Mar 27

Lizzie Bennet and Normalizing Transmedia

One of the things I really like about the transmedia movement is how many different people from different backgrounds independently arrive at transmedia. As a way of making the world the story, or making the people the story, or making you the story, or something… in the words of Hank Green of Pemberley Digital.

And now, apparently, that group of people independently coming to transmedia includes one of my heroes, Hank Green. So that’s pretty cool.

Hank runs the popular Vlogbrothers Youtube channel with his brother, YA author John Green; hosts two channels that were recipients of Youtube grants for original content, Crash Course and SciShow, founded VidCon, runs DFTBA Records, and about a zillion other things. He’s also the Executive Producer of the Lizzie Bennet Diaries, one of my favourite examples of transmedia storytelling, a simply fantastic experience that brought me to tears multiple times, and currently Kickstarting a DVD collection and their next series at 500% their target after less than a week.

The LBD is a webseries vlog-style modern adaptation of Pride and Prejudice. It includes around five distinct Youtube channels, and several Tumblr, Twitter, and Facebook accounts. The main story is told purely through one primary Youtube channel, so all the rest is auxiliary. And yet–

And yet, what really caught my interest in the comments of the Kickstarter campaign’s first update was this question:

Will the DVD include transmedia parts of the story, like twitter?

For a community that’s had a lot of inner turmoil about the name, difficult times getting it into mainstream usage without it being seen as a meaningless buzzword, and different ideas of what it actually is, suddenly there’s a dedicated fan community of a couple hundred thousand people who…get it.

Granted, it’s not what you might call a ‘mainstream’ audience. But it still offers some idea that the movement does have legs, and there any many exciting things on the horizon. We just have to keep making.

I’m also happy for  my friend Jay Bushman, who was Transmedia Producer on Lizzie Bennet and is moving up to Showrunner for the new project! And still pretty crazy excited that Hank Green is doing transmedia. (If you need another transmedia person, Hank… I’m available, just saying ;) )

Check out the LBD Kickstarter and pitch in for some transmedia awesomeness.

Feb 18

The Time Tribe Launches Today


NEW TIME TRAVEL ADVENTURE GAME SERIES BLASTS ONTO WEB BROWSERS TODAY

The Time Tribe is an Epic Journey Through Time and Space, For Kids and the Young At Heart

Duxbury, MA — February 19, 2013 — Thundersnow Media Inc. announced that its first free-to-play, episodic, time travel adventure game The Time Tribe is available now online, playable on PC or Mac. A tablet version will be announced soon.

The Time Tribe follows the story of four children who learn they are members of a secretive group of time-travellers called the Time Tribe. It is an episodic point-and-click adventure game that leads players on a quest through a virtual world filled with quirky characters, places to explore, collectible artifacts, a gallery to customize, mysteries to solve, puzzles to crack, and mini games to play. E-comics and mini fiction build on the overarching quest narrative that keeps players engaged with the story, its settings, and characters as new episodes are released.

The Time Tribe offers a unique take on the past that is completely factual, and yet retains that playful spark of magic kids love,” said ThunderSnow founder, historian and archaeologist Dr Karen Wehner. “With everything in the game based on real history and archaeology, there’s no broken history to fix, just dynamic, interactive storytelling that invites kids to experience for themselves how excitingother cultures and real history can be.”

The free-to-play structure allows anyone to enjoy the game from start to finish, but in-game microtransactions and monthly subscriptions expand gameplay. A premium subscription option includes monthly print mailings and collectibles that enhance the digital experience with exclusive gameplay hints, bonus story content, and real world activities.

Developed by ThunderSnow Media, Inc., together with Silverstring Media and Dubit Ltd, The Time Tribe is rated E for Everyone by the ESRB.

###

ABOUT THUNDERSNOW MEDIA, INC.
ThunderSnow Media is an independent game development and media production company dedicated to creating inspired, family-friendly entertainment. We leverage the power of diverse media platforms to craft unique, enriching, and fun products both kids and parents can love.

Karen Bellinger Wehner, founder of ThunderSnow and the creator, producer and creative director of The Time Tribe, is an archaeologist and historian with a PhD in Anthropology and 15 years of experience as an educator and researcher. She’s also the proud parent of three tween-age gamers and world explorers.

ABOUT SILVERSTRING MEDIA
Silverstring Media is a Vancouver-based digital media storytelling company. We create awesome original stories, and tell them by developing innovative technologies that allow our audience to experience our worlds across and beyond the traditional boundaries of media.

Lucas J.W. Johnson, the founder of Silverstring Media, has been a partner of The Time Tribe since 2011, co-producing, co-writing, and co-designing the project with Karen and her team, while bringing the expertise of his company to the partnership.

ABOUT DUBIT, LTD
Based in the United Kingdom, Dubit has more than 10 years of experience producing quality digital entertainment for kid-focused IPs, using its proprietary platform and scripting language.

 

I’ve been working with Karen on The Time Tribe for 2 years now, and we’re so excited to finally get this out there. Of course, there’s still lots to do as we dive into development of the next episode, but meanwhile, if you know any story-loving 8-13 year olds — or, in fact, are yourselves history lovers and gamers — go to thetimetribe.com and check it out!

Jan 06

The Dangers of World-Building

An article today on NPR about fantasy world-building suggests that what was once for the most outcast of nerds is (along with general geekdom) gaining more widespread acceptance, that the incredibly detailed worlds of J.R.R. Tolkien, George R.R. Martin, and Robert Jordan have a definite – and perhaps lauded – place.

I’m a total geek. I love my world-building. I’ve been building a world for my stories for years, and it’s great fun. And I certainly hope to be able to communicate some of that detail – and some of that love for the world – to my audience.

But to my mind – and I’ve heard the same from multiple writers and readers – there’s a danger here. A couple, actually. Danger one is that as a writer, you spend too much time figuring out the world and not enough actually writing a story.

The more interesting danger is having to keep the balance between the world detail you put into your story to make it compelling, and having so much in there that it becomes boring. Yes, all that great detail about Middle Earth or Westeros does make the world feel more real, make it easier to immerse yourself in it, but it can also ruin the experience if it gets in the way of the story.

A lot of people I know loved the story of The Lord of the Rings and hated the writing. I don’t need to know the entire history of the sword to understand why it’s important; I just need a sliver of that. I would rather read a really compelling story that shows me just enough of the world to believe it, to be interested, and to want more. And then, if I do want more, maybe have some place to get more. Like an appendix. Or a wiki.

And this, I think, is one of the powers of (good) transmedia storytelling. I don’t have to shoehorn all that world lore into my story; I can create other resources and other stories to explore it instead. Or maybe I can create an enhanced version of the book, where you can click on a name to get its full family history and coat of arms – but if you’re not interested, or you want to come back later, you don’t have to.

You can’t argue with numbers, and Lord of the Rings, Song of Ice and Fire, and Wheel of Time are all hugely well-selling series. But then, so is Harry Potter and The Hunger Games, and they gave us just enough world information to make the story interesting.

Oct 15

Getting Writers to do Transmedia

A while ago, a friend of mine asked for my thoughts on a question she had, and I thought I’d post my answer here:

How do you explain or convince traditional writers of the value of transmedia writing? For example, if I’m dealing with a comic book writer who is dead set on creating a single narrative and who doesn’t want to even remotely consider transmedia, how do I explain the difference and/or even the similarity in what he is doing with the comic and what needs to be considered for transmedia?

It seems to me that everything is rooted in a strong narrative, which is what a traditional writer will also say. So maybe there is no discussion to be had at all, but then again — there is! Or do comic book writers naturally do what transmedia writers do? By this I mean: they develop characters, plot, and narrative. And that’s all they need to do. So if I have such a writer, is it even worth my while to ask him/her to consider transmedia or would I simply hire different kinds of writers to take that particular story/IP across other platforms?

First of all, not every story/property needs to be or deserves to be or should be made a transmedia property. Many—many!—stories are perfectly fine as traditional, mono-media properties, and are in fact better. While John Green’s The Fault in Our Stars has spawned tons of fan art and creations, I would never want it to be a transmedia property—I think it would ultimately take away from the experience of the main part, the novel. I’ve even made the same argument about The Hunger Gamesthat the world is so structured around the story of Katniss that actually creating new stories in that world would feel much less compelling.*

What you’re asking is actually a couple different questions: You want to explain to someone the value of transmedia, and you want to know if a traditional writer actually needs to do anything different when writing for transmedia.

The first one is pretty easy to address: it’s what all of us are trying to do to the people who have money and contracts—“You want to hire me to do this as a transmedia project because x, y, and z.” The x, y, and z are sometimes trickier to convince people of, but they’re there: extending stories can deepen engagement, reward loyal fans, draw in new fans, and ultimately make you more money. I also like the arguments of “finding interesting/different ways to tell stories is awesome,” and “you can elicit emotions in interactive storytelling that you can’t in monomedia.”** For a writer, I also love the idea of using transmedia to give the audience all the stuff you love but which doesn’t fit into the primary narrative (more background about the world and characters, other side-stories going on, etc.).

The second one is interesting.

As you point out, to some extent, planning for transmedia is something a writer (especially of genre fiction, where world-building is often a huge aspect of the writing process) does already—though she calls it something else. I’ve had people argue that in fact a “Storyworld Bible” is nothing more than some strange combination of a continuity bible, a setting document, and “ideas you haven’t used yet”—nothing that’s actually new.

Because when I’m writing a story, a lot of my early planning is developing a world rich enough to carry the story (somewhat structured around the story I’m telling, of course). And a world truly rich enough should be rich enough to carry multiple stories. If I’ve developed some piece of history—some past event that effects the main story I’m telling—then that past event could be another piece of a transmedia property.***

But, planning for transmedia does ask some new things of the writer. For instance, making sure that there is enough material to go around. But more than that, good transmedia not only demands places to tell stories, but the hooks between them. Something needs to draw me from one story to the next, make me interested enough to seek out the other pieces or interact with the story myself. And those need to be written in to every piece of the property. There should also be space built in for the audience to play in, to explore and make their own, and that shouldn’t just be shoehorned in either.

Now, you seem to be asking about property of which you control the IP and could in theory just hire other writers to write other pieces. That suggests that as a sort of “transmedia producer,” if you will, it could be your responsibility to make sure those hooks and holes are in there, rather than the writer’s. But, it still falls on the writer to understand why those should be there, and how to include them. And if I’m the creator of an IP, as writer, I’d probably want more control over the world and where all the other pieces go. I’d want to make sure it all fits with the themes I’m writing about, or my vision of the property. But other writers might be much more willing to let it go once they’ve done their part—which is when it falls to you.

So yes, writing for transmedia requires different skills, even if you’re just writing one monomedia piece of a transmedia property. An understanding of transmedia is vital, and you have to know how and where to place the hooks and things that will make the property a unified experience.

And that’s just assuming a franchise-like understanding of transmedia. To really get at the guts, the innovative and fun parts of transmedia, you need to go deeper—writing for interaction, writing pieces that tell story through immersion and the environment (in-world websites, messages from characters, diaries and newspapers and songs and legends), etc. All that definitely requires a different kind of writing and world-building**** than “just” writing a comic.

So I guess what I’m saying is, if you’re in charge of the IP, and you have a good grasp of transmedia, and you can do some world-building on your own, then maybe you’re writer doesn’t need to understand transmedia all that much. But it will fall to you to tell her where she needs to add hooks and generally edit and oversee the property, and the result probably won’t be as strong. Far better to have everyone involved both understand and love the idea of transmedia storytelling.

Because to really get at the core, to really do the interesting stuff, you need to stretch your ideas beyond just franchising into more stories. Come up with something new and fun. Start with an idea of what the whole property could look like, try new things, and build the story and experience around that.

*The marketing transmedia for the film, of course, worked because it was building the world and giving the audience a place in it, heightening immersion without telling other stories. So yes, you could do that.

**See Andrea Phillips’ A Creator’s Guide to Transmedia Storytelling for her bit on Guilt (and for a generally very good introduction to transmedia and why a creator might want to do it).

***It’s not necessarily true, though, that it should be. Again, not all stories should be transmedia. Actually telling the past event in another story could take away from the experience of the first/main story.

****Albeit a kind of writing and world-building that some writers will already be good at—such as gamers and tabletop roleplayers.

Oct 03

Introduction to Transmedia Class

Last week at Transmedia Vancouver, I presented an Introduction to Transmedia class. I wanted to cover a lot of the overview and basics of transmedia storytelling for those members new to transmedia and provide them with resources, so that in the future, our conversations can really move forward, into the nuts and bolts, into a space where we can all learn from each other.

Below is my presentation from that night. I should note that it’s all based on my view of the transmedia industry and community; the categories I outline (drawn from my original overview of transmedia post) are my own, and aren’t meant to be strict categories. There are a lot of blurred lines, and I like to be as inclusive as possible.

Other recent resources of note: Rob Pratten’s Top 5 Best Practices of Creating Transmedia Entertainment, and an awesome presentation by Lance Weiler on building Storyworlds.

I know my lists of resources and the like are incomplete, and I’d like to keep them updated. Are there any other resources you routinely use or people we should all know and follow? What have I forgotten?

Sep 04

When Escapism is Not Okay

We need to make better games.

I was at PAX Dev last week, the almost-new game developers conference that runs just before the Penny Arcade Expo. We were told not to tweet or blog about the content of the conference to allow developers to feel safe talking about strategies and stats, so I’m going to attempt to talk in more general terms — because what I want to talk about it extremely important.

One of the panels at PAX Dev — and in fact the reason I went in the first place — was on Ending Harassment in Gaming, a topic very much in the public eye in the last little while.

One of the points brought up at this panel, and the roundtable on the subject I attended after, was the line between harassment and escapism –that direct attacks against real people are harassment, but that acts in-game against non-player characters — such as, say, beating a prostitute in Grand Theft Auto – are escapism, and that escapism is a separate issue more likely to be “okay.”

The problem is, we as gamers have long internalized that, say, violent video games are not the cause of real-world shootings, and so it’s easy to believe that escapism-based crimes are harmless.

Or in my case, my gut feeling was that they shouldn’t be okay, but I couldn’t for a moment justify it in the face of the shooting-things-in-games-doesn’t-lead-to-shooting-things-in-life argument.

But, I think there’s a major — and extremely important — difference between connecting war games and real-life shootings, and connecting other forms of so-called escapism with a subtler and more insidious misogyny, homophobia, and racism.

Picking up a gun in a game and shooting people is not going to make me pick up a gun in real life. But consistently being allowed — even encouraged? — to make hateful choices and take hateful actions, and being consistently faced with misogynistic, homophobic, and racist depictions of people in games can cause a shift in my perceptions and a lowering of the barrier that normally prevents me from acting in accordance with such perceptions (ie, harassment).

Therefore, while funding solutions to prevent active harassment in games is extremely important, I think it is equally important to, as game developers, make better games. Games that don’t promote hate. Games that actively work to promote acceptance, understanding, and empathy. Games that expand our audiences.

Games with strong female characters.

Games with female characters that aren’t just boobs and butts.

Games with characters who aren’t white.

Games with LGBT characters — yes, all letters of the initialism, and more.

Games with LGBT characters who aren’t stereotypes, or defined by their sexuality.

Games with female, non-white, and/or LGBT characters in leading roles.

Games that reward more accepting choices.

Games that really show what it’s like to be all of the above.

This will help our communities. It will better us, it will welcome new audiences, it will help lower harassment in-game and out. On top of which, it makes economic sense — welcome new gamers, make them feel safe, find more audience, keep them around, make more money.

Entertainment is a reflection of culture, but it also defines culture. It’s our duty as game developers, as creators of entertainment, to improve our culture. To do better.

Thanks to Scott Dodson for putting the panel together and inviting the majority of the few female speakers at PAX Dev, and for George Skleres for running the roundtable. This post is mirrored at my writing/personal site, Words and Things.

Jul 14

A Wild Lucas in the World

I’m soon to head off on a bit of a vacation and so will be mostly silent on my various channels. But before I do, I wanted to point out a couple awesome things!

Learn Do Share

Back in March, Karen Wehner, Laura Fleming and I put together a panel discussion at DIY Days on transmedia in education. One of the goals of DIY Days was to put together a book detailing the innovation and events of the day. That little book is now available!

Check out http://learndoshare.net/#/about to download the pdf; the piece on our panel is on page 36 (and a couple of my tweets of the day made it in elsewhere as well!).

ARGFest-o-Con

I will be attending ARGFest-o-Con for the second year, in Toronto on July 26-28! It’s a great conference and celebration of ARGs and transmedia storytelling with some of the most awesome people around, and being in Toronto is going to give it a great Canadian feel this year.

This year, I’m actually on the docket! I’ll be moderating a panel on bringing business practices to creative endeavours, which should be very interesting (both as a topic and an experience!). You can see me on the speakers list at http://2012.argfestocon.com/archives/speaker-lucas-johnson

If you’re going to be in Toronto, I hope to see you there!

And now, I must pack for a much-needed rest ^_^

Jul 12

Future of Transmedia Vancouver

Back in May, Transmedia Vancouver held its meetup somewhat in celebration of having been active for a whole year. Besides having a good discussion of ideas and projects, we talked a bit about where we wanted Transmedia Vancouver to go in the future — did we want to go the Transmedia New York route and become a full-on non-profit organization? Did we want to be a professional organization of some kind? An incubator?

All had their perks, but ultimately moved the group out of what we really love about the group — being a simple community of like-minded individuals. Not to mention the fact that all those options involved a whole lot of work that I certainly didn’t have the time for.

But that said, we needed to make sure that each meetup was still going to be worth the time of the people coming, and the haphazard way I was throwing meetups together didn’t always make for experiences that were as good as they could be. After discussions at the meetup, and a couple meetings with some of the group members, I now have a way to move forward, without losing the community feel, but providing a better experience overall.

I’m going to start organizing an approximate schedule for the full next year of events, but these events will fall into specific categories.

Introduction Series

The Introduction Series will cater specifically to people who are a bit newer to transmedia, the concepts we discuss, and the local digital industry. We’ll start with an Introduction to Transmedia class, and include some things like Introduction to Funding Opportunities, etc. We want to bring the members of the community who are new to all this up to the level of those of us who have been doing it for some time, so we can all have better conversations that move us all forward.

Have a specific introductory topic you’d like covered? Let me know at contact@transmediavancouver.com or leave a comment here.

Masterclasses

The Masterclass series will delve deeper into much more specific topics. Interactive theatre, digital anthropology, augmented reality. Things that may not be transmedia themselves, but would be of great interest to some of us at least in the community. Classes to really expand our breadth of media knowledge. There will also be sessions of detailed topics like, How to Fill Out a CMF Application.

While no Transmedia Vancouver meetup will ever be restricted in who can attend — that’s important to me — the masterclasses will assume a base level of knowledge. If you’ve never applied for any kind of funding, go to the Introduction to Funding Opportunities before you come to a How to Fill Out a CMF Application, and know that a lot of the discussion might go into specifics of the application that will go over your head if you’ve never done it before. We want to elevate the conversation, and more forward.

Have a masterclass topic you’d like covered? Let me know at contact@transmediavancouver.com or leave a comment here.

Meet the Creator

Much like our existing guest speakers have been, these will be speakers talking about themselves and where they came from, and case studies of projects they’ve worked on. We can always learn more by seeing the experiences of others, and these will also be a chance to find out more about people you may want to collaborate with.

Group Member Workshops

Finally, separate from the official meetups, Transmedia Vancouver will facilitate the workshopping of our members’ projects. If you have a project you want the group to discuss, to help you out, you’ll be able to submit it to Transmedia Vancouver, and we’ll send it out to the whole group. Anyone who’s interested can gather somewhere with you to discuss your project in greater detail. A small discussion group tackling a very specific topic.

The idea for all of these is that the meetups don’t all have to appeal to everyone in the group, but there should be something for everyone over the year.

I’ll be updating transmediavancouver.com this summer as I begin to plan the year ahead. If you know of a great local guest speaker or someone who will be in town, let me know! Looking forward to another great year of meetups.

Jun 20

Games for Change, Entertainment before Education

I’ve spent the last three days attending the Games For Change festival in NYC. With keynotes by Jesse Schell, Jane McGonigal, and Nolan Bushnell (founder of Atari and Chuck E. Cheese, among others), it was a really interesting mix of game design, activism, and inspiration.

Much of the content over the three days was fascinating, though of course there were ups and downs – some case studies that weren’t very interesting, some major organizational difficulties, etc. There was a really great talk by Scott Nicholson about games in the library and how to partner with librarians to bring your games to communities (during which he revealed that, including school libraries, there are more libraries in the States than there are most major fast food chains combined).

by rvese. Browse more data visualizations.

I was here of course with Karen on behalf of The Time Tribe, it being the game for change I’m working on. Much of the content over the three days was stuff we kind of knew – principles of game design, the power of games to make for better education, all the stuff we’re predicated on. Though of course it’s always nice to get a refresher on those things and the excitement that can come with it. We got a few good ideas out of it for the planning of content going forward.

But one of the things we noticed was that when it comes to educational games, the focus is almost always on games in the classroom, games with measurable educational results. And those games always have such huge guidelines that must be adhered to, and so often result in, well, not fun games.

It really just drove home for me, I think, that The Time Tribe really isn’t “an educational game”. We’re a game. We’re an awesome adventure game with an epic storyline and time travel. The fact that it’s historically accurate, that there’s more information available if you want it, that it will get kids thinking critically and understanding multiple points of view and cultures, is just a bonus.

We want to be a game first, and while games have an amazing potential to bring change in an individual, to educate far better than the typical modern classroom, we can’t ever let a desire to do that get in the way of the desire to make a great game.

May 07

Still Alive

Apparently it’s been almost a month and a half since I last blogged here. I am, in fact, still alive; in fact, Silverstring Media has been keeping me quite busy, but I thought I’d give a little update as to where we are and what we’re doing.

Azrael’s Stop

My experimental fiction project is on another hiatus, but this one was unexpected. I’ve simply not had time to continue it in the last few months. That said, I have not abandoned it, and recently began to dive back into the story and plan how to finish this project. So: it will be returning, and hopefully sooner rather than later.

If you still would like to submit something to my collaborative effort called Tales of the Stop, I have not given up on that either, and would be thrilled to take your submission!

Thank you to those who have been bugging me about Azrael’s Stop and reminding me that a couple of you do care. Stay tuned.

The Time Tribe

I’ve been working with Karen Wehner on The Time Tribe for over a year now. This is the big one, the one that’s been occupying the vast majority of my time in the last few months. A point-and-click adventure game for kids about time travel, mysterious families, real history and archaeology, critical thinking and important decisions, with transmedia elements that bring the game into the real world…

The Time Tribe is coming along nicely and we are gearing up to release our beta version very very soon. I’m so excited to be a part of this project, and I think we could go very far with it.

Follow our production blog, Facebook page, and Twitter account for news and updates — we’ll have some very exciting announcements very soon.

Extrasolar

Since the fall, I’ve also been working with indie game developer Lazy8Studios on a game called Extrasolar, as a writer/narrative designer. We’re building a pervasive casual game about space exploration and terrestrial conspiracy, and I’m loving how it’s turning out. The guys at Lazy8 are brilliant.

You can check out the eXoplanetary Research Institute at http://www.exoresearch.com/, and follow them on Twitter at @Exoresearch.

Silverstring Media

Meanwhile, I’ve also been slowly developing what Silverstring Media is and what it will be. Nothing to talk about yet, but know that things are progressing and I’m very excited about the future!

So, I’m not dead. Just working hard!

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