Thursday, February 7, 2008

Heroes 360 Experience

THE BIRTH OF CROSS MEDIA PRODUCTION
Adventures in Storytelling pt. 2 - The Heroes Experience
By Brian Seth Hurst

The seeds of cross media programming and production may have begun in non fiction, but now, the real innovation is actually happening in fiction. As a matter of fact, some of this activity is blurring the line between the drama of the programming and the non-fiction reality participation of the community. And, though it doesn’t break the “forth wall” down per se, it bends it, twists it and distorts it into compelling interactive audience experiences among loyal fan bases. There could be some valuable inspiration and learning available for non-fiction producers of television by digging into what is happening in the fiction cross media world. We’ll talk more about how all television producers can master cross media in later posts but first, I wanted to give you a few examples. I can write about them but it is like trying to describe a brilliant VFX moment in a movie. You really have to see it. Or in this case you really have to be “in” it. So I urge you after reading this article to go play!

2007’s crop of Emmy® finalists for Outstanding Achievement in Interactive Television are pioneers, masters of cross media production pushing the frontiers and drawing audiences into the worlds they have created by extending environments, characters and plot onto platforms that are part of their viewers everyday lives: broadband, mobile, gaming, social networking and more. This trend has given rise to a new term - “distributed storytelling” and new titles: Executive Producer Cross Media and Producer Cross Media.

NBC’s Heroes 360 Experience knew that their audience of science fiction fans would be an active online community. They wrangled them through the introduction of the character of Hana Gitelman exclusively on-line. Hana became the bridge between what was on television and the opportunity for viewsers to become more deeply involved and therefore have more at stake emotionally in the show. Through emails and text messages to those registered (providing a valuable fan database) she interacted with them on a daily basis, urged them to build profiles, do research, and explore. She began by telling them how to hack into the fictitious Primatech Paper web site where they could find hidden messages, clues, voicemails, etc. that extended the shows plot lines compelling them to solve the mysteries. Later when Hana’s character appeared in the television show, the online community already knew who she was and why she was there. And yet, those who only watched the television show had no feeling of being left out. When Hero’s was off the air, the experience kept fans engaged in the Heroes universe. Between January 22 and March 22 of 2007 the Heros 360 Experience had over 48 million page views and 27 million video downloads testifying to the power of great storytelling and the ability to move an audience back and forth between platforms. (NBC.Com delivers with 'Heroes360'The Futon Critic. 2007-03-22).


Calling this season a dry-run, Co-executive producer and writer Jesse Alexander has promised that this season the 360 Experience will be even bigger. (WWLA: Loeb & Co Talk “Heroes” (Comicbookresources.com March 17,2007) This is a great example of not only knowing your audience but anticipating their needs and desires and giving them content and interactivity that is deeply and richly engaging. It is satisfying a hunger.

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Brian Seth Hurst is CEO of the Opportunity Management Company, Inc. a cross media strategy and production company. Hurst served two terms as Chairman of the Producers Guild of America New Media Council (’03-’05) while simultaneously serving on the Academy of Television Arts & Sciences Board of Governors. Currently, he is Second Vice Chair of the Television Academy and sits on the National Board of the PGA.



Tuesday, February 5, 2008

Adventures in Storytelling

THE BIRTH OF CROSS MEDIA PRODUCTION
Adventures in Storytelling
By Brian Seth Hurst


Not long ago I received a call from a television producer of dramas. “I know television, I mean I really know television but when it comes to this cross platform stuff… well… that’s why I am calling you. I am at square one. I have no idea where to begin.” Welcome to the new world; a world where the audience is demanding more from television programming; where fans can become a powerful interactive community that actually exercises influence over each other and even over network decisions; a world that is virtual, that is mobile, that extends across a myriad of devices and activities. We have moved from network entertainment (traditional broadcasting) to the era of networked entertainment where a piece of content becomes the gateway to a web of connectivity that becomes both personal and communal. This is the Web 2.0 and it presents television producers with new opportunities to involve and evolve the audience, to extend the brand and even to create new revenue streams.

Mastering this world for traditional producers really isn’t that difficult because, save some revolutionary tools, it is still storytelling. Cross media is built on four foundational pillars: technology, distribution, content and social behavior. Yesterday’s kids weaned on video games, born with a mouse in their hand are now today’s viewsers. They just don’t view television they “use” it and literally can become a part of it. We’ll talk more about how to master cross media in future posts but first, I wanted to give you a few examples. I can write about them... but it is like trying to describe a brilliant VFX moment in a movie. You really have to see it. Or in this case you really have to be “in” it. So I urge you after reading this post to go play!


This “new world” actually started in non-fiction programming which stimulated people to interact with the shows and each other. Perhaps the best known example is American Idol where in version 1.0 fans got on cell phones and landlines to make sure their favorites continued to the next round. But those same fans got on the net and built discussion groups, fan sites, and blogs fighting to turn their favorites into stars. As the seasons progressed, the producers of Idol began to give that community a place to gather, a town hall if you will, where all those visits to the net would come under the fox.com domain and eventually americanidol.com. This is a place where fans play alongside Idol’s advertisers rather than being outside the tent on their own. Over the years more features and ancillary content were added to the site and now of course there are the requisite mobile applications, behind the scenes, downloads etc. During Season 6, producers of Idol motivated that same community for “Idol Gives Back” raising over $75 million for children’s charities in the US and Africa. CBS’s “Big Brother” with its robust Big Brother Goes Mobile, “House Calls” talk show on the net, wikis, message boards and, of course, full episode viewing at CBS.com is a good illustration of what most non-fiction producers are doing to extend their show brands. At BravoTV.com, which covers all of Bravo’s original programming, virtually the same bill of fare is available albeit very well done.

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Brian Seth Hurst is CEO of the Opportunity Management Company, Inc. a cross media strategy and production company. Hurst served two terms as Chairman of the Producers Guild of America New Media Council (’03-’05) while simultaneously serving on the Academy of Television Arts & Sciences Board of Governors. Currently, he is Second Vice Chair of the Television Academy and sits on the National Board of the PGA.

Thursday, January 31, 2008

The Wright Stuff

The Wright Stuff

by Greg Weinstein

Principle #1 of Jeff Gomez's 8 Defining Principles of Trans-media: "Content must be originated by one or very few visionaries." Or, as my grandmother liked to say, "Too many cooks spoil the broth."

This principle, of course, holds true for most creative pursuits. DaVinci didn't bring in a team to help paint The Last Supper. Rodin did not rely upon focus groups to sculpt The Thinker. And Bach did not leave it up to his orchestra members to write their own parts.



Frank Lloyd Wright is another fantastic example of an artist who exerted full control over his projects. Wright's vision extended far beyond simply designing structures... he crafted complete environments, putting his stamp on virtually every detail -- both external and internal. He managed macro level decisions like community planning and site layout, and narrowed his focus down to the finest details -- designing carpets, lamps, doors, windows, even silverware. Walk into any one of his buildings and the effect is immediately apparent. Because everything sprung from the mind of Wright himself, it all works in harmony.


Chances are you've seen architecture that's not quite as harmonious as Wright's work. Some of the most striking examples can be seen in homes that have undergone renovations. More often than not, renovations are dictated by personal taste or budgetary constraints... not by honoring the designs of the original visionary. Picture a turn of the century Victorian with a 1950's car port, or a modest Cape adorned with stately Greek columns. Ill conceived design can leave you with the subtle feeling that something isn't quite right. Psychologists might describe this feeling as "visual dissonance" -- psychological tension caused by a discrepancy between what you expect to see and what's actually there.

Building extensions onto a media property is not unlike building an addition onto a house. Fans will know what looks right and what doesn't. Get it wrong, and the resulting dissonance will pull even the most casual audience member out of the story and ultimately weaken the franchise. Get it right and you've increased the value of the property exponentially.


Frank Lloyd Wright understood the value of balance, harmony, and consistency. Successful trans-media architects understand that these principles are just as important in cross-platform story-telling.

Monday, January 21, 2008

"Cult Media" MIT Style

"Cult Media" MIT Style

by Greg Weinstein


On November 17, the PGA New Media Council member Jeff Gomez was a featured speaker at MIT’s Future of Entertainment Conference. (Download audio or video podcast here http://convergenceculture.org/futuresofentertainment/2007/program/)

Jeff was joined on the “Cult Media” panel by Jesse Alexander (co-EP and writer, Heroes), Danny Bilson (Film/TV writer/director, Game Producer) and Gordon Tichell (EVP of Business Development, Walden Media). The discussion was moderated by one of the leading voices in trans-media, Professor Henry Jenkins (Director, MIT Comparative Media Studies Program) http://www.henryjenkins.org/index.html

The three hour conversation flew by faster than an action-packed episode of Alias (one of the shows Jesse Alexander cut his trans-media teeth on before Heroes). When Alexander and fellow Alias writers began building out storylines across multiple platforms they had never heard the term “trans-media.” For them it was primarily an exercise in creative self-expression. Today, the Heroes staff approaches multiplatform extensions more formally, with what could be the first team on a network show dedicated to trans-media. This team provides oversight on all things related to the Heroes fictional universe. Their work, ranging from online comic books to “Create Your Own Hero” contests, has been wildly successful.

So why are shows like Heroes, Alias and Lost so popular today? The panel had a number of interesting insights. These shows draw heavily upon elements from Comic Books, Science Fiction and Horror. In the past these were not considered legitimate genres and relegated to B-status. But kids loved this stuff and now they’re grown up and calling the shots. They’ve combined the best features of these genres with top flight talent and story-telling techniques to bring them into the mainstream.

The shows appeal to a mass audience on one level and a niche audience on another. Archetypal characters allow the broad audience to easily recognize and identify with their stories. But beneath these archetypes lie a deeper and more complex universe for hard core fans to discover. Technology is the great enabler here… helping fans connect in ways never before possible. DVRs and DVDs allow viewers to watch and analyze dense storylines over and over again -- discovering details they might have otherwise missed. And the internet provides an ideal outlet for fans to share knowledge and interact with additional content.

But low tech trans-media can be just as effective, as Alexander pointed out. When his team was approached by a toy company to license and sell a Heroes sword, they saw a trans-media opportunity. Writers created a comic book story for the back of box that told the story of the sword’s origins – contributing even more detail to the Heroes canon.

Using a variety of platforms to flesh out a property's universe is an important component of trans-media, encouraging participation is another. Once kids crack that box open and start creating their own Heroes adventures, they're connecting to the property in a significant and meaningful way. Jeff Gomez, in one of the most thought provoking statements of the afternoon, asserted that next generation story telling will harness the energy of fan participation and feed it back into the eco-system. Fans will become part of the story and their participation will be rewarded by moving them closer to the center of the action. The result will be more dynamic and engaging entertainment than anything we’ve seen from mass media to date.

The experts on the “Cult Media” panel expressed a wide array of opinions on trans-media story telling. Yet they all agreed upon one thing: for trans-media to be successful, the core property must be treated with a deep level of passion, integrity and respect. Fans will accept nothing less.