4. PRINCIPLES FOR DESIGN
Non-linear SPATIAL storytelling
Break the 4th wall => Augmented
Social(relationships, sustainability,
Social Media Marketing)
Participatory and/or UGC
5. Two Poles
Tent pole Distributed
Other media Other media equally
unimportant important
FILM or
BOOK or TRANSMEDIA
Silo design Integrated design
GAME or
any I.P. One-way Networked
communication communication
unresponsive responsive
* IP = Intellectual Property
6. Two Poles
Crossmedia
Social Media
Native Transmedia Marketing
Transmedia Transmedia
Integrated strategies
7. Two Poles in Transmedia
Linear Story Loose Narrative
Non-Linear Game Design
to be As Narrative
STORY reconstructed Architecture EXPERIENCE
as a whole
Participatory
Story Story
designed Emergent
8. Are you more
Transmedia Storytelling
or Transmedia Experience?
9. Get more of the plot organically
"I believe that storytelling has the power to create positive change in the world.
Audiences today want to be more involved in stories"
Tim Kring 2010 Digital Emmy Pioneer Award winner for transmedia storytelling
10. Shift to SPATIAL DESIGN
for transmedia stories
Non-linear narratives open new narrative SPACES
FANS move between multiple platforms
Characters & story ARCS extend in time &
platforms
Multiple points of ENTRY into the story universe
Interactivity: affect + remix + write STORY
Interactivity: innovative interface DESIGN (UX)
Linear Content = asset for passive audience
12. IT'S ALL EXPERIENCE
Loose Narrative
Linear Story
Game Design
Non-Linear
As Narrative
to be
STORY Architecture EXPERIENCE
reconstructed
as a whole
Participatory
Story
Story
designed
Emergent