We’ve already shared some of the best case-studies Power to the Pixel cross-media conference as part of the London Film Festival, here is the promised round up of the insights and advice that were given on the night.We’ll add in our own thoughts following another pervasive Winterwell event last weekend soon!
Liz Rosenthal – CEO of Power to the Pixel
The way that consumers are consuming entertainment is changing… stories are being told, delivered, and shared across different platforms but also the viewer is being given different degrees and types of influence on the story. there are more ways to tell a story than ever before, but there are many more ways to receive one. New audiences are accessing and switching between different platforms – but most broadcasters are still looking for delivery on just one channel. It’s time to change that…
Michel Reihlac - Executive Director at Arte France Cinema
- Play is circular – you can start again at any point;
- play is open – you can become something or someone different
- play is freedom – you don’t have to do anything that is asked of you
- The most powerful tool to get people interfacing with a story is status. Cash or material rewards are ineffective
- There are four types of players – achievers (use fair play to win); socialisers (are not playing to win, but to be playful); explorers (like to experience the game for its own worth) and killers (don’t just want to win, but want everyone else to lose)
What defines a game? it needs to be
- fictitious (different to real life somehow)
- separate (limited and contained within its own world)
- regulated (by rules. obviously)
- unpreddictable (with different outcomes possible)
- fun (possible in many different ways)
- free to join or leave (opt-in)
- non-productive (not commercially based)
Mike Monello – Co-creator of the Blair Witch Project and founder of Campfire
Gave us an overview of designing for communal experiences
- Make it tangible
- Foster a sense of discovery
- Make it personal
- Build a world larger than your characters
From what he was sayin he seemed to have a sixth rule which he didn’t list:
- To allow the players room to add to the experiences themselves (there, I just added that!)
Maureen Mchugh. Veteran cross-media writer and leader of – Nomime media
We are a young and naive artform. We copy older artforms – videogames, and – *even older* – film.
As a result we dont have our own conventions yet. we rely on conventions from these older platforms in order to make people comfortable and not be overwhelmed by the noise from multiple platforms.
Maureen said a lot more, but I was too wrapped up in it to make so many notes.
Lance Weiler – writer, director and one of the best known game-makers in the business
- Story gameplay and community come together to create a social entertainment environment.
- Stories have been controlled for a long time by the few.
- the player wants to put their finger on the pond and watch the ripple
- Take time to evaluate the story
- Ask hard questions – why should anyone care about what you’re doing?
- Let go of a single point of view
- consider how to show not tell
- make it easy for the audience to become collaborators
- dont let the world get in the way of the story
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Friday, November 5, 2010
Great Summary from Tom Sawyer of Power to the Pixel's tips for cross-media entertainment / pervasive game creation « The Tom Sawyer Effect
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