Universe Creation 101

How to create unique entertainment properties that traverse media platforms

Archive for Participatory Design

Ep 004: Tim Wright Interview

icon for podpress  ep004_TimWright: Download

 

Another podcast! Yay! At this rate I might even crack three podcasts a year. hehe. Joking aside, I’m excited about our guest today. UK digital writer Tim Wright shares his vast experience with over a decade with online interactive drama and more recently multiplatform storytelling. Below is a time guide showing you topics Tim touches on a certain points. Everything Tim (and I) refer to is in the show notes.

00.00: Online Caroline
11.10: Lonely Girl 15
13.18: closure
15.58: Balancing world creation and fan fiction
19.56: Mount Kristos
25.33: The Search of Oldton
39.32: Multiplatform storytelling
52.09: Scaling
Happiness…

 

Show notes:

More info about Tim:

Other interviews conducted at UC101:

Postscript:
Sorry about the technical difficulties with the podcast. The video editing software I use doesn’t let me do edits to the second, and I’m still trying to figure out how to get both myself and the interviewer at the same sound level. Tim teases me about being in a black room (it was midnight for me!), and being close to the screen with bad lighting. What can I say, I’m an interactive drama cliche. I’ll have to increase the drama with a call to save the world or something. :)

Death of a Blog, Birth of a Podcast

Well, not quite ‘death’ but an indefinite hiatus. I’m powering down this blog for a few reasons, one of which is my desire to finish my PhD. I’ve tried for the last year and a half to do PhD writing and work and this blog, but found the mindsets are somewhat incompatable. I’ve decided therefore to close this blog down. I don’t know if I’ll bring it up again and if I do when, or whether I’ll start another one. But I do know that I have thoroughly enjoyed blogging here these past few years. I have especially enjoyed meeting many of you because of the blog, and seeing ‘cross-media’ (etc) projects become ubiquitous. Thankfully, the area has alot more people looking at it now, from alot of different perspectives. Here are some blogs that will keep you informed:

  • Networked Performance: research blog that posts about emerging network-enabled practice;
  • You can read and listen to news about alternate reality games and just about any online extension of a film, TV or book property on the ARGNet blog and ARG Netcast (podcast);
  • Henry Jenkins personal blog and the Convergence Culture Consortium blog has lots of goodies from a media studies perspective about ‘transmedia storytelling’ and ‘convergence culture’ in general;
  • DeMontfort University share their investigations into what they term ’Transliteracy’ at their PART blog;
  • Jeff Gomez, the CEO of Starlight Runner and longtime practitioner of ‘trans-media’ projects, is now blogging regularly about his insights and experience over at the Producers Guild of America blog;
  • Monique de Haas blogs about ‘crossmedia communication’ occasionally;
  • Tony Walsh posts semi-regularly on alternate reality games;
  • Valentina Rao blogs about crossmedia games and anything related to that at Games Across Media, and will hopefully be starting her PhD on the subject soon;
  • Johnathan Gray, Derek Johnson and Ivan Askwith are blogging about everything around TV and film at The Extratextuals;
  • Crossmedia Dialog is a group blog that post regularly on crossmedia in Amsterdam and worldwide;
  • Faris Yakob, Adam Crowe blog about ‘transmedia planning’ and other changes to the marketing industry;
  • Jak Boumans posts every single day about stuff happening in the Netherlands and worldwide at Buziaulane
  • Max Giovognoli runs everything to do with cross-media in Italy;
  • MobileCrossMedia is a blog that looks at the different ways mobile phones can network with different devices and the real world;
  • If you don’t already get it, the Convergence Newsletter has regular interesting newsletters about convergence in journalism and has been my favourite newsletter for the past few years;

I don’t plan to be blogging here about events or publications I’m involved in, instead I’ll pop them on my bio site. But for now, here are some events I’m involved with, in the not-too-distant-future:

  • I’ll be on the ‘expert panel’ with Mark McCrindle and Tim Flattery at Mitchell Communications Group ’s launch of ‘While You Weren’t Watching’, a documentary on changes to branded entertainment etc in which I was interviewed. The launch is private but the documentary will be put online I believe in Nov; 
  • I have my own panel on ‘Designing, Experiencing and Analysing Games in the Age of Integration’, and I am a panelist in Darren Toft’s panel on ‘What Happened to New Media Art?’ at the Australasian Conference on Interactive Entertainment in Dec;
  • I’ll be on the panel on ‘Cyber-Born Film’ at Megan Spencer’s Destination Festival (or DestFest) in Dec;
  • In Jan 08, I’ll be a guest lecturer again for Sue Thomas and Kate Pullinger’s Online MA in Creative Writing and New Media, De Montfort University, UK;
  • In Feb 08, my essay on ‘Tiering in Alternate Reality Games’ will be published in the special issue of Convergence edited by Henry Jenkins and Mark Deuze.

For now though, I will continue to be online in a different way. I’ve started a podcast, a podcast where I’ll interview talented people working in this area. My ‘birth’ podcast is a bit awkward, but the second is a great one: an interview with Stitch Media’s Evan Jones. At the site, I also provide sneak preview information about Stitch Media’s latest project.

UC101 Podcast

That is it for me here, thankyou all for sharing this time with me. I’ll see you on the other side of my PhD.
:)
Check it out: www.ChristyDena.com  

Check it out: www.UniverseCreation101.com

Tulse Luper Journey ends soon

Those who have attended one of my presentations over the last few years will recall Peter Greenaway’s multi-platform project: The Tulse Luper Suitcases. One part of this massive work is the online game Tulse Luper Journey. Here is some info about the TLS and the TLJ from the game’s site:

Tulse Luper is the lead character in an ambitious series of projects initiated by film director Peter Greenaway.
So far, the project includes three feature films, a series of DVD’s, travelling exhibitions, books, publications and this online game produced by Submarine.

These are all part of a growing universe of stories, facts, fiction, history and drama based on the adventures of a man who spent most of his live as a prisoner - mistaken for someone important, a spy, a lover, an artist, a writer and an observer. 

Greenaways statement that “cinema is dead” calls for new ways of communicating ideas. This game is part of the search for a crossover format that breaks the boundaries and rules that have been imposed by film, theatre, books, games and other traditional media.

Created by developers, artists and students from around Europe, The Tulse Luper Journey explores new boundaries of online interactive media.

The online game finishes on October 15, so all those “researchers” out there are prompted to hand in their findings pronto.

Check it out: http://www.tulseluperjourney.com/

BarCampSydney2, unconditional participation, heterarchies, intrapreneurs, digital aboriginals and those who have Got Game

At the beginning of their book, Digital Aboriginal: Radical Business Strategies for a World Without Rules, Mikela and Philip Tarlow set forth their manifesto:

We are witnessing the birth of a new generation, described not so much by their age, as by their actions in the world. They are using the freedoms of the new economy to develop a set of behavioral strategies: Digital Aboriginal.

This new generation is driven, yet they rarely plan. They function equally well in the accelerated Net time of the high-tech world and in the empty spaces that tend to provoke synchronicities. Although brilliant strategists, they often chart their courses based on pure instinct. They are highly individualized, yet depend on deeply tribal ways of birthing ideas. In the guise of looking for killer applications and the next technical edge, they are leading a revolution. They are operating from clear and coherent models of success and leadership, which are at the heart of this book.

They are forging new business scenarios based on their insatiable creative spirit. They are driving new values in the workplace from their relentless commitment to reshape the future with greater meaning. (2002, ix)

This year I had the priviledge of being an unorganiser for both the BarCampSydneys. The second one we held on Saturday 25th August and once again I walked away so excited, keen and inspired!! Last time I posted about how the event was a conference for initiates, and one observation about BarCamp I made then was:

Rather than have a small group of programming-committee-appointed experts to deliver to a large audience, a small of group self-appointed experts share with each other. Because anyone can present or talk or workshop in any manner they desire and anytime, BarCamp attracts more experts. Events that say they will provide the experts attract more people who are not experts. Events that encourage anyone to come and emphasis that everyone is important, attract more experts…

This time I’d like to explore this further, under the governing logic of: the power of unconditional participation. The ‘unconditional’ nature of BarCamps is a rockin’ key trait. Unlike most events:

  • Anyone can attend: no-one has to pay or be accepted after an application;
  • Anyone can present: no-one has to be selected or peer-reviewed;
  • Everyone is treated equally: no-one is paid or given VIP treatment.

These may seem like simple characteristics but they have a far-reaching impact. In the two BarCampSydney events I’ve unorganised & participated in, I always walk away feeling so motivated, so excited, so full of excitement about my future and I feel fulfilled and regenerated. This feeling is not specific to the unorganiser experience: many people I’ve spoken to have walked away feeling this way.

Now, although I walk away with valuable information and key insights, it is not, I believe, the knowledge I walk away with that affects me the most. Instead, it is the BarCamp spirit. It is the spirit of unconditional participation: where all are given to without vetting, without the requirement for having to earned or paid for it. How can you walk away from that feeling anything but worthy and valuable yourself? You don’t have to prove anything, just be present. It is those sort of psychological designs, paradigmatic approaches to knowledge production, that will affect the workplace, indeed society in general, to a greater degree and quicker than any furniture or forum construction. 

The events are unconditional in the sense that industry leaders provided top-notch advice to everyone, to every question, without hesitation, for free. No question was considered stupid. Everyone had equal access to advice. Now this is VERY different to industry conferences, labs and residentials. I’ll speak about entertainment events because that is my area. As an organiser, mentor, MC, moderator, keynoter, panelist, presenter and attendee of many entertainment events I have to say that the quality, relevancy and diversity of information passed on in the single day at BarCampSydney surpassed all of those I have been present and watched from afar. The only event which comes close (in my admittedly limited opinion) is TED. OK, perhaps not exactly. But that is what it FELT like. As Nick Hodge said in the Tangler discussion:

The VC/Startup stuff was the shiznit this year. Like getting $100,000 of free consulting. 

Here are the industry leaders that put on their best tribal elder hat for the day:

And ‘Mark’ I think it was (someone tell me!) who started a session on the non-tech aspect of a start-up: how to get a business going if you’re not a techie. I loved that he did this because although I’m tech-friendly, I’m not a code expert. I come up with ideas all the time but do not have the skill to implement them. It was great to hear about how someone was addressing this. This, for me, is a really important aspect of the BCS experience: that pretty much every stage and personal angle of creating a business is covered. That happens because people feel, no matter what stage they’re at or how much they know, they get up there and start a conversation.

Another approach I found interesting is the notion of intrapreneurs. Yep, you read that right. Intrapeneurs are those rockin people inside a company created by an entrepreneur that keep the inventions coming. Coined by Gifford Pinchot, intrapreneurs create within the company instead of creating another company.  It would of been great to hear Elias Bizianne’s talk on this subject but I missed it. Here is a music video that explains some of the ideas:

Another book that comes to mind (though I have not read it yet) is Got Game: How the Gamer Generation is Reshaping Business Forever:

Think video games are kids’ stuff? Think again. Provocative new data show that video games have created a new generation of employees and executives–bigger than the baby boom–that will dramatically transform the workplace. And according to strategists John C. Beck and Mitchell Wade, managers who understand and harness this generation’s distinct attributes can leap far ahead of their competition. Got Game shows how growing up immersed in video games has profoundly shaped the attitudes and abilities of this new generation. Though little-noticed, these 90 million rising professionals, through sheer numbers, will inevitably dominate business–and are already changing the rules. Although many of these changes are positive–such as more open communication and creative problem solving–they have caused a generation gap that frustrates gamers and the boomers who manage them. Got Game identifies the distinct values and traits that define the gamer generation–from an increased appetite for risk to unexpected leadership skills–and reveals management techniques today’s leaders can use to bridge the generation gap and unleash gamers’ hidden potential.

But beyond the benefits for those working in industry, it is exactly these sort of approaches to sharing information, encouraging self-motivated creation and heterarchical environments that are yearned for by academics. For many years I’ve been saying that I want to be an independent researcher like Marie-Laure Ryan. It is only now that I’m at the final stages of my PhD and have to think about what to do next that the reality of that is hitting home. But I’m not the only one. After pervasive game designer and researcher Jane McGonigal finished her PhD, she went to the Institute for the Future – a place where she can balance both design and research with a cycling range of clients. And now, Danah Boyd has said that she will not go straight into an academic post. I’m the same. I want freedom…freedom that most academic institutions and corporations cannot offer. Which makes complete sense actually. Freedom isn’t given.

National Film Board of Canada’s “Cross Media Challenge”

crossmediachallenge

The National Film Board of Canada (NFB) and the Sheffield International Documentary Festival are pleased to issue a call for proposals for a new cross-media competition called the CROSS-MEDIA CHALLENGE.

The CROSS-MEDIA CHALLENGE is a co-production competition for innovative, interactive, socially engaged content with applications for mobile and broadband. It will award one producer a $10,500CAD/£5,000 co-production development deal with the NFB.

ABOUT THE CHALLENGE
Inspired by the NFB’s legendary Challenge for Change program of community filmmaking, today’s NFB is adapting the adage “think globally, act locally” to develop socially engaged media projects relating to issues such as the protection of the environment, health care, human rights, poverty and violence against women.

How can we inspire an exchange of story-telling practices among diverse communities? How can we use media creatively to foster an international dialogue on issues that have local roots? How can we unleash the creative talents of marginal voices and communities and make them heard?

We are interested in projects that use the versatility, mobility and borderless nature of new platforms to enable communities to talk to each other. Projects must be documentary based.

Eligible projects must be cross-platform and multi-platform involving the best features of each medium to ensure maximum audience participation. Projects should take full advantage of the range of new platforms, with particular emphasis on interactive, mobile and on-line. Projects must demonstrate direct contact and interaction with communities as part of the development plan.

More info at: http://www.nfb.ca/about/news.php?id=1554

Now this a great way to experience the potential of cross-media

SuperHero

A few weeks ago I gave a presentation at the Web Standards Group on ‘Thinking Outside the Web’. After the talk I was approached by the Workflow Specialist for the Northen Region, Integrated Sales and Marketing of Fuji Xerox Australia, Duane Mackey, who shared with me a project created by Fuji Xerox Australia to market their XMPie technology. I tried it out and it is fabulous! It is a short, fun experience that utilises a website, email, SMS. I’ve spoken with Eliot Harper, the man behind the work as well and they’ve confirmed some changes that they’ll be making (I sent some friendly suggestions). The service can also handle international mobile numbers so just pop in your country code (no + needed) and your mobile number without the 0 at the beginning.

In my talks I’m always trying to find ways to show people who have not experienced cross-media works the potential of what can be done, especially in a simultaneous media usage manner. I’ll be pointing people to this short work as an example of how seamless and fun it can be.

Check it out: http://www.beasuperhero.com.au/

DVD Board Games

At the beginning of my research a few years ago, I analysed the Nightmare video-board game. The new Atmosfear DVD board is still part of my research and so I was thrilled to see an article in the latest GameNews enewsletter on ‘Mixed Media Board Games’.

In the broader scheme of things, the video game industry co-exists with the board game industry, however the connection between the two is little explored.  At the same time that video games have been establishing their credentials as a popular form of entertainment, the board game industry has also prospered, partly as a result of a European rennaissance spurring game design and partly due to innovative board games that incorporate moving images and digital media.

Board games have at least three key aspects: family or group involvement, replayability, and very easy set-up. Video games on the other hand have come from a tradition of requiring the necessary hardware to play, providing enjoyment for the single player, and depending on the genre or type of game of course, little focus on replay value.

The European renaissance in board games refers to a situation credited to a game of the year award introduced in Germany in 1978, which resulted in the creation of a run of modern board games that are popular in Europe and have been translated into English, to find much broader appeal. However the incorporation of moving images and digital media into the world of board games has a close connection with Australian industry as a result of the success of the trailblazing game, Nightmare, and its follow on products, and additionally today through the efforts of DVD Trivia Games and its series of sports and popular topics DVD board games.

Going back to the late 80’s and early 90’s, Phillip Tanner explains that he and Brett Clements had a production company called A Couple ‘A Cowboys and Brett “had a lot of success with a board game called Oz Quiz initially and then together we created Dare, The Truth Hurts, and Idiot Box – all traditional board games.” “Brett suggested we combine our production skills with our board game skills and that is how we created the video board game genre.”

The original video board game Nightmare debuted in Australia in 1991 and throughout Europe in 1992. Three sequel tapes were created, Nightmare II Baron Samedi The Zombie, Nightmare III Anne De Chantraine – The Witch, and Nightmare IV Countess Elizabeth Bathory – The Vampire. And in 1995 Atmosfear The Harbingers was launched.

“Nightmare is a race against time and is all about frightening fun.  You have a host that guides the game, makes you jump, makes you laugh and sets you up against your friends” explains Phillip, adding “it is a lot of fun to play and is at its very basic the simplest form of interactive television – you talk to the TV and the TV talks back to you.”

Atmosfear

The VHS video allowed for very easy setup of board games that incorporated moving images, and the DVD player does so today.

Tom Parkinson, Managing Director of DVD Trivia Games Pty Ltd, says the DVD format is a relatively free, easy way of playing games.

[...]

Phillip reports that Nightmare sold 3 million units worldwide as a video board game, and the DVD version, renamed Atmosfear, has sold an additional 750,000 units in the two years since launch in 2004. Phillip partly attributes the remarkable success to marketing stating that “Nightmare was marketed wonderfully through Village Roadshow and included TV, Cinema, and even video tapes. It was branded not just as a game but as an entertainment package. The guy in charge of selling the game in [to wholesale], Milt Barlow, was very passionate about it and every distributor world wide felt the same.”

The DVD Trivia Games products AFL DVD Trivia Challenge, World War 2 DVD Trivia Challenge, and Cricket Trivia Challenge were launched towards the end of 2006 and in regard to commercial success so far, Tom says he “wouldn’t put it down to giant.” “We have made our money back but are not in profit, the money has been reinvested in the product and further development” explains Tom. This has led to a move to cross promote the board game through mobile phone spin-off games and PC downloads. The mobile phone spin-off games include recently released AFL Grandfinal and NRL Final games available through the Telstra network, which includes a revenue share back to DVD Trivia as well. The additional products and promotions aim to introduce people to the DVD board games.

Phillip comments that games are all about a journey, skill, and chance. “With board games you spend a lot of time working out the basics because normally you just have a board, playing pieces and dice – it is what you do with them that makes it interesting. With video games you add functionality, graphics and audio but if the underlying game is crap it doesn’t matter how cool it looks.” “Make the game fun and interesting, know your target market and hopefully make some money” remarks Phillip.

For those in Melbourne, Australia, Tom Parkinson will speak at the next Dissecta on 25th September.

InWorld Event: “Are Virtual Worlds relevant to my Marketing Effort?”

This Wednesday you can attend this event inside of Second Life:

“In World” Panel Discussion (Re-run)
29 August @ 9.30am - 10.30am
 
One of the fastest growing online communities today is the virtual world of Second Life. With more than 6 million users worldwide, many big corporate including IBM, Toyota, Dell, Telstra, Sun Microsystems and the ABC have already set up a presence in Second Life.

 On 29th August from 9.30am – 10.30am, the Australian Information Industry Association (AIIA) is holding it’s rescheduled panel discussion event where key industry experts will provide insights into this virtual world, which analysts predict will become an essential part of online life within the next four years. The panel will also address the critical question for marketers.

Panelists include:

Lisa Romano, Project Manager, Strategic Development, ABC Innovation - ABC
Lisa will discuss ABC’s Business and Marketing Objectives and achievements to date with its Second Life Island, and building virtual communities
 
Kelly Yeoh, Virtual Worlds Engineer, IBM
Kelly has been involved in several of IBMs high profile Second Life builds including the Australian Open.  She will discuss IBM’s presence in SL and the importance of open standards within virtual worlds and the need for scalability and security.
 
Mandy Salomon, Senior Researcher, User Environments, Smart Internet Technology CRC - Swinburne University of Technology
Mandy will discuss what threats and opportunities exist in setting up a presence and doing business in Second Life.
 
Grace Roberts, Founding Director - Second Life TV Network & Cattle Puppy Productions
Grace will bring an innovative perspective to real business opportunities taking place in this virtual world, and how collaborative partnerships and building global networks is a key attribute to these worlds.
 
Nick Abrahams, Leader of Technology Media & Telecommunications Group - Deacons
With a GDP of US$700 million, Second Life is a significant economy. Like all economies there are capital inflows and outflows and participants investing in these Virtual Worlds need to have transparency and certainty about the way these economies are run. Nick will discuss the risks, legal and otherwise, for corporates when they create their Virtual World presence.
 
Moderator - David Holloway, Director - SLOz
SLOz is a site devoted to bringing an Aussie slant to the Second Life experience. Launched in November 2006, SLOz believes that Second Life at the very least may bring a new approach to internet-based interaction, and we want to cover the fun ride to be had along the way. 

Details on how to get the teleport location at their website

Wow! What are Microsoft Thinking?!

After my post about highly regarded fan fiction, it was interesting to note Tony Walsh’s post about Microsoft’s ‘Game Content Usage Rules’. People wanting to create machinima using XBox 360 are warned:

You can’t add to the game universe or expand on the story told in the game with “lost chapters” or back story or anything like that.

And then they end the list of rules by saying:

If you do any of these things, you can expect to hear from Microsoft’s lawyers who will tell you that you have to stop distributing your Items right away.

There’s still a way to do some of these things we’ve excluded, but you have to contact us for a commercial license. Thanks, and have fun!

* Shaking my head in disbelief *

Check out: http://www.xbox.com/en-US/community/developer/rules.htm

Why ARGs Aren’t Hoaxes

As of 10th November 2007, this post moved to:
http://www.christydena.com/online-essays/why-args-arent-hoaxes/