effort needed to complete a vision and maintain it properly.

I could go into how you chose your plants correlates with how you chose your platforms, but I won’t. Instead, I will end by saying that gardening could learn a thing or two from transmedia as well. I’ve yet to see an immersive, interactive, crowdsourced garden, for instance. If there is one, I’d love to see it.

Now then, MacBook and spade in hand – off to the garden! Or was it the study??