XDW
XDWEXPERIENCE DESIGN for game- and story- WORLDS
XDWEXPERIENCE DESIGN for game- and story- WORLDSTRANSMEDIA + EXPERIENCE
EXPERIENCE DESIGN....AUDIENCE AT CENTRE...NO AUDIENCE NO MEANING...MEMORIES AND EMOTIONSTRANSMEDIA ARCHITECTURE.TRANSMEDIA...
EXPERIENCE DESIGN.TRANSMEDIA ARCHITECTURE....STORYTELLING...GAMEPLAY...SPECTACLE...PARTICIPATIONTRANSMEDIA STRUCTURE.
EXPERIENCE DESIGN.TRANSMEDIA ARCHITECTURE.TRANSMEDIA STRUCTURE....GAME DESIGN...NARRATIVE & STORY STRUCTURE...APP DESIGN -...
EXPERIENCE DESIGN.TRANSMEDIA ARCHITECTURE.TRANSMEDIA STRUCTURE.BRING IT ALL TOGETHER USING AN...INSTALMENT / LEVEL APPROAC...
AN INSTALMENT APPROACH IS PRACTICAL....EACH INSTALMENT IS FUNDABLE:	 ...WHILE THE WHOLE,WHATEVER THAT IS, MOST PROBABLY IS...
HUBBUB APPROACHAIM FOR INSTALMENTS THAT TEAM CANREALISTICALLY PRODUCE:...WITHIN AYEAR...WITH CURRENT EXPERIENCE...EXTENDED...
HUBBUB APPROACHEACH INSTALMENT SHOULD HAVE:... 6 MONTH HORIZON... REALISTIC BUDGETS FOR CURRENT TEAM... REALISTIC RISK LEV...
HUBBUB APPROACHDEVELOPMENTAL RESEARCH...XDW R&D...FAIL QUICKLY...APPLY LEARNING TO NEXT PROJECT / NEXTITERATION
CONVERGED IP & FORMATSCLIENTS & PARTNERS : BROADCASTERS • ON-LINE CHANNELS • PUBLISHERS
SALIGIA-7CASE STUDY
S A L I G I A - 7ZombieAlarm#1 <S7ZA#1>transmedia pilot:research and development
SALIGIA-7 is a transmedia sci-fithriller that bridges online video,social media narratives, livepervasive story and game e...
S T O R Y
3 N A R R A T I V E STeenagers in Amsterdam who start to displaysymptoms of an unknown illness
Self-styled zombie hunters intent on finding outwhat is going on3 N A R R A T I V E S
Reactions of society to the threat of a zombieoutbreak3 N A R R A T I V E S
printnewsNews storiesget confused betweenfiction and realitybroadcastfictional currentaffairs showthe story of2 of the tee...
INSTALMENT #2... LOCATIVE IMMERSIVE THEATRE... PROLOGUE WEB SERIES & SOCIAL STORY... GAME & NARRATIVE APP... RELEASE DATE ...
EXPERIENCE DESIGN....AUDIENCE AT CENTRE...NO AUDIENCE NO MEANING...MEMORIES AND EMOTIONSTRANSMEDIA ARCHITECTURE.TRANSMEDIA...
EntertainmentParticipationRatingPublishingDistributionInspirationCurationSharingRelationshipBuildingEducationDuracellStory...
CONSIDER:ACTIONS TO BUILD YOUR AUDIENCE...WHERE DO THEY GO ON THE WEB?... HOW MUCH PARTICIPATION CANYOU EXPECT?...WILL THE...
CONSIDER:... HOW GROWING AN AUDIENCE MEETS... MARKETING THE PROPERTY MEETS...TWO-WAY DIALOGUE WITH THEMAND...HOW TO OFFER ...
CONSIDER:WHAT ELEMENTS OFYOUR STORY- AND GAME- WORLD...ARE ESSENTIAL...WILL HOOKYOUR FIRST AUDIENCEAND SO...YOU SHOULD DES...
AUDIENCEFOUNDATIONENABLE USER ENGAGEMENTEMBRACE SOCIAL INTERACTION BETWEEN FRIENDSVIA THE SOCIAL WEBBUILD COMMUNITIES AROU...
DESIGN AND PLAN FOR 3 AUDIENCESDeep Content : Live DrummingSharing and Fan ContentMedia5-10% Creators20-25% Fans and Share...
PRODUCER VISION...INTENTIONS...GOALS...STRATEGYTHIS IS THE SAME FOR GAME,TV, FILM,APP, CLIENT WORK.BRING IT ALL TOGETHER A...
STRATEGY...CHANNEL PARTNERS / LEADING MEDIA...CO-PRODUCTION PARTNERS / ADDITIONAL SKILLS, EXPERIENCE, FUNDING...DEVELOPMEN...
EVERYTHING THAT YOU KNOW STILL COUNTS:STORY: CHARACTER, DRAMA, TENSION, ACTION, CATHARSIS, CONFLICT, GENREMECHANICS CHANGE...
@ianginnIAN GINN, CREATIVE PARTNER, HUBBUB
Experience Design for story- and game- Worlds (XDW) : Introduction
Experience Design for story- and game- Worlds (XDW) : Introduction
Experience Design for story- and game- Worlds (XDW) : Introduction
Experience Design for story- and game- Worlds (XDW) : Introduction
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Experience Design for story- and game- Worlds (XDW) : Introduction

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'Experience Design for story- and game- Worlds' (XDW) describes a framework for experience design and transmedially structured projects. XDW brings together three elements: Transmedia Structure, Transmedia Architecture, and Experience Design.

I have abstracted the XDW framework from my design-thinking approach to transmedially expanded narratives and the resulting creative products.

My continuing developmental research into Transmedia Structure, focuses on meta-narratives in both transmedia storyworlds as well as specific transmedially architected narrative instalments:
- describing how multi-plots, parallel narratives, and fractured narratives are structured in various media, and how they form the core of transmedia narratives;
- incorporating writing for games as an approach to writing for playable media and extended narratives.

I welcome your comments and contributions to this thinking.
Ian Ginn
ian (at) hubbubmedia.net

Experience Design for story- and game- Worlds (XDW) : Introduction

  1. 1. XDW
  2. 2. XDWEXPERIENCE DESIGN for game- and story- WORLDS
  3. 3. XDWEXPERIENCE DESIGN for game- and story- WORLDSTRANSMEDIA + EXPERIENCE
  4. 4. EXPERIENCE DESIGN....AUDIENCE AT CENTRE...NO AUDIENCE NO MEANING...MEMORIES AND EMOTIONSTRANSMEDIA ARCHITECTURE.TRANSMEDIA STRUCTURE.
  5. 5. EXPERIENCE DESIGN.TRANSMEDIA ARCHITECTURE....STORYTELLING...GAMEPLAY...SPECTACLE...PARTICIPATIONTRANSMEDIA STRUCTURE.
  6. 6. EXPERIENCE DESIGN.TRANSMEDIA ARCHITECTURE.TRANSMEDIA STRUCTURE....GAME DESIGN...NARRATIVE & STORY STRUCTURE...APP DESIGN - UI & USABILITY...WEB DESIGN...THEATRE & PERFORMANCE...+ ‘KNOWNS’ OF OTHER MEDIA IN THE MIX
  7. 7. EXPERIENCE DESIGN.TRANSMEDIA ARCHITECTURE.TRANSMEDIA STRUCTURE.BRING IT ALL TOGETHER USING AN...INSTALMENT / LEVEL APPROACH FROM:...GAME LEVEL DESIGN...STORY EPISODES, INSTALMENTS & SERIALITY
  8. 8. AN INSTALMENT APPROACH IS PRACTICAL....EACH INSTALMENT IS FUNDABLE: ...WHILE THE WHOLE,WHATEVER THAT IS, MOST PROBABLY IS NOT....YOU ONLY KNOW SO MUCH: ...YOU CAN’T SEE THE WHOLE PROJECT, EVEN IFYOU THINKYOU CAN....YOU’LL LEARN THINGS ALONG THE WAY THAT CHANGEYOURTHINKING: ... NOT LEAST FROM AUDIENCE PARTICIPATION AND CO-CREATION....YOU HAVE A PROJECT HORIZON THAT THAT’S MANAGEABLE: ... NO-ONE CAN MANAGE A 10YEAR / 5+ PLATFORM PLAN !
  9. 9. HUBBUB APPROACHAIM FOR INSTALMENTS THAT TEAM CANREALISTICALLY PRODUCE:...WITHIN AYEAR...WITH CURRENT EXPERIENCE...EXTENDED WITH CURRENT NETWORK
  10. 10. HUBBUB APPROACHEACH INSTALMENT SHOULD HAVE:... 6 MONTH HORIZON... REALISTIC BUDGETS FOR CURRENT TEAM... REALISTIC RISK LEVEL FOR ‘MONEY’ TO COMMIT... INNOVATION AT ITS CORE... LEARNING FOR THE TEAM
  11. 11. HUBBUB APPROACHDEVELOPMENTAL RESEARCH...XDW R&D...FAIL QUICKLY...APPLY LEARNING TO NEXT PROJECT / NEXTITERATION
  12. 12. CONVERGED IP & FORMATSCLIENTS & PARTNERS : BROADCASTERS • ON-LINE CHANNELS • PUBLISHERS
  13. 13. SALIGIA-7CASE STUDY
  14. 14. S A L I G I A - 7ZombieAlarm#1 <S7ZA#1>transmedia pilot:research and development
  15. 15. SALIGIA-7 is a transmedia sci-fithriller that bridges online video,social media narratives, livepervasive story and game events,mobile, print, broadcast andtheatrical.“ T H E R E A R E Z O M B I E S O N O U R S T R E E T S ! ”
  16. 16. S T O R Y
  17. 17. 3 N A R R A T I V E STeenagers in Amsterdam who start to displaysymptoms of an unknown illness
  18. 18. Self-styled zombie hunters intent on finding outwhat is going on3 N A R R A T I V E S
  19. 19. Reactions of society to the threat of a zombieoutbreak3 N A R R A T I V E S
  20. 20. printnewsNews storiesget confused betweenfiction and realitybroadcastfictional currentaffairs showthe story of2 of the teensstory of100 missing teensMissingChristelCommunityFacebook narrativeposter and socialmedia campaignFacebooknarrativesZombieAlarmFacebooknarrativeZombieAlarmstory blog2 become ourprotagonistswebisodesTwitter updatesfeaturing a packof 7 teen-zombiesz-leaksstory blogSWATsquadreveals evidenceVUPs getinvolvedUGCspread viatwittergather ateventssociety reactsand deploysZOMBIE HUNTERSteens becomeZOMBIESgenre fansraise aZOMBIE ALARMlive events:pervasive storymeetsalternate reality game<S7ZA#1>
  21. 21. INSTALMENT #2... LOCATIVE IMMERSIVE THEATRE... PROLOGUE WEB SERIES & SOCIAL STORY... GAME & NARRATIVE APP... RELEASE DATE 2014STATUS SALIGIA-7
  22. 22. EXPERIENCE DESIGN....AUDIENCE AT CENTRE...NO AUDIENCE NO MEANING...MEMORIES AND EMOTIONSTRANSMEDIA ARCHITECTURE.TRANSMEDIA STRUCTURE.
  23. 23. EntertainmentParticipationRatingPublishingDistributionInspirationCurationSharingRelationshipBuildingEducationDuracellStoryworldEngagementBusinessSpread itAdd to itPlay itBecome itPerform itExplore itKnow it@Story & GameWorldHUBBUB’S CONCENTRIC PROJECT MODEL
  24. 24. CONSIDER:ACTIONS TO BUILD YOUR AUDIENCE...WHERE DO THEY GO ON THE WEB?... HOW MUCH PARTICIPATION CANYOU EXPECT?...WILL THEY CO-CREATE WITHYOU?...WILL THEY WANT THEIR ACTIONS TO AFFECT THE STORY?
  25. 25. CONSIDER:... HOW GROWING AN AUDIENCE MEETS... MARKETING THE PROPERTY MEETS...TWO-WAY DIALOGUE WITH THEMAND...HOW TO OFFER THEM TEASER CONTENT TO ENCOURAGETHEM TO COME CLOSER TOYOU
  26. 26. CONSIDER:WHAT ELEMENTS OFYOUR STORY- AND GAME- WORLD...ARE ESSENTIAL...WILL HOOKYOUR FIRST AUDIENCEAND SO...YOU SHOULD DESCRIBE / PROTOTYPE FOR USE INYOUR PITCH
  27. 27. AUDIENCEFOUNDATIONENABLE USER ENGAGEMENTEMBRACE SOCIAL INTERACTION BETWEEN FRIENDSVIA THE SOCIAL WEBBUILD COMMUNITIES AROUND YOUR STORIES AND PLAYABLE MEDIA
  28. 28. DESIGN AND PLAN FOR 3 AUDIENCESDeep Content : Live DrummingSharing and Fan ContentMedia5-10% Creators20-25% Fans and Sharers65-75% PassivesDeep ContentSharing and Fan ContentMedia
  29. 29. PRODUCER VISION...INTENTIONS...GOALS...STRATEGYTHIS IS THE SAME FOR GAME,TV, FILM,APP, CLIENT WORK.BRING IT ALL TOGETHER AS A TEAM:...RESEARCH...CORE CONCEPT & CREATIVE DIRECTION...DESIGN DOCUMENTS
  30. 30. STRATEGY...CHANNEL PARTNERS / LEADING MEDIA...CO-PRODUCTION PARTNERS / ADDITIONAL SKILLS, EXPERIENCE, FUNDING...DEVELOPMENT PATHWAY / TIMELINE...BUDGET LEVEL...FUNDING STRATEGY...PITCH STRATEGY - WHAT,WHEN,TO WHOMRESEARCH...MARKET...UNIQUE ELEMENTS / APPROACH...COMPLETENESS OF CORE CONCEPT
  31. 31. EVERYTHING THAT YOU KNOW STILL COUNTS:STORY: CHARACTER, DRAMA, TENSION, ACTION, CATHARSIS, CONFLICT, GENREMECHANICS CHANGE, PRINCIPLES REMAIN.WHAT CAN CREATE IMMEDIACY OF EXPERIENCE FOR THE AUDIENCE?IS YOUR STORY SERIALIALISED OR EPISODIC ?PROVIDE COMPELLING REASONS AND ELEMENTS TO COME BACK.CONSIDER PATTERNS OF CLOSURE.AUDIENCE EXPECTATION: EVERY STORY IS LARGER THAN ITS PLATFORM.EXPERIENCE DESIGN: USER EXPERIENCE AND ACTIONS.WHAT DO YOU WANT YOUR AUDIENCES TO DO?THERE IS NO TRANSMEDIA FORMULA
  32. 32. @ianginnIAN GINN, CREATIVE PARTNER, HUBBUB
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