Wednesday, November 18, 2015

Blog Post 3 - Video Games and Transmedia Entertainment


Transmedia is the next step up from multimedia in a world where bigger is better. The key difference between the two is that, while the aspects of a multimedia approach can be digested independently of each other, transmedia tells one story across multiple mediums. While multimedia has existed in some form for decades, perhaps centuries, the rise of consumerism and, eventually, the internet expanded it and gave birth to transmedia story telling. It made sense from a consumerist stand point, because it essentially spreads the possible fan base to multiple medium, allowing more profits, and the rise of the internet and digital technology allowed to spread even faster and cheaper. The rise of digital technology itself has also lead to the creation of new story telling mediums as well, further expanding the possible reach of transmedia. A good place to look for examples of transmedia storytelling is with video games.

Official Artwork of Halo 2
Bungie and Microsoft

A medium created through the spread of digital technology, video games lend them selves to the possibility of transmedia storytelling, through books, web series and ARGs. Halo, a popular game series, is a good example of transmedia storytelling. The I Love Bees ARG campaign to help promote the release of Halo 2 in 2004 involved a fake website that had been hacked, leaving strange messages on the website. Though the ARG was created for the purpose of marketing the game, it also doubled as a small story that explained events that would occur in Halo 2, ostensibly acting as a short prequel. The Halo franchise has also had several books that expanded on reoccurring characters and back story in the series. More recently, the franchise had a five episode web series produced by famed Hollywood director Ridley Scott in 2014, called Halo:Nightfall, which introduces a character of importance in the latest game in the series, Halo 5, which came out last month.

I Love Bees ARG
42 Entertainment

While Halo started as a video game and then became a transmedia product, there are now franchises that start life as one. Defiance is a franchise conceived as a television series and a video game at the same time. The TV series ran for three season while the game, a persistent massively multiplayer online(MMO) game continues to run. Though not yet released, Quantum Break is a similar product, it is both an upcoming video game and digital television series, but it takes it one step further by having events in the live action series be influenced by the actions of the player in the video game.

The world of video games is a perfect place for this sort of transmedia experimentation to exist because it encourages exploration, a feature unique to video games in the world of media and storytelling. In a way, it expands the playground of a game. The I Love Bees ARG cited above is a perfect example of this because of the mystery behind it during it's launch. Fans of the game where given a few clues and told to figure it out, which they did. Further investigation rewarded fans with a small story that lead into a bigger when Halo 2 was released. In the case of I Love Bees, participation in the ARG meant a deeper connection to both the franchise and the fan base as the mystery behind it forced fans to come together and decipher it, making them active participants in the franchise.

Defiance TV Show cast
SyFy

Defiance Video Game poster
Trion Worlds


The idea of having a choice of what will happen in storytelling as a participants is pretty much exclusive to video games. In a movie, TV series or book, when a character makes a choice, the audience is passive in the story. With video games, the audience becomes an active participant in the story, and in some games, can determine the outcome of a story. A video game series based on the Walking Dead franchise is famous for having the story of the game be determined by the player, by having the player make choices that changes events in the story. Making the player an active participant in the story is an incredibly powerful way of involving you audience, one that no other medium can match. This is why Quantum Break is an interesting development.

Quantum Break, though it hasn't come out yet, is an interesting example of a transmedia product because nothing like it has ever been done before and it will be interesting to see how it turns out. Though the game and the series will follow different sets of characters, the game encourages players to watch the series to see the effects of their choices in the game. The players having invested themselves in the game, will want to see the fruit of their efforts in the series.

Transmedia is still a developing idea that holds much promise, not just for video games but all media. Recently, the film The Martian had a series of web shorts that introduce the film's characters and acts as a prequel to the film's story. One of the most profitable franchises in the world, the Marvel Cinematic Universe, is one big stories stretching across films, television and comic books. Transmedia is here to stay and it will be interesting to see how it develops in the world that just keep getting more restless for good entertainment.

Bibliography
Transmedia 101YouTube. One 3 Productions, 24 June 2011. Web. <https://www.youtube.com/watch?v=HvJbY9hUgbc>.

Shachtman, Noah. "Sci-Fi Fans Are Called Into an Alternate Reality." N.p., n.d. Web. <http://www.nytimes.com/2004/11/04/technology/circuits/scifi-fans-are-called-into-an-alternate-reality.html>.

Making of Defiance Part I: A Transmedia Revolution. SyFy
<http://www.syfy.com/defiance/videos/making-of-defiance-part-i-a-transmedia-revolution>


Souppouris, Aaron. "Xbox One-exclusive 'Quantum Break' Aims to Blend TV with Gaming for a 'revolutionary Entertainment Experience'" The Verge. N.p., 21 May 2013. Web. 18 Nov. 2015. <http://www.theverge.com/2013/5/21/4351412/xbox-one-quantum-break-game>. 

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