S T O R Y T E L L I N G …
probably mankind’s oldest communication megatrend.
T R A N S M E D I A …
probably one of the most used communication megatrend buzzwords in mankind’s recent history.
T R A N S M E D I A S T O R Y T E L L I N G …
probably the most promising combination of communication megatrends for the future.
Some may ask: “WTF’s that supposed to be again???”
Here’s an attempt from The Source of Internet Wisdom:
“Transmedia storytelling (also known as transmedia narrative or multiplatform storytelling) is the technique of telling a single story or story experience across multiple platforms and formats using current digital technologies.
From a production standpoint, it involves creating content that engages an audience using various techniques to permeate their daily lives. In order to achieve this engagement, a transmedia production will develop stories across multiple forms of media in order to deliver unique pieces of content in each channel. Importantly, these pieces of content are not only linked together (overtly or subtly), but are in narrative synchronization with each other.“
A lot of story stuff involved, so I tend to like it, naturally. But also a lot of (digital) technology, channels, platforms. So, really something new? Or just an evolution version of our oldest megatrend, a Storytelling x.0?
Let’s take a look at where the concept stems from:
Transmedia as an idea of collaborative, multi-platform creation and narration origins in the 70’s and 80’s of the last century, in the area of telematic art, where artists experimented with collaborative narration and defined the idea of transmedia.
It soon moved on to the gaming industry, creating so-called Alternate Reality Games (ARG). These are games that, based on the Internet as a main hub, use(d) multiple other technological platforms like telephones, email and real offline mail to tell and simultaneously create different parts of the game’s story in those medial habitats relevant to the players. So not just transmedia telling, but transmedia engagement that requires interaction from every gamer in order to bring the game’s plot to the next level. In other words: “Players interact directly with characters in the game, solve plot-based challenges and puzzles, and collaborate as a community to analyze the story and coordinate real-life and online activities.” (Wikipedia) An early example being Ong’s Hat.
The next transmedia stop was cinema, bringing the whole idea of alternate realities not only to the screen itself (where we had long been used to getting immersed in alternate worlds), but also connecting these to our real, every day lives. The most prominent example certainly being 1999’s “Blair Witch Project”:
This was not only a mocumentary, i.e. a piece of fiction pretending to be documentary, but also accompanied by a variety of additional, supporting pieces of content such as faked diaries, police reports or interviews that in itself engaged the audience in a captivating manner, adding to the cinema story’s apparent verisimilitude.
That was 15 years ago, and just the beginning …
Since a couple of years, also the commercial world of business communications has started to smell the rat? As always, the more consumer-oriented businesses are on the fore-front here with pioneers like Nike or Lego, but it won’t be long before the so-called B2B world will catch up.
So what could all of this mean for business communications and marketing? What can we learn from arts and entertainment?
I recently read this article on transmedialab.org that instinctively made me want to caution a “because we can” attitude that often pairs with technological advancements. The article basically was about the next big thing in cinema and henceforth modern storytelling. Not an R&D future project, but already on the audiences’ threshold.
The article begins with a short analysis of the film “APP”. APP is the first-ever movie that was written and produced with a 2nd-screen experience in mind, regularly adding content to your phone app while the of the film’s content unfolds on the traditional 1st cinema screen, and thus interrupting the movie’s actual narration.
Hmm, I thought.
Do I like this? Not too sure.
I’ll have to find out…
The article moves on with a glimpse into the labs of Disney’s experiments. These are currently limited to 2nd-screen “content interruptions” to back-catalog films like “The Little Mermaid”, but plans are to integrate the transmedia storytelling idea into the initial screen writing of future film productions.
Hmm, I thought, again.
Ambiguity crawling in …
The angel (or is it the devil?) on my shoulder says something like Yalda Uhl who states that “it is very important to engage children in a narration, and that is very difficult to do nowadays with all the distractions and stimulations that surround them. Adding a distraction in cinemas will definitely not help studios to achieve their goal of creating value or attracting an audience that will return to the cinema in the future”. Yes, says the angel (or devil)! REDUCE the distractions! Foster concentration spans! Concentrate on true narration and storytelling to immerse audiences in your story! Don’t just do stuff, because you technically can, audiences will soon get tired and will want to go back to good old traditional storytelling! Transmedia will eat itself for lunch! I knew it!
Then there’s this devil (or angel?) on the other shoulder talking about “story engagement” instead of boring one-way “story telling”. Making it clear to me that the potential of transmedia entertainment and the disruption of handed-down reception models is not only exiting, but in fact the only way to go. For entertainment as much as for business communications, both of them dealing with humans in the end. That today’s young and thus tomorrow’s adult generation will continue to literally gag for regular interruptions in their lives’ routines … and that linear, beginning-to-end storytelling is over, that no one will listen anymore, if there’s not more interactive engagement, audience involvement and multi-channel disruption.
Listening to both of them I begin to see, as with many things, there will be developments that we can’t stop, that will simply happen (because we CAN and because we as humans will simply WANT it), whether I personally like them or not.
Maybe the following
THREE COMMANDMENTS OF TRANSMEDIA STORYTELLING
can help steer technological developments into the right direction:
1. CONCENTRATE ON A GOOD STORY (ALONG THE PATH OF THE STORYCODEX).
Not matter which medium, no matter how many of them; not matter how fragmented and scattered: A well-told, convincing narration offering a high degree of the “Like Me” effect will always work. It doesn’t have to be chronological, but it needs Expectation, Surprise, Conflict and Change. What will change is the people who will create this expectation, add the surprise and conflict spice, foster the narration’s change – this will not be a classical narrator instance anymore, this will be multiple parties engaging in different parts of a story from different angles and perspectives, in different places. But a story it will still be.
2. DON’T LET TECHNOLOGY LEAD THE WAY OF A STORY.
No matter what technological developments the future holds, no matter what devices will surface: Technology is simply an enabler, an easer, a multiplier, distributer, a vehicle. The true power lies in the human nature of communication, conversation, and storytelling.
3. TURN STORY TELLING INTO STORY ENGAGEMENT.
Do listen to, observe your audiences, and maybe(?) realize: The age of (traditional) story TELLING could be over. Never the age of STORY itself, but maybe tomorrow’s audiences will really want fragmentation, want to be stimulated from multiple sources and in multiple places. Of course, THE CONCEPT OF STORY will and cannot change, it’s genuinely human, but: Maybe the future is indeed more about story ENGAGEMENT, involving audiences actively in plot creation or character development. This would radically influence scripting, e.g. by taking devices and reception environments into consideration when writing a story’s various chapters.
Again, all of this holds true not only in arts and entertainment, but also in business, along the infamous, much recited “customer journey”, a journey that is getting more and more complicated, but – if you listen and truly get involved – ever more rewarding for all story and hence conversation participants.
Devil or Angel. Angel or Devil. Both?
Exciting, to say the least.
Hmm, I say.