Fuck Games. Fuck Transmedia
go read this article then come back here.
Today’s hyper-connected youth audience is a fragmented, distracted bunch whose attention is tough to capture and tougher to hold.
But the very way in which they consume their entertainment – grazing on social media, YouTube, and traditional media content all at once – creates exciting new opportunities and some profound challenges for filmmakers. That was the message at a Whistler Summit industry session Thursday afternoon.
now read this other one: Fuck Transmedia. Fuck Games.
Transmedia holds potential, but the potential is not in “transmedia”. The potential is in carefully selecting relevant tools/media, designing a framework for your users/community to interact with in order to facilitate desired experiences (as a side note, I think the most interesting examples of transmedia are build around the notion of “interactivity”, allowing users to play with the content). ”Transmedia” might be a perfectly fine choice in many situations, but why even think about what you do as “transmedia”? Why not think about it as a “fan-fuckin’-tastic project creating a unique and engaging user experience”? It’s not transmedia that creates such an experience; it’s a team of creative content developers
what some of these guys are selling is gamification of narrative – something I question a lot. I do believe firmly in strong stories and even – to a much lesser extent – in cross-platform storytelling. not because I’m old-fashioned, but but because that usually leads to gamification; and movies, comics, records, don’t have to be games. at least not in this Holy Grail-esque way some people are trying to sell.
what most teenagers do, that the first article points out, in reality is interact and expand on the content in social media – macro memes are the best, pardon the pun, illustration of that. obviously, claiming Twitter and Facebook as the best current game platform seems like a stretch… is it?
I believe they are- to me they are games we play without even noticing. our life is gamified enough in the digital environment. this is fuelfor another post. but before I go, let me repost this bit from the second article, to close my “gamification is not the answer” argument for the moment:
It’s not transmedia that creates such an experience; it’s a team of creative content developers.
ask any proper gamer. doubt it? ask the guy who reviewed the game Call Of Juarez – The Cartel… and here’s another example:
we all know where that went.
update: a comment from friend Livia Thimotheo with some refferences that I’ll have to go after later on:
I am doing a MA in Interactive Media and i am currently creating a locative interactive narrative as one of our projects. At the beginning i thought that it was ridiculous as well, unless the interaction happens with moral dilemmas, like in Heavy Rain (game). Indeed, engage the public like that, it’s an enourmous creative exercise. Then I was presented to Blast Theory, specially the Rider Spoke project. Let me know what you think. Well, you will see that it is art instead of a marketing strategy.