Dena, Christy
2008-2010
Cross-Media Management Technologies (17.11.2010)
Very good list of efforts to EA bible/process/coordination software.
For more hands-on advice, see Watson, J ~ Content management and delivery tools for indie ARG producers
Dena, Christy
2008-2010
Cross-Media Management Technologies (17.11.2010)
Very good list of efforts to EA bible/process/coordination software.
For more hands-on advice, see Watson, J ~ Content management and delivery tools for indie ARG producers
Watson, Jeff
09.02.2010
Content management and delivery tools for indie ARG producers (17.10.2010)
Gives a good list of tools one can use to coordinate EA. Often very practical advice (use whiteboard). For comprehensive software solutions, see Dena, C ~ Cross-Media Management Technologies
Szulborski, Dave
2005
This Is Not A Game: A Guide to Alternate Reality Gaming
Lots of definitions of play, immersion, ludology, narratology, etc.
1
“Regardless of which name we ultimately choose to apply, Alternate Reality Gaming is a rapidly emerging game genre and is one of the first true art and entertainment forms developed from and exclusively for the Internet.” It is not exclusively for the Internet, and he knows that: he mentions real life events, etc. later on.
47f
‘To be completely faithful to the TINAG philosophy, a game’s beginning (or launch, as they are commonly referred to) should be unannounced, although not all ARGs have followed this procedure and have still been successful.”
He is too prescriptive. ARGs are evolving. He published this in 2005, only 4 years after The Beast. How can there even be any categories or rules. Even in 2010 it is still Wild West out there. There is no such thing as a TINAG philosophy. Even the inventors of ARGs think they should never have invented TINAG. It is not a rule that people have to follow. It was an idea, and not the best one at that. And there are no shoulds in ARGs. Nobody knows enough to tell other people what they should do. Doing this would stifle creativity and evolution way too early!
He knows all this (see p. 191), I think, just has an inaccurate writing style.
66f
From Meadows, Mark Stephen ~ Pause & Effect: The Art of Interactive Narrative
“Meadows: What was the interaction between the authors – you guys – and the readers, or players? Was there an instance when you didn’t know what the outcome would be but had to keep writing anyway?
[Elan] Lee: Oh, definitely. There was one puzzle where there was no answer. We had no idea how it was going to resolve. There was an artificial character that thrived on nightmares and was born in a psychological institute that had become so addicted to nightmares, it was looking for what scared people the most. See, it had to generate more nightmares to feed itself. We opened up the doors to the players and wrote out a distress call: “Help me” came from a character that the players liked who Loki had overwhelmed, but we didn’t know what the response would be. We wanted to leave it to the players to come up with something creative. They wanted to find a way to trap Loki and put out bait and destroy him, so they all got together – thousands of people – and they made a dream database and put all of their own nightmares into this database (it was beautiful to see them all work together like that), so we directed Loki toward the site and there he died. We created the animation sequence of Loki living though one line of everyone’s nightmare and phrased it in a way that read from everyone’s paragraph, but it was a single series of a total, truly nightmarish experience.
Meadows: That’s a pretty unique form of authorship that gives a lot of control to readers.
Lee: Oh yeah. The players felt totally in control and totally powerful, so the game was changing the story based on their specific writing.”
71-92
“Chapter 6: ARG Pre-History”
Lots of precursors.
Categorises Ong’s Hat: Incunabula as the first ARG.
100
The Beast’s alleged budged was USD 1,000,000.
The same goes for I Love Bees’ budget.
105-117
History of Majestic.
Most details I have found so far.
112
“[...] EA [...] announced it would be offering a retail CD-ROM version of the game in November 2001, containing the introduction and the first four episodes for $39.99.” So it was not a flatrate fee for the online experience, but a last attempt to repackage what already existed.
191
“Currently, this whole genre is really still in its infancy. I liken where things are now with television in the early 1950s.”
342-377
Self-promotional EA called Errant Memories. Made for ARG newbies to read through and understand what an ARG is.
Kim, John H
2004
Immersive Story: A View of Role-Played Drama
in
Montola, Markus
Stenros, Jaako
Beyond Role and Play: Tools, Toys and Theory for Harnessing the Imagination (16.11.2010)
32
Definition-story:
“In books and film – what I call “static media” – the author creates a product in a fixed physical form that is later viewed by an audience. The author creates the work in relative isolation from the reader, and the reader views it without direct contact with the author. In the formalist view of theorists like Tzvetan Todorov and Gérard Genette, there are two parts to this work: story and discourse (Martin 1986, 100–102). A story is the imaginary sequence of events involving the characters and the setting. It is a mental construct within the imagination of a person, i.e. a picture in the mind’s eye of what is happening. A discourse is the expression of that story: words and images which attempt to represent the events. The story begins in the mind of the author, and is then expressed into a discourse which is contained in the medium. By viewing this medium, the reader then forms a mental construct of that story within her own mind.”

Lee, Elan
27.07.2010
The “Rolling Stone” Interview, Part II (13.11.2010)
“We actually built an A.I. fighting game for the Xbox, a racing game for the Xbox, and a gladiatorial combat game for the Xbox. And the problem with all those games was that an audience isn’t going to know how those fit together. They’re not gonna understand how the characters kind of move from one game, to the next game, to the next, especially with a franchise where some of them may not have even seen the movie.
So we thought, what we really need is just kind of like, the glue between those properties. So we thought, what if we built a game that didn’t actually live on any platform, it just sorta lived everywhere. And characters could call you, and characters could send you email, and the characters that you saw in one game could hop out of that game into the real world for a while, and you’d play along with them. And then they’d hop into the next game, and that’s episode two. Episode three they’re gonna hop back out into the real world, play with you, and then episode four they jump into the next Xbox game. So we built that, and we called it The Beast, because we didn’t know what else to call it and we thought it would be cool.”
“Then we saw the movie A.I., and… I don’t know if you’ve seen the movie A.I., but umm, you don’t exactly… It’s a movie about a fake boy who really wants the love of his mom and would do anything to be real, but at the end we realize he can’t actually be real and his heart is broken and he’s buried at the bottom of the sea forever… No one walks out of that movie thinking, ‘Oh, I can’t wait to play the Xbox game!’ right? You’re screwed. So me and my team walked out of the movie and just thought, ‘Oh, we’re so f**ked!’ We have nothing.
So we went back to Redmond and we canceled all the games. We just killed them that day cause we thought, ‘We have no chance, no one’s gonna buy these things.’ But as we’re slashing these games, we kinda realize ‘But that other thing, the glue, that’s still kinda cool. That actually has emotional resonance, and actually fits in really well with the movie, because it’s all about people’s real lives. And their passions and their hatreds and their conflict, and, it’s just gritty and real and awesome.’ And so we thought, ‘Well, we own the rights anyway, so let’s just release that, even though it’s not promoting any of our games.’ Even though it’s not carrying characters from one piece to the next. We built it anyway, so we might as well just launch it. And so we did. And it wasn’t meant to be promotion for the movie… it was meant as a clue for these other Xbox games, which no longer existed. So we had no agenda. I mean, absolutely no agenda.”
Lee, Elan
08.08.2007
LIFE – If You’re Bored You’re Doing it Wrong (13.11.2010)
Lee explains EDOC Laundry.
Eliashberg, Jehoshua
Swami, Sanjeev
Weinberg, Charles B.
Wierenga, Berend
2009
Evolutionary approach to the development of decision support systems in the movie industry
They built SilverScreener in cooperation with Pathé. It’s an evolutionary decision support system (DSS) for the motion picture industry.
They designed it in several steps: they started small (1 screen) and made it bigger with time (multi-screen and then lots of side constraints).
They stress the importance of gaining the trust of the management and of not overwhelming them straight away.
1
It “was designed to assist exhibition executives in movie scheduling.”
Eliashberg, Jehoshua
Hui, Sam K.
Zhang, Z. John
2007
From Story Line to Box Office: A New Approach for Green-Lighting Movie Scripts
881
The argue the green-lighting process of movie studios is based too much on “guesswork based on experts’ experience and intuitions.”
“we propose a new approach to help studios evaluate scripts that will then lead to more profitable green-lighting decisions. Our approach combines screenwriting domain knowledge, natural-language processing techniques, and statistical learning methods to forecast a movie’s return on investment (ROI) based only on textual information available in movie scripts.”
891f
“One may argue that the premise underlying our approach is formulaic script writing, which in turn may lead to a potential narrowing of the new product-development process, leading to unmet demand. We would like to point out that rather than coming out with a set of rigid rules to follow, our approach will only suggest the structural regularities that a successful script generally possesses. We believe that there is room for creativity within the structural regularities.”
Thompson, Kristin
2007
The Frodo Franchise: The Lord of the Rings and Modern Hollywood
The 3-film-version budget was USD 270m at first. When the first film was a success it was raised and ended up at roughly USD 330m.
4
“People use the term “franchise” rather loosely in relation to films.”
84
“Film historian David Bordwell has suggested that modern cinema has developed an approach called “worldbuilding,” where filmmakers aim to create “a rich, fully furnished ambience for the action.” He traces the trend back to 2001: A Space Odyssey (1968), with its futuristic real brand-name props and its depiction of the mundane logistics of jogging or losing a pen in a weightless environment. Alien (1979) took the idea further by depicting meals and equipment malfunctions in an aging, grungy spaceship. Blade Runner (1982), All the President’s Men (1976), and Gladiator (2000) all share a propensity to jam settings with detail, all to create authenticity, fantastical or historical.” See Bordwell, David; The Way Hollywood Tells It; 2006; pp. 58-59.
89
Jackson’s approval was necessary for voice actors who would be dubbing the Spanish version. He wanted audition tapes for every single major voice. “Multiply that time by the number of languages into which Rings was dubbed, and it becomes apparent that Jackson took great pains to make sure that all aspects of the film fit together seamlessly.” -> coordination! He’s an entarch!
90
“the film would follow Tolkien in treating the story as history rather than fantasy.”
91
“When [Hobbits} interacted with other races, the sets, props and costumes had to be built at two different scales. So thoroughly was the contrast carried through that fabric for the costumes was woven with different widths of the same thread."
"In short, almost all of the 48,000 objects made for the film were manufactured as if they were to be used in the real world, not simply to create illusions in a film."
92
"The leather-working department alone employed thirty-five people. [...] A forge was set up in Weta Workshop to make the armor and weapons.”
100
“In the age of globalization and coproduction, more and more Hollywood or Hollywood-funded films are being shot offshore, away from their producers’ watchful eyes. This may actually be a good thing for both the studios and moviegoers.” She gives quotes that there is no proof that anything the studios do (supervision, market research, test screenings) has any positive impact on a film’s chances of success. I don’t believe that.
105
“In 2002 the major studios spent $3.1 billion on print and media ads, up an astonishing half a billion dollars from the year before. And that year a trailer for a big Hollywood release cost an average of $500,000 to $1.2 million.”
113
Studios sometimes pay cable stations to run making-of docos. But normally it’s the other way round.
123
“For a journalist working in the world of infotainment, the EPK [Electronic Press Kit] is a god-send. You know only what the publicists want you to know, but you know enough to appear well-informed. You can cover the film as if it were news, illustrating your piece with images and footage, all the while hitting the notes that the marketers want hit.”
125
At press junkets: “We might think that a studio publicity department would want more variety, to keep spectators interested while following such coverage. The studio’s goal, however, is to link each main character, each major plot line, and other important components of the film to one or two simple concepts that will “brand” the film and help it float above the clutter of competing publicity. Diversity of coverage matters less than keeping journalists on topic.”
141
“In many cases, the much-vaunted synergy that was supposed to develop among the components of large media conglomerates in the 1990s didn’t meet expectations, but Paddison managed to make alliances within AOL Time Warner work for Rings.”
174-176
Fanfiction terms:
184
RL = real life (on fan websites and lists)
193
“Zaentz may make more money on Rings than anyone else. Apart from his rumored 5 percent of gross international box office, he retained the hundreds of Tolkien-related trademarks that he had acquired in the 1970s and simply licensed New Line to license other companies to manufacture merchandise.” Oh seriously, world!?
194
“When a film company licenses another firm to make ancillary products, the studio puts together a style guide so that the products and packaging can have a uniform look. even though dozens or even hundreds of different firms might be creating those ancillaries.”
“A style guide was created for each of Rings‘ three parts.”
195
“Rings was its [Decipher's] second RPG, and the firm obtained licenses to use characters, places, and situations from both Tolkien’s novel and Jackson’s film.” That’s how spread the IP is. Seriously, world!?
196
“Proposed [RPG] products were run past the filmmakers, though they were not always allowed much input on whether a product was sufficiently dignified.” That’s not EA.
197
“The continued market for such merchandise more than two years after the release of Return reflects the durability of the franchise.”
“the action figures were based on facial or even body scans, and the actors had right of approval on them and on other products derived from such scans. Since these scans involved the actors’ direct participation, their contracts specified royalties on the sales of such products.”
198
“One report put the profit [!] on the [touring Te Papa LotR] exhibition at a million dollars, though how that amount was divided up is unknown.”
204
“In the late 1990s, getting consumers to stop renting VHS tapes became a major goal of the industry, and the studios noticed that buyers favored franchise films over single features.”
205
“Sales costs [of VHS] were high, so people primarily rented movies and owned only the programs they taped off air. Laser discs were introduced in 1978 but never caught on widely. They were big (twelve inches across), they were expensive, they were recorded on both sides and had to be turned over, and they were not recordable.
206
“In 1993 the laser disc format was in its brief heyday.”
215
“In true franchise fashion, the various DVD versions promoted the theatrical runs of subsequent parts of the film.” Nothing bad about this, but it’s a pure business decision. It’s got nothing to do with providing a better experience for consumers.
216
“All along Jackson insisted that the longer versions were not “director’s cuts.” The theatrical versions, he said, were the director’s cuts. The new ones were “extended editions.””
219
“For a long time videotapes had cost in the range of $70 and up, and most people chose instead to rent them.”
222
“The year 2002 was also when total spending on home-video sales and rentals surpassed gross theatrical income for the first time.”
224
“how can the [video] games continue indefinitely? Stories that are part of franchises need to go beyond the limits of the movies, so the problem is to find new narrative material to develop. In expanding Rings, the games’ designers chose to emphasize not the Ring, but the continent of Middle-earth, the races that inhabit it, and the battles in which they participate. The fourth game’s title, “The Battle for Middle-earth,” signals that approach.”
226
“Clearly the film industry remains far larger [than the video game industry] and will be winning this “race” for a long time.” She dismantles the myth that the video game industry is larger than the film industry. Only if you add up game and game console sales, and only if you compare that with theatrical revenues. If you compare just games with the entire income of the film industry across all windows, then it’s USD 6.2bn to USD 45bn (2004 figures).
“The ten bestselling video games for 2003 were all sequels or film adaptations.”
227f
“(The Pokemon film series is often listed as a video game adaptation, but the franchise began as a TV series.)” Is that true? Didn’t Jesse Schell write the opposite?
234
In October 200, “the trade press reported that EA had acquired the film-based Rings game rights from New Line. [The book-based game rights had already been sold. Seriously, what?!] The negotiations between the two firms did not involve Jackson or any of the filmmakers, already a year into principal photography.”
237
“Skaggs calls this double-duty use of publicity “the whole franchise effect”: “All the marketing and advertising and everything hits for the films, and people walk into the store, Best Buy or something, and they go, ‘Oh, look, there’s the thing I just saw advertised a thousand times on TV or in the movies. Wow, I want it!’””
245
“Places rather than plot offer the main thread for extending the franchise in the games.”
247
“As before, the games put the emphasis on Middle-earth, with minimal links to the plot of the film.”
248
“Games makers became more cautious about licensing summer blockbusters. They wanted, according to Variety, “major franchises that have a potential life far beyond that of a film release.””
“Now the “Matrix” games had much greater participation from the directors. But in terms of asset usage or reusage, I would say that “The Lord of the Rings” is second to none.” Quotes Neil Young.
249
““The visual grammar of games and movies is bleeding into one. Glance at a TV trailer for ‘Medal of Honor’ and you’d think it was advertising Saving Private Ryan. Play ‘Max Payne’ and you’re in Sin City.”
250
“Viewers sometimes wonder whether the anticipation that Rings would spawn video games influenced the filmmakers’ design or staging decisions. According to Jackson, it did not, and stunt masters Maxwell and James have echoed that claim.”
252
“By the spring of 2005, “Enter the Matrix” had sold nearly six million copies internationally. It had set the bar for directors participating in games based on their movies. The Wachowskis, by then two very rich men, were working on “The Matrix: Path of Neo,” incorporating footage from all three films”
253
“as EA went on expanding Middle-earth without him, Jackson stepped into an era when directors can control far more of a franchise than the film at its center.”
257
“In the film industry, “independent” chiefly refers to the way a film is financed and distributed. A major studio has its own production budget and the ability to draw upon investments and loans to fund its films. It owns overseas branches that release and publicize its product. By contrast, an independent company typically raises a substantial portion of a film’s budget by preselling the local distribution rights to firms in foreign countries.”
283
Definition Wellywood:
Wellington-Hollywood
291
Jackson owns part or all of the following companies:
300
Definition runaway production:
“‘I would say a runaway production would be a picture that’s set in New York or Chicago or Los Angeles—or the United States—that was done over in a different country because it was cheaper to do over there.’” Quotes Barrie Osborne.
“Where runaway productions go often depends on a combination of finding suitable locations for the particular film at hand, a favorable exchange rate, a pool of skilled, often nonunion labor, a cooperative government bureaucracy, and, ideally, some sort of governmental financial incentive.”
330
“For the first time since World War I, Hollywood is having to struggle to maintain its place as the Mecca of the filmmaking world.” www.ceidr.org/CEIDR_News_3.pdf
Barrie Osborne: “‘Right now the U.S. has a hold on the center of the financial organization of movies, and once you chase away the advantage of putting a movie together in L.A. away from the U.S., you’ve really lost the game, I think.’”
“Jonathan Wolf, of the American Film Market, declares, “The studios produce only so that they can continue to distribute. They’d get out of the production business tomorrow if they were guaranteed a steady flow of product.” With the spread of filmmaking centers, that steady product flow might well come from abroad. Perhaps the Los Angeles area eventually will be more centered on financing and distributing films than on physically making them. As Rings shows, an epic film not only can be made more cheaply abroad, but even, in the right circumstances, can be made better.”
331
“By now it should be clear that film franchises are not simply a sign that Hollywood’s creative well has run dry. Franchises are a deliberate economic strategy aimed at maximizing the monetary worth of a studio’s intellectual property.”
“Some might claim that the modern franchise film is so commercialized that it blends into a mishmash of branded products and ceases to have a distinct cultural identity. I don’t think there is any reason to believe this. The film is the center of the franchise, the product without which the others could not exist. Modern media culture has hardly confused us so much that we can’t distinguish the movie from the products that surround it.”
-> Entarch will change that!
“Another, more serious claim has been that globalization and the domination of world screens by big-budget Hollywood movies increasingly stifle diversity of filmmaking and homogenize what audiences have available to see. One can always find evidence to bolster such a belief, but one can equally find evidence to refute it—suggesting that the truth lies somewhere in between.”
Australian Government
2010
Franchising Code of Conduct
Australian law concerning Franchising.