Staying Home on Halloween just got a whole lot scarier.
Keeping with the season, interactive experience guru’s Fourth Wall Studios have dropped a supernatural thriller in our collective laps! Yea, and this will creep you out, surely, in a most transmedial way. Let me explain…
HOME: A Ghost Story mixes up a classic tale of house haunting complete with narrative crossing into video, telephone calls (!) and even text messages (!!) to freak you out in the (dis)comfort of your own home. How cool is that? Forget the candy chase… I’ll be glued to my computer for at least twenty minutes this weekend. My Attack on the Block alien costume (and The Candy) will just have to wait.
Here’s a great breakdown of the game experience posted by Micheal Andersen, at ARGNet:
“For Home: A Ghost Story, direct communications take on a supernatural air as manifestations of a mother’s attempt to drive one of her daughters beyond the brink of madness. As the chapters progress, “mama’s” communications grow increasingly ominous and slowly shift from communicating with the characters themselves to you, the viewer. The story’s omniscient narrator at first provides a voyeuristic view into the digital activity taking place around the house to complement the traditional video narrative. But as the story progresses, it becomes harder and harder to view the messages as being intended for anyone but you.”
Home: A Ghost Story got me thinking about the last time I’d played around with an online, creepy cross-platform experience. I realize I haven’t been too impressed with this kind of action since Lance Weiler’s mind-blowing interactive experience (wrapped around his feature film HEAD TRAUMA). A screening of HEAD TRAUMA was truly an experience: it’s a full out thriller playing on the big screen, with the added weirdness of all manner of weird antics playing out on the little screen of your mobile phone. In that, phone messages and text’s begin appearing while you’re in the audience, watching his film. In 2007, that was pretty freaky for me.
Carrying on with the creepy, I received HEAD TRAUMA-related calls on my cell phone after I was ‘safely’ home. Things got even wilder with my computer spewing crazy audio messages over my speakers (from the HEAD TRAUMA experience). Cool, creepy, crazy…. and a helluva lot of fun. In that vein, Home: A Ghost Story creeps onto the back porch, looking to play….
TRANSMEDIA. That’s right, you’ve heard of it, maybe got curious about it, and decided it may be/ may not be worth diving down a rabbit hole in search of immersive, crazy storytelling fun.
Maybe it’s time for another look at these tale-telling machinations.
Transmedia storytelling has become The Next Big Thing for spreading story and creating ‘story universes’, and folks in Hollywood are wanting in on the action. It comes as no surprise when heavy-duty film biz big-wigs started jumping onto the Transmedia Band Wagon, since expanding a storytelling experiences across various distribution platforms is a great idea. It isn’t a new idea, but like fine wines, it’s a conceptual approach that only gets better as it ages. So who you gonna call? Guillermo and company are joining the scrum to meet that need…
Guillermo Del Toro, Matthew Cullen and associates have fired up a new(ish) place to hang their collective shingle, calling themselves Mirada. What they’ve created is a sort of wonderfully Frankenstein, new entertainment business model with a distinct focus on transmedia-based properties. Their creative cabal plans to careen around in the arenas of entertainment and advertising, developing multi-platform properties in which to extend story experiences. It’s a cool idea; build a new studio model, create borderless story worlds, then allow fans and followers access thru multiple ports of entry (via various platforms) when and where they like.
Guillermo Del Toro says it best: ”We are creating a storytelling engine in the form of a company — an imaginarium, where we are free to explore the practical possibilities of transmedia without compartmentalizing our artistic process.” How cool is that!?
Fleshing out this creative maelstrom is industry vet and Mirada co-owner Matthew Cullen with a fancy pants interview below. Both Enlightening and interesting; have a look!
Matthew Cullen: We wanted to create a different type of studio and company that was relevant to how our industry has evolved. The thinking behind it was, there was a real opportunity to take all the things we had individually explored across the media landscape in creating cross-platform storytelling experiences. And there was a real synergy in being able to bring those [entertainment and advertising] worlds together and, with our experiences, covering the whole gamut of what kind of media possibilities were out there.
There’s valuable experiences to learn from both sides of the business. From the advertising industry, what I love is this ability to be at the edge of popular culture. Putting out media into the marketplace that has a real sense of immediacy, where we’re constantly able to experiment and innovate, and respond to the cultural vernacular. The entertainment business is a much slower-moving entity but [expert at creating] the narrative, the core aspects of why we like to get lost in entertainment experiences.
There was an idea of creating a company that was able to bridge those two languages. And that’s how we see Mirada—as a malleable entity. We see it as an evolving company that’s part concept design company, part animation studio, part visual effects studio, part production company, part development company, part interactive and technology company.
The buzz word is “transmedia”, but the idea of looking at how you take a storytelling experience and extend it across as many distribution models as possible is one that’s thousands of years old. And because of the bridging between technology and narrative, and the possibilities of what we can do now, [transmedia has] become a bit more part of our everyday language. But for us, in building Mirada, we look at it as an ever-changing model that’s about centralizing the creative and production process so that all the different aspects of the business talk to each other in a much clearer manner so we can develop the opportunities that present themselves.
What would be an example of a kind of project you would take on?
Basically, we define the company as a studio designed for storytellers. No matter what our discipline, whether you’re a concept artist, a writer, a designer, we’re all at the service of story. Each and every project has different possibilities for opening up the distribution platforms for whatever the area of content may be.
You know, sometimes a book doesn’t need to be developed into a feature film, and it’s better just living in that singular format because it doesn’t get better than that. But there are other projects that really open themselves up to extend a storytelling experience in everything from interactive—like apps—gaming, books, television, a movie or whatever it may be, and essentially we’re creating the space to be able to do just that here.
From the advertising perspective, what has been valuable for us in partnering with agencies, and directly with clients, is that we’re able to help benefit our clients to look beyond what the initial brief and assignment may be. And we’re working with multiple agencies in that regard. We even have somebody that’s a specialist here at exactly that. He’s developing more transmedia-like opportunities with the jobs we have. There are so many avenues to be able to take the creative process. It’s really looking at the core concept and presenting other possibilities to extend the life of whatever that experience may be. At the same time, from the entertainment perspective, it’s both being a partner to studios and doing development ourselves to take these same principles into the entertainment space.
Do you think this kind of model will become more of the norm?
Story is at the heart and the central idea of what we do at the studio. That will never change. However, it’s absolutely necessary, especially with the creative challenges that are continually being presented in the business, that we create a model that is an evolving one, that’s able to embrace the best of developing technology—and that includes developing technology ourselves—and potential ways to extend what a narrative experience can be.
Google is a perfect example. Who would have ever thought a search engine would be everything else that it’s become? It’s because they built creative and technical innovation off a core business model. The same with Facebook. I think in creating a company in evolving businesses, you have to create a model that is a malleable one. You have to create a model that [allows you] to plug-in the right people to figure out how a project’s going to work—the essential thing is creating a space and a culture where we’re able to attract and bring in those types of people.
Why do you think transmedia is coming into the spotlight right now?
If we look at it historically, Disney was a great innovator of transmedia. He took characters that people loved and stories that people loved, and extended it across television, amusement parks and merchandising—look at how many different creative and financial possibilities he was able to build. But the core thing that everything hinged on was strong characters and stories that people love. Everybody can’t be a Disney, obviously. But now what we’re finding, and what’s exciting, is a complete renaissance in the business of creativity and the business of technology, and where those two meet.
The distribution model has completely shifted, where somebody with great ideas has the possibility to extend those ideas and reach millions of people around the world with a click of a button. There’s an equalization of power in the marketplace, and it opens up more possibilities for people. And also, there’s more ways to connect with people.
I don’t think transmedia is a complex concept. All it is, it’s taking a narrative experience and extending it in multiple platforms. But it’s all about the central idea. If you create a memorable character, you can create an app that allows you to dig into the character a little bit more, or a television show based on the character’s life, or a poster that reminds you what you love about that character, et cetera. A story that emotionally engages us has the opportunity to have a life that extends into more media possibilities.
Do you think audiences and consumers today expect different things from their entertainment or advertising, or the way they want to engage in it?
Yes and no. There are different levels of entertainment. There’s entertainment you want to watch very quickly. Maybe when you’re at work, you want to see something that makes you laugh or smile or think about something. There are narrative experiences where you sit down and get lost in what’s in front of you. Then there’s entertainment where you want to have much more of an active participation in how it evolves.
New opportunities are expanding, are evolving, to provide an audience or a consumer with a way to engage a little bit deeper into the content. In a perfect example, we start to see television shows where there’s a core show, but you can go online and see back stories and scenes you didn’t see on a show. Maybe there are peripheral characters you dig into, where also the production companies and the studios can test which characters people like more and inadvertently have a dialogue [that helps determine] the direction a show goes in. It’s so simple.ARG,
What do you think are some of the more interesting examples of transmedia we’ve seen so far?
From what I see on the entertainment industry side, the studios are embracing this idea of promoting a film a year or two years before it comes out and creating a buzz about it, a mystery, a fan base. And that is an extension of the storytelling experience, because it lays the groundwork for it to stand out in a cluttered marketplace. So it’s almost a “necessary” now to extend the narrative experiences past what the traditional models were.
Are there any marketing campaigns you’ve especially liked besides the “Dexter” work?
The Arcade Fire video [“The Wilderness Downtown”]that got a lot of publicity was a remarkable one, because it created an experience that made it much more personal to its audience. That was so interesting, because it both was a linear story and a non-linear story. And it embraced narrative tradition and technological innovation to create something that was quite new.
These types of things are where I think we’ve just started to see the growth. You have to have a technological aspect now, because today’s youth culture exists as a technological pop culture. To not be developing IP that helps reach an audience in a new way is ignoring one of the most important innovations in the business of creativity.
Do you think a lot of content creators have been slow to see the potential here?
I don’t think people know how; it’s intimidating. But if we look at the business, especially content creators, it’s a business that’s based on a lot of old thinking. It’s hard to move a big ship. What is most exciting for me is looking at the people on the periphery of defining the entertainment business—the young, hungry minds, the ones that understand how to merge entertainment and technology, that are versed in pop technology culture—and trying to bring them to the center.
How do you see the world of advertising and marketing adapting to this new model?
I feel that what we find is that creatives—copywriters and art directors—have really amazing things to say. A lot of them are directors in their own right. A lot are writing screenplays and developing different types of entertainment projects. It’s just that they maybe didn’t have an avenue to explore it. As brands are realizing that there’s much more potential beyond a 30-second commercial, in terms of engaging their audiences, what it does is create a lot more opportunities for creatives to be able to spread their wings a little bit.
I’m seeing more exceptional writers, both film and television, starting to move into the advertising space, into the video game space, so that there’s much more of a dialogue between the businesses. At the end of the day, there’s so much commonality between them; there are so many linkages between the entertainment business, the music business, the advertising business and the technology business, we can’t ignore them. And there’s so much overlap—there’s no black-and-white approach anymore. Every approach is grey, or as I like to think about it, full color.
It seems that you see transmedia as the modern incarnation of a very old-fashioned concept?
I think that’s the most beautiful thing about this. It’s tradition. It’s merging classical lyricism with technological innovation. We have more platforms than we ever had because distribution models have become much more equalized. We have more ways to reach an audience and more ways to expand upon what the very meaning of story can be. But the essence, traditional storytelling, it’s an essential foundation of human relationships—being able to share our experiences with each other.
So whether I share that experience by drawing somebody a picture or shooting them a short film or writing them an e-mail or a handwritten letter about something that happened to me, isn’t that what “transmedia” is? It’s so basic, and it’s nothing new. A picture communicates on a different emotional level than a piece of writing does. You couldn’t argue that one is greater than the other; they tap into different parts of you.
Do you think transmedia will become the status quo?
The most important thing is just to figure out ways we can give our audiences richer experiences. If it’s just in one media form, and that’s effective, then great. If it’s in more, and you’re able to expand on it because it makes sense—not because you’re forcing it—it’s what you’ll see. There are so many untapped opportunities to be able to bring the tradition and the innovation together to do different things.
What’s on your personal Things to Watch list—what do you have your eye on?
One really exciting company we [at Motion Theory] have a relationship with is Synn Labs—in terms of looking at business differently, there is truly no one like them. It’s a group of artists, engineers, rocket scientists—a like-minded community of people who are doing projects that are completely outside the box. We’re working with them and developing projects for advertising clients that are a cross-pollination of installation and artistic innovation and engineering.
They’re technologists. The marketplace is now finding them, and they created themselves before there was a market for them. They were known for creating the Rube Goldberg machine in the OK Go music video [“This Too Shall Pass”]. The remarkable thing about them is that’s the simplest thing for them. But everybody talks about it because it was like a little piece of magical realism. It really happened, but people couldn’t believe it happened. It worked on so many levels, because people talked about it, blogged about it.
Before, a commercial would live and die within the span of its air date. Now there’s an opportunity to create real fan bases, to provide experiences for our audiences and consumers that have a much more long-lasting effect and the potential to inspire people or get people to talk about things. In that regard, Synn Labs is on the pulse.
The internet is transforming storytelling, Big Time. Stories are no longer merely narrative one-way entertainment, but are now transmogrified into deeply immersive, entertaining experiences, pulling the viewer/ reader/ consumer/ audience member ‘deeper’ into the story than say, a television drama, commercial, or theatrical movie allows. This ‘transformed’ story is (arguably) referred to by some as Deep Media and Transmedia by a great many others. “Immersion”, “Transmedia’, and “Deep Media” are being used to describe a “rethinking of the ancient art of narrative for a two-way world.”
Wandering the earth amongst us mere mortals are a number of inquisitive folks tracking the Transmedia / Technology/ Story arc. Frank Rose, contributing editor at Wired and author of The Art of Immersion; How the Digital Generation is Remaking Hollywood, is one of those folks. Frank has his finger on the pulse of the deep media corollary; he’s been writing about the collision of technology, media and entertainment for the last decade. Frank also covered Trent Reznor’s (Nine Inch Nails) ground-breaking YEAR ZERO alternate reality game, reflecting the theme of Reznor’s album, YEAR ZERO:
“The story of a future America ravaged by climate change, racked by terrorism, and ruled by a Christian military dictatorship. Where the album told this story in song, the game- a cascading sequence of riddles and puzzles that played out over several months, both online and in the real world- actually sought to give people a taste of what life in a massively dysfunctional theocratic police state might look like.” – Frank Rose
Hang on, it gets really interesting. Read Frank’s great article on the making of the YEAR ZERO ARG, Here.
From Frank’s site: “Not long ago we were spectators, passive consumers of mass media. Now, on YouTube and blogs and Facebook and Twitter, we are media. And while we watch more television than ever before, how we watch it is changing in ways we have barely slowed down to register. No longer content in our traditional role as couch potatoes, we approach television shows, movies, even advertising as invitations to participate—as experiences to immerse ourselves in at will…
This isn’t the first time the way we tell stories has changed. Every major advance in communications has given birth to a new form of narrative: the printing press and and moveable type led to the emergence of the novel in the 17th and 18th centuries; the motion picture camera, after a long period of experimentation, gave rise to movies; television created the sitcom. The Internet, like all these technologies in their earliest days, was at first used mainly as a vehicle for retransmitting familiar formats. For all the talk of “new media,” it served as little more than a new delivery mechanism for old media, from newspapers to music to TV shows.But what does it mean, exa
That’s what everybody’s trying to figure out. Technology has finally created a mechanism for people to have a voice, but authors are still working out how to deal with it.
I had a really interesting exchange about this with Damon Lindelof and Carlton Cuse, the guys who ran Lost. The fans want a say in the story, Lindelof said, but they also want to be reassured that the producers know where the story is going–and those two impulses seem mutually exclusive. Except they’re not, really. Lindelof and Cuse demonstrated that themselves with Nikki and Paulo, the slimy lowlifes who turned up out of nowhere in season 3. Viewers hated them. So 11 episodes later, they got killed off in spectacular fashion–buried alive by the other survivors after being bitten by a fictional species of spider whose venom brings on a paralysis so complete it makes you look dead. So Lost took the whole idea of authorship-sharing back to where Dickens got it 170 years ago–which is progress. But it’s still a long way from there to the narrative version of an open-world game, where the author creates a world and sets the parameters for the player to live out a story.That was then…
In the months and years ahead, professional storytellers of every persuasion—people in movies, in television, in video games, and in marketing—will need to function in a world in which distinctions that were clear throughout the past century are becoming increasingly blurred. The Art of Immersion shows how this is happening and why, and what it means for us all.”
HEREyou’ll find Frank’s awesome blog on Deep Media. BELOW, you’ll find an interesting interview with Frank and JWT Intelligence contributor Marian Berelowitz on The Art of Immersion- and if this leaves you wanting more, HERE is a heady back and forth between author Frank Rose and Convergence Media Maestro Henry Jenkins, Provost Professor of Communication, Journalism and the Cinematic Arts of the University of Southern California.
Buckle Your Seat Belts — we’re off!
JWT Intelligence: What’s your elevator pitch for this book?
Frank Rose: Essentially, that the influence of the Internet is changing stories—by which I mean movies, television shows, games, advertisements, any number of ways that stories can be told. It’s changing them in a way that is making them immersive above all, but also non-linear, because the Web itself is non-linear. That’s making it somewhat game-like and certainly very participatory. In other words, no more passive viewing. It means taking a much more active role.
And what’s driving all this is the emergence of a type of media that’s participatory, that is the opposite of the mass media we’ve known for pretty much all of the 20th century. What you’ve seen in the past 10 years or so is the emergence of social media, of any number of other things online that’s, first off, giving pretty much everybody a voice that wants it and is at the same time influencing how stories are told on television and in other media.
So what got you interested in the topic and made you feel it was worth a book?
For the past 10 years or so, I’ve been a contributing editor at Wired and I’ve focused on stories that were at the intersection of media and technology. And by the middle of the past decade, I began to realize that something very different was happening. I think that until about 2005, 2006, 2007, the Internet was mainly having a big impact on media business models—obviously not a very good impact from the point of view of traditional media. But it wasn’t really having much impact on media forms—the forms that stories or entertainment or advertising or any of these things took.
Around four or five years ago, that began to change. I did a disconnected series of stories that to me began to point the way to some new form of storytelling emerging. I did an interview in 2006 with James Cameron when he was about to put Avatarin preproduction. He described Avatar as a movie that was the kind of science fiction that was almost fractal in nature; in other words, you could jump into it in powers of 10 and the pattern would hold up. For someone who really wanted to delve into the story, they could jump into it almost at any level of depth. And not only would the pattern hold up, but they would find something satisfying and enticing to explore.
Trent Reznor of Nine Inch Nails
In 2007, I did an article on alternate reality games that focused on the Year Zero game, which was developed by a company called 42 Entertainment for Trent Reznor and Nine Inch Nails. This was essentially a really new form of storytelling that had been evolving over the past couple of years. There have subsequently been more from the same people—a game for The Dark Knight and most recently one for Tron: Legacy. These took the form of telling a story in a way that engaged people online and in the real world in a series of very complicated, sometimes puzzle-like activities. It was so complicated that people had to get together online to figure out what was happening. But the upside of it was that people essentially told the story to themselves. They deciphered all these codes and things that were happening and pieced the story together.
That, too, began to strike me as a really interesting concept. And then I did a piece on the fact that during the [writers’] strike, many Hollywood professionals started getting into Web video, because that was one of the few things they could actually do. I realized there were a lot of people in Hollywood, writers in particular, who had gone from writing for television to writing for video games then back again to television or, in this case, for the Web. And their experience writing for video games made them want to create a new kind of hybrid form that would enable people to interact with the story in a way that gamers do. So putting all these things together, I began to think there was something much bigger going on.
It seems like many marketers don’t quite understand yet the potential here or how to go about this. Would you agree?
I think there’s a lot of experimentation going on. And it’s not entirely clear what the most effective way to do things would be. But I do think we are clearly seeing the demise of—or the beginnings of a demise of—interruptive advertising. People don’t want to have their entertainment disrupted by ads.
It’s not that they necessarily are opposed to advertising. If advertising can be informational and helpful to them, they’re typically more than willing to listen to it or take part in it. In fact, in many cases, as brands that have put up Facebook pages have discovered and in many other ways, they’re more than happy to carry some of the marketing function themselves, because people really like brands, they really like products. And if a product is something that appeals to them or if the brand is something that appeals to them, then they’re really happy to share with people that they want to know.
What kind of campaigns would you classify under the umbrella you’re talking about? And would you call this transmedia, per se?
Transmedia tends to be a term that’s specifically used for telling stories of any sort across different platforms. And certainly, this is something that the Internet and mobile technology make not only possible but inevitable. I mean, people now have screens of various types with them all the time. So if you’re trying to communicate with somebody, whether to entertain them or to get across an advertising message, it makes sense to engage them on all or on several of those fronts.
In terms of advertising, I think it goes beyond transmedia per se. People today, young people in particular, are incredibly media savvy, and they’re also, as a corollary, resistant to messaging. They don’t want to be yelled at, they don’t want to be shouted at. They are not willing to be blindly sold on the advantages of this product or that product. What they are willing, and in many cases eager, to do is to share information they have about products. And that goes, obviously, either way—if it’s a product or a brand they like or one they don’t like. And so because people are empowered, so to speak, by digital media and have a voice and a megaphone they didn’t have 10 or 15 years ago, it becomes possible and very appealing for them to do that.
What about campaigns that tell a story across platforms, like Coca-Cola’s “Happiness Machine” or the Audi “Heist” campaign? Do you think we’ll see a lot more like that?
If it’s going to work, it has to be very, very well done, as the “Happiness Factory” was. It has to be extremely engaging. There’s been all kinds of buzz for years now about viral marketing. But that’s really what it comes down to: You can’t make something go viral. All you can do is make something that’s appealing enough that people will want to share it and then hope that they do. Put it in places where people will find it and the places that will enable people to share it. The future of storytelling in advertising is it really has to be entertaining and engaging in its own right.
You can’t simply try to put a message across anymore. If you’re going to try to interrupt people’s entertainment, you’d better have something that’s as good as what they would have been watching. And, if it is, they’ll go seek it out and they’ll share it with their friends and you’ll get lots of attention. “Happiness Factory” was an example; the original “Man Your Man Could Smell Like” campaign for Old Spicewas an example as well. The reason it garnered so much attention in the first place was it was short, to the point, highly entertaining. It conveyed a message about the product, but that wasn’t the major and obvious focus of the ad. What made people want to see it and then pass it along was that it was just very, very entertaining.
Old Spice may be an exception here, because it seems that a lot of these campaigns involve a gaming element. Do you think we’ll see a lot more of that?
Yes, I think we will, because when you talk about participatory entertainment or media in general, what it comes down to is a gaming element. With the Old Spice campaign, the original campaign did not have a gaming element, but the response campaign, which ran during the summer, did kind of become a game. It became a game in which people competed with one another to craft the most interesting, fun questions. And getting your question answered or responded to on YouTube became like hitting the jackpot.
Where do you think we’re going from here? Presumably mobile will play a bigger part in these kinds of strategies?
Mobile certainly will. I think that’s still pretty much uncharted territory. It remains to be seen exactly how much people are going to want to engage on the basis of where they are, and the implication of that being that somebody knows always where you are. Those are the things that are still evolving, both on the ad side and on the consumer side.
But what really interests me are the bigger questions of—regardless what platform you’re using, whether it’s mobile or television or online or some combination of the three—the attitude you bring to it and the attitude you assume on the part of consumers. People expect to be entertained—or if not entertained, they expect to get something else of value. That’s the price they expect or the price they exact from giving attention to it in the first place. The hard sell approach is going to be increasingly counterproductive. People who complain that some of these campaigns don’t put enough emphasis on the selling points of the product are really missing the point.
Brand advertising for a long time I don’t think has really been about selling points anyway. It’s been about creating an aura and an image. And I think the best way to create that kind of aura now is to offer people something that’s of value, something that’s entertaining to them, something they can take with them. It can be entertainment, it can be information, it can be ideally some combination of the two.
It seems like as that happens, the idea of storytelling will become more important as a way to draw people in?
Yeah, I think so. I mean, the 30-second spot was built on the idea that you had a captive audience on TV. And the remote punctured that idea. It was always kind of an illusion, because people went to the bathroom or went to the refrigerator or whatever. But increasingly now, people in the ad business are realizing that you have to craft messages that people actively seek out. It’s not enough to just hope that people won’t avoid your ad, because they will.
And even if they don’t avoid them that much, as much as some people fear they might, it’s not going to be very effective if that’s the best you can say about it. The most effective kind of advertising is ads that really engage people, that offer them a chance to immerse themselves in the brand as much as entertainment is beginning to offer people a chance to immerse themselves in the story.
Engage. Immerse. Entertain. Yay!
Finally, what’s on your personal things to watch list?
What I’m really intrigued by is what’s going to happen with the tablet market. Obviously, Apple has an early lead and has managed to define it in a certain way. But Amazon has rebounded very well with the Kindle. A really good question is how that’s going to be different from Web surfing on a laptop or on a desktop. That’s very much an evolving area. I think it will be different.
Apple seems to be making some moves that I suspect are going to be self-destructive in terms of—Apple is not one for allowing a great deal of freedom. Apple tends to go too far, and that’s starting to happen in the app market for iPad. Just the fact that Apple wants to dictate the terms under which magazines can be sold, for example, is not good for Apple, it’s not good for magazines, it’s not good for anybody.
Something like the tablet is potentially an extremely good platform for consuming media, whether it’s watching a movie or a television show or reading a magazine or a book. It’s another portable—and hopefully in the next generation more easily portable—way to enjoy entertainment. And I want to see that evolve in a way that is healthy for all concerned.
And as far as things to watch relating to the topic of your book, any entertainment projects coming up that seem particularly interesting?
Some of the things Guillermo del Toro is doing are quite fascinating. He’s very committed to this what I call “deep media” approach of telling stories in ways that enable people to delve into them in greater depth and perhaps in different kinds of experiences. He is now doing a movie for Disney based on the Haunted House ride, which has been around since I think the ’60s. And given his fascination with horror, that’s pretty interesting. He has also set up a studio in Los Angeles called Mirada, which is devoted to the idea of telling stories across different media platforms.
It’s certainly intriguing that Christopher Nolan is working on translating the movie Inception to a video game form. It was a movie that was very much influenced in its narrative structure by video games anyway, and so it would be very interesting to see what he can do with it.
Here is an interview with Frank Rose and Ian Scheaffer, discussing Alternate Reality Games (ARGs), Mad Men & Deep Focus, and how movies, television series, and even brands are beginning to tell immersive stories that keep consumers engaged.