All fans are equal but some are more equal than others. For any given property, you've got fans… and then you've got superfans. Superfans make up a small percentage of the audience, but can have an impact far greater than their numbers. They're a loyal band of dedicated individuals whose focus and intention can make extraordinary things happen. In cult media terms, they're the Jedis of the fan world. As a transmedia producer your job is to get them to use their power for good and keep them from going to the dark side.
Winning over superfans is the first step toward attracting a mass audience. "But beware. Anger, fear, aggression. The dark side are they." Avoid sparking these emotions at all costs. Honor and respect the property that they hold so dear. Do not underestimate the power of the dark side.
Jenkins: What are the risks involved in alienating the base of your audience?
Gomez: Franchises are built on the energy and loyalty of their hardcore fan bases. While these bases are often a fraction of the size of the total audience, they are indispensable, because they are vocal, passionate and active. A tiny fraction of the genre television series Jericho sent tons of jars of peanuts to the network that had just cancelled the program--moving them to reinstate the series. A small group of fans that gathered at conventions and shared amateur publications centered on the original Star Trek series managed to bridge the period between that series' cancellation and the Star Wars-inspired relaunch of the franchise in the late 1970s.
When the producers of the television series Enterprise publicly stated that the show was being designed for a much wider audience than previous incarnations of Star Trek, and exhibited this intention by altering the shows music cues, pandering to sexual titillation and (perhaps most egregiously) ignoring at will the established continuity and thematic tone of the fictional universe, the result was a gradual erosion of the franchise's core fan base. Without the approval and loyalty of "Trekkers" there would be no reason for the greater audience to stick around.
The original Crow graphic novel and feature film generated an extremely loyal fan base. But with the second feature, producers chose to ignore the fictional rules and tenets set down by the original work, and so the franchise experienced the first of what would become many fractures. Dubbing the property an "anthology franchise" that could be wildly altered based on the vision of individual artists and storytellers, the producers continued to build and deconstruct The Crow into smaller and smaller pieces, each with its own dwindling following. They chose to place the needs of their artists above the integrity of the mythology of the universe--a mythology that the fan base deeply cared about. The property now languishes in limbo.
Jenkins: What do you see as the downsides of generating such passionate consumers?
Gomez: On the other hand, passion can be blind and judgmental. Fan zeal can threaten to "box in" a property, potentially stunting its growth. It can generate negative "buzz" around a project, which can leak into media coverage and plant seeds of doubt in the general audience base. For example, Warner Brother's upcoming "Justice League" feature film has been the target of fan criticism around story and casting issues. Since then, script and casting choices have been amended. Whether or not this will help the production remains to be seen.
Jenkins: As some of these genres have become more commercially viable, the San Diego Comic Con has emerged as an important media marketplace. Can you speak to the role this gathering plays in the marketing of your properties?
Gomez: Comic Con International in San Diego plays a more and more pivotal role in heralding, marketing and launching new genre efforts. In the midst of negotiating with executives at The Walt Disney Company for a job working with one of their largest franchises, Starlight Runner took them on a tour of the Comic Con exhibition floor. Many of the "worlds" we helped to develop were on spectacular display: Mattel's Hot Wheels universe, the fantasy realms of Magic: The Gathering, high priced back issues of Valiant Comics, and the announcements for new video games and comic books based on Turok and our own "Team GoRizer" at Disney's own booth! Suffice to say, a deal was quickly sealed!
Each year, Comic Con attracts well over 100,000 "gatekeepers," fans of niche, cult or genre entertainment who make it their business to spread the word about the newest and coolest content to their friends and acquaintances both in their home communities and on the Internet. It used to be that one of these gatekeepers would have a circle of five to ten contacts back home to whom he or she would convey what was best about the convention. Now in the age of social networking and pop culture web portals, that number has multiplied exponentially. Add to this the mass media coverage given to Comic Con and content producers can reach untold millions through it.
previous Jeff Gomez post
Jeff Gomez (jeff@starlightrunner.com), is the CEO of Starlight Runner Entertainment, Inc., a developer and producer of highly successful trans-media projects whose clients include The Walt Disney Company, 20th Century Fox, the Coca-Cola Company, Mattel and Hasbro.
Wednesday, June 18, 2008
Use the Force
Posted by Greg Weinstein at 2:30 PM 0 comments
Labels: trans-media
Thursday, June 12, 2008
Do No Harm
"First, do no harm." This phrase, typically associated with medical professionals, should also be heeded by transmedia producers. In his correspondence with Professor Henry Jenkins, Jeff Gomez asserts that transmedia executions must not compromise the core viewing experience.
Jenkins: What do you see as the challenges of generating content that appeals to both niche and mass publics at the same time?
Gomez: Like any good story, content designed for genre-lovers or niche markets should contain strong characters, evocative issues and clear, accessible through lines. Story arcs must be designed from the outset to feel complete and deliver on their promise.
Also importantly, the audience needs to be able to appreciate and enjoy the content as it is presented solely on the driving platform of the trans-media production. With Heroes, for example, the driving platform is the television series. Much of the success of the franchise hinges on the audience finding the show exciting, intelligible and complete.
What the producers of Heroes are doing quite well is in providing fans of the show with a far more expansive experience of the fictional universe of the show on the complementary or orbiting platforms of the trans-media production. This additional content is presented in the form of web sites, graphic novels, prose fiction, etc., and this material all takes place within the canon of the Heroes chronology. So fans are provided with the level of depth, verisimilitude, sophistication and complexity that they crave, but casual viewers are not required to seek it out to enjoy the show.
When the two approaches cross over, we have seen the potential for pop culture phenomena. The media's coverage of "The Lost Experience" for example, conveyed the fact that there was a greater architecture to the fictional universe of the Lost TV series than was originally suspected. The excitement generated by the trans-media components of the show helped to boost broad interest in it. The same can be said of similar approaches for both the Batman: The Dark Knight and Cloverfield feature films.
Also powerful on the home front, as families gather to watch Heroes, a teen fan of the show might recognize a peripheral character making her first appearance on a given night's episode as one he originally read about in the online comic. So our fan takes on the role of gatekeeper for the show, filling in family and friends on the back story of the character, and giving them a greater appreciation of the show with his "exclusive" knowledge, and making the whole experience more entertaining. In short, depth and complexity are built around the show, rather than weighing it down by presenting it front and center.
Jenkins: What kinds of trade-offs have to occur in order to broaden the appeal of media properties?
Gomez: Studios and entertainment companies are now learning that fewer and fewer trade-offs are necessary to broaden the appeal of niche or "cult media" properties. Contemporary audiences are now primed for high quality genre entertainment across all media platforms. So long as marketing efforts place focus on a driving platform, the launch platform and complementary content can be used to build anticipation, educate audience "gatekeepers" about the property, and enrich the overall experience.
There may be trade-offs, however, when it comes to the level of depth and complexity of the core property and how interdependent the driving platform content is with complementary content. The Wachowski Brothers ran into difficulty with the mass audience reception of the second and third Matrix films, because the films were hard to understand without a working familiarity with the characters and storylines of the orbiting platforms (graphic novels, video games, direct-to-video animation). Hence, at this point in the evolution of transmedia storytelling, it is still vital to present a full and complete entertainment experience within each component of the rollout.
It should be noted that niche productions such as alternate reality games don't tend to bother with these distinctions, trusting the sophistication and intense loyalty of their audience to follow plotlines and story nodes back and forth across multiple media platforms almost indiscriminately. I believe that some day soon, web-based alternate reality games and experiences will evolve into much more accessible and dynamic productions, playing a vital role in transmedia storytelling.
previous Jeff Gomez post
Jeff Gomez (jeff@starlightrunner.com), is the CEO of Starlight Runner Entertainment, Inc., a developer and producer of highly successful trans-media projects whose clients include The Walt Disney Company, 20th Century Fox, the Coca-Cola Company, Mattel and Hasbro
Posted by Greg Weinstein at 10:18 PM 0 comments
Labels: trans-media
Sunday, June 8, 2008
Transmedia Crossover
Like any pop culture junkie, there’s nothing I like better than a good crossover – when characters from different realities step into each other’s world. Like when Laverne & Shirley or The Big Ragu appeared on Happy Days. Or when Batman and Spiderman teamed up to take on the Joker.
Crossovers happen in real life too. This past fall, I witnessed one of my favorites when Jeff Gomez and Henry Jenkins met at the Future of Entertainment Conference. Seeing these two transmedia giants interact was as epic and entertaining as any fictional crossover.
Prior to the panel discussion, Professor Jenkins had distributed a set of questions to the speakers to help them prepare. Gomez recently decided to revisit these questions and sent his current thoughts back to Jenkins. Events in the transmedia space have progressed so rapidly that he felt it would be valuable to keep the dialog moving ahead.
Over the next few days, we’ll be rolling out portions of the correspondence between these two transmedia heavyweights… it will be as entertaining as when the doctors from St. Elswhere crossed over onto Cheers for a drink.
-------------------------------------
Jenkins: Let's start by examining the concept of "cult media." What does this phrase mean to you, and do you think it accurately describes the kinds of projects you've worked on? Why or why not?
Gomez: To me "cult media" is exemplified by the slow crumbling of traditional media content aimed at huge swathes of the population, down to the more contemporary approach of designing content to engage subsections of that population or even smaller "niches."
My company Starlight Runner works on "cult media" in that we work on projects that already have mass appeal or have the potential to reach mass appeal, but what those projects always have to begin with is a specific genre appeal that almost guarantees an extremely loyal core "niche" audience.
Starlight Runner also consults with movie studios, comic book and fiction publishers, and videogame developers to take their niche or "cult" content and prepare it for extension across multiple media platforms. In this case, we are acting as transmedia storytellers, developing and producing "cult" properties for exposure to a much larger audience.
Jenkins: The idea of cult media historically referred to films that appealed to a fairly small niche of consumers. But many genres, which once were regarded as cult -- fantasy, science fiction, superheroes -- have emerged as increasingly mainstream. What's changing? What accounts for the mainstreaming of niche media?
Gomez: There are five factors that seem to be contributing to the "coming out" of cult media:
1. Baby boomers and gen-X'ers weaned on the explosion of pop culture spurred by the proliferation of television and movies in the aftermath of World War II have come of age and taken control of the entertainment industry. Naturally, they have a strong desire to recreate what they loved and share it with others who've had similar cultural experiences.
2. Genre product such as science fiction serials and horror films, which had been relegated to Saturday matinees and second or third billing in movie theaters, could now be given A-list treatment. The new moguls and visionaries could now apply top grade production value to this content, and hire marquee talent for it, secure in the knowledge that genre fare is more than likely to turn a profit. In the international market, a growing hunger for action and genre content could boost domestic failures into profitability.
3. Attention to quality extended to storytelling. Filmmakers, comic book writers, genre novelists and their ilk were better educated and more interested in stories that conveyed better character development and stronger verisimilitude. Star Wars was fueled by the work of Joseph Campbell.
4. Genre content became more reflective of the mood and politics of the time, and therefore resonated more powerfully with mass audiences. Note the nuclear spawned monsters of the 1950s, the "acid trip" sci-fi of the '60s, the terrifying "evil children" of the early '70s, the "gee whiz" hope of Star Wars and Close Encounters later that decade, the political morass and moral ambiguity of Battlestar Galactica currently.
5. Like no other time in history, devotees of this type of content have complete access to one another via the Internet. Fans whose imaginations are fired by these stories make a deep and lasting connection with them. They become "specialists," intensely knowledgeable of the property, the way that sports fanatics memorize the accomplishments and statistics of their favorite teams. These fans become "apostles" for the property, devoting time, effort and creativity in celebrating the story and characters, collecting ephemera and licensed extensions of the brand, celebrating it with others of their ilk. They form the property's core fan base, which in turn fuels the continued success of the brand.
Jeff Gomez (jeff@starlightrunner.com), is the CEO of Starlight Runner Entertainment, Inc., a developer and producer of highly successful trans-media projects whose clients include The Walt Disney Company, 20th Century Fox, the Coca-Cola Company, Mattel and Hasbro.
Posted by Greg Weinstein at 10:18 PM 0 comments
Labels: trans-media
Friday, June 6, 2008
The Future of the Book – A Conversation with Bob Stein Monday, June 23, 2008 7PM
**EXCLUSIVE, MEMBERS ONLY EVENT**
Monday, June 23, 2008
7 pm – 9 pm
The Future of the Book – A Conversation with Bob Stein
It has been 453 years since Johannes Gutenberg published the first mechanically printed book, and recent developments in electronic ink and more user-friendly mobile displays - including the introduction of Amazon.com’s Kindle reader and Apple’s iPhone - have created a market for electronic “books” that go far beyond ink-on-pulp publications. As the printed page is giving way to the networked screen, the Institute for the Future of the Book seeks to chronicle this shift, and impact its development in a positive direction. The Institute is a project of the Annenberg Center for Communication at the University of Southern California and Columbia University, and is based in Brooklyn, New York.
Bob Stein, Director of the Institute for Future of the Book (http://futureofthebook.org). Stein was the founder of The Voyager Company. For 13 years, he led the development of more than 300 titles in “The Criterion Collection,” a series of definitive films on videodisc, and more than 75 CD-ROM titles, including the CD Companion to Beethoven’s Ninth Symphony, “Who Built America,” and the Voyager edition of Macbeth. Previous to Voyager, Stein worked with Alan Kay in the Research Group at Atari on a variety of electronic publishing projects. In 1996, Stein started the Night Kitchen company to develop authoring tools for the next generation of electronic publishing. That work is being continued at the Institute for the Future of the Book. Stein is also Research Director, Digital Authoring Tools, USC Annenberg Center for Communication.
Moderator: Chris Pfaff, President, Chris Pfaff Tech/Media LLC; board delegate, PGA New Media Council
A board delegate of the PGA New Media Council since 2006, and a PGA NMC member since 2004, Chris Pfaff leads a consultancy – Chris Pfaff Tech/Media LLC – that represents some of the leading service providers, audio/video technology firms, networking vendors, and media companies in the world, from PRIMEDIA and Eastman Kodak to Cantor Telecom. A veteran of the venture world, Chris helped launch more than 20 ventures from the Lucent New Ventures Group, including iBiquity Digital; Flarion; Lucent Digital Video, and GeoVideo Networks, among others. In addition, he has helped launch AT&T’s Internet strategy; the Viacom New Media division of Viacom, Inc.; Sony Electronics’ Digital Betacam format, and Sharp Electronics’ LCD product division.
A wine and cheese networking reception beginning will precede the conversation programming.
This event will take place at The Core Club in New York City.
Event hosted by the Producers Guild of America New Media Council East.
**YOU MUST BE A MEMBER OF THE PRODUCERS GUILD OF AMERICA TO ATTEND THIS EVENT.**
The Producers Guild of America (PGA) is the premier industry association for entertainment producing professionals working in film, television and digital media.
For more information about the PGA New Media Council and to access a membership application, please visit: http://www.pganewmedia.org.
For more information about the PGA and to access a membership application, please visit: http://www.producersguild.org.
Previous events from our 2005-2007 event series can be accessed in web cast format at: http://www.scribemedia.org/pga.
For more information about ScribeStudio Productions, please visit http://www.scribemedia.org/about/.
Posted by Gary Greenblatt at 1:17 PM 0 comments