By robert pratten, July 7th, 2010

Having decided that you want to get into transmedia and write a transmedia story, where do you start?

Well, I’d recommend that you start with what you know and branch out from there. But knowing where and how to branch out means considering the type of experience you want to create.

There are five questions to ask yourself (shown in Figure 1):

  • 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?
Transmedia Storytelling: Getting Started

Figure 1: Transmedia Storytelling: Getting Started

The more audience participation you want or need, the more you’ll tend towards writing the storyworld before the story. Figure 2 illustrates what I mean by story and storyworld.

Think of a “story” as one implementation of the world of the story among many potential implementations. I guess you might think of story as one plot line and associated characters from a world of many plots, subplots, and characters and so on – I’ve called this a single “narrative space”. Figure 3 illustrates how an author might take a single narrative space (one story) and develop it into additional narrative spaces (new stories).

Story vs Storyworld

Figure 2: Story vs Storyworld


Figure 3: Narrative Spaces

When thinking about delivering the story, put aside the specifics of particular platforms (just for now) and think about the experience in terms of:

  • the narrative spaces you want to cover (location, characters, time – see above)
  • the number and relative timing of the platforms (sequential, parallel, simultaneous, non-linear)
  • the extent and type of audience involvement (passive, active, interactive, collaborative) .

There’s a lot to consider here so let’s tackle it as a two-stage process:

  • Step 1: decide the narrative space, number of platforms and their timing
  • Step 2: decide the extent of audience involvement.


Step 1: Narrative Space and Relative Timing of Platforms

Figure 4 shows a “typical” Hollywood transmedia project. It’s a series of single-platform deliverables – a book, a movie, a game. In many ways the platforms are independent except that they often cover different narrative spaces: prequel, sequel, flashback which may dictate a release order or schedule. In any case there’s no apparent audience interactivity between the platforms.

Figure 4: Transmedia Franchise

By contrast, an Alternate Reality Game (ARG) might cover a single narrative space across multiple platforms – each alone insufficient to carry the complete story but like jigsaw puzzle pieces they must be assembled to complete the picture (well… you know…  story).

Portmanteau Transmedia

Figure 5: Portmanteau Transmedia

These different types to transmedia can be represented by the diagram in Figure 6.  Of course it’s also possible to combine different types of transmedia as shown in Figure 7.

Types of Transmedia

Figure 6: Types of Transmedia

Mixed Transmedia Types

Figure 7: Mixed Transmedia Types

Step 2: Audience Involvement

Audience involvement in the story often bothers indie filmmakers. It’s not just that the indie wants to tell his story without interference; it’s also the fear that amateur involvement will sully the final result. And for those who have tried involving audiences there’s concerns about the effort of “community management” – the time and trouble to guide, motivate, appeal and appease.

It’s not only indie filmmakers that worry about how to tell their story and yet still find room for audience participation. Talk to game designers about audience (i.e. player) interaction and story and they’ll tell you that the more control you give to players (audiences), the less control is retained by the author.  In fact the problem is even more pronounced in MMOs where virtual world guru Richard Bartle says “Virtual world designers can’t add story, they can only add content. Content provides experiences that can be made by those who come through or observe them into story.” So at its most open-ended, the virtual world (or transmedia experience) creates a world with lots of actionable content and choices but no plot?

This player-author struggle is tackled by games like Fallout3 and Red Dead Redemption (which are console games, not MMOs) by offering players the choice to explore (create their own stories) or tackle quests (follow the author’s story). Cut-scenes of course offer the most extreme authorial control.

It’s clear that transmedia experiences can borrow from the lessons of games and virtual worlds – creating a storyworld into which the author places a mix of story and content with opportunities for sit-forward and sit-back participation.

Looking further into audience participation I discovered the “storytelling cube” (Figure 8 ) first presented at the 2002 Game Developers Conference by Raph Koster and Rich Vogel to describe how narrative is explored in online virtual worlds. It applies particularly well to ARGs. The three axes are control, impact and context:

  • 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”?
STORY CUBE

Figure 8 Storytelling Cube (Raph Koster & Rich Vogel)

There’s no right or wrong position to be inside this cube: 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. And of course the two can be mixed and there’s a lot of space in between.

To be continued….

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Posted in ARG audience-building cross-media social media storytelling transmedia

robert pratten Robert Pratten is CEO and Founder of Transmedia Storyteller Ltd, an audience engagement company and provider of Conducttr, an pervasive entertainment platform. He has more than 20 years experience as an international marketing consultant and has established himself as a thought-leader in the field of transmedia storytelling. He is author of the first practical book transmedia storytelling: Getting Started in Transmedia Storytelling: A Practical Guide for Beginners. http://twitter.com/robpratten

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COMMENTS

  • Hi, 

    Its very informative article guys about Transmedia Storytelling. I liked your writing style guys, which is impressed me. 

  • Great Stuff! We bring something completely new to the table: We go public! On the Stock Exchange!

  • Opoeian

    This blog post is brilliant. Thank you for sharing this information. Filmmakers pay big bucks to go to seminars to hear about examples of transmedia projects by mult-zillion dollar film budgets, that are stimulating (like sugar), but not often directly relate-able. The information you provide above is real experience translated over time that can be applied by any filmmaker with any budget at any stage in their development. And its in cc. Big respect.

    As a side issue, my friends and I used to design arty farty techno/trance parties and festivals like this back in 90's. We practiced for years trying our utmost to perfect the 'happening', or a 'temporary autonomous zone', using a 50/50 rule similar to what's outlined above. Except, not only did we try to blur the line between artist and punter, but also between organiser and party goer, to create environments that were 'out of control' - that is no one was in control, yet everyone was. Which would place our cultural experiments right smack in the middle of that storytelling cube above. Thanks again....

  • Zabbazabba

    Silly! Choose your own adventure never yields a great book. Why would it work for film? Story is crafted carefully by its author. Evey detail is important and meaningful to the overall tale.

    Transmedia is necessary and great but it's not better suited to play, community and fandom than story.

  • Zabbazabba,

    You're confusing transmedia with CYOA.

    Two totally different things:

    http://metascott.com/2010/07/1...

  • Larryr

    sure it is. because the CORE of a good transmedia project is NOT the Story,but only the medium that drives the ip via its public success. The most successful transmedia modern "win" was The Matrix IP. which ironically had a "story" the "fans" came to hate. What they "loved" was the "world" and the "style" of it, as well as the main characters as icons-avatars they "could be like"- as opposed to 3 dimentional "freinds" youd love to hanf out with.(Potter, trek, star wars, etc)

    The key was the matrixs universe..conciet- and its ability to be a background for stories and even moreso for PLAY.

  • Yes, excellent points Scott! Thank you.

  • Another great post, Rob.

    Bartle's comment has a pleasant implication that is often ignored: audiences naturally expand the story given to them (in transmedial terms, they fill in the spaces of the world the author did not present to them). Audiences may not consciously act on or even be aware they are doing so, but it's hard to watch a movie or TV show, read a novel, or play a video game and not ask questions about the world/characters that are not addressed directly/explicitly in the canon. In fact, such ploys can be used temporarily to great effect ("Who shot JR?" - and yes, I just dated myself).

    I'd also argue that ultimately, there is always some disconnect between the story the author intends to tell and the story that is perceived by the audience (for that matter, each audience member perceives a slightly different version of the story as well). Stories with ambiguous endings spur never-ending discussion over 'what really happened.'

    So, while you may say, "Here is a video game with a tightly controlled, explicit story with no player control whatsoever," that does not and cannot prevent players from filling in the blanks left by the designer. Nor does it dictate that every player perceive the exact same narrative conclusion about the story.

    And this is why collaborative commercial entertainment properties hold such promise. Inviting audiences to co-create value through collaborative storytelling in a shared world does not necessitate a exquisite corpse or a mixed bag of jumbled, disconnected stories. There's a way to balance the need for authorial/canonical control to keep the world from imploding with the creative and serendipitous benefits of collaborative/participatory audience involvement.

    Happily, it simply asks audiences to formally do what they often do as a natural course of consuming stories - fill in the blanks.

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