Let’s get started…
New York, Tribeca, Sundance, Austin, Sheffield and more…
what do these film festivals have in common? They have all recently introduced
a new festival category in which transmedia producers and their projects can
compete within the realm of multi-platform storytelling. Transmedia productions
are now working towards eliminating the concept of linear storytelling, arming
filmmakers, artists, musicians and, most importantly, authors, with the tools
to diversify the ways in which an audience can become immersed in a story, myth
or ideology.
However, with misconceptions about these tools infiltrating
the filmmaking circuit, the embrace of transmedia storytelling has in fact been
a surprisingly slow and laborious process, especially in considering that the
first recorded transmedia campaigns date back to the mid-80s with the
introduction of Alternate Reality Games. Said misconceptions often originate from the
uneducated view of transmedia as purely a marketing tool as opposed to the
multifaceted component of storytelling that it actually provides, helping to
further enrich user and audience experiences.
So… what is it?
Transmedia
production/storytelling is the extension of a narrative - be it through
film, music or gaming – where alternate storylines, character profiles and interactive
capabilities are explored. These elements are then displayed through an
interactive medium for fans and generic audiences alike to further engage in
the world of, essentially, the writer and their original story. These mediums
span both traditional (newspaper, radio, television) and modern (internet,
mobile, AR) media formats, often translating into the physical, or, ‘real’
life. In effect, at its core, transmedia works to blur the lines between the
author’s vision and the audience’s reality.
Case Studies!
Transmedia can work to sustain interest where visual
material (film/television series/games) are lifted from existing written
content with a pre-developed fan base, e.g. ‘The
Hunger Games.’ In contrast, the power of transmedia storytelling can also
be utilized to help grow fan loyalty through interactive methods, where
pre-existing concepts may not be available, e.g. building on the ideology of
man versus robot for ‘A.I.:
Artificial Intelligence’ (Brian Aldiss’s short story ‘Super-Toys Last all
Summer Long’ on which the film was based did not warrant an enthusiastic
response). These methods help create a
connection between the audience and characters/storyline, enabling deeper emotional
connection and the chance to ‘care’ about the on-screen characters, without
having to divulge said information anywhere in the actual finished product.
One of the best examples of sustaining fan interest
pre-project launch includes the standout campaigns for Nolan’s ‘The Dark
Knight’ and HBO’s medieval fantasy smash series ‘Game of Thrones.’ Where ‘The
Dark Knight’ was concerned, fans of the first film and the original Batman
series were lured into the Joker’s world and implored to ‘join the Joker’s
army.’ The campaign encompassed both online
and real-life elements, with dozens of websites, rallies and
even cakes
in cell phones planted to evoke the feeling of a corrupt Gotham,
culminating with the tragic death of Heath Ledger, who played the Joker in
Nolan’s interpretation. The result: 10
million participants in over 75 countries.
With the ‘Game of Thrones’ (GoT) campaign, fans of the book series authored by George R. R. Martin, ‘A Song of Ice and Fire’ were given the opportunity to live vicariously through multiple websites, Facebook fan pages, online games and more. However, to set the Chinese whispers afloat, the GoT campaign kicked off with a subtle yet effective package of ‘smells of the realm’ sent to lovers of the book series who were also seen as online influencers. That particular tactic set hundreds of bloggers in motion, with millions of fans anticipating bigger things to come – the series in itself, which had not been announced at that stage. Storylines were introduced, with the chance to pledge allegiance to the ‘wintry North’ or the ‘sultry South’ and become a part of the now infamous battles of the realm.
However, what is touted to be the most successful campaign
of all time, both in terms of its levels of virality and also due to the
campaign’s originality, was the Godfather of all transmedia projects; the found
footage campaign for ‘The
Blair Witch Project.’ Although not the first of its kind, ‘The Blair Witch
Project’ set a high benchmark for quality with found footage films in 1999,
leading the way for future successes in the genre, such as Spanish horror
‘REC’, ‘Cloverfield’ and Oren Peli’s shocker, ‘Paranormal Activity.’ With the
mystery of the unknown working for their campaign, an entire fictional history
for the characters who were soon to be seen on the big screen via the film was
created online. Roots were born through fake Halloween photos, high school
pages and more, allowing for a morbid attachment to be created and, eventually,
shaken to the core with the release of a film that once again, blurred the
boundaries between fiction and reality.
Is this a fad?
The future belongs to the burgeoning technology industry and
the digital era. With the means to engross, capture and retain the excitement
of audiences across the world, via numerous and continuously developing
methodologies, through online and tangible, physical elements, transmedia
production is slowly reaching its full potential as a legitimate and necessary
arm of the film industry and that of any project with storytelling at its
heart.
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