STORYSCAPE, A NEW MEDIUM OF MEDIA
A Dissertation
Presented to
The Academic Faculty of the
Georgia Institute of Technology
by
Henry (Hank) Blumenthal
In Partial Fulfillment
Of the Requirements for the Degree
Doctor of Philosophy in the
Digital Media Program
School of Literature, Media, and Communication
Georgia Institute of Technology
May 2016
COPYRIGHT© 2016 BY HENRY (HANK) BLUMENTHAL
STORYSCAPE, A NEW MEDIUM OF MEDIA
Approved by:
Dr. Jay David Bolter, Advisor
School of Literature, Media, and
Communication
Georgia Institute of Technology
Dr. Carl DiSalvo
School of Literature, Media, and
Communication
Georgia Institute of Technology
Dr. Janet Murray
School of Literature, Media, and
Communication
Georgia Institute of Technology
Dr. Michael Nitsche
School of Literature, Media, and
Communication
Georgia Institute of Technology
Dr. Marie-Laure Ryan
Date Approved: March 2016
To my mother, Eleanor Cooper Blumenthal Lewis, a beautiful mind who always
encouraged me to seek knowledge, truth, and art.
ACKNOWLEDGEMENTS
My list of acknowledgements is extensive because many kind and brilliant people
have made this dissertation possible. My gratitude knows no bounds. This list only hints
at the sincere appreciation I feel toward my colleagues, creative partners, faculty,
administration, and committee at the Georgia Institute of Technology and around the
world.
My academic colleagues have been challenging and supportive, and guided me
through the research process and plan. This list includes Dr. Mads Haahr of Trinity
College and Dr. Yan Xu at Intel Research Labs, who collaborated on multiple iterations
of augmented reality games. Dr. Thomas Lodato was an integral collaborator in the
creation of the Ghost Club storyscape and its execution in iconography and design. Dr.
Christy Dena and Lance Weiler of Columbia University have encouraged, consulted me,
and blazed the first paths through the jungle of transmedia storytelling so that I could
follow. Dr. Karen Head and Dr. Lisa Yaszek have been constant and stalwart supporters.
My fellow Ph.D. students, candidates, and doctors have given invaluable feedback and
support, including Tom Jenkins, Paul Clifton, Dr. Bobby Schweizer, and Dr. Andy
Quitmeyer.
Michael Mailer, Jason Nunes, Greg Gannet, and Sam Rickles have been working
for years on the creative and practical implementations of the The Ghost Club storyscape.
Jason was a co-creator of many of the story and transmedia elements. In the realm of
practice, Nick DeMartino, Jeff Gomez, Caitlin Burns, and Mike Monello contributed
profound insights into the actual process and considerations of transmedia storytelling.
iv
My advisors have given robust and consistent support. Dr. Michael Nitsche has
contributed in writing, structure, and clarity of purpose. Dr. Carl DiSalvo made me
always remember that I was investigating a design process in practice. Dr. Marie-Laure
Ryan supplied me with a wonderful foundation of works and also her kind discussions
and feedback.
The two guiding mentors to this work have been Dr. Jay Bolter and Dr. Janet
Murray. Dr. Murray inspired me to come to the Digital Media program at Georgia
Institute of Technology and push the boundaries of theory and practice in digital media
storytelling. She demanded that I aim for excellence and originality. Dr. Jay Bolter, my
dissertation advisor, challenged every idea, assumption, and argument I made with a
depth of knowledge extending back through five thousand years of storytelling and two
hundred years of philosophy and media theory. His constant pressure to move forward,
long discursive meetings, and unwavering calm support helped immeasurably my
surmounting the challenge of expressing myself in the clumsy symbols called words. His
greatest contribution was to shape and sharpen the focus of this theory and method by
confronting me with his often dissimilar views.
My family, including my sisters Amy Blumenthal and Nancy McManus, and my
uncle Fred Blumenthal helped support and cheer me on. My close friends Dr. Richard
Straub and Michael Mailer equally had my back through years of intellectual and creative
toil and never doubted me. My mother most of all, Eleanor Lewis, gave her unwavering
support and belief in my ability to finish my dissertation, imagine original ideas, and,
hopefully, contribute intellectually and creatively to our culture.
v
TABLE OF CONTENTS
Page
ACKNOWLEDGEMENTS
iv
LIST OF TABLES
x
LIST OF FIGURES
xi
SUMMARY
xiii
CHAPTER
1
2
INTRODUCTION
1
1.1 An Introduction to Transmedia Storytelling
1
1.2 Key Distinctions in Theory and Practice
4
1.3 Design Study: The Ghost Club Storyscape
7
1.4 The Storyscape Research Questions
10
1.5 Steps to a Theory and Practice of the Storyscape
13
1.6 The Storyscape Medium
17
THEORY: TRANSMEDIA THEORISTS AND OTHER THEORETICAL
ELEMENTS OF THE STORYSCAPE
21
2.1 Structure of this Literature Review
21
2.2 The Storyscape, a Definition, and the Relationship to Transmedia
Storytelling
22
2.3 The Definitions of Transmedia Storytelling and the Storyscape
23
2.3.1 Henry Jenkins and The Matrix model
34
2.3.2 Transmedia First Principles and Main Topics
35
2.4 Topics in Transmedia Storytelling
40
2.4.1 World-Building, World-Making, and Storyworlds
42
2.4.2 Closure
51
vi
2.4.3 Collaborative Authorship
56
2.4.4 Spreadability and Drillability
59
2.4.5 Synergy, Synergistic Storytelling, and Intellectual Property
Exploitation
61
2.4.6 Landmarks, Sync, Triangulation, and Redundancy in the Storyscape
61
2.4.7 Topics Summary
67
2.5 Affordances of the Storyscape Model of Transmedia Storytelling
68
2.5.1 Collective Intelligence, Crowdsourcing, User Participation in Groups
68
2.5.2 Additive Comprehension
71
2.5.3 Participatory, Paratexts, and Role-playing affordances
73
2.5.4 Negative Capability, Extensions, and Migratory Cues
78
2.5.5 Subjectivity and Extensions
82
2.3.6 Verisimilitude, Blurred Reality, and the Epistolary Form
83
2.3.7 Four Affordances—Procedural, Encyclopedic, Spatial, Participatory
87
2.6 The Big Picture
3
89
2.6.1 Criticism of this Model of Transmedia Storytelling
95
2.6.2 Transmedia and Coherence: Bordwell and Thompson
97
STORYSCAPE DESIGN AND THE FOUR GESTALTS
3.1 A Definition of Myth for a Storyscape
102
110
3.1.1 How Myth Defines the Structure of Stories
110
3.1.2 The History of the Study of Myth
111
3.1.3 Levi-Strauss and Barthes—Toward a Model of a Myth as a Structure
for Stories
117
3.2 Mythology and Mythopoeia
120
vii
3.2.1 Mythology, the Story Bible, and Storyscape Practice
126
3.2.2 The Study of Mythology Applied to the Mythopoeia of the
Storyscape
141
3.2.3 Mythopoeia in the Storyscape
146
3.3 A Summary of Myth and Mythology in a Storyscape
148
3.4 Character, Canon, and Genre
149
3.4.1 Character
149
3.4.2 Canon
154
3.4.3 Canon, Non-Canon, Fanon, and Multiplicity
159
3.4.4 Genre
167
3.5 The Four Gestalts—Summary
4
169
LOST AS AN EXEMPLAR OF TRANSMEDIA STORYTELLING AND A
STORYSCAPE
172
4.1 Comparison of Lost to Storyscape Concepts and Affordances
173
4.2 Analysis of the Lost Storyscape
179
4.3 Character as Focus for The Participants
189
4.4 Pleasures of the Medium: A Medium of Media, Lost as a Storyscape 193
5
DESIGNING A STORYSCAPE USING VOCABULARY, THEORETICAL
AND PRACTICAL APPROACHES
207
5.1 Introduction: Designing The Ghost Club
207
5.1.1 Myth-Making and Mythology Documentation
212
5.1.2 Character
213
5.1.3 Canon
214
5.1.4 Genre
214
5.1.5 Ecosystem
214
5.2 Movie: The Ghost Club: Spirits Never Die
viii
215
6
5.3 Webisodes: The Ghost Club Girls
217
5.4 Augmented Reality Stories and Games
220
5.5 Flash games: TGC I and TGC II
228
5.6 Websites: Ghostpedia, The Ghost Club, TGC on TV
232
5.7 Social Media
235
5.8 Theatrics.com
239
5.9 Summary Conclusions
239
5.10 Practical Conclusions
242
STORYSCAPE RESEARCH PAST AND FUTURE
245
6.1 Introduction
246
6.2 Summary of the Study
245
6.2.1 Overview of the Problem
246
6.2.2 The Evolution of My Model and Vocabulary
250
6.4 Identifying a Medium of Media, the Storyscape
254
6.5 Four Gestalts as Design and Analytical Practice
255
6.5.1 Myth-Making and Mythology
256
6.5.2 Character, Canon, and Genre
257
6.6 Next Steps: Additional Storyscape Research
257
6.7 Concluding Remarks
258
APPENDIX A: Glossary
261
APPENDIX B: The Ghost Club Storyscape Media Links
269
APPENDIX C: The Ghost Club Story Bible
270
REFERENCES
385
ix
LIST OF TABLES
Page
Table 1: A Typology of media that affects narrativity
108
Table 2: Different media and the gestalt implementation on four dimensions
209
x
LIST OF FIGURES
Page
Figure 1: Jimmy comic online blog
10
Figure 2: Transmedia fields, academic principles, and examples.
27
Figure 3: Crosstransmedia story design
28
Figure 4: A Walt Disney Productions diagram
30
Figure 5: The storyscape medium, gestalts, and media
32
Figure 6: Gestalt example of multistability
53
Figure 7: The new Star Trek timeline
58
Figure 8: Transmedia economic approach
62
Figure 9: Lostpedia
69
Figure 10: Spock bobblehead toy
77
Figure 11: Battlestar Galactica series bible
130
Figure 12: Defiance transmedia show and game
135
Figure 13: Movie narrative charts
152
Figure 14: Relations between storyworlds in the Star Wars system
161
Figure 15: Star Wars timeline composition
163
Figure 16: Anakin's character evolution and events
164
Figure 17: Star Trek Universe timelines
166
Figure 18: Some of the elements of the Lost storyscape
179
Figure 19: Lost: The complete character web
190
Figure 20: Lost: Juliet and Sawyer connect in the past
192
Figure 21: Jack and Kate from Lost
195
Figure 22: Robert Pratten indicates the way various media interlock
197
xi
Figure 23: Complete map of the island from the video game Via Domus
198
Figure 24: Screen grab from Lost of the map
199
Figure 25: Fan decoding of map. http:lost.cubit.net
200
Figure 26: The Lost Notebook
202
Figure 27: Lost, The Game
205
Figure 28: In this scene actors are seen having encounters
217
Figure 29: Ghost Club Girls web series
218
Figure 30: Early diagram of character arcs, plot arcs, and media timelines
219
Figure 31: Diagram showing multiple user story interactions
221
Figure 32: Illustrated wireframes
223
Figure 33: Screen capture of the app showing the revealing of the ghost
224
Figure 34: Using the Haunted Planet AR app
225
Figure 35: The ghosts inhabit the red highlighted area
226
Figure 36: An example of capturing evidence
227
Figure 37: TGC I showing device and ghost explorers
230
Figure 38: TGC Detective Game in the Gaslight Era of Doyle and Houdini
231
Figure 39: The Ghost Club website
233
Figure 40: Participatory section of the site
234
Figure 41: Ghostpedia
235
Figure 42: Jimmy Martin's fictional Twitter account
237
Figure 43: Skeptics Diary comic strip online
238
Figure 44: Ghost Club Facebook page
239
xii
SUMMARY
A storyscape is the new medium of storytelling. It originates in the model of
transmedia storytelling defined by Henry Jenkins (2006a) in Convergence Culture and
applied to The Matrix franchise. The storyscape medium is conceptualized from the
author/designer perspective as four gestalts that create a whole from stand-alone parts.
The four gestalts are mythopoeia, character, canon, and genre. This approach frames the
authoring of this story-centric model in opposition to the design approaches of worldbuilding or storyworlds. The four gestalts also provide an academic approach that unites
theory and practice with a unified design vocabulary and an orientation toward the
creation of a cultural and creative product that is defined as the storyscape medium.
Storyscapes, such as The Star Wars franchise or the Marvel Universe, consume
the lion’s share of our cultural capital (Johnson 2014). Therefore, the development of a
consistent vocabulary, a design approach, and an understanding of how they create
meaning and define worldviews is critical to our understanding and practice of a new
medium (Dena 2009). This recently ascendant medium (Johnson 2014) evolved from the
affordances of digital media and the aggregation and remediation (Bolter and Grusin
2000) of new and old media into a new medium. Starting with the frame of storytelling as
a practice and previous aesthetic models such as The Poetics, this research charts the
evolution of the storyscape medium across topics of academic transmedia approaches,
principles, affordances, and the connecting or conceptualizing principles that act as
gestalts.
xiii
As a central contribution, this work develops a design vocabulary employed in
practice across multiple established media. Henry Jenkins (2006a; 2007b; 2010a) worked
to establish and define this new medium as a practice of transmedia storytelling but he
did not name it. The field is haunted by the multiplicity of story forms that challenge a
consistent approach or terminology. For example, canon was explored and defined by
Geoffrey Long (2007) as the unifying principle, and Elizabeth Evans (2008) has
investigated character as another central element of the transmedia storyscape. These
terms and others are refined and coupled with design affordances then applied to my
transmedia research project: The Ghost Club storyscape. I apply and validate the
storyscape design method through a methodology of “research through design” using the
gestalts and affordances that define the medium.
A storyscape is a new, rich medium that can be authored and created with a
common vocabulary. It implements the gestalts that allow us to design or imagine an
expanded story medium with the breadth and power of an ecosystem that has the cultural
descriptive capacity and meaning-making power of ancient religions and their extensive
mythologies. It is an open work (Eco 1989), told across new and old media with their
own affordances, that has the potential to be the most descriptive medium for
approximating a complex narrative world without Aristotle’s beginning, middle, and end.
xiv
CHAPTER 1
INTRODUCTION
New media promoters tend to regard transmedial storytelling as something radically new
and revolutionary, if not as the narrative form of the future, but historians can put this
claim in perspective by pointing out the dissemination of Greek myth through various
artistic media—sculpture, architecture, drama, epic—or, closer to us, the multiple modes
of distribution of Biblical stories in the Middle Ages. . . . This kind of multi-media
treatment is typically reserved for those narratives which are considered foundational for
the identity of a group. In the age of globalization, the community-building function of
narrative has been taken over by stories like Star Wars, Lord of the Rings, and The
Matrix—stories that transcend linguistic, national, and religious boundaries.
—Marie-Laure Ryan, Transmedial Storytelling and Transfictionality
1.1 An Introduction to Transmedia Storytelling
Stories have been told in speech, pantomimes, dance, music, and text and further
combined into new forms and layered into new media such as film, television, and now
interactive devices (Mateas 1998; Murray 1998); Bolter and Grusin 2000). This has
given rise to new fields of study that try to determine the relationship between a story in
one medium, for example, a movie, and that story connected to another medium, perhaps
a game. These works are told, extended, and remediated across new media with novel
forms of interaction. Some academic works have focused on topics of intertextuality or
remediation, while recent scholarship has talked about the exploitation of story and
franchises across media and, most recently, the practice of transmedia storytelling in the
context of digital media affordances. Academics such as Henry Jenkins and Christy Dena
developed the theory of transmedia storytelling, and the practice has been legitimized by
the Producers Guild of America (PGA) with a job category: transmedia producer.
1
Fueled by the profits of transnational entertainment companies exploiting
characters and mythologies, this burgeoning field has become an important topic for the
entertainment industry. The economics of old media is reconstituted across many new
media and emergent distribution channels. Artists and creators have also welcomed this
new field, as new media allowed new forms of expression that challenged the idea of a
single work in isolation and expanded their artistic palate with participation and digital
affordances. New affordances exploit participation, audience engagement, experiences,
interactive games, extensions, and verisimilitude. Scholars have started analyzing the
potential and relationships, as corporations and artists start expressing themselves in
related ways across media.
The Star Wars and Star Trek franchises challenged the way we think about stories
as they extended their characters and mythologies into sequels, prequels, movies,
television, merchandising, and books. Franchises challenge traditional story models,
often rooted in the linear story model articulated by Aristotle, with the explosion of new
media into games, virtual worlds, fan fiction, online communities, Wookieepedia (a Star
Wars wiki), and iPhone and iPod games. This model describes a well-formed plot first
and characters second. Academics took up the challenge, using these two franchises as
examples. Transmedia storytelling had existed before the concept was articulated; media
theorists had been grappling with the development and cross-media expansion of these
franchises for at least a quarter of a century. As we entered a new millennium, we started
to see intentional examples of transmedia storytelling such as The Matrix and Lost. Henry
Jenkins (2006a) pioneered the term transmedia storytelling to describe a new story model
that had affordances never used previously to create a whole plot and story from disparate
2
parts. Traditional media limited you to a single role of reader or viewer, but this new
model combines the roles of reader, viewer, participant, performer, and author. A
participant can be a starship captain in Star Trek Online, a Star Trek MMORPG
(massively multiplayer online role-playing game), and relate that to a movie or television
series in progress while wearing a Star Fleet Academy t-shirt. To clarify and address
these issues, this work proposes a design approach for the new medium of a storyscape.
A storyscape is the grouping of story-related works and communities across
media. The storyscape must have an authorial voice (individual or communal) to
determine the meaning-making systems of mythopoeia, character, canon, and genre. This
grouping must contain original content—in different media not solely remediated or
repurposed—that forms experiences or stories that become imagined as a whole text. A
component of a storyscape may be remediated from one medium to another, as a novel to
a movie, but most storyscapes are constituted of story parts that are additive or
synergistic (Jenkins 2007b). The central aspect of storyscapes is to frame the relationship
between the parts to the whole as gestalts. A storyscape is the sum total of all the media
manifestations of a central mythology and also includes the community, cultural zeitgeist,
and media artifacts that surround a storyscape.
In defining the storyscape medium, I start where Jenkins posits a specific medium
of transmedia storytelling. The definition of the storyscape medium builds on Jenkins’s
(2006a, 95–96) definition of transmedia storytelling in Convergence Culture, “A
transmedia story unfolds across multiple media platforms, with each text making a
distinctive and valuable contribution to the whole. In the ideal form of transmedia
storytelling, each medium does what it does best—so that the story might be introduced
3
in a film, expanded through television, novels, and comic; its world might be explored
through game play or experienced as an amusement park attraction.” This model has been
adopted in practice, as I will subsequently discuss. The definition of transmedia
storytelling is diverse and disputed, but with transmedia culture being adopted by a mass
audience, designers face new challenges different from designing for each of the
individual media. Focusing on this single model of transmedia storytelling, this
dissertation proposes a method to design and analyze the transmedial storytelling model
defined as a storyscape.
To explore how to design this medium, I first proposed four design elements as
connectors, later understood by me to be gestalts: mythopoeia, canon, characters, and
genre. They are drawn from theory and practice in storytelling and fields of knowledge or
media platforms contained within the transmedia discourse. The goal is to create an ecosystem for participants to transmit plot, stories, and emotions from one medium to
another while keeping the sense of integration into a larger story, even if those
relationships between the individual media are abstract or not connected by plot. The
relationships between the elements of a storyscape are what make it potentially more
immersive, effective, or compelling and, thus, merit investigation into how they connect
into a cognitive whole.
1.2 Key Distinctions in Theory and Practice
This work is distinct from most transmedia scholarship in three significant ways.
First, it proposes a specific medium for study. Second, it proposes a story-centric design
approach for that medium that contrasts with storyworld and world-building methods and
literary models. Third, I define a vocabulary of four gestalts to describe that method that
4
defines a creative method in sync with academic analysis. This provides a method and
analysis that works for both academics and authors focused solely on a specific model of
transmedia storytelling, the storyscape. Finally, I seek to articulate the main topics and
qualities of the storyscape.
Many of the theorists in transmedia storytelling have emphasized the importance
of thinking about and creating storyworlds (Jenkins 2006a)(Johnson 2014). In the context
of transmedia storytelling, this method has meant the physical world-building method but
has also extended theoretically from an analytical frame of shared narrative worlds to a
conceptual model to describe the universe of a group of related stories and their physical
space. Marie-Laure Ryan’s definition of storyworlds captures the current description.
This notion of storyworld is central to the phenomenon of transmedial
storytelling, since it is what holds together the various texts of the system. The
ability to create a world, or more precisely, the ability to inspire the mental
representation of a world, is the primary condition for a text to be considered a
narrative. This leads to the question: what is a world? Storyworld is a concept that
makes a lot of intuitive sense, but it is very difficult to define in a theoretically
rigorous way. World suggests a space, but story is a sequence of events that
develops in time. Storyworlds, consequently, are more than static containers for
the objects mentioned in a story, they are dynamic models of evolving situations,
we could say: they are mental simulations of the development of the plot. …
I propose to define storyworlds through a static component that precedes the
story, and a dynamic component that captures its unfolding….
1. An inventory of existents, comprising (a) the kinds of species and objects that
5
(a) the kinds of species and objects that populate the storyworld; (b) the cast of
individual characters who act as protagonists
2. A folklore relating to the existents (backstories, legends, rumors)
3. A space with certain geographic features
4. A set of natural laws
5. A set of social rules and values
Dynamic component:
6. Physical events that bring changes to the existents
7. Mental events that gives significance to the physical events (i.e. the motivations
of the agents and the emotional reactions of both agents and patients), affect the
relations between characters, and occasionally alter the social order (Ryan 2012 p.
362-7)
Many of the theorists in transmedia storytelling have emphasized the importance
of thinking about and creating storyworlds (Jenkins 2006a; Johnson 2014). In the context
of transmedia storytelling, this method has meant the physical world-building method but
has also extended theoretically from an analytical frame of shared narrative worlds to a
conceptual model to describe the universe of a group of related stories and their physical
space. I find this focus on storyworlds and world-building misdirected. The misplaced
emphasis on storyworlds comes from looking at the surface of the media artifacts instead
of toward the more significant intrinsic meaning or structure of the story, or catharsis,
present in the storyscape medium. This frame is deceptive and seductive in the shining
pleasures of visual or verbal iconography—expressed in the props, set dressing, and
production design—and the contemporary illusion of seeing values and ideas reified into
6
products we can own. Brian Clark, (2012, on Facebook.com) in his post Transmedia is a
Lie, scolded, “‘Story worlds’ are nothing more than the boring work of continuity
management. ‘Story Bibles’ are just a pile of ideas you haven’t even executed yet.”
Christy Dena (2012) contextualizes the term by pointing out, “If you’re playing
transmedia bingo, ‘worldbuilding’ scores ten points and one of those little jelly desserts
from the kitchen. It is a term used by just about every transmedia evangelist, and me in
the early days.” The coordination of the production process regarding the production
design of storyscapes does have a secondary relevance in how they are built, but
incorrectly as an authorial process. Particular storyscapes, which, for the most part, can
be considered fairy or fantasy stories, involve the building of imaginary worlds, or
subcreation, as Mark J. P. Wolf (2013) has documented. The idea of the subcreation of
these fantasy universes as described by Tolkien (1966) and extended by Wolf is
secondary to the four gestalts in designing the storyscape. Furthermore, understanding the
gestalts as the creation of the story within a fantasy world reflects the reader/participant’s
ability to fill the vast unknown space of the imaginary world from as little or as much
information as the creators provide. For Tolkien, the mythopoeia resulted in a story
resolving eucatastrophe, existing in a fairy world that is subcreated from our own world,
(Tolkien 1966) in contrast with the aggregation of Ryan’s static and dynamic components
in her definition of storyworld.
In my approach, the central gestalt is mythopoeia or myth-making. For practitioners
and theorists, the term mythology is often used to describe the method of myth-making in
this medium. It is sometimes confused with the practice of creating a mythology for
transmedia stories that contains the mythopoeia and other story arcs and documentation. I
7
will review both these practices in the following chapters. My approach clarifies the word
mythopoeia for the practice of the storyscape by referencing specific theoretical models
of mythology and reconciling them with the imprecise practice of myth-making in
transmedia story development. Specifically, I apply the theoretical approaches of
Campbell, Levi-Strauss, and Barthes to understanding myth and constructing or
deconstructing mythic discourses within a storyscape or transmedia story. It is by
understanding how storyscapes situate their myth-making within a subgroup’s ideological
and cultural worldviews or meta-narrative that makes these storyscapes resonant,
relevant, and current. Fans want to look like a Vulcan with ears and Star Fleet uniform,
and they want to be a part of the Vulcan philosophy, to enjoy its worldview and history
and find the deeper meaning in the mythology. Starting with myth-making to find an
engine of meaning, and extending to character to find compelling narrative arcs through
media, aware of the ebb and flow of canon of dubious consistency, and the limitations
and expectation of genre, this method offers a story-centric method. This is opposed to
drilling into the taxonomies of world-building and a storyworld approach that offers us
worlds to explore instead of stories that we can feel and create meaning through new and
old dramatic structures.
My approach is also distinct from theorists who proceed from academic approaches
that range from ethnology to literary analysis. These approaches yield results that are
useful or illuminating, but not necessarily well suited to uniting theory and practice. This
is because they focus on the qualities of transmedia storytelling from a categorical or
feature-based view, such as Dena’s four-way chart (Dena 2010) or Jenkins’s principles of
transmedia storytelling (Jenkins 2009b), instead of trying to understand how these new
8
stories work and provide narrative insights, worldviews, and pleasures to their audiences.
1.3 Design Study: The Ghost Club Storyscape
The Ghost Club storyscape is a case study in applying the four design gestalts to
connect different media artifacts of transmedia storytelling. To experiment with these
four connector gestalts, I directed a combined research and artistic team to create a
transmedia storyscape to explore the design process of the relationships and connectors
(gestalts) between media. The ecosystem is called the Ghost Club storyscape, in which
stories develop around a team of ghost investigators and the ghosts they encounter. It is
composed of a movie, webisodes, websites, a mobile augmented reality game, Facebook
pages, character-based Twitter feeds, comics, and Flash games. This system provides a
platform to study how designers construct a story experience from a transmedia
storyscape for participants. Below is an example of a webcomic that was part of the
storyscape extending character across media and taking advantage of the formal qualities
of each medium (see Fig. 1). In this case, it provides a window into Jimmy’s character
development that embodied the skeptic perspective and also offered the graphic pleasures
of the comic medium to that audience.
9
Figure 1 Jimmy Comic Online Blog. Jason Nunes, from The Ghost Club storyscape
SkepticsDiary.tumblr.com
This thesis contributes to the research and practice communities by providing a
starting framework and vocabulary for designing a storyscape. This framework includes
the design gestalts that connect individual pieces of a storyscape into one unit. By
drawing from the communities of theory and practice, I elucidate basic principles of
creating a whole story whose complexity is greater than its individual parts. This whole
is, therefore, capable of providing a more robust story model because it takes advantage
of the new affordances of digital media such as embodiment and dramatic agency for a
first-person experience. My investigation into weaving together all media targets
understanding examples of the storyscape narrative model. A storyscape can match the
cultural complexity of a large community of readers, users, and players that coalesce
around that whole and use it to create an identity, make cultural landmarks, and
participate in a new story model.
1.4 The Storyscape Research Questions
10
Once a new medium of storytelling is described, and significant examples
emerge, it becomes important to develop a vocabulary for the authors of the medium and
theorists trying to understand its implications. Further, the very modality of stories in
different media entails new requirements to understand the way those stories transcend an
individual medium and unite in a gestalt that creates a whole from often disparate, even
contradictory, parts. For example, while the Star Wars storyscape has made pronounced
efforts to unify its canon and mythology in its “Expanded Universe,” it recently
repudiated most of this canon, moving it into another classification called “Legends” that
is no longer considered canon. These new problems, methods, and aesthetics yield the
following areas to research.
R1: How do you design a storyscape (a transmedia story comprised of
different stand-alone elements, across media and extending into the real world) so
that it constitutes a single coherent work? What are the design principles that sum
these parts into a greater whole?
I propose that a storyscape, the object of study of a transmedia storytelling
project, is a medium of media. It is the logical conclusion of other theorists and
practitioners who have asserted that the emerging form of transmedia storytelling is a
new narrative form worthy of study (Jenkins 2006, 2007b; Dena 2009). This question
addresses design approaches for this new emerging medium that spans different
production methodologies and cultures. This question further investigates the way this
form of story is created across media and the differences that manifest in this new form.
For example, a storyscape more closely resembles a form of an open work as discussed
11
by Umberto Eco (1989) than the Freytag pyramid that exemplifies the Aristotelian model
of narrative. The open character of the storyscape suggests that new design modalities of
storytelling need investigation. These modalities are represented as gestalts that allow a
unified conception of the work and involve an investigation of what it means for a story
to exist inside and also outside of the media artifacts.
R2: What are the significant connectors, affordances, or gestalts between two
or more elements of a storyscape that can animate and contribute to useful design
and storytelling approaches spanning different media practices and affordances?
While the first question was how we sum the whole, this second question focuses
on the way these gestalts in practice can contribute granular connections and how we
achieve the parts. By defining these elements and analyzing how they work in the design
process, I have identified useful story design paths and methodologies for further
research and practice. I have tested the robustness of the gestalts I proposed: mythopoeia,
character, canon, and genre. I have also explored how these connectors engage an
audience across different media affordances and how they create the story meaningmaking platform. Most prominent under this research question is the definition and
analysis of how mythopoeia works in a storyscape. This will also illuminate how a story
works within a transmedia discourse.
R3: What is the design language of transmedia storytelling including a
vocabulary and syntax required to describe and create the parts and relationships of
a storyscape across media and the discourse about this medium?
12
For both designers and theorists, a vocabulary of practice and theory needs to be
developed and clarified to enhance the creation of new works and also to find a consistent
way to describe novel forms of narrative interactions. Perhaps even more important is to
develop a narrative vocabulary that moves beyond “the language-based definitions that
are common fare in classical narratology,” as Marie-Laure Ryan aptly noted (Ryan
2006a, 7) and toward a vocabulary that can encompass an open work with new narrative
pleasures that aren’t understood only in terms of the logical plots of movies and novels.
But rather a focus is on in the ineffable story that arises from what is not seen or spoken
but exists outside and across media in our negotiation with the story to create our
imagined storyscape.
1.5 Steps to a Theory and Practice of the Storyscape
My dissertation situates itself explicitly within the academic communities of
transmedia storytelling, television studies, and digital media. There is also a convergence
with the practice of transmedia storytelling as defined by the Producers Guild of America
and explored through the methodology of research through design. I look at transmedia
storytelling as an example of production culture, and the interaction of those multiple
production cultures and methodologies is expressed in a medium of advanced media
forms: TV, movies, games, and ARGs. What follows below are the process and steps I
will cover in the subsequent chapters.
Before I started writing, my intellectual journey reflected a desire to create and
understand new story forms that were arising. My interest has been in pushing the formal
limits of storytelling, in particular along the path of modern examples that exemplify
multiple discrete media such as motion pictures. My background in motion pictures led
13
me to the emerging model of transmedia storytelling as an extension or evolution of the
motion picture storytelling model. I am interested in telling stories as a creator and an
academic, and I am looking for practical approaches that align with my storytelling
experience, and also academic descriptions that match the practical approaches. Driven
by the disconnect in story theory between film studies and film production and seeing the
integration of theory and practice in digital media, specifically transmedia storytelling, I
was motivated to explore an approach that could span both ways of knowing. This
investigation in unifying theory and practice follows in the footsteps of other transmedia
theorists—including Lance Weiler (Weiler 2015), Christy Dena (Dena 2009), and Marc
Ruppel (Ruppel 2012)—who are trying to find an integrated academic and artistic
practice. It is also a salient and pressing question in the emerging field of digital media
narrative.
The steps are addressed as follows. In chapter 1, the Introduction, I have outlined
my approach, defined my field of inquiry, specified the research questions, and offered a
brief preview of my theoretical model and research.
In chapter 2 I sort out the various philosophical, narrative, and transmedia
academic issues into relevant topics, methods, and affordances for the storyscape. Framed
by my definition of the medium and its goals, I use these as part of the storyscape design
process. An example of an affordance of transmedia storytelling is using collective
audience intelligence to solve narrative puzzles or audience participation as a design
feature forming part of a storyscape. I also examine the practice of transmedia
storytelling, largely by nonacademics, and the silos of individual practices that make up
the stand-alone media elements of a storyscape. The goal is to map this analysis to the
14
academic theory to refine the vocabulary and consolidate a design approach. I look at two
kinds of practice. The first aspect is a theoretical discussion of transmedia storytelling by
critical, but not academic, writers who documented or discussed practice. This includes
journalists such as Frank Rose (2012), who tackled many aspects of transmedia
storytelling in his popular The Art of Immersion, as well as author/producer/writers such
as Brian Clark (2011), Mike Monello, and especially Jeff Gomez (2014). They have
written pro and con about the process and development of the practice in entertainment
and advertising. As part of this investigation, the four gestalts were pulled out and
highlighted as the design approach for unifying the whole work. They are examined and
explained in Chapter 3.
Chapter 3 is the heart of my story-centric argument for the design of the
storyscape. While I was looking for connectors or connecting plot structures, I arrived at
gestalts as a by which a person can conceive a whole picture or story from a minimum of
parts or data points. The notion of gestalts has proven more useful than mere connectors
in articulating core story design methods. I develop my term storyscape and elaborate on
the four gestalts of design of a storyscape: mythopoeia, character, genre and canon. These
gestalts engaged participants in a negotiation to create their story from the disparate
elements across stand-alone media—often a subset of the entire work. As part of the
research, I participated in the communities of practice and the discourse of transmedia
production culture that is carried on in forums, Facebook, websites, and transmedia meetups in New York and Atlanta. From this practical research, coupled with my theoretical
research, I refine a design theory and vocabulary that grapples with how to create a story
that works across media, engages its transmedia affordances, and draws from real-world
15
practice and theory.
In chapter 4, I look at Lost and its transmedia permutations through games, ARGs,
and user participation as an exemplar of a storyscape. This shows how some of the
gestalts and affordances play out in this work across media. In the course of this research,
I also looked at the Star Wars storyscape, the Star Trek storyscape, and the many other
developing examples of transmedia storytelling, from Henry Jenkins’s exemplar The
Matrix, to the new television show Defiance and its transmedia companion game. These
examples are reflected throughout chapters 2 and 3 and inform the discussion of the
storyscape medium throughout. Lost engaged audiences and scholars across these new
affordances and methods, and the four gestalts. I work to integrate the model I am
proposing through a close reading of Lost and my first-person experience of participation
and viewing.
In chapter 5 I apply these elements and the principles I developed from my
research to my own storyscape project in order to test my approach and vocabulary. This
approach was communicated to all the participants and codesigners of the various works
contained within the Ghost Club storyscape. Then through the interaction of the creative
process, various media methodologies, and the theoretical design process, a matrix of
works was created to explore the premise and result of this ecosystem. Only through the
development of myth-making, a canonical structure, character arcs, and genre
expectations could the design process be tested to reflect back on the critical
understanding. The design process gave rise to a revised, and refined, method that
reflected back into the analysis of theory and practice in a recursive model to refine
theory, methods, useful principles, vocabulary, and approach. This approach is focused
16
on understanding story, in the storyscape medium, over commercial and economic
concerns. It highlights the applicability of these transmedia story gestalts in media and
forms where the gestalts are partial or not represented. This approach (the storyscape
medium, its four gestalts and a set of affordances) work as a storyscape design method. It
connects to the academic discourse so theory and practice can be discussed with a shared
perspective and language.
By applying theoretical and critical approaches to the emerging practice of
transmedia storytelling, research through design contributes to further research into
practical design and aesthetics. I discuss qualitatively the effectiveness of this approach
on an audience. Also, the crew’s feedback and documentation is considered against the
storyscape design approach. However, the purpose of this research process is to mix the
subjective design of storytelling with the physical design practice across discrete artistic
products. Therefore, these subjective audience expressions about the effectiveness of
these connections are not the end goal of this research. The goal is two-fold, first to
design an approach, reflected in the four gestalts, for the storyscape medium and then to
implement that story-centric approach in order to understand its use in practice.
1.6 The Storyscape Medium
This storyscape medium is critical to understand for many reasons. One is that
this medium extends its reach through an expanding series of affordances and thus is
potentially more immersive and resonant, individually or culturally, than a single medium
can achieve. Audiences have come to love and appreciate the immersion that comes with
transmedia experiences, such as when they participate in a Lost alternate reality game
between seasons, but that medium-specific pleasure may have downsides. Too much
17
immersion may entail the loss of connectedness to the real world as more time is
consumed in these storyscapes and the proliferation of products. Or this approach can be
applied to propagandize across media with a unified mythopoeia and stories that convey a
dubious worldview repeated through media that is more emotional than logical. The goal
of many storyscapes is totalizing. For example, the transmedia affordance of
verisimilitude that merges the storyscape into the real world with a one-to-one diegetic
relationship also signifies a limitless story space and longer hours of engagement.
Economic synergies encourage expression across all media for revenue or marketing. In
the world of Rainbow’s End, the novel about augmented reality in the future by Vernor
Vinge (2007), there is see a complete overlay of fiction with reality where the reality of
living in a narrative fantasy world all the time can be imagined as a storyscape taken to
its extreme. A storyscape is worth investigating because, like the Star Wars storyscape, it
functions like a cultural subgroup, almost a religion, providing identity and consuming
vast cultural resources in the form of big-budget movies, games, television, advertising,
and merchandise.
On the positive side, new forms of stories can allow us to leverage those
affordances to create more immersive, more pleasurable, and more sensually diverse
paths through stories. This is as Janet Murray (1998) anticipated in Hamlet on the
Holodeck when she outlined the narrative possibilities of her four qualities of a
converged medium. New affordances may also yield experiences that will be customized
to the interests and pleasures of the participants, as evidenced by Henry Jenkins’s
discussion of the emerging Harry Potter theme parks and experiences (Lønberg and
Rasmussen 2011). Opportunities to view different aspects of a story could be educational
18
as added layers of information to emotional experiences. We can literally put ourselves in
someone else’s shoes, a favorite character, by experiencing what the character would in
the first person. You can grasp Harry Potter’s wand in your hand and own it at the
Diagon Alley in The Wizarding World of Harry Potter portion of the Universal Theme
Park (Jenkins 2010b). This could make a participant more empathetic with another’s
point of view. Finally, we can speculate that storyscapes are more complex, with all the
affordances media provides, and these ways to create meaning across media can become
more immersive, more resonant in our mental lives, and perhaps capable of supplying a
more accurate narrative to live our lives and animate meaning in our culture.
But that robustness may come at a loss of comprehension, as we struggle to make
sense of a work that has no closure and different points of view. The risk is that we may
lose some essential clarity in our understanding of the world by supplanting the binary
structure of most mythic narratives that resolve a single conflict, or binary opposition,
into a single truth. If narrative moves to a medium that is open and doesn’t give us fixed
conclusions or a clear authorial voice, then it erodes simple resolutions and the fixed
catharsis of the traditional story.
The significance of a storyscape is found in two distinct approaches brought to
bear on this research project to create a story design method and analytical model through
an examination of the ecology of a storyscape. The first is to embrace a new story
medium that is the sum of many media and, therefore, has a greater field of affordances
related to our different ways of knowing the world and being in the world. The second is
that the poetics of storytelling are shifting from the closed text of Aristotle to an open
ecology, like Umberto Eco (1989) defined in The Open Work. This is exemplified by the
19
user participation component of the Lost franchise and the ongoing games, extensions,
and serializations of the Star Wars universe. A storyscape may be a transitional medium,
or it may be short lived, but Star Wars and the Marvel Universe are planned out for
another decade at least as the pulsing center of our American culture. Transmedia
storytelling may be vague and diverse, but this medium, the storyscape, is the dominant
medium of the early twenty-first century.
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CHAPTER 2
THEORY: TRANSMEDIA THEORISTS AND OTHER
THEORETICAL ELEMENTS OF THE STORYSCAPE
The goal of this chapter is to examine the significant theoretical and academic
writings that have engaged with the field of transmedia storytelling. Next, I intend to
derive a unified set of topics and affordances that can then be applied to the analysis of
practice and examples. Many of these theorists comment on a particular model of
transmedia that can be seen as an acknowledged medium: the transmedia storytelling of
Jenkins, the franchises of Long, and the complex television of Mittell. These are the steps
lead me to the codification of the storyscape as a media. I would remind the reader that
the focus of this research is the specific model of transmedia storytelling that has
significant examples including Lost and Star Wars. My goal is not to treat the entire field
of transmedia or transmedia storytelling though scholars and artists have ranged widely in
their discussions. Rather, it is to derive a method to explore a story across media-centric
design as opposed to critical, theoretical, or single affordance-centered theories. To that
end the following organization follows the central terms and ideas developed in
transmedia discourse, associates them in groupings of like topics, and discusses their
application to a storyscape.
2.1 Structure of this Literature Review
The purpose of this review and analysis is to define the area of research, and then
follow that up with significant methods, qualities, aesthetics, and theories that are most
21
relevant to this story-based approach and the storyscape medium. Then, I address the
affordances or qualities that are part of the design process. Donald Norman in The
Psychology of Everyday Things defined affordances as “the perceived and actual
properties of the thing, primarily those fundamental properties that determine just how
the thing could possibly be used.” (Norman 1988, 9) The four gestalts are reviewed and
elaborated in the following chapter. First, I will discuss the early Matrix model as defined
by Jenkins (2006a), who also introduces core concepts, methods, principles, and
vocabularies that are integrated with the later work in the following sections. Then later
work looks at topics and vocabulary that are useful, or should be considered, for
designing a storyscape. This is followed by a discussion of design affordances elaborated
by various academic authors and transmedia authors and their contribution to storyscape
design. This review sets up the following chapter where I delve into the four gestalts of
transmedia storytelling that other theorists have addressed separately, incompletely, or
not necessarily from a design perspective.
2.2 The Storyscape, a Definition, and the Relationship to Transmedia
Storytelling
Transmedia storytelling as a form has become increasingly significant to owners
of intellectual property, because distribution through complex franchises of stories,
games, and environments has become a hugely profitable business (Long 2007). The
challenge to traditional media by these connected elements, delivered through a profusion
of media devices with unique affordances, has grown as new media platforms, such as
mobile viewing, gaming platforms, a ubiquitous Internet, and computers as a creative
medium, are adopted. Growing revenues encourage experiments in this emerging story
22
content model and creators take advantage of the new affordances of digital media, such
as participation, multimodality, and procedurality. These fresh affordances of story
provide artistic and economic opportunities to create a media form that relates stories,
games, and environments but also requires a design approach that can knit these elements
together.
Storyscapes, a term coined to clarify the transmedia model researched here, are a
recent development in storytelling concurrent with the rapid development of new and
converged media. Henry Jenkins coined the term transmedia storytelling to define the
sum total of The Matrix movies, games, and other works. The Matrix transmedia
storytelling landscape, which I call a storyscape including sequels, prequels (The
Animatrix), and games, was designed explicitly to extend a single story across this
tapestry by the Wachowski siblings (Jenkins 2006a). Since then Jenkins (2010a) and
other media theorists (Dena 2009; Mittell 2009) have extended the definition of these
connected stories and experiences to include, most prominently, Lost, the Harry Potter
franchise, and retroactively, and going forward, the Star Wars and Star Trek franchises.
2.3 The Definitions of Transmedia Storytelling and the Storyscape Medium
[Brian Clark’s] presentation at our Futures of Entertainment conference at MIT, where he
challenged many of my own assumptions about what forms of transmedia was important,
following a lecture where my focus had been on Hollywood entertainment examples, by
suggesting that his own approach was diametrically opposite of mine, and then, utterly
convincing me with his arguments.
—Henry Jenkins, forum post on Brian Clark's Facebook page
Jenkins’s quote above highlights the changing nature of the field of transmedia
storytelling. The term transmedia storytelling has many different definitions and a
changing scope of the field. Key theorists evolve, new artifacts are added, and lack of
agreement on what is meant by transmedia storytelling has given rise to different
23
approaches. Some scholars, such as Lance Weiler at Columbia University and Christy
Dena in her dissertation and subsequent practice, work to unify these potential divergent
paths under a broad umbrella that contains all things transmedia. This could be
storytelling through the “Internet of things” or educational content using multiple media
or the original franchise model. The original franchise model was expressed by Henry
Jenkins (2007b) in “Transmedia Storytelling 101”: “Transmedia storytelling represents a
process where integral elements of a fiction get dispersed systematically across multiple
delivery channels for the purpose of creating a unified and coordinated entertainment
experience. Ideally, each medium makes it own unique contribution to the unfolding of
the story. So, for example, in the Matrix franchise, key bits of information are conveyed
through three live action films, a series of animated shorts, two collections of comic book
stories, and several video games. There is no one single source or ur-text where one can
turn to gain all of the information needed to comprehend the Matrix universe”. This quote
has launched scholarly articles and dissertations that investigate a transmedia storytelling
that started with a clear model and examples and now lacks any clarity.
I will return to a model that is derived from Jenkins’s original conception to
achieve clarity and consistency of method and limited to specific examples. I want to
clarify what a storyscape is within the larger context of transmedia storytelling and
eliminate a confusion of terms and definitions in this field. What is transmedia
storytelling? Basic transmedia terms and definitions are not clear or are used without
consistency. Despite the growing field, expanding academic studies, and a proliferation
of examples that indicate new media forms, the general terms and discussion of the field
are handicapped by an inability to engage clearly with the salient issues because of too
24
much scope. This is because there is no language to describe the area at its category
levels nor is there any agreement on categories. While Henry Jenkins spells out a specific
model (Jenkins 2007b), he also engages across the spectrum of transmedia, speaking to a
diverse range of views and topics undercutting his definitions (Jenkins 2010a). And
despite his clarifications and specificity, other practitioners and scholars use words that
mean many different things but also cover a diversity of exemplars to the point that
nothing useful is contributed to discussions. Many academic approaches, from this point
of view, fail because they are too inclusive and, therefore, do not identify clear issues in
specific categories or narrative models.
Beginning at the beginning, what is transmedia? The word transmedia carries a
wealth of disinformation with it because it can refer to almost anything within the digital
media universe. At its most minimal use, it often used to define any story or story-like
artifact that involves two or more media (Dena 2009). A newspaper article with an
interactive graph online is transmedia. So is a television show with a second screen
application to use online in concert with the show. Not specific to narrative forms,
transmedia encompasses a diverse amount of narrative, journalistic, advertising, and
artistic expressions (Dowd et al. 2013). As such, transmedia, with this unlimited
definition in mind, can include most work being done in digital media storytelling and
interactive narrative.1 Before the term transmedia was used, areas of inquiry included
cross-media (Davidson et al. 2010) or multimedia and most anything that was so labeled
could also be called transmedia based on the simplest and commonly used definition of
1
Transmedia can also be artistic or educational content as well.
25
more than one media. Additionally, it is routine to add the terms story or storytelling to
the “two or more media” definition of transmedia, yielding the confusing use of the term
of transmedia storytelling that is neither the Jenkins nor the ARG definition. From this
point of view almost any interactive narrative or social media advertising endeavor is a
transmedia story and forms the new field of study.
The following diagram (Fig 2.) situates the definitions of transmedia storytelling
and where the proposed storyscape medium is contained. At the broadest definition
transmedia is communication through any two or more media. Transmedia storytelling is
defined by the addition of storytelling, but also the diagram represents academic and
practical models that fulfil this broad definition. This also has formed the basis of
disagreements as to what constitutes transmedia storytelling. The dark grey area of
transmedia storytelling represents the Matrix model originally proposed by Jenkins and
expanded on by theorists focused on the Hollywood franchise examples. The final square
represents the storyscape. This defines the medium explicitly through affordances, style,
and a coherent set of models so that it can be examined without the confusion of
extraneous examples, affordances, and models.
26
Figure 2 Transmedia fields, academic principles, and examples.
Christy Dena uses the following diagram (Fig. 3) to illustrate some of the earlier
differences in transmedia thought and the areas of inquiry. For her, all four areas are
within the domain of transmedia storytelling. On the right side, she identifies the
transmedia project, made of two media, that corresponds to the broadest definition of
transmedia storytelling. Moving counter-clockwise around the diagram, she identifies the
transmedia concept, which distinguishes itself as being conceived as a unified piece. This
could be an ARG, an educational game, or The Matrix. Next, she identifies the
transmedia franchise predicated on the exploitation of that franchise across media.
Finally, she identifies the transmedia transformation, a model such as Star Wars or Lost,
that expands into a greater whole through extensions. These may be helpful categories in
27
the context of the broader field of transmedia but also illustrate the vast number of
examples that fall into the broader definitions of transmedia storytelling.
Figure 3 Crosstransmedia Story Design. Christy Dena
(http://www.slideshare.net/christydena/crosstransmedia-story-design)
Consequentially, we have three general definitions of transmedia storytelling that
we can use to drill into the specific model addressed here—the storyscape. Because the
transmedia storytelling field is elastic, the definitions and media artifacts change
28
frequently. The three definitions scale from a broader to a narrower frame. As I have
noted previously, there are rules that define the storyscape model, whereas the other
transmedia storytelling models start with less definition. First is simple transmedia (also
sometimes called transmedia storytelling), which indicates more than one medium is at
work but otherwise describes a broad swath that includes almost all transmedia story
experimentation. This is roughly equivalent to Dena’s transmedia approach to describe a
wide transmedia aesthetic. Brian Clark and Mike Monello define: “‘transmedia
storytelling’ as the label for when you’re creating a story as the primary storytellers and
intending to tell your story across multiple channels” (Clark 2011), but this is in the
context of a post that rebels against the Jenkins and Producers Guild definition. Memes
that were started included #antitransmedia and “bacon is the new transmedia.” This first
area of transmedia storytelling is the Wild West of experimentation and definitions are
not applicable. In the chart above, this is the transmedia project. In the diagram (Fig. 4)
below from Disney, we can see how early this multimedia approach was conceived.
29
Figure 4 A Walt Disney Productions diagram showing the relationships between the
properties. Many transmedia artifacts were already present.
Second is a category of transmedia storytelling that has a more explicit
relationship story and has characteristics of transmedia storytelling identified in practice
and theory such as collective intelligence, multiple media, verisimilitude, or extensions.
This can include something that inhabits Dena’s other three categories or, for example, an
ARG, and theorists such as McGonigal tout that model as paradigmatic for transmedia
storytelling while it is not accepted in the third West Coast model, which becomes the
storyscape medium. The third use of the term transmedia storytelling conforms to a list
of requirements indicated by Henry Jenkins in formulating a model for a new medium
30
and the Producers Guild of America (2010). These definitions involve narrowing subsets
of transmedia artifacts from the most inclusive of transmedia models to a fairly rigid
definition of that model and its examples—a model I build on for the storyscape
definition. Jenkins (2011a), Askwith (2007), and Long (2007) would include an ARG as
an element of a transmedia story but not see it as being sufficient to fit a definition of
multiple stand-alone elements. The Producers Guild (2010) specifies that that a
“Transmedia Narrative project or franchise must consist of three (or more) narrative
storylines existing within the same fictional universe.” Both exclude adaptations and
repurposing of material as not being a transmedia story with the PGA, stating: “These
narrative extensions are NOT the same as repurposing material from one platform to be
cut or repurposed to different platforms” (Producers Guild of America 2010). These
requirements speak to the emerging transmedia Hollywood franchise model that applies
to movies, and also complex television. I underline the necessity to name and research
this specific model and subset of transmedia storytelling because otherwise this creates an
aesthetic category, a medium, and a that is a disconnected group of diverse and medium
specific artifacts.
The diagram below (Fig. 5) shows the relationships between various constituent
media and the medium of the storyscape. At the base are stand-alone media—games,
movies, and complete media with closure—these funnel up to the four gestalts depending
on the affordances of each medium to communicate mythopoeia, character, genre, and
canon. The whole of these gestalts and these stand-alone media results in the storyscape
medium.
31
Figure 5 The storyscape medium, gestalts, and media
My definition of the storyscape aims to dispel confusion, carve out a thriving
medium, and narrow my design research and vocabulary. My definition starts with the
Jenkins and the PGA descriptions but I name the artifact created by the process a
storyscape. The development of these large transmedia storyscapes can be identified as
an evolving medium with an emerging production process and aesthetic. The body of
work, including Star Wars, Lost, Matrix, and Walking Dead, create a new category of
artifacts that can be named and examined. These artifacts have been identified as a
medium, but not named, by Jenkins (2006a) or Frank Rose (2012) so we have a specific
process, transmedia storytelling, with a set of elements and affordances that define the
32
artifact but leave us struggling to discuss it as a category without a name like a novel or
movie.
I use the term storyscape to resolve two issues. First, by naming the storyscape, I
narrow the field of research to the defined model so that it can be studied and researched
without confusion with many other artifacts that only share partial modalities or
affordances. Thus, the naming creates a body of works for analysis. It would be hard to
discuss writing and understanding novels if we also included movies in our definition of a
novel, so by limiting this approach and analysis to this subset of transmedia examples, a
more coherent approach and analytical schema can be extended into a proposed authorial
and production process along with a unified vocabulary.
Second, this consolidates and codifies a production and academic language,
within the context of this model. These examples can be used to create a storyscape for
research or art by defining the terms of an analytical or creative discussion. When I speak
about a storyscape, I am referring to the specific franchise transmedia storytelling models
referenced by Jenkins in his early works attempting to define a new medium, Ivan
Askwith in his work on Lost, and Jeff Gomez in his practice in introducing the PGA
definitions and roles (Jenkins 2006, 2007b, 2010a). For example, a storyscape may have
participation, a hallmark of transmedia storytelling, but it is not an adaption or
repurposed material as stipulated by Jenkins and the PGA.2 This definition allows the
2
Interestingly, The Ghost Club storyscape was submitted to the Tribeca Film Festival in 2011 with
descriptions of the term and the first paper and presentation defining the medium. The following year the
New Media portion of the festival was named Storyscapes, which it defined as any model of transmedia
including multimedia installations.
33
investigation of a specific design approach for these franchises and narrows the definition
of the field of artifacts.
2.3.1 Henry Jenkins and The Matrix Model
Henry Jenkins (2006) explored transmedia storytelling in the chapter, “Searching
for the Origami Unicorn,” from Convergence Culture, explaining The Matrix as the best
example of this new story form he called transmedia storytelling, a model that I call a
storyscape. The Wachowski siblings’ singular pursuit in creating a storyscape across
three movies, games, a MMORPG, and an animation series created an exemplar for
transmedia storytelling as the storyscape medium. Jenkins (2006) charts how The Matrix
storyscape distributed meaning and cues across media, and he suggests transmedia
storytelling requires an audience to be in the know regarding different media and
assemble a single story across media artifacts. Furthermore, it requires the audience to
participate and sometimes work for a broader understanding of the whole. “No film
franchise has ever made such demands on its consumers”, Jenkins (2006a, 94) notes,
talking about The Matrix. The same can be said for Lost, a storyscape example from
television discussed in Chapter 4. Lost placed solutions to many narrative puzzles posed
in the principal medium—episodic television—embedded in other media. In turn, fan
communities used crowdsourcing to solve puzzles or find new cues. Crowdsourcing in
this instance refers to the coordinated work of viewers/fans in forums on the Internet,
who communicate to decode cues, unlock answers hidden in other media, and synthesize
information from multiple sources to determine story causality. Jenkins (2006a, 95)
points out: “The Matrix is entertainment for the age of media convergence, integrating
34
multiple texts to create a narrative so large that it cannot be contained within a single
medium”. This is a starting model for the new medium of the storyscape.
2.3.2 Transmedia First Principles and Main Topics
Transmedia storytelling is a term whose use and definition is much debated, as I
outlined in Chapter 1. Nonetheless, Jenkins’s (Jenkins 2007b) definition, outlined above,
forms the crux of the storyscape research domain and also distinguishes this model from
the various forms of transmedia storytelling discussed in Chapter 1. This is the definition
of transmedia storytelling from which my definition of a storyscape medium is derived.
Jenkins’s definition describes a process for telling a story across media that has
emerged from new digital media forms, such as video games, and also economic
developments, such as franchise universes. It implies a new medium when it uses The
Matrix storyscape to describe an artifact—composed of many stand-alone media
elements—that represents a “unified and coordinated experience.” Jenkins and Dena
categorize this as a medium with unique, recognizable characteristics. For Dena (2009),
this is illustrated in her discussion of aesthetics for transmedia storytelling that
distinguishes a broader approach, with more possible models, contrary to Jenkins. “This
thesis [Christy Dena’s] does not, therefore, focus on a certain type of transmedia practice
such [as] pervasive games, ubiquitous games, alternate reality games, augmented reality
games, two-screen entertainment, ‘franchises,’ networked theatre, or installations” (Dena
2009). Jenkins’s model, often described as a movie or TV mothership model with
transmedia extensions, and also adopted by the Producers Guild of America, has an
explicit set of requirements and prohibitions that allow a progression to the storyscape
medium definition.
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Geoffrey Long (2007) also defines the model and area of his inquiry as
transmedial narratives with specific franchise examples that embrace the storyscape
model, but without naming a medium. Beyond a focus on captivating characters to
engage audiences, he emphasizes the shift to “captivating universes” to catch, and hold,
the interest of audiences. Leaving aside Long’s storyworld model of canon, it is
important to note here that he describes explicitly and exclusively a franchise model of
storytelling that is coextensive with the form I call a storyscape. Specifically, it also
excludes many stand-alone elements, like an ARG, or two-part forms of transmedia
storytelling described by Dena and others in the transmedia community in favor of
examining the model posed by Jenkins.
Jenkins clarifies the relations between parts explicitly. To further refine the formal
qualities of this new medium, Jenkins (2007b) writes on his blog Confessions of an Aca
Fan in a post entitled “Transmedia 101”, “integral elements are distributed across
multiple delivery channels . . . each medium makes it own contribution to the unfolding
story.” This speaks to the particular model of transmedia storytelling that uses multiple
media but is still about a unified whole created of stand-alone parts. Further, as he goes
on to use the Matrix exemplar, he is talking about specific instances of the “integral
elements” in the way that it comes together from independent media such as a Matrix
game. The coalescing of these elements into a medium is discussed in more detail later. I
adopt Jenkins’s model, with small adjustments, to achieve coherence; however, the
vocabulary remains challenging, insomuch as transmedia storytelling in academic and
practical usage means many different things. Dena (2009, 35) notes in her dissertation, “it
is important to clarify that the media studies theory of transmedia storytelling, the use of
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transmedia in this thesis, and the narrative studies theory of transmedial narrative are not
analogous concepts.”
Using Jenkins’s definition and examples, including The Matrix, identifies a
medium along the lines of the movie franchise model or complex television, but it fails to
name the medium. The “mothership model” defines franchise transmedia storytelling
where the core text is a movie, television series, or sequence of movies surrounded by
games and other media forms. Brian Clark (2011) called this the West Coast model.
Jenkins has described a medium, with a set of specific principles that Long and the
Producer’s Guild recognize. Academics also describe this medium, starting at Jenkins’s
definition, to criticize or extend. Jason Mittell quotes Bordwell regarding complex
television, “narrational mode is a historically distinct set of norms of narrational
construction and comprehension” (Mittell 2006, 29); Mittell (2006, 29) extends that
thought in reference to complex television to describe a medium as “one that crosses
genres, specific creators, and artistic movements to forge a coherent category of
practices.” This is applied to Lost and examples that fit the storyscape model.
Adding further practices and exclusions to the medium I call a storyscape, Jenkins
(2007b) stipulates, “Ideally, each individual episode must be accessible on its own terms
even as it makes a unique contribution to the narrative system as a whole.” The idea of a
stand-alone piece of content that must engage in the language of that medium extends
throughout the discussion of Jenkins’s model. A comic book story must first and
foremost be a good comic book with a self-contained story told mostly in that medium
that fulfills the specific pleasures of that medium. In the case of a comic, that would be
elements such as skillful or expressive drawings, with an engaging narrative. It can’t be
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an inferior work or fail to meet the pleasures of the medium and still contribute
substantially to the overall effect. The pleasure of the medium is the economics of
content: people will “spend” their time on content that gives them the pleasures of each
medium. An object lesson for this rule is the video game for Lost. It added to the overall
transmedia story, but failed to engage players in the video game medium, substantiated
by the poor consolidated reviews on Metacritic. Thus, it rarely figures prominently in
discussions of the Lost ecosystem of story.
Christy Dena (2006) draws a sharp distinction with Jenkins about the scope of
transmedia storytelling and, in particular, the requirement of stand-alone elements: “More
and more stories will be told in the transfiction style. By transfiction, I refer to stories that
are distributed over more than one text, one medium. Each text, each story on each device
or each website is not autonomous, unlike Henry Jenkins’s transmedia storytelling. In
transfiction the story is dependent on all the pieces on each medium, device or site to be
read/experienced for it to be understood. Basically, no single segment will be sufficient.”
Dena proposes a different medium, the transfiction style that contrasts with the narrow
focus in this document of the storyscape model. For the purposes of this research, Dena,
Rose, and others include too many new and emerging models, which exhibit different
qualities and characteristics, to allow a productive analysis of a story-centered design
approach.
One other established medium that I mentioned previously that fails the standalone test is the alternate reality game because its parts are only incomplete pieces of the
whole transmedia story. In the broader transmedia storytelling community, there is a
controversy around ARGs because of the competing definitions of what constitutes
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transmedia storytelling. They are considered a new transmedia story model distinct from
the storyscape model outlined here. As Ryan (2012, 14) observes, “When ARGs are used
as part of a transmedial project, they function as one of the many platforms through
which the storyworld is realized. But ARGs are also inherently transmedial narratives
because they tell stories, and they do so by using a diverse range of existing delivery
systems: websites, email, SMS messages, GPS, phone calls, posters, stickers, and even
live actors planted in real space”. The storyscape medium, and the definitions advanced,
does not define an ARG as a storyscape. This exclusion is consistent with the PGA and
early Jenkins model. Embracing these distinctions, a defined model, and medium will
narrow the scope of this research and diminish the variables that must be considered
when testing the gestalts against a design project.
The model Jenkins proposes contains explicit examples and additional
requirements. It thus defines the medium for study. It is circumscribed by limiting
prohibitions. Since each medium must stand alone and add, it also precludes adaptations
or remakes. It must have the additive quality of each element and, therefore, an ARG is
not this model. The storyscape offers a better, nameable model for the study of story
design and vocabulary.
The ARG model is better categorized as a game medium and as such may not
support a full narrative experience without a form of “additive comprehension.” Ryan
(2012, 14) also concurs, “ARGs however are not simply forms of storytelling, they are
primarily games, which means that they are played for the sake of problem-solving much
more than for the intrinsic interest of their narrative content.” ARGs are an example of
the diversity of opinion about what constitutes a transmedia story, and the confusion
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when aesthetic principles such Dena’s and Jenkins’s clash. That is why my theory
leverages the transmedia franchise model to define and name a medium.
Distinctions that are part of the definition of a storyscape, and distinguish it from
other transmedia works, are:
1. Stand-alone elements building to a larger whole. (Jenkins and PGA)
2. Adaptations are not allowed. (Jenkins and PGA)
3. There are at least three distinct media artifacts. (PGA)
Moving forward to understand this medium, there are other useful principles and
specific affordances that are also helpful to define this medium, even if they fail to
distinguish it from other transmedia work. Nonetheless, critical approaches across the
field of transmedia can be consolidated to analyze Jenkins’s framework, and
subsequently the storyscape. The following approaches, methods, theories, affordances,
and qualities are filtered by their relevance to the storyscape and this model and the
research questions of this thesis.
2.4 Topics in Transmedia Storytelling
This section reviews significant topics in the field of transmedia storytelling
relevant to the storyscape. Jenkins has called them principles. These topics, as presented,
can combine models, approaches, methods, practice, and other qualities that are
significant ways to understand or design transmedia storytelling. Since the authors of
these topics are not bound by the definitions above, they have perspectives that are useful
for developing a storyscape design process but are modified to fit to the narrower
definition of this medium. They are organized so as to consider the primary scholarly
contributions to the transmedia storytelling field, highlight relevant design concepts and
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methods, and elaborate significant considerations and vocabulary for creating a
storyscape. These topics blend analysis and design methods and encompass similar
qualities.
By topics, I am referring to models and terms directed toward understanding the
corpus of transmedia storytelling work and also significant qualities that may affect or
differentiate the field from other media. Overall, I do not characterize these topics as
design principles, although they are intrinsic to the process of designing or authoring a
storyscape. Jenkins (2009b) defined seven “principles” of good design. Marc Ruppel
(2012) examines multiple approaches to transmedia storytelling including intertextual,
paratextual, narratological, commodity, principles of operation, and medium-centric.
These are further conflated with methods and aesthetics in some discussions. In this
section, I group these topics for similarity and relevance to storyscape design, with the
aim of consolidating approaches, methods, and aesthetics as design topics and
considerations. The storyscape is a medium-specific approach, though as I noted, it is a
medium of media, and also story-centric, similar to the narratological approaches that I
reference.
The topics selected loom large in transmedia discussions, both in theory and
practice. Some topics attempt to explain transmedia based on a frame or method. Other
narrative approaches are useful to digital literary scholarship for close readings.
However, the storyscape medium and a story-based design approach contextualize further
design investigation and practice through integrating these principles into the design
process. Affordances are reviewed in the following section and become active design
considerations later in the dissertation. Affordances are the actionable part of a medium
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creating interaction or negotiation between authors and audience. The main topics or
principles I have culled from the literature of transmedia storytelling that are relevant to
this thesis include storyworlds, closure, spreadability, collaborative authorship, and
synergy. They also provide a background to my story-centric approach and to the
embodied affordances that are treated subsequently as practical design elements.
2.4.1 World-Building, World-Making, and Storyworlds
One of the most common critical approaches to transmedia storytelling is to
examine the frame provided by the fictional world often called world-building or
storyworlds. It is invoked as narrative model (Ryan 2013), a non-narrative model
(Klastrup and Tosca 2004), and a method (Long 2007; Dena 2009; Jenkins 2009b).
Jenkins, in particular, uses world-building in his early writing though later starts to
discuss storyworlds. Storyworld has recently entered Ryan’s lexicon and is often
employed by other media or transmedia scholars casually or explicitly to describe
different aspects of a shared story space or shared geography of stories told across media.
This muddle of words and concepts—often ill-defined regarding storyworlds—is
also distinctly different from Mark Wolf’s (2013) work analyzing the features of
“imaginary worlds.” His focus, which parallels the work in this dissertation, describes the
subcreation of imaginary worlds that are not related to the “real” world. His approach is
compatible with mine in that it is not a design process but a framework for categorizing
and understanding a subset of fictional worlds. It organizes the breadth of imaginary
worlds across media, but not specific to transmedia (Wolf 2013). It also develops a
dividing line between real and imaginary worlds. This contrasts the work of many
transmedia storytelling theorists including Ryan, Jenkins, Mittell, and Dena, who look for
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storyworld principles that may apply across all fiction or nonfiction stories
simultaneously. Unlike storyscapes, most storyworld and world-building approaches do
not make the distinction between imaginary and “real” worlds.
It is difficult to ignore the topic of storyworlds or world-building in transmedia
storytelling because it is central to the field and often discussed. It also crops up because
the artistic process is neither linear nor logical and proceeds from multiple inspirations
that may be sparked by the imagined ideas, people, feelings, or sensory world of an
author. The nature of the gestalts I propose point to any possible imaginative scheme as
an origin for a powerful story. Certainly storytellers create narratives that take place in an
evocative time and place with overlapping characters and stories. The creative process
exists as a narrative mode (Bruner 1987) or as a gestalt that can be prompted by thinking
about the setting, visual tableau, or epic vision, and then proceed to the story from the
spark of that inspiration.
There is no one formula for authoring a story, although plot and character have
been considered dominant since Aristotle. Writers start with ideas, themes, or even an
image for stories, as was the case for Faulkner’s most famous novel. Faulkner (1957)
explains, “The Sound and the Fury came out of an anecdote, a picture of a—a little girl,
the muddy seat of her drawers when she climbed the tree to look in a parlor window, and
that’s—the book came from that.” He also notes, “no one can say just what method the
story demands. Apparently there’s something inside the man or the woman that must
be—be told, must be written. It could be an anecdote. It could be a character. It could be
an idea, but I don’t think you could say which system to—or which pattern to assume in
order to—to create a story or a book” (Faulkner 1957). Understanding the dynamic of
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this creation means that I can’t completely reject storyworlds as a creative approach for
some authors, given the diversity of inspiration and blurring of the line between ideation
and execution. Nonetheless, as I explain below, there are reasons why this approach
constitutes a poor analytical tool and weak design method and and is inadequate as a
unifying design principle.
The idea that Hollywood has progressed from pitches about stories, to pitches
about characters, and finally to pitching whole worlds is overblown and unsubstantiated.
Too much has been made of a quote by Henry Jenkins (2009a) in support of the worldbuilding method: “In Convergence Culture, I quoted an unnamed screenwriter who
discussed how Hollywood’s priorities had shifted in the course of his career: ‘When I
first started you would pitch a story because without a good story, you didn’t really have
a film. Later, once sequels started to take off, you pitched a character because a good
character could support multiple stories and now, you pitch a world because a world can
support multiple characters and multiple stories across multiple media.’” This anecdote is
scant evidence to infer such a substantial shift in storytelling from plot and character to
world. There is a stronger argument for seeing the continuing unifying structures of
character and plot (Aristotle 1998) in Aristotelian models as well as meta-structures
identified through the narrative investigation of story by Ryan (2012) than for
reorganizing a new narrative approach based on world-building. Just because a writer
characterizes a pitch as a storyworld doesn’t mean that is the germ of the story or has any
relevance to designing a story across media. It is just another Hollywood anecdote that is
more misdirection than clarification of a new model of storytelling.
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These arbitrary characterizations by entertainment people, often in a public
relations context, with no compulsion to portray the design process accurately, are taken
as gospel by academics. Key examples of transmedia franchises such as Star Wars, Lost,
and The Matrix were conceived of as stories in a way that followed traditional writing
approaches: teasing out a storyline or character while achieving a whole that “told a
story.” This is not to say that we can simply adopt a traditional Aristotelian model to
define the creative process in storyscapes, but the storyworld approaches suffer from the
problems outlined here. Jenkins (2007b) often attests to the relevance of the storyworld or
“complex fictional worlds” and the activity of world-building, but that focus is more
about a consistent canon or the elements within a mythology that I break out in chapter 3.
It is evident that the world of these stand-alone story artifacts is shared, and that further
“extensions,” or other artifacts, must have a relationship to the physical story
manifestation of the world. However, the primacy and relevance of a world-building
method to building a resonant storyscape model is not well substantiated academically, or
in practice.
World-building as a practice (from Jenkins), storyworlds from academia (Ryan),
universes from franchises (Long), and transmedia worlds (Klastrup) as a general concept
create imprecision in both vocabulary and design approach. Across scholars and artists,
the definition and practice of these words are blurred and indistinct. In addition, central to
this thesis, they often contain character, story, and mythology that distort concepts central
to dramatic structure in the service of a hodge-podge that fails to clarify either an
analytical approach or a design method.
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My approach marginalizes world-building and storyworld models as ineffective
overall and an inaccurate research model for the storyscape. World-building, as a method
or principle of a storyscape, is too broad and includes too many substantial elements,
such as story and character, and even canon. The storyworld models in academia often
fail to distinguish between an imaginary world and a world in a fictional story. In
storyscapes, that is significant since they are distinguished by their imaginary worlds.
Thus storyworlds and world-building do not figure into my design approach. However,
recognizing its centrality to the discussion of transmedia storytelling is important because
the creative and academic communities have found it a helpful conceptual principal for
conceiving a whole transmedia story.
The critical question for storyscape design is whether this topic can describe the
workings and construction of stories across media in a way that combines theory and
practice or whether they disconnect theory and practice, instead, only illustrating
academic models that provide simple narratological constructs or critical viewpoints.
Ryan (2012, 2) points out succinctly, “This notion of storyworld is central to the
phenomenon of transmedial storytelling, since it is what holds together the various texts
of the system. The ability to create a world, or more precisely, the ability to inspire the
mental representation of a world, is the primary condition for a text to be considered a
narrative. This leads to the question: what is a world?”
Ryan highlights key constructs associated with storyworlds. First, the shared
constructs in these worlds act as a linking mechanism to order these narrative experiences
in our memory but it “holds together” through other models than a shared geography.
Indeed, Ryan (2012, 3) points out, storyworlds are a “concept that makes a lot of intuitive
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sense, but it is very difficult to define in a theoretically rigorous way.” Indeed, this
illustrates the precise confusion I note above.
The confusion of what is a storyworld, and how you define it, becomes far too
diffuse. As noted earlier, the storyscape is an imaginary world, but in the storyworld
approach this quickly becomes a conundrum in applying the concept to all narrative that
has transcended a single medium. Is the real world a storyworld? Stories have always had
settings, and as Murray (1998) explained, there is a potential pleasure in immersing
ourselves in beloved settings that refer to stories that have resonated with a reader, but
that does not mean the setting has somehow become central to storytelling.
This is not to say that storyworlds are not worthy of consideration, but they need
to be placed in the context of a more fruitful model. Geoffrey Long (2007) notes, “Taking
the time at the outset to set down the rules, histories, and general character of the world in
which each of these extensions is set goes a long way toward maintaining a sense of
consistency across the franchise.” In the language of practice and the analysis of this
project, these story elements are immanent within the story, such as in the Lord of the
Rings book trilogy, or can be placed more accurately in the practice of creating the four
gestalts, starting with myth-making, for these larger franchises. It is important to note that
in practice, Long’s storyworld elements may not be part of the diegetic space of the story,
and therefore not acknowledged by an authorial group as canonical. Nonetheless, there is
an overlap of story parts, gestalts, and conceptual models and canon is often considered
part of the storyworld model. This also complicates the attempt to find some design
clarity using the storyworld approach—it contains too many elements. The storyworld
approach sometimes contains narrative, but it is not narrative. The world may contain
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story, character, arcs, conflicts, and more that are covered in a storyscape mythology—
but the storyworld is not fundamentally narrative. Long emphasizes this world-building
consistency, as canon, which works as a linking concept across artifacts and provides
aesthetic improvement through consistency. For Long, much of world-building is about
creating a consistent canon and thus is more useful to understand how canon can work
across the spectrum of storyscape design instead of seeing world-building as essentially a
consolidation of canon. The complexity of canon in Star Wars and The Marvel Universe
undermines coherent storyworlds
World-building is Long’s (2007) second aesthetic of transmedia storytelling, and
“the world must be considered a primary character of its own, because many transmedia
narratives aren’t the story of one character at all, but the story of a world (his
emphasis).” Perhaps this is where the confusion originates, in that stories can have
locations as a character, such as in Woody Allen’s Manhattan, and this may be true of
some storyscapes, but not all. Further, if the world is a character then in that case it is
better situated in a character-centered model of stories.
Janet Murray connects world-building to the “encyclopedic” quality of digital
media and Jenkins applies that affordance to transmedia storytelling as the need “of
audiences to map and master as much as they can know about such universes, often
through the production of charts, maps, and concordances” (Jenkins 2009a). Murray is
correct in situating this aspect of the world in the pleasure derived from the discovery of
knowledge about an exotic or unusual place. Storyworlds work best in transmedia stories
that create imaginary worlds with supernatural laws and imagined ecosystems. Ryan
investigates ways to apply storyworlds to all fiction, transmedia in particular, but when
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faced with the variety of different ways in which contemporary fiction represents the
world, the concept recedes into an abstraction that has limited design value. On the other
hand, designing for the pleasures and affordances expressed through the computer’s
capacity is a more consistent design approach across media.
One could say that the storyworld is intimately related to the narrative—after all,
how could it not be in the integrated process of creation? However, that is an approach,
or method, that should be deemphasized because it puts story and character in a
secondary position. The basic narrative structure of Romeo and Juliet transcends the
various times, places, cultures in which it is set and works across diverse storytelling
media. From the musical West Side Story to Baz Luhrmann’s modern Romeo + Juliet, or
even Titanic pitched by James Cameron as “Romeo & Juliet on a ship,” the story premise
remains. The central conflict of romantic love against family loyalty embodied in these
characters is a central engine that works across the many rich worlds that the play has
been staged. It is the type of world or setting, often an imaginary world, that most
contributes to the confusion of the storyworld approach.
Storyscapes are mythic stories, concerning supernatural or super-scientific powers
that are set in imaginary worlds. These imaginary worlds have given rise to viewing the
elaborate settings and rules of these supernatural realms as primary story design
principles across media. This is how world-building became seen as a central principle. It
emphasized the production design over the central story, a mythology, as I explain further
in Chapter 3. Storyscapes can express a diversity of stories from adventure, or character,
or social equality but are often constrained by their genre or the imaginary nature of the
worlds. Storyscapes, as defined herein, can easily be imagined because they are fantastic
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worlds of time and space, distinct from contemporary drama that finds a corollary in, or
depicts a view of, the real world. Readers had imagined Tolkien’s vivid fairy worlds of
The Lord of the Rings before CGI made flesh of Hobbits and Elves.
For a storyscape, because of the setting in an imaginary world, a world-building
method incorrectly positions production design as pre-eminent. “As the art of
worldmaking becomes more advanced, art direction takes on a more central role in the
conception of franchises,” Jenkins (2006a, 116) asserts erroneously. In public relations,
production design in imaginary worlds can be reified in very pleasurable photos, easily
distributed, that often connect to other cultural artifacts related to the franchise. However,
the centrality of art direction has not been supported in the eight years since he wrote this.
For example, art direction is peripheral for stories set in the contemporary world or for
nonfiction documentary transmedia.
Imagining storyworlds or world-building as an organizing principle for stories set
in a modern real-world scenario or nonfiction documentary transmedia pieces illustrate
that art direction is peripheral in these texts. Boni (2013), in his discussion of Romanzo
Criminale, is more concerned with the mythic dimensions of the world, since it is situated
in the real world and references a contemporary crime genre. In other transmedia, as with
plays and movies, art direction is important, but not central, to creating a storytelling
model. The fantasy nature of most examples of a storyscape confuses this issue with a
blizzard of fantastic animals and futuristic devices but, to paraphrase, these observers
can’t see the story/forest for the props/trees. Geoffrey Long uses an explanatory quote
from science fiction author M. John Harrison to criticize, and question, his emphasis on
storyworlds as an essential element in the aesthetics of storytelling. I agree with Harrison:
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Worldbuilding is dull. Worldbuilding literalizes the urge to invent. Worldbuilding
gives an unnecessary permission for acts of writing (indeed, for acts of reading).
Worldbuilding numbs the reader’s ability to fulfill their part of the bargain,
because it believes that it has to do everything around here if anything is going to
get done. Above all, worldbuilding is not technically necessary. It is the great
clomping foot of nerdism. It is the attempt to exhaustively survey a place that
isn’t there. A good writer would never try to do that, even with a place that is
there. (Quoted in Long 2007)
There is little to add to this litany of a storyteller’s frustration with a story model
focused on pleasures of the details and the ability to explore those encyclopedic details
through new affordances, thereby usurping the meaning creation of conflict, catharsis,
and character. World-building and storyworlds are helpful terms in discussing transmedia
stories insomuch as they aggregate the mythology, art direction, characters, and
geography of the setting, but moving forward in this work, the properties ascribed to
storyworlds will be situated more accurately within story aspects such as mythopoeia or
canon, and design affordances such as encyclopedic or participatory.
2.4.2 Closure
Closure, as an element of the structure of stories, is a central topic in discussion of
the design of transmedia stories. This is because it is a narrative feature that operates
uniquely in the storyscape medium. I have noted previously Aristotle’s demand that a
story should have a clear and satisfying ending producing catharsis. As interactivity and
narrative in games have increased, with overlapping stories, the discussion of transmedia
story connections and intertextual references that tell a closed story has become a design
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concern. This is because closure drives the dramatic structure that generates catharsis.
Brenda Laurel (1991) models her approach on Aristotle’s poetics and a remediation of
that theatrical rhythm into the new digital converged medium. Michael Mateas built
games such as Façade to recreate that emotional catharsis and dramatic interaction, by
creating beats within a classical Aristotelian-based Freytag pyramid of rising, cresting,
and falling action (Mateas 1998; Mateas and Stern 2006). For Laurel and Mateas, the
interactivity of the computer medium challenged how closure worked. In transmedia
storytelling and the storyscape medium, a lack of closure combined with media that
contains few story elements threatens that narrative clarity and the catharsis. Lost is a
good example of how the diversity of experience frustrated a final clarity and catharsis in
its conclusion. The fans were confounded and upset as multiple expectations converged
in a few final episodes and transmedia coda.
Storyscapes are made up of stand-alone artifacts; these dramatic models can
occur, and resolve with closure, within the context of each medium of the storyscape.
However, the larger whole functions without closure, and this is a substantive change to
viewing and designing this medium of story. Closure changes in a storyscape, and that
becomes a design consideration and a part of our vocabulary as methods for creating
extensions and continuations of the story occur. Transmedia stories function as “open
works,” as explained by Umberto Eco (1989, 16) in the chapter “Poetics of the Open
Work.” In describing an emerging poetics, that the storyscape exemplifies, he points out,
“The two-value truth logic which follows the classical aut-aut, the disjunctive dilemma
between true and false, a fact and its contradictory, is no longer the only instrument of
philosophical experiment. Multivalue logics are now gaining currency, and these are
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quite capable of incorporating indeterminacy as a valid stepping-stone in the cognitive
process. In this general intellectual atmosphere, the poetics of the open work is peculiarly
relevant: it posits the work of art stripped of necessary and foreseeable conclusions.”
The “open work” aesthetic becomes a significant design consideration in two
ways: story closure and canon. Story closure can change the understanding of the story
by adding different stories that present alternate points of view, facts, or facets to a story.
In one gestalt visual example below, multistability, you can see either the face or the
vase. A storyscape can contain this set of multiple interpretations on purpose, acting
additively to enhance the story. An open work can lead the viewer to different
Figure 6 Gestalt example of multistability.
conclusions or interpretations of events, or even a new catharsis. This aesthetic
encourages new ways to negotiate meaning and adds to the pleasures of the storyscape
medium. Jenkins (2007b) points out that in transmedia storytelling, “We are drawn to
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master what can be known about a world which always expands beyond our grasp. This
is a very different pleasure than we associate with the closure found in most classically
constructed narratives, where we expect to leave the theatre knowing everything that is
required to make sense of a particular story.”
Eco (1989) breaks down this process in his discussion of the Aristotelian nature of
television aesthetics and suggests how an open system of transmedia both extends and
focuses the story. Discussing Aristotle and the unity of plot, he indicates, “Likewise,
within a certain field of events, there can be some that, although they have absolutely no
connection with one another, intersect and overlap, creating a number of situations that
will evolve in different directions. Or a certain group of facts, which, considered from a
particular angle, seem to evolve toward a certain resolution, may, when considered from
a different angle, proceed in a completely new direction” (Eco 1989, 110). This view
offers new narrative structures for the storyscape. Eco (Eco 1989, 110) also underlines
significantly, “On the other hand, this does not change the fact that we need to look at
them from a unifying perspective,” which in this medium are the four unifying gestalts.
And further, he goes on to say, “we need to group them in a specific form. In yet other
words, we need to unify them into experiences.” The grouping is the storyscape and
becomes a unifying set of experiences. This understanding of the dual nature of the
storyscape medium as working inside each closed stand-alone medium and as an open
work that is an aesthetic whole becomes a dual design concern. This affects the aesthetics
through a lack of full closure in any specific medium, or in the introduction of new
literary pleasures as Jenkins elaborated, or in the ability to explore new causalities and
vectors to stories through an open work.
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Understanding the aesthetics of the open work and the topic of closure requires an
appreciation of how this may impact historical dramatic structures and frames. Bordwell
and Thompson’s (2010) main critique of the storyscape medium focuses precisely on the
issue of closure: “The special thrill of beginning and ending can be vitiated if we come to
see the first shots as just continuations of the webisode, and closing images as something
to be stitched to more stuff unfolding online. There’s a reason that pictures have frames.”
It is true that this medium may severely impact the catharsis of story, even within the
stand-alone structure of an individual medium. Perhaps the Star Wars first six films have
been dramatically diminished for some viewers in the experience of their individual
catharsis. The new Star Wars: Episode VII – The Force Awakens indicates it only a
partial catharsis in the title. On the other hand, this much larger storyscape, with other
engaged affordances and experiences, may increase the special thrill, or resonance of a
catharsis. I agree with Bordwell and Thompson and recognize the dual aesthetics of a
storyscape as an approach that embraces closure and the open work as two sides of the
same coin. Each has an aesthetics invoked, and there are narrative complexities to be
considered in taking away the frame of a well-ordered beginning, middle, and end. This
is not a question of good or bad design, but how designing for the storyscape medium
engages closure in ways that affect dramatic structure both positively and negatively.
Closure for individual works must be considered, but also how the storyscape achieves
closure. The Star Wars stand-alone works support individual closure while the franchise
achieved a more general climax around each trilogy. With recent developments, Star
Wars evolves beyond those endings, but toward the grander arc that Lucas previously laid
out.
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Closure and canon are interrelated. Defining the boundaries of canon is a frame
and provides narrative closure. Alternately, noncanonical work, and particularly
participatory and fan culture explorations, defy any frame or closure. If the work has no
definite boundaries and explores divergent approaches and vectors to the story, then the
open work compels the reader to consider what is included within the story and how
contradictions to causal events are resolved in order to create a coherent whole of the
storyscape. Canon as closure is explored further in the following discussion of canon in
Chapter 3. Closure represented as canonical coherence, or lack, thereof, reflects on design
considerations in fashioning the whole narrative tapestry or artifact ecosystem of the
storyscape.
2.4.3 Collaborative Authorship
The practice of collaborative authorship is another topic to frame an
understanding of the storyscape model. Much has been made of the collaborative
authorial nature of transmedia storytelling production because it engages so many
different production and creative methods, as well as challenges a central authorial role in
the design of a storyscape. Collaborative authorship requires multiple disciplines such as
games and movies to find a way to work together or that authorial intentions must expand
beyond an author’s core competency. For example, the Wachowski siblings’ focus on
movies while including online gaming and animation in the Matrix storyscape forced
them to give up some control, deferring to other media authors. Deferring to authorial
competency in discrete media can translate into a diversity of aesthetic and narrative
visions. In the example of Star Wars, Disney now functions as a coordinating authority
through its control of the intellectual property, while Star Trek has a balkanized IP
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controlled by different corporate entities, leaving the possibility of collaborative
authorship impaired (Lang 2013). Jenkins (2007b) points out “transmedia storytelling
requires a high degree of coordination across the different media sectors” and the more
artifacts created, the more coordination required.
This point of view presupposes that coordination, or consistency, is a valuable
aspect of a transmedia story. Geoffrey Long (2007) argues forcefully that consistency
across media is most important, mostly expressed through a consistent canon. Some of
the most inconsistent franchises, such as Star Trek, have managed to achieve a complex
canon and mythology without much coordination. Although individual parts are often
successful, Star Trek has lost coherence as a storyscape and lacks a collaborative
transmedia treatment, and one reason is the lack of intellectual property coordination
resulting from split property rights. Two separate entities, Paramount and CBS, have split
the TV and movie rights (Leane 2015). To add insult to canonical injury, the very
successful movie reboots take place in an alternate universe, as illustrated by the graphic
below (Fig. 7).
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Figure 7 The new Star Trek timeline can accept, alter, or deny the previous canon. © 2009 Paramount
Pictures.
The potential transmedia coherence of The Marvel Universe has also been
disrupted by its licensing of characters to different movie studios. In this instance,
canonical consistency and collaboration across media extensions are fundamental values
of the authorial controllers—in this case, Marvel, a corporation, owner of the IP
(McMillan 2015). Thus, the practical implications of collaborative authorship have
design implications for the coherence of the work and also its consistency or canonical
synchronization.
The Star Trek franchise, still considered a storyscape despite canonical and
authorial obstacles, has engendered fan and journalistic criticism as the rights holders fail
to exploit transmedia opportunities, or stand-alone works fail to interlock well with the
larger storyscape. J.J. Abrams and his team have been frustrated in their grand ambitions
to create a storyscape (Lang 2013). Nonetheless, over time, with the vision of Gene
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Roddenberry still guiding the core myths, story arcs, and characters, the authors and IP
holders have built a robust group of works across media, even as they erode the
coherence of the whole work as a storyscape. This centers the topic of collaborative
authorship in understanding the storyscape for design. It speaks to how disciplines
collaborate in different media but also the logistical issues of that collaboration. It is also
relevant to narrative models and coherence since the practice of that collaboration can
affect the aesthetics and story of the coherent model. The four gestalts model reviewed in
the subsequent chapter discusses how the whole is conceived out of an aesthetics of
consistent or balkanized collaboration, and in chapter 5, the four gestalts are used to
research authorial collaboration across media.
2.4.4 Spreadability and Drillability
Another central topic that can be considered both a principle (Jenkins) and a
method for design is spreadability and drillability. Both are proposed as native features of
transmedia storytelling and are therefore often hallmarks, a way to describe user
participation, or a design affordance to be considered. From the perspective of storyscape
design, they engage new pleasures of the medium, and academically they are considered
as principles of this medium. Drillability and spreadability provide another frame for this
medium extending beyond previous narrative boundaries and providing new
engagements. Jenkins (2009b) indicates “spreadability referred to the capacity of the
public to engage actively in the circulation of media content through social networks and
in the process expand its economic value and cultural worth.” Not only a marketing
consideration, this is also useful to link a community or provide ongoing social
interaction for the story. Drillability is Jason Mittell’s (n.d.) term for the capacity of a
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good transmedia narrative to be explored in increasing depth and with finer granularity of
information in artifacts or fan culture. A good example is the Star Trek engineering books
and the pleasure achieved in understanding and exploring the most mundane details of
the Enterprise’s construction and organization. However, this is a trap of observing the
affordances of the medium and using them to frame a narrative principle that implies that
those additional drillable details, or the spreadability of the storyworld artifacts, are
organizing principles to understand or design the stories that are part of a storyscape. The
approach is useful in looking at specific affordances and their consequences, but not as a
central design consideration.
Spreadability deals with the circulation of content and in its bluntest formulation
refers to the virality or sharing of links and memes within the larger social ecosystem of a
transmedia story. Although Jenkins posits spreadability and drillability as opposing
vectors, they are not in fact mutually exclusive and can both be employed in the broad
affordances of a transmedia ecosystem. Spreadability and drillability are applicable topics
to consider across a storyscape, but both are more relevant to a critical analysis of how
that aspect of transmedia functions, than useful as a design guideline. Implicit in the use
of social media, ARGs, or elaboration of factual details such as spaceship schematics,
these qualities are already intrinsic in the design process. However, they function
invisibly in the design process because they are only one quality or method among many.
For example, spreadability is useful in promoting a character across media and engaging
users. Creators, and often marketers, use this affordance to leverage spreadable media to
the largest audience they can, but that is more a factor of advertising than an ability to
create a viral artifact.
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The same applies to the concept of drillability. Implementations of transmedial
ecosystems create drillability intrinsically to the medium such as Lostpedia, a wikiencyclopedia approach that allows users to collect and discuss the series and the
transmedia aspects in a searchable and user authoritative space (“Lostpedia” 2013), or
through other wikis instigated to provide ancillary information and other functions
specific to that as a collateral and fan-based medium. It reflects the encyclopedic quality
elaborated by Janet Murray (1998) and is derived from that affordance.
From a design standpoint, these principles are implicit in the goals for any
medium that constitutes a part of the storyscape. They serve the storytelling goal of
connecting the ecosystem and increasing participants, but designing for these goals is not
a direct path. The question is how to make compelling spreadable content, such as a
popular Twitter character. But starting from the premise that you want a spreadable
character is a nonstarter since there is no consistent creative pathway to knowing what
will become viral or spreadable. Storyscape creators want a very spreadable, re-tweetable
character, and that approach may influence the overall artistic expression. However, from
a narrative standpoint, the character’s appeal and internal motivations, and how that fits
into the larger stories and the consequences of that resonance are primary to what creates
spreadability.
2.4.5 Synergy, Synergistic Storytelling, and Intellectual Property Exploitation
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The synergy approach is useful in describing the storyscape medium in the media
economy and how that supports or changes the medium from that practical point of view.
The definition of synergy is understood to mean the exploitation of marketing and
product creation across an intellectual property to maximize profits by developing
unused, valuable properties in different media while capturing the brand identity that has
been created. Jenkins (2007b) observed, “Transmedia storytelling reflects the economics
of media consolidation or what industry observers call ‘synergy.’” Synergy is a key
economic consideration of the medium of the storyscape. It helps to explain the economic
imperative that drives this medium and helps define another formal element of the
medium in the context of large franchises.
Figure 8 Economic approach. http://silverstringmedia.com/news/2011/07/06/animismzeros-2-heroes-at-transmedia-vancouver
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Many authors, and certainly transmedia entrepreneurs, examine the economic
forces shaping this new medium and naturally this provides an economic imperative
toward media that is profitable because of revenue or marketing. In the diagram (Fig. 8)
above, the Silverstring Media blog diagram arrays various transmedia artifacts on a scale
running from monetization to marketing. This may be a driving force in funding and
expanding the storyscape medium, but as a design principle or unifying approach it is not
relevant to this design method. This research focuses on the creative realization of a story
across media. In the storyscape, a story-centric model, the economic model is not central.
Synergy creates an economic impetus for the creation of a storyscape but is secondary to
artistic concerns in designing a story across media for robustness, coherence, and
resonance.
2.4.6 Landmarks, Sync, Triangulation, and Redundancy in the Storyscape
An additional topic I would like to contribute to storyscape design is the related
concepts of landmarks, triangulation, sync, and redundancy. The phenomenological
problem is we are locked inside our minds and can only perceive the world through our
senses. Our view of a storyscape is what we perceive as the norm. However, we don’t
know whether other participants, with their personal worldview, perceive the same story
and point of view. One way to establish this correspondence is with shared cultural
landmarks that allow us to map our respective conceptual points of view. Stories are one
example of this landmarking process and allow people to coordinate a broad range of
correspondences including ideas, emotions, and worldviews by comparing their personal
experiences and understanding of stories. In a storyscape, that is expressed on multiple
levels from wikis and the fan websites of Lost to individual participants’ negotiation of
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texts across media—where landmarks and redundancy can result in a syncing of points of
view and understanding of a whole story.
Transmedia storytelling, specifically storyscapes, offers a new broad set of virtual
and physical affordances to encourage synchronization across participants. The way that
stories work to sync our understanding between individuals and groups, the repetition of
information in different contexts to increase comprehension, and the use of asymmetrical
ways of knowing the world through discrete story artifacts all contribute to a shared
understanding of a whole work. These terms complete a story ecology that includes
games and space as well as other ways of knowing. Because of these qualities, when
looked at as an ecology, we can see a new paradigm for meaning making that affects
individuals, groups—through combined authorship and crowdsourcing—and even culture
as a whole, as it develops meaning structures of creation and exposition that are an order
of complexity greater than before. Landmarks, sync, triangulation, and redundancy in a
storyscape and transmedia stories are another principle to be aware of in the design of a
storyscape.
2.4.6.1 Syncing and Landmarks
One of the main purposes of a storyscape is to sync ways of framing and
understanding the story between individuals and groups. These ways of knowing the
world are fluid and involve the embodied cognition of individuals and groups. Because of
the subjectivity of our senses we can never be sure we are seeing and feeling the same
thing as another sentient individual. A story becomes a way to coordinate our worldview.
The ecology of the storyscape encompasses many different ways of knowing across
media. Among those ways are logic (logos, language and symbolic logic, the plot, theme,
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ideas), emotion (pathos, the emotional logic), and spatio-temporal perception (time and
space as story expressed through sense memory).
Each of these ways of knowing the world through a storyscape works
synergistically and additively to form a whole understanding of that story and allows us
to hold apparent contradictions in a matrix of understanding. A mythic conflict in a story
could be the trying to sort out the story logic that juxtaposes the choice between love and
duty, as when Juliet must chose between Romeo and her family. Now when we read or
view Romeo and Juliet as a movie, play, or book we can speak to another individual and
compare our subjective experience logically or emotionally to determine if there is a
shared coherence, point of view, and agreement. The compared sense/memory of the
experience also contrasts our subjective experiences to find a shared view. If there is
agreement with another individual on the play’s logical model of the world, its emotional
logic, and the aesthetic experience of our senses, then tunneling deeper into those
agreements and perceptions is possible.
This allows two observations. The first is that one person validates another viewer
as perceiving the same story. Janet Murray (1998) calls this the “collective creation of
belief.” Because we approach the story with our own unreliable senses and then distort
that view to fit our personal model of behavior (with a lot of recoloring, shading, and
filling in to give it pleasing appearance for us), a viewer can never be sure that they view
the story the same way as another person. Nonetheless, much agreement can be created
through an agreement that comes from a shared understanding of the story, and by
inference our worldview and experiences.
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The second observation is that a shared landmark can be used to sync our points
of view about causality, meaning, and expectations. Significant mythic oppositions
expressed across the storyscape, events, characters, roles, and icons provide landmarks to
become part of the participatory exchange across a storyscape. In a storyscape, this
syncing process works across the media to establish coherence. Syncing gives rise to
landmarks that are used across the storyscape.
2.4.6.2 Redundancy, Triangulation, and Asymmetry
Redundancy, triangulation, and asymmetry contribute to this participatory and
conceptual method of designing a storyscape. Redundancy of elements enhances a
storyscape in two ways. One is that because not all artifacts are engaged by participants,
the information for significant story landmarks is more likely to permeate the audience.
Second is that redundancy can allow an individual to compare different media
experiences so as to complete a deeper understanding. It is a stereo effect where two
media may create a metaphorically three-dimensional object where a medium may only
present a two-dimensional view. A metaphor is seeing. Cover one eye and the world is
flat and two-dimensional; however when we offset that with another view we gain depth
perception. A storyscape can cover many views and create a meaning that is perceived
from different points of view and physical affordances. This triangulation provides a
richer object for the individual and also multiple angles to compare with other observers.
Extending the concept of a stereo view across media leads to triangulation. It is a
way stories convey and establish meaning within a community and for an individual.
Within the individual, there are at least two views that are brought to bear—reason and
emotion. These two aspects are contrasted by a third point of view—the body of
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knowledge and experience that another viewer brings to the table. Thus by triangulating
between different individual views and media, a more precise description of a landmark
can be conceived, communicated, and shared. Further, the asymmetrical relationship
between viewers and media invites an active investigation by participants in resolving
those discrete views. The asymmetrical relationship unifies our vision into a coherent
whole with depth and implications of a model that extends far beyond our twodimensional perception.
Storyscape design can benefit from landmarks embedded across media in the
form of the four gestalts. Redundancy can be an advantage for the storyscape because
participants have different pleasures and do not engage in all media. Sync and
triangulation work for both individual and community as a way to negotiate consistent
meaning and coherence across a storyscape. Adding asymmetry of information and media
to sync and triangulation allows a storyscape to provide a richer, more complete, model
for viewers and the participatory audience.
2.4.7 Topics Summary
The topics mentioned above—storyworlds, closure, collaborative authorship,
drillability and spreadability, synergy, and landmarks—are useful as academic
perspectives to evaluate or model qualities of the medium of the storyscape, and as they
are applied to the broader field of transmedia storytelling. However, they are less useful
in organizing a unified vocabulary that can unite theory and practice around creating a
single work. These topics form a foundation for understanding and analyzing transmedia
storytelling and storyscapes but operate as individual models instead of an ecosystem of
story. An awareness of these topics informs the design process and vocabulary employed.
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Overall, these are not actionable, and the larger goal is to identify the tangible
affordances within these topics and apply them to the design dialog. The next step, then,
is to examine those affordances that most relevant to storyscape creation.
2.5 Affordances of the Storyscape Model of Transmedia Storytelling
A transmedia story is not exclusive to the digital medium. Ryan (2013) proposes
the medieval Catholic Church as an example of transmedia storytelling. It existed across
architecture, painting, song, and liturgy for a largely illiterate audience. As shown in the
earlier Disney diagram (see Fig. 3), contemporary precursors of multimedia storytelling
forms exist. However, a storyscape is enabled by the affordances that are created through
technological advances that are digital, but also experiential and performative in ways
enabled by new media. Social media or other digital instantiations provide new story
affordances, creating narrative and non-narrative possibilities. Listing the most
significant affordances previously identified by transmedia theorists and considering their
relevance for the storyscape design vocabulary is the subject of this section. These
affordances include collective intelligence, additive comprehension, performance, and
foundational affordances such as encyclopedic or procedural. The affordances in this
section have been deemed principles, approaches, methods, qualities, and affordances.
The grouping that follows is based on deriving a set of affordances to be considered as
part of the storyscape design method and model. They are a companion to the four
gestalts but are not story-centric, or do not necessarily contribute to a single work. They
are useful affordances that are of high value and relevance to the storyscape.
2.5.1 Collective Intelligence, Crowdsourcing, and User Participation in Groups
Transmedia storytelling is the ideal aesthetic form for an era of collective intelligence.
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—Jenkins, “Transmedia Storytelling 101”
Lévy (1997) has identified collective intelligence as a new form of readership that
can be applied to transmedia artifacts, which in turn has important implications for the
aesthetics of storyscape design. Collective intelligence constitutes a powerful affordance
in various submedia, a term I am using to describe a medium such as an alternate reality
game that stands alone within the larger storyscape medium. Frank Rose (2012) explains
how Nine Inch Nails in their promotional effort Year Zero, an alternate reality game,
specifically dropped cues in the form of encoded thumb drives at concerts with the
intention that the fan base would find, upload, decode, and follow up on the messages
contained within. He linked this process to the use of collective intelligence to move the
narrative forward. Lost included maps in its television shows that required users to upload
and decode them to get narrative cues to further episodes and other media (I. Askwith et
al. 2007).
Collective participation becomes a guiding principal to designing a transmedia
story because audiences, collectively, can “stitch together a coherent picture from the
dispersed information” (Jenkins 2007b). My story model differs somewhat: Jenkins
speaks to a larger plot structure that may be revealed, whereas in franchises such as Star
Trek that have no overarching, coherent storyline or canon there is often effective
transmedia stitching by audience participation in noncanonical outlets such as comic
conventions and fan fiction. Jenkins (2007b) succinctly points out that: “Participants pool
information and tap each other’s expertise as they work together to solve problems. . . .
Transmedia narratives also function as textual activators—setting into motion the
production, assessment, and archiving information. . . . Consumers become hunters and
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gatherers moving back across the various narratives trying to stitch together a coherent
picture from the dispersed information.”
Figure 9 Lostpedia. Audience collaboration at work.
This form of collective participation is a design affordance in the interactive
media that is part of a storyscape. The storyscape can be considered a puzzle that needs
multiple people to be solved (through collective intelligence or crowdsourcing) or as a
form of engagement that requires user participation in the unfolding of the storyscape.
Further, this story ecosystem has evolved to create a collaborative user ecosystem in the
form of wikis such as Lostpedia (“Lostpedia” 2013) (see Fig. 9) or Wookieepedia. In the
case of the Lost storyscape, this ecosystem results in a many fan sites attempting to
unravel the puzzles offered by the show and work out the science or causality of the story
and characters, while others focused on “shipping,” campaigning for one romantic
relation or another. It is also important to note that with the affordance come limits.
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Collective intelligence requires enough participants to crack often difficult tasks. The
storyscape must be large and well promoted in order to leverage this affordance.
2.5.2 Additive Comprehension
Game designer Neil Young coined the term, “additive comprehension,” to refer to the
ways that each new texts adds a new piece of information which forces us to revise our
understanding of the fiction as a whole.
— Jenkins, “Transmedia Storytelling 101”
The additive comprehension principle allows for a storyscape design with levels
of story, plot, or character knowledge existing outside of the individual submedium but
adding up to a new understanding, or dramatic arc and payoff. The additive method may
locate a plot point in one medium that provides a different motivation to a character in the
primary medium to change our perspective and reshape our model of the whole story.
Like the example of multistability in closure—additive comprehension can reshape our
perception. Additive plot points can create greater depth in the realization of a different
interpretation of events or a catharsis of the narrative in a submedium that may not
possess much character or plot. Further, the additive comprehension quality allows an
aggregation of texts and experiences that may be consumed as a subset of the whole of
the storyscape. Some participants will choose the media that is of interest to them and
ignore others. Nonetheless, the design creates an additive quality through the layering of
additional storyscape information, whether narrative, mythological, or otherwise.
For many commentators, additive comprehension is a quality well expressed in
the Matrix storyscape. The Matrix built its story across media requiring an active
participation in the many media products to realize a full understanding of the storyscape
and the plot distributed across media. Brenda Laurel (1991) suggests in her discussion of
interactive narrative that interactive readers are required to work and participate to
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engage a story. That effort may deter more passive readers. Jenkins (2006a) addresses the
“work” requirement to put a transmedia story together in his original essay on The Matrix
and how some audiences may see this as too high a bar, or feel excluded by not
consuming the complete set. Murray (2011) also attacks this affordance as being
untenable by demanding too much of an audience: “Additive design is not stable because
it takes too high a cognitive load: if you don’t believe me, try to figure out which game
events belong to the canonical Lost universe, or what to make of the characters in the
Lost video game that look enough like the characters in the TV series to make it annoying
that they are not played by the original actors.” A storyscape may require a demanding
cognitive load to comprehend plot and causality spread across media if the audience feels
they must work hard to understand the full story or the individual stand-alone parts are
unsatisfying. On the other hand, if the parts are stand-alone and offer rich media
pleasures in isolation than this affordance scales to different participants. For some
viewers, Star Wars is just the movies, but for others it is a complex universe, with a deep
backstory expressed in books, fan sites, and cosplay, that adds to their comprehension of
the movies and games.
This additive comprehension affordance can be used to enhance and deepen plot
or character at the cost of additional effort on the part of the participant. However, even a
loose confederation of additive artifacts—games, stories, rides, merchandise—create a
greater comprehension in viewers as they negotiate their own model of the story and
pleasures across the storyscape medium. In my approach, it is important to understand
that the four gestalts, mythopoeia, character, canon, and genre, are additive across the
whole storyscape, whether or not the participants are investigating a story plot extending
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across media. Additive comprehension, in this formulation, can function beyond the
causality of the plot. While some forms impose a cognitive load or there is audience work
involved, additive comprehension is a unique and exploitable affordance for this medium.
If additive comprehension is conceived as a scalable engagement with story across
media, to suit each participant’s unique sensibilities, then it is an affordance to be
exploited even though individual readers may elect to not participate.
2.5.3 Participatory, Paratexts, and Role-Playing Affordances
A transmedia text does not simply disperse information: it provides a set of roles and
goals which readers can assume as they enact aspects of the story through their everyday
life.
—Jenkins, “Transmedia Storytelling 101”
A quality of a storyscape is creating character roles to be enacted or providing
performative game-playing opportunities using diverse media. As Jenkins points out in
the above quote, some of the participatory qualities of enacting roles can be exploited
with transmedia storytelling as it enters everyday life. Lost’s alternate reality games (I.
Askwith et al. 2007) provided opportunities to be a part of the show such as this example
from Lostpedia documenting a Lost panel event at the San Diego Comic-Con: “Rachel
Blake from The Lost Experience made an appearance ‘in character’ and accused the
writers of being liars; she then introduced HansoExposed.com. Her outburst can be seen
on YouTube. Also, glyphs were found on bracelets of panel members Garcia, Kim, and
Lindelof.” These panels and her appearance integrated the verisimilitude of the Lost
experience into fans’ everyday life. Experiences like the “Diagon Alley” opening in The
Wizarding World of Harry Potter in Orlando provide first-person engagement with Harry
Potter stories (Lønberg and Rasmussen 2011). In digital media, Janet Murray (2011) has
emphasized the participatory quality as a key affordance available to digital media. Since
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a storyscape is a digital medium, a medium of media, this participatory affordance is the
umbrella under which I group other transmedia topics such as paratexts, fan participation,
and role-playing. Different scholars have explored each of these topics in detail, and this
net may be too diverse for some, but the goal is to look at the participatory affordance
that is leveraged as part of an overall design method of a storyscape.
Role-playing is an affordance that can be expressed in two parts. First is the
directly performative aspect that can be encountered in a live-action role-playing game
(LARP) connected to a transmedia story or in flavors of an alternate reality game. The
Welcome to Sanditon (Bushman and Dunlap 2015) extension of the Jane Austen-based
video blog Lizzie Bennet Diaries (Green and Su 2015) extends into fictional character
creation and participation. Participants joined an online community, created characters,
and engaged with a prearranged and evolving story. Even costume role-playing was
supported. The role-playing by the participant/reader as a character in Jenkins’s
transmedia story model is an important element in creating a first-person embodied story
experience. This occurs in the first-person theme park example The Wizarding World of
Harry Potter, and the third-person immersive interaction with the story, such as the Lost
ARG. This participatory quality engages with the transmedia aesthetic of story reality
that the user can inhabit. Storyscapes and transmedia storytelling blur the line between
where the fictional story ends and the real world begins as they extend through media and
encourage participatory affordances.
Verisimilitude, a transmedia and storyscape aesthetic, as Christy Dena (2009)
refers to it, is discussed subsequently but is bound up in the participatory affordances of
the storyscape. This aesthetic, manifested in role-playing or participation, is implemented
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as users enter a diegetic story space overlapping the real world illustrated by the Lost
example of Rachel Blake exposing a conspiracy at a Comic-Con panel. This experience
connected the hard-core fans present to observe the panel, with some ARG participants,
to the panel members’ participation and exposure with glyph-covered bands, and
extended out in a web across the ecosystem of Lost to connect these participatory
implementations. Story participants are often desirous of exposing themselves to
embodied interactions, and this is a useful affordance to express other ways of knowing
the story. The role-playing affordance also feeds into additive comprehension by adding
to an accumulated experience or perception of an overall work.
The second form of participation the transmedia community references is not a
form of re-enactment or first-person fiction but is engagement in activities that require a
participatory community for collaboration and problem solving. This participatory quality
is parallel to the discussion about collective intelligence but is framed from the individual
participation instead of the group dynamic as a whole. This can be collocated under the
concept of collective intelligence and participatory media since a storyscape can scale
from individual to group participation. Platforms on the web and social media, whether
created by central authorial authorities or fans, create new and varied forms of
participation that can range from commenting, collecting, and problem-solving, to fan
fiction and more. As a design approach, participation or role-playing is a productive
affordance in the diversity of ways it can be employed across media artifacts. This
participatory affordance is often broadly designed and considered a scalable quality in
implementation. For example ARGs support a diverse level of role-playing, participation,
and imagination depending on the participant’s inclination, which Christy Dena (2008)
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calls “tiered participation” and that is expressed in analyses of ARGs such as Conspiracy
for Good (Stenros et al. 2011). It is conceivable that these affordances could grow into a
full-scale level of performance such as a LARP or the Holodeck narratives of Star Trek
reimagined by Janet Murray as participatory narrative spaces. Currently, this participation
is limited to first-person experiences such as rides, ARGs, some personal character
development through participatory game playing, and forms of personal engagement that
extend the story into personal space or imaginative play through narrative games
connected to a storyscape such as the Star Wars franchise. Role-playing and participatory
affordances extend into paratexts, merchandise, and other objects that allow an extension
of the individual’s participation into an enacted story or connection that extends beyond
the canonical storyscape into the experience and story conception of the participant. This
can be dressing up as Darth Vader at a Comic convention.
Paratexts are defined in Jonathon Gray’s (2010)Show Sold Separately: Promos,
Spoilers, and Other Media Paratexts as participatory reenactments, often using toys and
other branded items to perform roles and create stories that act as a paratext to the
canonical story elements. Jenkins calls attention to Boba Fett, the Star Wars bounty
hunter, a phenomenon whereby paratexts, in the form of Star Wars character figures,
redefined and extended the storyscape through children’s play. As the Star Wars
characters were released as toys, Boba Fett became a very popular figure and was part of
the imagination of children inventing stories around the figures. Boba Fett grew in
popularity, and perhaps importance in the story imagined, and now has his own movie
planned as part of the new Star Wars expansion. Invented Boba Fett stories became part
of the Star Wars storyscape for the individual but also noncanonical in relation to the
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storyscape. Before the recent canonical revision of the Star Wars Universe, Boba Fett had
become a principle character in books and other media. The first-person experience of
expanding, reliving, or inventing roles and events that become part of the participants’
conception of the storyscape is another powerful affordance to leverage engagement and
immersion in a storyscape. The Spock bobblehead toy below (Fig. 10) may seem silly
and tangential, or properly analyzed as a marketing or monetization strategy, but as a
paratext it can be another affordance to be used in storyscape expression.
Figure 10 Spock bobblehead toy.
Anecdotally, I have found paratextual experiences to be profound in the
recollection and discussion of individual relationships with the Star Wars storyscape. The
emotional recollection of a four-year-old running down a hall with the Millennium
Falcon held high over his head in full fantasy mode, a story told to me by one of my
students during a Strasberg acting exercise (seven-year sense/memory) that had students
narrating a walk through of locations from their youth, is conceptually linked by that
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individual to the narrative and other experiences that comprise the Star Wars storyscape.
This is not about being part of a storyworld and its physical properties but about the
explanatory power of stories as ideas expressed through action.
Individual participation in the story (through active or passive engagement
including role-playing or costume appropriation as well as the use of paratexts to create
personal hooks to the story) provides a robust affordance to design into a storyscape. This
affordance extends even to the senses of touch, smell, and sometimes taste—as in the
example of food trucks affiliated with Game of Thrones distributing medieval-looking
turkey drumsticks and scent boxes (Andersen 2011).
2.5.4 Negative Capability, Extensions, and Migratory Cues
I group negative capability and extensions as affordances of a storyscape together
with the practical method of adding “migratory cues” to connect extensions or seed a
work with openings to other narrative artifacts. Since a storyscape is not limited to a
single work, the ability exists to fill in gaps, extend the story into other directions, or, in
the case of migratory cues, point the participants to other media through cues in one
medium. One application of these qualities and methods is an exploration of different
subjective states, or narrators’ viewpoints, to tell a more richly contoured story. Another
application of extensions leverages the encyclopedic affordance of digital media to
provide greater depth of information for users inclined to explore extensions that have
drillability as a feature of transmedia storytelling systems. This drillability manifests
through the encyclopedic quality of digital media design. Jenkins (2007b) is right in
pointing out that “the encyclopedic ambitions of transmedia texts often results in what
might be seen as gaps or excesses in the unfolding of the story: that is, they introduce
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potential plots which cannot be fully told or extra details which hint at more than can be
revealed.” George Lucas did not conceive Star Wars with built-in gaps or excesses, but as
it unfolded across media, the story naturally provided entry points for games and other
media.
Quoting John Keats and applying his words to this medium as an affordance of
negative capability, Long (2007, 53) states, “When applied to storytelling, negative
capability is the art of building strategic gaps into a narrative to evoke a delicious sense
of ‘uncertainty, mystery, or doubt’ in the audience (emphasis in original).” The idea of
building in gaps as a method is distinct from Jenkins’s view that gaps arise naturally
because of the scale of the transmedia enterprise, and instead Long (2007) defines
negative capability as a conscious design affordance. Long (2007, 53) defines negative
capability thusly: “simple references to people, places, or events external to the current
narrative provide hints to the history of the characters and the larger world in which the
story takes place. This empowers audiences to fill in the gaps in their own imaginations
while leaving them curious to find out more”. These references can be constructed as
“migratory cues” that can be used to move audiences to different media platforms that
satisfy an individual user’s preferences for content or as part of a broader story.
In a storyscape, these affordances contribute by creating greater realism,
expanding the market, or creating bridges to other parts of the whole. By adding more
layers to the storyscape through extensions of story and character, the increased narrative
detail and emotional context can heighten the realism or increase narrative pleasure.
Jenkins (2007b) agrees: “The extension may add a greater sense of realism to the fiction
as a whole.” Extensions are also a useful way to define and refer to elements of the
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storyscape that clarify the elements of mythology and character or extend the story across
new vectors or perspectives. Extensions have an economic aspect in that, “transmedia
storytelling practices may expand the potential market for a property by creating different
points of entry for different audience segments” (Jenkins 2007b). These different entry
points are also story opportunities. Each participant will find media that suit his
engagement with the story gestalts that I explore in later chapters, as well as the pleasures
of each medium, in the context of stand-alone works of art. Jenkins (Jenkins 2009a)
extends his view: “transmedia extensions, then, may focus on unexplored dimensions of
the fictional world, as happens when Star Wars games pick up on particular groups—
such as the bounty hunters or pod racers—and expands upon what was depicted in the
films.” An effective use of this affordance is to devise a story model that supports
multiple subjective vectors, which in turn allow multiple interpretations or the pleasure of
discovering a more accurate and complex story model or character through experiencing
different views.
This complex story model is often implemented through intermedial hooks, which
Marc Ruppel (2012, 101) refers to as “migratory cues”: “the means through which
various narrative paths are marked by an author and located by a user through activation
patterns.” Joss Whedon refers to “doors” that are built into his stories for complex
television shows like Lost that can be exploited later on. Long (2007, 139) issues a
proclamation: “a storyteller looking to craft a potential transmedia narrative should
carefully craft the world in which that story exists, and then make passing references to
other cultures, characters, events, places, sciences or philosophies of that world during
the course of the narrative to simultaneously spark audience imaginations through
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negative capability and provide potential openings for future migratory cues.” While I
tend to agree with Jenkins that this negative capability is implicit in these encyclopedic
texts, the implementation of migratory cues and predesigned extensions are an important
design affordance for a storyscape.
Examples are common. The Animatrix movie was an important extension for
providing a backstory and history for The Matrix storyscape. It articulated a central
opposition between man and machine. Lost incorporated a host of cues that were
exploited in the alternate reality games between seasons, but also encouraged the
encyclopedic and detective pleasures of the participants in unanticipated extensions that
were like fan sites that documented their own work to decode the Lost stories. For the
shippers, fans advocating for favored relationships on Lost, these cues provided a rich
subtext of discussion expressed on “shipper” websites. The term shipper derives from
relationship and developed on fan forums as early as the X-Files fan newsgroups.
Shippers post in forums and blogs advocating or arguing those story arcs that support
character romances they desire to see unfold. The most discussed example of migratory
cues, linked to specific plot and character points, is the use of a letter in the Matrix
storyscape that starts in The Animatrix, warning about a machine attack. This cues
connects the fan to the Enter the Matrix video game, where a goal is to retrieve the letter.
The letter is further discussed in the Matrix Reloaded feature film. Long (2007, 42)
explains, “Each of these components makes a distinct and valuable contribution to the
narrative whole, demonstrating the power of carefully orchestrated transmedia
storytelling. Further, by establishing these migratory cues between the different
extensions, the bonds between each of the extensions are strengthened, and the increased
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value in experiencing the franchise as a whole becomes more readily apparent to an
audience.”
2.5.5 Subjectivity and Extensions
A unique quality of extensions and negative capability is the ability to describe a
story from numerous vectors or narrative points of view. In the storyscape medium, the
villain often has a chance to become a new form of protagonist—sometimes a hero and at
other times a sympathetic figure—as motives are explained. Jenkins (2009a) explains: “A
third function of transmedia extensions may be to show us the experiences and
perspectives of secondary characters. . . . These kinds of extensions tap into longstanding
readers’ interest in comparing and contrasting multiple subjective experiences of the
same fictional events.” Subjectivity, in the form of a story structure that indicates
multiple interpretations from different perspectives of character or audience, is a
storyscape affordance to relate contrasting vectors of a story that differ from the single or
primary story arc outlined by Aristotle’s coherent model. That model creates momentum
toward the resolution by the protagonist of an emotional or ideological conflict—often
resulting in an emotional catharsis for the viewer. A storyscape can embrace multiple
points of view in an evolving open work. This offers a deeper level of complexity than
stories that simplify an antagonist into a cartoon villain because traditional drama needed
black and white characters and conflict to achieve narrative and emotional clarity.
Narrative clarity is having no confusion about right and wrong, hero and villain, and
conveys a clear point of view, and emotional conclusion. Cheering for “our side” at the
conclusion is a common response in traditional storytelling; the clapping and cheering for
the hero in most Hollywood movies illustrates that. A good example is the Battlestar
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Galactica series, where subsequent TV movies and webisodes (Battlestar Galactica’s
webisode series, The Face of the Enemy, and the TV movie The Plan) explored the
concerns and points of view of the ostensible villains—the genocidal robot Cylons. After
the additional explanatory character exposition, they turn out to be very sympathetic with
understandable and charitable points of view, instead of an embodiment of the relentless
evil to the human survivors the audience was expected to neither identify with nor root
for. The subjective extensions affordance can be used in the open work of the storyscape
to create a complex story matrix of different points of view that can merge into an
encyclopedic and highly complex story model as it resolves mythopoetic story conflicts.
In the case of Battlestar Galactica, it resolved the central mythic conflict between man
and machines in a nuanced and complex resolution that was shades of gray instead of
black and white.
2.5.6 Verisimilitude, Blurred Reality, and the Epistolary Form
Reality, our reality, the world we live in and speak of as our day-to-day reality is
used as an affordance of a storyscape. Blurring the line of what is real and what is
fictional story is a common transmedia aesthetic across all models. Christy Dena (2009)
describes this aesthetic as verisimilitude, where participants have direct interaction with
the storyscape’s story, spaces, or characters. This aesthetic and method is common in
ARGs, used in role-playing as noted above, and invested in artifacts and works that
convey the reality aesthetic. Starting with the first novel, Robinson Crusoe, which
presented itself as a true memoir, and extending through Barthes’ “new verisimilitude,”
which describes this aesthetic in modern literature, verisimilitude is not unique to the
storyscape, but manifests as an affordance in media and experiences that are part of the
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storyscape medium. The storyscape embraces this as a quality that affords many methods
to engage the participant in a first-person experience or add the quality of a first-hand
experience to the story. Digital versions of the epistolary form—writing, media, and
websites—are a typical method that is employed. The converged affordances of the
computer and the diverged affordances of a storyscape presented in real experiences lean
toward the epistolary form, which can structure itself as a meta-medium of other media.
Blurring the line between the fictional story and the real world is a desired feature of
many implementations including the Nine Inch Nails Year Zero (Rose 2012), I Love Bees
(Rose 2012), and the Lost alternate reality games that intruded into real-world events (I.
Askwith et al. 2007). This adds these three verisimilitude methods as an affordance:
TINAG (abbreviation for this is not a game), paratextual enactments represented as real
events, and an epistolary transmedia form with “real” artifacts and real-time interaction.
Transmedia allows engagement in the first person with simulations, alternate
reality games, theme parks, and fictional websites. The blurring of the line between
reality and fiction is an established approach since the evolution of cross-media and
transmedia approaches and, as Dena (2009) has noted, is also a theme in modern
aesthetics. The design strategy flows from an assumption that the more “real” an
“experience” is, the more pleasurable and emotionally effective it will be. Bolter and
Grusin (2000) explain hypermediation as an aesthetic for a more “real” fictional
experience. Janet Murray (1998) argues that a first-person immersive experience can be a
more powerful and resonant experience, catalyzed through the new affordances of digital
media.
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The transformation of this aesthetic into a method or an affordance of the
storyscape model is illustrated by the term TINAG, a convention that is prevalent in
alternate reality games. TINAG was coined for the alternate reality game I Love Bees,
which accompanied the movie AI by Steven Spielberg (Rose 2012). As Ryan (2012, 15)
explains, “The TINAG convention is widely regarded as specific to ARGs, as compared
to other types of games (e.g., sports games or board games). . . . It is by denying its own
fictionality, by trying to pass as true, that fiction invites readers to participate in its game
of make-believe and to immerse themselves in the storyworld. Just as a novel tells its
story as fact, an ARG tells it through websites which look as if they contained real-world
information.” TINAG is a consistent feature of most storyscapes, as they exploit the
media platforms to create artifacts that appear to inhabit an imaginary world and,
therefore, allow the participants to make-believe and increase their engagement and
immersion.
This affordance is also implemented through paratexts that overlap with the
diegetic story related across media and the participation of individual and groups using
paratextual objects to be part of the reality aesthetic. Jenkins (2007b) elaborates, “we
might see this performative dimension at play with the release of action figures which
encourage children to construct their own stories about the fictional characters or
costumes and role-playing games which invite us to immerse ourselves in the world of
the fiction.” This builds on the blurring of reality as a distinguishing aesthetic of the
storyscape.
The third method is the epistolary form, which has proven to be a rich way to
engage and integrate an audience into the storyscape because of the web and social
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media. From fictional websites to complex alternate reality games, the computer as a
medium supports the hypertextual linkage of diverse “authentic” content made up of
texts, pictures, and videos that can be unraveled through scavenger hunts or released over
time. Lost made extensive use of this epistolary form in its alternate reality games
between seasons by scattering stories across YouTube and mobile and social media, and
staging real-world events where fictional characters intruded into our reality (I. Askwith
et al. 2007). Ryan (2012) and Dena (2009) both point to a verisimilitude aesthetic in
transmedia and its derivation from the earliest incarnations of epistolary fiction, such as
Robinson Crusoe, which presented itself as a true story. Jenkins (2009a) describes the
affordance for the design discussion of a storyscape: “We may learn a good deal about
this aspect of transmedia by looking at the tradition of epistolary novels. Works like
Robinson Crusoe, Pamela, or Dracula, constructed fictional diaries, letters, even
transcripts. While they are contained within a single binder, they can be described as
transmedia works insofar as they imitate multiple genres, including both manuscript and
print forms of prose, and thus invite us to construct the fictional reality from these
fragments.”
In conclusion, extracting design affordances from this aesthetic, the use of a
blurred reality, participation in fictional events as a character or in a role, and the use of
digital media to distribute and create a fictional reality for the participants are methods of
a storyscape to access this verisimilitude affordance. This aesthetic of reality, as applied
to storyscapes, is ironic in that imaginary worlds comprise many of these works.
Storyscapes have limited correlation with the lived, contemporary reality, but the
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participant can imagine a gestalt of the whole story and find immersion in it through their
insertion into these blurred reality artifacts.
2.5.7 Four Affordances—Procedural, Participatory, Spatial, Encyclopedic
Janet Murray (1998) contributes four key affordances to a design method for a
storyscape: procedural, participatory, spatial, and encyclopedic. The affordances are
engaged by participants in a storyscape and provide an accepted terminology to anchor
the definitions used in the vocabulary developed in this document and by other theorists.
These four underscore the media accepted as part of a storyscape, including video games,
social media, and interactive narratives such as alternate reality games.
Murray (1998) also identifies immersion as a function of these qualities expressed
in converged media. In the storyscape model, the converged media of the computer
become part of the diverged media of the storyscape. This also pushes the definition of
medium beyond a converged medium toward a medium consisting of distinct media.
Thus the storyscape can be seen as a medium of media. Digital media scholars, including
Murray (1998) and Manovich (2002), model a converged creative medium of the
computer that contains all these digital affordances and is a medium for interactive
stories. I contrast the storyscape model as a diverged medium because it is constituted of
stand-alone discrete artifacts that are all part of one medium instead of converged into the
single medium of the computer. And finally as Murray explores these qualities, she
highlights dramatic agency as significant for the robustness of interactive narrative.
Dramatic agency centers digital storyscape design around story participation though she
references how these qualities contribute immersion to a story. Murray (1998, 71)
explains the interaction in this way: “[the procedural and participatory properties] make
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up most of what we mean by the vaguely used word interactive . . . [the spatial and
encyclopedic properties] help to make digital creations seem as explorable and extensive
as the actual world, making up much of what we mean when we say that cyberspace is
immersive.” In this she anticipates the development of these affordances, such as
participatory, that are extended in the storyscape, and enacted through games or ARGs.
The employment of the computer’s encyclopedic qualities express as drillability, and
spatial or procedural qualities are represented in video games and virtual worlds that are
part of a storyscape. She highlights the immersive quality that emerges from these
experiences and the heightened engagement from encouraging dramatic agency within a
narrative structure. Overall, these qualities provide a foundation for understanding the
evolving design methods and affordances for building a storyscape.
Transmedia theorists have consistently referred to and referenced Murray’s
qualities as relevant for the diverged medium, in contrast to her focus on their application
to a converged story medium. For example, Jenkins and others examine the pleasure
some audience members receive from the encyclopedic affordances of digital media,
which Jenkins (2009a) explains as “the desire of audiences to map and master as much as
they can know about such universes, often through the production of charts, maps, and
concordances.” This encyclopedic affordance is addressed previously as drillability.
Jenkins (2004) also calls attention to the spatial quality of narrative games to reference
other stories that draw from existing film or literary works or genres. Thus, games can
employ the spatial affordance in a stand-alone medium to explore a canonical spatial
storyscape and experience dramatic agency as part of a combined experience. In the
Walking Dead storyscape, the Walking Dead Game, a dramatic game, does an excellent
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job of placing the storyscape participant in the world, with dramatic agency to affect an
outcome related, but not intrinsic, to the comic book or television series. It builds on the
spatial, procedural, and participatory qualities to foster agency and immersion. That can
contribute to the whole of the storyscape, enriching the other experiences through new
converged affordances.
I use these examples of affordances and design methods, derived from qualities
and theoretical topics, to construct a practice to situate the four gestalts. Starting with
Murray’s four affordances, and building upon them with the discussed affordances that
are unique or representative of transmedia practice codifies a method to apply to a
storyscape design. These topics were applied and referenced for the practical application
of the implementation of the Ghost Club storyscape. Before discussing the four gestalts in
depth as way to author a storyscape, the idea of story in a storyscape model must be
examined. The four gestalts are predicated on the idea that there is a whole story to be
read, comprehended, and experienced. The next section frames the big picture, explains
how other scholars have grappled with it, and sets up the storyscape methods for
designing around this story.
2.6 The Big Picture
The storyscape model sprawls across stand-alone media, and in its exemplars,
such as Lost, Star Wars, The Walking Dead, and antecedents, such as the Greek myths or
medieval Christianity—as Ryan has pointed out transmedia storytelling could apply to
the Biblical stories across media or the pilgrims’ journey—the tendency to fragment is
balanced with cohesion. The storyscape can be authored and designed to mitigate that
fragmentation and encourage the users to comprehend a whole, coherent work. In
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Jenkins’s (2006a) early transmedia work, he examined where the story extends from
medium to medium and how cues or plot points between media connect in a logical
narrative order. In his original chapter on The Matrix, Jenkins (2006a) discusses how
much work or effort must go into constructing and reading the larger narrative model that
he posited as the new form: transmedia storytelling. Ryan, particularly in Narrative
Across Media and its multiple chapters, understands the story as inhabiting, but also
transcending, the medium of words, or in the case of cinema and television, words and
images. Other transmedia theorists have proposed this mental construction as an aesthetic
that makes sense of a whole story as a sum of its parts, or perhaps the whole is greater
than the sum of its parts. Since the storyscape as described is a relatively new
phenomenon, these mental constructions of a storyscape are tentative, but I review the
consistencies in these models to extrapolate how participants stitch together the various
media elements and conceive this extensive story medium (of media).
The storyscape exists as a whole because, no matter the number of parts
experienced, a participant will be able to conceive and imagine a whole work. This is
partly because imagination fills in or skips gaps so well, partly because it is a negotiation
with a user’s experiences and worldview, and partly because our comprehension requires
a logical narrative system to make sense. The four gestalts are a story-centric dramatic
method meant to create maximum comprehension and emotional resonances through
multiple affordances combining to create a whole story—centered on a mythopoeic
center. The construction of this whole work from discrete story and experience vectors
works as a gestalt; where we can conceive a whole work. In Gestalt theory, the whole is
other than the sum of its parts. It is constructed through qualities including emergence,
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the constructive act of perception (reification), seeing an artifact or plot point differently
according to the point of view (multistability), and the recognition of objects or branding
in different media (invariance). Regardless of the process that allows an audience to
conceptualize the whole story, transmedia and other theorists have grappled with the
question of how that model works. In order to build this whole model, this analysis
investigates how narrative is constructed and present in video games, how complex
television forms a larger whole from episodes and transmedia, and how story fusion
works across media.
This model of story is built on the classical forms of Aristotle’s poetics expressed
in modern books, movies, and plays. The aesthetics of the open work and the new
affordances of the storyscape push this model beyond the traditional boundaries but these
stories still embrace many of the same pleasures of the play. There are often beginnings,
middles, and ends—though not necessarily in that order or limited to only one. Catharsis
is a goal. Causality is encouraged. Character is a principle that is enhanced. The pleasures
of spectacle, comedy, and mimetics are still part of the story. However, most importantly
stories create or affirm cultural meaning through conflict. Bruner (1987) explains stories
as another way of understanding the world distinct from logic. This work defines story
within an evolving Aristotelian model. Story is the conceptual engine, conflict, and arcs
that form the core that engage the participant.
Ryan (2004) is the main investigator in addressing two relevant concerns across
her writings. The first is what part of the story works across media and in particular what
that central formulation as story is. This is addressed abstractly in a way that will feed
into the design method through the understanding of the meta-level of stories in a
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storyscape, but also at the granular level of what affordances of media support referents
or aspects of story. In discussing interactive narrative, Janet Murray (1998, 257)
identifies three distinct types of viewers who enact that process: “the actively engaged
real-time viewers who find suspense and satisfaction in each single episode; the more
reflective long-term audience who look for coherent patterns in the story as a whole; the
navigational viewer who takes pleasure in following the connections between different
parts of the story and in discovering multiple arrangements of the same material.” The
stand-alone aesthetic of the storyscape satisfies the first kind of viewer, but satisfying the
other two viewers requires the construction of a larger single story model conceived as a
whole. Jenkins (2006a, 129) expands on how unique affordances contribute to building
that model in transmedia storytelling: “Younger consumers have become informational
hunters and gatherers, taking pleasure in tracking down character backgrounds and plot
points and making connections between different texts within the same franchise.” In his
work on games in narrative, Jenkins draws a contrast between the story and plot that can
be used to extrapolate a model of how a story is conceived across media. In those
examples, he not only speaks about integrating narrative into games but explains how a
reader can connect story across media to create narrative games, a controversial topic at
the time. Jenkins (2004, 126) states:
Russian formalist critics make a useful distinction between plot (or Syuzhet)
which refers to, in Kristen Thompson’s terms, ‘the structured set of all causal
events as we see and hear them presented in the film itself,’ and story (or fabula),
which refers to the viewer’s mental construction of the chronology of those
events. . . . According to this model, narrative comprehension is an active process
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by which viewers assemble and make hypotheses about likely narrative
developments on the basis of information drawn from textual cues and clues. . . .
As they move through the film, spectators test and reformulate their mental maps
of the narrative action and the story space.
This process describes the formulation of the viewer’s version of the story, and in a
storyscape the need to conceive the story beyond the plot is a pivotal issue. Indeed,
Jenkins (2011b) draws an early connection to mythology in noting that “we can still point
to historical antecedents which were experimenting with notions of world building and
mythology-modeled story structures in ways that include both radical intertextuality and
multimodality.” This signals the need to identify that core story, whatever it is, and how it
comes together as a whole and is disbursed across media. For example, Jenkins (2004,
124) explains, “the Star Wars game exists in dialogue with the films, conveying new
narrative experiences through its creative manipulation of environmental details.” These
new experiences contribute to that whole.
In the previous section, I proceeded from the discussion of the connection
between games and narrative to propose that different entries can point to a central story
structure. In complex or serial television, this construction of a story across media with a
dominant television mothership is at work as viewers assemble a whole story from
multiple media engagements. Jenkins (Jenkins 2009a) recalls the film distinction of story
and plot to describe this mental construction of a whole story in this medium: “We might
understand how serials work by falling back on a classic film studies distinction between
story and plot. The story refers to our mental construction of what happened which can be
formed only after we have absorbed all of the available chunks of information. The plot
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refers to the sequence through which those bits of information have been made available
to us.” And then later, he extends the argument by stating: “We can think of transmedia
storytelling then as a hyperbolic version of the serial, where the chunks of meaningful
and engaging story information have been dispersed not simply across multiple segments
within the same medium, but rather across multiple media systems” (Jenkins 2009b).
This mental construction, a storyscape, exists in two forms: the author’s or collaborative
authors’ intention to tell the core story (the four gestalts), but also in the process by which
the viewer apprehends and negotiates that story. This is a practical, as well as a
theoretical, point of view. Dena (2009, 111) speaks to this mental construction of a whole
story as a method of fusing these disparate parts:
Fusion does exist in transmedia projects, but it happens at an abstract level. It is
characterized by a conceptual synthesis of separate media rather than an
assemblage or transformation at the expressive or material level. The peculiar
challenge of this approach is to bring together elements that are disparate,
incompatible, or isolated, in a way that retains their independent nature. This
approach does not try to change that which is manifest, but tries to find
connections at a level that reconfigures them conceptually. The objects change,
but that change happens around the materials, within the minds of those who
design and experience them. Unity is perceived, variety is manifest.
Dena’s unity is that central mental process of story construction—that is not described
solely by plot. The plot is only one of the multimodal forms of narrative. I argue that it is
a series of gestalts that constitute the process—I have outlined these gestalts previously
and will elaborate on them subsequently.
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Games and films or other narrative media can be designed together fulfilling the
linear plot function while also creating a meta-level of vectors and gestalt understandings
at the level of story. As more complex forms of television and transmedia emerge,
theorists must wrestle with a more extensive mental construct of a story.3 As I segue into
the discussion of the four gestalts that are used to design a storyscape, the focus is on a
resonant whole. In my later mythopoeia discussion, I will delve into some of the fairy
tales and mythic constructions applied to the storyscape medium. The research through
design approach that is used here is meant to throw light on this problem through the
understanding of how disbursed elements engage at the level of story and plot. It also
explores how those elements or gestalts are relevant to specific media instantiations and
whether story ideas are being expressed at a meta-level—and how they are being
integrated individually and culturally.
2.6.1 Criticism of this Model of Transmedia Storytelling
Some critical issues should be dealt with before moving into a discussion of
mythopoeia, character, canon, and genre. The first topic is the idea of the computer, or
digital media, or the future of storytelling as a converged medium. Many digital media
theorists such as Lev Manovich (2002) and Henry Jenkins (2006a) have investigated that
convergence as creative medium, through the computer, will consolidate all media in a
converged narrative medium. Since the storyscape is about a grouping of stand-alone
media works that I refer to as a diverged medium, the question has arisen whether
3
My argument is that this is related to the historical dramatic structure of plot, character, and catharsis,
adjusted for the open work and a revised poetics, but in contrast to a storyworld model.
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transmedia, in general, is a transitional form. Janet Murray emphasizes this temporary
nature in her paper, “Transcending Transmedia: Emerging Story Telling Structures for
the Emerging Convergence Platforms.” She argues that transmedia storytelling is
transitional. She proposes instead the evolution of a converged form based around the
computer as a coherent single medium: “Although the current paradigm for expanded
participatory storytelling is the ‘transmedia’ exploitation of the same storyworld on
multiple platforms, it can be more productive to think of the digital medium as a single
platform, combining all the functionalities we now associate with networked computers,
game consoles, and conventionally delivered episodic television” (Murray 2012, 2).
However, as I noted previously, the form of transmedia storytelling that is the focus of
my research is a storyscape whose model explicitly contains multiple works that are
complete and independent as well as part of a larger whole. Further, narrative and other
aspects of the storyscape can be spread across media not conducive to an immersive
experience or engage the audience at multiple experiential levels. These levels can be
passive, as in a lean-back TV experience; lean-forward as in gaming; or even lean-into, a
term I use to define user agency as part of the media experience, when relevant, for
participatory dramatic media.
Murray (2012, 3) continues: “we can look at how television might continue to
change as producers and viewers take advantage of digital affordances.” The form of a
storyscape, as outlined previously, is about taking advantage of those affordances and
also digital media, as it integrates storytelling with social media, performance, and
games. Murray (2012, 3) reflects on the four previously mentioned characteristic
affordances, arguing that “television is currently transmitted and stored in digital form
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and is delivered on the same screen and often through the same device that provides
access to video games and websites. . . . We can see the possibility of a future
environment of true convergence in which everything we can do on a computer or a game
console can also be done in the context of television viewing.” In this summary, she
shapes the idea of a converged medium of digital affordances that will emerge as a new
medium of media, encompassing games and web-based instrumentalities. However, the
approach adopted in this research sums this equation in an opposite manner. The four
gestalts and these affordances can be used to create a medium of media, but one that is
not converged and whose model is founded on the dispersal of elements across standalone instances of texts, artifacts, and experiences so as to find the whole of the story
assembled by the participant and participants as they negotiate the meaning of the whole
work.
Whether games, websites, movies, or t-shirts, these objects contribute to the
mental construction of the whole, the gestalt “Other” whole that exists as a story medium
with coherence, meaning, and focus. This is what I refer to as a medium of media, a
diverged medium that stands in opposition to Murray’s criticism and the conception of
the computer as the converged medium for storytelling.
2.6.2 Transmedia and Coherence: Bordwell and Thompson
In considering the story as a whole, coherence is often a central issue and concern.
Other modern effects, including nonlinear narrative, also have consequences for story
comprehension. In transmedia, coherence is important, because the nature of the medium
offers challenges. For Long, that means extolling canon as primary and, therefore, a
solution. More critically, Bordwell and Thompson (2010) are less willing to separate
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story and plot in their criticisms of the transmedia form and specifically as a rebuttal to
Jenkins’s proposed transmedia storytelling model presented in Convergence Culture. The
effort of assembling clues, following story paths, and imagining a whole story in this
model of transmedia storytelling is viewed as having a negative, or catastrophic, impact
on comprehension. The affordances of a story told across media is regarded by them as a
barrier to the frame that makes a story resonant, or at minimum creates damaging
drawbacks to comprehension and narrative satisfaction. In their discussion of transmedia
on their blog, Bordwell and Thomson (2010) assert that this mode of storytelling breaks
the model of story so completely as to render it ineffectual and incomplete: “Another
drawback to shifting a story among platforms: artworks gain strength by having firm
boundaries. A movie’s opening deserves to be treated as a distinct portal, a privileged
point of access, and a punctual moment at which we can take a breath and plunge into the
story world. Likewise, the closing ought to be palpable, even if it’s a diminuendo or an
unresolved chord. The special thrill of beginning and ending can be vitiated if we come to
see the first shots as just continuations of the webisode, and closing images as something
to be stitched to more stuff unfolding online. There’s a reason that pictures have frames.”
In my personal experience with the ending of Lost, this point has merit, because I was
confused about the frame of Lost, since it extends, as an open text related to other open
texts, indefinitely. The Lost fan community has also made the ending a significant topic
of discussion and argument. Fans missed closure to the series, due to multiple
engagements, interpretations, and expectations exposing the multiple frames that
Bordwell and Thompson suggest. Perhaps, this is because I required more of Jenkins’s
“synergistic storytelling” or, as Bordwell and Thompson suggest, because the model of
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storytelling that is embraced will inherently lead to an unsatisfying result. The storyscape
model provides greater affordances, more visceral ways to connect to an audience but not
without potential narrative consequences for how stories are experienced and understood.
The classic Hollywood hero and villain provided moral clarity, but not the most nuanced
vision of the world. Lost may have wavered in clarity, but still showed a narrative form
that grappled with a multimodal, multimedia, and more complex story medium
negotiated between participants and authors.
Marie-Laure Ryan (2006b), in her analysis of new media story structures, also
illustrates that a rhizome-like model of story will compromise understanding because not
all viewers are getting the same information in the same order. Therefore, the viewers
will have variable experiences and understandings and may be deprived of the most
resonant or satisfying conclusion. Bordwell and Thompson (2010) address the same topic
by stating: “Facing multiple points of access, no two consumers are likely to encounter
story information in the same order. If I start a novel at chapter one, and you start it at
chapter ten, we simply haven’t experienced the art work the same way.” They are saying
the ordering by the authors and the “shared” experience of that order is essential for the
story to act as an individual and cultural meaning-making system; otherwise, it becomes
chaotic, and meaning and closure are lost. Bordwell and Thompson (2010) continue: “In
between opening and closing, the order in which we get story information is crucial to
our experience of the story world. Suspense, curiosity, surprise, and concern for
characters—all are created by the sequencing of story action programmed into the
movie.” Bordwell and Thompson fault transmedia storytelling for weakening or
undermining authorial intention, disrupting the build of narrative information that moves
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us toward a shared understanding, and, I infer, breaking the story so that it is no longer
conclusive or effective.
The answer to this criticism is twofold. First, the previous discussion incorporates
the transmedia field’s attempt to reconcile these criticisms with the methods required to
design a whole story, so it holds together. Perhaps, Bordwell and Thompson should
revisit their own discussion of story and plot and seek a more robust model of the story
that extends across media, as Ryan seeks to achieve. Secondly, every story form has its
limitations. From a design perspective, Bordwell and Thompson elaborate design
constraints and the consequences to be considered, but breaking these constraints is not
necessarily catastrophic. Overall coherence is sometimes lost, and when canon changes
radically, this is an important consideration for design. This is another reason that canon,
as a gestalt, holds the storyscape together. Catharsis may be endangered, but with a
foundation of stand-alone works, each can be successful within its own frame. Further,
extensions and other works that deepen the connection, understanding, and immersion
can enhance the frame. Nonetheless, from a design standpoint, this narrative dispersion
and the case of transfiction plot points present a challenge for comprehension and
possible audience dissatisfaction. I speak to this in chapter 4 about Lost as an exemplar,
where the best and worse features of comprehension in this medium were experienced.
This also stems from a model built across media that implies more effort, or work,
than an audience will contribute and that the participants’ results will be tied to that effort
in order to successfully comprehend a storyscape. Lost was an example of how Aarseth’s
definition of ergodic, or working path, defined different user experiences and story
perceptions. He identifies the users’ liability: “The ergodic work of art is one that in a
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material sense includes the rules for its own use, a work that has certain requirements
built in that automatically distinguishes between successful and unsuccessful users”
(Aarseth 1997, 179). This echoes Jenkins’s “privileged users” and criticism discussed in
the “Unicorn” essay that the storyscape form requires too much work. However, if you
separate the work required to consume all the plot points from the mental construction of
the story, then participants will be able to conceive a whole regardless of whether they
sample all the related works. The beauty of the storyscape model is that users can join in
only by sampling the parts that speak to their way of knowing the world and the pleasures
that appeal to them. Gardner (1999) speaks of eight forms of intelligence and knowing
the world; a storyscape can engage on all or a portion that maps best to a participant’s
innate ways of understanding. Murray and Jenkins were both quoted previously
reinforcing the model of storyscape participation of a diverse audience, made of
collectors, detectives, observers, games players, and passive participants in a story
ecosystem that enfolds them all.
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CHAPTER 3
STORYSCAPE DESIGN AND THE FOUR GESTALTS
Branded entertainment comes and goes in a flash, but transmedia storylines are timeless
because they are built on a foundation of classic narrative structure. They’re good stories.
—Gomez, Jeff Gomez
Through his company Starlight Runner, Jeff Gomez, one of the principle
architects of transmedia stories for The Walt Disney Company (Pirates of the Caribbean,
Tron Legacy), 20th Century Fox (James Cameron’s Avatar), Sony Pictures Entertainment
(Men in Black 3), Coca-Cola (Happiness Factory), and Hasbro (Transformers), always
puts story at the center of the creation of a good transmedia project, franchise, or
campaign. What is a good story? It is the subjective quality that defines the story and its
parts. The perspective of this research is how to tell a good story in the medium of a
storyscape. No formula results in a good story but for this model the four gestalts expand
the craft of storytelling for this evolving medium. Exploring storytelling in the storyscape
is rooted in a desire to understand the creative practice, but also to align that with an
academic vocabulary.
In this chapter, I will define a design vocabulary and describe an ecology of
gestalts to build storyscapes and analyze transmedia storytelling. By an ecology, I mean
that the storyscape medium acts as a living ecology that grows, interacts, and enfolds its
audience as readers, users, and participants. In general, I try to adopt the use of the word
participants to describe the engagement of the audience of this medium. Many authors,
including Christy Dena, Marie-Laure Ryan, Henry Jenkins, Kalstrup and Tosca, and
Thompson and Bordwell, have described transmedia storytelling as a new medium to tell
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stories. Digital media storytelling has yielded new mixed forms such as story-games,
video games that aspire to be storytelling mediums; alternate reality games (ARG),
stories mixed with games played online and in the real world; augmented reality games,
played with devices that mediate the world; and evolving transmedia mixtures that are
tied together under a franchise (an industry term indicating transmedia exploitation) or
more significantly comprise a related body of transmedia storytelling works.
A subset of this group of works across media is what I call a storyscape; I use the
term storyscape to contrast a story-driven approach—derived from classical narrative
principles—against the world-building or world-based practices and analysis. These
principles include plot, character, catharsis, and closure, as discussed previously, or a
well-formed beginning, middle, and end. The evolution of the classical narrative models
contributes to the development of an expanded definition of a well-structured story for
the storyscape, and how that story model may achieve different forms of catharsis. There
could be multiple catharses in the context of a storyscape across a series of movies, for
example, or they could build upon one another with the depth and resonance of the story
in the participants’ connected experiences and memory. Perhaps catharsis will be simply
one aesthetic quality or pleasure among many in this medium.
A storyscape is the grouping of story-related works and communities across
media. The storyscape must have an authorial voice (individual or communal) to
determine the meaning-making systems of myth-making, character, canon, and genre.
This grouping must contain original content, in different media not solely remediated or
repurposed, that forms experiences or stories that extend the storyscape to form what can
be imagined as a whole text. A storyscape may be partly remediated from one medium to
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another, as a novel to a movie, but most storyscapes are constituted of story parts that are
additive or synergistic (Jenkins 2007b). The central aspect of storyscapes is to frame the
relationship between the parts to the whole as gestalts. A storyscape is the sum total of all
the media manifestations of a central mythology and also includes the community, brand,
and cultural zeitgeist that surrounds a storyscape.
Further, I propose this list of requirements to clarify further the medium being
investigated. Not all requirements are mandated, but the examples discussed throughout
this thesis, and in practice and academic references, fall easily into this category. This
category has aesthetic qualities, such as a relation to imaginary worlds, as defined by
Mark Wolf (2013), that further highlight the storyscape as a new medium. These
requirements will also lead directly to the four gestalts and the central story practices
embedded in the section on mythology and its practice in a storyscape.
1. A storyscape must have at least three stand-alone, of different media, artifacts that
do not repurpose or adapt other parts of the story.
2. There is an authorial vision.
3. There are a unifying story or stories that express central cultural themes or
conflicts.
4. Storyscapes are imaginary worlds. For the purpose of this research, and all the
examples within, imaginary worlds are an element of a storyscape. Imaginary
worlds also distinguish the storyscape from other definitions of storyworlds or
transmedia storytelling
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5. Storyscapes are usually supernatural. Whether magic or advanced science that
behaves like magic, this medium can be seen to descend from fairy stories, as
outlined by Tolkien (1966).
6. Storyscapes are mythic. In all examples mentioned, there is a conscious act of
mythopoeia, myth-making, that incorporates and aspires to be a myth. In this
meaning, that new myth, allied with the central truth of the old myth, can merge
into a new cultural truth, relevant for its audience.
This narrow definition of transmedia storytelling, forming the storyscape and its
examples, refines the design vocabulary and narrows the research. Not all of these
practices must be present in a storyscape, and perhaps this design vocabulary will find
usefulness beyond the storyscape, but this definition drives the discussion of the four
gestalts and their applicability to this medium. These definitions and rules focus a core
vocabulary and the set of unifying gestalts needed to design a story in the storyscape
medium.
This thesis contributes to a new design vocabulary by offering working
definitions of four key terms for the construction and analysis of a storyscape. These four
terms—mythopoeia, genre, canon, and character—are drawn from both academic
discourse and prevailing industry practices. These terms also allow the formulation of a
story design process to look at the relationships between media and the creation of a
storyscape in practice. To plan a robust storyscape, the main working parts and
considerations must be derived so as to model a whole work comprised of disparate parts.
To communicate those parts in a working environment that supports multiple creative
voices and different production processes across media, a common vocabulary and an
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understanding of how the pieces of the ecology fit together need to be codified.
I call these relationships an ecology, because it ties together what I consider to be
four main gestalts in the creation of stories with a multimodal practice that engages the
participants individually, depending on their subjective preferences for different media.
The eight forms of intelligence as discussed by Howard Gardner (1996), musical–
rhythmic, visual–spatial, verbal–linguistic, logical–mathematical, bodily–kinesthetic,
interpersonal, intrapersonal, and naturalistic, act as a model for the ways participants
negotiate the meaning and relevance of a storyscape, and also create their mental
construct of the overall story. Gardner’s intelligences provide a shorthand way of
defining diverse forms of engagement with a story. For example, logical–mathematical
people may be attracted to plot puzzles such as Lost provided, while another may
appreciate the visual–spatial quality of a Star Wars game or theme park experience. A
storyscape can engage a participant in every way through the combined communication
modes of different media. By examining how participants consume stories through
discrete ways of knowing the reified story elements of mythology, canon, genre, and
character, it is seen how a storyscape is evolving into a richer, new form of storytelling
by relating to our multiple, subjective conceptions. For example, the shippers of Lost,
focused their enthusiasm on the interpersonal relations of the characters in user-created
forums. Their story and media were different from the logical–mathematical problem
solvers, who obsessed with understanding the evolving mythology in the context of
imaginary scientific principles. Each medium may only contain a subset of these ways of
knowing, and each participant may only also apply a subset of interests to a storyscape’s
artifacts, but a storyscape can tie this ecology together using the four gestalts.
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The storyscape is a medium of media, and therefore a definition of medium is
called for here. Ryan’s (2003) On Defining Narrative Media provides the basis. She starts
by using the Webster’s definition of a medium:
(1)
A channel or system of communication, information, or entertainment.
(2)
Material or technical means of artistic expression.
The distinct media of the storyscape—games, video, movies, and comics—are easily
recognized as media. Ryan leverages a typology and table created by Celia Pearce (1997)
to define the channels and modalities of various media. This table (Table 1) can be seen
below. My definition of media expands the synthesis of all channels, presented below as
a medium of multiple channels to the storyscape. The storyscape is a medium of media
that is a channel and medium of communication with a broad set of affordances, specific
to the medium and documented in chapter 2. As Ryan (2003) says: “Media such as
music, dance, and painting—media without language channel—specialize in the retelling
function; but as they give new semiotic bodies to familiar stories, they do much more
than bring these stories to mind: they recreate what they recall, and end up producing
original versions” In the storyscape, the multiple media allow the larger story connection
to be imagined and unify the diverse media, across time and different media grammars,
into a single whole narrative medium.
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Table 1 A Typology of media that affects narrativity.
What other reasons drive a common design vocabulary? Practitioners in the field
need to be able to communicate. There is a need to discuss aspects across media
practices. In a storyscape, there are often expansions of stories that extend out into other
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media. These extensions form a kind of exquisite corpse with lines that are drawn from
one medium continuing into another. These lines change according to the affordances of
the medium. Thus, consistent vocabulary is required to develop these synergistic
experiences. Furthermore, a vocabulary that helps define the ecology of the story relevant
to our ways of knowing and remembering is important in retaining control of the meaning
structures of the ecology from an authorial point of view.
In this section, I discuss the meaning and usage of the four gestalts that can link
participants’ experiences across different media. These conceptual connectors were
extrapolated from academic analysis and practical methodologies that have evolved in
media research and transmedia storytelling. I will review practical methods and
vocabulary related to these four gestalts. These methods are partly unstructured, perhaps
because they flow from a nonacademic approach that sometimes lacks consistency,
clarity, and rigor. Examples of transmedia storytelling references quickly slide into the
anecdotal and undocumented. Nevertheless, there is a rich lode of material to mine, as the
nature of transmedia storytelling has also provided the medium to record and interrogate
its own production process through social media, DVD extras, and other forums for
participants. From journalism about transmedia projects to discussions by creators and
authors, there is a useful corpus of information to draw upon for an examination of design
methods to combine with the previous chapter’s theoretical concepts, methods, and
vocabulary.
This chapter will also address in detail the four gestalts, mythology, character,
canon, and genre, and how those form the unifying whole of the storyscape with an
integration of the theoretical and methodological contributions of media academics.
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Some analysts have focused exclusively on of my gestalts, such as Geoffrey Long (2007),
who highlights the importance of canon, and Elizabeth Jane Evans (2008), who focuses
on character in transmedia storytelling. On the other hand, myth-making and mythology,
developed extensively by Jenkins (2006) as a subset of world-building and Gomez (2014)
in practice, has been considered a significant topic despite a lack of definition, multiple
definitions, and approaches that relegated it to a subcategory of canon, world-building, or
only continuity. Examining these and other transmedia scholars, transmedia practice, and
the research through the design of the Ghost Club storyscape yields this model of the four
gestalts as a practical and theoretical model for the design of a storyscape.
3.1 A Definition of Myth for a Storyscape
The section concerns the definition of myth and its definable qualities for the
purpose of exploring the question: does a storyscape affect the cultural connections and
transmission of meaning we build by using stories? I argue that we can trace these stories
through myths that are remediated across media, and I will investigate the way elements
of myths remain clear, get lost, and are changed moving between media. Various
approaches to be addressed will be archetypal, dialectical, anthropological, and
linguistic/semiotic. I will show that the binary opposition that is represented in Claude
Levi-Strauss’s (1972) “Structural Study of Myth” can be used to construct and to
examine the storyscape design.
3.1.1 How Myth Defines the Structure of Stories
This chapter looks at myth-making for a storyscape. The study of myth is situated
in many fields that have emerged over the twentieth century. Initially, the organization of
myths into categories (or morphologies) from a wide variety of cultures in a field called
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comparative mythology (Herman, Jahn, and Ryan 2005) and including the reduction to
quantifiable narrative structures by Vladimir Propp and Joseph Campbell (Ryan 2004).
Extending into the realm of psychology, Freud (1930) touched on myths and how they
operate as cultural representation systems and Jung (1981) used archetypes as a mythic
structure for the contemporary interpretation of cultural artifacts and the collective
unconscious of symbols—but for the purpose of this discussion we won’t digress into the
psychological approach nor attempt to apply it to a narrative analysis.
The scholars I review and draw from are Claude Levi-Strauss (1983a) and “The
Structural Study of Myth” and Roland Barthes (1972) in Mythologies. I advance the
argument that myth as a meaning-making cultural expression is represented in transmedia
storytelling (Jenkins 2006a)—stories that unfold across various media: movies, TV,
games, ARG, comics, portable devices, and other media platforms. Storyscapes can be
authored and analyzed based on the binary opposition and dialectical structures of
narratives as contemporary mythologies (Barthes 1977; Lévi-Strauss 1972). This is of
importance because it allows us to see how cultural myths are being transmitted, adapted,
and coauthored in the storyscape.
3.1.2 The History of the Study of Myth
Religious myths and common folklore have existed from the earliest stories and
religions and have been addressed and commented upon by thinkers throughout history,
but myths came under analytical scrutiny in both the nineteenth and the twentieth
centuries. Often, at first, men such as Durkheim and Frazier studied myths in the
anthropological context of religion. Then and now, in Levi-Strauss’s (1972, 428) words,
“Myths are still widely interpreted in conflicting ways: collective dreams, the outcome of
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a kind of esthetic play, the foundation of ritual. . . . Mythological figures are considered
as personified abstractions, divinized heroes or decayed gods” or as Ronald Wright
(2004, 4), a science writer, defines the meaning making structure of myth, “myth is an
arrangement of the past, whether real or imagined, in patterns that reinforce a culture’s
deepest meanings and aspirations. . . . Myths are so fraught with meaning that we live and
die by them. They are the maps by which cultures navigate through time.” These quotes
speak to why myth-making, and the creation of a storyscape mythology, can become an
engine for this story across media. These quotes emphasize the relevance of a myth. It is
this relevance, and the power with which it resonates, that animates and powers the
storyscape. It is this resonance that makes a good story.
3.1.2.1 Morphology and Fx(a): Fy(b) ≈ Fx(b): Fa-1(y)
The study of the structure of myth contributes to an authorial method for the
storyscape mythology. Vladimir Propp and Claude Levi-Strauss developed separate
(Dundes 1997) but similar ways to approach the diversity of myth and to identify an
infrastructure that would show its form as a means of analysis. Propp (1958) in his wellknown Morphology of the Folktale lists a litany of plot points that he identifies as
consistent across Russian folktales. Levi-Strauss generates structures by examining
linguistic structures that provide meaning as they evolve over time or through a
comparison of parallel myths in different cultures. Levi-Strauss’s methodology was
criticized as reductionist (Dundes 1997), since it often tried to create an analysis that
ignored meaning and focused on a mathematical structure of the parallel myths. From an
authorial point of view for a storyscape, this is too reductionist a way to think about the
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myth-making gestalt. This quotation from “The Structural Study of Myth” illustrates the
problem:
It seems that every myth (considered as the aggregate of all its variants)
corresponds to a formula of the following type:
Fx(a): Fy(b) ≈ Fx(b): Fa-1(y)
Here, with two terms, a and b, being given as well as two functions, x and
y, of these terms, it is assumed that a relation of equivalence exists
between two situations defined respectively by an inversion of terms and
relations, under two conditions: (1) that one term be replaced by its
opposite (in the above formula, a and a-1); (2) that an inversion be made
between the function value and the term value of two elements (above, y
and a). (Lévi-Strauss 1972, 228)
This attempt to create a deterministic model illustrates the reductionist tendencies
of twentieth-century analytic approaches to myth that yield little design value for a
storyscape’s myth-making gestalt. No formula is adequate for capturing the mythopoeia.
However, joined with other mythic semiotic references and the aesthetic gestalt of genre,
Levi-Strauss’s binary opposition or Barthes’ mythologies can identify the meaningmaking structures in storyscape myth-making and lead to their remediation across media
artifacts. Understanding that stories have a decipherable structure to resolve moral and
story conflicts assists in designing how to explore this across media. It provides a
methodology to read the storyscape medium.
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The structured story points of Propp, Levi-Strauss, and Campbell may seem
simplistic but in the storyscape they also provide a structural affordance exercised across
media. One person, I don’t wish to name so as not to give credibility to his thesis (Vogler
2007), argues that all movies mirror the formula of Campbell’s hero’s journey.
Understanding the segmentation of story elements illustrated above as narrative points
can translate into the organization in a game medium. It can also provide an
understanding how myths revisit different points of view in a storyscape through the
restructuring of mythic structures for different media. For example, the evil Cylon
machines of Battlestar Galactica revise the mythic conflict in the spin-off movie The
Plan, to become the protagonists, thus including a mirror of the hero’s journey inverting
the roles for that transmedia story.
3.1.2.2 Myth in Culture: Ryan, Jenkins, Sturken, and Cartwright
Myth has two main functions. The first is to answer the sort of awkward questions that
children ask, such as: “Who made the world? How will it end? Who was the first man?
Where do souls go after death?” . . . The second function of myth is to justify an existing
social system and account for traditional rites and customs.
—Robert Graves, “Introduction,” New Larousse Encyclopedia of Mythology
Next I will address some contemporary scholars who touched on myth as a
meaning-creation system and also show how contemporary stories function as myths.
Henry Jenkins (2007a, 103) in “Exploring Feminism” says, “All myth depends upon the
creation of moral distinctions through the manipulation of stereotypes. The making of a
new myth, a feminist counter-myth, which challenges the dominance of patriarchal
values depends as much on the creation of order through stereotyping as does the mythmaking process which holds the old order in place. The question is what stereotypes are
evoked, whose interests do they serve, and what conception of the world do they
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shorthand.” Jenkins argues how myth works on large cultural values by creating meaning
and counter meaning in an evolving cultural representation through story and images.
Marie-Laure Ryan (2001, 13) wrote about some of these mythic structures that apply to
interactive narrative in “Beyond Myth and Metaphor”:
Adventure and role-playing games implement the archetypal plot that has
been described by Joseph Campbell and Vladimir Propp: the quest of the
hero across a land filled with many dangers to defeat evil forces and
conquer a desirable object. The main deviance from the archetype is that
the hero can lose, and that the adventure never ends. In most action games,
this archetype is further narrowed down to the pattern that underlies all
wars, sports competition, and religious myth, namely the fight between
good (me) and evil (the other) for dominance of the world.
The important lesson in Ryan’s thoughts is that there is a centrality of myth in narrative
structure. The way that structure informs new media and our relationship to them
validates the use of myth-making in a storyscape as the meaning-making structure.
When looking at meaning creation across media platforms, it is helpful to revisit
Jenkins on foundational narrative and what functions as myth-making by fans in contrast
to a canonical (copyrighted) mythic/story structure. Henry Jenkins’s (2006a, 285)
definition derives from Laurel, “Foundational narrative: According to Brenda Laurel, ‘a
myth or set of stories or history or chronology’ that helps to define roles and goals for
participants, whether commercially, as authorized artists, or grassroots community
members.” Bordwell (Ryan 2004, 204) in his chapter speaks of how,
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By and large neo-structuralist narratology . . . strategy has been to
distinguish basic units or features of narrative and identify their presence
in particular films. In this respect neo-structuralist narratology has
continued the largely taxonomic enterprise of Propp, Todorov, and
Genette. By contrast, a functionalist perspective links to a tradition that
includes Aristotle, much work of the Russian formalist tradition.
This moves the mythic method closer to a modern practice and further refines the
definition of myth toward understanding the way story works. This is a practical authorial
method as opposed to creating taxonomies.
Sturken and Cartwright’s (2009, 19) define myth in their book Practices of
Looking as a “term used by French theorist Roland Barthes to refer to the ideological
meaning of a sign that is expressed through connotation. According to Barthes, myth is
the hidden set of rules, codes, and conventions through which meanings which are in
reality specific to certain groups, are rendered universal and given for whole society.”
This illustrates how myths can represent a high-level set of signification, of codes, and
through the articulation of that narrative structure a power to create and embed meaning.
This application of Roland Barthes’s analysis leads us to a constructive definition of
contemporary myth, as a cultural opposition of meaning, that through its synthesis,
creates meaning structures that form the core of stories, and the way they engage an
audience in resonant meaning. Barthes’s mythologies offers a perfect dichotomy for a
uniting of theory in practice in the storyscape. In the initial chapters, he poetically
analyzes the mythic dimensions, history, and oppositions that explain the topics he
explores as narratives. In the analytical section, he presents a semiotic methodology
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aimed principally at ideological interpretation. In a storyscape, an author can understand
that balancing the mythic experience through story can be helped through an
understanding of a semiotic point of view. Presumably, scholars can then speak directly
to the creative practice and connect the ineffable story gestalts of myth-making to a
scholarly discourse.
3.1.3 Levi-Strauss and Barthes—Toward a Model of a Myth as a Structure for
Stories
Barthes and Levi-Strauss provide key foundational elements to create a useable
model of myth as a central story engine in narrative that can be examined as it extends
across media. First, reviewing the theory of binary opposition in Barthes and LeviStrauss, Levi-Strauss has this to say of “mythemes,” his neologism intended to refer to
basic units of myth: “Of course, all mythemes of whatever kind, must, generally
speaking, lend themselves to binary operations, since such operations are an inherent
feature of the means invented by nature to make possible the functioning of language and
thought” (Lévi-Strauss 1981, 4:559). To be sure, Levi-Strauss was aware that he was
been accused of “the notion of binary opposition” (Dundes 1997). I argue this binary
opposition can be applied to narrative design through the conscious act of myth-making
in a storyscape. In the Jeff Gomez examples noted previously, he sees his task as pulling
out the central mythic elements that were consciously or subconsciously created as part
of the storytelling process, the important parts that resonate with audiences, and codifying
them as principles in his story bibles and mythologies. What was an unconscious process
for single works of film or literature becomes conscious as those dramatic conflicts echo,
resonate, and harmonize across media.
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Levi-Strauss (1955, 440) goes on to say: “that mythical thought always
works from the awareness of oppositions toward their progressive mediation” and
further that “the purpose of myth is to provide a logical model capable of
overcoming a contradiction (an impossible achievement if, as it happens, the
contradiction is real)” (Lévi-Strauss 1955, 443). This contradiction, such as
science and religion in Lost, resolves itself across the storyscape as the whole
story medium. As to the purpose of this process, he goes on to say, “a
theoretically infinite number of slates will be generated, each one slightly
different from the others” (Lévi-Strauss 1955, 443). In Lost, the television series,
the authors exploited a series of oppositions to create mythic oppositions to power
the story toward a resolution that reconciles the science and religion—if not
satisfactorily for all audiences. So this concept—which resembles a dialectical
approach and also the typical flow of plot in contemporary story (set-up conflict,
main conflict, climax of conflict, and resolution of conflict)—can be a practical
example of mythopoeia to connect a storyscape in a comprehensive gestalt. This
model is capable of overcoming a contradiction between two conflicting ideas—
ideas that have a larger cultural significance and signifying pattern—to create
resolution, if not a catharsis, in a storyscape medium. Barthes (1977, 80) in Image
Music Text reminds us that, “Keeping simply to modern times, the Russian
Formalists, Propp and Levi-Strauss have taught us to recognize the following
dilemma: either a narrative is merely a rambling collection of events, in which
case nothing can be said about it other than by referring back to the storyteller’s
(the author’s) art, talent or genius—all mythical forms of chance—or else it
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shares with other narratives a common structure which is open to analysis, no
matter how much patience its formulation requires.”
In Barthes, we see the use of the mythological methodology as a way to use
binary oppositions to illuminate semiotic connections and the creation of meaning
through the synthesis of opposing concepts. In understanding that mythological meaning
formulation in the context of its naturalizing and semiotic reconsolidation effects, Barthes
offers a tool for analyzing this meaning engine at the heart of our narrative cultural
expressions. This is of value in finding a method for designing a storyscape and
understanding why it has a popular cultural relevance. In Levi-Strauss, we see the formal
use of a binary structure as a way of observing the binary opposition and meaning
structure as it “slated” through time a myth that seeps to the surface. Or it can be seen in a
storyscape, across media, and in contrast to other similar oppositional myths that make
for a connected morphology.
For the mythopoeic gestalt, binary oppositions drive a mythic ecosystem. These
oppositions work as a dialectal story engine that addresses meta-cultural concerns and
meaning creation by setting up opposing concepts and then allowing them to achieve a
synthesis across creative forms such as movies, games, webisodes, augmented reality,
and worlds. This is a corollary of the central engine of conflict that Aristotle (1968)
touches on in his discussion of plot in Poetics. A significant difference between this
model and the Aristotelian one is that in the open system of storytelling of the storyscape
the resolution of the central conflict is not restricted to any particular text. This is
illustrated in the mythic story arcs of the Battlestar Galactica series bible, which aim to
tell a story across more than a single text, as shown below.
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3.2 Mythology and Mythopoeia
Mythology has been, and continues to be, a complex term with many meanings. It
occupies a commonly invoked analytical position by scholars and pundits in defining
truth and falsehood, and vast cultural constructs of deep and resonant meaning from the
past and present. I researched and sought other terms that were less freighted but
mythology is often used in practice and academic discussions of transmedia storytelling
and related scholarship. Therefore, it becomes a bridge between theory and practice, and
subsequently as I intend to show, a story-centric method of transmedia storytelling. The
storyscape and various transmedial story practices suggest that there are two new
definitions of mythology for a storyscape that need to be added to the traditional ones.
These two definitions are as follows:
1. Mythology: the documentation and creation of explanatory and unifying elements
for a complex television series, a transmedia story, or a storyscape. These
elements can be meta-narratives, central conflicts or themes, backstory,
geography, magical or scientific rule sets, imaginary ecosystems, or archetypal
characters. This is an artifact of the writing process that evolved from the TV
series story bible and is still called a story bible. As works are created and
declared canonical, they became part of the established mythology. Insomuch as
the initial mythology is not yet expressed in public works, and no one but the
creators view and participate in their creation then it does not have to be
complete, or canonical, until exposed through publication. Lost had a complex
and much-discussed mythology that determined the course and conclusion of the
series.
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2. (Mythopoeia) Mythology: the creation of coherent works of an authorial authority
as a result of directed myth-making, or mythopoeia. The author or authors make a
conscious effort to invoke, reference, or re-conceive old myths into a new
mythology. While scholars and storytellers have used mythology to express this
definition, I will employ mythopoeia or myth-making to express the gestalt for the
storyscape. George Lucas consciously repurposed mythology, specifically the
Hero’s Journey, in the Star Wars franchise and the Wachowski siblings invoked
numerous myths in the Matrix storyscape. This myth-making process represents
an attempt to find truth, even universal truth, in the created mythology, in contrast
to the false connotations attached to mythology as a primitive religion, false
scientific explanations of the natural world, and the general idea of untruth.
Nonetheless, Alan Dundes (1997) refers to this as an “artificial myth” in the
absence of a sacred cultural meaning. Star Wars fans may disagree about what is
sacred.
These two new definitions for transmedia storytelling relate to the traditional
definitions of mythology when transmedia storytelling is researched and practiced. I will
review those other definitions below to contextualize my vocabulary for a storyscape
with as much precision as possible. Subsequently, I will delve into one definition of
mythology, the study of myths, where I will consider the foundation and structural study
of myth to inform better the act of mythopoeia in a storyscape. This analysis defines the
meaning construction and cultural resonance of these stories. The core models of mythic
story construction, in the view of Campbell, Levi-Strauss, and Barthes, provide a method
for authoring or understanding how mythic stories, and the ideas or intellectual conflicts
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they contain, express themselves through the storyscape medium. First, I will briefly
touch on the previous definitions of mythology, each of which also applies to
storyscapes.
The Merriam-Webster Dictionary offers the following definitions:
1. “An allegorical narrative.”
According to this definition, storyscapes often aspire to be an allegorical narrative. How
these allegories are constructed then leads us to the study of myth.
2. “A body of myths: as
a: the myths dealing with the gods, demigods, and legendary heroes of a particular
people.”
This primarily refers to the bodies of myth such as Norse or Greek mythology that were
created as the cultural expression of a people, often with religious qualities, usually in a
distant or primitive past. This could apply to the contemporary mythology of the Marvel
Universe. Significantly, these ancient collections of myth again form the basis of the
storyscape content and story development.
“b: mythos 2 <cold war mythology>.”
This definition of mythology is not applicable to the storyscape, with the reservation that
it may also serve as a topic for reinvention, or semiotic layering, in the storyscape
mythology. That is because this definition is rooted in reality, and the storyscape is a
fictional medium. The UFO mythology of Roswell and the US Air Force investigations
were integrated and codified in the fictional mythology of the X-Files television series.
3. “A branch of knowledge that deals with myth.”
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The study of myth is also not what is meant when the mythology of a storyscape is
examined. However, this study often is the jumping off point of an act of mythopoeia, or
myth-making. George Lucas cited Campbell as an influence. Moreover, the study of
myth can yield insights into how to construct a mythology for a storyscape.
4. “A popular belief or assumption that has grown up around someone or something.”
This definition usually indicates a false myth or untruth. It contrasts the truth function of
the myth to express an accurate view of the world with an understanding that over time
what seemed true is now false.
One final need is to highlight the truth function in mythology before looking at
the practical development of a storyscape mythology and the structural construction of
myth-making in a storyscape. Historical myths often explained the natural world, as well
as moral precepts, and were considered true. As time passed, and these explanations
appeared wrong or simplistic, myths took on the mantle of untruth. For the purposes of a
storyscape, I don’t need to investigate science, myth, and how truth is expressed in a
mythology. However, it is significant to note that the myth-making of a storyteller is with
the goal of revealing the truth, or a meaning that has remained, at its core, consistent over
time.
The practitioners in transmedia storytelling use the term mythology to define
concrete attributes and information that is collected, usually into a bible, and represent
artifacts and a method for designing a transmedia story. Creating a mythology is a
transmedia production process. Secondly, writers and creators use the word mythology or
myth to represent a work that aspires to be truthful, as opposed to a false myth, and
becomes foundational in its cultural relevance. This foundational quality sets their
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narrative aspirations within the context of the history of mythic stories as enduring tales
that contain universal truths. The derivation or re-imagination of these semiotic themes
and ideologies is a way of connecting to a tradition of storytelling that extends backward
in history. For a creator, the more enduring a story, the greater validation it possesses.
Shakespeare is the ideal. Finally, mythology can mean the proto-stories or conflicts,
central to our cultural concerns that are expressed in a narrative form. For Lost that was
science opposing religion, for Star Wars an updating of the hero’s journey, and The
Terminator expressed an ongoing anxiety with intelligent machines.
Jeff Gomez in an interview speaks to the process of creation concerning Star
Wars: “What Lucas did went several steps beyond old-style character licensing and brand
extensions. He created a unified body of work with an extensive backstory and
mythology, and he determinedly guarded its canon while simultaneously opening up
peripheral parts of his universe to exploration by other contributors” (Caranicas 2009).
In this section, I will describe the process of mythopoeia and creating a storyscape
mythology as related to a storyscape. First is the mythological documentation of the
storyscape and second is the myth-making process that determines the content of that
documentation. As I noted before, the storyscape is an ecosystem, and this process is
neither linear nor isolated from other variables. The creation of a mythology, the
transmedia definition, as part of the story design process, precedes the implementation of
artifacts but also evolves with their publication as they enter the canon. All canon,
expressed through published works, becomes part of the mythology, so it continues to
change as it emerges. To understand this mythological practice, I will start by examining
the story bible that is used to document the mythology of a storyscape. Then I will delve
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into the study of myth and mythopoeia and show how that is central to this design
approach.
In particular, the model of four gestalts, with a mythopoeic story structure at the
core, constitutes a design method that is significantly different from the methods centered
on world-building and the so-called storyworld. The difference lies in the centrality of the
mythic story. As I examine the story bible, and the creation of a storyscape mythology, I
will emphasize how powerful, emotional story concepts are primary in the creation of
that mythology. In discussing the storyscape mythology, writers often only consider the
physical parts of the story across media, “such as characters, allies & enemies, fauna &
flora, props, locations, chronology” (Dena 2009, 158). But as Dena goes on, “it also
includes sections that are designed to facilitate consistent future production opportunities,
such as the ‘Cosmology, Themes, Mythic Underpinnings’ and ‘Distant Mountains’
sections. As [Jeff] Gomez explained to me in a personal email communication on
November 7, 2007: ‘The real magic in these products to me is in the cosmology section.
This chapter is a true guide to the chemistry, message, and aspiration of the story world.’”
In particular, in starting with the story bible, it is possible to mistake the trees for the
forest, as the perimeter of the trees blocks our sight from the heart of the forest so too can
the leafy detail of the production design notes obscure the important story roots. The
view of this research is that the foundational story, in a storyscape that is encoded as
myth-making, is the most important organizing principle for designing a storyscape. As
Gomez (2010) elaborates:
It all starts with getting a clear understanding of the property at hand. Who is your
hero? Who is the villain? What is this fictional universe trying to say? You need
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to define the recurring themes, messages, and archetypes that guide the central
narrative of your property and describe the vision of the original creator. Take
Spider-Man, for example. At its heart, the property revolves around teen
superhero Peter Parker and the guilt he harbors because he let his uncle’s
murderer get away. In short, it’s a story about a kid looking to do good in the
world to make up for his past sin.
In this example, the property revolves around the emotional heart, “a story about a
kid trying to make up for his past sin.” This is the story engine, or mythical constructions
that resides at the center of storyscape design, rather than the world-building method. In
particular, as I discuss the evolution and content of the storyscape mythology, it is
important to bear in mind that all the elements of this mythology do not have equal
weight. Most importantly, they do not contain deep and resonant meaning. In Star Wars,
Luke’s relationship with his father, Darth Vader, is more important as an Oedipal myth
than the visual pleasures of Tatooine that are part of the set design.
Jeff Gomez is my principal example of a practitioner, as an instigator of the
Producers Guild definition of a transmedia producer and the owner/principal creative
director of Starlight Runner. He explains his methods to use the story, the way that is
central to a mythic construction, and determines the storyscape mythology for properties.
His practice leads to the insights derived from contemporary studies of mythology used
in this analysis.
3.2.1 Mythology, the Story Bible, and Storyscape Practice
Branded entertainment comes and goes in a flash, but transmedia storylines are timeless
because they are built on a foundation of classic narrative structure. They’re good stories.
—Gomez, Jeff Gomez
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The story bible has become a fundamental element of building a transmedia
story—and a storyscape in particular. The story bible and its evolution as an ongoing
document for canon and continuity is also referred to as the mythology. However, a story
bible contains seeds of its confusion when the central part of this transmedia mythology
documentation is the mythic/mythopoeic and character arcs that drive the story. I explore
what is meant by transmedia mythology in this context, and as I noted previously, there is
not a consistent definition. The same can be said about canon and where it lives in this
practical methodology of creating a storyscape mythology. The work of Gomez’s
company illustrates the industry’s muddled understanding of what constitute a transmedia
mythology. One article states, “Starlight Runner Entertainment creates mythology behind
movie franchises” (Fritz 2011).
The story bibles provide backstories, fictional histories, or rules that apply to
supernatural powers or situations, all of which function as private supplemental texts
used as a precursor to the writing of screenplays or books. It is a frequent exercise for
screenwriters to write a character’s history up until the story starts so that the writer can
better understand their motivations moving forward into the diegetic text. As television
developed from an episodic model of self-contained stories to the complex form of
continuing story arcs in the 1980s and 1990s, it became more salient to sketch out
boundaries beyond the confines of the three-set sitcom. This new complexity led to pitch
documents for television shows that described more of the stories and setting than was
needed previously because the scope was larger than a single premise. The practice was
codified into the evolving form of the “series bible,” which acted as a precursor to the
bible of transmedia storytelling—a bible that attempts to cover all of the history, rules,
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characters, and media instantiations of a project (or storyscape). The series bible was not
originally a mythic document. Its purpose was to provide greater detail and depth to the
story premises that would evolve along story arcs instead of repeating an episodic
formula around a single premise in each episode. As a pitch tool, it also contained
elements of setting or production design that were significant to the explication of the
series appeal. As it evolved for more complex shows, this document became an informal
reference for what had transpired in the series so as to retain consistency in new episodes.
In the Variety article on transmedia storytelling, Caranicas (2009) says, “Transmedia
takes the concept of the bible—a document containing backstory information that film
and TV writers rely on for building plots and characters—to an extensive new level.”
The story bible for transmedia storytelling has evolved to mean the
documentation of the mythology. Fritz (2011) points out, “In each case, Starlight
[Runner] creates a ‘bible’ of 100 to 400 pages that lay out facets of the fictional universe,
similar to those used for years on TV shows and comic book series.” Caranicas (2009)
details, “Starlight Runner creates ‘megabibles and mythologies’ contained in oversized
binders full of images, chronologies, storylines, character profiles and descriptions of
such details as geography, vehicles and weapons.” This information contained in a story
bible, or the memory of the showrunners (the people creatively in charge of the series), is
the mythology of a storyscape.
The conception or practice of the story bible, or story bible and mythology
documentation for large scale transmedia franchises, creates misdirection for designers
and academics about the world-building method, where production design of the world
seems primary but is not. It is the confusion and conflation of the term mythology
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Caranicas (2009) references here when he discusses franchises and distinguishes the
world from mythology, “studios create mythologies, multimedia worlds.” These
mythologies are driven by a story at the heart. It is that story, conceived through the
myth-making method of a storyscape, that is the most important element. Drawing
attention to that crucial story conflict as the mythological engine that drives a storyscape,
as it does with many narrative forms, Caranicas (2009) quotes Gomez: “The tool—
transmedia storytelling—is capable of performing such feats as the recent revival of the
Batman franchise. . . . The filmmakers were able to go back to the essentials—the true,
deep conflict that the character faces—and they managed to make it resonant with our
current conflicts as a society.” Thus, even in the story bible definition of mythology, it is
the traditional story and character arcs that focus the materials for transmedia creation.
Returning to the series bible as a jumping off point for the transmedia mythology
development, I want to examine the Battlestar Galactica series bible as a transitional
example. It is transitional because it was an example of complex television and the
seriality that stitched together the multiseason story and character arcs, and not initially
conceived as transmedia. It is an advanced instance of a series bible that shares many
aspects of the evolved transmedia “mythology” as an example of the documentation for a
storyscape. It is important to note that the bible form is neither codified nor consistent.
Subsequently, I will reference the role of the mythology coordinator for Defiance, the
transmedia television show and synchronized participatory game world. This bible
provides an example of how this document is started as a transmedia mythology. Below
is the table of contents for the Battlestar Galactica series (Fig 11.), which illustrates the
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categories of storyscape mythology documentation as well as the story-centric aspects
that carry mythic structures including the myth-making and character arcs.
Figure 11 Battlestar Galactica Series Bible by Ronald D. Moore.
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3.2.1.1 Story, Themes, Conflicts—The Mythic Engine
This table of contents of the series bible details the main story conflicts, story
arcs, and character arcs and explicitly relates these narrative elements to the larger
categories such as history, religion, and culture. This series evolved into a form of
transmedia storytelling that does not constitute a prime exemplar of a storyscape because
it was not originally conceived as a transmedia work, but for the purposes of
understanding mythology, and a story-centric design method, this is a robust description
of what could be described as an initial mythology. This bible was created in advance of
the series. After the pilot, as shows were produced, they were added to the mythology,
sometimes evolving or changing it.
The series bible begins by defining the central dramatic premise of the series: “it
is the task of the series to maintain that tense environment and bring viewers back week
after week to experience the thrills and cliff-hangers inherent in the story of a fugitive
fleet on the run and one step away from destruction (Moore 2003, 1).” Ronald D. Moore
(2003, 1), who wrote this document and was an executive producer on the show, goes on
to say, there are three main story arcs at work,
1. Series Arcs͒2. Multi-Episode Arcs 3. Episodic Arcs. The Series Arcs run
through the life of the show, dealing with long-term stories such as the Cylon
pursuit of our fleet, while the Multi-Episode Arcs allow us to spend 2-4 episodes
dealing with a specific crisis, say on one planet discovered by the Galactica, and
the Episodic Arcs provide closed-end narratives for each show and giving any
viewer a chance to watch this week’s episode. By employing this structure, we
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gain the benefits of long-term story-telling, embroidering on the existing tensions
and situations in the premise which have already hooked our audience and thereby
delivering a richer and more compelling experience to the dedicated viewer, while
at the same time making allowance for hooking the more casual viewer who may
not be familiar with the long-term tales but is drawn into this week’s episodic
storyline.
More importantly, this document centers the material on the main stories,
including the existential questions the Cylons face, the conflict of man and against
machine, and various other story conflicts that drive the three arcs mentioned above. The
series bible also demonstrates a conscious myth-making process by incorporating the
twelve tribes, plus a lost thirteenth tribe, during their sojourn through a forbidding desert
of stars to the promised land of their prophecy. These myths explicitly allude to both the
biblical Hebrews and Moses and, by way of the original producer and creator, Glen A.
Larson, Mormon mythology.
It is the story bible method of incorporating myth-making, the repurposing of
mythological constructs in new semiotic configurations derived from previous meaning
or mythic interpretation, that illustrates the story-driven and mythic explanations I discuss
later. Those transmedia theorists who propose a storyworld or world-building method
would value the various production design elements of this series bible as equal to the
central conflicts and story arcs. Thus, for example, Jenkins (2006a) predicts, incorrectly,
the increasing importance of the production designer in the transmedia storytelling
production model. Also, the idea that mythology, described as all the elements discussed
here, is to be included in the world-building model complicates a design approach. This is
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because raising all backstory and production design to the same design level gives too
much importance to elements of an imaginary world as opposed to the story and
character. World-building yields a confusing and opaque model. This storyscape design
method puts story and myth-making at the center of the mythology method and
documentation, with character second and production design a much less significant
concern.
3.2.1.2 Character and Biographies:
Who are the main characters in this storyscape and what is their backstory and
major character conflicts? These often evoke classic roles including protagonist and
antagonist, but also tragic flaws that drive character arcs. And how do they help us
understand the story and core conflicts or exposit mythic situations? This is the initial
cast in a storyscape that may ultimately consist of an extensive cast with multiple
protagonists and antagonists. This story bible or mythology also includes both diegetic
and nondiegetic characters. Nondiegetic characters are those characters who exist only in
the mythology. They never appear in the works that are created, but they can determine
the overall direction of the comprehensive story arc. The late exposition of the early
history of the island in Lost—made explicit through a mythic conflict between brothers
representing competing philosophies told in flashbacks—illustrates how this unseen
mythopoeia was determining the interaction of characters in the show and illuminated
core concepts of faith against reason. This is another central binary opposition that can be
understood through a study of myth. When television mostly consisted of single-episode
arcs, early story bibles often consisted of little more than character backstory, some
settings, and style notes.
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3.2.1.3 History, Technology, Culture, Geography:
Since a storyscape is most often an imaginary world, these are the details of
settings and imaginary creatures that are needed to create continuity across the various
shows or works. A bible also provides a wealth of suggested detail for production design
and related design fields to use as the basis for their work and extended elaborations over
time. These can be technical details that explain what is possible or impossible in the
imaginary world; it is often an explanation of magical or advanced technological
capabilities (not very distinct from magic). If the world-building method lives anywhere,
it is here, as the details of the imaginary world are created. In the often fable-derived
works discussed, this is often an ecology of fantastic or somehow supernatural creatures.
Rules can be a “faster than light warp drive” or a determination that a spaceship can
travel only near the speed of light (also not necessarily feasible but rules constrain the
paradigm of the story). It may mean that a stake through the heart, or sunlight, or neither
kills a vampire, but these rules and the physics of the universe regarding these devices
and supernatural effects must be documented and maintained or risk audience confusion.
3.2.1.4 History and Canon:
The process of the story bible for a transmedia storyscape is to create an evolving
document or conception of the whole project. Sometimes this mythology or bible is the
conception in the showrunner’s head, who somehow manages to keep most of the details
of the world straight because of his ongoing involvement. In other cases, the process
involves adding the events and explanations that occur in the ongoing distribution of new
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works to a central document. Updating only applies to canonical works, which are added
as history within the story bible or mythology documentation. Science and magical rules
can also evolve or be extended to new significant areas. In the original Star Trek, Spock
often avoided death or injury through the exposition of new biological features, such as a
second heart, two eyelids, or a method to carry his soul from one body to another. Thus,
the mythology evolves in canonical details, though the authorial authority also determines
what remains canonical, or historical over time. Vast swaths of the Star Wars universe
that were canonical—important historical events, characters, and explanations—were
recently disavowed by Disney, the new intellectual property owner, thus rendering moot
anything that occurred in those books, shows, and games.
Before I summarize the mythopoeia gestalt of a storyscape and move into how the
study of myth can contribute to understanding the myth-making core of a storyscape, I
will adduce the example of Defiance. The website screenshot below (Fig. 12) illustrates
Figure 12 Defiance transmedia show and game. www.syfy.com/defiance 2015.
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the interaction expected between the transmedia science-fiction show and synchronized
online game through which participants interact. The events of the game affect the
television series and characters from the series extend into the game. The author/creators
of Defiance adopted the mythology term used here and grappled with how this
mythological method evolved in practice across the two media. In this case, they were
often focused on the canonical aspect of the mythology, the need to maintain continuity
in an imaginary world that is constantly in a state of creation and evolution. The
showrunner, Kevin Murphy (2013) discusses the mythology methods and process in an
interview with Indiewire and points out the need to maintain a central authorial focus:
“We all had big bibles at the beginning but no one was keeping them up to date, so they
became useless because there are a million new ideas happening.” Murphy goes on to say
that they ended up hiring a mythology coordinator, a new storytelling role, “Our
mythology coordinator . . . takes the point on that. . . . He sort of fell into the idea of
helping us keep the mythology straight” (Murphy 2013). He goes on to say that: “We are
getting very complex with a lot of our mythology material as far as documents released
on Tumblr. We have a mythology coordinator and I go through him, and Bill and Nick
from the game vet everything” (Murphy 2013). This underscores the importance of
keeping the mythology consistent to maintain continuity and provide fewer barriers to
immersion because contradictory information draws attention to the story medium. It also
consolidates the mythopoeia, the characters, the history, the published works, and the
physical characteristics of the elements in an encyclopedic concept that is expressed as
the mythology of the storyscape.
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Returning to the two new definitions of mythology (mythology as story
bible/archive and mythopoeia) related to a storyscape, the mythology coordinator is
responsible for the documentation of all the referenced elements of the evolving
storyscape in terms of the story and character arcs, history, rules, details, and the evolving
canonical history as it occurs or is expunged. Secondly, he documents the core mythmaking, as it is extended or refined, in the service of one or more central story ideas. The
X-Files mythology is a good example of how the central idea of “Believe, the truth is out
there” creates an exposition of science and technology whose main appeal often lies in
the coherence of the myth-making explanatory powers. In the driving conflict between
the protagonists, Scully’s skepticism and Mulder’s belief uncover a core mythology of
linked supernatural events that build a logical model. This mythology explains
government cover-ups and flashpoints between skeptics and believers of alien
phenomena such as the Roswell incident.
From a game and virtual world perspective, Klastrup and Tosca (2004, 3) in their
essay on transmedial worlds and cyberworld design posit an approach that they define in
opposition to Ryan’s narrative across media approach. However, they put a foundational
story at the center, and their categories underline the “meaning-centric or story-centric
point of view.” They further acknowledge “that in studying particular actualizations of a
transmedial work, it can be fruitful to look at how this particular actualization produces
new meaning-bearing content—content which can then be reproduced or reused in
forthcoming actualizations of the world” (Klastrup and Tosca 2004, 4). This meaningmaking structure is what defines the mythopoeic center of a storyscape, as they note: “A
transmedial world shares a basic foundational story, and there is only one acceptable
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version of an ethos, topos and mythos (Klastrup and Tosca 2004, 2).” They divide a
transmedial world into these categories:
Mythos: the establishing conflicts and battles of the world, which also present the
characters of the world. The mythos also includes stories of or rumours about
certain lore items and creatures which are unique to the world.
Topos: the setting of the world in a specific historical period and detailed
geography. . . . From the player’s perspective, we can say that knowing the topos
is knowing what is to be expected from the physics of and navigation in the world.
Ethos: this is the explicit and implicit ethics of the world and (moral) codex of
behaviour, which characters in the world are supposed to follow. Thus ethos is the
form of knowledge required in order to know how to behave in the world.
(Klastrup and Tosca 2004, 4)
This approach maps to the story bible categories; however, it specifically devalues
the primacy of story conflicts, character arcs, and themes in the creation of the world
because it highlights the mechanics of world-building. This is despite so many elements
that are noted, such as mythos as the establishing conflicts of a world, or ethos as explicit
ethics, to be drivers of a story or narrative approach. However, in the context of game
development or virtual world, these categories become a good checklist of elements that
overlap and can invoke the semiotic relations, in the gestalts of the storyscape. Their
argument for a world-building approach, they acknowledge, contains a strong story and
narrative focus, despite a model that premises a transmedial world that is not a storyworld. Their concept was the original storyworld, called a transmedial world, without a
need for story as a primary component to model a grouping of works in a shared world.
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In contrast, Lars Konzack (2006), in a paper on the subcreation of secondary
game worlds, explicitly discusses Tolkien’s term subcreation as a mythical method to
design game worlds. This method draws from the second definition of mythology,
mythopoeia, applied to a storyscape, which is the conscious creation of mythic stories. In
the aesthetic he describes, he proposes this as a space-based poetics as opposed to a timebased poetics, as applied to game worlds that are secondary worlds. Secondary worlds
can be equated with the imaginary worlds of Mark Wolf, whereas the primary world is
the “real world.” His categories are similar to Klastrup and Tosca, but he puts mythmaking at the center of this model. “Firstly (Cosmological level), the subcreator
strategically must construct carefully prepared mythologies, religions, and philosophies
of the world, secondly (Epic level), the subcreator tactically has to construct a secondary
world with geography and items based on the cultures, mythologies, religions, and
philosophies, shaping the world historically. And thirdly (Naïve level), the subcreator
operationally builds within his subcreation what seem to be simple narratives that are
easy to grasp for the explorers of the secondary world” (Konzack, L. 2006, 4).
The two approaches of Klastrup and Tosca and Konzack appear very similar and
apply to the story bible example of mythology. As a whole, these elements map closely to
the first mythology definition—the documentation of all of these elements in a
storyscape. These elements, in my story approach, are configured along the lines of
Konzack’s point of view that this is a mythic construction with a foundational story at the
center.
“Examples of franchises that have been hurt by the lack of an adequate
mythology, or enforcement of a mythology, are legion, Gomez says” (Caranicas 2009),
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and this points to the primacy of mythology in our approach. Caranicas (2009), in his
article on the transmedia franchise phenomena, mentions that a “Hollywood talent agent
who works in new media says his clients ‘who own a piece of intellectual property that
will be replicated on different platforms need to be intimately involved in extending that
mythology’ to preserve the property’s integrity.” However, this is not simply the
technology of a spaceship, the powers of a wizard, or the six-legged horse; it is the story
and resonant meaning that is expressed in the storyscape through a myth-making process.
Gomez underlines again: “They can’t just let anybody do it,” he says. “It may not be just
fanboys who are going to see a film like Spider-Man, but those fanboys become your
evangelists if you pay close attention to the mythology and make sure it sticks to the
original thrust of the story. If you don’t, you can have problems” (Caranicas 2009). I
interpret this as focus on the myth-making core of the mythology, the central story that
animates a work in one or many media, and the core of the story that is a form of
meaning creation through the reconfiguring of concepts and ideology at the core of these
ideas. However, it also illustrates the confusion as the term mythology for transmedia
authoring is used in practice and scholarship, in many new and old ways, and with
different or multiple shadings.
In the storyscape method of the four gestalts, mythopoeia, myth-making, forms
the primary method to author a story across media. The myth-making results in a specific
mythology, a collection of stories included in the transmedia mythology archive/story
bible. This mythology archive also contains character and canon—two additional gestalts
I separate out because they work powerfully on their own. The complexity of this
interaction again points out the flaw of the world-building method that includes all the
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elements of the story bible as components of the storyworld. The mythopoeic/mythmaking gestalt consists of the central stories, cultural oppositions, and reimagined
historical myths as well as the details that determine the unfolding events and the
supernatural physical aspects of the imaginary world. This gestalt is scaffolding that
allows the authors and participants to construct a whole storyscape in their mind and
memory. At the heart of this whole is the story and this story derives from culturally
relevant or historical myths, or perhaps equally significantly, can be constructed as a
modern myth. Accepting myth-making as a central organizing principle and gestalt leads
to one of the other definitions of mythology, the study of myth as an analytical method to
understand how myth works in the storyscape.
3.2.2 The Study of Mythology Applied to the Mythopoeia of the Storyscape
In this section on mythology and the academic theorists in the field of transmedia,
the focus is on how the study of mythology is invoked both explicitly and implicitly to
define the content and structure of the narrative structure as it applies to transmedia. The
use of the term mythology, as expressed by the following theorists, derives from the
definitions that I previewed previously. The term mythology is part of the vocabulary of
the community of practice but is used in general or nonspecific ways in that context too.
Some use mythology to refer to Levi-Strauss and the binary opposition of myth as a
thematic and cultural conflict, others to the semiotic principles of mythic construction
and ideological underpinnings, and many to a general understanding of the study of myth
evoked by Joseph Campbell (1968) as a model or expression of cultural concerns. Others
lack any particular specificity but address myths as a description of universal truths in
opposition to the definition of myth as a false explanation or understanding. In this
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section, the goal is to examine the discussion of myth and myth-making by transmedia
scholars, often similar to the proposed definitions above, but applicable to designing or
understanding transmedia storytelling. While myth and myth-making are of significant
concern for transmedia theorists, they are not often invoked as design or organizing
principles to understand transmedia storytelling. Often when it in use, it is as a
subcategory of the storyworld or world-building, as noted previously.
In making the case in Convergence Culture for myth-making in movies, and in
transmedia practice, in particular, Jenkins (2006a, 120) flatly states: “The idea that
contemporary Hollywood draws on ancient myth structures has become common wisdom
among the current generation of filmmakers.” And Long (2007, 16) quotes Hanson, who
points to central mythic themes as providing resonant structures, “I believe the condition
of screen bleed is proliferating due to the immersive 3D worlds we explore as game
players and digital media consumers. This is why all-encompassing mythologies are the
most resonant with contemporary audiences (Hanson 47).” Jenkins (2006a, 119) himself
invokes Tolkien’s mythopoeia as central to this transmedia method, “writers such as J. R.
R. Tolkien sought to create new fictions that self consciously imitated the organization of
folklore or mythology, creating an interlocking set of stories that together flesh out the
world of Middle Earth.” The storyscape model, drawn from ancient religions and truth
structures, then remediated in the transmedia mythopoetic model, finally achieves a
flowering as cultural, or subcultural, model, a mythic story. It’s capable of speaking to
the deeper concerns of a cultural group by choosing relevant and resonant core stories.
These transmedia scholars reference the contemporary study of mythology,
embodied by Campbell’s views, where myth embedded in popular cultural artifacts such
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as books and movies speak to our anxieties and concerns. As the earlier myths were about
hunting in a hunter/gathering culture or subsequent myths revolved around the planting of
the seed, nature, and appealed to the agrarian societies, so these stories speak to
contemporary concerns with our relationship to religion, or science, or thinking
machines. Jenkins (2006a, 121) analyzes transmedia stories and points out, “The Matrix
is a work very much of the moment, speaking to contemporary anxieties about
technology and bureaucracy, feeding on current notions of multiculturalism and tapping
recent models of resistance.” This mythic story engine is precisely the model Campbell
considers when he proposes that movies are the twentieth-century mythology, and
storytellers have happily assumed the mantle of mythmakers as a synonym for a
storyscape storyteller. “These new ‘mythologies,’ if we can call them that, are emerging
in the context of an increasingly fragmented and multicultural society” (Jenkins 2006a,
121). It is helpful to see storyscapes as representing cultural groups’ world-views and
contemporary concerns. Of course, as humans, some of our central concerns—father,
mother, sister, and brother—still retain a mythic narrative of basic human truths, though
perhaps with a modern twist. This mythology also acts as a cultural and ideological
landmark that attracts like-minded members of a group and defines shared points of view
and values.
Indeed, The Matrix, Lost, and Star Wars all borrow substantially from past myths
reinterpreting and updating to find contemporary resonance. These myths may be stories
or themes, sometimes allusions that become backstories or characters and archetypes.
Even on the surface Jenkins (2006a, 120) concludes, “We can see The Matrix as
borrowing these archetypes both from popular entertainment genres (the hacker
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protagonist, the underground resistance movement, the mysterious men in black) as well
as from mythological sources (Morpheus, Persephone, The Oracle).”
Significantly, the mixture of archetypes is drawn from ancient and new;
contemporary mythology includes the urban myth of the “Men in Black” who destroy
evidence of alien encounters. The “Men in Black” myth explains why evidence of alien
presence is lacking but codifies the government role as an iconic representation. The
Godzilla movies reify contemporary nuclear anxiety in a monster to be subdued by
science and government. These stories combine old and new myths and connect us
culturally to past works, infusing them with new meaning. Even when the origin is
unknown to the audience, the grammar of this storytelling inherits the history of these
elements, rooted in mythology, as the building blocks of new stories. As Jenkins (2006a,
122) notes, “even if you see classical myths as more valuable than their contemporary
counterpart, works such as The Matrix draw consumers back to those older works, giving
them new currency.” These mythical references are particularly relevant in the digital
storyscape where drillability and encyclopedic pleasures encourage a robust exploration
of the most arcane details and relationships. Lost and Star Wars both created fan cultures
that explored these topics. This reimagining may drive the participant to compare or
review the mythic antecedents. Or the new myth construction, realigned with
contemporary points of view, may find a renewed relevance in the way we use stories to
explain our world, derive meaning, and connect with like-minded individuals.
The Matrix embraces one salient contemporary anxiety, man against machine.
From the nineteenth century and in movies since Metropolis, thinking machines contested
with humans for dominance. This concern is subject to rational debate in our culture but
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mythically is resolved on a cathartic or emotional level. As Geoffrey Long (2007) points
out, “the story of the Matrix films is the story of Neo, yes; the story of the Matrix
franchise, however, is the story of the fall of humanity, the rise of the machines, and their
continual conflict. The story of the franchise is the story of the world.” Thus, these
mythic constructions provide both a story conflict, which extends across media and a
thematic concern that is intrinsic to the participants. This is further discussed in the
definition of mythology for transmedia storytelling to follow, but the point is that this
medium, the storyscape, is viewed as having many mythological attributes in transmedia
scholarship. It is often viewed as the narrative goal of the endeavor: to be a myth-maker,
to create a mythology, to define archetypes, and to make stories of such power and
resonance that they provide an explanatory model and usefulness to their cultural group.
Also, it is important to remember as Derek Johnson (2014) tells us that “most
crucially, culture and mythology have been reconceived as proprietary, manageable
property.” This may sound cynical but is important to understand that the storyscape in
these examples, often a vast ecology, has cultural, economic, identity, ideological, and
religious dimensions that are extensive. The creation of these resonant stories takes place
under the conditions of intellectual property law, competing creative authority, and
participatory audience interactions. Nonetheless, I argue it is their meaningfulness that
carries the storyscape forward more than the pleasures of the medium that arise from the
affordances discussed previously. The following section explores how the study of myth
can give the storyscape myth-making method a structure that can be explicit, as plot or
mythic structures, or invoked, in other related media where plot may not exist and story
enters as a semiotic referent. Myth-making, character, canon, and genre act as landmarks
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created partly from the authorial top-down design and also as a bottom-up authorial
contribution of the audience through the multiple participatory interactions that form the
storyscape.
3.2.3 Mythopoeia in the Storyscape
Mythopoeia in the context of a storyscape defines the symbols, cultural
landmarks, and conflicts, as well as the natural and supernatural rules of the stories. By
this definition, some contemporary stories function as myths. By incorporating the
mythopoeia gestalt in their design vocabulary, transmedia designers will come to
appreciate the importance of dramatic oppositions, such as religion against science or
love contesting with duty, as a unifying method for their storyscapes. The myth-making
gestalt defines the rules of the universe and the major characters that participate in
founding myths (illustrative stories that define central themes or conflicts). Further, it
weaves into the worldview symbols that are significant to the structure of meaning in the
story. For The Ghost Club, it is investigations by Houdini and Sir Arthur Conan Doyle
(two main characters) and the conflict between skeptics and believers. Our storyscape
mythology draws from current transmedia storytelling practice and refers to the power of
contemporary and ancient myths defined by Joseph Campbell (1968).
Myth-making is the key to the storyscape transmedia storytelling approach
because the core conflicts and ideals that are designed provide the engine for the diverse
experiences across media. This is in contrast to theorists and practitioners who put the
primary emphasis on the creation of a storyworld or world-building. In this gestalt
method, a resonant mythology such as the Jedi Knight and the Force (from Star Wars)
can animate the integration of meaning across disparate media with different affordances.
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More significantly this approach posits a relationship between works that is not verbal,
logical, or plot oriented but instead acts as a gestalt for the participant to conceive a
whole work. This mythopoeia connects works without distributing clues and plot points.
In media where the mythology isn’t invoked, then symbols and other connectors
represent it to make an integrated experience.
The central mythopoeic design paradigm that I employ draws from Levi-Strauss
(1983a) and Campbell (1968) in identifying a binary opposition that troubles cognitive or
cultural models and creates a resolution through the story’s explication and synthesis. In
Levi-Strauss (1983b) this forms a binary opposition, such as the “Raw and the Cooked”
that extend through early cultural mythologies. In contemporary times we are not so
concerned with uncooked food but themes, such as love vs. duty, are considered the
driver of modern stories, such as when soldier is forced to choose between wife and
service to the country through the military. Lost, the TV series, was partly designed to
express the conflict of science vs. religion, with many characters adopting names and
postures that highlighted that conflict. Lost followed this theme to the conclusion, when
the series resolved around a supernatural, overtly religious conclusion that left the more
scientifically inclined participants complaining loudly about unresolved scientific
mysteries while faith united the characters in multi-religious afterlife.
In this design approach, myth-making is expressed through primary binary
oppositions, stories that are referenced or told within the narrative that are symbolic
parallels to the meaning of the story, and symbols that contain these meanings as a form
of mythological shorthand for the central premise. In the Ghost Club storyscape, a core
opposition of skeptics and believers was employed, but at an existential level the ghost
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genre is powered by a narrative desire to understand the boundaries of life and death.
3.3 A Summary of Myth and Mythology in a Storyscape
There are and remain two aspects of myth: one is its story-structure, which attaches it to
literature, the other is its social function as concerned knowledge, what it is important for
a society to know.
—Northrop Frye, The Great Code
Myth is the central gestalt that unifies a storyscape. This mythology is comprised
of two new storyscape definitions. Briefly, the first is comprised of the transmedia
documentation and its components as outlined, and secondly mythopoeia, the act of
myth-making. My story and narrative approach points to this myth-making, grounded in
historical mythology, imaginary worlds, and fable, as a story thought process that can be
analyzed using the study of myth to give us clues to the structure and meaning of stories
that are resonant in our culture.
Thus, as outlined above, models of stories by Campbell, such as the hero’s
journey, can help connect disparate media in a cognitive web of narrative meaning.
Understanding the binary opposition of myth, and the conflict and resolution of stories
can explain the core story design methods for a storyscape. The resolution of these
conflicts in specific media and across media creates suspense and participation by an
audience. In a semiotic analysis, the history of signs and meaning, often embedded in
contemporary or derived from historic mythologies, also enlighten a story method based
on mythopoeia.
As Northrop Frye (2006, 55) remarks above, myth is a story structure, but it is
also a cultural force, “social function as concerned knowledge, what it is important for a
society to know,”—encoding major ideologies and themes, cultural anxiety, and an
attempt to find truth and an accurate model of the world in the chaos of information and
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data points. Understanding that storyscapes, by design, are encoding this cultural
information or conflicts in mythic models provides insight into a new medium with an
evolving aesthetics. Binary oppositions, leading to a resolution, take on new meaning in
an open work as described by Eco. Nonetheless, understanding the wider mythic structure
and applying it to a storyscape may engender a meta-catharsis (a more resonant or robust
catharsis) or something approaching the meta-catharsis that Tolkien (1966, 87) proposed
as a eucatastrophe, “the joy of the happy ending: or more correctly of the good
catastrophe, the sudden joyous ‘turn’ (for there is no true end to any fairy-tale): this joy,
which is one of the things which fairy-stories can produce supremely well, is not
essentially ‘escapist,’ nor ‘fugitive.’” In Tolkien’s analogy, the Bible’s many mythic or
fairy-tale-like stories point to a eucatastrophe that unites the work.
3.4 Character, Canon, and Genre
In the previous discussion and the multiple definitions of mythology, there is an
overlap of these expositions with the categories of character, canon, and genre. In mythmaking, character and conflict are often wrapped up together as mythical characters
become explicit referents for other mythical stories and conflicts. In the documentation of
a storyscape mythology, canon explicitly becomes part of the mythology documentation
when it is considered authorized. The four gestalts come together in the storyscape and
combine to form a whole, summing the storyscape. Nonetheless, all three contribute
separately as gestalts needed to unite the whole and as separate design considerations of a
storyscape.
3.4.1 Character
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Character occupies a central role in storytelling, as articulated originally by
Aristotle. Serialization and complex television shows with long-term arcs have focused
attention on how characters can provide an organizing principle for serialized and
expanded transmedia artifacts, where character can function as a dramatic organizing
force in stories and games and, therefore, become a major gestalt across media.
Character can work as a transmedia design element in three ways. There are
embodied characters that are expressed as actors, abstract characters that represent the
spirit of the character but not the specifics in look or history, and the archetypal character
that represents the rudimentary features of that social archetype. Scott McCloud (1994)
has explored levels of character abstraction that are represented in comics from abstract
to photographic, while scholars including Elizabeth Jane Evans (2007) have asserted the
value of using character in different related narrative contexts and with various forms of
dramatic agency as a crucial design element for transmedia storytelling.
Most transmedia and media theorists acknowledge character as one primary
element of a storyworld and in transmedia examples. Character is a sizeable component
in the storyscape mythology, both for myth-making and backstory mythology. Moving
forward as characters’ actions, history, and motivations are revealed in the diegetic texts,
it is documented in the mythology as canon that unfolds through the storyscape artifacts.
I disagree with most theorists’ perspective on how character interacts with the storyworld
or world-building model. However, the importance of characters in transmedia is often
highlighted, if sometimes given short shrift. Ryan (2012, 380) states: “Yet a storyworld
cannot acquire a distinctive identity without characters who inhabit it, and characters
cannot acquire an identity without some kind of personal history that follows them
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around” and Long (2007, 45) points out, “Transmedia narratives, however, are indicative
of a new shift in emphasis. The entertainment industry has learned that popular recurring
characters can increase repeat revenue and that a rich story world that can host multiple
sets of recurring characters, as in Star Trek and Star Wars.” Both point to the centrality of
characters in designing and conceiving these storyscapes. In Lost and the Battlestar
Galactica series bibles, characters provide a long-term organizing principle. In Lost, as I
will further explore as an example, this extends into the storyscape artifacts and also
forms an orientation for an audience that has an interpersonal focus.
In her analysis of Spooks and audience agency, character, and transmedia drama,
Evans (2008, 213) concludes, “ as such the further development of forms and
technologies with differing levels of interactivity into coherent, trans-media texts, will
require a greater understanding of the desire of audiences to transfer forms of
engagement available through television texts into those platforms that seem to offer new
ones.” This engagement is how character ties together transmedia through viewing and
participating in multiple media works. The participant creates a mental gestalt of the
character, and the various incarnations of that idea across media, to develop an overall
gestalt that can provide structure for a story. Certainly, character is not a new organizing
principle for drama, but with a storyscape, character is encountered across media and
modalities, imaginary and embodied, so as to provide another unifying design gestalt.
This view restores character to a central place in this story model, as opposed to the
world, as maintained by most other theorists. The characters drive the storyworld and not
the other way around. The following chart (Fig. 13) shows how an audience follows the
characters and their interactions across the vast serialized stories of the Lord of the Rings
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and other movies.
Figure 13 Movie narrative charts. Randall Munroe XKCD www.xkcd.comhttp://xkcd.com/657/
My three classifications of character—embodied, abstract, and archetypal—are
ways to represent a connection between different media. These categories are drawn from
theory and practice, as discussed previously, but particularly from the practical craft of
screenwriting expressed in embodied performance, to the critical discussion of digital
media characters’ depiction, and extending into the abstract characterizations that have
been discussed in comics and animation (McCloud 1994). Some media, such as games,
have difficulty representing embodied characters. It is hard to wholly represent a named
flesh and blood actor in games because of logistic reasons that include the difficulty in
recreating an actor’s voice or likeness and cost of licensing. A game may require a more
abstract representation of a character in order to more easily create a first-person
experience. The optimal connector of character would be to present the same embodied
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character across media for the sake of continuity of meaning and representation but each
medium has a different character representation system. In the Ghost Club storyscape,
some of the same characters are present in the movie and webisodes but abstract and
archetypal examples exist in the other media artifacts (see Chapter 5).
Creating abstract characters is a way to intrinsically reference a central story
within a storyscape by referring to other representations from other media and adopting
relevant characteristics. Games can use characters that are loose abstractions: cartoonish
figures with some physical similarities or identifying prop but not meant to represent the
embodied character. The Lost video game had characters that resembled actors from the
show but were abstracted and unnamed. Since these abstract characters refer to the
embodied role or role/archetype but are not explicit, this allows for a player to inhabit an
avatar as himself or project other interpretations on how this character acts. Defining role
is another technique of abstraction that can connect distinct media. In the Ghost Club
storyscape augmented reality game, you adopt a role coequal with characters from the
movie and the mythology: Jr. or Sr. Technician, Psychic, or Archivist.
Archetypal characters represent the fundamental aspects such as hero, villain,
healer, mystic, and scholar that correspond to the larger story schema represented in the
storyscape and transmedia bible. As Konzack (2006, 6) puts it, “One mythical method
used in digital games has been that of the Jungian Archetypes. The story goes that George
Lucas used The Hero with a Thousand Faces by Joseph Campbell based on Jungian
archetypes when creating the story of Star Wars back in the 1970s.” If a story revolves
around a conflict between science and religion, then a priest and a scientist may connect
the elements across media in a way to allow the user to perceive the combined
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participatory elements.
When Stephen King interviewed the showrunners of Lost, they compared the
show’s characters to King’s archetypes in his book The Stand: “Lindelof: His entire
character sort of is constructed around that. The thing about The Stand is that there are all
the archetypes, and we embraced the same thing. The strong, silent, heroic type. The
nerdy guy. The techie. The pregnant girl. All those characters exist in The Stand, too”
(Lindelof and Abrams 2006). Some archetypes lead us back to Propp and mythology;
others represent contemporary archetypes such as the hacker. The Battlestar Galactica
story bible sets out the principle that characters in the show are real and not archetypes,
but it still creates a storyscape archetype that can be extended across media as an
archetypal character of its own. By this, I mean an instantiation in a different medium
where the character’s salient physical, historical, or dramatic conflicts can be
incorporated. In a virtual world or ARG, a participant can inhabit a character that has that
exposition or is confronted by dramatic conflict that invokes that archetype, and still be a
layer of character that connects media.
Character acts as a gestalt that provides a narrative thread across media in a
storyscape. It constructs a mental model across the different media modalities by
connecting the embodied, abstract, and archetypal. It also speaks to the subjective
experience of stories that is part of a storyscape, where the subjective pleasures of
engagement are experienced individually as movie watchers, game players, puzzle
solvers, or shippers.
3.4.2 Canon
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In a storyscape, the term canon refers to the approved, official media elements of
a fictional universe, based on intellectual property rights, or to some form of consensual
agreement on an authorial authority by fans and participating communities. Canon
defines the events that have occurred inside and outside of the fictional world that
comprise the history of that universe. Since there are multiple media elements in a
storyscape, it is important to have a consolidated history and cosmology to reference
(Long 2007; Jenkins 2007b; Gomez 2010). Canon is often used to describe the
boundaries of official elements of the Star Trek and Star Wars media franchises as a way
of reconciling contradictory storylines. Lindelof and Cuse, the showrunners of Lost, often
explicitly labeled some transmedia stories such as The Lost Experience as canonical or
noncanonical (I. Askwith et al. 2007).
Canon, narrative cohesion, and continuity are three words often grouped together
in the discussion of canon and its value to a transmedia story. As stories are told across
media, consistency seems self-evident as a design method, but must be understood in the
context of its primacy in a storyscape and problems of canon across media. In the
storyscape method, canon functions as a gestalt, enabling the disparate parts of the
storyscape to form a unified whole. In this method, canon is inferred in media where it is
not explicitly referenced. In a gestalt, the parts that contradict the overall image or model
must be ignored to conceive of the whole. The more cohesive and continuous a model,
the easier it is to conceive and extend the storyscape conception by a participant.
In a key early blog post, Jenkins (2009b) addressed continuity and coherence, as a
significant consideration in designing a transmedia story: “It is certainly the case that
many transmedia franchises do indeed seek to construct a very strong sense of
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‘continuity’ which contributes to our appreciation of the ‘coherence’ and ‘plausibility’ of
their fictional worlds and that many hardcore fans see this kind of ‘continuity’ as the real
payoff for their investment of time and energy in collecting the scattered bits and
assembling them into a meaningful whole.” This “meaningful whole” is designing for the
storyscape canon gestalt. Long (2007) extends Jenkins argument explicitly to define
canon as central to transmedia storytelling franchise practice, “Canon and continuity are
key—while strict continuity may feel constrictive, wantonly breaking these things is as
dangerous as misrepresenting a recurring character. Audiences may have their suspension
of disbelief shattered, which then lessens their investment in the narrative franchise.” As
Bordwell and Thompson (2010) pointed out, in arguing against the transmedia
storytelling medium, comprehension is weakened across inconsistent stories. In contrast
to Bordwell and Thompson, Long (2007) proposes canon as way of defining and
evaluating the medium and declares, “I’d like to refine Jenkins’s definition by suggesting
that transmedia narratives can be evaluated by how well they set themselves apart from
transmedia branding through narrative cohesion and canon.” Thus for a storyscape, the
qualities that follow from canon—continuity, narrative cohesion, and consistency—are
part of a design process that encourages engagement and involvement with the story
through coherent exploration and investigation by participants across media. Canon can
include immersion, through theme parks or alternate reality games, for example, and
other foundational story qualities such as the backstory of a character or mythic
oppositions.
Murray argues that Lost failed in some of the ways that canon was implemented.
For her, “Lost also exemplified an important design challenge for ‘transmedia’ in the
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dissatisfaction fans expressed at the poor imitation of the original cast in the videogame,
and confusions it created over which nonbroadcast story elements were ‘canonical’ and
part of the central storyworld and which were just throw-away riffs on similar situations”
(Murray 2012, 2). Murray touches elegantly here on unifying gestalts: canon and
character. In much the same way as Long describes the usefulness of consistency of
canon, Murray underlines this consistency as a heuristic principle to consider for these
gestalts. She further suggests that the extension of characters and their various
abstractions across media can be effective as aesthetic elements.
Long (2007, 40) makes the consideration of canon at the beginning of a
transmedia narrative as a significant design consideration that can define the medium:
“This is where a crucial distinction can be made concerning true transmedia narratives
like The Matrix, and can be considered a first step toward establishing an aesthetics of
transmedia storytelling: each component of a transmedia story is designed as canonical
from the outset.” Thus a storyscape, because it is considering canon from the outset, is a
transmedia narrative in the franchise model by this definition, and in this design model,
Long’s transmedia aesthetic, with a centrality of canon, becomes one of the four design
gestalts of this method. As Long (2007, 40) and others have argued, participants who
have a consistent model of the story and related events will have a “fuller understanding
and a better experience of the world as a whole.” In this quote, I would replace the world
with the story or the storyscape because the resonance he refers to is not the pleasure of
experiencing the world but the coherence and impact of the story, just as Bordwell and
Thompson argue the opposite, that lack of coherence diminishes the story.
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Before discussing canon’s imperfections and problems as an aesthetic in a
storyscape, I will touch upon canon as a practical method, and the integration of canon
into mythology documentation or myth-making. As noted previously, the mythology
documentation includes canon in the form of media elements that are acknowledged as
“canonical” insofar as an authorial authority includes them as such. Typically these are
artifacts sanctioned by the intellectual property owner and usually consist of movies,
television shows, webisodes, books, comics, and games. Canon exposition is reflected in
the publication of these works and codified through formal and informal methods. In
some projects a single person, showrunner, or writer keeps a running history in their
head, and they are referred to as a “human bible” or “walking bibles” (Dena 2009). This
canon extends from the scripts, as expressed in the media, the story as it unfolds, the
characters explanations and motivations expressed through action and dialogue, and the
physical aspects and laws expressed. This canon extends down into the continuity of the
smallest details. In the case of, the mythology coordinator maintains the canon as part of
the mythology documentation in a wiki. Kevin Murphy (2013) explains that the Defiance
mythology coordinator maintains the canon as part of the mythology documentation
through “an ongoing wiki, which allows anyone on the production staff, the costume
department, and the game side to instantly get access to all of the show’s designs and
designs for the game.”
In practice, storyscape canon becomes storyscape mythology when it is published
and documented. The series bible is a pre-canon before it is reified through media
products, and may change if not expressed literally in those works. In most instances,
pre-canon is implemented early in the storyscape process as a form of story and character
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exposition; however, there are elements of the character, story, or physics of the
storyscape that are conceived one way and evolve through their expression. For large
storyscapes, such as Star Wars or the Marvel Universe, managing this coherence and
continuity, the canon, across time and media, requires increasing attention and resources
to maintain. Among the early Star Wars novels was one that had a romantic relationship
between the brother and sister characters, Luke and Leia, because that portion of the story
was not coordinated. In practice, this process is even more complicated. Canon is not
immutable, and there are different types of canon that make up a storyscape. Since canon
works both as a gestalt unifying the whole and as an aesthetic that increases involvement
and audience pleasure, it is important to review how canon in a storyscape may map
inconsistently to the ideal aesthetic of consistency and narrative cohesion.
3.4.3 Canon, Non-Canon, Fanon, and Multiplicity
By paying close attention to staying in canon, building an open world, maintaining a
consistent tone across extensions, carefully deciding when to begin building a transmedia
franchise, addressing open questions while posing new ones, and looking for ways to
help audiences keep track of how each extension relates to each other, transmedia
storytellers can weave complex narratives that will prove rewarding to audiences,
academics and producers alike.
—Long, “Transmedia Storytelling : Business, Aesthetics and Production at the Jim
Henson Company”
As Long (2007) indicates above, paying close attention to canon can prove
rewarding for the reasons outlined previously and for all participants. Nonetheless, the
ideal and reality often diverge. Part of a storyscape is noncanonical, existing outside of
what is authorized or accepted. Jenkins (2006b) and other media theorists have written
about fanon, canon determined by fans rather than a central intellectual property
authority, and what exists outside canon, such as fan fiction. Fanon is a paramount
medium of transmedia storytelling because of the participation of the users in creating
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their own related stories, paratexts, and experiences. The canon gestalt reaffirms links to
the canonical works in the storyscape, to maintain consistency across the fictional
universe. The body of canon maps to the storyscape as the boundaries of a single unified
story, but the storyscape as a whole, a mental model or gestalt, extends beyond any
authorial approval. Further, canon is subject to the whims of the intellectual property
owners, and the negotiation of canon and a comprehension of the whole storyscape are
subject to a process of negotiation and design.
Ryan (2012) captured nicely the canonical relationships of the Star Wars universe
in a diagram, in which the red lines outline the six movies as comprising a core canon
from which all other works are derived (see Fig. 14). She includes the Star Wars
expanded universe (EU) as licensed works, approved by an authorial authority
(authorized), that overlap but extend in some ways beyond the known canon of the six
movies. The implication is that these works in different media are extending the
authorized canon—note the brown dotted line—to online games, video games, and
novelizations. As the Star Wars evolved its narrative coherence, these were
acknowledged as canonical by the central authorial and licensing authority. This was part
of the expanded universe, to be referenced in subsequent works and part of the core
mythology documentation. This is not to say that all Star Wars authorized canon was
ever definitive. Wookieepedia discusses many levels of canon, and the central authorial
authority, from George Lucas to those responsible for licensing and approving, has
always acknowledged that what is canonical outside of the core six movies is debatable.
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Figure 14 Relations between storyworlds in the Star Wars system. Marie-Laure Ryan. Transmedial
storytelling and transfictionality.
In 2014, Disney purchased the Star Wars franchise from George Lucas and made
a revolutionary change to the canon in an announcement to fans. The Expanded Universe,
which as authorized and Star Wars reviewed material was considered canon, was now
declared to be part of Star Wars Legends, a universe that had its own internal canonical
rule set but was no longer to be considered canon for further works created with the Star
Wars universe derived from the six movies, the Star Wars animated film, and the two
Star Wars television series (Clone Wars and Star Wars Rebels). The brown dotted lines
of Ryan’s diagram labeled licensed switched from canon to Star Wars Legends. In the
diagram below (see Fig. 15) posted by the “Alliance to Restore Canon,” captured from a
fan site, the two timelines show how much of the story has been lost. This reflects
accurately the consequences of the canon alteration despite the use of fan charts. The
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second set of charts reflects how those losses change the fans’ understanding of Anakin’s
character and internal conflicts. His evolution was plotted out in stories in the expanded
universe that are now considered irrelevant to the main universe. As Dena, Long, and
Jenkins would have predicted, this has created consternation among fans, who remark in
the small print, “6 years of canon thrown out the window. are you happy about this?”
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Figure 15 Timeline composition - Old and new timelines. Alliance to Restore Canon (ARC)
www.moddb.com/groups/alliance-to-restore cannon. 2015.
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Figure 16 Anakin's character evolution and events- old and new. Alliance to Restore Canon (ARC)
www.moddb.com/groups/alliance-to-restore-cannon. 2015.
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This is contrasted with two forms of continuity that feed a canon gestalt, one
represented by a single unified canon, and two as a canonical multiplicity. Multiplicity is
the multiple levels of canon that a storyscape may support. The Marvel Universe has
worked to create a consistent and canonical universe, in its related movie franchises,
while also trying to reconcile that with its comic book universe. Still, Marvel is left with
multiple overlapping canonical stories that are inconsistent and contradictory. The comic
book universe alone has seen many reboots and alternate timelines that have led to the
term multiverse.
Continuity and multiplicity are instructive terms to contrast, but also define, the
quality of canon as a parent category. Continuity can be defined as the consistency of
canon whereas multiplicity can be measured by how well a storyscape holds together
across a multiplicity of variations that look like a jazz improvisation on a theme. From a
design approach, it boils down to how much you represent canon in each medium and
how much consistency is required or can be explained away while still maintaining the
gestalt of canon—a coherent storyscape despite contradictions. Continuity and
multiplicity provide endpoints for a spectrum of choices about how the storyscape is read
across media over time. In particular, these qualities are mostly thought about as the
gestalt of the totality of the experiences related to a storyscape, or in these examples
large-scale franchises, and how that affects the desirability and immersion of the
experience for audiences engaged with other versions of media. Ignoring canon and a
lack of continuity and fidelity to the values of a storyscape impacts fan approval and
revenues.
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Most examples of storyscapes that fit the canonical models outlined engage in a
mixture of continuity and multiplicity over time because of commercial and creative
pressures. The Star Trek storyscape exhibits both canonical consistency up to a point with
regular departures to “what if” timelines and alternate universes. The Star Trek franchise
was recently rebooted and reconceived as an alternate universe—one still connected
canonically to the first through the totemic character of Mister Spock, who spans both
universes. This also allows the authors to rebuild canon with variations. Most of the
characters are the same in both universes, but their backstories and timelines are
different. It also defines all the previous televisions shows (Star Trek, STNG, etc.) to a
noncanonical position from the perspective of the new movie series. You can see effects
of the branching on the previous Star Trek universe in the diagram below (Fig. 17).
Figure 17 Star Trek Universe Timelines. 2009 Paramount Pictures.
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Marvel, due to different licensing and revenue structures, has revised the
universes of multiple character groups and emphasized certain multiverse constructions
to support proprietary characters such as Thor and Iron Man. This is a storyscape model
that already had multiple timelines and alternate universes to support creative expression.
These are flavors in the gestalt of canon and still are determined by elements such as the
characters and events that form the revised canon for the multiverse, usually altering only
a subset of the canon. So in the Star Trek alternate universe of the reboot, clearly
branched off canonically through a dimensional portal in the first movie, the universe has
almost all the story mythology, including central organizing themes, characters, and
conflicts. The expression is different, but the pattern is similar and recognizably part of
the same story structure.
To summarize, canon as a gestalt allows the imagination of a coherent narrative, a
whole. It also, practically, feeds into the mythology documentation, as part of the
documentation and historical process for authoring storyscape. The advantages of canon
are clear as a consistency that supports the appreciation of story and character through
narrative cohesion, and logical consistency resulting from a comparison of different
works of imaginary worlds in distinct media. Nonetheless, canon must be designed with
the understanding that participants will engage canonical works that go beyond the
authorized, from canonical changes of core texts decreed by intellectual property owners
to noncanon such as paratexts and fan fiction.
3.4.4 Genre
Genre as a gestalt works to create a whole by setting a structure of expectations
through aesthetics, archetypes, structural plot and scene similarities, and genre-specific
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pleasures. A genre can be used to define the consistency of a narrative structure or
aesthetics across works so as to increase comprehension through their comparison by
inferring the implicit aspects of the genre. The genre works as a shorthand gestalt to
reference elements not present in the storyscape or various artifacts. In discussing
cyberworld design, Klastrup and Tosca (2004) note that, “A requirement for a genre to
exist is that more than one single product shares the basic structure so as to be
recognizable by audiences. Genres occur within one media, and often translate to other
media (with different conventions according to the nature of each medium), for example
there are science fiction books, films, and computer games.” This transmedial quality of
genre becomes an essential gestalt in a storyscape because of its transmedia affordances.
The genre gestalt becomes another unifying structure for a medium made of diverse
media with overlapping conventions. The conventions of a genre, different across media,
become a critical design gestalt for a storyscape in how the media products connect
together and provide a referential ecology. For example, in the Ghost Club storyscape,
the haunted house genre and the reality TV ghost-hunting show genre, as subsets of the
horror genre, provide a gestalt scaffolding to form a whole work. The haunted house, its
intrinsic expectations and historical narrative structure, works to connect the artifacts
through its genre meaning structure. Transmedia stories, and the storyscape in particular,
must leverage this gestalt as a conceptual model and as a function of each media’s unique
narrative affordances. Klastrup and Tosca (2004, 1) highlighted the foundational nature
by explaining, “The concept of transmedial worlds is very related to that of genre, as it
has been described in literature and film theory. Genre is a descriptive and normative
concept at the same time and depends on general recognition within an interpretive
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community.” Observing the ecosystem of a storyscape, the participants and audience use
genre to create narrative coherence within their community, and as a gestalt that outlines
potentials and expectations of the story.
The genre theory referenced herein was developed in cinema studies to help
define the rules and expectations of categories of movies (Kaminsky 1974). The film
method is a refinement of literary and other genre approaches to define and categorize
similar elements across stories. In our conception, exactly like film genre studies, these
genres create a series of explicit expectations, conventions, and rules that can be merged
with other genres or subverted but still exist as a skeleton of narrative and game
expectation that enhance connectivity through consistency across media. As in film
studies, genres will act as a container to define a construct of meaning within stories and
describe what is legitimate. This definition of genre is the same as contemporary media
theory’s. Examples include the study of science fiction in literature or the Western in film
(French 1977) where genre rules set up expectation and structure and define bounds of
believability.
The importance of genre is that it brings a pre-existing model of the world and
expectations of what is allowed into contact with the mythology of the storyscape to
create a more complete and, therefore, more connected and immersive world. The genre
is the macro worldview that suffuses a storyscape and allows immersion to come from
any part through meaningful context. Breaking the genre, like breaking the mythology, in
different story/game elements undermines the connection and wholeness.
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3.5 The Four Gestalts—Summary
These four gestalts—mythopoeia, character, canon, and genre—provide an
infrastructure or skeleton to conceptualize and connect the different affordances provided
by the stand-alone media products that are part of the storyscape. These connectors allow
participants to project stories onto nonstory non-narrative media and embodied
environments onto third-person media experiences. The effectiveness of these gestalts
correlates with the perception of the work as a whole. This structural design approach
works because the core meta-story, the storyscape, radiates out from these gestalts to the
different media and their affordances.
This contrasts with other design approaches such as focusing on the
production design of the storyworld or designing for negative narrative space.
Geoffrey Long and others propose designing for negative story space by leaving
story gaps to fill in and places that are unexplored in one work that can be
explored in another. In the storyscape method, the negative space is a natural
byproduct of the design process and not a primary design goal. A gestalt connects
the dots, but also infers dots that may not exist and a field of negative capability—
minor characters to explore, backstories, clues, and tangents—for what the gestalt
model does not describe. Extending and elaborating a story by designing negative
space to connect other media expressions is a peripheral connector whereas the
storyscape approach focuses on the central myth-making engine of the connected
story, the primary conflicts and elements that unite a story across media.
These gestalts, separately and together, form a whole that can be imagined
by a participant or a community. From the specificity of the mythic conflicts,
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through their expressions in character and through characters’ actions, and
resolving into a consistent imaginary world, as a subset of a genre that describes a
cosmology and physics, these four gestalts—mythopoeia, character, canon, and
genre—form a storyscape in each participant’s mind, that also has the continuity
and consistency, built within representational systems such as genre, to allow an
audience to imagine the same storyscape and respond to a core story. The four
come together and thread in and out of each other in a recursive mode, to
ultimately express conflicts, characters, ideologies, and worldviews as a whole
story. This whole story of the four gestalts is the medium of a storyscape, and its
significance culturally and individually flows from the relevance of the meaning
at the center of this story medium. The meaning-making potential is the mythmaking story pattern, coupled with engaging characters, some coherence and
fixed in a matrix of genre. The storyscapes of Star Wars, Star Trek, or Lost have
the power of modern epics to confirm and reinvent meaning as narrative
landmarks for the participants to employ, reenact, and imagine.
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CHAPTER 4
LOST AS AN EXEMPLAR OF TRANSMEDIA STORYTELLING
AND A STORYSCAPE
Lost constitutes a “storyscape” according to my definition, and the storyscape
represents a new story form for artists and audiences. Lost is also an exemplar of
transmedia storytelling—the storyscape spanned television, webisodes, wikis, games,
puzzles, blogs, YouTube videos, and shipper forums. Transmedia producers such as Ivan
Askwith (2007) and academics such as Janet Murray (2012) and Jason Mittell (2012)
acknowledged that Lost had exploited the model of transmedia storytelling to market and
extend its story. Furthermore, the emphasis on insider knowledge derived from the
solving of clues in the show, and in other media, was a much-discussed pleasure of the
show that was relevant to understanding the mechanics of this new form (I. Askwith et al.
2007). Canon, user participation, mythology, alternate reality games, and more media
elements spread across every platform available surfaced the model of a storyscape for a
vast television and media audience. Arguably the combination of digital affordances such
as binge-watching and the second screens of computer information, embodied as laptops,
helped codify a form of transmedia storytelling across media.
This chapter represents a research exploration in the mode of an academic fan
who was part of the community as well as comparing it to the transmedia scholarship and
publishing of the scholars’ notes above. This chapter is not written in the first person, but
it could have been. My first-person experience was corroborated in the fan and scholarly
community, so I am able to reference other parties for conclusions I shared. I reviewed
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Lostpedia, the Lost wiki; tracked down videos on YouTube; visited blogs like The Lost
Notebook; read articles; and had academic-fan discussions about the meaning of all this
activity. I participated as a fan in this community as well as surveyed the academic
literature about Lost and made an effort to participate in and consume the diverse media
of this story. What follows are examples of how Lost maps to some of the theoretical and
practical vocabulary discussed previously, how that compares to the previous analysis,
and what can be derived from practice to be effected in the research project, The Ghost
Club storyscape. This research was initiated first, applying the principles of transmedia
storytelling in an academic/fan approach that was contemporary with its release. Thus
what follows was used to elicit the four gestalts and the various affordances for design
instead of an analysis using the design model of Chapters 2 and 3. This chapter indicates
how a storyscape works from a participant’s view and was used to derive the work in the
previous chapters and the authoring of a storyscape in the following chapter.
4.1 Comparison of Lost to Storyscape Concepts and Affordances
Lost was a primetime TV show that was unique for having planned a finite
storyline. Unlike the open-ended model of episodic television, it was envisioned to have a
story arc that would reach a conclusion in the television medium. The alternative reality
games and online videos added to the coordinated storyline, however Lost was
economically a single channel and all of the transmedia storytelling aspects were viewed
as marketing for the series. The alternate reality games were used to maintain interest
between seasons, especially during a writers’ strike that interrupted the narrative
unfolding. Nonetheless, many media works were created by the authorial group and
systematically distributed to provide a substantial amount of additional story content.
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This fed a robust social media and fan engagement that was leveraged to achieve new
transmedia story connections. Lost became a storyscape as it expanded its story across
media and engaged in the principles and affordances of transmedia storytelling. It fulfills
the definition of a storyscape and is an example of a storyscape where the myth-making,
character, canon, and genre were significant concerns of the creators and participants.
First I want to touch upon some of the ways that Lost integrated the early and
evolving concepts and affordances of transmedia storytelling. Topics including closure,
subjective and different points of view, stand-alone content, collaborative authorship, and
encyclopedic are noted. They show the breadth of transmedia production and
consumption and relate to theoretical and evolving practice methods of a storyscape.
While Lost was conceived of as a complete television story, as a transmedia
expression it lacked narrative closure. The various story extensions in different media and
story forms pushed the story beyond any boundaries. Characters and storylines in Lost
were fleshed out in the other media mentioned previously and subsequently. These
helped clarify intentions by adding different characters’ points of view and backstory.
Characters were given more complex reasons for their actions. In the Lost webisodes,
viewers find out that Sun, a Korean castaway who figures prominently with her husband
Jin, almost kisses Michael, another castaway. This adds emotional complexity to all the
involved relationships. It is additive because the audience knows she had another
previous affair told in a broadcast episode told in flashbacks. Extensions allowed the Lost
creators to explore the backstory of the Dharma Initiative and the Hanso Corporation
through the Lost Experience and other ARGs that provided clues and information spread
across the web and social media.
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Lost had some typical entry points, such as a video game Lost Via Domus and
Lost puzzles but other entry points in Lost were less accessible and failed to meet one of
the earlier discussed properties of transmedia—the ability to stand-alone as content. The
Lost Experience reality game was specifically for knowledgeable users. Since Lost was a
very complex long arc television show, it required people to know the sequence of events
to follow the story. Thus Lost gives amplified meaning to forums and information online
to fill the gap of narrative comprehension and provide new entry points for the show. In
the case of Lost, these transmedia entryways do not have a low threshold but rather help
the casual user hurdle the complexities of the show. The networks also created new
enhanced episodes and clip shows to encourage these entry points. Enhanced shows
featured “pop up” commentary and sometimes pictures while other information also ran
along the screen so that viewers could pick up or remember what had happened in the
past (and future). In this case, Lost was succesful in creating and maintaining entry points
but wasn’t able to create new stand-alone (games, movies) media platforms that could
bring in an entirely unique audience.
Nonetheless, the variety of media related to Lost was stand-alone, fulfilling the
storyscape model and Jenkins’s West Coast transmedia model. In Lost, there was an
earnest attempt to use multiple forms of media, consumable individually, to collectively
focus the story experience while also existing as a self-contained experience. The Lost
Experience was a stand-alone experience exploring a relevant but tangential aspect of the
narrative system. So were the game and puzzle in providing clues but both existing
entirely within their own story paradigm. The level of unique contribution by each form
is debatable, but there was intent to create narrative experiences that are in their story
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silos while also adding collateral understanding. The vast amount of extras on each
season’s DVD release is a testament to the desire for collateral content that entertains on
its own terms as drama or backstory.
The lack of closure and use of authorized extension emphasized co-creation and
authorial control. In the case of Lost, there was strong authorial control in the form of a
group of writers or showrunners, the writers/producers who supervise a stable of writers.
They exercised a powerful measure of editorial control over the multiple alternative
reality games and additional content. Additional content existed as webisodes, DVD
extras, and even a short extra final episode that occurs after the show ended. These story
extensions were defined as within “canon,” the authorized story, and often written and
directed by the same people as worked on the television show. Because of the complex
explanations in Lost, evoked in mythology documentation and myth-making, there was
an extraordinary coordination required to extend the vectors of Lost’s story to other
media and into the “real” world. The Lost myth-making and mythology exhibited the
storyscape quality of being highly coordinated. An invested audience comparing all
media sources and debating the legitimacy of canon and how the story worked together as
a puzzle to be solved examined consistency and coherence.
In an interview with buddy.tv, Damon Lindelof and Carlton Cuse (2007), the
showrunners, explain the relationship between Lost and the Lost Experience and the
supervision between what is in canon and what is tangential:
Carlton Cuse: I think that for us, yeah, I mean, all of and his relationship with
funding the is part of the mythology. The details of the demise . . . it’s tangential
to the show but it’s not unrelated to the show. We sort of felt like the Internet
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Experience was a way for us to get out mythologies that we would never get to in
the show. I mean, because this is mythology that doesn’t have an effect on the
character’s lives or existence on the island. We created it for purposes of
understanding the world of the show but it was something that was always going
to be sort of below the water, sort of the iceberg metaphor, and the Internet
Experience sort of gave us a chance to reveal it.
Damon Lindelof: I would say in terms of all the . . . background that we did, in
terms of the Valenzetti equation and explaining the formation of the Hanso
Foundation and doing the other films . . . we’d consider that stuff cannon to the
show. Where there’d have to be wiggle room is the Rachel Blake story where
she’s in the real world, in the outside world as we define it . . . we can say that all
the factoids that she was uncovering were vetted, in fact many of them were
written by us personally so they are cannon [sic].
It is important to note that the canon they are defining is how to depict the mythology
documentation and myth-making backstories that connect the various works into a whole
as they delegate the creation to other media creators.
Collective intelligence is often the means used by the authors in the ARGs and the
audience to explore the extensions. Lost is a good example of new forms and models of
digital communication and collaboration in a storyscape. Lost brought to the forefront the
cultural decoding of story elements through digital media.
Of Janet Murray’s four qualities of digital environments, which are foundational
to the storyscape, the participatory quality is the most applicable to the use of collective
intelligence in Lost, but the interrelationship of these qualities is what provides a
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foundation for crowdsourcing answers or plot through an audience’s collective
intelligence. In crowdsourcing, or collaborative problem solving, the use of encyclopedic
sites such as Wikipedia to share and disperse information became essential to unravel the
transmedia elements and for some, necessary to have a reasonable comprehension of the
story. Lost was a story that deliberately obscured causality and also encouraged alternate
explanations, so the online application of narrative resources was a perfect counterpoint.
Viewers in confusion looked to fan forums, Lostpedia, and blogs for answers to move
their understanding forward.
In the case of Lost, the story was so dense and complex, involving so many
characters and narrative arcs that there were naturally many gaps to explore. This applies
to less complex stories where the limited time of exposition often leaves backstory and
side stories as untold. The distinction here, and specifically as it applies to Lost, is that
the development of stubs of ideas, mysteries, or mythological aspects are deliberately
planted in one text with the expectation of their development in other mediums. Lost was
such a profusion of these stubs that it provided easy material for exploration in the other
media. This also encouraged an encyclopedic impulse for fans to document and explore
the tiniest details in search of clues or pieces to the answer the questions posed by the
plot or mythology that was being revealed. The illustration (Fig. 18) below shows the
various platforms that comprised the Lost storyscape.
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Figure 18 Some of the Elements of the Lost storyscape
4.2 Analysis of the Lost Storyscape
In order to analyze Lost as an exemplar of transmedia storytelling and a
storyscape, it is well to return to Henry Jenkins (2006a, 95) definition from Convergence
Culture: “A transmedia story unfolds across multiple media platforms, with each text
making a distinctive and valuable contribution to the whole. In the ideal form of
transmedia storytelling, each medium does what it does best—so that the story might be
introduced in a film, expanded through television, novels, and comic; its world might be
explored through gameplay or experienced as an amusement park attraction.” In the case
of Lost, Jenkins’s definition preceded the significant contributions of Lostpedia. Other
significant aspects included The Lost Experience and other alternative reality games
sponsored by the show (I. Askwith et al. 2007). Clues, hints, and videos have also been
posted to fictional websites, presented as DVD extras, and in other ways distributed to the
Lost community.
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Lost meets Jenkins’s definition of transmedia storytelling and also exemplifies a
strong authorial intentionality by the writers and creators. Lost is one of the few works
that has emerged as an example of intentional storytelling across media—the relevant
difference is that examples such as the Lost and the Matrix franchises were designed as a
storyscape instead of the ramshackle development of the Star Trek and Star Wars
franchises where new media has been grafted on. Recent years have shown Disney’s
transmedia savvy at planning an integrated platform and the emergence of the Star Wars
Universe with a timeline for a new set of canonical transmedia works.
Lost’s storyscape of alternative reality games, wikis, webisodes, and video games
added new vectors for accessing a story. By examining these interrelationships and story
additions, a user unlocks the meaning of the conclusion of the show as well as the way
that transmedia storytelling worked. By consuming the whole storyscape, a participant
would be in a better position to understand the stakes or explanations than if they only
experienced one facet. This highlights one of the contentious issues in transmedia
storytelling—the plot and its relationship to the stand-alone elements. In an apparent
contradiction Jenkins, and other transmedia experts such as Jeff Gomez, assert that each
experience—movie, show, game, or ride—should be stand-alone. If taken to its logical
application, that would indicate despite the interlacing of stories and narrative puzzles
across media that participants would not find any further significant understanding than
derived from any individual element. So, regardless of the weaving of Lost across media
(and with some of the locus of stories within the fan base and the community and thus
partly outside any authorial media control), Jenkins (2006a, 96)notes, “each franchise
needs to be self-contained, so you don’t need to have seen the film to enjoy the game, and
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vice versa.” This is a laudable goal and makes narrative and financial sense that each part
would provide a complete and satisfying story, game, or other experience that is
pleasurable in its own affordances. Nonetheless, a participant must wrestle with a
definition of transmedia storytelling that can encompass the contradiction between the
stand-alone story that many participants found incomplete and the exposition of narrative
information across media. To clarify, this conflict focuses on one of the key
considerations of transmedia storytelling—how you disperse a plot across media and
create a whole story. It also highlights the research project, which disperses plot elements
across media but uses the four gestalts to create a narrative unity instead of an unfolding
diachronic narrative.
What fosters a circle of viewers who are in the know, and by that I mean
understand the breadth of story not contained in a single medium? Two transmedia
storytelling concepts Jenkins (2006a) calls synergistic storytelling and additive
comprehension help frame this understanding. Synergistic storytelling, a term coined by
Ivan Askwith (2003), is the placement of relevant information in other texts and media so
that the story requires that knowledge for complete understanding. The Lost Experience,
an alternative reality game designed by the writers and producers of Lost to continue the
narrative between Seasons 2 and 3, was a parallel story told through websites, clues to
unravel offline, videos that are uncovered, and real-world interactions such as the
publishing of a book that appears on the beach of the island. Examples of Lost revelations
include the meaning of Dharma—the group that sets up the research stations on the island
that the castaways discover and are a far-reaching element of the Lost “mythology”
backstory and central conflict story arc—which is revealed to be an acronym for
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Department of Heuristics and Research on Material Applications. Furthermore, those
who locate and decode the clues on the websites and in the videos (additional Dharma
orientation films and video blog postings by an investigator) discover it was set up by
Alvar Hanso to investigate the Valenzetti equation, a research project suppressed by the
United Nation in the 1960s that predicted the end of the human race. These clues help the
viewers understand the mythology of the island, its puzzles, and its purpose, as the show
reveals its myth-making core and character conflicts. Some of the unfolding information
satisfies genre expectations, science fiction in this case, such as plausible scientific
explanations of supernatural events. Others surface a hidden canon that fleshes out the
whole storyscape gestalt more thoroughly.
Further, significant plot information revealed is that according to the Hanso
Foundation, Valenzetti’s equation is based on a set of core numbers—4 8 15 16 23 42.
These numbers are central to the story and mythology of Lost. Hugo, one of the main
characters in Lost, has a character arc defined by winning a massive lottery using those
numbers—many Hugo flashbacks revolve around the meaning and power of these
numbers. In the final season, these numbers reveal their alignment to the “candidates” to
fill Jacob’s caretaker role on the island. (Jacob is one of the two persons endowed with
supernatural powers who compete for dominance of the island.) In this instance,
seemingly crucial information for understanding both the plot and motivation was located
outside the principal medium. Thus, we can infer that the locus of the narrative
experience is partly outside of the TV series or main text when looking at comprehension
in transmedia storytelling. A satisfying experience can be obtained in each medium, but
nuances and added story, or character dimension may be lost.
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A second form that requires multiple media sources is additive comprehension.
Additive comprehension is when stories in other media provide a new point of view that
gives deeper, greater, or new understanding. In dynamic examples, it can cause you to
reorder that information into a new meaning of the central text that may change your
decipherment completely. If you rewatch the cardinal text, it may be altered with this
additional story information. A clear illustration of how additive comprehension can
work is The Plan, a TV movie released after the recent (second) version of the TV series
Battlestar Galactica (BSG). The Plan existed within the storyworld of BSG but changed
the comprehension of the story by adding deeper but consistent information to characters
in the world. The Plan shows how a new vector or point of view can change or enhance a
grouping of stories that exist within a transmedia storyworld and, in this case, change the
entire previous series.
In BSG, the core plot revolves around the survival of a few remaining tribes of
high technology humans who are fleeing Cylons, a robot life form in the shape of humans
and robots. In The Plan, the story is told from the point of view of the human-like
Cylons. In this story, we see that Cylons were not monolithically evil and single-minded
in devotion to the genocide of the human race. They had multiple points of view,
mistakes, disagreements, and good intentions. Scenes that presented one interpretation in
the TV show were upended in The Plan. Once viewers understood that the “bad guy” that
was the Cylons was neither monolithic nor evil, then viewers’ understanding of the six
seasons shuffled and changed like a railroad departure board.
Additive information doesn’t have to be transformational as in The Plan. Additive
comprehension in Lost works by layering in more informational depth and perspective
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through subplots and the partial resolution of mysteries and is the most relevant to the
transmedia experience of it. The motivations of the Hanso Corporation, the sponsor of the
Dharma initiative and a key entity in fictional websites, are exposed through the
protagonist of the Lost Experience—Rachel Blake. She is the daughter of Alvar Hanso,
the founder of the company named after him, and is able to expose the goals and failures
of the Hanso Corporation parent of the Dharma initiative. Since the explication of the
Dharma initiative—the people who built the mysterious hatches and created the
orientation or training films that provide background on the island, its history, and
buildings—is of interest to both puzzle solvers and story meaning. Additive
comprehension in this context creates a hypertext-like story structure that surrounds the
main TV series that ideally adds to the pleasure of understanding through a more
complete comprehension. Appropriately, this hypertext structure of linked stories across
media is both representative of the deliberate nonlinear story structure designed by the
creators of Lost and the possibilities afforded by digital media to add new facets to
causality and comprehension.
Causality and comprehension are lost in Lost, as the exposition of multiple texts
depicting multiple alternate realities begins to emerge in the television series. Lost
explores time travel and multiple universes threading scientific plausibility into the
narrative. Lost encourages these conceptual gaps with flashbacks, flash-forwards, and
flash-sideways (a term coined to define the “sideways” world in Lost where the
characters have an alternate timeline where they are not stranded on the island), discussed
more thoroughly in the subsequent paragraph. With the additional media instantiations
and participatory nonauthorial contributions including fan sites and theories, this created
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a multiplicity of causality and plot explications. However, the authors were careful in this
blizzard of possibilities to hold tightly to the core myths they evolved and the
mythological documentation as canon that had emerged. Since the plot became a
confusion of potential what ifs and alternative universes the authors hew closely to the
original through line of important characters to create an organizing principle to our
conception of the storyscape. Each episode focused on a single character, often including
and contrasting events across time. This allowed character to also act as gestalt to
conceive the series as a whole while the plot and causality splintered, only held together
by core myth-making that united the storyscape.
Returning to the conclusion of Lost and Jack’s closing eyes, the language of
motion pictures conveyed one meaning but the nature of the transmedia storytelling
experience, and the story, implied other possibilities. However Lost, the TV series, also
had stand-alone narrative qualities that offered multiple interpretations and points of
view. Confusingly, the narrative structure of Lost contained time travel, flash-forwards,
flashbacks, flash-sideways. Nevertheless, the sideways story is causally (if casually)
linked to the main timeline, and alternative universe explanations are implicated (and
abound on fan sites). The audience is encouraged to see the sideways world of Lost as a
parallel universe because it had the same characters of Lost, but a subtly different history
of events—a history where the plane never crashed or time was changed in the past
creating an alternate timeline.
In Lost, a parallel timeline was incorporated where the jet that crashed, Oceanic
815, lands safely, and we see a version of events that play out very differently than what
happened on the island in the past and future. Thus, a multiplicity of framings was
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created so the audience could find a broader gestalt of the story across media. In this case,
canon was incoherent encouraging the participants to create their interpretations. The
sideways world is an example of how Lost can mystify in one medium and explicate in
another. Sideways designates that it is neither flash-forward nor flashback, but rather
sideways in time. The sideways world, so named by the fans of the series who were
trying, and failing, to place these scenes in temporal and causal order—past, present, or
future. Since the history of the scenes, the causality of the events was contradictory then
fans denoted this subworld, or alternate reality, as the sideways world to create a coherent
model of the disparate and contradictory elements.
In trying to make sense of this world, fans quickly leaped to the idea of a parallel
universe as explained by quantum theory. This idea was encouraged by Lost’s science
fiction genre and scientific themes. The mysterious effects of quantum physics seemed a
perfect foil for the science vs. faith debate that raged in Lost. Further strengthening this
linkage was the narrative placement of the sideways world stories. Juliet, the doctor who
falls in love with Sawyer (the anti-hero, ex-con man), detonates a hydrogen bomb in the
year 1977 where some survivors have become trapped in time (the heyday of the Dharma
Initiative). This detonation is in an attempt by a group of the time traveling castaways to
change the future and prevent the plane from ever hitting the turbulence caused by the
Island’s electromagnetic field. This is the end of Season 5.
Season 6 begins with everyone once again on Flight 815 when it hits turbulence—
but doesn’t crash. The implication is that they are successful at changing the timeline as
we begin to follow this alternate path. However, we are soon given another path to
follow—we pick up the story again in 1977—where there is no effect at all.
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Again the conventions of motion pictures indicate an outcome that is not true.
While the authors of Lost clearly mislead the audience into believing one thing—that the
castaways have entered an alternate universe where there was no plane crash—at the end
of the season, we discover conclusively that the sideways world is some purgatory or
heaven (as defined by the fans in online forums). The sideways world turned out to be a
place where all the characters lived waiting for each to die in turn and eventually be
reunited in a church before an undefined “moving on.” Lost as an exemplar underlines
the inadequacy of a transmedia scholarship aimed solely at the logical, causal, or plotbased connections between stories. The storyscape creates its larger meaning between the
conception of the whole imagined by the multiple authors and negotiated with the
participants.
Causality was abandoned despite this being a show about the rigid causality of
solving such complex detective puzzles, often requiring the new affordance of collective
intelligence to unlock. Normally an audience would call foul at this point (and the Lost
community was very vocal) but the fans of Lost consumed these multiple viewpoints and
contradictory concepts with a relish that would confound Aristotle or Bordwell. There are
other satisfactions that are stroked in Lost the TV series and across media. I will return to
these other pleasures, but my concern is with trying to understand the barriers or tools
that transmedia storytelling provides in helping an audience understand the closure or
lack from the ending of Lost.
This multiplicity of narrative forms has two main implications for understanding
the viewers’ experience of the ending of Lost. First it situates Lost squarely within the
genre of science fiction, and also in other subgenres like the “Time Loop.” In the Time
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Loop genre, characters are transported to the past and then travel forward into the future
creating a loop—usually with the intention of changing history and the outcome. The use
of the Time Loop conventions made possible a great number of explanations within the
conventions of that genre: Jack’s eyes could be closing in the past, the future, or a dream.
Indeed, already established complex plot devices such as the sideways world, which can
be interpreted as another dimension (another universe that shares some but not all of our
causality) already make it difficult to discern where we are in the story. If you have
multiple dimensions present with your story that constitutes another “supernatural”
device where anything is possible, and this is a direct threat to causality and my
comprehension.
The second implication is that the “narrative space” where Jack closes his eyes
could be either a flashback, flash-forward, or flash-sideways. Research into fan reactions
to the ending—posted as multimedia essays on YouTube, hotly debated in forums on
Lostpedia (“Lostpedia” 2013), and heavily documented on a host of Lost blogs and
websites like The Lost Notebook (Hanttula 2012)— indicated there were many confused
explanations and the intense puzzlement of millions of fans. It is apparent that Bordwell
and Thompson’s (2010) analysis is at least partly true as it applies to Lost. Not everyone
received all the same story information, and there were many different conclusions about
the ending. The emphasis was on the “multiple” readings of the work and not as much on
the “shared” experience Bordwell and Thompson call attention to—ironically creating a
drive to “share” the experience across fan sites and blogs, and around water coolers at the
office. And yet ironically this additional information, shared experiences, and
collaborative problem solving had not resolved into an agreed explanation.
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4.3 Character as Focus for the Participants
Viewers’ experiences of the last episode of Lost (“The End”) expressed it to be
one of the most emotionally potent television conclusion episodes, and this was
confirmed by the mythology-confused fan base (heroine_tv 2010). The closure of
multiple character storylines such as those realized in the sideways world and Jacob’s
decision of who he would choose as the replacement caretaker for the protection of the
island and its powers and mysteries satisfied many character arcs and relationships. The
many characters’ resolutions on a personal level resonated so powerfully with many
participants that this understanding and closure competed with the apparent lack of
resolution of the mysteries of the island (Baker1000 2015). The complexity of the Lost
character ecosystem was graphed by Wired Magazine in the picture below as the show
drew to a conclusion (see Fig. 19). In a blog post on Lostpedia page titled “5 Years After
LOST—Why It's Wrong To Judge the Show on The End,” Baker1000 (2015) declares:
“Lost was always a character story, the mysteries were always supposed to play second
fiddle.”
Many participants achieved a substantial sense of understanding and resolution
despite a lack of comprehension of how the conclusion resolved the mysteries in a
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Figure 19 Lost: The complete character web. Wired Magazine.
logical, or science fiction genre, mode of plausible explanation. For the producers and
creators, this was a satisfying experience to bring an audience to—a powerful emotional
catharsis. So Bordwell and Thomson (2010) were wrong; some aspects of story were
working despite appearing to be broken by the inconsistent experiences of the viewers.
The additional points of view and forms of immersion felt by exploring the games, blogs,
webisodes, and other content—even rewatching the final episode “The End”—created a
sum greater than the whole of its parts—a powerful story ecology, or storyscape, that
continued beyond the end of the show.
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Why is the ending so emotionally satisfying even though it is confusing as a story
or plot? This is because there is more going on in a storyscape than any one narrative
path that can be analyzed. The different pleasures and emotional aspects those stories
support across diverse media platforms represent many different entry points to stories as
well as potential multiple perspectives on a story. Viewers who self-identified as shippers
expected and desired Jack and Kate to get together, so their satisfaction was often
enhanced or depressed by the ebb and flow of that relationship. Shippers find satisfaction
in seeing Jack together with Kate in the sideways world and also in the flash-forwards of
the time they spent together after they left the island (though these are not always happy
or together)—this allows a participant to fulfill their narrative romantic desires expressed
through characters. When Kate hooked up with Sawyer, the anti-hero of the show, then
one meaningful aspect of the show was minimized for participants “shipping” for Jack.
Others expressed pleasure when Sawyer took up with Juliet (see Fig. 20 below, copied
from a shipper forum).
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Figure 20 Lost: Juliet and Sawyer connect in the past. http://www.heroinetv.com/2010/06/16/lostyeah-its-really-the-end-part-ii/
The definition of a shipper below comes from the Lost-Forum.com rules, a fan
forum to discuss the Lost television show and topics related to it
Ship: n. a romantic relationship between two characters.
Shipper: n. someone who promotes a romantic relationship between two
characters.
Shipping is a powerful narrative impulse that is addressed not only by shipper
communities online but writers of the show because they are also sensitive to the
interactive concerns of the Lost community expressed in blogs and forum discussions.
In profound and emotional ways, the conclusion of the show rested on the ability
of the writer/producers to bring to a satisfying resolution the interpersonal relationships
of the characters—in particular, their romantic relationships, which are not traditional for
science fiction. Character is central to a transmedia drama as it was historically, but more
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protagonists and antagonists were supported. Some resolutions are only about the
pleasure of seeing the character move on; others are about couples reunited or finding
closure, and most powerfully, the feeling of making peace and the justification of the
character’s life and efforts. Juliet reunites with Sawyer despite her death in a previous
episode, and the authors spend much of the last episode resolving our feelings about
Kate’s twisted multiple relationships with Jack on the island, once they escape, and in the
sideways world. As unsatisfied as many viewers were with the plot’s resolution, the
emotional logic of the characters’ relationships tied up snugly. For a shipper watching
Jack and Kate kiss in the last episode and say “I love you” was the ultimate closure.
There is no definitive answer whether this viewer catharsis was enhanced by the forum
speculation or creative short stories read and written online—however involvement often
translates into immersion and emotional resonance.
4.4 Pleasures of the Medium: A Medium of Media, Lost as a Storyscape
The multiple pleasures that interweave modalities like games, stories, and
romantic models—or the design principles that translate into myth-making, engaging
with characters, the pleasures of the genre, and a consistent canon—are well suited to the
interplay of stories and games across media that is a storyscape. Transmedia storytelling
adds a focus on different modes of experience such as shipper forums, working path
story-games, and additive comprehension. If these structures are reviewed in context,
then the overlap creates a narrative ecology of a storyscape. Jenkins (2010a, 943)
expounds:
A transmedia story represents the integration of entertainment experiences across
a range of different media platforms. A story like Heroes or Lost might spread
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from television to comics, the web, computer or alternate reality games, toys, and
other commodities, and so forth, picking up new consumers as it goes and
allowing the most dedicated fans to drill deeper. The fans, in turn, may translate
their interests in the franchise into concordances and Wikipedia entries, fan
fiction, videos, fan films, cosplay, game mods, and a range of other participatory
practices that further extend the story world in new directions. Both the
commercial and grassroots expansion of narrative universes contribute to a new
mode of storytelling, one which is based on an encyclopedic expanse of
information which gets put together differently by each individual consumer as
well as processed collectively by social networks and online knowledge
communities.
Jenkins is addressing the myriad ways to access parts of a storyscape as well as
the way that a transmedia story can exist in a cloud of media and communities. While
some participants project romantic relationships on the characters in the television show
others may have obsessed with clues and collaborative problem solving. Puzzle solvers
find interest in the puzzles, games, and crowdsourcing exercises buried in the Lost
storyscape as a form of detective work. This detective work is a new pleasure in a story
form that was not previously afforded.
A storyscape allows the creators to tease apart the various narrative experiences,
whether spectacle, fear, puzzle solving, or romance, into their spheres where they can
excel but still access the central story, myths, and emotions. The creators of Lost also
allowed those experiences to be knitted together into a potentially more powerful whole
as different media experiences become cumulative. The social networks and digital media
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distribution create easy access to the portion of the story that lives outside the work.
These gestalts allow participants to live Lost as a meaning-making experience at the
water cooler, online, in games, and then combine those social and story lines into a
powerful emotional catharsis at the point of a single instance of storytelling. Many
viewers failed to unravel the confusion they experienced at the ending but an equal
number expressed an emotional closure to the relationships between characters and also
in their relationships to the characters. The picture below (Fig. 21) was posted on a Lost
blog with the caption, “For my shipper friends. Enjoy!” and seeing this kiss between Jack
and Kate in the final episode—signifying a coming together and, in some odd way, a
promise of being together forever—was perhaps all the explanation needed.
Figure 21 Jack and Kate formed the core shipper relationship that was complicated by Sawyer and
explored in the "sideways" world. http://www.heroinetv.com/2010/06/16/lost-yeah-its-really-the-endpart-ii/
Transmedia storytelling and storyscapes are a fluid form that is still developing.
Jeff Gomez says, “Transmedia isn’t about porting the same content across multiple
media, but doing so in such a way that each platform contributes a new and unique aspect
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to the story” (New Media Age 2010). This method applies to the analysis of Lost because
diverse experiences and vectors on the series were created to take advantage of the
unique affordances of each medium and digital media in general. Podcasts, webisodes,
and alternate reality games leveraged the new digital technologies, exemplified by
Murray’s four essential qualities. This provides unique terrain to explore that was
adjacent to the central story but resulted in whole new works. These vectors of
transmedia storytelling occur at angles to the main storylines. “Some people think of
transmedia storytelling as a giant jigsaw, where the pieces exist on different platforms,”
says Simon Meek, producer at Tern TV, which produced transmedia-style project The
Beauty of Maps. “As the user consumes these isolated chunks, they combine to create a
bigger story” (New Media Age 2010).
In the diagram below (see Fig. 22), Robert Pratten, the founder of the transmedia
storytelling tool Conducttr, shows graphically the way transmedia storytelling was
conceived as fitting its parts together in the form of a puzzle to fashion interlocking links
that border and support each other. The diagram is oversimplified in that it doesn’t clarify
important points about plot, what is in a medium, and what story crosses media. The
inadequacy of this diagram and the way it displays relationships across media is a pointer
to the need for the four gestalts as a unifying conceptual and design model. The gestalts
are more powerful than this interlocking pattern and reference core myth and character
not noted below.
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Figure 22 Robert Pratten indicates the way various media interlock in transmedia storytelling in an
overly simplistic version of transmedia storytelling. The point is the diagram doesn’t explain
transmedia storytelling. www.zenfilms.com.
The exploration of the myths and characters provides new vectors of stories. In
the case of Lost, it can function explicitly as a puzzle with each media providing clues
and creating a larger narrative whole. The clues present in solving the literal Lost puzzles,
physical real-world cut cardboard puzzles, answer narrative questions. The puzzles
featured a black light paint, revealing with a black light the maps of all the island’s
installation such as the bunker called the Swan station. It was very similar to the blast
door map revealed in a flash in Season 2. These puzzle maps were more complete, and
the clarity was superior. The puzzles also included clues to an Ottendorf cipher (a book
cipher to encourage participants to access the text) that explained the cryptic codes
revealed in the black light on the puzzles. That cipher uses a text, in this case, The Turn
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of the Screw—a novel that is seen in the Swan station—to code words and clues. For
people who were interested in this vector of the story, it allowed a visceral and
intellectual pleasure in maximizing comprehension and pinning down meaning while
solving puzzles. Below is an example of the completed map from the puzzles (Fig. 23).
Figure 23 Complete map of the island from the video game Via Domus.
An obvious and explanatory clue was “Geological composition of rocks likely to cause
magnetic disturbances interfere with weather.” This clue could have been used with other
information to explain why Flight 815 went down. It was confirmed in later seasons that
the magnetic anomaly at that station caused the crash. Contrast this with the puzzle below
that appeared on the show that lacked clarity—and for the passive viewer who didn’t
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explore this in other media was only seen for a few seconds. That was not enough to
glean much information.
Figure 24 Screen grab from the TV show of the map revealed on the wall.
Even this puzzle required the active intervention of digital media to capture the
image and distribute it on a Lost blog or wiki (see Fig. 24). Crowdsourcing was quickly
brought into play as a narrative device—with the active foreknowledge of the creators of
the show. The image (see Fig. 25) below shows how the viewers analyzed, interpreted,
decoded, and annotated the brief flash of image that occurred (still missing some of the
clues revealed in the Lost puzzles). This decoding gave viewers advance knowledge of
mysteries that were later solved and contributed facts to more philosophical arguments
about the meaning and purpose in the show. So unlike the Lost ARGs, which were
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directed and authored from the central authority (Lindelof and Cuse 2007), this
participation by an audience across media with the authors is a dance negotiating
meaning and telling the story.
Figure 25 Fan decoding of map. http:lost.cubit.net
Gomez has the most forthright view expressed in Sioban O’Flynn’s blog
Transmedia Camp 101. “Transmedia development, production and implementation is a
paradigm shift, (Siobhan O’Flynn 2010)” he asserts. “There’s a generation of people who
are the most self-expressed. They’re already moving rapidly and seamlessly from one
platform to the next; it’s almost instinctual. The problem is that their content isn’t doing
that right now.(Siobhan O’Flynn 2010)” This comment unlocks the need for a design
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method to tell a story that is across media but also employs the new digital affordances
and aesthetics. We may be seeing a paradigm shift, and there are some amazing examples
of how Lost has woven its stories across media, but Lost succeeds as a stand-alone TV
drama. It has story threads and genres that give pleasure to the audience, so it underlines
the “mothership” or West-Coast model with a core of movies, such as The Matrix
Trilogy, or a televisions series such as Lost.
This core text provides emotional and myth-making closure for the big issues of
science versus faith. In Lost, faith wins, at the expense of logic, stymying an audience of
problem solvers and science fiction fans. It is the emotional logic that triumphs in Lost
and delivered a complete experience on multiple levels for those participants open to it.
However, there is media landscape of stories that cross and overlap and add meaning to
Lost and turn it into a storyscape that is meaningful in ways that transcend the singular
pleasures of the television show.
Bordwell and Thompson were proved wrong in suggesting that any lack of
comprehension or closure would catastrophically deter the viewer or hinder the authorial
vision. The conclusion of Lost was no more confusing than other long arc shows. The
Sopranos conclusion, where the screen goes black with no substantial closure to the
ongoing story arcs, is an example of a controversial ending to an open-ended story form
without the trappings of transmedia to complicate the fans’ relationship. Both endings
made audiences gasp—perhaps the exact response the creators desired to cement the
emotional logic of the stories. In the blog thelostflashbacks, Josh Spivak (2010)
emphasizes,
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I start out by saying I’m into the mythology and science, and finish by saying it’s
all about faith. Faith? This from an agnostic. Well friends, that’s one of the things
that really shocked me. I thought I was watching for science fictiony coolness,
and mythology filled revelations. Turns out I wasn’t watching for that at all. I was
watching because I connected with these characters, and their journey became my
journey. As I said in the previous post, the show was never about getting answers
to questions.
This is an ironical post since much of this examination of a storyscape has
revolved around puzzles and logical explanations of events that strain our credulity. Lost
at its center was a fairy tale, a fantasy, and a supernatural story. In the end, it is the
emotional logic that matters, a logic expressed through myth and character gestalts of
meaning and feeling and connectedness to the story outside of the media that contains it.
Rather than a new paradigm we see an echo of an old paradigm shining through—Lost is
still the “Heroes Journey” (Campbell 1968). Only this hero’s journey is remediated and
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Figure 26 The Lost Notebook. Mike Hantulla. http://www.hanttula.com/archive/projects/lost/ 2005.
spread across games, puzzles, and experiences so as to form an audience’s hero’s journey
as they conquer the obstacles, solve puzzles, and explore the storyscape as seen in The
Lost Notebook above (see Fig. 26) (Hanttula 2012). This is the participant’s hero’s
journey, the first-person story without the Holodeck activated by the affordances of
digital technology and reimagining the Aristotle’s Poetics for a new medium, the
storyscape.
Certainly there is a frisson of excitement in seeing the Lost webisode on YouTube
discovered during the The Lost Experience where Jack’s father Shepard Christian sends
the dog to wake up Jack in a prequel to the opening shot of the first episode—a
significant find that is seemingly relevant in puzzling out the mirrored shot at the end of
the final show where Jack’s eyes closed. This video confirms the viewers’ belief in a
supernatural element to the Island where Jack’s father exists, alive and active, either as a
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reanimated dead person (his corpse was in the hold of the crashed Flight 815) or as a
dream person conjured up by the “Island.” While this seems significant, it doesn’t help
resolve the audience’s understanding of the end with any greater finality. The creators
have asserted the supremacy of the supernatural explanation in the storyline through a
conclusion that is a religious experience that brings together all the characters—a
resolution that invalidates detective work into causality for the Island’s mysteries and
mythologies. The explication of the “sideways” world as a “purgatory,” as opposed to an
alternate timeline, also resolves an interpretation favor of faith over reason—where all
the characters convene in a church before “moving on” to heaven. So the transmedia
information in this instance is both central and peripheral to decoding a structured story
model for the television series. Nonetheless, all of these parts, explanations, and
experiences—and the mental modeling in a participant’s head and by the meta-Lost
audience who crowd-source meaning and use collective intelligence to understand the
whole—create a storyscape that has immersion, catharsis, and continuing interest in
character and mythology.
The entire transmedia enterprise proved to be largely peripheral to the emotional
and intellectual experience of Lost because the television series was so dominant. It also
fulfilled the storyscape definition of being stand-alone and works in the television
medium without augmentation. Games and puzzles with clues ended up being less
consequential to story comprehension and meaning making than to adding transmedia
pleasures and affordances to the story (see Fig. 27 Lost, the board game). Media also
suffered by being poorly executed; Lost Via Domus, the game was rated at 6.5 on
Gamespot and 5.5 on IGN—failing grades. The problem of weaker transmedia support
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also applies to Jenkins’s example of The Matrix, where the two sequels are poorly
regarded. The game and other supporting material was also considered weak, except the
Animatrix animation DVD. Nonetheless, because of these qualities, and when looked at
Figure 27 Lost The Game (board game).
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as a storyscape ecology, a new paradigm for meaning making that affects individuals,
groups—through combined authorship and crowdsourcing, and even culture as a whole,
as it develops meaning structures of creation and exposition that are an order of
complexity greater than available to storytelling previous to digital media.
The Lost storyscape was a meta-story that was greater than the sum of stories it
comprised; it was a successful TV show, an amazing wiki-story with Lostpedia, a
powerful participatory ARG, The Lost Experience, and a potentially enduring ecology of
games, stories, and experiences to come: The Lost storyscape.
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CHAPTER 5
DESIGNING A STORYSCAPE USING THE FOUR GESTALTS AND
STORYSCAPE TOPICS AND AFFORDANCES
One describes a tale best by telling the tale. You see? The way one describes a story, to
oneself or to the world, is by telling the story. It is a balancing act and it is a dream. The
more accurate the map, the more it resembles the territory. The most accurate map
possible would be the territory, and thus would be perfectly accurate and perfectly
useless. The tale is the map that is the territory. You must remember this.
―Neil Gaiman, American Gods
5.1 Introduction: Designing The Ghost Club
This chapter covers the design work and implementation of the four gestalts
across a group of stand-alone media works. It also notes where principles and affordances
were considered as part of the process. In the Appendix is a Ghost Club story bible that
evolved from simple story pitch documents into a mythology documentation of the ideas
and practice in the production of the Ghost Club storyscape. These documents chart the
initial story bible and how the work was planned as a whole. The Ghost Club storyscape
was based on the original West Coast franchise transmedia model. It also tested the noted
affordances, provided an open model to encourage other participation and practices, and
pushed as much work as possible into the public realm to encourage public interaction
and explore the ecology of the storyscape.
In the storyscape of The Ghost Club, the authorial authority crafted a series of
oppositional mythic structures with central conflicts, such as skeptic and believer,
afterlife or not, and ghost vs. ghost hunter. We documented a history of events that
illustrated these conflicts, such as the investigations of Harry Houdini and Sir Arthur
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Conan Doyle as skeptic and believer, that acted as a core mythology documentation that
was referenced and touched on by the various works noted. We developed a canon of
events that took place beyond the stories and media but was explicitly referenced in
certain works, such as the movie. These materials were shared with every production
group for each medium.
We constructed roles and characters that could translate as abstractions across
media or be represented by live action actors. These were revised and became canonical
as the narrative exposition revealed in the works was expanded. This also was elaborated
by additional character infrastructure that was created when writers developed
backstories for the characters for expression in new works such as Twitter characters.
The whole work was situated with explicit genre configurations that extended
from the ghost hunter genre, to haunted houses, to the pleasures of each medium. Horror
and ghost hunting had genre conventions that were present in most media and this also
made this a useful test case for research through design because of the prevalence of
those genre paradigms and references.
The Ghost Club storyscape was conceived as a whole embodying the four
gestalts. Movies, webisodes, games, and participatory platforms were proposed as an
ecology in the first pitch document and referenced the usefulness of this genre and topic
for its establishment across the known media platforms used by The Matrix and Lost
storyscapes. The horror genre also leveraged a simple set of pleasures—fear, surprise,
disgust, suspense, and comedy—to explore across the media works.
In our design work, we planned movies, webisodes, Twitter novels, Twitter
characters, a wiki (Ghostpedia), multiple connecting websites, flash games, and an
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iPhone augmented reality game. What is discussed below is the work that has been
created to test the theoretical models for design methods. Each work is in a different stage
of completion, but everything listed below has at least a working demo. A portion of the
work is still available in the public domain including a feature movie, webisodes, an AR
game/app on Android, websites, Twitter characters, a Facebook page, and documentation
of the participation platforms such as Ghost Club University videos. Table 2 (Table 2)
below represents the first round of media works and how the four gestalts would map
across each medium and was developed during the Argon AR game (Blumenthal and Xu
2012).
In the beginning, these were framed as connectors that were not present in every
medium, but subsequently they were reconceived as gestalts that modeled the whole
work, as presented in Chapter 2. Seen as a whole in this chart, these gestalts as an
organizing method stand in opposition to the other principles extolled by Jenkins (2007b)
in his Transmedia 101 primer and its further elaborations. The chart shows how the four
gestalts works as unifying whole individually through a participant’s experience with
multiple media and collectively to convey a coherent whole, not simply as canon as Long
asserted, but mythically/ideologically, through character, and with genre fleshing out the
story.
Much of the design process was drawn from the individual media fields, but the
overall design of the storyscape was planned in advance to take advantage of the four
gestalts to create stand-alone elements that explicitly or implicitly referenced one another.
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Table 2. This table represents the specific components designed across the storyscape.
TABLE 2
DIFFERENT MEDIA AND THEIR IMPLEMENTATION ON FOUR GESTALTS
Mythology
Canon
Character
Genre
Movie: The
Skeptic vs. believer;
Main story
Austin, Caitlin, Jimmy, Noreen,
Ghost stories,
Ghost Club
Club history
events
Parnell,
Horror,
Tab, Ghosts, Stanley
Science Fiction
Club history
Prequel
Caitlin, Noreen,
Skeptic vs. believer
Backstory
Tab
Ghost stories
Webisodes:
Ghost Club Girls
Website
Skeptic vs. believer
Roles: Psychic, Archivist, Sr. Jr.
Technician
The Ghost Club
Ghostpedia
Skeptic vs. believer
Roles: Psychic, Archivist, Sr. Jr.
Technician
Website:
Skeptic vs. believer;
Main story
Austin, Caitlin, Jimmy, Noreen,
Ghost stories,
TGC The TV
Club history
events
Parnell,
Horror,
Tab, Ghosts, Stanley
Science fiction
Character abstractions are used as
Metaphors of
horror genre
Show
Flash Game:
Skeptic vs. Believer
Flash game:
Collection evidence and
Ghosts R’ Us
devices (FLIR, EMF)
cartoons and are consistent with the
Apparitions, orbs, (not
feature film.
No canon
blood)
Mobile AR
Ghosts vs. Club
No canon
Roles are used: Leader, Psychic,
Horror: ghost
Game:
Scientific Methodology of
(acting out of
Tech, and Scientist. These roles are
appearances and
Ghosts vs. Club
the Ghost Club
canon)
consistent with the feature film.
haunting
The EMF meter
The FLIR camera
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Within the design process of each individual component, the teams brainstormed how to
best connect and express the central mythology and other gestalts while simultaneously
looking for a design that maximized the most efficacious expression of the pleasures of
that platform. We were constantly looking for not only plot connections and visual brand
expressions that would normally be part of an additive extension of a franchise but also
ways to extend the myths and all modes of character while serving canon exposition and
genre parameters.
Once the connecting design elements were described for each platform, they were
recorded as part of our documentation and continually reexamined to determine
maximum confluence. These implementations were reviewed granularly down to the
procedural bias of the code as a storytelling medium. For example, teams were
questioned as to whether the core myths and story structure was being distorted by the
code that was created or reused in building these works.
It may bear reminding that the four gestalts differ markedly from other
theoretical methods of transmedia storytelling. They place different emphasis on the type
of connections and the completeness of the individual works. Since this approach
explores the relations between stand-alone works, we put aside the ARG approach of
ubiquitous games as insufficient to test our gestalts against discreet media. Christy
Dena’s (2009, 47) approach to transmedia storytelling focuses on her term distinct media
to “encompass a variety of media beyond the traditional notions of television, cinema,
books, and so on; and to likewise differentiate these practices from multimedia within a
media platform.” This differentiates it from the research of gestalts used in a unified
storyscape design process. Henry Jenkins (2006a) references the plot or extended story of
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transmedia storytelling, and while The Ghost Club designs follow Jenkins’s models, the
goal was to define relationships that are sometimes intangible and connect affordances
and media that seem unconnected. Representing a further remove, some critics criticize
transmedia storytelling as simply “additive” by providing adjuncts, mostly marketing
exercises, to central texts and not being a new model or whole and thus occupying a
transitional place in the evolution of an interactive storytelling model. This storyscape
ecology posits the development of whole work with a unified authorial control.
This storyscape was conceived as an ecosystem where participants would be
encouraged to explore the various media through links and connections, participation,
and a web of social media instances that were readily accessible including Facebook and
Twitter.
The Ghost Club bible acted as a unifying document and as each new work was
added additional materials were added. This included ideation, research, and design
documentation. In the case of the Flash games and websites, Capstone groups created
extensive project documentation that charted the four gestalts from ideation through
completion of a demo or launched product. The design requirements were to use the four
gestalts as a method, with due consideration of storyscape affordances. As additional
media was produced and released this also resulted in a visual canon that was referenced,
or reused, to further enhance the gestalt conception of a whole storyscape.
Before discussing the individual efforts and summarizing what was learned
through the process and examination of the documentation, the following notes gestalt
qualities that were shared with all production participants:
5.1.1 Myth-Making and Mythology Documentation
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1. Do we live beyond our mortal state and are we able to communicate with the
dead? Pro and Con.
2. Skeptic vs. Believer
3. Ghosts vs. Ghost Hunters
4. The history of The Ghost Club storyscape is grounded in the use of the real
historical Ghost Club. This was exemplified by Sir Arthur Conan Doyle, who was
a debunker of supernatural in his Sherlock Holmes works but a devout believer in
ghosts in life. His opposite was Harry Houdini, who was a public magician and a
great skeptic in his private life. Doyle, a Ghost Club member, and Houdini, who
was not, investigated paranormal activity in real life. In our revised history, they
were both founding members.
5. Liminal and threshold metaphors and events that contrasted ghosts as between
two worlds.
6. Five eras of the Ghost Club with different technology were laid out.
5.1.2 Character
1. Embodied characters, actors, were represented across media where relevant. Even
bit players including ghosts were employed in AR ghost hunts. This was also a
production technique to leverage high production green screen footage.
2. Archetypal or generic characters were employed in games and other media that
inferred you were playing one of the embodied characters but only sketched out
core physical or dramatic attributes. This is similar to the Lost video game, where
you could play an avatar that was a generic version of Jack Shepard, a doctor and
one of the leaders of the survivors.
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3. Roles, including Leader, Tech, and Psychic, were implemented for games and
participatory platforms, such as the Theatrics LARPing/ARG platform. (LARP is
live action role-playing.)
4. Characters had arcs within each work, but those arcs also extended across media
in the case of the movie and webisodes.
5.1.3 Canon
Our goal was to maintain a consistent canon, as Long (2007) suggested. This was
accomplished through documentation and human story bibles that reviewed each new
work in progress.
5.1.4 Genre
The horror genre dominated all the media. It has specialized emotional states. Our
design focused on surprises or cat scares, suspense, satisfaction of genre expectations
regarding horror tropes, and disgust.
1. Gore and disgust were addressed very lightly as a conscious choice.
2. The ghost-hunting television show genre has its own genre expectations and
organization to the shows that was used.
3. Movies and games had a history of the horror genre implementations that were
leveraged.
5.1.5 Ecosystem
1. The building of migratory cues into the movie and other work was meant to
encourage exploration across the storyscape.
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2. Basic promotional links to additional content in other media were used to drive
participants to the whole work.
3. Platforms including Theatrics.com, Facebook, and our website were used to
aggregate content and release it as a single work to those audiences.
5.2 Movie: The Ghost Club: Spirits Never Die
The first movie in The Ghost Club storyscape is The Ghost Club: Spirits Never
Die. It is about a team from The Ghost Club that investigates ghosts on a (fictional)
reality television show. After returning to a previous investigation, they get more than
they bargained for and are confronted by ghosts. The movie was completed in 2014 and
is currently in distribution on digital platforms including cable VOD, Amazon, BigStar,
Vudu, Playstation, Epix, Hulu, and more. The motion picture was created first. The
advantage of doing a feature film first is that it helps elaborate an abundant set of myths,
canon, characters, and explores the genre. This is an approach similar to the way Lost and
The Matrix used serial TV and movies to lay groundwork for other media elements (I.
Askwith et al. 2007). The Ghost Club storyscape was not planned as a “mothership”
model with a central text of movies and television. Each part was conceived as an
equivalent entrance point. Nonetheless, this schedule generated myths, characters, canon,
and design assets that were leveraged for subsequent works.
The movie articulates many of the aspects of the storyscape gestalts. The mythic
opposition of skeptic vs. believer is elaborated, referred to, and acted out. Symbols and
predominant themes are introduced. The embodied characters are introduced with roles
that we would abstract in other media as roles or generic character traits. Mythology is
included through the exposition that unfolds in the movie, referencing skeptics and
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believers or Doyle and Houdini. The movie also creates a large body of canon through
the unfolding action and serves as a canonical reference for the other works. Further, the
movie situates itself within two straightforward genres: the science fiction/horror genre
and the subset of the ghost-hunting reality television show. The movie becomes canon in
the storyscape and these genres are applied where possible in each subsequent medium.
The gestalts of myth-making, character, and genre were readily integrated in the
movie-creation process because within this medium they are legacy methods for
storytelling. Central conflicts drove the story forward toward resolution of the conflict
between skeptics and believers. Actors embraced their roles as skeptic or believer as
much as the character roles of leader, psychic, or technician. The horror genre set a series
of expectations to be fulfilled or revised. This is despite a conception that extended
beyond the single work to subsequent movies, including an origin script about Houdini
and Doyle’s first investigation that was drafted as the next installment. This method also
anticipated the exploration of these gestalts across media and was constructed to address
the different media engagements of a storyscape. For example, the act of ghost hunting
illustrated below (Fig. 28) and the procedures used are repeated in the movie, AR games,
and participatory platforms.
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Figure 28 In this scene from the movie actors are seen having encounters that can be duplicated in
other audience participatory media.
5.3 Webisodes: The Ghost Club Girls
The first webisodes are a prequel web series that follows the three principle
female characters of The Ghost Club starting a year before the movie in the fictional
timeline. In the sequence of three webisodes comprising “Interviewing a Psychic,” two
women from the movie meet the third team member for the first time under odd
circumstances. The photo below (Fig. 29) shows the web series on the main Ghost Club
“television show” website. It was also posted to YouTube and released with tweets and
Facebook posts over the course of a month. The Ghost Club Girls (GCG) was also rereleased as part of our Theatrics.com participatory platform with all the content rescheduled across the ecosystem for a release before the cable VOD platform started.
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Figure 29 The Ghost Club Girls web series on the TGC site and also YouTube and Theatrics
The webisodes are coequal with the movie in that they share the same mythology,
canon, genre, and some characters and are meant to provide a valid point of access to the
storyscape. The webisodes extend the approved canon through the extension of the
movie’s plot thread. It gives additional information that may enrich the movie experience
if known in advance. If seen first, the viewer knows that one of the investigators is a
journalist out to expose them as frauds and that when Caitlin is around she causes psychic
problems with ghosts. The webisodes were released a year in advance of the movie and
introduce the female characters. It is the first, or origin story, in which we meet Caitlin,
the psychic lynchpin of the movie. In the webisodes, correlations between the gestalts
and plot causality were designed into the story. The following graphic (Fig. 30) shows the
early planning for how plot and character would unfold across media in an attempt to
build an ecosystem that participants would explore. The intention was there would be
multiple web series as well as building a base of character fans through character Twitter
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and Facebook accounts that were in the first person and were meant to allow an audience
to talk with the characters.
Figure 30 Early diagram of character arcs, plot arcs, and media timelines. Jason Nunes and Hank
Blumenthal. 2011.
The GCG webisodes were written and produced after the feature movie and
included the same actresses. They were written and directed by one of the crew and
submitted to the authorial group for approval. They were recognized as canon so small
changes were made in the script to conform to the story bible. Another series was written
but never produced that involved a first-person account of a haunting investigation.
Despite their promotion and publication in multiple places, the shows were rarely
watched and contributed little to users’ understanding of other media. There was not
enough promotion to bring in an audience and the web series was discontinued after three
episodes because of the logistical costs of creating and promoting more content. I will
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return to the logistical and practical problems with making a storyscape with limited
resources, as outlined in my summary at the end of this chapter. Nonetheless, the
webisodes introduced characters, set up additional story lines, extended the mythological
background, and indicated how the story could be expressed through alternate media
extensions. It also provided another entry point to the storyscape.
5.4 Augmented Reality Stories and Games
Augmented reality stories were designed and created as part of the Ghost Club
storyscape from the beginning. The intention was to create an interactive narrative
experience that would work as an iPhone game. It would drive the participants together to
collect evidence of ghosts in the liminal AR world of mixed reality while encouraging
participants to immerse themselves in roles and problem solving as a ghost-hunting team.
The roles and methods were mirrored in the movie and other media. The following
diagram illustrates how that flow was intended to create team interaction to discover
evidence. The design documentation reflects this thrust but despite multiple
implementations of AR games on smartphone, the production teams were only able to
execute simple interactions for single players. Myth, character, genre, and canon gestalts
were integrated and used as design principles to good effect despite limitations.
Following is a discussion of the multiple iterations of this platform.
5.4.1 Mobile AR Game “Ghost vs. Club”
The goal of the augmented reality (AR) game “Ghost vs. Club” is to allow
participants to enact the narrative paths that are outlined in other fictional and game
narratives. Participants can take on the roles of The Ghost Club and use their own mobile
phones to investigate an augmented reality world that blends the physical space that we
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live in with digital ghosts. The characters designed for mobile AR game are the roles of
the team, including leader, psychic, tech, and scientist, which are consistent with the
feature film characters. The diagram below indicates how the team would be given rolespecific information that sent them down separate paths that merged and interacted to
solve a location-specific virtual haunting and then collect and post evidence.
Figure 31 Diagram showing multiple user story interactions forcing collaboration across a linear
story path.
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The AR game is about implementing a physical reenactment of iconic events that
occur in the movie and historical ghost club investigations. It draws on roles and asks for
participants to connect with devices related to their roles. The psychic interface, chosen at
the beginning of the game, will have a B-Chan while technicians will have a variation on
FLIR meter that allows them to cycle through color filters to reveal virtual ghosts. The
participants form ghost-exploring teams, hopefully, outfitted in Ghost-Punk clothing to
reflect the brand aesthetic, and proceed to locate ghosts. Proceeding from GPS
coordinates to the tools described in the mythology and canon, they attempt to capture
evidence and hear a story of how these ghosts ended their lives. Certain genre qualities
such as spooky places and surprising jump scares further connect this experience. It
should be noted that these genre qualities and rules have been documented in the
mythology to encourage immersion as a whole system. For example, vampires are out of
place in ghost stories unless the mythology has taken account for how their histories and
supernatural powers interact and complement the genre model.
A simplified version of these interactions is shown above. It demonstrates the
selection of specific character roles. Then it mocks up a single device that connects the
ghost genre, the movie, and a form of interaction for augmented reality storytelling that
emphasizes the liminal quality of ghosts. Using a color filter and adjusting the setting
would reveal ghosts surrounding the participant (Fig. 30). That could then be captured as
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Figure 2. Design of the wireframe for
the mobile AR game.
(Top). Choosing the role in the game.
(Bottom). The screenshot shows
hunting the ghost in the wild. It uses
real-time video taken from the camera
as the background.
Figure 32 Illustrated wireframes showing the basic features and controls. Upper corner is the role
choice and badges. Each role would have customized ways to collect evidence or information seen on
the left. The complete version is in the Story Bible appendix.
a photo. The following image shows a participant capturing a photo with a ghost (Fig.
32). This was the most well-liked feature of this app. People had a takeaway of
themselves with a ghost that could be effortlessly emailed to them.
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Figure 33 Screen capture of the app showing the revealing of the ghost with a participant. The ghost
was also present in the feature film and other media.
As can be seen in the above photo (Fig. 33), participants could press the different
color buttons and pan around the space to reveal the ghost. The ghost was also the same
as used in the movie and subsequent AR games. The platform used was Argon, an AR
platform developed at Georgia Institute of Technology by Blair McIntyre. It was an
excellent demo program and lived in the iPhone app store during our demos, allowing
easy distribution. Nonetheless, lag and resources to develop more complex functionality
limited our use to demo environments. This led us to a version on the Haunted Planet
platform.
5.4.2 Augmented Reality Game: Haunted Planet
The Haunted Planet versions of the Ghost Club AR app leveraged as much as
possible the previous interaction design and representation of the four gestalts where
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applicable. Once again complex interactions to create a multiplayer interactive story were
not able to be fully implemented because of resources and time. However, there was a
robust interactive system that was already in place to support works that were ghostly or
historical scavenger hunts. Narrative uses of AR are often used as a way to show a past
history and ghosts (Azuma 2015). This exploration of the past has ghostly overtones and
was useful as a feature set to build the ghost-hunting routines of the genre.
Figure 34 Locating ghosts up to 300 meters away using the Haunted Planet AR app.
The Haunted Planet app provided useful ghost-hunting methods. These included
seeing ghosts on a dynamic locally generated or geographically static map (Fig. 32 and
33). The user could use the GPS function to navigate to the ghostly area where a second
interface using the camera helped the viewer navigate to get the ghost in view with
indicator arrows to assist.
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Figure 35 The ghosts inhabit the red highlighted area.
Audio also added narrative information, closeness to the entity, and another tool to access
the genre with ghostly sounds and noises. Once a ghost was in sight, the camera could be
used to capture an image of the phenomena. This then defaulted to a scoring page that
allowed the skeptic or believer participant to confirm or deny the evidence against the
app results. This would confirm or deny the evidence as real, false, or unknown.
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Figure 36 An example of capturing evidence. A skeptic result—in the summary it is revealed as a
wisp of smoke.
The Haunted Planet version is still working on Android and has been released
with press kits including all the currently available aspects of the storyscape. It was on
iPhone and then Android and was copromoted across all other media including social and
participatory platforms. The Ghost Club team built multiple variations. There were two
main versions. One was a Ghost Club version that embodied the character, genre, and
canon while another extended the rules to apply to a ghostly student leaving messages on
the Georgia Tech campus that is revealed through the app. A specific version was created
to compliment a talk about The Ghost Club and transmedia storytelling art the Atlanta
Film Festival. Ghosts were located around all the festival’s venues, and the application
would allow you to seek out and capture them as photographic evidence (see Fig. 34).
As implemented the AR applications were most effective in complementing the
storyscape through the invoking of the ghost-hunting tools and methods represented in
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the reality television show subgenre of horror. Attempts to implement roles and connect
to canonical events were limited. Nonetheless, both skeptic and believer played out as
mythic game mechanics even in this simple execution. Another opposition of ghost
versus ghost hunter was not implemented despite many ideas on how this could provide
an online/offline dynamic of ghost against club.
5.5 Flash games: TGC I and TGC II
Two versions of a flash game were developed using Capstone groups at the
Georgia Institute of Technology. Addressing the four gestalts, the design focused on
finding ways to integrate them into the experience of a genre of goal-directed games. The
narrative lived outside the games but was referenced through our design that represented
the core myths, roles, canon, and subgenres. There was a consistent attempt to reference
or repeat narrative situations. In the Ghost vs. Club game, it was explicitly an attempt to
recreate a similar experience as the characters repeat in their ghost hunting.
There were two games developed into a demo mode. The first game, TGC I,
involved teams of ghost explorers investigating game levels of a haunted house. They
were searching for the tools and devices used throughout the ecosystem and defined in
the canon of The Ghost Club. The player acts as a ghost throwing cold spots, hot spots,
and orbs (part of our documented mythology) at the ghost explorers, exhausting their
“health,” and stopping them from collecting devices that help the investigation. These
devices, the same as are used in the movie and web series, included real ghost-hunting
tools such as an EMF (electronic emissions) reader and a FLIR (heat maps) camera, but
also included our made-up devices. The B-Chan measures psychic ghost emanations and
is used by Caitlin, the psychic, in the show/movie. These devices were represented as
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abstractions, and the goal of the ghost explorers is to collect the devices and use them to
get “evidence” of the ghosts and win the game before they are all turned to ghosts. In
addition to providing mimetic experiences that echoed the narrative actions in the stories,
key symbols and indirect mythology are consistently evoked. Ghost Explorer design
echoes the archetypal physical characteristics of characters in the movie, and the
mythology of the haunted house is referenced. The TGC I flash game gives users the
ability to place themselves in opposition to the Ghost Club and use the affordances of the
level and health-based game genre to engage the core story elements expressed through
the four gestalts.
In the illustration below (Fig. 37) the first level is depicted where the four cartoon
ghost-hunter roles are depicted as exploring the first level to find their evidentiary tools to
win the game. The participant, seeing the struggle from the ghost perspective, uses hot,
cold, and orbs to incapacitate the avatars, like the movie and ghost-hunting genre.
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Figure 37 TGC I showing device and ghost explorers going through the mansion level.
The second flash game demo (TGC II) was based on a detective model flash game
where characters go through static rooms and ask questions of characters to solve a
mystery. This echoes the mythology of The Ghost Club that hinges on discovering why a
place is haunted, how it ties in with objects, and evidence. Exploring an archetypal
mansion that is set in the Ghost Club Diesel era, an explicit subset of our backstory
mythology documentation connects the Ghost Club storyscape across time. This is to
explicitly correlate to Sir Conan Doyle and Houdini, who act as archetypes of the skeptic
and believer of that time period.
The core skeptic/believer myth drives the core discovery of this work. Like a
Sherlock Holmes story, each revelation leads to a logical or supernatural resolution. The
characters are part of a larger archetypal construction across the storyscape, and the
canon is likewise represented in the mythology documentation. Specifically, the
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representation of the multiple eras of The Ghost Club storyscape that were mapped out
but are only seen in the story bible and alluded to in the works. This includes verbal
exposition in the movie and web series and foundations for extensions within the
storyscape.
Figure 36 TGC Detective Game in the Gaslight Era of Doyle and Houdini.
These games were developed separately by autonomous teams. They were vetted
by the authorial authorities but were developed in an open ideation process. Teams were
given access to the four gestalts as a primary model to leverage, the story bible, and all
extant works and materials. Based on that research, they proposed games that fulfilled
specific game models that were well established. The first ghost-hunting app was similar
to first-person shooter and ghost-hunting games that used cameras instead of guns. The
second was based on a popular flash game detective genre. Both melded with the
storyscape genre and experiences but also satisfied the storyscape medium. Each would
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work as a stand-alone work with a distinct pleasure of a flash game model.
5.6 Websites: Ghostpedia, The Ghost Club, TGC on TV
The websites for the Ghost Club storyscape represent examples meant to
encourage user participation and take the fictional aspects of the storyscape and connect
it to a noncanonical participant extension. The websites were meant to reinforce myth,
character, canon, and genre through the participation in an ecosystem that connected
these gestalts into a whole. It rested on the principle of verisimilitude, mixing reality and
fiction, through its depiction as the website for the fictional TV show, The Ghost Club.
It featured information about the show and characters (those seen in the movie that was
an episode of the show). Facebook and Twitter feeds into the site also contributed to
promoting that reality and were set up as TV show press feeds. Actors’ Twitter accounts
were connected, and they tweeted in character as their on-screen fictional characters. The
Ghost Club Girls series was promoted on this site as an advertising spin-off from the
show, much like the Lost ARG’s released content between seasons. The Clubs were set
up as a participatory mechanism and the Ghostpedia as a resource and result of the clubs.
And of course merchandise. The photo below (Fig. 39) shows the home page of the
website.
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Figure 37 The Ghost Club website.
TGC on TV is a subwebsite that is a version of what the fictional TV show’s
website would look like. It mirrored other ghost-hunting show websites in functionality.
It has direct feeds from the actors’ Twitter feeds, updates from the fictional show, fake
episode guides, and other canonical links such as the webisodes and TV show clips (from
the movie).
The Ghost Club “Club” website was to foster participation for ghost explorers
meeting in the real world to do investigations as groups and posting the evidence they
collected. It allows individual and group pages to be created as well as posting of
evidence. You could find like-minded individuals in your area, and it provided a forum
for meeting and posting. You could create a club or join an existing one (Fig. 38). After
you went on ghost-hunting expeditions, you could post your evidence to the Ghostpedia
and allow other members to comment and evaluate its veracity. This leverages both the
central myths but is also to encourage a re-enactment of the methods and stories in
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passive media. It opened the door to a noncanonical participation and practice that can
feed back into the authorial productions. In Lost, as I noted previously, fan participation
and opinions, impacted the storyline through the elimination of two detested characters.
Figure 38 Participatory section of the site: Be a ghost hunter and join a club.
Further, ghost hunting was ripe to be encouraged as an entertainment activity.
Research into ghost-hunting groups discovered that they were both territorial and
exclusive since real hauntings were scarce and groups wanted to be taken seriously.
Nonetheless, participation was nonexistent despite attempts to promote locally on
campus. The functionality constructed on the website was never fully completed because
of lack of use. This participation feature of the storyscape that was intended to investigate
the performance elements was realized subsequently using the Theatrics.com platform.
These will be covered below.
5.6.1 Ghostpedia
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The Ghostpedia (Fig. 39 below) was to contain all nonfictional ghost information
about haunted places, evidence collected by the club, and general ghost-related
supernatural information. Evidence accumulated by the groups was supposed to provide
increasing content. It is a resource that overlapped the interests of the participants with
the storyscape to engage the users as much as the casual observers or a larger ghost
audience outside the storyscape. It was seeded with famous haunted locations and ghost
stories but was never embraced by participants. Constant spam issues eventually forced
the team to close it down because of maintenance requirements. Another Ghostpedia was
created on the Wikia site as a co-production with the Theatrics.com launch and a Wikia
Theatrics.com collaboration. It was unused by participants.
Figure 39 Ghostpedia. Pre-loaded with haunted spots and vocabulary.
5.6.2 The Ghost Club Store
The store never existed as more than a stub but it featured real props, logos, and
other paratextual artifacts to connect the audience with the story works.
5.7 Social Media
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Social media for the Ghost Club storyscape was constructed to address two needs.
The first was to use the media to build communities and disburse information across
those groups. The goal was to use it to create a passive and participatory ecosystem that
encouraged users to experience the works they were most interested in while perceiving
the whole of the story as extending beyond a single work or form of engagement. The
second need was to encourage an ongoing narrative and interaction with the characters
through a mixing of fictional stories embedded in real-world media. This was made up of
characters and Ghost Club TV show accounts on Twitter, blogs, and Facebook. All of
these instances provided migratory cues to all the other works of the storyscape.
The most successful version of the characters was Jason Nune’s character Jimmy.
He had an active Twitter account and blog (Fig. 40 and 41). He attracted interested users
and was able to interact with participants in our storyscape and recruit others to the ghosthunting storyscape. In addition, he created a comic about Jimmy’s adventures that was
published on his blog. There is an example below of one of these comics. They worked
consistently to express the myths, character, and genre of the storyscape. Jason was one
of the cowriters and cocreators of the creative material so he was well placed to expand
on the gestalts.
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Figure 40 Jimmy Martin's fictional Twitter account.
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Figure 41 Skeptics Diary comic strip online.
Caitlin, Noreen, Parnell, and the caretaker’s girlfriend also had Twitter and
Facebook accounts as the fictional actors in the reality television show. They had scripted
tweets that were posted to interact together and with Jimmy. The lack of a robust
community for the storyscape and promotion hindered this effort. Logistics, including
writing, posting, curating, and maintaining, was the main obstacle as the intention was for
the actors to maintain these accounts with support from our writing team, but they did not
have the time or producing supervision. Freelance writers contributed additional
backstories and materials to be released across social media in pieces and as part of
extending the characters’ arcs and backstory. Hidden cues and links to other storyscape
media were also embedded.
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Facebook and Twitter were built as a central clearing house for our community.
They were represented as the social media sites for the fictional TV show and the
backstory of the Ghost Club laid out in the story bible. Links to all YouTube videos,
comic posts, characters, games, events, and all other material appeared in these places.
An example of the Facebook page can be seen below. Additional social media included a
Kickstarter campaign and a YouTube channel that were used to distribute content and
archive it. In the following, the Theatrics.com platform will be discussed and these
platforms were used to publish and archive that original content too. In recent months,
after the Theatrics.com site was closed down, the sites were repurposed as general
promotional tools and the fiction that they were for the fictional The Ghost Club TV
show was abandoned.
Figure 42 Ghost Club Facebook page
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5.8 Theatrics.com
Theatrics.com was a website and toolset created for transmedia storytelling. It
supported multiple interactions but was set up to encourage the creation of fictional
characters as part of an unfolding transmedia story or ARG. Nick Martinez, a well-known
transmedia theorist and pioneer, connected us and supported our developing and porting
our content to this system as an example of its potential. This provided an opportunity to
focus our community and ecosystem in one place for dissemination. It supported a reimagining of The Ghost Club “clubs” using the features to create characters, post video
and images, and interact with other participants.
To support this platform, we created a schedule to re-release the games and videos
that were previously created as well as the comics and other character interactions. A
series of introductions to the theatrics platform and stories were produced in video and
also episodes of the Ghost Club University. The goal was to build a community and stoke
interest in the release of the feature movie on cable video-on-demand and then digital
platforms including Amazon and Hulu. Participation was very moderate with less than a
hundred participants. Some groups went on ghost hunts and posted evidence validating
the possibilities for a participatory adjunct to the narrative, but without promotion it did
not cohere as a community.
5.9 Summary Conclusions
In summary, the four gestalts proved to be effective design considerations across
the storyscape. The design documentation attached in the story bible notes how each was
used, and the chart at the beginning of this chapter notes where different gestalts were
applicable. Myth and oppositions worked best since stories and games have a historical
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structure that incorporates conflicts. The production groups were able to leverage
oppositions such as skeptic and believer without the need to understand the design
methods proposed. Characters were also effective as an organizing theme for each team.
Genre provided a framework for each medium that was explicit for games and stories
because the horror, haunted house, and ghost-hunter genres were established. Canon was
asserted by the authorial authority and of less interest to each production group. Reuse of
assets across media connected the works canonically and artistically.
The goal of this research through design was not to qualitatively ask the audience
whether the four gestalts created a whole storyscape in their imagination. The value of
this research is reflected in the description of the gestalts and the affordances of the
storyscape medium discussed in previous chapters. Teams were able to develop their
narrative in each unique medium according to the four gestalt terms. There was a
familiarity with how mythic oppositions or character could work in each medium and
connect to other works. This and the principles and affordances noted previously allowed
a consistent vocabulary in each medium so the discrete elements could be considered as
an authorial whole.
Overall this approach yielded a unified language for the storyscape that resulted in
clearer ideation of the storyscape as a whole and a narrative medium. The gestalts
outlined a coherent visual language and canonicity that provided, with genre, scaffolding
for representing the story for the creative teams in distinct media. Despite discussions of
the principles and affordances of transmedia storytelling and the storyscape, these were
rarely topics of the production process. Teams focused on the logistical issues of building
each work and the four gestalts mapped to design principles for stories, games, and media
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that were already in use. There was no thought given by the teams to whether the website
was drillable or constituted a migratory cues despite discussions. The storyworld or
world-building aspect was not considered and led to the conclusion that these were not
influential or decisive design principles for a storyscape.
5.10 Practical Conclusions
The following represents practical conclusions from the Ghost Club storyscape
research. This is focused mostly on the usefulness of the mythology as a design approach
(and indeed of all the four gestalts as applied to different media) as well as the logistical
issues that impeded research objectives into affordances, design methods, and media.
Practically, myth-making was useful in multiple design situations. The binary
opposition of Skeptic vs. Believer and Ghost vs. Ghost Hunter provided a central conflict
to shape movies and games around. The movie used these oppositions throughout, and
characters embodied either skeptics or believers. The opposition was also meant to echo
the cultural mythology of ghosts to provide resonance and engagement for the audience.
That was not something that was explicitly measured, but the design process, illustrated
in the appendix, made use of these oppositions in nearly every medium. The AR games
were about being skeptical of or believing the evidence that was captured, a flash game
involved Ghosts vs. Club, and the rest of the media reflected this mythology and
opposition functionally and thematically. The two key figures in the mythology were
Harry Houdini, the skeptic, and Sir Author Conan Doyle, the believer, and they were
featured everywhere possible. Understanding the nature of folk stories and mythological
constructions, even as dramatic beats as Janet Murray terms them, helps construct the
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larger mythological universe around a singular story to be told. This opposition extends
into the mythology documentation and the story arcs, character arcs, canon, and genre.
Building the storyscape mythology documentation, by creating oppositions and
character arcs, defining genre rules and referents, and establishing a proto-canon or
backstory, which eventually became canon as media were published—all this yielded a
coherent vocabulary and provided context for each subsequent medium. This mythology
document (see Appendix B) is our story bible. Each subsequent stand-alone medium was
added to the bible as a series of design documents that charted the evolution of the project
from these mythological concerns through design and production. Oppositions—
engineered through genre rules, such as a prohibition against demons and the
understanding that all ghosts were human—contextualized and provided reference points
to the story. Participants could construct a whole story from whatever parts they engaged
in. This strategy extended into the realm of visual design, derived from the articulation of
these themes, stories, and elements in order to provide coherence for the design process.
Overall the vocabulary was efficacious across media. The horror genre was prevalent in
all media we used and is an example of how the mythology could provide a structure for
the development of the disparate parts of the storyscape.
In Theatrics there was a clear storyscape model that had been defined. As we
engaged with participants, who became ghost hunter characters and uploaded their own
evidence while consuming the games and stories we had created, the storyscape could be
seen as a coherent whole with a well-defined mythology and canon from an authorial
point of view.
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Logistical issues diminished the ability to test the storyscape qualitatively because
of participation and platform features. Audience activation was a challenge from our
participatory website to our experience with the Theatrics.com participant platform. This
was to be expected because even heavily promoted industry content often fails to attract
an audience; nonetheless, lack of adequate participation prevented exploring affordances
such as collective intelligence to solve riddles or motivating participants to engage all of
our content. Further, the construction of movies, webisodes, and games is resource heavy,
both creatively and logistically. The project was fortunate to have hundreds of
professional and student writers, actors, coders, filmmakers, and transmedia storytellers,
to iterate and create the large body of content. Nonetheless, as a small research project, it
was impossible to keep producing content, and the augmented reality games were a
shadow of what was intended as a collaborative storytelling experience united with the
other content.
A storyscape is collaborative and participatory to a degree that is multiplied by
the diversity of media. For each medium there are groups of authors, designers, and
coders who organize their work around the core mythology of a new story or narrative
game. Some authors worked nearly independently such as Brent Ogburn, who wrote and
directed The Ghost Club Girls web series, while Jason Nunes and myself created much of
the content and acted as intellectual property arbiters. In every case, the central authority
edited the content against the mythology. Nonetheless, the stand-alone nature of each
medium, its genre, and its pleasures made this a disbursed production process. The
mythology became a core document for all creative participants to refer to as a template
and inspiration.
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This participation also extended to the audience. While we failed to attract a large
number of active participants in our alternate reality game on Theatrics.com, the most
active users imagined new stories and directions for the storyscape as a whole. Freelance
writers wrote stories and histories of characters and events that took on added to the
mythology. Robert Masterson wrote a history of Parnell, the tech character from the
movie, as a Vietnam vet with issues and Henry Jenkins IV wrote an episode that prefigured the group’s early experiences. Thus collaboration and participation were raised to
a much higher level than in any single medium, represented no previous design models,
and in the process contrasted, but did not diminish, the meaning and themes the
storyscape model posed as a unified medium.
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CHAPTER 6
STORYSCAPE RESEARCH PAST AND FUTURE
6.1 Introduction
The decision to carve out a subset of transmedia storytelling as a storyscape
medium allowed me to filter out much of the literature and to explore the four gestalts
more narrowly. The four gestalts—mythology, character, canon, and genre—emerged
through practice, scholarly research, my revised definitions of transmedia storytelling,
and as a design vocabulary derived from research applied to production. In the course of
my research, linear connectors became gestalts, mythology was refined into its
components, and previous transmedia design principles proved secondary. Finally, the
field of transmedia storytelling, both among academics and in the larger media culture,
has continued to diversify, so this journey returned to a different world than it started.
Nonetheless, what I call the storyscape medium itself is large and flowering with
examples, and there is hope that my conclusions may find application in the broader field
of transmedia storytelling and other forms of digital media narrative as they arise.
6.2 Summary of the Study
The purpose of this study was to explore transmedia storytelling as a new medium
of expression. For practical and scholarly reasons this was focused on the storyscape, the
franchise or complex television model that has been elaborated throughout this work.
Below, I will review the problem and research questions. Then I will move to summarize
my major findings.
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6.2.1 Overview of the Problem
The current mythological transmedia franchises of Star Wars and the Marvel
Universe loom large in our cultural discourse. How we design and discuss these works of
art and story, implemented across multiple media, is central to the evolution of the
economy of the media world and digital culture. In digital media, a methodology rooted
in research through design and the relation between theory and practice drives this study
toward a unifying analysis of story in the storyscape medium. The larger question of
designing for transmedia storytelling is addressed through research in a medium that has
been codified in academic and practical discourse. This medium that I call a storyscape is
defined as: the grouping of story related works and communities across media. The
storyscape must have an authorial voice (individual or communal) to determine the
meaning-making systems of mythopoeia, character, canon, and genre. This grouping
must contain original content—in different media not solely remediated or repurposed—
that forms experiences or stories that become imagined as a whole text. A component of a
storyscape may be remediated from one medium to another, as a novel to a movie, but
most storyscapes are constituted of story parts that are additive or synergistic (Jenkins
2007b). The central aspect of storyscapes is to frame the relationship between the parts
and the whole as gestalts. A storyscape is the sum total of all the media manifestations of
a central mythology and also includes the community, media artifacts, and cultural
zeitgeist that surrounds a storyscape.
This allows a more precise discussion of what it means to design for a medium of
transmedia storytelling. As I noted previously, the storyscape medium encompasses
alternate reality games and augmented reality as stand-alone works comprising a whole,
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but suggests the study of those transmedia storytelling forms as a separate topic or
medium. Further my study does not address the aesthetics or process of transmedia
storytelling in all its current commercial forms. My area of investigation was the design
of a storyscape, answering the research questions that were raised at the beginning of this
project, and the applicability of the research literature to the study and practice of the
storyscape medium.
Let’s return to the research questions articulated in the introduction in order to
show how they have been addressed in the preceding chapters.
R1 How do you design a transmedia story that is comprised of different stand-alone
elements, across media, and extending into the real world, but is still a coherent
single work, what I have named a storyscape? What are the design principles that
sum these parts into a greater whole?
Over the course of this research, the definition of the storyscape and the models it
represents were refined and clarified. This allowed the discovery of clearer links to how
the story was told across media and the way those connectors worked. As the research
unfolded, this understanding led to the realization that the elements identified act not
simply as logical connectors, but as gestalts that are constructed by the participants in the
story across their experiences. This realization was codified into the story-centric
approach. This is in opposition to the storyworld models of designing a unified project.
Finally, as this research was consolidated, it yielded dominant conceptual strategies,
including myth-making, that further clarified the ecosystem of the storyscape and
provided a design vocabulary.
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R2 What are the significant connectors, affordances, or gestalts between two or
more elements of a storyscape that can animate and contribute to useful design and
storytelling approaches that span different media practices and affordances?
The mythology, character, canon, and genre gestalts were drawn from classic
storytelling models, narratology, transmedia scholarship, and observations of transmedia
practice and examples. These gestalts validated themselves across the spectrum of the
literature and research through design. They form the core vocabulary for the creation of
the storyscape medium and for a conception of that medium that is both practical and
academic. Whether scholar, fan, or showrunner, for the storyscape medium, ideas such as
mythology, character, and canon are central topics that are not central in academic
analysis and ill defined in practice. The Marvel Universe of movies, comics, games, and
more has provided an ongoing storyscape laboratory of vast cultural proportions, as the
backstories, iterations, and intellectual property wars force topics such as mythology and
canon to the surface as aesthetic and economic concerns. Television reboots such as the
new X-Files series being released on Fox Networks foreground mythology as a topic of
general cultural and academic interest. Finally, the Star Wars universe, with so much
vested in its consistency and reach as it expands exponentially as part of Disney, engages
these gestalts with a singular determination, as a matter not only of commercial
exploitation, but also creative expression and artistic practice. This is doubly important as
the central creator and determinant of the story, George Lucas, passes the reins to other
artists, a corporation, and the fans and leaves the role of myth-maker and visionary.
While the first question was how we sum the whole, this second question focuses
on the way these gestalts in practice can contribute granular connections and how we
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achieve the parts. By defining these elements and analyzing how they work in the design
process, I have identified useful story design paths and methodologies for further
research and practice. I have tested the robustness of the gestalts. I have also explored
how these connectors engage an audience across different media affordances and how
they create the story meaning-making platform. Most prominently addressed under this
research question is the definition and analysis of mythology as it functions in a
storyscape. This will also illuminate how story works within a storyscape discourse.
R3 What is the design language of transmedia storytelling including a vocabulary
and syntax required to describe and create the parts and relationships of a
storyscape across media and the discourse about this medium?
Starting with the four gestalts and the naming of the medium as a storyscape, the
core vocabulary of the gestalts, principles, and affordances were employed and applied
across the research and projects. While there is a profusion of terms and production
processes, the research helped elicit a vocabulary that could be used across the design
process of a storyscape. Many of these terms derived from approaches, methods, and
affordances that were organized to grapple with the multiplatform implementations and
iterations of a storyscape.
6.2.2 The Evolution of My Model and Vocabulary
In reviewing the literature there were a number of findings that helped to
determine the limits of my research proposal and the evolution of my model and
vocabulary. The breadth of transmedia writing and the number of transmedia models in
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academia, not to mention the confusion and disagreement about the scope of the field, led
to an iterative refinement of the storyscape model. Folding in the practice of transmedia
production and its documentation pointed toward the need to define parameters.
Narrowing examples of this medium to the storyscape, derived from the West Coast
transmedia model, gave impetus to the four gestalts, which resonated under scrutiny and
became clear-cut in their definitions. Business models and other critical theories, such as
Mark Wolf’s (2013) imaginary worlds or Jonathan Gray’s (2010)discussion of paratexts,
illuminated the path and refocused the research on a story-centric model that could
creatively unite theory and practice. The practice of producing a storyscape was marked
by methods, affordances, and aesthetics that define the storyscape medium. Narratology,
the study of mythology, and semiotics contributed to understanding how the core story
could be constructed in a new medium that contains and extends the aesthetics of
Aristotle, but also transforms into a new aesthetic that is represented by the open work,
with its scrambled beginnings, middles, and ends (plural deliberately). This new aesthetic
finds catharsis and immersion in the sum of a complex ecosystem of story. This is a story
that is authored and also written by its readers or viewers.
The storyscape provides a useful model to extrapolate from literature and practice
because the multiplicity of transmedia definitions and forms hindered the development of
a coherent vocabulary. The Matrix/Star Wars franchise medium was framed and
described in theory by Jenkins and Long, and in practice by Jeff Gomez and the
Producers Guild, but this new medium was not named. Naming it and pulling out a
definition and set of associated qualities allowed my research to focus on definable
medium. The realization that the field of transmedia was too broad for this study and that
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much of the literature tried to make sense of too many divergent examples to be useful as
a design or vocabulary method made a good starting point. This is not to say that
transmedia as a field can be defined or has stopped evolving, but rather that the
storyscape and the ARG can be analyzed as a medium with examples and a specialized
description.
The need to unite theory and practice also emerged from the literature analysis.
While the need for unification began as a fundamental assumption, it soon became
apparent that different methodologies and approaches were active in the field. Some
approaches were ethnographic, while others focused on a broad aesthetics. Some
narrowed the field down to a single reference point (as Long did with canon or Evans
with character). This method of integrating theory and practice also pointed to the
centrality of story in practice, and how the aesthetics of storytelling have changed in the
storyscape. Though some scholars posit a new storytelling practice that flows from a
storyworlds concept, the literature indicated a practice more closely situated to a
historical storytelling model that had a central conflict, or plot, and characters that
commanded an audience’s attention over time. The open work, extensive myth-making,
multiple narrative points of view, and the affordances of diverse and digital media have
changed the traditional aesthetics profoundly, but not replaced it with a new storyworld
aesthetics.
Mythopoeia, character, canon, and genre flowed directly out of the literature
reviews and investigations. As a whole this vocabulary and the use of these design
gestalts to knit together a storyscape as a whole came into focus. Many transmedia
scholars touched on them in small or large ways, some, as noted, focused exclusively on
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certain aspects, such as the need for a coherent canon. This need was echoed across many
writings. Mythopoeia, as a determinant of overall story and providing a meaningful
linking, turned up often in practice. It was commonly invoked in academic writings, but
was also often lost in perspectives that weren’t focused on how stories get told or whether
the stories’ resonance was related to its meaning. Scholars were often interested in
taxonomies or how to present these artifacts in a context while creators were re-inventing
myths, and figuring out how the pleasures of stories translated into the storyscape and its
individual instantiations.
This led back to a story-centric approach that connected fairy tales and myths to a
newly constructed form of mythology for these storyscapes. This approach, uniting
theory and practice, through academic research and cross-referencing production culture
in the field, allowed for the emergence of a unified field. Unique affordances could be
seen in the context to of the storyscape as a whole, derived from the four gestalts. Other
transmedia models could be ignored as irrelevant to this more focused model and storycentric approach. Business models and their logistical and creative interests could be held
in abeyance, as the focus lay on the fundamentals of storytelling united with an
understanding of what stories do in this new medium and how they are told.
The goal of this research was not to produce a qualitative study in which random
participants are quoted to support the ideas contained within, but rather to investigate the
literature, examples, and practice to extract methods to design a story-centered approach.
This approach also led to a conceptual framework that evolved from the concept of
logical connectors, often plot points, proposed by many scholars to a method of four
gestalts that allows the whole to be comprehended in the negotiation of meaning and
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immersion with the viewer. This meaning and immersion can also exist in paratexts
expressed through performative extensions of the story to the cognitive model that
participants bring to movies or games.
6.4 Identifying a Medium of Media, the Storyscape
Identifying the storyscape as a unique medium allowed me to refine the current
vocabulary on transmedia and identify a design practice appropriate to the qualities of the
medium. In this way, myth-making and other central story premises emerged as defining
elements that play a more essential role in storyscapes than in other transmedia forms,
such as alternate reality games. Examining the storyscape medium in isolation provides
greater theoretical clarity.
This solution allowed me to draw insights from Long, Askwith, Jenkins, and
Evans insofar as they addressed transmedia as a single medium. Jenkins seemed to
identify this medium in his Matrix analysis; Long spoke directly to the franchise model,
but it lacked a name. Storyscape may not take hold as the name of this medium, but it is
an advantage to offer the name, so as to lend specificity to the discourse around
transmedia. In practice, this may contribute to further discussions within the Producers
Guild on the question of defining a field of transmedia producer. The notion of the
storyscape provides a context for the work of other transmedia scholars, such as Christy
Dena or Jane McGonigal, who define another medium or a medium of multiplicity that
has no boundaries or consistent aesthetics and is acknowledged to be in a field of flux.
This is a filter for the new proliferation of transmedia work in education, documentary,
and art installations, all of which may integrate story across media. Many interactive
narratives also share transmedia traits but are not storyscapes.
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This also has a practical application for the community that works on these
storyscapes. The concept of the storyscape provides a model for defining the core
properties to be extended or addressed across media. For the IP owners it isolates core
issues they must engage, like canon, in a more pronounced way. It begins to define an
aesthetic of this medium in its multimodality, with relevant affordances or qualities. My
vocabulary (with its gestalts, affordances, and methods) should constitute a coherent
toolset for thinking about designing a storyscape. My primary contribution to design is
the four gestalts.
6.5 Four Gestalts as Design and Analytical Practice
The four gestalts represent the series of findings that evolved from this research.
The first finding relates to how an audience builds a whole story in its engagement with
stories spread across media. My work revealed how mythopoeia dominates the storyscape
and embodies central ideas and narrative arcs that are meant to maximize the power of
the storyscape through immersion, resonance to personal and cultural concerns, and
forms of catharsis. Originally, the question was what connected these parts together as a
whole. This was revealed as a process of negotiation with the participant that allowed
them to create that whole from any subset using the structure and context of the four
gestalts. Character, canon, and genre are also foregrounded and integrated into an
ecosystem for design and critical analysis. Further discussion following this section notes
how the gestalts worked in practice in The Ghost Club storyscape and how that success
reflected back on the premise and research.
The four gestalts map better to a design approach than world-building in three ways:
1. They unify theory and practice because they form an overlap of the concerns and
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vocabulary of both groups. This model is more consistent with practice by
relocating aspects of world-building within a practice of creating a transmedia
mythology.
2. A gestalt is shown to more accurately describe the relationships across media as
opposed to the rigidity of looking at plot connectors or physical attributes of
transmedial systems.
3. The four gestalts show continuity between old media and digital media inasmuch
as they evolved from other story practices such as backstory or character
continuity as an organizing principle. The four gestalts represent a coherent
extension of storytelling to this new medium. They extend known narrative
principles. There is no need to posit a new world-building narrative aesthetic or
narrative model for this medium.
6.5.1 Myth-Making and Mythology
Although the conflicting uses of the term “mythology” became a knot to untangle,
the concept ultimately proved to be the most useful gestalt. Mythology has been invoked
in numerous definitions across the spectrum of transmedia storytelling. These definitions
are to be found in literature as diverse as the scholarly work of Ryan to Variety
Magazine. It was the use of mythopoeia in the storyscape examples (Lost, Star Wars,
etc.) that dictated a new definition to be applied to this new medium. Likewise, the
examples showed how important it was to understand how story construction worked
across media. In the design of such storyscapes, mythic oppositions are exploited,
characters arcs are planned, and the canon is affirmed. By considering the rhetoric of
transmedia practitioners as well as key examples, I have established that myth-making
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(creating a mythological structure for the storyscape) is a conscious practice, as is the
evolving of the mythology across the various media elements of the storyscape. This
stable and robust finding stands in opposition to transmedia theories that hinge on the
concepts of world-building and storyworlds.
6.5.2 Character, Canon, and Genre
Together with mythopoeia, canon, character, and genre constitute an ecosystem
for the storyscape—an ecosystem that is prescribed at the beginning, but evolves through
the narrative practices of the media elements. The mythology, as was laid out, often
contains these gestalts, so there is an interaction within the ecosystem of these gestalts.
Long foregrounded canon for coherence, Evans extolled the usefulness of character as a
thread through transmedia, and many other writers and authors have analyzed transmedia
according to these gestalts. This design approach reveals how these terms integrate,
evolve, and reflect on each other as a design process and a gestalt of the whole storyscape
as the participant engages with it.
6.6 Next Steps: Additional Storyscape Research
Synchronization, repetition, and landmarks are affordances of a storyscape that I
wish to investigate further and integrate in a theory for a design method. In a storyscape,
they represent the ways in which an audience participates and organizes its view of the
full story. Synchronization of the story and elements across media, and also interpretation
with other participants is expressed across the social media platforms. Repetition across
media forms allows redundancy in information flow and a more complete gestalt of the
whole. Repetition also allows different viewpoints to express a multifaceted storytelling
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experience. Finally, landmarks—story points, ideas, or characters—act to map the
relationships and overlaps of the gestalts in the storyscape media. Synchronization and
repetition allow the participants to compare and use the landmarks to situate their
experiences as well as their comprehension. These elements bear closer scrutiny in the
storyscape and other transmedia storytelling platforms.
There is a need for further design process explorations based on the research
through design of The Ghost Club storyscape. In order to better understand collaborative
authorship, design goals, etc., these documents can be mined for how these processes
evolved or found the gestalts translatable across media.
6.7 Concluding Remarks
In the final analysis, the examples of the storyscape are clearly related to
imaginary worlds, worlds of fairy tale and myth. However, from my point of view I see
myth, religion, and science as narrative systems to explain our world, worldview, morals,
or ideology, or to provide examples of behavior and social communities to join. In this
regard, I hope that the storyscape’s four gestalts will find an application beyond the
narrow scope of mothership transmedia models that I have defined as a storyscape. The
four gestalts may create a design template for other forms of transmedia storytelling such
as an ARG or building a story using an Internet of Things. Understanding the place of
contemporary myths as a way to understand the world and our place in it can prove useful
as a method for storytellers and a frame for academics researching the new story forms of
digital media.
The myth-making focus of this story method recognizes that stories define a truth
within a larger contextual system of meaning. This meaning infuses the world we live in
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as a metanarrative that describes the ideological themes that are relevant to our culture as
stories. The storyscape, as a representative and subset of these metanarratives, encodes a
system of relative truth. Truth, for these grand metanarratives, was the domain of religion
and myth and is now communicated and encoded in the stories, games, experiences, and
rituals that are both entertainment and provide a focus for communities to create meaning
and identities.
Comparative storyscapes in the pre-digital affordance past include Christianity as
a transmedia revelation and, for Western culture, the Greco-Roman myths that formed a
pantheistic religion in which social and moral codes and principles for understanding the
natural world were present or encoded. We use stories to create a gestalt that explains our
place in a world whose logic seems to be either random or too complex to comprehend
through other ways of knowing.
In our secular, scientific world of fractured subcultures and contextualized truths,
authors and communities will create stories, derived historically from previous relevant
stories, and through individual and group expressions, create mythic structures, binary
oppositions, and conceptual frameworks to answer our cultural anxieties and the innate
conflict of unresolvable questions. In storyscapes, the participation of the community is
capable of building their own cultural ecosystem of meaning creation. They can do this
through influencing a television show by killing off characters such as in Lost, in active
participation in games with other users of the same storyscape, or by creating original
work that explains and expands on the mythic themes.
Storytellers tell stories to make sense of our world and often see themselves as
contemporary mythmakers. In that sense, they are creating a kind of truth that explains
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the world and anxieties we encounter. Storytellers try to reinterpret and find fundamental
truths, not necessarily as a conscious act, but as representatives of the cultural
communities of these works.
In conclusion, my main points are thus:
1. Myth-making, with character, canon, and genre, provides a superior model for the
storyscape medium than world-building or storyworld methods or models. Further
this method should be seen as a critique of the narrative storyworld model
because it does not support a convergence of theory and practice.
2. Transmedia, transmedia storytelling, and storyworlds have become confusing
terms that are used to describe contradictory methods and theories. Academics are
mixing terminology and media so as to make investigation impossible. Defining
the storyscape medium, and its qualities and affordances, can start us on a path to
categorizing other transmedia forms as they become codified and significant
examples are created.
3. The storyscape method and theory provides a model and vocabulary that can be
used by both storytellers and academics despite the fact that they have different
ways of knowing the world. In this theory these two ways of knowing can be seen
as two sides of the same coin: myth-making on one side and mythic analysis on
the other.
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APPENDIX A
GLOSSARY
Affordances: Defined by Donald Norman (1988) in The Design of Everyday Things as
“the perceived and actual properties of the thing, primarily those fundamental properties
that determine just how the thing could possibly be used.” (9)
Alternate universe: In order to accommodate canonical breaks in a storyscape the
medium as a whole subscribes to a multiverse model in which similar but distinctly
different sets of stories can be told. Alternate universes may involve canonical or
character changes. There is sometimes interaction between these alternate universes.
ARG: An alternate reality game, a form of transmedia storytelling that has been used as
part of larger storyscapes. It usually involves both online and off-line experiences in a
linear time-based story.
Authorial Authority: An individual, group, or corporation that exercises legal authority
in defining what is authorized and canonical in a storyscape or franchise. User groups can
leverage consensual authority that may be influential.
Binary oppositions: Extended from mythic oppositions—early stories that reflected the
origin of cooked meat, the opposition of raw and cooked in culture. In contemporary
narratives, this opposition is thematic and may contrast oppositions such as religion and
science. For Aristotle, this was the dramatic conflict that drove a play to its catharsis.
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These oppositions create a structure to use stories to resolve complex oppositions such as
love against duty in such a way that creates a cultural satisfaction.
Canon: The accepted definition of a fictional event, explanation, or mechanic. It can be
accepted by varying authorities and is often disputed or changes. Intellectual Property
(IP) holders determine canon from a legal standpoint but may choose to enforce their
view to varying degrees. Fans also unite and determine a secondary definition of canon
through collaborative sites. This is often in the gaps where the IP is undefined or there is
factual conflict between different media in a storyscape.
Collective intelligence: Coined by Pierre Levy to refer to new social structures that
enable the production and circulation of knowledge within a networked society.
East Coast Transmedia: The open approach to transmedia storytelling that may be
small or rely on only a few media elements. It does not recognize an accepted definition
of transmedia storytelling but considers the medium a series of narrative or commercial
experiments around the broader concept of transmedia.
Fanon: A term used to describe commonly accepted interpretations about storyscapes
that are not acknowledged canon or changed canon. This can be related to fan fiction,
possible speculation about story elements, or specific subgroups that create their own
mythology documentation.
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Flash-Forward: Advancing the narrative story forward in time. The opposite of a
narrative flashback in time.
Gestalt: An organized whole that is perceived as more than the sum of its parts. Gestalt
therapy was derived from psychology but can be applied to artistic comprehension as an
aesthetic principle. Gestalt is a basis of visual design understanding and is here applied to
narrative and semiotic constructions. Narrative systems function as wholes and their
meaning cannot be fully comprehended in terms of their components or discrete media.
Landmarks: Mythic events, significant conflicts, character conflicts and motivations,
and cathartic events that can be used by the audience to compare subjective views.
Agreement or disagreement provide narrative clarity and define subjective definitions
between individuals and groups. It is especially useful as a design tool to carry across
media signification of complex meaning configuration with the larger story structure
including binary oppositions.
Migratory Cue: Defined By Marc Ruppel as: “the means through which various
narrative paths are marked by an author and located by a user through activation
patterns.” (Long 2007, 59)
Mythology Documentation: Analogous to the story bible but constantly updated by new
canonical artifacts that flesh out the story boundaries, characters, and canon. This can be
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a physical document or held within an authorial authority. As a foundation for canon, it is
subject to change by decree by an IP authority.
Mythopoeia: Contemporary myth-making. It is secular, but whether created consciously
or unconsciously, creates semiotic structures of signification that resonate for individuals
or cultural groups as ideology and cultural themes.
Negative Capability: The mystery of unexplored possibilities and tangents in a
storyscape or franchise. In imaginary worlds, this holds the promise of glimpsing original
explorations based on underlying premises or themes. It also allows characters to branch
out from main story lines.
Paratext: Anything affiliated with a storyscape insomuch as it can be used to derive
additional story elements not part of the primary story or stories. These imagined story
elements may be solely reserved to the participant or shared by groups of different sizes.
Significantly merchandise, clothing, and experiences can give rise to paratexts.
Research through design: (In this work) a narrative game design model that allows
researchers iterative design efforts to investigate wicked problems that can not be
addressed through normal scientific methods. Like architecture and games, storytelling
media production as a research product is a wicked problem. Positive results include a
transfer of knowledge between artists and scholars and across media specializations, it
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reframes problems through contact with practice, and it motivates digital theory to
engage in world impacts.
Sideways (story): The use of an alternate universe or timeline to express another story
perspective unmoored to canonical or character reality in other versions of the fictional
story.
Story Bible: Originally a document to plot out television programs. As long-form arc
storytelling evolved the story bible became a more comprehensive document describing
the story, character, setting, tone, and other narrative elements. In imaginary worlds, this
involved fleshing out supernatural logic or magical technologies. It also involved the
subcreation of a world not linked to our real world and requiring a revised cosmology.
Storyscape: The of story-related works and communities across media. The storyscape
must have an authorial voice (individual or communal) to determine the meaning-making
systems of mythopoeia, character, canon, and genre. This grouping must contain original
content—in different media not solely remediated or repurposed—that forms experiences
or stories that become imagined as a whole text. A component of a storyscape may be
remediated from one medium to another, as a novel to a movie, but most storyscapes are
constituted of story parts that are additive or synergistic. The central aspect of storyscapes
is to frame the relationship between the parts to the whole as gestalts. A storyscape is the
sum total of all the media manifestations of a central mythology and also includes the
community, cultural zeitgeist, and media artifacts that surround a storyscape.
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Storyworld: A term with many uses. Marie-Laure Ryan’s is the most complete for the
purposes of transmedia storytelling. 1. An inventory of existents, comprising (a) the kinds
of species and objects that (a) the kinds of species and objects that populate the
storyworld; (b) the cast of individual characters who act as protagonists
2. A folklore relating to the existents (backstories, legends, rumors)
3. A space with certain geographic features
4. A set of natural laws
5. A set of social rules and values
Dynamic component:
6. Physical events that bring changes to the existents
7. Mental events that gives significance to the physical events (i.e. the motivations of the
agents and the emotional reactions of both agents and patients), affect the relations
between characters, and occasionally alter the social order (Ryan 2012 p. 362-7).
Storyworlds also describe the mythology or story bible documentation. Finally,
storyworlds can focus on the production design or physical characteristics of a series of
connected fictional world so as to extrapolate a physical space.
Synergy: The financial consideration of the exploitation of stories across media. There
are profit and marketing incentives to transmedia expressions. IP owners are usually
primarily motivated by profit concerns, and this works as a parallel development to the
creative storytelling.
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TINAG: An acronym for This Is Not A Game. The implication of reality in a game is
related to verisimilitude, and a storyscape’s integration into real world interactions.
Transmedia: The use of more than one media to communicate.
Transmedia storytelling: Two or more media revolving or adapted from the same story.
This also applies to more robust uses of telling stories across media where the intention is
to integrate multiple media. It also applies in the case of an Alternate Reality Game that
employs a multiple media mechanic. Finally, it is also used to describe franchise models
of integrated storytelling across media. Transmedia storytelling is not limited to fiction or
any other genre.
Triangulation: A storyscape design affordance that allows an individual or a group to
perceive the same landmark from different media perspectives and compare them.
Multiple perspectives potentiate enhanced affordances across media for a complex
understanding of the landmark. Other participants can compare more, or unique,
perspectives to create shared meaning in the audience.
Verisimilitude: Used by Christy Dena to describe how transmedia aesthetics and
storyscapes often overlap with the real world or are set up to present an alternate reality
as true and participatory.
West Coast Transmedia: The Matrix storyscape or franchise model of transmedia
storytelling. Star Wars and other highly capitalized models exploit and integrate the
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stories, games, merchandise, experiences, and marketing with a coordinated IP. This
model represents a Hollywood view and the Producers Guild definitions.
World-building: The engineering and aesthetic design of an imaginary world. History,
ecology, geography, and supernatural laws are often articulated. Maps and backstories are
often key elements.
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APPENDIX B
THE GHOST CLUB STORYSCAPE MEDIA LINKS
The Ghost Club: Spirits Never Die (feature film)
https://vimeo.com/67622190
Password: neverdie
The Ghost Club: Spirits Never Die (trailer)
https://www.youtube.com/watch?v=oyOP1W5RQ9w
Android Ghost Hunting App: Free augmented reality app so you can “find” ghosts
at your current location and create photo evidence. A demo of the app can be viewed
at:
https://play.google.com/store/apps/details?id=com.hauntedplanet.branded.ghostclub
Ghost Club website: Home, store, Ghostpedia, web series, Join a Club
http://www.ghostclubusa.com/home.php
Theatrics.com: Video documentation
https://vimeo.com/79516268
YouTube.com: YouTube channel
https://www.youtube.com/user/TGCTheGhostClub
The Ghost Club Girls: A web “reality” series that introduces viewers to The Ghost
Club team and their investigations. Watch the first episode here:
https://www.youtube.com/user/TGCTheGhostClub
Ghost Club University: Do your own ghost hunting:
https://www.youtube.com/user/TGCTheGhostClub
Facebook
The Ghost Club Facebook page:
https://www.facebook.com/TheGhostClubUSA
Twitter
https://twitter.com/tgctheghostclub
Twitter/Jimmy:
https://twitter.com/GhostClub_Jimmy
The Skeptics Diary, Ghost Club comics
http://skepticsdiary.tumblr.com
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APPENDIX C
THE GHOST CLUB STORYSCAPE BIBLE
The Ghost Club
Storyscape Bible
9.30.14
Updated HRB
Contact: Hank Blumenthal
hankblumenthal@gmail.com
917.687.2445
Version 1.0
Copyrighted and Trademarked
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Table of Contents
THE GHOST CLUB HISTORY .................................................................................... 273
Gaslight & Steam--The Victorian Ghost Club: .......................................................... 274
Gaslight & Steam--The Victorian Ghost Club: .......................................................... 274
Technology for this narrative includes: .................................................................. 274
The Team: ............................................................................................................... 274
The Mission: ........................................................................................................... 275
Electricity & Diesel--The Edwardian Ghost Club: ..................................................... 276
Technology for this narrative includes: .................................................................. 276
The Team: ............................................................................................................... 276
The mission: ............................................................................................................ 276
GHOST CLUB Depression era 30’s40’s ................................................................ 278
Reality TV & The Internet--Today’s Ghost Club: ...................................................... 279
Technology for this narrative includes: .................................................................. 279
The Team: ............................................................................................................... 279
The Mission: ........................................................................................................... 279
Possible Continuation: ............................................................................................ 279
THE GHOST CLUB MOVIE Part 1 .............................................................................. 282
Key Characters ............................................................................................................ 282
Parnell Origin Story .................................................................................................... 291
TGC LEGENDS – Arthur and Harry.......................................................................... 293
ART ASSETS 299
LOGO ..................................................................................................................... 299
LOGLINE ................................................................................................................... 300
Web components ..................................................................................................... 301
The Ghost Club (fictional organization) site .......................................................... 301
GHOST CLUB HISTORY ......................................................................................... 306
Twitter ......................................................................................................................... 317
Flash Game ................................................................................................................. 319
Vision statement...................................................................................................... 319
The Ghost Club Flash Game ........................................................................................... 319
Motivation/Opportunity .............................................................................................. 319
Problem Statement ...................................................................................................... 319
Product Position Statement ......................................................................................... 319
User Demographics ..................................................................................................... 320
Feature List ................................................................................................................. 320
Constraints .................................................................................................................. 320
User Stories ................................................................................................................. 320
The Ghost Club TV Show Bible ................................................................................. 321
AUGMENTED REALITY GAMES AND STORY .................................................. 322
Product Vision Statement ....................................................................................... 322
Architecture............................................................................................................. 324
ARGON VERSION IPHONE AUGMENTE REALITY GAMESTORY ................. 326
Design graphic - Slider ........................................................................................... 326
271
Augmented Reality - Button ....................................................................................... 327
TGC GAMES AND APPS ......................................................................................... 332
Iphone Game (augmented reality app) .................................................................... 332
Flash Games ................................................................................................................ 337
Ghost Club Flash Game .......................................................................................... 385
272
THE GHOST CLUB HISTORY
The Ghost Club, with its roots in gaslight and steam, was founded in 1862 to investigate
ghosts and psychic phenomena. To prove or disprove the existence of the beyond. To
make contact.
Since it’s founding, Ghost Club teams--always made up of believers and skeptics (the
most famous being Sir Arthur Conan Doyle, and Harry Houdini)--have investigated every
reported haunting in the United Kingdom, and the United States.
The Club has been investigating for over 150 years. They have never gathered a single
scrap of proof.
In 2011, The Ghost Club was a popular reality TV show. Following in the traditions, and
using the technology of the Club, dedicated paranormal professionals--skeptics and
believers--investigate reports of the bizarre and unusual.
When the team decides to try their luck at an abandoned mansion in the Deep South with
a long and dark history, they encounter something beyond their wildest dreams.
Synopsis (The Bigger Picture)
The oldest organization in the world dedicated to psychical research, The Ghost Club was
founded in Cambridge’s Trinity College in 1862. Its mission, to investigate unexplained
phenomena, record the results for prosperity, to prove or disprove the existence of ghosts,
and--if they exist--to make contact.
From its founding, the Club has been made up of an equal number of skeptics and
believers. Club tradition holds that all investigations must include a lead skeptic and a
lead believer, that, following the strictest scientific methods, the skeptic and believer
must work together to gather and analyze the data, to jointly determine any conclusions
supported by said data, and, if warranted, to attempt contact. Together.
Never lacking in funds, due to its many illustrious members, the Club has always strived
to acquire the latest (often experimental) investigating equipment available. From
Edison’s Fluoroscope (which caused more than one case of “unexplained wasting
illness”), to Daguerreotype photography, Ghost Club members have had access to, and
used, some of the most innovative technologies of their day. To top this off, The Club has
always funded its own research and development efforts, often combining emerging
technologies to create unique devices. Club archives are full of these experimental
apparatuses. Far from being museum pieces, the Club still uses some of the equipment
from the 19th and early 20th century today for modern day investigations.
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Though the Club has existed for nearly 150 years, and conducted investigations during all
that time, it was most famous during 3 periods; 1840 - 1850, 1915 - 1925, and today.
During these periods the Club became a form of popular entertainment of the day, much
to the chagrin of its more staid members, with Ghost Club stories appearing in
newspapers, pulp fiction, and, lately, as a popular reality TV show.
During each of these famous periods, the Ghost Club was led by the charismatic, and
famous. From Charles Dickens to Harry Houdini. Self-serving, these Club luminaries
used their association with the Club to promote themselves, and their ideas.
These periods are known as:
Gaslight & Steam--The Victorian Ghost Club:
Charles Dickens - Skeptic
Washington Irving - Believer
Also known as the Silver Age of the Ghost Club, the early days of the club coincide with
the Romantic Movement. The leaders of the club--Charles Dickens, the skeptic, and
Washington Irving, the believer--performed many investigations, joined on their most
infamous by Edgar Allen Poe, who claimed that some of his stories were based on what
they discovered, but could never prove.
Technology of the time included:
Daguerreotype Photography
The Colt Revolver
The Babbage calculator
Gaslight & Steam--The Victorian Ghost Club:
Robert Masterson
Technology for this narrative includes:
Magnifying glass & Microscope (description: Jone’s Most Improved Microscope by
Peter Dollond (1730–1820) London ca. 1800–1820, lacquered brass, steel, signed on
folding tripod “Dollond, London.,” one eyepiece, six objective lenses on revolver,
LIeberkuehn-mirror, tweezers and bullseye-condensor, four object slides and other
accessoiries. Original mahogany case, Size of case c. 8 x 24 x 20,4 cm, height of
microscope table c. 15,5 cm. (WU).
Daguerreotype Photography
The Team:
Charles Dickens - Skeptic
274
Washington Irving - Believer
Poe - Gadfly
Wavering between being an obnoxious semi-drunk and a witty, insightful Nick Charles
kind of semi-drunk, Poe needles Irving by calling him “Natty,” the James Fennimore
Cooper hero of The Leatherstocking Tales, as if he doesn’t know the difference between
the New England writers.
Dickens, while a skeptic, has a savvy eye on the marketing opportunities of each
investigation as a way to boost sales. Dickens is poverty phobic and milks each mission
for its sales potential.
Irving is head-over-heels in love with the gothic possibilities in all situations, New
England as heaven on earth, and himself. His need to believe in the supernatural is rooted
in his own egomaniacal belief that he is gifted to see in ways that others are not.
The Mission:
Hearing about the strange goings-on at a Boston home, Irving and Dickens descend to
investigate. Five years previously, the young mistress of the household, Abigail Higgins,
nearing the birth of her first child, apparently tumbled down the wide curving stairway to
her death and, as dying, gave birth to a son who died before either was discovered.
Rumors of murder dogged her husband, Rigwell Higgens, and he eventually shuttered the
home and left Boston under a cloud of unprovable suspicion. After five years, the house
was offered for sale through an agent instructed to keep its past quiet and the new
inhabitants discovered a psychic disturbance at the foot of the stairway. It appears as if
the place where Abigail and her son died is the site of mysterious and unexplainable
activities…sudden cold, piercing and unexplained pains, and an overwhelming sense of
confusion and fear. Use of the magnifying glass, the microscope (microscopic ice
crystals, for instance, on a summer day), and daguerreotype photography (cloudy,
indefinite forms on the otherwise empty landing) yield tantalizing yet inconclusive
results.
Despite repeated and varied efforts to contact and assuage the ghost of Abigail Higgins,
the investigation, conducted as thoroughly as possible, reveals no answers and each
investigator leaves the mission feeling frustrated and angry with the others.
275
Electricity & Diesel--The Edwardian Ghost Club:
Harry Houdini - Skeptic
Arthur Conan Doyle - Believer
The Golden Age of the Ghost Club revolved around the tumultuous friendship between
Harry Houdini, and Arthur Conan Doyle. The pair had many fallings out over Arthur’s
rabid dedication to the Spiritualist movement, and Harry’s unwillingness to reveal how
he was able to perform his feats of “magic”. Though they performed fewer investigations
than Dickens and Irving, their popularity, showmanship, and feuding brought the Club
into the public imagination as never before, or since. An adoring public devoured
newspaper reports, and Doyle’s shorts stories based on investigations. The final split
between Harry and Arthur, directly following an investigation, marked the end of the
Club’s popularity. The two men would never talk again, nor would they reveal what they
discovered that fatal night.
Technology for this narrative includes:
Illuminated magnifying glass
Illuminated microscope
Photography
The Team:
Harry Houdini - Skeptic
Arthur Conan Doyle - Believer
Houdini and Doyle interact and investigate together though reluctantly. Each feels
the other is hopelessly biased and subjective due to their respective occupations. Doyle
accuses Houdini of cynicism based on his mastery of illusion and his own thwarted
attempts to find real evidence of the supernatural and the means to contact his dead
mother. Houdini finds Doyle hopelessly romantic, egotistical, and inflated with the
certainty that, because he created Sherlock Holmes, the literary detective’s skills are his
own. The whole thing with the fairies becomes a running joke with which Houdini
belittles and taunts Doyle. Doyle fires back with his contempt for a vaudevillian faker.
The mission:
Again called to the Rigwell home by the current residents, The Ghost Club picks up
where the last team left off. The bottom of the stairway is still the site of sudden drops in
temperature, nausea, fear, and confusion.
Using the technology available, they nonetheless attempt to contact the ghost of Abigail
Higgens as the source of the very real and now even more measurable manifestations (ice
crystals and more distinct yet still enigmatic forms on film) in the old Rigwell home.
Again, their results are inconclusive at best. Each, again, feels he is right in seeing the
investigation as supporting their preconceived expectations.
276
Technology of the time included:
Motorized Movie Cameras
Ecstasy
Short Wave Radio & the Superheterodyne Radio Circuit
The Lie Detector
The Mechanical Television
1867
Christopher Scholes invents the first practical and modern typewriter.
1876
Alexander Graham Bell patents the telephone.
1877
Thomas Edison invents the cylinder phonograph or tin foil phonograph.
Edward Muybridge invents the first moving pictures.
1878
Sir Joseph Wilson Swan was the first person to invent a practical and longer-lasting
electric light bulb.
1880
The British Perforated Paper Company invents a form of toilet paper.
Englishmen, John Milne invents the modern seismograph.
1881
Alexander Graham Bell invents the first crude metal detector.
David Houston patents the roll film for cameras.
Edward Leveaux patents the automatic player piano.
1884
George Eastman patents paper-strip photographic film.
Frenchmen, H. de Chardonnet invents rayon.
Lewis Edson Waterman invents the first practical fountain pen.
James Ritty invents the first working, mechanical cash register.
Charles Parson patents the steam turbine.
1885
Harim Maxim invents the machine gun.
Karl Benz invents the first practical automobile to be powered by an internal-combustion
engine.
Gottlieb Daimler invents the first gas-engine motorcycle.
1886
Josephine Cochrane invents the dishwasher.
Gottlieb Daimler builds the world's first four-wheeled motor vehicle.
John Pemberton invents Coca Cola.
1887
German, Heinrich Hertz invents radar.
Rowell Hodge patents barbed wire.
Emile Berliner invents the gramophone.
F.E. Muller and Adolph Fick invent the first wearable contact lenses.
1888
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Marvin Stone patents the spiral winding process to manufacture the first paper drinking
straws.
John Boyd Dunlop patents a commercially successful pneumatic tire.
Nikola Tesla invents the AC motor and transformer.
1889
Joshua Pusey invents the matchbook.
Sir James Dewar and Sir Frederick Abel co-invent Cordite - a type of smokeless
gunpowder.
1891
Jesse W. Reno invents the escalator.
1892
Rudolf Diesel invents the diesel-fueled internal combustion engine.
Sir James Dewar invents the Dewar flask or vacuum flask.
1893
American, W.L. Judson invents the zipper.
1895
Lumiere Brothers invent a portable motion-picture camera, film processing unit and
projector called the Cinematographe. Lumiere Brothers using their Cinematographe are
the first to present a projected motion picture to an audience of more that one person.
1896
American, H. O'Sullivan invents the rubber heel.
1898
Edwin Prescott patents the roller coaster.
Rudolf Diesel receives patent #608,845 for an "internal combustion engine" the Diesel
engine.
1899
I.R. Johnson patents the bicycle frame.
John Thurman patents the motor-driven vacuum cleaner.
GHOST CLUB Depression era 30’s40’s
GHOST CLUB 50’s/ 60’s the hippie vs. conformist split
Reality TV & The Internet--Today’s Ghost Club:
Jimmy, Parnell, Noreen - Skeptics
Tab, Austin, Caitlin - Believers
After a long decline following the falling out of Conan Doyle, and Houdini, The Ghost
Club emerged back into pop culture when the local American chapter was turned into a
reality television program. While not technically associated with the official Ghost Club
any longer (the American Chapter was official kicked out once the show hit the air), the
Ghost Club television show follows the tenants of the Club, makes many references to
Club history during each program, and utilizes Club-like equipment. The show’s
popularity has waxed and waned, depending on the season, and their investigations, but
has garnered a dedicated following, in part due to the sparky, almost combative
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relationships between the Ghost Club’s investigators. The show was cancelled mid
season, during the 5th year of the program, following a particularly challenging
investigation, which resulted in the disappearance of several of the show’s cast.
There are many stories from each era of The Ghost Club. All inhabit the fertile ground
between belief and skepticism. Between proof and the unexplainable. Between friendship
and betrayal. The Club’s illustrious members uncover clues, discover secrets, record
evidence, but never agree on what they’ve found. The proof and contact they strive for is
always just out of reach. Their investigations dissolve into gothic ghost stories. Always
leaving the audience wondering what actually happened...
Reality TV & The Internet--Today’s Ghost Club:
Technology for this narrative includes:
Full spectrum microanalysis viewer
Multi-spectrum digital photography
The Team:
Jimmy, Parnell, Noreen - Skeptics
Tab, Austin, Caitlin - Believers
The Mission:
Once again called to investigate the Rigwell home’s stairway, their advanced technology
confirms earlier findings, but it is The Ghost Club’s empath who finally cracks the
mystery with the realization that the ghost is not that of Abigail Rigwell.
“This spirit is not angry at dying or being murdered. It is afraid…it’s afraid of having
been born so alone and so cold…it’s not the ghost of Abigail, it’s the ghost of her
son…there are no words for these feelings, these sensations for the child himself has no
language with which to express his fear and isolation” left cold, frightened, and confused
to die on the cold marble hall of the entryway. Though heartbreaking, the team must
leave the infant Rigwell to suffer alone, cold, and hungry for eternity…unless they can
rouse the spirit of his mother, Abigail, to come forth from beyond to claim her long-lost
infant.
Possible Continuation:
The main problem for a reunion is that Abigail’s shade is unaware of the passage of time
for, in the afterlife, “a second is as a year and a year is a second.” How can the team
contact Abigail Rigwell to let her know her son needs her? Will contact with Abigail
resolve the question of her possible murder at the hands of her husband?
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Stories about the Club fall into 2 categories -- Ghost Club Origins with Dickens and
Irving, and Conan Doyle and Houdini, and Ghost Club, the reality TV show.
Ghost Club Origins
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THE GHOST CLUB MOVIE Part 1
Ghost Club Today, Reality TV
Key Characters
Lead Investigator - Jimmy - Lead / Male / Caucasian / 40s, blue collar, slightly round
around the middle, gruff, sarcastic, Jimmy is a secret skeptic, who has long ago given up
host of seeing a real ghost.
The Second in Command - Tab - Lead / Female / All Ethnicities / 30s, smart, a tough
cookie, quick with a comeback, Tab’s tired of being second fiddle. She’s looking for a
big discovery. She believes in spirits.
Tech Assistant Investigator 1 - Austin - Lead / Male / Caucasian / 20s, handsome, with
a little too much hair, and bedroom eyes. Austin means well, but he’s not the sharpest
tool in the shed. Austin is Jimmy’s younger brother.
Psychic Investigator 2 - Caitlin - Lead / Female / Caucasian / 20s, southern belle pretty,
a bit flighty, she was a cheerleader. Caitlin is Austin’s girlfriend. She’s the scream queen
of the team. Caitlin scares a little too easily, but she looks great doing it.
Senior Tech Assistant Investigator 4 - Parnell - Supporting / Male / African American
/ 30s, handsome, square jawed, well built; Parnell is an ex-marine who is surprisingly
nervous of ghosts.
Assistant Investigator 6 - Noreen - Supporting / Female / All Ethnicities / 20s, attractive
but scary, brooding, dark, lots of eye makeup, wicked smart, Noreen is the resident Goth
girl on the team. More than any member of the team, Noreen wants to contact the
afterlife.
Ghost Club - The Movie
Additional Characters
Caretaker - Stanley - Lead / Male / Caucasian / 40s, soft-spoken, enigmatic, a cross
between a southern gentleman, and a good old’ boy, Burl is the caretaker of the house,
and the keeper of its secrets. He knows the history, and the rumors, and he might even
know the truth, but he’s not telling.
Caretaker’s Girl - Charlene - Supporting / Female / All Ethnicities / 30s barefoot,
voluptuous, earthy, wanton, Charlene is like something out of a Tennessee Williams play.
She only has eyes for Burl.
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A team of reality television ghost hunters -The Ghost Club - arrive at a desolate mansion
at dusk to begin their routine paranormal investigations. They are met by the caretaker,
Stanley, who leads them on a tour of the estates many “hot spots”. As Stanley, a skeptic
shows off each of the five supposedly haunted rooms, he tells the team of the five
different ghosts that call the mansion home.
The staircase is home to a ghost from the 1920s: a love murder/suicide with a white
mistress and her black servant
The kitchen houses a ghost from 1810: a French libertine and addict of dark experiences
who died due to his gluttonous love of meat
In the ballroom in 1790 there was a mass poisoning of local gossip hounds by a shamed
mansion mistress
In an observation room with a one-way mirror ghosts of hippies from the 1960s who
established a commune in the mansion, and used the room as a studio for depravity.
And the once-manicured grounds of the mansion, home to Wiccan ghosts from the 1690s
who fled the witch trials of the North East and used the area where the mansion would be
built years later, for ceremonies and rituals
The team sets up their recording equipment in the respective “hot spots” of the mansion,
and divides into three groups of two to investigate the ghostly claims in person. As the
investigators begin their night most remain excited about the possibilities, but one, the
leader of the team, Jimmy, expresses skepticism and hopes they do not end up
disappointed... as usual.
One by one the ghost hunters begin to experience the rumored influences of the ghosts.
They rely on their technical equipment -- motion detectors, temperature gauges, and other
sensors -- to capture real, measurable data of paranormal activity. But they are unable to
measure what they experience at first - shadows, the smell of rosewater, a sudden
coldness, and the sounds of the ghosts that inhabit the mansion. Though they are unable
to capture the hard evidence they so desire, they remain excited and upbeat based on the
sheer volume of activity in the mansion. Noreen, a tech-savvy ghost hunter, becomes
suddenly nauseas after visiting the kitchen. Caitlin, a somewhat shy southern belle-type,
and the team’s resident “sensitive”, seems to become possessed by one of the ghosts - the
sexually deviant mistress from 1920. Jimmy and Tab, his second in command, hear
moans and cries in the observatory and see shadows of potentially ghosts. The off-thecharts paranormal activity has everyone excited, even Jimmy.
The team takes a break to regroup and check the surveillance equipment. It’s a manic
party-like atmosphere as they share their individual experiences at each “hot spot”. The
team decides to “go back in”. They have a substantial amount of paranormal evidence,
but they lack physical evidence. There’s just too much activity to pass up. With new
cameras and sensors in tow, they reenter the mansion.
As the night unfolds, things begin to really heat up (or cool down). The investigators see
glowing spheres, faces in mirrors, and even apparitions, they experience first hand the
ghosts' death pains, and some even become possessed by the ghosts themselves. As the
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paranormal activity accelerates the team members grows more anxious, and more
excited.
They finally reorganize near the surveillance equipment and begin to review the recorded
video footage. Frustratingly many of the experiences were not captured by the cameras,
but they do have at least one shot that is potential hard evidence. The team argues that
they should stay the entire night - they may never have another opportunity like this to
really make contact. Jimmy remains apprehensive, but is swayed by the excitement of his
team - they’ll go for it. They’ll stay the night. Jimmy decides they must inform the
caretaker of their decision. but the caretaker can not be found. The group suits up in full
investigative gear, with a load of gadgetry attached to each ghost investigator. They enter
the mansion.
As soon as they are back inside, the lights shut off, and their flashlights go dark. Their
tech fails them, and dancing shadows, and chaos surrounds them. The team shouts for
each other. It’s the first time they feel real fear. But then, as suddenly as it started, things
return to normal. The lights switch on, the flashlights function, and their equipment
shows normal readings. They break into two person teams, and head off into the mansion
for further exploration.
But right away Noreen grows sick again and bolts away from her partner, Parnell. Parnell
radios Jimmy, desperate to organize a search for Noreen. But radio signals are interrupted
by static, and the teams lose contact with each other. Jimmy and Tab begin the search for
Noreen.
Soon the whole team is on edge. Individual members turn on each other, and anger flairs.
The panic of their lost team member, and the suddenly unreliability of their equipment
gives the increased sightings and activity they experience a feeling of menace and evil.
Caitlin becomes possessed again. She toys with the men around her, turning them against
each other. Her investigative partner (and Jimmy’s brother,) Austin, too, becomes
possessed. Austin turns on Parnell at Caitlin's bidding, beating him savagely. In the
kitchen Tab, is menaced by a cold spot that freezes the tears to her face. Tab runs, leaving
a dumbfounded Jimmy behind. The once confident, tech-savvy, group of professional is
well on the way to loosing its respective sanity.
Jimmy stomping through the mansion on a search for Noreen and Tab, stumbles upon the
groundskeepers, Stanley and Charlene, making love in a bedroom. There appear to be
ghosts embedded inside their bodies, guiding their every move. Furious at the coitus
interruptus, the ghosts turn on Jimmy, taking on their post-death forms, and chase him
from the room.
One by one the group members grow crazed from the experiences in the mansion. Caught
in the maze of the outdoor gardens, a twisting series of underground tunnels, and the halls
and rooms of the mansion, they struggle to find and keep track of each other. But having
unleashed so many paranormal experiences on themselves, the struggle is in vain. The
team loses trust in each other and in the very reality that surrounds them. Jimmy is chased
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out of a window after bursting into flames. Tab is found permanently frozen in a cold
terror. Noreen’s face is covered with writhing welts that spell out messages of warning.
Parnell is mistaken as a ghost and abandoned in the crypt-like tunnels.
Only Austin and Caitlin remain. They flee the mansion out through the tunnels, up into
the garden maze, and back to their waiting support vehicles. Just as they are about to
jump in, and tear away from the mansion at top speed, they see Stanley and Charlene, the
groundskeepers, standing on the front steps of the mansion in an air of blissful calm.
Austin warns them of the ghosts, begging them to come with them. Stanley shakes his
head, and admits with a peaceful smile that ghosts are everywhere. They are inescapable.
Austin heads back to the van, and he and Caitlin drive off into the distance, into the
woods. Austin looks in the rearview mirror. A ghostly image of Jimmy winks back at him
from the back seat.
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TGC: Spirits Never Die Design graphics
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TGC FIRST OUTLINE
GHOST CLUB
By
Hank Blumenthal
Contact:
Hank Blumenthal
354 West 18th St. Suite 5L
NY, NY 10011
917.687.2445
hankblumenthal@gmail.com
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The Ghost Club
(The Ghost Club, founded in London in 1862, was an early "ghost hunting" organization.
Famous members of the club have included Charles Dickens, Sir William Crookes, Sir
William Fletcher Barrett and Harry Price).
So what follows is part story outline and part director's statement. I am not 100% about
all the main conflict, endings, etc. as I find the story in here but here goes:
Setting: An old southern mansion or estate - ideally on an island remotely located. Should
be near water, could be Savannah, Newport, or Long Island this can be faked).
The Ghost Club is a TV show similar to other ghost hunting shows and programs found
on History and other networks. Ghost Hunters would be a show to paody. It also shows
how expectations nad fear are built up. The flavor of the film will be like Blair Witch or
Ghost Hunters but stylistically it will borrow more from "The Shining" with rich, HD,
footage showing the location and characters. Visually post will be used to create fake
pseudo-scientific effects like heat sensor (highly colored solarization) or vibration cam.
Various devices to monitor ghosts will be used - or superimposed on the screen in post.
More importantly Ghost images will be layered into mirrors, surfaces, and shadows in a
subliminal way (particular in the first half build). You will have to go back and do repeat
viewings in slow motion to find them. They become more noticeable as the movie
progresses. getting scared yet?
Big note! We should plan for a pseudo reality version - pseudo because unlike all the
other reality ghost shows. ghosts will show up for ours ; ) A kids show too...Online,
games...
24 hour movie (less)
Actors: Lead Investigator - Ron, 2nd Lead - Ben , Investigator Lisa, Investigator Shiela,
Joe the Techie, and Rhonda. Also the odd caretaker (thing William Forsythe type) and
his oddly super hot girlfriend.
Outline:
Arrival at the island by boat - dusk
Meet the caretaker
The Caretaker tells them stories about the estate while being interviewed. These stories
are told as we tour the rooms, etc. Check out one of the reality shows for the general
format.
They ask whether the Caretaker has seen Ghosts - something passes between him and his
girlfriend. He denies anything. They try to pry something out of him, then her, but to no
avail.
He explains that there was a suspected poisoning in the bedroom,
A love murder suicide with a mistress in the servants rooms.
And a hellfire club, sex slaves and who knows what went on in the cellar!
Narration about gear, process and set up in various rooms.
3 groups cut between them as they talk to ghosts (invite the ghosts to make themselves
seen or felt).
At this point we have a number of scenes of cold feeling, nothing happening, trying
different devices , time passing.
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Strange noises. Somebody feels sickly. Maybe high EMS.
Things get stranger as time goes on - but just barely. It really does feel cold. That really is
unexplained footsteps! Someone starts to get sick.
They take a break. Normally this is where the show wold end - but what I am describing
is an amazing amount of ghost evidence. They decide to take a meal break, evaluate the
evidence, consult with the caretaker about their crazy good results. (this is about midway,
mid second act)
The couple that is eyeing each other has sex in a haunted bedroom or pantry. (these are
our heros and they will survive . In our movies the promiscuous survive!) Some other
sexual flirtation goes on between a guy and a girl but it is really between the other two
girls.
Things start to heat up now.
Really cold and really hot.
Noises get crazy.
An apparition appears to one team!
The caretaker can't be found. They are trapped without a boat, or thee is a storm.
Now it starts to really go crazy. EM interference jams their cells and phone is down.
One of the girls gets really sick. The lead investigator is crazy with evidence and fearless
(well because normally nothing happens)
The tech guy seems to be possessed. The sick girl turns out to be possessed. They run off
together into the house to ?
Objects start flying around. The group flies with their gear to the den and try to sit out the
storm. The power is out because the turned it off early in the show.
The lead investigator is attacked by apparitions when he goes out to explore. He is left a
gibbering mess. The other girl runs away. The couple (our leads) go chasing after her.
When tehy finally finde her she is frozen solid like an icicle.
At this point our heros decide they have to get off this island if they have to swim.
Noises, apparitions, objects flying and all manner of phenomena is now nearly non stop..
They make their way to the dock. Standing in front of a small rowboat is the caretaker
and his girlfriend. The dawn is breaking. They confront him and his girl (probably the
last time we saw them was when the ghost club found them fucking. They admit they see
the ghosts all the time. They are always here. And by the way, did you have your fill of
ghosts?
The couple row away as we see the caretaker and GF surrounded by a ghostly crowd
watching from shore...
POV - something like District 9.
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Parnell Origin Story
Parnell is in the Army on his first tour of duty in Iraq. One night his unit is sent
out to install surveillance equipment. They are ambushed. The unit takes cover behind
their Humvee and returns fire. Fire is exchanged for a minute or two into the darkness.
Parnell is freaking out and frozen. Then from their flank, out of the darkness comes a
man with an assault rifle. The man fires at Parnell and misses; Parnell ducks closer to the
Humvee and draws his pistol. The man, advancing, fires again and misses. Parnell trains
his pistol at the man and squeezes the trigger. The man pauses, as if hitting an invisible
wall. The rifle drops from his hand and he falls to the ground, still alive, muttering to
himself, and looking at Parnell. The firefight has been continuing all the while. Another
soldier grabs Parnell by the collar, yanks up while telling him to get inside the Bradley
Fighting Vehicle come to rescue the Humvee crew
.
Next we see Parnell on a plane, a commercial jetliner by the looks of it. He is
ordering a drink from the flight attendant.
Next we see him on a couch talking to what is presumably a therapist, and there
on the couch next to him is the man he shot. The therapist questions Parnell and he
answers briefly.
Next we see Parnell working in what seems to be a computer store helping a
customer and there next to him is the man he killed toying with some gadget on the
shelves. He is always dressed the way he was in Iraq when Parnell killed him. (Maybe the
ghost speaks to Parnell, but Parnell never answers.)
Next we see Parnell at home drinking a beer on the couch with several beer cans
on the table in front of him (“dead soldiers” is the old slang for empty bottles of booze).
The blue light of the television flashes on him and his ghostly cohort who sits, hands
folded in his lap, and chuckling at the television.
Next we see Parnell getting fired from work. It could easily be just a shot of what
seems to be a manager, a guy in a shirt and tie, looking regretful and talking to Parnell.
Parnell’s reaction with his "friend" next to him is as regretful as the manager’s.
Parnell is at home again, is drinking with a considerably larger number of empty
cans on the coffee table. It’s the same scene with blue light flickering and the ghost
sitting with him. Parnell snaps and attacks the ghost. Canned laughter swells in the
background and the ghost laughs as Parnell chokes him to the ground and kills him all
over again. Parnell exhausted, collapses against couch.
Next Parnell wakes up it is daylight. No ghost. He showers and dresses, no ghost.
Now again searching for employment, he goes online to a classified site and sees a listing
for someone for surveillance equipment and the contact information lists Jimmy. Parnell
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opens his cell phone to dial the number and hears, “The Ghost Club” when Jimmy
answers.
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TGC LEGENDS – Arthur and Harry
TGC LEGENDS:
ARTHUR AND HARRY
Hank Blumenthal
2/20/11
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TGC LEGENDS: Arthur and Harry
1906 LONDON, ENGLAND
This combines two genres – ghost hunting and Sherlock Holmes detective stories. In the
era of TGC Diesel ghost evidence is illusive and explanations are logical = Sherlock
Holmes/Scooby Doo (note to Jason: nothing is written in stone but I’m trying to create
the rules.)
A tabloid reporter narrates this story (a technological development much like Twitter).
It starts on an episode of spirit writing in London, the ghost club (Harry Arthur and the
team) has their recording devices at ready, a ghost makes an abrupt appearance, other
amazing things occur and the Ghost Club unmasks them as hoaxers.
The next scene is the Ghost Club showing the recorded evidence to the reporter. (This is
the review scene equivalent to the ghost hunter show. and also includes introductions on
the techs etc. We also get to know the respective character of Arthur and Harry.)
The club uses early Edison recording devices for picture and audio. There are a number
of early technologies they employ. This is the time of physical ghost phenomena like
drawing, writing, moving objects, etc. (more research needed).
http://inventors.about.com/od/timelines/a/twentieth.htm
Things to work in:
I900 the zeppelin invented by Count Ferdinand von Zeppelin. Show a zeppelin scene for
travel if possible
1901 first radio receiver successfully received a radio transmission. Hubert Booth invents
a compact and modern vacuum cleaner.
1902 Willis Carrier invents the air conditioner. James Mackenzie invents the lie detector
or polygraph machine.
George Claude invented neon light.
1903 Edward Binney and Harold Smith co-invent crayons. The Wright brothers invent
the first gas motored and manned airplane.
. 1904 Teabags invented by Thomas Sullivan. Benjamin Holt invents a tractor.
1905 Albert Einstein published the Theory of Relativity and made famous the equation, E
= mc2.
1906 William Kellogg invents Cornflakes. Lewis Nixon invents the first sonar like
device.
1907 Leo Baekeland invents the first synthetic plastic called Bakelite. Color photography
invented by Auguste and Louis Lumiere. Paul Cornu invented the very first piloted
helicopter. 1908
The story centers around Chillingham Castle and partly George Montagu Bennet, 7th
Earl of Tankerville (The Grey family) who has a beautiful daughter who is obsessed with
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the occult. Aleister Manley is a spiritualist who has captured her attention with vivid
displays of spiritualism - also using his most innovative scientific devices (or frauds?)
The Ghost Club is invited in to investigate by the Earl who is also falling under his spell.
This character is more Rasputin with Tarot and stuff then Aleister Crowley (who we will
use in another movie as a real demon worshipper).
The Ghost Club is invited in at a dinner party that Arthur and Harry attend - in the spirit
of collegiality. The ghost club team goes in for a night of investigation with their devices
and the reporter. There are similar set ups as in modern versions.
The story as it unfolds is that as Harry and Arthur investigate they discover and must
reveal the fakery - but things get deadly for some of the team. Ultimately they reveal the
fakery and save the young Lady (with Harry falling in love in the process - maybe more
sexy ghosts?) This is done with the help of real ghosts who never reveal themselves to
tech recording equipment or even enough to settle the argument between Harry and
Arthur.
SCENE NOTES
Narration begins with reporter and typing or typesetting to represent cutting edge
technology. This is the Sad and Merry Case of the Grey Haunt
A summoning of Ghosts in a turn of the century gaslight theater – it is amazing scene.
The audience is stunned. Some flee. We see Harry and Arthur, and their Ghost Club team
(we need to review their investigations) set up around the room with some strange
equipment. There is Rebecca (club chronicler) and Antonia (scientist) as well as
(engineer) Gilbert and Huw (the psychic).
Alternate_ maybe this would be better as a home with the standard ploys – the table
moves, there is some forma projection. The team unmasks some of the more common
frauds but done in a convincing way.
Harry and Arthur go to see a friend off on a zeppelin and run into Earl Grey. He tells
them about the Clairvoyant/mesmerist that is staying with him and how he has allowed
him to communicate with his dead wife but also showed him amazing magiks. He invites
Harry and Arthur and their team to come investigate. He also notes that his daughter
shows too keen an interest in Aleister Manley.
Scene at TGC headquarters gaslight. This starts as a conversation about women between
Arthur and Harry (this is who I think Arthur is: Ron Livingstone:
http://www.imdb.com/name/nm0515296/) Harry thinks that Arthur, whose wife "Touie"
had died of tuberculosis, needed to get out more and start thinking about remarrying. In
the course of this somewhat heated conversation we see the labs (they beckon for
Rebecca to join them), through various other dressing, car, etc rooms until finally they
come together in the club meeting room. There is a review of the Earl, his daughter, this
Aleister fellow. Illustrated by drawings, photographs, nickelodeon type movies etc
Travelling to the castle. 3 carriages like cars traverses ghostly England in a parody of the
TGC.
The carriages arrive at the castle – the Haunted Castle!
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The reporter is with them and writes dispatches or telegraph or something about their
exploits – not sure how this would work.
The set up for a photograph outside the castle.
This is the 1906 century equivalent of a reality show. We meet the team, they set up, and
there is a tour. It extends along the line of Defoe/Dickens/Holmes
The team goes in and is greeted by the Earl and introduced to his daughter.
The daughter or Earl and daughter tour the house with Harry and Arthur and give them
the gruesome details and haunted stories (see real Chillingham castle)
The team sets up around the castle – but also for the post dinner performance.
Some background scenes, gear, and team, Harry in room.
The dinner, they meet Aleister – he clearly has the daughter in his thrall (literally
mesmerized/hypnotized).
The Séance: Aleister first calls up the Earls wife and they have tearful conversation.
Then Houdini’s mother speaks to him (a rip off of the incident where she speaks in
English but this time he saves the reveal for a private moment. The table shakes and
moves (a trick) a great wind roars through (engineering) the lights go out. The sound of
Banshees, screams shattering and a demon appears (fake projection using new electric
lights). Ina great fury the room is overwhelmed. Quickly someone goes to get lights
going and a man is revealed murdered and chained to the table with the names Houdini
and Doyle carved into him. It’s the Butler!
There is clean up and the teams go back to their rooms to regroup. They consider calling
off the investigation. Harry reveals the fraud and demands they stay. Arthur notes that
they have otherwise powerful evidence and should stay. This embraces the
skeptic/believer conflict and should be a main driver for the movie audience. The
audience should never guess whether the events are real or not until they are revealed to
be fakery. This is somewhat the same dynamic as the last Sherlock Holmes film. I also
think there needs to be more here.
See Arthur character notes for his arc
The solution to how the butler was placed there was he was in cahoots with Aleister but
didn’t expect to get murdered. Eventually Arthur deduces this because logically he would
have had to climb up and restrained himself (with the final chains secured by Aleister).
Thus the Butler did it!
Back to the show: the team splits up and investigates by candlelight looking for real
paranormal activity – and they find it! But this is a misdirect as there really are ghosts
that are apparitions, cold spots, noises, but the central thread here is the charlatan who has
mesmerized the daughter – who Houdini falls for.
Lights out
Equipment set up.
Waiting and occurrences
Reporting back at the meeting room – amazing but seems unrelated
Meanwhile a massive storm has come in and the castle is flooded out and they are stuck
(not a big deal but stormy and more weirdness)
Eventually the investigation turns deadly – but with devices more mechanical than
unworldly. Walls close in and nearly kill one team with a spike going through someone’s
arm. Another team almost drowns when the dungeon floods – one person is left very ill.
Crazy spooky Scooby doo things happen with projections and noises and devices.
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SECRET PASSAGES
The Earl is murdered by ghosts (fake) witnessed by Harry and Natasha (daughter)
Houdini and the Girl (Natasha) are trapped and in danger of there lives. Harry manages
to save them using his skills – but also they are tipped off by an apparition or a ghost
pushes a key thru a door
Harry and Arthur unite to defeat one last overwhelming spate of fake demons (with
Aleister as the wizard of Oz). Aleister falls over castle wall attempting to flee (slipped or
pushed by a ghost we can’t say).
Harry and Arthur are still haunted in their lives.
Characters:
Sir Arthur Conan Doyle: he just lost his wife. He is a handsome and famous man. He is
the real Sherlock Holmes – capable of great leaps of intellect but nothing superhuman
neither like current movies nor even up to Sherlock Holmes level. Just damn smart and
logical. Arthur is on the cusp of marrying his high school sweetheart after his wife’s
death. They have been platonic friends his whole life. He is starting over. This story is
about the changes that go on in his life at this time.
Rebecca Wheldon
Huy Fraser
Books written by Sir Arthur Conan Doyle, other than the Sherlock Holmes series,
include:
The New Revelation, 1918; ͒The Vital Message, 1919; ͒Wanderings of a Spiritualist,
1921; ͒The Coming of the Fairies, 1922; ͒Our American Adventure, 1923; ͒Our Second
American Adventure, 1923; ͒Memories and Adventures, 1924; ͒Spiritualists' Readers,
1924; ͒The Land of Mist, 1926; ͒History of Spiritualism, 1926; ͒The Case for Spirit
Photography, 1924; ͒Pheneas Speaks, 1927; ͒Our African Winter, 1929; ͒The Edge of
the Unknown, 1930.
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WEBISODES
The Ghost Club Girls – prequel
Add synopsis – Brent
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ART ASSETS
LOGO
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LOGLINE
The Ghost Club, a team of reality TV paranormal investigators who have yet to truly
“make contact” decide to try their luck at an abandoned mansion in the deep-south with a
long history of hauntings. As the night unfolds, and the evidence begins to pile up, their
skepticism turns to terror, and their initial goal of contact turns into the primal one of just
making it out of this real haunted mansion alive.
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Transmedia Platforms - Storyscape
Unique to the production and development of The Ghost Club is the focus on the
storyscape as opposed to the cinematic narrative. The term storyscape aims at a much
larger reality than a film can provide. Even more, where typical transmedia products tack
onto the cinematic narrative, here transmedia includes the film itself. As a result, the
storyscape is a continuum that assembles and reassembles one reality in different formats.
The overall goal is to generate a cohesive alternate reality within all the media
components.
Web components
The Ghost Club (fictional organization) site
Rather than simply present The Ghost Club as an organization developed for a movie, an
official organization site will be launched. The site will detail:
-The members (current and past), featuring a genealogy
-The various geographic sects of the overarching organization
-The process of accreditation: the process, as the group itself is comprised long-standing
skeptics, entails a series of publishable field notes (according to the TGC criteria),
fulfillment of various tactical roles (lead investigator, data collector, background
researcher, etc.), and peer-recommendation.
-The findings of past investigations, including historically significant investigations as
well as most recent investigations
-Postings for future investigations (which will actually occur), including calls for people
to fill roles
-Instrument diagrams and academic papers surrounding the general area of mysticism, the
spirit realm, and psychology
-The debunking of bogus and falsified accounts, theories, or stories
The Ghost Club viral campaign
The film's web presence will exist in two parts: as a nested website within the above site
(as an investigation) and as a viral campaign. A series of YouTube clips, news postings,
distributed comments, and investigative crew interviews will comprise the bulk of the
campaign. The idea is to move the promotion of the film away from a centralized source
and toward a model of distributed attention. Instead of promoting the film, we will
promote the storyscape, and feature the film as one aspect of interest.
Webisodes
Other investigations
As part of the viral campaign as much as the official webpage, the alternate investigations
will allow users to participate in the world of The Ghost Club. Partially staged using
actors and partially staged using ordinary people, short webisodes will be created
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documenting the proceedings.
The Ghost Club newbie doc
Directly from the film, a short series of the investigation process will be created. The
newest member will be positioned to document the initial interview proceedings, the
extent of background research, and preliminary scouting of the site for instructive
purposes for the official website.
Mobile components
Infection application (augmented reality)
Like a computer virus, people download an application that seemingly doesn't work.
Instead the application hijacks the phone's functionality at times. For instance, a ghostly
figure may be inserted into a picture taken by the phone, or a call may be briefly
disrupted by an inexplicable voice. In another example, the phone will cut out service
when close to a graveyard at times or direct other applications to bring up obituaries.
Instead of making a phone application simply an alternate reality, the application will
enact tactics to scare, disturb, and otherwise disrupt the normal flow of life.
Investigation application
In the vein of a geo-caching application, this application will allow for on-the-fly upload
of media content (video, sound bites, photos, etc.) to a centralized investigation field note
repository. The characters within the film will use it and the user-investigators will be
asked to document at least a portion of their work with the application.
Social media components
Facebook and Twitter presence
Using Facebook and Twitter, The Ghost Club will reach out to people to inform them of
their current work.
Videogame components
Human hunting game (fps)
Reversing the typical game, a first-person shooter game will position the player as a
ghost seeking out people. Charged with the task of scaring, attacking, or getting your
unfinished business accomplished, the player will indirectly act upon the environment,
other people, and technology to accomplish his or her goal. Unlike the typical videogame,
the avatar is always invisible, requiring the tropes of ghost hunting to communicate (Ouiji
boards, possession, a medium, etc.)
User-generated components
The Ghost Club forums and membership
Inviting users to join the group will spur on interest as much as reinforce the seriousness
of the group itself.
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Misc. components
Urban dictionary, wiki, etc.
Infiltrating reliable sources of information, we aim to blur the films fictive and factual
basis. Submitting words to urban dictionary and creating a series of intertwined pages on
Wikipedia, for example, turn alternate reality into actual reality.
Ghost punk style
Inventing an aesthetic style called Ghostpunk (citing Steampunk and Cyberpunk as
influences, we want to conjure up a recognizable fashion that is both used in the film and
translatable outside the film. Ghostpunk lends itself to being a legitimate movement,
combining academic styles of dress with technological positivism.
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The Storyscape – A New Way to Tell Stories
When thinking about the pro-filmic of The Ghost Club, one is instantly met with the
necessity for the ante-filmic--a back-story, a mythology, an alternate world. While many
moving images have generated a mythology--for instance, the clever history of Joss
Whedon's Buffy-- the mythological structure has always been in service of the primary
medium of transmission--television in Whedon's case. The fan fictions, comic books,
webisodes, and various other add-on narratives siphon out the tractable nuggets and
disregard the rest. That is to say, typically the non-canon serves the canon insofar as it
can be remediated within the canonical work.
For The Ghost Club, the goal is to generate a mythology--consisting of objects, stories,
characters, etc.--that serve a larger (non-commercial or non-market oriented) end. This
means that as much as the film is called The Ghost Club, it acts as an instantiation of a
larger narrative. Hence, The Ghost Club denies a single medium by requiring people to
engage at various levels. It embraces the multiplicities and inconsistencies within its
world. The audience must, then, actively glean material and piece together a truthful
account by navigating the larger landscape. Participation with the film demands
participation outside the pro-filmic--the film represents only a tiny portion of the world
itself.
The result is two fold. First, the creation and discussion of notions will not be solely and
exclusively covered within the film itself. There will be a certain capacity of assumed
shared knowledge of the world, whether or not the knowledge truly exists. Consider the
example of Anthony Burgess's "A Clockwork Orange"--the dialect and activities of the
main character require a glossary. Where the novel is self-contained, our film is not.
Artifacts, previous investigations, and relationships may be alluded to, but never fully
explored. The alternate reality games, user-generated wiki, as well as other formats will
speculate and flesh out the hidden tidbits of reality.
Second, the production design cannot and is not grounded in visual appeal. Instead it is
grounded in psychology and sociology. We aim to create meaningful notions of how the
world works. The artifacts as much as the clothing cannot simply dissociate or associate
the audience. The world must invite explanation and participation.
Artifacts:
Inspired by "steam punk" aesthetics, the ghost hunting equipment is designed be both
simple and provocative. For the former, a tool must appear functional; for the latter, it
must appear wonderful. Using old psychological equipment blended with modern
technology, we aim to strike a balance between tradition and modernization.
(1) EMF decibel monitor: The EMFdm relies on the traditional ghost detection method of
electro-sonic induction. Electro-sonic induction describes the conversion of electromagnetic field disruptions into two-channel sound. First discovered by TGC founding
father, Sir Edmund Hendrick of Strattfield, the process allows precise detection of
typically garbled sound. In the more common case of electro-sonic induction where
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sound is recorded directly through audio pick-ups, the EMF field must reach a certain
threshold (10 amp-volt/cm). Sir Hendrick discovered conversion of EMF into sound
allows for a much lower threshold of spectral sound detection (1x10^-3 amp-volt/cm).
The more sensitive process allows for better understanding of vocal traces of ghosts.
(2) EMF volt monitor: The EMFvm relies on the more modern ghost detection method of
electro-sonic reduction. Using Sir Hendrick's equations, Nathaniel Bon Vant realized that
as spectral forces vocally actively disrupt the electro-magnetic field they also passively
disrupt it. The disruptions, however, are much smaller (1x10^-6 amp-volt/cm). Similar to
the traces of heat a person leaves within room, the EMFvm detects pulses in the electromagnetic field that strongly suggest presence.
(3) Bi-channel wave gauge: The b-chan connects directly to a medium's body. Monitoring
for dual vital signs, the b-chan provides concrete evidence of how possession (benign and
malevolent) functions on the neurological level. First put into practice during the 1970s in
the TGC America to safe-guard mediums, the device can decipher complementary as well
as supplementary brain waves, looking for emotional and psychological tones.
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GHOST CLUB HISTORY
The Ghost Club Society is the world's oldest and most prestigious society devoted to the
serious and impartial investigation, study and discussion of subjects not yet fully
understood or accepted by science. The current president is Peter Underwood (pictured
above).
1851 ~ The Ghost Club Society founded in Cambridge. Members include E W Benson,
later Archbishop of Canterbury and Arthur Balfour, later Prime Minister.
1862 ~ The London Ghost Club. Members include the Hon A Gordon, LieutenantGovernor of New Brunswick: a Canon of Westminster and the Registrar of Cambridge
University.
1882-1936 ~ First revival. Members include Sir William Crookes, Sir William Barratt,
Sir Arthur Conan Doyle, Sir Oliver Lodge, W B Yeats and Harry Price.
1938-1947 ~ Second revival with Harry Price as Chairman. Members include Lord
Amwell, Algernon Blackwood, Mrs K M (Mollie Goldney, Sir Ernest Jelf, K E Shelley
QC, Sir Osbert Sitwell, Dr Paul Tabori and Peter Underwood FRSA.
1954-1993 ~ Third revival with Peter Underwood as President. Members include K E
Shelley QC, Dr Christabel Nicholson, Dr Paul Tabori, Donald Campbell MBE, Peter
Sellers, Dennis Wheatley, Dr George Owen, Lord Dowding, Ena Twigg and Sir Julian
Huxley. Honorary Life Members include Dennis Bardens, Mrs Michael Bentine, Colonel
John Blashord-Snell, Miss Sarah Miles, Miss Jilly Cooper, Dr A R G Owen, Miss Dulcie
Gray, Sir Patrick Moore, Mr Uri Geller, and the Right Reverend Seán Manchester OSG.
Peter Underwood is Life President and Colin Wilson is vice-President of the Ghost Club
Society.
At times there was membership cross-fertilisation between the British Occult Society and
the Ghost Club Society. In 1988 the British Occult Society was formally dissolved under
the leadership of its final president, Seán Manchester.
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TGC Research
Nasci; Laborare; Mori; Nasci
Research links
Ghost Club history
http://www.amazon.com/Ghost-Club-History-Peter-Underwood/dp/0956522815
http://www.ghostclub.org.uk/history.htm
http://www.bvpi.us/a_history_of_ghost_hunting
http://www.ghostclub.org.uk/frameset.htm
Harry Price
http://www.harrypricewebsite.co.uk/Biography/unexplained1.htm
http://www.harrypricewebsite.co.uk/index.html
Spiritualism
http://en.wikipedia.org/wiki/Helena_Blavatsky
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Equipment and methods excerped from here:
http://www.bvpi.us/ghost_hunting_equipment__methods
• Still and video photography - using infrared, digital, night vision, and even disposable
film cameras to capture evidence of possible visual manifestations, such as orbs,
mist, apparitions, and ectoplasm.
EMF measurement - using electromagnetic field meters to detect possible unexplained
magnetic fields which some attribute to the presence of ghosts and spirits.
• Temperature measurement - using infrared, and thermal cameras, imaging video
cameras, and/or hand-held infrared surface and ambient temperature sensors to
detect changes in the environment, such as "cold spots", which some believe
accompany paranormal activity.
• Digital and analog audio recording - to capture anomalous audio, including voices and
sounds that may be interpreted as electronic voice phenomena, which some
theorize are attempts at communication by paranormal entities.
• Geiger counter - to measure fluctuations in radiation which some believe will point to a
disturbance in spirit energy.
• K2 meter - to "communicate" with an alleged ghost.
• Negative ion detectors - to detect an excess of negative ions which some feel are
associated with paranormal activity.
• Infrared and/or ultrasonic motion sensors - to detect possible anomalous movement
within a given area, or to assist in creating a controlled environment where any
human movement is detected.
• Air quality monitoring equipment - to assess the levels of gases such acarbon
monoxide which are thought contribute to reports of paranormalactivity. (Also see
carbon monoxide poisoning).
• Infrasound monitoring equipment - to assess the level of sound vibrations below 20Hz
which is thought to contribute to reports of paranormal activity.
Non-objective "equipment"
• Dowsing rods - usually constructed of brass and bent into an L-shape, dowsing rods
may be used by those who feel they help indicate the presence of ghosts and
spirits.
• Psychics - trance mediums or "sensitive" individuals thought to have the ability to
identify and make contact with spiritual entities. (This practice is considered
controversial among groups that prefer a scientific approach)
• Demonologists, Wiccans, Healers - individuals who may say prayers, give blessings, or
perform rituals for the purpose of cleansing a location of alleged ghosts, demons,
poltergeists, or "negative energy". (Also considered controversial among groups
that prefer a scientific approach)
• Interviews - to collect testimony and stories from witnesses, often compiled into a
computer database for further study. Some groups also research the history of a
location in hopes of learning more about past events and individuals associated
with the site.
• Lights-Out Method - Many ghost hunters prefer to conduct their investigations during
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"peak" evening hours (midnight to 4 a.m.) when most paranormal activity is said
to occur. This time period seems to have been put forth in the 1970s and was
supported by Lorraine Warren. Most paranormal groups favor the ‘lights out’ or
black-out conditions, theorizing that it’s easier to see a possible apparition in the
dark since it requires less energy to manifest. According to the theory,
spirits/ghosts that attempt to manifest themselves (become corporeal or materialvisible) do so by drawing energy from all surrounding sources of both electric and
magnetic waves/frequencies. This is one of the reasons why paranormal groups
utilize the Gauss (or Electromagnetic Frequency (EMF)) meter. By drawing these
energies from surrounding sources, they are enabling themselves to be seen in this
plane of existence. A popular thought among ghost hunters is that any equipment
that behaves erratically (temporary and inexplicable battery drains, electronic
units that shut down, flickering lights or other unexplainable anomalies) point to
the presence of a spirit/ghost that is attempting to materialize. Some have even
explained that people who experience nausea or dizziness are being subsequently
affected by these manifesting spirits/ghosts due to the fact that our brain's
synapses (all electrically based) are misfiring and causing an equilibrium change
that affects the individual's perception. Additionally, some paranormal
investigators point to a disturbance of their equipment by the presence of
fluourescent or other types of lighting. Critics of the lights-out method of
investigation point to the lack of evidence regarding the apparition-occurrence-todarkness ratio, indicating that, historically, 80% of full-body apparitions have
been witnessed during daylight hours. Daytime investigations, they claim, will
produce markedly better results since the video and photographic evidence will be
much clearer and more concise for others who scrutinize such evidence. Some
also experiment in wavelengths on the fringe of human vision including red and
ultraviolet light.
Biographies of Classical
Mediums and Spiritualists
Dedicated to the many notable scientists, scholars, and mediums who have worked
so diligently to increase our knowledge of the nature of the afterlife.
OPENING STATEMENT
Over the last centuries many gifted and courageous scientists and psychics have labored
to help us understand parapsychology as it relates to spirit communication. Information
transmitted from the other side tells us that the consequences of the afterlife are
enormous. Those who staked their reputation for these discoveries and truths deserve an
important place in history so that what they discovered will not be ignored with the
passage of time.
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EMMANUEL SWEDENBORG (1688-1772)
One of the leading scientists of his day, He wrote 150 works in seventeen sciences. At the
University of Uppsala he studied Greek, Latin and several other European languages.
Swedenborg was a very highly gifted clairvoyant who spent more than twenty years
investigating the afterlife. He recorded that he was able to make contact with
intelligences from the afterlife, writing several books about the afterlife including Heaven
and Hell and Arcana Coelestia. more
ROBERT DALE OWEN (1801-1877)
One of the most versatile figures in his era. As editor, educator, and labor leader, as
senator, diplomat, and man of letters, as legislator, feminist, and champion of a new
religious faith, as advocate at one time or another of all sorts of reforms ranging from
birth control to Negro emancipation, and as author of all sorts of books from theological
discussions to treatises on architecture and plank roads. Owen wrote two of the most
influential books of the early spiritualist period, Footfalls on the boundary of another
world (1860) and The debatable land between this world and the next (1871). more
ALLAN KARDEC (1804-1869)
He was of an old family honorably distinguished in the magistracy and at the bar.
Endowed by nature with a passion for teaching, he devoted himself to the work of giving
gratuitous lectures on Chemistry, Physics, Comparative Anatomy, and Astronomy for
over ten years. He took an active part in the labors of the Society of Magnetism, giving
much time to the practical investigation of somnambulism, trance, clairvoyance, and the
various other phenomena connected with the mesmeric action. He drew up a series of
progressive questions in relation to the various problems of human life and the universe
in which we find ourselves, and submitted them to his unseen communicators, receiving
their answers to the same through the instrumentality of the two young mediums. His
conversations with the invisible intelligences completely revolutionized his ideas and
convictions. He published them as Le Livre des Esprits (The Spirits' Book), called by
many today "the Bible of Spiritualism" more
ALFRED RUSSEL WALLACE (1823-1913)
British naturalist, codiscoverer with Charles Darwin of the principles of biological
evolution. Wallace was a philosophical skeptic, a materialist. His experience of
Spiritualist phenomena overcame his skepticism. In the preface to his book On Miracles
and Modern Spiritualism (1874) Wallace writes: "They compelled me to accept them, as
facts, long before I could accept the spiritual explanation of them: there was at that time
'no place in my fabric of thought into which it could be fitted.'" Wallace was led to
believe 1) in the existence of numerous preternatural intelligences of various grades and
2) that some of these intelligences, although usually invisible and intangible to us, can
and do act on matter, and do influence our minds. more
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ANDREW JACKSON DAVIS (1826-1910)
Medium, channel, and one of the founders of modern Spiritualism. Young Davis had gifts
of clairvoyance and heard voices at an early age. In 1844 Davis had a strange experience
that was to have an enduring effect on his life. In a state of semitrance he wandered away
from home and awoke the next morning 40 miles away in the mountains. There he
claimed to have met two venerable men--whom he later identified as the ancient
physician Galen and the Swedish seer Emanuel Swedenborg--and experienced a state of
mental illumination. While in an altered state in November 1845 Davis began to dictate
his great work, The Principles of Nature, Her Divine Revelations, and a Voice to
Mankind. The dictation lasted for 15 months. more
Dr CHARLES RICHET (1833-1886)
Dr Charles1850-1935 Very distinguished French physiologist and winner of the Nobel
Prize in 1913 for his discovery of anaphylaxis. Professor of Physiology at the Faculty of
Medicine of Paris, member of the medicine and Academy of Science and Honorary
president of the Paris-based Institut Metapsychique International in 1919. Richet's
insatiable curiosity also led him to explore other fields outside medicine, and with as
much of passion. Indeed, he was at the same time a novelist, poet, playwright, sociologist
and even pioneer of aviation!͒He extensively investigated a wide range of phenomena
such as telepathy, hypnosis, psychokinesis and ectoplasm (a term first coined by Richet),
which he whole-heartedly accepted as real but could only interpret them in a materialistic
manner. Founded the Annales des Sciences Psychiques in 1890 (the first issue appeared
in 1891), whose title subsequently changed to Revue Metapsychique in 1920. He worked
with colleagues of different nationalities including Dr. Gustave Geley, Sir Oliver Lodge
and Prof. Baron von Schrenck-Notzing and with various mediums, including Mrs. Piper,
Eusapia Palladino and Marthe Beraud. He summed up his general conclusions in Thirty
Years of Psychical Research, which was translated to English in 1923 by Stanley de
Brath. more
WILLIAM STAINTON MOSES (1839-1892)
Medium and religious teacher who became one of the most prominent late nineteenthcentury British Spiritualists. In 1872, five months after his introduction to Spiritualism,
he reported his first experience of levitation. Psychic lights of greatly varying shapes and
intensity were frequently observed. They were most striking when the medium was in
trance. They were not always equally seen by all the sitters, never lit up their
surroundings, and could pass through solid objects, for instance, rising from the floor
through a table. Scents were produced in abundance, the most common being musk,
verbena, new mown hay. Without any musical instruments in the room, a great variety of
musical sounds contributed to the entertainment of the sitters. There were many instances
of direct writing, demonstrations of matter passing through matter and direct voice, and
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materializations, which, however, did not progress beyond luminous hands or columns of
light vaguely suggesting human forms. Moses' famous automatic scripts are known from
his books Spirit Teachings (1883) and Spirit Identity (1879). more
FREDERICK W.H. MYERS (1843-1901)
The originator of the 'cross-correspondences' (a series of messages from the other side to
different mediums in different parts of the world that on their own would mean nothing
but which when put together would make sense) - 'the most persuasive evidence for the
existence for the afterlife' according to Colin Wilson, psychic writer. He was a
Cambridge Classic scholar and writer at the turn of the Twentieth Century. He was also
one of the pioneers who founded the British Society for Psychical Research and was
heavily involved in investigation of the afterlife and wrote Human Personality and the
Survival of Bodily Death1903). Several mediums are said to have transcribed material
from him after he passed on including Juliet Goodenow, Helen Dallas, and Geraldine
Cummins. more
SIR OLIVER LODGE (1851-1940)
Pioneer of radio, physicist, professor, one of the greatest scientists of his time. He
described contact with his deceased son in Raymond; or, Life and Death (1916) something which gave him the great authority when writing about the afterlife. He was
also one of the first to write about the sub-atomic particle for the hereafter. Lodge's
scientific work in physics includes investigations of lightening, the voltaic cell and
electrolysis and electromagnetic waves. He also studied the nature of ether, a medium
permeating all space and of the ether drift, the supposed relative motion between the
ether and any body with in it. more
JAMES HERVEY HYSLOP (1854-1920)
Professor of logic and ethics and prominent psychical researcher. He was educated at the
University of Leipzig (1882-84), and Johns Hopkins University (Ph.D., 1877). He was
one of the first American psychologists to connect psychology with psychic phenomena.
He joined the philosophy department at Columbia University as a professor in ethics and
logic, during which time he became deeply involved with psychical research. As early as
1888, in a skeptical frame of mind, he was brought for the first time into contact with the
supernormal through the mediumship of Leonora Piper. Messages from his father and
relatives poured through. Out of 205 incidents mentioned as of his sixteenth sitting, he
was able to verify 152. He publicly declared, "I have been talking with my father, my
brother, my uncles. Whatever supernormal powers we may be pleased to attibute to Mrs.
Piper's secondary personalities, it would be difficult to make me believe that these
secondary personalities could have thus completely reconstituted the mental personality
of my dead relatives." He wrote extensively including and Life After Death: Problems of
the Future Life and Its Nature (1918) and Contact with the Other World (1919). more
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WILLIAM EGLINTON (1858-1933)
"Mr. Eglinton lay on a garden bench in plain sight. We saw the bodies of four visitors
form themselves from a cloud of white vapour and then walk about, robed all in purest
white, upon the lawn where no deception was possible. One of them walked quite around
us, as we sat in our chairs on the grass, talking as familiarly as any friend . . . [and] took
my hat from my head, put it on his own, and walked off with it where the medium was
lying; then he came and put it on my head again; then walked across the lawn and up a
gravel walk to the foot of the balcony and talked with Mrs. Nichols. After a brief
conversation he returned to the medium and gradually faded from sight.'' more
SIR ARTHUR CONAN DOYLE (1859-1930)
Writer, psychic researcher. He was able to make contact with entities from the afterlife.
Many people know him for his great writing skills such as his creation of Sherlock
Holmes - but Sir Arthur's greatest gift was when he conducted research into the afterlife.
He wrote a magnificent History of Spiritualism book 1 and book 2; also he wrote The
Wandering of a Spiritualist - but his best books ever were dictated to medium Grace
Cooke from the other side, Arthur Conan Doyle's Book of the Beyond and The Return of
Arthur Conan Doyle. more
Conan Doyle's Trick
As strange as it may seem Arthur Conan Doyle, the creator of the ultra-rational
detective, Sherlock Holmes, was a believer in Spiritualism. He came to his belief, that
one could communicate with the dead, after his son was killed in World War I. Conan
Doyle became an expert in the field and even wrote a two volume History of Spiritualism
in 1926.
Harry Houdini, perhaps America's foremost magician in those years, was a friend of
Conan Doyle's, but was skeptical of Spiritualism. Houdini took every opportunity to use
his understanding of magical illusion to expose mediums and psychics he thought were
fakes. He was particularly incensed by those who took advantage of grieving relatives to
make a profit.
Because of this difference Conan Doyle's and Houdini's friendship was not always an
easy one. For this reason Conan Doyle, who had come to the states in 1922 to give a
series of lectures on Spiritualism, regarded with suspicion an invitation by Houdini to
attend the annual meeting of the Society of American Magicians. Conan Doyle was
fearful that Houdini, and the other magicians attending, would take the opportunity to
313
ridicule his spiritualistic beliefs. Abruptly, though, Conan Doyle changed his mind,
having come up with his own "trick" for the meeting.
The gathering was held at the Hotel McAlpin. Each magician demonstrated his best tricks
trying to outdo the others. Finally, at the end of the meeting, Conan Doyle mounted the
stage. A movie projector and screen were brought into the room without explanation.
Many of the people at the meeting knew of Conan Doyle's beliefs and were aware that he
owned a collection of "psychic photographs" (pictures supposedly showing ghosts, fairys,
etc.) and may have connected them with Conan Doyle's comments and the motion picture
equipment.
Conan Doyle started by telling the audience that he would answer no questions about the
movie they were about to see, but said, "These pictures are not occult, but they are
psychic because everything that emanates from the human spirit or human brain is
psychic. It is not supernatural; nothing is. It is preternatural in the sense that it is not
known to our ordinary senses. It is the effect of the joining on the one hand of
imagination, and on the other hand of some power of materialization. The imagination, I
may say, comes from me-the materializing power from elsewhere."
The lights were then dimmed and the projector started. Suddenly pictures of apparently
living dinosaurs appeared on the screen. The members of the audience, including the
magicians, were astonished. No one in the room had ever seen anything like this before.
The next day the New York Times ran a story:
DINOSAURS CAVORT IN FILM FOR DOYLE
SPIRITIST MYSTIFIES WORLD-FAMED MAGICIANS WITH PICTURES OF
PREHISTORIC BEASTS--KEEPS ORIGIN A SECRET--MONSTERS OF OTHER
AGES SHOWN, SOME FIGHTING, SOME AT PLAY, IN THEIR NATIVE
JUNGLES
The reporter from the Times didn't know what to make of it and, as he said in his story,
couldn't decide if Conan Doyle was "making merry" or "lifting the veil" and using some
spiritual means to photograph dinosaurs from the past. The reporter concluded that these
"monsters of the ancient world, or of the new world, which he [Conan Doyle] has
discovered in the ether, were extraordinarily life-like. If fakes, they were masterpieces."
Needless to say Conan Doyle stole the show that evening. Nobody talked about the
magicians performances, only Conan Doyle's film. The next day, after the story appeared
on page one, Conan Doyle exposed the trick explaining that the dinosaurs were test
footage made by Willis O'Brien for the upcoming feature film, based on Conan Doyle's
novel, The Lost World. O'Brien had lent the reel to Conan Doyle for the trick and at the
same time gotten a triumphant test of his work, along with free publicity for the film.
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LEONORE PIPER (1859-1950)
Perhaps the greatest American medium ever. One of the most spectacular and outstanding
mental mediums who ever lived. No one, not even the most hardened closed minded
skeptic after investigating her mediumship ever suggested fraud. She was able to convert
the greatest materialist, closed minded skeptic this world has ever seen - Richard
Hodgson. Because of her brilliant accurate information, Hodgson, who was contracted to
by the British Society for Psychical Research engaged private detectives to follow her, to
report on whom she met outside her home, to intercept her mail, to invite negative
'dummy' sitters unknown to anyone to her sittings - and to do everything possible to
prove that this highly gifted brilliant American was not genuine. All failed and she
remains today the greatest American mental medium who triumphed over great
challenges. more
BETTY WHITE (1880?-1939)
Wife of Stewart Edward White. In 1922 Betty discovered, while using a ouija board, that
she was able to communicate with entities which would later be dubbed "the invisibles".
They invited a small circle of friends including "Darby and Joan" to participate in
sessions during which her channeling abilities matured. Stewart's first book openly
acknowleging Betty's contacts was The Betty Book (1937), a compilation of the messages
his wife received followed shortly thereafter by Across the Unknown. These first books
resulted in thousands of letters from the readers. The White's were very private people
who had kept Betty's abilities under wraps for over a decade. more
STEWART EDWARD WHITE (1873-1946)
Author who published a number of books of "channeled'' material. He studied at the
University of Michigan (Ph.D., 1895; M.A., 1903). In 1904 he married Elizabeth (Betty)
Grant, and they settled in California where he became well known as an author of many
books, articles, and short stories dealing with his experiences around the state in mining
and lumber camps, and on exploration trips. He wrote The Betty Book (1939), Gaelic
Manuscripts, The Road I Know (1942), The Stars Are Still There (1946), The
Unobstructed Universe. (1940) (his most popular metaphysical work) and With Folded
Wings (1947). more
ARTHUR FORD (1896-1971)͒American Spiritualist medium and founder of the
International General Assembly of Spiritualists. Ford realized his psychic abilities during
World War I. While in the army he would "hear'' the names of people he served with, and
those names would appear on the casualty lists several days later. In the years after the
war he investigated psychic phenomena and eventually joined the Spiritualists. Around
1921 Ford emerged as a trance medium, and "Fletcher,'' his control for the rest of his life,
made his first appearance in trance sessions. He developed a popular following and in
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1927 traveled to Great Britain. One of his lectures was attended by veteran Spiritualist Sir
Arthur Conan Doyle, who enthusiastically told people the next day, "One of the most
amazing things I have ever seen in 41 years of psychic experience was the demonstration
of Arthur Ford.'' more
FRANCISCO XAVIER (1910-2002)
Famous Brazilian Spiritist medium. (Spiritism, the Brazilian form of Spiritualism, stems
from the teachings of French Spiritist Allan Kardec). Known throughout Brazil as "Chico
Xavier'' (pronounced Sheeko Shaveer), he was born April 2, 1910, in the town of Pedro
Leopoldo in the central state of Minas Gerais. He was one of a family of nine children.
His mother died when he was only five, but Chico saw her materialize after her death,
and during his period at primary school three years later, be became accustomed to
hearing voices and sensing spirit presences. more
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Twitter
Twitter character scripts
Jimmy
I think “Big Foot” looks like a photobomber in a hoodie. What do you say, paranormal
optimists? http://bit.ly/mGkjuf
Ugh. The Chinese place always dumps sugar in my coffee. I keep telling them I like it
black.
@Austin Are you coming to the McCauley family dinner tonight? Mom is making ham
and rolls!
Adding up our receipts is giving me stomach pains. Paranormal investigation is not
cheap.
Glad our fans are smart enough to tell the difference! RT @Darnell Our competitor show
on A&E cracks me up. They’re so fake it’s unreal.
Woke up at 5am this morning to watch Yo Gabba Gabba with my kids. Splitting
headache now.
Tab
I say Big Foot isn’t paranormal! :P RT @Jimmy I think “Big Foot” looks like a
photobomber in a hoodie. What do you say, paranormal optimists? http://bit.ly/mGkjuf
Met a psychologist who is haunted by the ghost of a suicidal patient. It would probably
be insensitive to say that’s awesome, right?
Who replaced my scientific equipment with Ghostbusters toys?
I bought an old typewriter during my mountain getaway. I was hoping it would be
haunted but no such luck.
Researching post-civil war slavery in prep for taping a new episode.
Darnell
I know Kia Soul are sponsors of the show, but it would be great to have a car that could
get up the driveway when it snows.
Our competitor show on A&E always cracks me up. They’re so fake it’s unreal.
Do you figure Cap’n Crunch ever killed anyone in the Navy?
Watch the show this Friday@10 to see of the craziest ladies we’ve ever had on the show.
Noreen
Somehow @Austin got Oreo cookie crap inside my running shoes. I don’t even want to
know.
After filming this week’s new episode of The Ghost Club I slept with a night light for
weeks. Find out why Friday@10.
Very good expose about Atlanta’s dog fighting ring in today’s AJC. #scarierthanghosts
Visiting my alma mater today to talk about how I used my lit major to become a ghost
hunter.
No. He blew up some ships but the people just got all soggy. RT @Darnell Do you figure
Cap’n Crunch ever killed anyone in the Navy?
Caitlin
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I bet you do, tiger! RT @Jimmy I’m mad. The Chinese food place always dumps sugar in
my coffee. I keep telling them I like it black.
Pass! I still have fleas from the last time! RT @Austin Who’s up for going to Elmyr’s
this weekend? http://www.elmyr.com/
Someone in the Ghost Club isn’t who they say they are. That’s all I’ve got to say about
that.
Something tells me the Republicans won’t get it together by 2012. #psychicvisions
#notreally #lol
Ghost Club peeps! New episode Friday@10pm! You don’t want to miss me, do you?
Austin
How did you know it was me? RT @Noreen Somehow @Shane got Oreo cookie crap
inside my running shoes. I don’t even want to know.
I just realized that Manfred Mann must have been hung over when he wrote “Blinded by
the Light”. #epiphanies
Who’s up for going to Elmyr’s this weekend? http://www.elmyr.com/
Beer, cigarettes and staying healthy at the gym. #favoritethings
Sorry, I’ve got plans with @Sk8terGrl. RT @Austin Are you coming to the McCauley
family dinner tonight? Mom is making ham and rolls!
A girl I met on the bus says she saw hipster ghosts dancing in Little 5 Points. She was
going to show me but she snores so nevermind.
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Flash Game
Vision statement
The Ghost Club Flash Game
Product Vision Statement
Motivation/Opportunity
We are building this product as a piece of a storyscape related to The Ghost Club.
The Ghost Club franchise spans multiple media artifacts, and our task is to build the
interactive Flash game facet of the storyscape. The goal of constructing the storyscape is
to further our client’s research in the field of transmedia storytelling.
Problem Statement
The problem of
ineffective transmedia storytelling caused
by a lack of diverse media artifacts
affects
media creators and their audiences
the impact of which is
weak franchises and disappointed
audiences
a successful solution
would be
more diverse media artifacts to support a
richer storyscape
Product Position Statement
For
people who are partial to settings similar to that of
our storyscape
Who
enjoy playing flash games
Our System
is a flash game built for any platform with strong
Flash support
That
enables users to play our game and experience part of
The Ghost Club’s storyscape.
Unlike
countless other non-transmedia flash games
Our Product
draws the player into a larger storyscape while also
entertaining the player.
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User Demographics
The users that the Ghost Club game targets people partial to settings similar to
that of our storyscape. This demographic includes two key audiences - existing fans, and
non-fans (whether they are familiar with The Ghost Club or not). Existing fans may be
emotionally and intellectually invested in The Ghost Club’s mythology and universe, so
for this demographic, it is more important that a game placed in the franchise’s setting
avoid violating its canon and mythology. On the other hand, non-fans lack this
investment, so as entertainment software, the primary expectation is that our software
provides entertainment. Hopefully the entertainment value of the game, combined with
its presentation of part of The Ghost Club’s storyscape, will be able to appease existing
fans while introducing (and hopefully making new fans of) non-fans. Gameplay
accessibility is also an important requirement for both fans and non-fans alike, since
inacessible game controls frustrate and drive away inexperienced players.
Feature List
See Pivotal Tracker.
•
•
•
•
Constraints
Must use Adobe Flash
Must not violate The Ghost Club’s cannon
Must not contain inappropriate or offensive content
Must use accessible controls
User Stories
See Pivotal Tracker.
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The Ghost Club TV Show Bible
I’m not sure if we are doing treatment or show Bible
The Ghost Club--a scientific but secretive team of paranormal investigators founded in
the 18th century--has always been investigating ghosts and other super normal events.
Their mission--to seek out, and figure out, and sometimes conceal the strange happenings
that leak into the world of the living. Teams are dispatched around the world to
investigate and authenticate these ghostly events. The teams have to respond to the TGC
board;s directives - and they seem to believe that mankind is not ready for some of the
mind-bending realities they confront.
Today they hide their activities in plain site. In the 21st century, The Ghost Club is a
popular reality TV show where skilled ghost hunters run investigations, collect data, and
are in a constant search for proof of the existence of ghosts. (Making their main goal to
falsify and obscure evidence is weird and complicated and gives the whole game away that is essentially Men in Black not ghosts I think. I think we finess and roll out the info
like Lost or X Files.)
Each episode of the show is secretly a club investigation of a suspected haunting,
possession, or visitation that the Club must crack. The modern Club is a team of highly
educated and trained skeptics and believers, who must not only be experts in paranormal
investigation and elimination, but telegenic performers as well.
The Club is not sure what these ghosts are, spirits in search of a re portal to the next
world, echoes of past lives, or is this some form of bleed through from another parrelel
universe? Some investigations and tools are not for the public and on occasion evidence
has been put aside for, ahem, “further authentication” by the commision.
But with dangerous paranormal activity on an exponential rise, and with no known cause,
will the Club be able to continue its mission, and maintain its ruse? Or will the things that
go bump in the night finally have their day?
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AUGMENTED REALITY GAMES AND STORY
Product Vision Statement
Why are you building this product?
In keeping with the client's wishes for a product that will ultimately combine all aspects
of storytelling we will be creating additions/modules to an AR video game. This game
will focus on user experience and connecting users back to the world of The Ghost Club.
Why not something else?
There are other games that fulfill some of the needs but none that fulfill all of our needs.
The game being designed must complete The Ghost Club(TGC) experience. To this end,
the game must tie in to the lore and world of TGC.
What is special about your product?
The first is that this game will tie into TGC experience. The game will also have a
specialized Ghost Punk style/theme. Finally the game will also utilize Augmented Reality
and associated features.
Problem Statement
The problem of
A need for a game as a part of a transmedia
experience
affects
The Ghost Club
The impact of which is
Without a game TGC experience is not complete
and users have no other way of interacting with
TGC
A successful solution would be
A completed interactive AR game for the
android platform that allows users to experience
TGC world as the characters do
Product Position Statement
For
Anybody who has an android device
Who
Playing the game
Our System
All SW
That
Enables users to place and find ghost while
interacting with friends or go on a ghost hunting
tour
Unlike
Other products that just detect or find ghost with
an individual experience
Our Product
Is a group experience that allows players to
place and find ghost.
Users:
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End Users: The end user is interested in hunting ghost and has an android device. They
want to go out with a couple of friends and enjoy the thrilling experience of searching for
ghost. They are also competitive and want to get as high a score as possible. The end user
will have enough previous experience to functionally operate their android device.
Feature List: See Pivotal Tracker List
Constraints: Time, Hardware is limited to android enable devices, product must use
private-source code from Haunted Planet Studios, there is no budgeted money so all
assets must already be owned or open source.
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User Stories / Use Cases
User Stories:
As an end user, I want a team creation screen to participate with friends in the Ghost Club
story scape.
As an end user (hunter), I want to take a picture of/with a ghost for social networking.
As an end user (summoner), I want to place a ghost for people to find.
As an end user (summoner), I want to create/customize a ghost.
As an end user (hunter), I want to enter into the narrative tour in order to experience the
Ghost Club story scape.
As an end user, I want to be able to choose hunter or summoner for a unique experience.
As an end user (hunter or summoner), I want to be able to choose from a set of classes for
a unique experience.
Use Cases:
End user wants to Summon/Place a ghost:
1. End user starts the app.
2. The front menu comes up.
3. End user chooses "summoner."
4. Ghost creation screen comes up.
4.1. ALT user can choose to go to previous screen and summoning ghost is canceled.
5. End user creates ghost with available options.
6. End user pushes the "place" button.
7. Map comes on screen.
8. User places marker where ghost will be summoned.
8.1. ALT the user tries to summon a ghost outside of the limited area and summon fails.
9. End user pushes "summon" button.
10. Animation/music plays.
11. User is brought back to ghost creation screen.
Architecture
For this project we will be building upon preexisting software made by Haunted Planet
Studios. This software will form the basis of our project. It will inevitably contain it's
own software architecture design. However, we have not been provided the opportunity
to evaluate this software. So the current software architecture upon which we will be
building is unknown to us. However, we have been able to fill in some gaps.
For our part in this project we will be building an android-based application. With this in
mind an architectural style similar to Model, View, Controller is sufficient. The three
separations for an app are actually a bit too tedious for the intended scope of this project
and as such we feel an architectural style of front-end, back-end is most appropriate. The
front end will provide the user with a Graphic Interface while the back end will take care
of all method calls. It is important to note that because we are still unsure as to the
architectural style of the main program we are equally unsure as to whether or not we will
be able to use this model for additions.
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In terms of data management, it is an intended function of our project that if possible,
based on the core program, users will be able to compete against each other. If this
function comes to fruition the need for management of persistent data may come into
play. Without the base software we are unable to determine what structure we may need
for this or if it is even possible.
The software we will be developing will eventually be released to the public. As such the
Graphical User Interface we design must be user friendly. Our design goal is to have a
fully functional prototype of the GUI up and running. To this end, we have some mockups which explain the general feel of what we would like the user interface to look like.
The last portion of this document is dedicated to validation of the software being
developed. It is our intent to demo the program to an audience at some point. In the
interim we will use a black box testing method which by definition will test the
functionality of our program. Arguably, full functionality of features in light of an
eventual public demo is an important core aspect of this project.
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ARGON VERSION IPHONE AUGMENTE REALITY GAMESTORY
Design graphic - Slider
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Augmented Reality - Button
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328
329
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TGC GAMES AND APPS
Iphone Game (augmented reality app)
The Ghost Club iPhone Game (ARG app)
1. Ghost vs. Club (Ghost Explorers)
Club members (users) will use a “ghost finder” app to find ghosts that exist in the ARG
hidden world. Another layer would be if users could control ghosts to compete with the
explorers.
App would also include EMF meters (fake) and other ghost hunting tools. Use of
photographs as way to reveal or capture ghost
2. Wilkinson House Ghost Game
Users will explore a shared ARG space that involves a series of narrative developments
while hunting ghosts and revealing the space.
3. Ghost Mystery Game
Hunt the ghost
People have different skills or devices (technician, psychic, leader, jr. investigator)
4. Poster Games
Being able to explore 3d models to discover ghosts in the house. Different models have
different info. Images could be captured and shared.
Add documentation
Ideas from the demo day:
- human body as sacred object; the virtual objects becomes meaningful when attached to
human rather than space.
- how to retain long term interest? Ownership of space and virtual objects in the space
- Alternate Reality games – how to introduce the mystery
Section 1: Relevant apps to our game design
1. Papa Sangre – voice only video game from Somethin else. The game uses
binaural sounds to guide you, and the mission is to get through each level without
being caught by a monster. You play the game using touchscreen controls though
(which let you control your path, and the rest of the screen is blank). This is their
official site: http://www.papasangre.com/, and these are some reviews:
http://www.youtube.com/watch?v=lbt8JPqziHw,
http://www.148apps.com/reviews/papa-sangre-review/
a. How this is relevant – currently we can add binaural sounds in Argon, but
there is no easy way to change the sound based on where the user is
standing – and this would be quite computationally hard in any case.
b. Check this out for examples of binaural sound:
http://www.youtube.com/watch?v=IUDTlvagjJA. I have added this to a
simple Argon channel at www.graffitos.org/harry/virtualhaircut.kml You
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can load this in Argon to listen to how binaural recordings sound in
Argon.
c. If we do have the necessary equipment to create such sound pieces, it
would be an awesome effect – we’d have to figure out what hacks to use
in order to make it convincing when the user is moving though.
2. Augmented reality ghost hunter: http://arghgame.com/ - Something similar to
what we want to do. Ghosts exist in the world at certain physical locations, or at
specific times of the day. Lets you capture ghosts when you see them, and post to
facebook/twitter. It also includes a proximity sensor of some sort and voice output
(the ghosts sometimes make noises if you are close enough)
3. Ghostbastards: Hunt ghosts in virtual or real environments. Seems simpler and
less fun than the ghost hunter. http://itunes.apple.com/us/app/ghost-bastardsar/id375374771?mt=8, http://avaloid.com/ghost-bastards-ar/iphone
Section 2: Generic links about augmented reality apps and reviews:
1. http://www.mobileaugmentedreality.info/
2. http://www.iphoneness.com/iphone-apps/best-augmented-reality-iphoneapplications/
3. http://www.brighthub.com/mobile/google-android/articles/97399.aspx
4. http://www.youtube.com/watch?feature=player_embedded&v=6NKT6eUGJDE
5. http://www.youtube.com/watch?feature=player_embedded&v=6NKT6eUGJDE
Section 3: Games:
1. AR basketball: Print the marker from their site and a hoop appears wherever you
place the marker. http://itunes.apple.com/us/app/arbasketball/id393333529?mt=8#
2. Firepower: Burn someone you don’t like!
http://itunes.apple.com/us/app/firepower/id317465162?mt=8
3. Sky siege: Completely immersive gameplay, love the way the game makes you
move about and frantically look in every direction. (According to reviews).
http://itunes.apple.com/us/app/sky-siege/id349892759?mt=8#
4. AR Quake: Not mobile AR, uses HMD.
http://wearables.unisa.edu.au/projects/arquake/
5. GeoChaser: Lets you chase your friends in the real world, show you their
locations. http://itunes.apple.com/us/app/geochaser/id335595221?mt=8&ignmpt=uo%3D6
6. AR scavenger hunt for
android: http://www.androidpit.com/en/android/forum/thread/405681/ScavengerHunt-in-Augmented-Reality
7. Microsoft AR treasure hunt using bubbles:
http://arnewsroom.com/arnews/microsoft-augmented-reality-treasure-hunt-andcore-tool-augmented-reality-ar-platform-0093.ht
Section 4: Application specific simple augmented reality apps:
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1. Lets you visualize furniture in your living room: (For the iPhone, free) Interesting app, not sure why there aren’t loads more like these. Uses just 2d
images though (Not 3d models) http://itunes.apple.com/us/app/snapshopshowroom/id373144101?mt=8
2. New York subway info: More of geolocation based info than AR, but such niche
applications I guess are more useful than the generically putting too much info
into the world at a time. http://itunes.apple.com/us/app/new-york-nearestsubway/id323100520?mt=8
3. Peaks: Again a very specific app that tells you names of the mountain peaks
visible, and their info. Simple but useful. Would love to see someone do this for
all buildings in a big city, from different vantage points!
http://itunes.apple.com/us/app/peaks/id332170121?mt=8
4. Star chart: Similar concept, but for stars. Interesting but nothing beats a
planetarium experience! There are similar such apps for astronomy, sun position,
etc. http://itunes.apple.com/us/app/star-chart/id345542655?mt=8
5. An app to find where you parked your car! Not sure how useful it is, but it’s better
than opening a map to figure out where your car was parked :P (Would love to try
it out) http://itunes.apple.com/us/app/find-your-car-araugmented/id370836023?mt=8
6. Real typing: Incredibly simple but useful app! I find myself wishing everyday
there was something similar for all the applications in the iPhone, just so I don’t
bump into things when I’m, say, reading a mail while walking!
http://itunes.apple.com/us/app/real-typing-augmentedreality/id344994109?mt=8&ign-mpt=uo%3D6
7. TagDis: Add graffiti in the world. I am not sure how exactly it works (how you
select which surface to paint on), but it’s an interesting application nonetheless.
http://itunes.apple.com/us/app/tagdis/id372622939?mt=8#
Social experience in and around Ghost vs. Club iphone app
This doc talks about my vision of the social experience involved in the play. I want to
tease out the “essential experience” for a player. Is it the surprise when seeing the ghost?
Or the collaboration among other players? Or the here-and-now interaction with a colocated peer who may have a separate account or not? Or online interaction with remote
players? Or mapping the movie/webisode experience to real life (e.g., mystery solving,
adventure, friendship)? Or the emotion that are consistently being provoked by different
media? These are all valid and appealing aspects of experience that would be created with
our system. I talk about my personal preferences and reasons in this doc, but you may
have different vision, and this document is a starting point for such kind of experience.
1. Who might be involved in the whole experience?
Friends, spouse, family, facebook friends - facebook friends seems to encompass many of
the other social relationships we have. More importantly, it is an EXPLICIT form of
relationship than we had before.
It looks like what we plan to focus on is facebook friends. but who are these people that
we call as a “friend” on facebook? They are a highly diverse combination, obviously.
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Google researcher Paul Adams researched the composition of facebook friends, and
found that an average user have 2-6 categories depending on how they met.
What kind of things we do with our Facebook friends? in short, not much. What prior
research found is that, although we have hundreds of friends, those who we actually
interact with is very small, and those who we repeatedly and regularly interact with is
extremely small [].
In the meanwhile, it is interesting to notice that a high percentage of interaction comes
from a very small fraction of Facebook friends.
What’s the meaning of so-called weak link (some people call them “thin link”) these
days? Researchers from 30 years ago found that when we are doing things like job
hunting, weak links are actually more useful than strong links. Also, these relationships
are not static, playing games can change the relationships, and of course who you play
with is decisive to whether and how you enjoy the game.
How are these related to our app? First of all, it will benefit us to take a look at
successful and not so successful facebook games and apps and figure out why. Second,
we also want to pay special attention to location-based Facebook apps. Third, how do we
leverage the existing social network in Facebook for the gameplay and marketing?
2. Different layers of involvement
2.1 Direct involvement: This person sits next to you when driving toward the location
where ghosts are. He/she looks over your shoulder and check your iPhone together when
walking in the cemetery at 11pm. Actually, besides playing with our app, you do a lot of
things with them, they might share the same apartment with you, you do grocery
shopping together, you go to concerts together etc. So you might as well hunt the ghost
side-by-side along the way going to these places. One thing for sure is that, you two (or
three) have done more than one stupid things together before. If this friend of yours
happen to have an iPhone (which is likely to happen since people’s purchase behavior
was highly influenced by close peers), you two might take roles that can cover each
other’s back. I think this layer as a very important reason for the stickiness of the app.
2.2 Remote interaction with acquaintances: This layer is a bit distant, but still fun to
interact with. This might be your long-lost-but-recently-recovered high school body or
your cousin in a different city. The point is, you don’t really share much of your life with
now at current stage. You talk about things on Facebook or IM once in a while, but you
haven’t done anything together for a long time although you had a history. They might
drop a ghost on your driveway, which reminded you that you once scared the crap out of
them when you were ten. They might trade some cool gadgets with you just because that
would pop up an equally cool msg on their Facebook status update. This layer is also
important since you can trust who these people are in real life, which is an important
foundation for developing relationship online.
2.3 People who share similar location as you, but you don’t really know them: They
might be the people who are interested in local meetup events already. They might be the
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neighbor that the only occasion that we talk to is when we are stuck in the elevator. They
might be your friends’ friend that you don’t really know but are suggested by Facebook.
Anyway, you don’t really know them until you play in the game together. Are there
security and privacy issue that we want to deal with here? Probably yes. How are these
players that I might not interact direct affect my own experience? The fact of sharing the
space would at least give you some fun of parallel play.
3. Other questions:
- What are the core social groups that we design for?
- What are the potential emergent social behaviors?
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Flash Games
Ghost Vs. Club
Architecture and Rationale:
Out of all of the architecture styles that we have looked at, event-driven seemed to
stand out the most. In the event-driven architecture the focus is on responding to events
that can come from either the user or from the system itself. It is immediately clear why
this would fit a video game quite well. The user interacts with out system by creating
events threw mouse clicks and key presses, and the point of the system is to respond to
the user and update the game. There are also events that are occurring within the game.
When our AI controlled ghost club members accomplish certain tasks events will be
triggered. By using an event-driven architecture our approach will be to respond to the
events that are happening which seems to be the best way to approach things.
The only other architecture that seemed to have possibility was the shared
memory architecture. In this setup the focus is on a shared set of memory. In this method,
we could have all of our classes be reading and posting to this shared memory, along with
user interactions committing information and being constrained by the shared memory.
We decided not to go with this particular architecture because we felt like it was more
suited for more complex AI or problem solving, and less efficient for something like a
video game.
We also had to make some decisions about what development environment,
language, and tools we used. Our client expressed interest in having the product written
in Flash so we decided to go that way. We did discuss using HTML5 or Facebook to
create the game but we decided that Flash would be better due to its wide use for this type
of project and portability. We were going to use Adobe Flash CS5 for development
because of its clear power in making this type of project. It not only had the scripting
built in, but also had drawing utilities to create the visuals for the game. In the end
though, we decided instead to code in FlashDevelop. We did this for multiple reasons.
First off, FlashDevelop is open source and therefore free. This allowed our entire group
to easily have access to the IDE. Secondly, we were aiming to use an additional coding
tool too help with the game creation such as Flixel or FlashPunk. It turns out that because
these tools are open source, they only support integrating with other open source
products. This means that we could not use these tools in Adobe Flash CS5, but only in
FlashDevelop, which was the final reason we decided to go with FlashDevelop. The last
choice we made was between Flixel and FlashPunk. Jeff did some research and decided
that Flixel was more highly applicable to our goals and would be the easiest to quickly
adapt to our uses for the game.
Data Design:
The only persistent data that will be associated with our program will be user save
files. To implement this feature we will be using Flixel's built in save features. This will
allow users to save their game, which will store one small file on their computer. There
will be no other persistent data or databases.
Detailed Design:
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Figure 1 shows the general file layout for the scripts that make up our game
currently. The first file to be run when the game is loaded up. This script sets the screen
size and resolution. It then calls the PlayState.as file. PlayState.as is currently our only
play state, when is an object in the Flixel development environment which represents a
particular state during the game. PlayState.as is the main script that is run threw
repeatedly as the game is being run. During its loops it makes calls to GhostHunter.as,
IsoMap.as, and Menu.as. GhostHunter.as is the script responsible for drawing and
controlling the NPC characters that are the ghost hunters. This script deals with their AI
that controls how they move around the screen, collide with walls, and respond to other
events. GhostHunter.as uses IsoObject.as to store the characters as IsoObjects which is
another object type in Flixel. IsoMap.as is the script that deals with the map. It has the
hard-coded values for where the ground tiles should be, along with where the various
walls are. It calls Wall.as to create the walls on the map. This is also the file that will
contain the various other objects such as furniture on the map. Menu.as is the script that
controls the menu features. It calls Action.as to create new actions that are
representations of abilities the user will be able to use. It then displays these actions on
the screen.
Figure 2 shows the class diagram for our project. This figure shows each of the
files with their variables and functions. There are no typical associations between any of
these classes.
Figure 3 shows the sequence diagram of how the scripts interact at run time.
Graphical User Interface:
Figure 4 is a very early mockup of what we thought our game might look like.
This screen shows a score counter in the top left, menu of abilities on the far left, and the
main display in the middle.
Figure 5 is a more update prototype of what the game is going to look like. This is
a screen shot from our current functionality with moving characters and a very basic
menu.
Figure 6 is a compilation of our beginning work on the furniture objects that will
be in the various rooms.
338
Fig 1.
339
Fig 2.
340
341
Fig 4.
342
Fig 5.
343
Fig 6.
344
The Ghost Club Flash Game Delivery Documentation
Current version information, status, known bugs
Installation Instructions
User Manual
Additional Included documents
Included Source Code
1. Current version information, status, known bugs
The current version of the Ghost Flash Game which has been delivered to
you includes the following functionality: ghost club members and included AI, three
abilities including hot spot, cold spot, and orb, hidden notes, ghost death machine parts,
win and lose detection, and a map with two hidden notes and three hidden ghost detection
pieces. There is also an included map editor for making new maps, which will require
some technical knowledge. There are no none bugs currently.
2. Installation Instructions
345
If you would like to make modifications or additions to the project you
must do a few things. You will need to use the development tools that we did, which are
free and available online. This first product you will need is FlashDevelop located at
(http://www.flashdevelop.org/wikidocs/index.php?title=Main_Page). The second product
you will need is Flixel located at (http://flixel.org/). The following link contains a simple
and easy to follow tutorial about installing and setting up Flash Develop
(http://flashgamedojo.com/wiki/index.php?title=Installing_FlashDevelop). The next link
contains a simple tutorial for setting up Flixel to be used in FlashDevelop, along with the
basics of how the products work together
(http://flashgamedojo.com/wiki/index.php?title=Hello_World__FlashDevelop%28Flixel%29).
User Manual
Distributing the actual flash game is simple. Uploading the
GhostClub.swf file to any website and linking to it will allow for the game to be played.
This file can also be embedded in a webpage. To distribute a modified or newer version
refer to instructions below on editing and releasing new versions.
To make any additions or changes to the game you will want to open the
Ghost Club FlashDevelop project in FlashDevelop. This will open all of the code and
image files used for the game, and allow you to make any additions/changes desired. To
publish a new version, change the drop down box from Debug to Release, run the
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program, and you will have a new GhostClub.swf file in the /bin folder of your
GhostClub folder. This file can be distributed threw the same methods as the original .swf
file.
We have also included the ability to make new maps for the game. Open
the GhostClub project in FlashDevelop and open the PlayState.as file. Changing the line
of code on line 26 from false to true, will cause the game to load the map editor when
started instead of the normal game. The awsd keys can be used to move the map around.
The arrow keys can be used to move the active curser around. RT keys can be used to
rotate threw objects. The Enter key places objects on the map. The space key outputs the
integer array that represents the map. Putting this array in the the Map.txt file will change
the game to use the new map instead of the old one. Reset the line 26 of PlayState.as to
true to start back the original functionality of playing the game.
4. Additional Included Documents
ArchitectureDesignRationale.doc
This document discusses the architecture that was used to develop the
game. In this document we discuss the various other architectures that we examined, and
our reasons for choosing the one we did. We also discuss our decisions to use
FlashDevelop and Flixel. We also examine some of the early GUI prototypes with some
explanations of more recent ones. Lastly, we look at what plan we used to validate our
design decisions.
ProductVision.doc
347
This document contains our vision for what our product would become.
We discuss the motivation and opportunity that this game was supposed to fill. We
discuss what previous designs did wrong and how we planned to improve upon them. We
looked into the demographics of our target users. This document also contains a list of
features for the game, constraints, and user use cases. All of these were used for planning,
development, and for quality assurance. The last part of the document contains some
initial brainstorming of game designs we looked into at the beginning of the project.
TestPlanDocument.doc
This document examines the processes and requirements that we put our
project threw during the quality assurance phase of development. It discusses our testing
strategy, adequacy criterion, and a list of all of the test cases we put our project threw
with the results of those cases.
PostMortem.doc
This document describes the end of the development process and what we
got out of the project, including metrics of what we did, our process, and the lessons we
learned.
5. Included Source Code
We have included all of our source code in this package.
Bin
GhostClub.swf – This is the release of the game
348
Graphics – This folder contains all of the images used in the game
Obj – Folder used by the FlashDevelop program
snapshots – Contains pictures of the game during development
src – Contains all of the source code files for the game
Action – Part of the ghost abilities
AIController – Controller class for the ghost hunter AI
AIMaster – Master class for the ghost hunter AI
AIZone – Zone specific controller for the ghost hunter AI
Cold – Class for the cold spot ability
Collectable – Class for items that are collectable
GhostHunter – Class that controls the ghost hunter animations and actions
HelpState – Controls the help page
Ignite – Class for the hot spot ability
Images – Class for images used in the game
IsoMap – Class for representing a map in the game
IsoObject – Class for representing objects like furniture in the game
LoseState – Controls the lose screen
Main – Main file loaded first when the game is run, transfers instantly to playstate
MapEditor – File that controls the map editor
MapFile – File that controls taking in the map file and turning it into a isomap
Menu – Controls the abilities menu
MenuButton – Class for each ability button
MenuState – Controls the main screen menu
349
Note – Class for notes found in the game
Orb – Class for the orb ability
Overlay – Controls the overal in the game
PlayState – The first real file called by main.as when the game loads, this calls
most of the other files and controls the flow of the game.
Preloader – Controls the loading of the game and load bar
State – Class for different states like menu, win, lose, and main game
UserEvent – Class for events caused by the user like clicks and key presses
WeaponPiece – Class for pieces of the ghost killer machine found on the level
cold.swf – Flash file with the animation for the cold spot ability
fire.swf – Flash file with the animation for the hot spot ability
Ghost Club.as3proj – FlashDevelop project for the game
map.txt – File that contains the integer array for the game
Motivation/Opportunity
The Ghost Game will be an exciting and fun to play game that will be set
in the Ghost Club scenario. This game, unlike some other games that are based on other
media such as movies, will be a quality game that is fun to play and can stand alone while
being part of a multi-media exploration of a story.
Problem Statement
The problem
of
Creating an exciting game that explores a story
from another media
affects
Target gaming audience with some Ghost Club
350
exposure
the impact of
which is
a successful
solution would be
Games that are boring on their own, or do not
stay true to their stories cannon
A game that can stand alone, being fun to play
and exciting, while still exploring the story from another
media and staying true to its cannon
Product Position Statement
For
Target gaming audience with some Ghost Club
exposure
Who
Play the game
Our System
is all software
That
is a enjoyable standalone game that also explores
a story from another media
Unlike
other games that are either boring on their own,
violate their stories cannon, or are slaves to the movies
Our Product
is exciting and successful as a game on its own
but also gives a new experience of a story already told
from another media
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User Demographics
The main users of our Ghost Flash Game will be the players of the game. The
users want to be able to play the game without difficulty. This means the users should be
able to quickly load, start, and enjoy the game with minimal required learning or
cognitive load. The users want to enjoy the game, having the maximum amount of fun
possible. The users are expected to have experience playing some previous games. This
would lead them to have a basic understand concepts like allies, enemies, health, and
usable tools. The users might also have some experience with some other aspect of the
Ghost Club which would give them greater insight into goals and plot.
Feature List
Fear Meter – Meter above each ghost club member that represents that persons
fear.
Fear should increase when abilities are used near a ghost club member
Ghost Abilities – These are the abilities that the user will be able to do in the
environment to affect the ghost club members.
Hot spots – Fire engulfs an area
Cold spots – Ice engulfs an area
Moan – A moan/shriek is played in the mansion
Orbs – Floating orb of light displayed
AI for Ghost Club Members
Flocking – The members should try to stay near each other naturally
Interesting Points – The members should want to investigate interesting points
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Ghost club members should not be able to pass through any area of impassable
tiles
Response to notes – The members should respond to hints in notes they find
Response to hot spot – The members should avoid hot spots
Response to cold spots – The members should avoid cold spots
Response to orbs – The members should be interested and go toward orbs
Level Design – How the level is set up and displayed
Furniture should be placed around the level
Furniture should be surrounded by impassable tiles
Walls should be surrounded by impassable tiles
Interesting spots placed on the level
Ghost machine parts placed on the level
Character Design
Characters have move animations displayed as the move around
Animation
Fire animation – Display flames rising when hot spot cast
Ice animation – Display ice/coldness rising when cold spot cast
Orb animation – Display a floating orb when orb spell is cast
Characters should have an animation to show they are near an interesting spot
Note should appear and rise to top left of screen when found by ghost club
members
Text of note should be displayed when the note is moused over.
Lose Scenario
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Ghost club members should find pieces of a Ghost Death Machine around the
level
Collecting all of the pieces of the Ghost Death Machine should cause the game to
end
When the game ends a lose screen should be displayed
Lose screen should have option to go back to home screen to play again
Title screen
When the game loads a title screen should be displayed
Help button – Should be a button that leads to directions
Start button – Should be a button that starts the game
Sound effects
Moan – When moan ability is cast a moan should be played as a sound file
Constraints
Use Adobe Flex
Use Flixel
Must not violate the Ghost Club Cannon
Must not give away any of the plot of the movie or other Ghost Club projects
First time users should be able to start playing and understand the game quickly
with minimal learning required
Should be hosted on multiple different sites to increase availability
Should have well commented code for future developers
354
Should have a way for non-coders to create new maps and implement them into
the game
Should have an easy way to add new abilities into the game for future developers
Use Cases
Use Case 2.a: Hot spot ability cast
Primary Actor: User wants to cast the ability
Stakeholders and Interests: None
Preconditions: None
Post-conditions: The AI should recognize that an ability was cast at a particular
location and behavior differently around that given location.
Main Success Scenario:
User clicks on the Hot Spot button.
System displays that Hot Spot is selected.
User clicks on the map to cast the ability.
System displays the animation for the ability on the map at the location chosen
and passes location to AI.
Extensions and Alternative Flows:
Fear is not high enough for the ghost club members
AI should treat the ability as though it is less effective
Open Issues: None
Use Case 2.b: Cold spot ability cast
355
Primary Actor: User wants to cast the ability
Stakeholders and Interests: None
Preconditions: None
Post-conditions: The AI should recognize that an ability was cast at a particular
location and behavior differently around that given location.
Main Success Scenario:
User clicks on the Cold Spot button.
System displays that Cold Spot is selected.
User clicks on the map to cast the ability.
System displays the animation for the ability on the map at the location chosen
and passes location to AI.
Extensions and Alternative Flows:
Fear is not high enough for the ghost club members
AI should treat the ability as though it is less effective
Open Issues: None
Use Case 2.c: Moan ability cast
Primary Actor: User wants to cast the ability
Stakeholders and Interests: None
Preconditions: None
Post-conditions: The AI should recognize that an ability was cast and behavior
appropriately
Main Success Scenario:
356
User clicks on the moan button.
System plays the audio for the moan ability and sends the information to the AI
Extensions and Alternative Flows:
Fear is not high enough for the ghost club members
AI should treat the ability as though it is less effective
Open Issues: None
Use Case 2.d: Orb ability cast
Primary Actor: User wants to cast the ability
Stakeholders and Interests: None
Preconditions: None
Post-conditions: The AI should recognize that an ability was cast at a particular
location and behavior differently around that given location.
Main Success Scenario:
User clicks on the Orb button.
System displays that Orb ability is selected.
User clicks on the map to cast the ability.
System displays the animation for the ability on the map at the location chosen
and passes location to AI.
Extensions and Alternative Flows:
Fear is not high enough for the ghost club members
AI should treat the ability as though it is less effective
Open Issues: None
357
Use Case 6.f: Read note
Primary Actor: User wants to read a note
Stakeholders and Interests: None
Preconditions: Must have at least one note found already
Post-conditions: Note should be displayed
Main Success Scenario:
User mouses over the picture of a note.
System displays the the text of the note.
Extensions and Alternative Flows: None.
Open Issues: None
Use Case 7.d: Lose Screen play again
Primary Actor: User wants to go back to home screen to play again
Stakeholders and Interests: None
Preconditions: Must be at lose page
Post-conditions: Home page should be displaying
Main Success Scenario:
User clicks on the play again button
System displays the the Home Page.
Extensions and Alternative Flows: None.
Open Issues: None
358
Use Case 8.b: Help Menu
Primary Actor: User wants to display help menu
Stakeholders and Interests: None
Preconditions: Must be at title page
Post-conditions: Help page should be displaying
Main Success Scenario:
User clicks on the Help button.
System displays the the Help Page.
Extensions and Alternative Flows:
User wants to go back to home and clicks back button
System displays home page again
Open Issues: None
Use Case 8.c: Start Button
Primary Actor: User wants to start the game
Stakeholders and Interests: None
Preconditions: Must be at title page
Post-conditions: Game should be started
Main Success Scenario:
User clicks on the Start button
System should switch the the play game state
Extensions and Alternative Flows:
User wants to quit the game and go back home by clicking quit button.
359
System displays home page again
Open Issues: None
Brainstorming and Discovery
Game Idea #1:
This game idea was suggested by Jeff, inspired by a game called Maniac
Mansion. In this game idea you would be controlling the Humans playing against the
computer Ghosts. Each human has specialized skills, like in the movie, therefore would
have their own roles. The game would follow a similar progression as the movie, with the
characters coming in together, then breaking off alone or in sets. The player can only
control one set of characters at a time, and must alternate between sets. If a set is left
alone for too long, they can be captured, and will not be able to be controlled until they
are saved by the player utilizing a different set of characters. This would be true to the
story, with various teams running into issues, and the other teams trying to save them and
escape the mansion alive.
Game Idea #2:
In this game the player will control the Ghosts. This game will look at the
same story as the movie, but from another point of view. Each level in the game will be
based on the 5 different main Ghosts and their respective areas of the mansion. The Ghost
Club comes in, and it is the players (Ghosts) goal to get rid of them. There could be a fear
meter that represents how afraid the Ghost Club members are. The goal of the game
would be to raise the fear meter with smaller acts (such as cold spots, faces in mirrors,
360
etc) to lure in the Ghost Club members initially, and to break them up from larger groups.
The player will have generic ghost powers all the time, and in each room will have more
specialized powers based on which ghost lives there. Once the fear levels are raised up
high enough, the player can use finishing ghost moves like combustion, freezing, or
possession on vulnerable Ghost Club members. For repeatability there could be scoring
based on time taken to rid the mansion of the Ghost Club members, or increasing
difficulty based on more humans or more resilient humans.
Game Idea #3:
This game idea is based more on a detective style game. Each level would
be a particular room based on the 5 main Ghosts. The level would probably be a still
frame picture of the area. Players would use multiple tools along with clicking to interact
with the picture to try to solve/figure out what is going on. By clicking the right areas,
and using the right tools, the player (as a Ghost Club member) can try to get evidence of
the existence of the Ghost in that area. Limited replayability.
Introduction
Our project is to develop a flash based video game that explores the Ghost
Club's story and history. We will be using FlashDevelop along with Flixel to create the
game, and host it on a variety of game websites, along with personal websites.
Strategy
361
Jeff will be responsible for the quality responsibilities for the actual game
since he has the most experience with game design and the given technologies. All of the
group members will be responsible for aiding him in this process as we have all coded
parts of the game and will be responsible for those parts. Since Brian has been
responsible for all of the documents and other non-source code contributions to the
project, he will also be responsible for the quality of these items. We will be doing a few
of the major types of testing on our system. The beginning will consist of mostly unit
tests. This is because we need to be able to test smaller parts of the code before the entire
system is built. Using unit tests we will be testing individual classes and methods as we
create them to make sure they work alone before we combine them into the system. Next
up we will do integration testing. This will be done after we have done the unit tests and
are adding the functionality together. Once we have the individual parts proven working,
and we will use the integration testing to make sure the methods communicate well with
each other and with the system as a whole. Later in the process once we have a more
complete version of our game, we will start the next few phases of testing. This is when
we will do system tests on our program. We will want to use the entire system as a whole,
and make sure that everything works together, flows correctly, and does not have errors
that could only be realized once the system is whole. We will also do small amounts of
usability testing at this point. We will have friends, our client, and ourselves play threw
the game and try to look at usability criteria. This could include how obvious certain
controls are or other game play related issues. We will be using mostly black box testing,
especially for the latter phases of testing. Once everything is put together, we want to
look at the final product and see how things work from the outside. We will be using no
362
real formal bug tracking system, but open editing of a spreadsheet shared amongst the
group to track and resolve bugs as they are found. We will be using the terms of
severe/mild, along with fixed/unfixed to identify the states of our bugs.
Adequacy Criterion
For our testing to be done and our project to be successful there are a few goals in
mind. First off we want to test all of our use cases. We will go threw and try to execute
the actions and make sure that each use case works as desired without error. We will also
look at our features that do not come up in use cases. For each feature in the feature list
that is not covered in a use case, we will execute the code that controls that feature. Each
feature should be tested under one of these two plans.
T
e
st
#
1
2
3
4
Requirement
Purpose
Action /
Input
Expected
Result
Actual
Result
P Notes
/
F
Fear meter
increase
when ghost
club member
is near hot
spot
Fear meter
increase
when ghost
club member
is cold hot
spot
Fear meter
increase
when ghost
club member
is near an orb
Fear meter
increase
when the
moan ability
is used
Cast the hot
spot ability
near a ghost
club
member
Fear meter
should
increase
Fear meter
increases
correctly
p
Cast the
cold spot
ability near
a ghost club
member
Fear meter
should
increase
Fear meter
increases
correctly
P
Cast the orb
ability near
a ghost club
member
Fear meter
should
increase
Fear meter
increases
correctly
P
Cast the
Fear meter
moan ability should
increase
Fear meter
increases
correctly
P
363
5
Fire
animation
should show
up when hot
spot ability is
cast on the
map
Ice animation
should show
up when cold
spot ability is
cast on the
map
Cast the hot
spot ability
on the map
7
Orb
animation
should show
up when orb
ability is cast
on the map
Cast the orb
animation
on the map
8
Check
flocking AI
Start a new
game and
cast no
abilities
9
Check
Interesting
points
Start a new
game and
wait for
ghost club
members to
find an
interesting
spot
1
0
Impassable
Terrain
Start a new
game
6
Cast the
cold spot
ability on
the map
Fire
animation
should play
where the
ability was
cast on the
map
Ice
animation
should play
where the
ability was
cast on the
map
The orb
animation
should play
where the
ability was
cast on the
map
Ghost club
members
should travel
near each
other going
to the same
rooms
Ghost club
members
should stay
and wander
around that
spot until
they find a
note or a
long time
passes
Ghost club
members
should never
walk threw a
wall or any
area with
impassable
tiles
364
Fire
animation
plays
P
Ice
animation
plays
P
Orb
animation
plays
P
Members
travel
together
when left
alone
P
Members
stay near a
spot
wandering
around
until they
find the
note
P
Members
never go
threw a
wall or
furniture
P
1
1
AI response
to notes
Start a new
game and
wait for
ghost club
members to
find a note
with a clue
1
2
AI response
to hot spots
Cast hot
spot ability
near a ghost
club
member
1
3
AI response
to cold spots
1
4
1
5
1
6
1
7
Ghost club
members
should gain
interest in
the area
mentioned in
the note, and
start heading
that way
Ghost club
member
should avoid
the hot spot
Members
went to the
location
mentioned
in the note
P
Nothing
Cast cold
spot ability
near a ghost
club
member
Ghost club
member
should avoid
the cold spot
Nothing
AI response
to orbs
Cast orb
ability near
a ghost club
member
Ghost club
member
should avoid
the orb
Nothing
Furniture
should be
surrounded
by
impassable
tiles
Walls should
be
surrounded
by
impassable
tiles
Characters
move
animations
Open up the
map in the
map editor
Orange
impassable
terrain tiles
should
surround all
furniture
Orange
impassable
terrain tiles
should
surround all
walls
Ghost club
members
should
display
moving
animations
as they move
Furniture is
surrounded
by
impassable
terrain tiles
F Changed
goal,
characters
should not
avoid, just
get afraid
F Changed
goal,
characters
should not
avoid, just
get afraid
F Changed
goal,
characters
should not
avoid, just
get afraid
P
Open up the
map in the
map editor
Start a new
game
365
Walls are
surrounded
by
impassable
terrain tiles
P
Move
animations
show up
P
1
8
Characters
find
interesting
spot
animation
1
9
Text appear
for notes
2
0
Notes found
2
1
Lose screen
2
2
Machine
parts
2
3
Play again
option
2
4
Title Screen
2
5
Help button
Start a new
game and
wait for
characters to
find
interesting
spot
Ghost club
members
should have
question
marks flash
above their
heads
periodically
Start a new
Text should
game, wait
be displayed
for
where the
characters to cursor is that
find a note, shows that
and mouse
the note
over it
reads
Start a new
The note
game, wait
should
for
appear in the
characters to top left
find a note
corner of the
screen
Start a new
The game
game, wait
should end
for the
and the lose
characters to screen
find all of
should be
the parts of
displayed
the machine
Start a new
Characters
game
should find
machine
parts on the
level
Start a new
Home screen
game and
should be
lose, going
displayed
to lose
screen, click
play again
Start the
Home
application screen
should be
displayed
Start the
Help menu
application should be
and click
displayed
366
Question
mark
appears
over
members
heads
P
Text
appears
correctly
P
Note
appears in
top left
P
All parts
are found,
warning
that game
is ending
displays,
game ends
Characters
find
machine
parts on the
level
Home
screen is
displayed
P
Title
screen
shown
P
P
P
Help menu P
displayed
the help
button
2
6
Start button
2
7
Moan sound
effect
Start the
application
and arrive
at home
screen then
click play
Start a new
game and
click on the
moan
ability
The game
should start
Game
starts
P
The moan
sound effect
should play
No sound
is played,
game
errors
F Removed
moan
functionali
ty
367
368
369
370
371
Flash Game 2
Game Idea #1:
This game idea was suggested by Jeff, inspired by a game called Maniac
Mansion. In this game idea you would be controlling the Humans playing against the
computer Ghosts. Each human has specialized skills, like in the movie, therefore would
have their own roles. The game would follow a similar progression as the movie, with the
characters coming in together, then breaking off alone or in sets. The player can only
control one set of characters at a time, and must alternate between sets. If a set is left
alone for too long, they can be captured, and will not be able to be controlled until they
are saved by the player utilizing a different set of characters. This would be true to the
story, with various teams running into issues, and the other teams trying to save them and
escape the mansion alive.
Game Idea #2:
In this game the player will control the Ghosts. This game will look at the
same story as the movie, but from another point of view. Each level in the game will be
based on the 5 different main Ghosts and their respective areas of the mansion. The Ghost
Club comes in, and it is the players (Ghosts) goal to get rid of them. There could be a fear
meter that represents how afraid the Ghost Club members are. The goal of the game
would be to raise the fear meter with smaller acts (such as cold spots, faces in mirrors,
etc) to lure in the Ghost Club members initially, and to break them up from larger groups.
The player will have generic ghost powers all the time, and in each room will have more
372
specialized powers based on which ghost lives there. Once the fear levels are raised up
high enough, the player can use finishing ghost moves like combustion, freezing, or
possession on vulnerable Ghost Club members. For repeatability there could be scoring
based on time taken to rid the mansion of the Ghost Club members, or increasing
difficulty based on more humans or more resilient humans.
Game Idea #3:
This game idea is based more on a detective style game. Each level would
be a particular room based on the 5 main Ghosts. The level would probably be a still
frame picture of the area. Players would use multiple tools along with clicking to interact
with the picture to try to solve/figure out what is going on. By clicking the right areas,
and using the right tools, the player (as a Ghost Club member) can try to get evidence of
the existence of the Ghost in that area. Limited replayability.
Game Idea #1: http://www.youtube.com/watch?v=WiBx1ndz3GY
Story scape:
Parallels the story of the movie in its entirety. Also fits in because the
characters must rely on the gadgets in the game, which is an important aspect of the
movie. The characters and ghosts would be the same as the movie. Very related.
Graphic style / presentation:
Side scroller style. 2D with some level of depth. Doors you can go in. Can
go in front or behind objects.
What role play:
373
Control Ghost Club members
General Game Play:
Switching between the groups, with different groups having different
specialties based on who is in the group / which tools they have available. Leaving a
group alone for too long leads to being “captured” and needs to be rescued. Options to be
expanded if needed.
Game Idea #2:http://www.youtube.com/watch?v=Z5EVBk81UMU
Story scape:
Tells the story from a different point of view. Looks at how the ghosts
view what is happening. Relates to the story by using ghost powers that were exhibited in
the movie. Different story style, but the same aspect. Beginning elements are there, but
things change a bit. Can vary from the movie based on how well the users do. Would
stand alone from the movie more than other ideas.
Graphic style / presentation:
Not controlling individual characters, but will be clicking around.
Overview of the entire mansion with at top down view. See what is happening, but don't
move around individual thing.
What role play:
Control the ghosts.
General Game Play:
Trying scare aware the humans. Replay available increasing difficulty or
scores. More of a heads up display than the first idea. Need to display what powers are
374
available, fear meter, etc. Doing too much big ghost activity too soon will lead to the
Ghost Club members getting evidence or noticing you, and you will lose the game.
Game Idea #3:
Story scape:
Not as much as an overall of the story, but breaking down a few certain
scenes and elaborating on them.
Graphic style / presentation:
More still pictures, limited interaction. Could possibly use actual photos of
the house / movie for the graphics.
What role play:
Ghost Hunters
General Game Play:
Revolves heavily on gadgets. Trying to use tools to gather evidence.
Could go threw a story having to get threw levels to get out of the mansion. Break down
of the escape part of the game.
375
Motivation/Opportunity
The Ghost Game will be an exciting and fun to play game that will be set
in the Ghost Club scenario. This game, unlike some other games that are based on other
media such as movies, will be a quality game that is fun to play and can stand alone while
being part of a multi-media exploration of a story.
Problem Statement
The problem of
Creating an exciting game that explores a story from
another media
affects
Target gaming audience with some Ghost Club
exposure
the impact of
which is
a successful
solution would be
Games that are boring on their own, or do not stay
true to their stories cannon
A game that can stand alone, being fun to play and
exciting, while still exploring the story from another media
and staying true to its cannon
Product Position Statement
For
Target gaming audience with some Ghost Club
exposure
Who
Play the game
376
Our System
is all software
That
is a enjoyable standalone game that also explores a
story from another media
Unlike
other games that are either boring on their own,
violate their stories cannon, or are slaves to the movies
Our Product
is exciting and successful as a game on its own but
also gives a new experience of a story already told from
another media
User Demographics
The main users of our Ghost Flash Game will be the players of the game. The
users want to be able to play the game without difficulty. This means the users should be
able to quickly load, start, and enjoy the game with minimal required learning or
cognitive load. The users want to enjoy the game, having the maximum amount of fun
possible. The users are expected to have experience playing some previous games. This
would lead them to have a basic understand concepts like allies, enemies, health, and
usable tools. The users might also have some experience with some other aspect of the
Ghost Club which would give them greater insight into goals and plot.
Feature List
Fear Meter – Meter above each ghost club member that represents that persons
fear. Fear will be a measure of what abilities can be used on the particular person. Fear
will change based on abilities used near those persons.
377
Ghost Abilities – These are the abilities that the user will be able to do in the
environment to affect the ghost club members.
Interacting/Moving objects
Display face in mirror
Flickering lights
Hot/Cold spots
Creepy Noises
Combustion
Possession
Orbs
Making walls bleed
Shadows – Shadows of the players and objects
AI – How the ghost club members will move around and respond to user
interactions
Level Design – How the level is set up and displayed
Character Design – How the ghost club characters will look
Animation – How things will be animated, especially ghost abilities, characters,
and interactions
Level expansion – How we move from level to level, or in-between one level
Save Files
Ghost Detection – How the ghost club members can detect your presence
Lose Scenario – How you lose, and what happens when you do
Title screen
378
Sound effects / Background music
Constraints
Use Adobe Flash
Must not violate the Ghost Club Cannon
Must not violate the Ghost Genre without explicit acceptance
Should be easy to use for first time users
Should be put online to be always available on multiple sites
Should have clean and clear code that is easy to follow, update, and maintain
Use Cases
Use Case 01: Fear Meter
Primary Actor: Player
Stakeholders and Interests: Player
Preconditions: None, its always there.
Postconditions: None, its always there.
Main Success Scenario:
Fear meter increases when valid tactics are used
Fear meter decreases when mistakes are made
Fear meter decreases when people group up
Fear meter decreases when they find tools
Fear meter increases when people split up
Extensions and Alternative Flows:
379
None
Use 02: Ghost Abilities
Primary Actor: Player
Stakeholders and Interests: Player
Preconditions: Adequate level of fear from the fear meter
Postconditions: Increase fear, or do desired effect
Main Success Scenario:
Performs animation
Characters respond
Extensions and Alternative Flows:
None
Use 11: Lose Detection
Primary Actor: Player
Stakeholders and Interests: Player
Preconditions: Fear meter is zero or gather evidence threw use of tools
Postconditions: Game over, kick back to title screen or restart options displayed
Main Success Scenario:
Fear meter reaches zero or evidence is gathered
Game ends and is brought to end game screen
Extensions and Alternative Flows:
None
380
Brainstorming and Discovery
Game Idea #1:
This game idea was suggested by Jeff, inspired by a game called Maniac
Mansion. In this game idea you would be controlling the Humans playing against the
computer Ghosts. Each human has specialized skills, like in the movie, therefore would
have their own roles. The game would follow a similar progression as the movie, with the
characters coming in together, then breaking off alone or in sets. The player can only
control one set of characters at a time, and must alternate between sets. If a set is left
alone for too long, they can be captured, and will not be able to be controlled until they
are saved by the player utilizing a different set of characters. This would be true to the
story, with various teams running into issues, and the other teams trying to save them and
escape the mansion alive.
Game Idea #2:
In this game the player will control the Ghosts. This game will look at the
same story as the movie, but from another point of view. Each level in the game will be
based on the 5 different main Ghosts and their respective areas of the mansion. The Ghost
Club comes in, and it is the players (Ghosts) goal to get rid of them. There could be a fear
meter that represents how afraid the Ghost Club members are. The goal of the game
would be to raise the fear meter with smaller acts (such as cold spots, faces in mirrors,
etc) to lure in the Ghost Club members initially, and to break them up from larger groups.
381
The player will have generic ghost powers all the time, and in each room will have more
specialized powers based on which ghost lives there. Once the fear levels are raised up
high enough, the player can use finishing ghost moves like combustion, freezing, or
possession on vulnerable Ghost Club members. For repeatability there could be scoring
based on time taken to rid the mansion of the Ghost Club members, or increasing
difficulty based on more humans or more resilient humans.
Game Idea #3:
This game idea is based more on a detective style game. Each level would
be a particular room based on the 5 main Ghosts. The level would probably be a still
frame picture of the area. Players would use multiple tools along with clicking to interact
with the picture to try to solve/figure out what is going on. By clicking the right areas,
and using the right tools, the player (as a Ghost Club member) can try to get evidence of
the existence of the Ghost in that area. Limited replayability.
382
383
384
Ghost Club Flash Game
The Ghost Club Flash Game
Product Vision Statement
Motivation/Opportunity
We are building this product as a piece of a storyscape related to The Ghost Club. The
Ghost Club franchise spans multiple media artifacts, and our task is to build the
interactive Flash game facet of the storyscape. The goal of constructing the storyscape is
to further our client’s research in the field of transmedia storytelling.
Problem Statement
ineffective transmedia storytelling caused by a lack of
The problem of
diverse media artifacts
affects
media creators and their audiences
the impact of which is weak franchises and disappointed audiences
a successful solution
more diverse media artifacts to support a richer storyscape
would be
Product Position Statement
For
people who are partial to settings similar to that of our storyscape
Who
enjoy playing flash games
Our
is a flash game built for any platform with strong Flash support
System
enables users to play our game and experience part of The Ghost Club’s
That
storyscape.
Unlike
countless other non-transmedia flash games
Our
draws the player into a larger storyscape while also entertaining the
Product
player.
User Demographics
The users that the Ghost Club game targets people partial to settings similar to that of our
storyscape. This demographic includes two key audiences - existing fans, and non-fans
(whether they are familiar with The Ghost Club or not). Existing fans may be emotionally
and intellectually invested
in The Ghost Club’s mythology and universe, so for this demographic, it is more
important that a game placed in the franchise’s setting avoid violating its canon and
mythology. On the other hand, nonfans lack this investment, so as entertainment software, the primary expectation is that
our software provides entertainment. Hopefully the entertainment value of the game,
combined with its presentation of part of The Ghost Club’s storyscape, will be able to
appease existing fans while introducing (and hopefully making new fans of) non-fans.
Gameplay accessibility is also an important requirement for both fans and non-fans alike,
since inacessible game controls frustrate and drive away inexperienced players.
Feature List
See Pivotal Tracker.
Constraints
● Must use Adobe Flash
385
● Must not violate The Ghost Club’s cannon
● Must not contain inappropriate or offensive content
● Must use accessible controls
User Stories
See Pivotal Tracker.
]: ;[
386
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