By lance weiler, June 12th, 2008

This edition of TCIBR is brought to you by IndieFlix and Breakthrough Distribution – Skot Leach and his brother Ryan are on a mission to warn the world about a secret zombie outbreak. Their Lost Zombies project is a crowdsourced zombie flick that has user-gen sightings coming in from all over the world. Community members submit video, audio, photos, and articles as they document zombie outbreaks. In our discussion Skot details the project and explains how the community is helping to shape not only the storyline but also a social experience that lives online and off.

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For more info on Skot and the Lost Zombie project click here.

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Posted in audience community content cross-media crowdsourced experiment interview online podcast remix sharing user-gen vidsocial web 2.0

lance weiler is the founder of the WorkBook Project and also a story architect of film, tv and games. He's written and directed two feature films THE LAST BROADCAST and HEAD TRAUMA. He's currently developing a number of transmedia projects

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  • SirNewt

    I find the current indie scene a little disheartening myself. Many of the people in the indie scene are there because unlike in the 90s most of the publishers in the industry are focusing more and more on annualizing franchises. If the indie scene is burgeoning it's not because of some large sudden bubble of aspirations, it's because many people have been pushed there due to disinterest from large publishers.

    If the game timeline is analogous to that of film, game development is somewhere near 1915. Experimentation is widespread but a singular elegance like that of books and films hasn't been developed. Games throw up so many barriers in terms of hardware alone. Not to mention the problem most "non-gamers" experience with the interface.

    Further, if games are going to rise above their current state, game makers have to realize that games are NOT about story. Just as the directors of new wave determined that film is NOT about story but about cinema. What is pivotal to games as a medium is developing the language of interaction as a device for conveying thoughts and emotions. Just as cinema has a visual vocabulary, music has a tonal vocabulary, and books have of course a written vocabulary, games need a vocabulary of interaction. At this point, the game aspect of most games is irrelevant to the story and characters. All thought, ideals, and emotions are delivered in-between play using the language of film, cinematics.

  • Nice article. However if I were you I would jump to the conclusion that gaming is in a high innovative stage. All the titles you mentioned are good-old-copy of an old ideas in a new hardware. the small size indie developers are under huge pressure from main-stream big industry fishes!
    besides the willingness of these same ones to promote indie titles it eventually all bowls down to MEANS of production!
    it is completely different from the indie-movie analogy! technological advance means mostly high cost of production, in case you want to target the market of the big-ones. I see dark ages of gaming due to limited innovation and the limited access of low-budget projects to mainstream.
    i can give you countless examples...

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