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Gaming:
The Genre of Transmedia
used within…
STAR WARS © 1977 Twentieth Century Fox Film Corporation. All rights reserved. TM & © 1977 Lucasfilm Ltd. THE EMPIRE STRIKES BACK TM & ©
1980 Lucasfilm Ltd. (LFL) All rights reserved. RETURN OF THE JEDI TM & © 1983 Lucasfilm Ltd. (LFL) All rights reserved. "Twentieth Century Fox",
"Fox" and their associated logos are property of Twentieth Century Fox Film Corporation. All rights reserved.
Since the release of the first Star Wars movie in 1977,
Lucasfilm has official licensed the production of over 170
games, all of which are set within the fictitious universe
established across the 6 films within the series. Each game
traverses through the “Star Wars Expanded Universe” by
unlocking access to a variety of locations, and establishing
character context, by providing content of continuity that helps
build a more content rich world across an assortment of
entertainment mediums.
In this instance, the Star Wars games are conveying further
messages within the fictitious universe in order to build to the
existent larger conversation. The difference between Star Wars
games in relation to the franchise is that the term “transmedia
storytelling” facilitates multiple avenues of input that flow both
ways, over a linear course of produced content.
MAPITOUT…
http://editorial.designtaxi.com/news-starwars0702/big.jpg
For that reason, the Star Wars games emerged as
a pillar of transmedia technique utilisation within
the franchise, as transmedia is a subset of cross-
media in the sense that the story itself is
distributed across a variety of media. Each piece
of the story feels at least somewhat complete and
adds to the audience's concept of the characters
and story world. According to transmedia
consultant, Jeff Gomez, when done well,
audience members’ engagement deepens with
the narrative, accessing it whenever they want,
where ever they want.
PRATTEN’STAKE
Copyright © 2011 Robert Pratten http://videoturundus.ee/transmedia.pdf
THE GOSPEL ACCORDING TO GOMEZ…
“The problem faced by corporations and big media is that
many are communicating through old broadcast models,
where the narrative is linear, the medium is isolated and the
narrative is only running one way. New techniques are
necessary to engage mass audiences, who have become
users and participants. Your story needs to be accessible
through an array of media, and the narrative must be
designed to play to the strengths of the platform at hand.
Instead of broadcast, there is a pressing necessity for
dialog.”
THE GAMES…
All six movies possess a number of standalone
games deriving from the original feature films, all
of which offer deeper character context and
further universe exploration to players. For
example, according to the Star Wars
Encyclopaedia, Wookiepedia, the movie Episode
II: Attack of the Clones facilitated the
development of three independent games,
across four consoles.
One of these games, Star Wars: The Clone Wars (2002), is
described as a vehicular combat game and involves character play
with some of the franchises most recognisable characters, however
the nature of the game involves engaging exploration of
recognisable planets and unseen areas within the movies. This
particular game was released across the three most popular digital
gaming platforms; PlayStation 2, Nintendo GameCube, and Xbox,
subsequently ensuring that player engagement was maximised and
not hindered by console preference.
Copyright © & TM Lucasfilm Ltd.
All Rights Reserved.
This intertwined narrative approach has been replicated across the
remaining five feature films, along with a gaming series deriving from Star
Wars: The Clone Wars (2008) animated television series. Furthermore, the
Star Wars gaming franchise encompasses a whole host of other
independent series across genres, including first-person shooters (FPSs),
flight simulators and racing games, real-time strategy (RTSs) games, role-
playing games (RPGs), and massively multiplayer online role-playing
games (MMORPGs) just to name a few.
STAR WARS © 1977 Twentieth Century Fox Film Corporation. All rights reserved. TM & © 1977 Lucasfilm Ltd. THE EMPIRE STRIKES BACK TM & ©
1980 Lucasfilm Ltd. (LFL) All rights reserved. RETURN OF THE JEDI TM & © 1983 Lucasfilm Ltd. (LFL) All rights reserved. "Twentieth Century Fox",
"Fox" and their associated logos are property of Twentieth Century Fox Film Corporation. All rights reserved.
Each of those series’ possesses several full-length digital
games that explore the rich history of Jedi Knights, the
knights of the Old Republic, and interplanetary and
intergalactic exploration, all of which bring their own puzzle
piece to the Star Wars Expanded Universe Jigsaw.
Transmedia practitioner, Robert Pratten, references a theory
describing the role types adopted by digital game players, all
of which are catered towards across one out of 170 Star
Wars Games, which, again, maximises engagement.
Copyright © 2011 Robert Pratten
http://videoturundus.ee/transmedia.pdf
PRATTEN’S
PIN UPS…
Copyright © 2011 Robert Pratten
http://videoturundus.ee/transmedia.pdf
The success of the Star Wars Expanded
Universe’s overall transmedia engagement
approach is made evident by statistics posted by
Wired in 2014 estimated that the fictional universe
franchise has generated revenue of $37 billion
across 40 years, dating back to the first film Star
Wars: Episode IV - A new hope, the budget for
which sat at a modest $11 million. The success of
the franchise is as a result of the variety of
content and mediums, however their production
would equally have not been feasible if it weren’t
for the shift in cultural fandom upon which
transmedia is built.
HOW EXACTLY HAS STAR
WARS MADE $37 BILLION?
ENGAGEMENT
The official mediums established by LucasArts include
movies, books, comics, graphic novels, video games,
toys, Lego characters’, collectable action figurines, and
animated shows. Unofficially, texts established by
actively participating producers and consumers
(prosumers) include Wookiepedia, Star Wars Kid,
prosumer production of Alternate Reality Games (ARGs),
and Family Guy Star Wars episodes. These unofficial
mediums do not necessarily build upon the produced
fictitious universe, but they do aid the establishment and
maintenance of a sense of community and fandom
amongst prosumers that choose to immerse themselves
within the content. This form of participatory self-
expression provides the necessary drive for universe
expansion, whether this is done through direct
participatory production, or indirectly securing the drive
for demand and supply, if you create a large enough
universe, people will fill it with their imagination. That
philosophy is the foundation upon which the genre of
transmedia games is built.
Robert Pratten states that the term
“engagement” over “immersion” is crucial
within transmedia terminology, as it
requires each text to be compelling and
rewarding through the processes of
discovery, experience and exploration.
This cultural shift of consumption proves to
be a force that evoked the birth of
transmedia as a technique, a philosophy of
communications, and brand extension that
enriches and broadens the life cycle of
creative content, in this case through the
medium of digital games.
A Relevant & Lengthy Ending…?
In her book An Introduction to New Media, Larissa Hjorth states that as
gaming becomes increasingly mainstream as it consecutively fosters
innovative forms of new media practices that merge media art and game
art for the purpose of engagement. This is displayed through a shift in the
term ‘new media’ gaming to encompass both interactive and non-
interactive genres. These parameters can be extended to overshadow
transmedia storytelling as a new media technique for gaming genres.
However, the notion of transmedia games can be extended as a form of
genre, whereby interconnectivity to a larger media entity is what
assimilates one game from the next, and not traditionally the style of
design of gameplay, as Star Wars proves that merging of alternating genre
styles does not deter from engagement. The nature of interwoven
transmedia highlights the state of entertainment media as it currently
stands, and facilitates feasible predictions surrounding the future of digital
gaming production. Transmedia as a philosophy and a creative style can
heavily influence production and consumption style, by binding all genres
and styles of games together through narrative and storytelling.
MORE INFORMATION…?
 Wookiepedia’s Game List:
http://starwars.wikia.com/wiki/Video_game
 Wired’s Financial Statistics:
http://www.wired.com/2014/11/geeks-guide-star-wars-
empire/
 Jeff Gomez Interview:
http://www.usnews.com/opinion/economic-
intelligence/2014/03/18/jeff-gomez-discusses-legos-star-
wars-and-transmedia-campaigns
 Robert Pratten’s Getting Started in Transmedia
Storytelling: http://videoturundus.ee/transmedia.pdf
 Larissa Hjorth’s An Introduction to New Media:
http://site.ebrary.com.dbgw.lis.curtin.edu.au/lib/curtinuniv/re
ader.action?docID=10439515

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Gaming: The Genre of Transmedia Used Within Star Wars

  • 1. Gaming: The Genre of Transmedia used within… STAR WARS © 1977 Twentieth Century Fox Film Corporation. All rights reserved. TM & © 1977 Lucasfilm Ltd. THE EMPIRE STRIKES BACK TM & © 1980 Lucasfilm Ltd. (LFL) All rights reserved. RETURN OF THE JEDI TM & © 1983 Lucasfilm Ltd. (LFL) All rights reserved. "Twentieth Century Fox", "Fox" and their associated logos are property of Twentieth Century Fox Film Corporation. All rights reserved.
  • 2. Since the release of the first Star Wars movie in 1977, Lucasfilm has official licensed the production of over 170 games, all of which are set within the fictitious universe established across the 6 films within the series. Each game traverses through the “Star Wars Expanded Universe” by unlocking access to a variety of locations, and establishing character context, by providing content of continuity that helps build a more content rich world across an assortment of entertainment mediums. In this instance, the Star Wars games are conveying further messages within the fictitious universe in order to build to the existent larger conversation. The difference between Star Wars games in relation to the franchise is that the term “transmedia storytelling” facilitates multiple avenues of input that flow both ways, over a linear course of produced content.
  • 4. For that reason, the Star Wars games emerged as a pillar of transmedia technique utilisation within the franchise, as transmedia is a subset of cross- media in the sense that the story itself is distributed across a variety of media. Each piece of the story feels at least somewhat complete and adds to the audience's concept of the characters and story world. According to transmedia consultant, Jeff Gomez, when done well, audience members’ engagement deepens with the narrative, accessing it whenever they want, where ever they want.
  • 5. PRATTEN’STAKE Copyright © 2011 Robert Pratten http://videoturundus.ee/transmedia.pdf
  • 6. THE GOSPEL ACCORDING TO GOMEZ… “The problem faced by corporations and big media is that many are communicating through old broadcast models, where the narrative is linear, the medium is isolated and the narrative is only running one way. New techniques are necessary to engage mass audiences, who have become users and participants. Your story needs to be accessible through an array of media, and the narrative must be designed to play to the strengths of the platform at hand. Instead of broadcast, there is a pressing necessity for dialog.”
  • 7. THE GAMES… All six movies possess a number of standalone games deriving from the original feature films, all of which offer deeper character context and further universe exploration to players. For example, according to the Star Wars Encyclopaedia, Wookiepedia, the movie Episode II: Attack of the Clones facilitated the development of three independent games, across four consoles. One of these games, Star Wars: The Clone Wars (2002), is described as a vehicular combat game and involves character play with some of the franchises most recognisable characters, however the nature of the game involves engaging exploration of recognisable planets and unseen areas within the movies. This particular game was released across the three most popular digital gaming platforms; PlayStation 2, Nintendo GameCube, and Xbox, subsequently ensuring that player engagement was maximised and not hindered by console preference. Copyright © & TM Lucasfilm Ltd. All Rights Reserved.
  • 8. This intertwined narrative approach has been replicated across the remaining five feature films, along with a gaming series deriving from Star Wars: The Clone Wars (2008) animated television series. Furthermore, the Star Wars gaming franchise encompasses a whole host of other independent series across genres, including first-person shooters (FPSs), flight simulators and racing games, real-time strategy (RTSs) games, role- playing games (RPGs), and massively multiplayer online role-playing games (MMORPGs) just to name a few. STAR WARS © 1977 Twentieth Century Fox Film Corporation. All rights reserved. TM & © 1977 Lucasfilm Ltd. THE EMPIRE STRIKES BACK TM & © 1980 Lucasfilm Ltd. (LFL) All rights reserved. RETURN OF THE JEDI TM & © 1983 Lucasfilm Ltd. (LFL) All rights reserved. "Twentieth Century Fox", "Fox" and their associated logos are property of Twentieth Century Fox Film Corporation. All rights reserved.
  • 9. Each of those series’ possesses several full-length digital games that explore the rich history of Jedi Knights, the knights of the Old Republic, and interplanetary and intergalactic exploration, all of which bring their own puzzle piece to the Star Wars Expanded Universe Jigsaw. Transmedia practitioner, Robert Pratten, references a theory describing the role types adopted by digital game players, all of which are catered towards across one out of 170 Star Wars Games, which, again, maximises engagement. Copyright © 2011 Robert Pratten http://videoturundus.ee/transmedia.pdf
  • 10. PRATTEN’S PIN UPS… Copyright © 2011 Robert Pratten http://videoturundus.ee/transmedia.pdf
  • 11. The success of the Star Wars Expanded Universe’s overall transmedia engagement approach is made evident by statistics posted by Wired in 2014 estimated that the fictional universe franchise has generated revenue of $37 billion across 40 years, dating back to the first film Star Wars: Episode IV - A new hope, the budget for which sat at a modest $11 million. The success of the franchise is as a result of the variety of content and mediums, however their production would equally have not been feasible if it weren’t for the shift in cultural fandom upon which transmedia is built. HOW EXACTLY HAS STAR WARS MADE $37 BILLION?
  • 12. ENGAGEMENT The official mediums established by LucasArts include movies, books, comics, graphic novels, video games, toys, Lego characters’, collectable action figurines, and animated shows. Unofficially, texts established by actively participating producers and consumers (prosumers) include Wookiepedia, Star Wars Kid, prosumer production of Alternate Reality Games (ARGs), and Family Guy Star Wars episodes. These unofficial mediums do not necessarily build upon the produced fictitious universe, but they do aid the establishment and maintenance of a sense of community and fandom amongst prosumers that choose to immerse themselves within the content. This form of participatory self- expression provides the necessary drive for universe expansion, whether this is done through direct participatory production, or indirectly securing the drive for demand and supply, if you create a large enough universe, people will fill it with their imagination. That philosophy is the foundation upon which the genre of transmedia games is built.
  • 13. Robert Pratten states that the term “engagement” over “immersion” is crucial within transmedia terminology, as it requires each text to be compelling and rewarding through the processes of discovery, experience and exploration. This cultural shift of consumption proves to be a force that evoked the birth of transmedia as a technique, a philosophy of communications, and brand extension that enriches and broadens the life cycle of creative content, in this case through the medium of digital games.
  • 14. A Relevant & Lengthy Ending…? In her book An Introduction to New Media, Larissa Hjorth states that as gaming becomes increasingly mainstream as it consecutively fosters innovative forms of new media practices that merge media art and game art for the purpose of engagement. This is displayed through a shift in the term ‘new media’ gaming to encompass both interactive and non- interactive genres. These parameters can be extended to overshadow transmedia storytelling as a new media technique for gaming genres. However, the notion of transmedia games can be extended as a form of genre, whereby interconnectivity to a larger media entity is what assimilates one game from the next, and not traditionally the style of design of gameplay, as Star Wars proves that merging of alternating genre styles does not deter from engagement. The nature of interwoven transmedia highlights the state of entertainment media as it currently stands, and facilitates feasible predictions surrounding the future of digital gaming production. Transmedia as a philosophy and a creative style can heavily influence production and consumption style, by binding all genres and styles of games together through narrative and storytelling.
  • 15. MORE INFORMATION…?  Wookiepedia’s Game List: http://starwars.wikia.com/wiki/Video_game  Wired’s Financial Statistics: http://www.wired.com/2014/11/geeks-guide-star-wars- empire/  Jeff Gomez Interview: http://www.usnews.com/opinion/economic- intelligence/2014/03/18/jeff-gomez-discusses-legos-star- wars-and-transmedia-campaigns  Robert Pratten’s Getting Started in Transmedia Storytelling: http://videoturundus.ee/transmedia.pdf  Larissa Hjorth’s An Introduction to New Media: http://site.ebrary.com.dbgw.lis.curtin.edu.au/lib/curtinuniv/re ader.action?docID=10439515