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Designing the New!
Narratives !
Adam Sigel !
Cutbait Productions !
#PixelLab!
@powertothepixel!
The Ultimate Dinner Party
Experience
Experimentation
Release of
Control
Designing the New Narratives !
Designing the New Narratives
Have you ever been Experienced?
From Spectacle to Story
Had to evolve the film experience
Convergence – What’s old is new again
Additional
dialogue
Advertise
movies
Trivia about
Actors 
Movie Star
is born
Subjective Identification -
Expand the first part of
the story of “Psycho”
Feelings of empathy -
Anxiety, Chaos, Guilt, 
Suspense and Tension -
Building up the moment
and then the release
Hitchcock - The Classic Auteur
The scene that shocked the world and ruined
the shower forever.
Rules of Engagement: How Hitchcock made
“Psycho” into a multiplatform experience 
Deal with impact of TV
Make it an event - reason
to come to theater.
Change behavior — Watch
from the beginning
Rules of Engagement: How Hitchcock made
“Psycho” into an multiplatform experience
Early activities - Books,
Oaths 
Rules on how the movie
would be screened
Security on hand to
prevent riots 
Hitchcock audio recordings
played in the lobby 
The first Blockbuster
Rules of Engagement: How Hitchcock made
“Psycho” into a multiplatform experience
Innovation Born of Idiocracy
The revolution will be an accident
Innovation Born of Idiocracy
The revolution will be an accident
$31 M in 10 days
Over $50 M total
Sony’s #1 online
release of all time
Studios are
changing how they
release films
(mostly Indies)
“That a tale shall accomplish something and arrive
somewhere”
- Mark Twain
Audience Engagement 
Art is wedded to
engagement 
Guided by user
behavior
Levels of engagement
Welcome to the Convergence
Telecommunication has gone from scarcity to
limitless abundance. 
Audience interactivity morphs the passive
audience into an engaged audience.
Colin R. Blackman
Audience Engagement 
Creatives have an
opportunity to explore
and continue creating
Guided by user behavior
Make it an event
Levels of Engagement
Three Levels:
Passive -
Traditional
Casual - Minor
Commitment
Active - Story
comes to Life
Audience Engagement
Passive Engagement – The World & Genre
Audience Engagement
Traditional marketing
with community
management
Assets created to
promote central
component.
“In space no one can
hear you scream.”
Casual Engagement - Minor Commitment 
Audience Engagement
Games & Apps go
beyond central storylines
Interface requires some
participation
Parallel, mirrors,
expands story of the
main component
Active Engagement – Story comes to life
UGC, ARG, LARP 
Real World & Virtual 
Major Release of
control
As participation
requirement increases,
number of participants
decreases
Audience Engagement
Examining Engagement
Aesthetic
And
Integration
Looking Inside
Narrative Aesthetic
… In a language embellished with each kind of artistic
ornament, the several kinds being found in separate
parts of the play; in the form of action, not of narrative…
Must have six parts,
which determine its
quality
Plot
Characters
Diction
Thought
Spectacle
Melody 
Aristotle
Narrative Aesthetic
Important part of gameplay
Creates sense of immersion
Can over-complicate and deter users
Fragmentation
Narrative Aesthetic
Generative
User Generated
Content is king
Dynamic – Time is
part of the story
Responsive – Like a
Meme
Gives authorship to
the audience
The Culture of Participation
“Fans are the most active
segment of the media
audience, ones that refuse
to simply accept what they
are given, but rather insists
on the right to become full
participants.” 
Henry Jenkins, 
Convergence Culture
Culture of Participation
“Participatory Culture” 
by Henry Jenkins 
1. Low barriers to engage
2. Sharing
3. Training & passing of
knowledge from a mentor
4. Belief that contributions
matter
5. Social connection with
each other 
1. Call to Adventure
2. Supernatural Aid &
Threshold
3. Challenges & Help from
the Mentor
4. Revelation &
transformation
5. Atonement & Return
“The Hero’s Journey” 
by Joseph Campbell
ABOUT STORYWORLDS…
Topos - Settings
Mythos - Mythology
Ethos - Character, Themes, POV
Topos - Settings
Physical and material
landscape
Social and temporal
aspects
Technological 
STORYWORLDS
Mythos - Mythology
Backstory - What got us to this point
Timeline / Chronology - key events in history
Archetypes - Shapes how we perceive
characters
STORYWORLDS
Ethos - 
Character, Themes, POV
Morality - Codes of behavior &
ethical questions
Values - What matters to the
characters
Perspective - The Center of
Good
STORYWORLDS
Narrative Aesthetic
Narrative Aesthetic
Fractals
Fragments that
replicate the
original
Sub-plots, mirror
stories
Help reinforce
central theme and
story
Narrative Aesthetic
Facets
Fragments are parts of the
whole, distinct purpose
Franchise, may or may not
be connected
Extend world and brand
Merchandising (Monetization) -
Marketing - Community
M.M.C.!
Merchandising (aka Monetization)
The Business Model
Is it a process or a
product?
Each component is:
Unique (Content)
Complete (B-M-E)
Benefit (Value)
Merchandising (aka Monetization)
Disney: The King of Franchise
Transmedia is working when you don’t notice it
Narrative Integration
PLATFORM SELECTION
Each has its own kind of experience vectors
MOBILE WEB GAMING EXPERIENCE FILM/TV REAL WORLD/EVENTS COMMUNITY
Narrative Integration
Social media platforms have unique characteristics
Social media platforms can have context collapse
Community
The Social Proof
Fans and Followers are the new currency
ABOUT STORYWORLDS…
Topos - Settings
Physical and material landscape; Social
and temporal aspects; Technological 
Mythos - Mythology
Backstory; Timeline / Chronology; 
Archetypes
Ethos - Character, Themes, POV
Morality / Codes of behavior; Ethics &
Values - The Center of Good
Branding
Finding the “Trans”
Madison Avenue
developed many of
the tricks —
Marketing has always been part of the story
Building Your Brand
Brand as an account
Deposits and
Withdraws
The Brand Account - Star Wars
What is point?
If you want to
send a
message, try
Western Union.
Frank Capra
GET TO THE CORE
GET TO THE CORE
The Strategy is the road map
The Core is the driver of your story
Strategy Defined:
A plan of action designed
to achieve a particular goal.
A media plan defines the
roll-out strategy.
Driving platform and
evolution of experience.
Always remember your
CORE.
PLAN OF ATTACK
A strategy to do what?
How to break the Internet?
What is point?
If you want to
send a
message, try
Western Union.
Frank Capra
Thank You
@cutbait
The Medium is the Message
Audience Engagement
The Four E’s
Experience
Everywhere
Exchange
Evangelize
Designing Narratives
Have you ever been Experienced?
Viewers are
now users
Complex
Engagement 
Release Control
Designing Narratives
Here, There, Everywhere
Users want to
access content
when and where
they want.
Each component is
complete
Users control
amount consumed
Designing Narratives
Exchange = Engagement
Prizes (contest) 
Causes (feel good)
Status (scarcity) 
Fun (it’s fun)
Value proposition
Designing Narratives
Spreading the Word
What makes
something viral?
Users will promote
what are invested
in.
Community
building
Touch points are how we engage with the world
Finding them is not a science 
Narrative Integration
PLATFORM SELECTION
Each has its own kind of experience vectors
MOBILE WEB GAMING CORE EXPERIENCE FILM/TV REAL WORLD/EVENTS COMMUNITY
Narrative Integration
I	
  doc	
  examples	
  
http://www.invisiblepictureshow.com/	
  
http://www.48hourgames.com/	
  
Serous	
  games	
  –	
  Paper’s	
  please	
  
http://www.slate.com/blogs/future_tense/2013/08/23/
papers_please_serious_video_game_raises_tricky_moral_questions.html	
  
Community	
  Building	
  /	
  Engagement	
  
https://www.youtube.com/watch?v=fW8amMCVAJQ	
  
http://www.participantmedia.com/	
  
http://www.bokabuddies.co.za/wordpress/archives/1564	
  
MIT	
  doc	
  
http://docubase.mit.edu/	
  

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