Thursday, October 1, 2009

ValemontU - The World, The Story, The Experience

Valemont is the university to enroll in. ValemontU is about you.

So what are you waiting for? :)
1. Enroll and explore Valemont University (ValemontU & ValemontU's Facebook ).

2. Get to know the students by:
a. Following & interacting with them on Twitter (Some of the more popular: @so_fields, @PoppyBarker, @PntheraHseLeo, @gabri3lr, @queen_beatrice).

b. Engage them at the student 'fan' forum (Valemont Commons).

c. Read student blogs (i.e. Poppy Barker).

d. Listen to student playlists (Music & Tones @ Verizon).
3. Find out more about @valemontsux.

4. Learn more about the mysterious "Watchers" (@jeanduprat, @SpecolaV, & @GigalRefaim).

5. Read up on some of the speculation @ the secretive "Valemont University Study Group" on Facebook.

6. Start investigating the mystery (Detective Loomis).

Valemont is getting noticed. Even MTV is on campus & they are taking 'reality' shows to a whole new level by following the life & experience of one of the 'students'. Check out MTV's coverage at Valemont University below (pretty cool!):

Episode 1 - Family Reunion



Episode 2 - Back to School

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Friday, January 2, 2009

Geoblocking Revisited

I came across an interesting article by Daisy Whitney "International Market a Growing Opportunity for Web Series". In the article, she wrote:

"The international distribution strategy for “Gemini Division” underscores a growing opportunity for Web producers. Licensing a Web show to a foreign country is an additional revenue stream for ad-supported shows—and it’s often the one that helps them turn a profit."
The majority of her article explained out the reasoning behind this point though she did add the caveat that international windowing wasn't for everyone with the following illustration :
When producer-actor Felicia Day partnered with Microsoft-Xbox last month to sponsor her Web show “The Guild,” the deal called for distribution in Xbox regions worldwide with the show subtitled in eight languages.

'The Internet is global. Why treat it like old media?' she (Felicia Day) asked. 'If someone from France can click and read the text on your site, why lock them from the video?'

“The Internet is global. Why treat it like old media?”
Though the illustration was a side note to Daisy Whitney's main point, I thought that Felicia Day's question was an interesting one to examine. I too would love to see global release of new media.

However, I don't think the question does the issue justice. Particularly so because geoblocking appears to closely parallel DVD region coding which also:

1) Targets a global audience and,
2) The primary reason for limiting DVD release by region was return on investment.
One could ask the question, "DVD players are global, why treat them like old media by limiting them according to region?" (I Love DVD has an informative article on DVD region coding.)

I think tiered international release (Geoblocking) does ultimately boil down to return on investment as well as philosophy. However, with new media there is a significant new element over and against DVD distribution and region coding. That new element being that small startups can now produce and compete at a level that they couldn't in the past.

In this new playing field,

Small startups without connections to those who broker international distribution rights may be more likely to release globally to the web.

Larger production companies with connections and who utilize prominent actors/actresses (higher overhead), may be more likely to release in a tiered international fashion.
Ultimately, both philosophies may be able to consistently achieve profit due to the Long Tail marketability of new media. If a production company can consistently carve out a niche portion of the global international audience in a way that provides for return on investment they will succeed for the long haul.

So far Electric Farm Entertainment is doing just that.

That said, I think the Holy Grail is to come up with or work toward a method that:

1) Releases high end content globally to as large an audience as possible at the same time and,
2) Generates consistent return on investment over the long term.

Most likely there is more than one way to achieve this. Any ideas out there?

It would be interesting to further examine DVD region coding and its pros and cons in light of geoblocking (or the friendlier sounding phrase "tiered international distribution"). Anyone have any links to articles on the subject?

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Thursday, October 23, 2008

Electric Farm Entertainment and MMO's like upcoming 'Star Wars - The Old Republic'. A Good Fit?

One of the things I most value in a video game is story. Unfortunately, in my opinion, not a lot of games have a great story/storyline that invest the player in the characters, the world, and into seeing that story unfold. I think this is particularly true when it comes to MMORPG's.

Bioware sees this need and is looking to make story to be a foundational element in their upcoming MMORPG, "Star Wars: The Old Republic".

Ray Muzyka and Greg Zeschuk of Bioware describe traditional MMO’s as focusing on three primary pillars:
1) Exploration.
2) Combat.
3) Customization/progression.
Bioware looks to up the ante by making story and character and meaningful choice with consequences a fourth pillar of the genre. They believe that this fourth pillar is the context for the other three and that the story should drive the experience, leading to deeper immersion by the player. Sounds cool, particularly so because Bioware’s games usually have a great immersive storyline!



This seems to parallel what Brent Friedman said on a recent podcast we had the opportunity to participate in.

By the way, thanks go out to Co-hosts Jackie Kerr (ARGNet, Unfiction forums), Sean C. Stacey (Unfiction, Despoiler) and Jonathan Waite (ARGNet, Unfiction forums). Thanks for including us in your interview of Gemini Division executive producer and series creator Brent Friedman. For those interested, check it out at ARG Netcast. Definitely worth checking out!

Brent talked about involving and engaging viewers in the story. He talked about doing this in such a way that the story itself is influenced by the actions of the players. He also mentioned the possibility that viewers would potentially have the opportunity to be a part of content creation in an upcoming series.

The podcast at ARG Netcast and the interview from Bioware triggered the thought that Friedman's philosophy is particularly well-suited for video games, particularly MMO's. From there I developed the following proposal/possibility.

Idea Summary

EFE could produce a story set in a quality game universe like Star Wars: The Old Republic, Guild Wars, or World of Warcraft. The primary story would be standalone and released in a daily rollout in traditional EFE style (Afterworld, Gemini Division, upcoming Woke Up Dead).

As the story progressed, unique quests in the Massive Multiplayer Online game could be unlocked. These quests could reveal more about a character, or provide additional background to the story. Players would have the opportunity to interact with non player characters (NPC's), other players in player versus player combat (PVP), or even with "actors" who are officially playing the role of a character in the story (think ARG/puppetmaster and a new type of acting/ARG interaction). That could be pretty cool!

As players completed these quests and as events unfolded in the MMO, this could then in turn unlock extended video content.

Three General Viewer Categories

Consumers of this type of EFE content could be broken down into three general categories:

1)Casual viewers of the EFE story.

2)Players who want to dig deeper and really immerse themselves into the story by joining in on the parallel extended experience in the MMORPG game.

3)Gamers of the MMO who want to dig deeper into that game world, immerse themselves, customize their character, and extend their gaming experience.
Return on Investment

People could buy this at the local video game store as a unique “Extended Game experience”. These players would be able to add the “Extended Game Experience” to their in game accounts. They would have the opportunity to acquire additional quests, items, cool looking customizable gear, etc, but most importantly they would get story!

This is a value add for the game developer and for the players. It would be nice in that it would be a way to generate ROI apart from advertising. Players who purchased this extended game experience could watch the story free of ads. However, they would need to log in with their game account to do so. Multiple simultaneous logins would not be permitted and an active game account would be required to watch the content without ads.

People who wanted to just watch the story could do so with ads and without any type of login. (Though, ideally the ads would not be overloaded! :). For these people the story actually becomes advertising for the MMO.

Central Portal Site

The portal site would have a lot of quality themed graphics, sound, and music to work with already in place. This would be an ambitious project requiring the MMORPG game company and Electric Farm Entertainment to work together. However, both would have a vested interest in making it work and making it cool!

Conclusion


Oh, and by the way, Mr. Friedman. This just can’t be done! :P (For context listen to ARG Netcast's podcast with Brent Friedman).

As far as upcoming MMO’s go, “Guild Wars 2” (no monthly fee required) and “Star Wars: The Old Republic” could be nice settings to tell some cool stories. The stories wouldn’t necessarily need to be limited to the MMO present, but could tell stories of the past and of the future. Some very cool and interesting possibilities!

P.S. As an aside I found Gordon Mattey's latest entry an interesting supplement to this article. Particularly the "1000 true fans" article that he linked to.

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Thursday, October 16, 2008

Brent Friedman to discuss Gemini Division EE


Afterworld and Gemini Division executive producer and series greator Brent Friedman will be a guest on the October 20th ARGNet podcast discussing the Enhanced Experience [EE] for Gemini Division, the growth of Electric Farm Entertainment's Alternate Reality Games from the Afterworld ARG through Gemini's EE and onward as new properties are released.

We'd like to thank ARGNet co-hosts Sean C. Stacey (Unfiction, Despoiler) and Jonathan Waite (ARGNet, Unfiction) and their panel [ Marie Lamb (ARGNet, Unfiction) and Michelle Senderhauf (ARGNet, varin.org)] for inviting both Tim and me to participate in the podcast.

We are looking forward to asking Mr. Friedman about the development process of the Gemini EE and his view on the the differences between an ARG and an EE as the evolution of EFE interactive experiences from AW thru upcoming projects. I am specifially curious about Brent's views on the future of ARG as it it combined with immersive entertainment and how he views the integration of immersive elements such as Hotel 626 in conjunction with web based series.

A little love to the folks over at ARGNet, Despoiler, and UnFiction , and Varin for including us; To listen live or participate in the chat (and maybe have your question answered by Mr. Friedman) visit the link posted below on Monday, October 20 at 5:30 PM Pacific Time:

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Monday, September 1, 2008

NBC Mishandles Gemini Division: Ad Overload

In my post, “Gemini Division Preview” I said that even if I had a way to remove the integrated ads, I wouldn't want to. Not so with NBC's abuse of banner ads.

Upon page load, NBC’s Gemini Division site begins the ad bombardment onslaught.

There are more ads for Intel than there appears to be Gemini Division content. At the top of the page is a large Intel banner ad. To the right, there is the same large intel ad. In the middle of the screen an Intel pre-roll ad commences. And, if you missed it, to the right of the title Gemini Division is another “powered by intel ad”.



NBC redefines the concept of banner ad and takes it to a whole new level. Here, NBC takes Gemini Division, the supposed content of the site, and features it much less prominently than Intel. Gemini Division becomes the “banner ad” for the content that is Intel. In fact, Intel is featured more prominently at geminidivision.com than it is even at Intel’s own website.

This further evidences that NBC still doesn’t understand: today’s viewer, new media content, ad integration, Electric Farm Entertainment, or the companies who buy ads.

NBC needs to learn to listen, adapt, and change, or they will lose out. For instance, Electric Farm Entertainment could have made money by including car/battery ads alongside AW, however they chose not too as it would have taken away from that content as Brent Friedman explained in the video “How to Monetize Web Video”.

Likewise, EFE may make money by selling distribution rights to NBC, but when doing so negates the ad integration concept that EFE was trying to accomplish in the first place, it isn’t worth it. NBC’s mishandling of Gemini Division negatively affects that content and I don’t think Electric Farm Entertainment will take this lightly.

On a positive note, this may be one case where geoblocking (though still a practice to be avoided when possible) works to the advantage of those who have to wait. International customer's may actually get a better experience than US early adopters. Sony would do well to learn from NBC's faltering blunders(i.e. don't brand ARG components, don't mislabel recap video segments as viral, don't preroll ads with ad integrated content, make sure basic html links work, etc., etc., etc., ).

So far it appears that Electric Farm Entertainment was much better off when NBC wasn’t a part of the picture. For instance, consider Afterworld’s main portal site.



Here, the content receives the focus and the ads do not disrupt it.

Not so with NBC. In addition to what has already been pointed out, NBC’s pre-roll ads for 3-5 minute of content is beyond overkill, particularly so when the content has already been ad integrated, especially so considering that viewers have options, and even more so when there is a growing resistance to blatant ad practices.

Ad branding and advertisement in general should be subtle, it should add to the content, it should not take away from that content, and it definitely should not be featured more prominently than the content itself!

[Update: 10/14/08 - [The below is no longer recommended. It appears that NBC has tightened up their ad enforcement and I don't think you can double-click the video anymore to get it to start. (This article must have caught their attention I guess).]

For those viewers who want to watch Gemini Division the way it was meant to be watched by Electric Farm Entertainment, you may want to add the following line at the end of your “hosts” file located at c:\windows\system32\drivers\etc\hosts.

127.0.0.1 ad.doubleclick.net

Then you can view Gemini Division like this:



Without the protection of that little line, NBC’s site makes me feel as if Intel has been painfully seared/branded into my ethos, into my being.

When you are at NBC’s streaming site, this line does cause the following to appear. “We are having trouble connecting to our server. If you have any ad blocking software running please disable it.”

If you see that, just double-click the video you want (this starts up the video), and advance the progress bar just a little bit. Then you can watch NBC content without pre-roll or banner ads.

I am enjoying Gemini Division in spite of NBC’s disconnect. Unfortunately again it is in such a way that I fly under the radar, without being noticed by NBC. It appears that once again, NBC can’t gauge or account for the new consumer, or the new viewer. Hopefully this will change.

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Saturday, August 30, 2008

Gemini Division, NBC, and Alternate Reality Gaming and Viral Marketing gone wrong.

Wednesday, August 27th saw the release of the alternate reality game and immersive interaction content for Gemini Division, the new online-only series distributed by NBC Universal Digital Studios. Entertainment bloggers/reporters, fans, and entire ARG communities have been eagerly awaiting this release as this series is the first web only property produced by a Hollywood studio and distributed by a major network. With a production budget of just over $2 million dollars Gemini has received favorable reviews and is a smart, well filmed vehicle featuring an all star cast headed by Rosario Dawson.

In the media preview, series creator and Executive Producer Brent Friedman discussed the ARG portion of Gemini. NBC’s alternate reality immersive experience would be led by the creator of the Heroes ARG. Viewers who participated would join Rosario's character, NYPD Detective Anna Diaz, in becoming Gemini Division agents; sometimes researching for Anna, and sometimes working alongside her on missions. This was exciting news. In another first of its kind, this alternate reality type of game would provide what sounded like the first run of active immersive content in combination with a live, Hollywood created web/mobile series


In the Prime Time for Change post on July 26th we discussed the "corporate viewpoint" to illustrate the challenges facing both traditional broadcasters and program viewers as entertainment media corporations attempt to leverage the internet to increase their market share The concerns about corporate cultural impact were realized this week. With the premiere of Gemini Division on NBC.com viewers are able to sign up to participate in additional content, including text messages. This was to drive the alternate reality game that was to accompany the series.

In the Prime Time For Change articles, Looking Beyond the Box and Through Someone Else’s Eyes, both written in July, two primary points of concern were stated:

1) There is a disconnect between the ‘corporate think’ of primetime networks and the viewers who watch their content.

2) Major corporations don’t understand how to look beyond the immediate need of today and as such limit their ability to provide a viable product.

As entertainment media corporations attempt to leverage the internet to increase their market share, we believe that it is vitally important for major networks to:

1) Engage in active listening.

2) Think beyond today and be committed toward the rollout of a robust product.

Here you can see our concerns as well as our hopes for the progression of new media.

This week we waited in hope that our concerns would be laid to rest and looked forward to the imminent release of the interactive experience. With the premiere of Gemini Division on NBC.com, viewers are able to sign up to participate in additional content, including text messages. This was to drive the alternate reality game that was to accompany the series.

On Wednesday participants received a text message from Gemini character Pete Vacarella, Anna Diaz's partner, titled "Gemini What?". The message follows:

"What up? Listen, I need you to check out my MySpace page: http://www.myspace.com/petevacarella. Dug up some dirt on Anna's new boyfriend, and I don't think you're gonna like it. She's in Paris with the guy right now, and when our girl gets back, I think we better knock some sense into our girl.

Later, Pete "

This was followed by the legally required unsubscribe disclaimer that is also found on the Heroes ARG emails ...a bit of normal, but vital in our overly litigious society. Based on our fan research, first impressions of the Pete Vacarella profile range from "adequate" to "good". Not over done, the profile contains character information, pictures, and blog posts structured to replicate a real world MySpace page. Some of the photos and posts establish the character background while others tie directly to Gemini Division meeting the basics of the ARG 'this is not a game' [TINAG] tenant.

Readers progressing through the blog posts, oldest to newest, reported that NBC had done an adequate job of building this alternate reality character's persona. The blog on the Character Nick Korda included passport photos and travel itineraries. When readers switched between the blog and photo albums additional information about Korda was provided, as well as a tie from a newspaper article that doesn't appear to have a direct connection to the episodes that aired thus far.

However, the last most recent blog post and the separate awkward release of two branded “viral” videos saw the burgeoning realization of our previously stated concerns. Consequently, these events are causing a considerable amount of controversy among ARG fans.

Pete’s branded/subtitle video blog entry







Fan feedback about this game component ranges from moderate disappointment to irrational fury over the series logo, "episode title", and summary. Part of the joy in alternate reality gaming, especially when it is combined as immersive content, is the TINAG, or This Is Not A Game aspect. ARG fans feel that branding invalidates the game as there is no way that the ARG player can suspend disbelief which is necessary to build an attachment to the alternate universe where character Pete Vacarella lives.

Most reference sources agree that Alternate Reality Games are interactive narratives using the real world as a platform. They nvolve multiple media and game elements with clues embedded in everyday life, the most important concepts behind the ARG are the 'archaeological storytelling' and the 'Non-hoax' or 'This is not a game [TINAG]' atmospheres. Game designers provide only portions of the story, distributed across multiple platforms, allowing players to assemble and supply the connective points and determination of meaning. By the game's lack of acknowledgement that it is a game players experience the foibles of a real-world experience; websites may either be real or game related, phone numbers or email address shown on game websites work, and the game is played real-time. Players are forced to advance through the game using their own analysis, deductive reasoning, and speculative skills.

Opinions vary greatly on the driver for "the game", though most agree that ARGs have become a tool for additional marketing of an entertainment property. An excellent example of this is the recent Dark Knight ARG where players worked through numerous websites leading up to a special six minute opening preview of the movie provided as "live coverage" on the Gotham News Network website. GNN provides a cross of real world news and DK characters in 'live' interviews driving the storyline. While players understood that they were participating in a game, the real world components made the game, and the movie, much more personal and believable. Dark Knight took the additional steps to stage live election campaign rallies in major cities and a live scavenger hunt that ended with the participants receiving one-of-a-kind swag.

While we agree that a comparison of the Dark Knight ARG and Gemini Division's is apples to oranges, the same basic gaming 'rules' apply. This can be best illustrated by a comparison of two ARGs that are similar in scope and managed by the same administration: Heroes and Gemini Division.

The Heroes experience started with the same fan sign-up at NBC. Fans who chose to participate received text messages and cell phone calls from show Characters. The kickoff ARG on MySpace also found fans logging in to view a character profile, Samantha48616e61, which directed them to her ARG blog, which provides additional links to other ARG websites as well as multiple puzzles and videos.

Here the delta between Heroes and Gemini becomes evident: While the Samantha blog has multiple videos the TINAG concept is maintained. No branding on the Heroes vids, nor is there a direct branded link back to a broadcast site. Further exacerbating this divergence are the two additional 'viral' videos also released on Gemini Division on Wednesday. Beyond the issues of the videos being labeled viral they were also preceeded by the standard generic advertisement that leads the regular series videos.












Fans were again baffled and upset that these self-titled 'viral' videos were posted on the main production website instead of being buried on the web, "to find as one would expect in an ARG". Feedback we received in our research for this article ranges from the simple, "NBC just don't get it..."[Powerdog], to the succinct, "Today we learned about how the term 'viral' can fail miserably and create apathy and distrust in viewers"[DaJackal]. What driving factors cause the Heroes game to be successful and the Gemini game to have such a poor launch?

As a long time Gary Larson fans, the Far Side cartoon of army generals hunched over a table with the caption "But gentleman, what if we had a war and everybody came!" sprang to mind as soon as we reviewed this week's NBC Universal Digital Studios release of the Gemini Division immersive content alternate reality game. The following is our updated version of that cartoon:

The Not-So-Far-Side-cartoon: "But Ladies and Gentlemen, what if we called it "Viral" and EVERYBODY watched?!
Touching back on our post of July 26th and contrasting that corporate culture against the release of this new ARG it is evident that a disconnect exists somewhere in the system. We expected to see an experience similar to Heroes and were both concerned and surprised when it was released with the issues that we've reported in this article. With the buzz importance placed on this series, the first of it's kind, allowing such an obviously controversial ARG launch is not in the best business interest of NBC. That it may be intentionally designed to create this controversy could harm more than help this fledgling form of entertainment as fan apathy for the game may be taken as apathy for the program content.

We encourage everyone, even the apathetic, to continue the Gemini experience. It may be that a disaffected employee wanted to harm the show, or possibly mutant deaf ninja hacker penguins broke the ARG ...whatever disappointment you experienced this week give it a little longer; remember, this series is the first of it's kind and there are bound to be oppses.

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Monday, August 25, 2008

Geoblocking, Sony, Gemini Division, and You

Geoblocking or at least the concept of it is nothing new though it is becoming more prevalent. Video streaming and the Olympics made this abundantly clear. Jack Kapica of Globe Technology online wrote,
"If the Internet represents instant global communications, watching the Olympics online is still based on a pre-Internet mindset. Yes, you can watch the Olympics in streaming video, but you can do so only from a very limited number of sources, each chosen by geography."
I agree with Jack Kapica's statement. The broadcast of TV and new media content is still utilizing a pre-Internet mindset in many ways and there is definitely room for change. It appears that there is both a growing implementation of geoblocking as well as discontent over its use.

For the Olympics it was all about protecting and maximizing ad revenue and this is one of the central issues in the matter. It does ultimately come down to money and companies like Sony appear to be convinced that they can make more money with a pre-internet mindset than without. So far they haven't been shown different.

While geoblocking or geodistribution can be generalized as being about return on investment or even more succinctly as being about money, it is more complex than it appears to be on the surface. This is particularly so with the distribution of multi-platform content.

For those of us who like the Final Fantasy video game franchise, we still have to wait for each release. The games are released in Japan first and then separately to other territories, the upcoming release in 2009 being no exception.

It is important to keep in mind that multi-platform content is not just digital, web distributed video and it encompasses more than a video game. Instead, it also consists of alternate reality gaming websites, graphic novels, mobile and ARG interaction, etc. This content spans mediums and technologies and therefore is much more complex to distribute than a game like Final Fantasy. It has more moving pieces, involves different technologies, and may even feature a video game as part of the content.

That being said, I don't think we can fault producers like Electric Farm Entertainment from seeking to push the new media edge and make a profit in doing so. When there are companies like Sony who offer big money for international distribution rights, production companies will continue to sell distribution rights to them. Even if we put that aside, production companies simply don't have the distribution clout and resources needed to distribute multi-platform content globally. At the moment they still need larger companies like Sony.

The distribution plan for Gemini Division is as follows: Electric Farm Entertainment is the main content producer for Gemini Division, NBC has purchased the rights to distribute in the US, and Sony has the international distribution rights as detailed in this press release. Gemini Division is currently being released in the US and should be released to other territories pretty quickly (Sony did pretty well in distributing Afterworld globally last year). Sony realizes that there is money to be made in distributing good content to a global audience and they are willing to put up money to do so.

I do think that we should be using the Internet to move towards a global community and not to build more walls through geoblocking and territory release of content as mentioned by Modern Geekery. However, I believe that this will require new thinking, new infrastructure, and innovative ideas. We need to rethink how to do media in a digital media age.

I don't think that the current divide is the result of erecting new walls, but instead I think the structure we see today is built upon the walls of yesterday. Further, I think these walls exist due to real world distribution capacity and matters of scale, particularly when it comes to translating and adapting multiplatform content to other territories. For change to happen I think we need a competitive alternative to drive and bring about change.

For instance, consider traditional broadcast TV. What worked in the past, isn't working like it used to. The traditional ad arrangement, where broadcast tv provided free tv and the viewer watched their ads is breaking down. Vcrs, DVD's, DVR's, cable, satelite, Netflix, etc have changed the landscape. This competition is driving broadcast networks to emphasize new ways of doing media (albeit sometimes slowly). Advertising is shifting increasingly away from tv and moving toward online markets. They are beginning to change because there are competitive alternatives.

Another good example is Blockbuster and the local video store in comparison to Netflix. We used to have to go to the store for our movies and we used to have to pay late fees for them. If it wasn't for a competitive alternative this would still be the case. However, Netflix acquired distribution channels and capacity and leveraged the internet to change the landscape dramatically. Amazon in response ended up trying to start up a similar online service, but it simply hasn't been able to keep pace with Netflix.

We need the "Netflix of multi-platform content distribution" to shake up "Sony-type Blockbuster's". Sony may want to consider taking the initiative before someone else does it for them. Hopefully they see this need and are already making steps toward change. It is a prime time.

We also need shows like Gemini Division and companies like Electric Farm Entertainment to push the edge and to create new content as well as to make a profit (which they have already accomplished with Gemini Division and Afterworld). It is a particularly important time not to "shoot the messenger" and not to cut out production companies who are trying to bring us new media.

It is a transitional time and unfortunately sometimes we have to wait. Perhaps while we do, someone will start up the "NetFlix of multi-platform distributed content". Maybe it will be you!

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Saturday, August 16, 2008

Gemini Division Preview

I was privileged to be invited to a prescreening of Gemini Division both as a fan and to represent the blog Prime Time For Change. What an exciting and novel experience. Electric Farm truly does emulate the best of what we write about here. While there are other factors that contributed to starting up this blog, the number one influence is Electric Farm Entertainment (EFE). They are truly pioneering the way to rethink media in a digital media age.

First off, we (the invited participants) were treated with the opportunity to view the first two episodes of Gemini Division. I must say, I was very pleased with what I saw. The first two episodes were a stark contrast to the trailer. The trailer felt disconnected (to me at least). However, with the episodes there was an almost immediate emotional connection. Anna (Rosario Dawson) shares who she is and holds nothing back. Wrapped up in this are her emotions and the events that stir them up.

She pours out her heart on her PDA and it is just like she is talking to you personally. The episodes appear to be a video diary of sorts shared with a very close friend who she absolutely trusts. Over time we will find out more about the person that Anna is talking too. It would be interesting if Electric Farm Entertainment tied us into the story and revealed how we (the viewer) happened to stumble upon someone else’s very personal mail.

It was interesting to see EFE seamlessly incorporate brand ads into the content. Even if I had something to selectively filter out the brands, I wouldn't want to. It really added to the show and made it that much more real. Rather than interrupting the viewing experience, it actually added realism and immersion to the show. Very nice. A pleasant experience.

After the videos, we (other bloggers/media) had the opportunity to talk and interact directly with Brent Friedman. The following is a summary of that discussion.

When asked whether personalized narrative is a key device for web distributed content, Brent responded that this was a key question. He noted that personalized narrative is a great tool for maintaining a one to one connection.

TV often maintains a one to many ratio while viewers of web/mobile distributed content are more likely to consume their media in a one-to-one relationship. Brent indicated that personalized narrative really highlights the power of this type of medium.

He continued by saying that personalized narrative maintains a very subjective viewpoint or portal into the alternate world that the story takes place in. It is only one person’s view, a small window into that world allowing a big and epic story to be told through a little, tiny window.

Brent was asked how far into the future the story was set. He replied that it is set five minutes in the future. This helps keep the content from being dated. When the show is viewed three years from now, Gemini Division will still be set five minutes in the future.

Upon being asked to state a more definitive time, Brent said he felt that the technology portrayed in the show could be available within three years (Not sure that he was referring to the biotechnological aspect here).

Brent mentioned that some of the functionality of Anna’s (Rosario Dawson) PDA do not currently exist as a PDA function, but do exist in other real world technology. For instance Anna’s (Rosario Dawson) PDA can zoom in and track the user. While this technology doesn’t exist for current PDA’s (that I know of), it was found to exist for some web cams.

Some features of Anna’s PDA are truly futuristic. These features of the PDA are attributed to being the product of a high-level government agency with access to technology beyond the bleeding edge. As Anna becomes associated with Gemini Division her PDA may actually be upgraded by Gemini Division. This lends further credibility to the idea that the technology of the show could be set in the immediate to near future.

Next up was a discussion of interaction. This was a particularly interesting segment.

Brent noted that with EFE’s first show Afterworld they were able to create crude levels of interaction. Intially they wanted to do much more but those plans were hampered by cost as well as just trying to keep up with the hectic bleeding edge and ground breaking production schedule.

With Gemini Division EFE wanted to set the bar higher and provide an even more interesting web experience. This time they designed the interactive experience into the show from the very beginning, armed with the knowledge they gained from their previous web production.

It sounds like Gemini division’s interactive ARG-like experience is similar in a lot of ways to NBC Heroes Evolutions. However, what is particularly striking about Gemini Division and what really sounds like it will set it apart from the Heroes interactive experience is the inclusion of an alternate storyline. A storyline that converges with and parallels with the main story. An alternate story line that includes mainstream video content and that was planned out from the beginning.

For mobile devices, Gemini Division will include light versions of their episodes. Also, graphic novels (comics) will be released exclusively for the mobile platform. These graphic novels will provide additional background depth to the story helping to create an even richer experience. This again sounds reminiscent of Heroes.

Gemini Division will also feature a story based mobile game. Afterworld’s mobile game was exclusive to Verizon. Hopefully, Gemini Division’s mobile game will not be exclusive to one provider.

Viewers will have the opportunity to be recruited by Gemini Division. Choices players make in the interactive experience will parallel the choices of characters within the main story. In this way viewers will actually have the opportunity to influence the story (though not significantly as this would be too costly). Also, at some point participants will have to make an irrevocable choice, essentially shutting them out from other sources of information.

It is good to hear that all the video has been shot for Gemini Division and that it is in absolutely no danger of cancellation. I won’t have to worry about having the rug pulled out from under me. Brent mentioned that they were producing Gemini Division in much the same way video games are and that they are seeking to integrate TV and video games into a converged, truly interactive experience. This really is the best of what we talk about here on Prime Time For Change.

Rosario Dawson has committed to at least two productions (sounds like a better word than season) of Gemini Division. Depending on the success and response to the first story, a second story may be produced. Brent commented on this saying that the first story will focus on the mystery of what has happened.

It sounds like Gemini Division will be a quest for the truth. A quest that will change Anna and characters around her. A quest that examines the extent that people will go to uncover the truth, and how that journey can transform them. The first story will satisfy Anna’s intellectual and emotional journey for answers. She will find the truth and a lot of those elements will be tied up. However, upon that journey her actions become the catalyst for a cascade chain of events.

Brent said that the conclusion of the first story ends in a very enigmatic place. Rosario’s quest is resolved, but the larger problem in the world is still at large.

Gemini Division will be released globally in much the same way that Afterworld was and will roll out to different territories at different times. Each rollout will have its own replicate ARG like experience.

The release schedule for Gemini Division is:

First Week: Monday (Episode 1); Tuesday (Episode 2); Wednesday-Friday (Extra content, no episodes).

Second Week: Monday (Episode 3); Tuesday (Episode 4); Wednesday-Thursday (Extra content, Friday the start of the ARG).

Third week: Monday (Episode 5); Tuesday (Episode 6); Wednesday (Episode 7); Thursday (Episode 8); Friday (Advance of ARG);

Fourth week and on: Same as the third week. Each Friday sees an advance of the ARG.

I can’t wait. It is a prime time for change and EFE looks to be one of the leaders.

Related links:
Special Preview of Episodes One and Two
Gemini Division Preview
Dawson engages viewers in 'Gemini Division' on Web
Five Minutes Into the Future
When ARGs Take Over Movies And TV, Gemini Division Is Born
Gemini Division a Litmus Test for Old Media, New Media
Web series review/recap: Gemini Division (2008)

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Tuesday, August 5, 2008

Finding Forrester

This post is Part I of a series examining the TV executive viewpoint outlined in Doug’s last post. This series should make it clear that the reports and analysis he presented do not support the assertion that online use hasn’t changed all that much. Rather, it will reveal that the landscape has changed, is changing, and will continue to change.

I believe that the corporate broadcasting executive view (as presented by Doug) is out of step with Forrester, with Gartner, and with present reality. Cancellations drive apathy, not enthusiasm. Instead of winning viewers back they push them away.

Broadcast networks appear to be resistant toward realizing that the landscape has changed and instead have a tendency to cling to an antiquated position forged from the anvil of entrenched historical practice. I think they would be wise to continue to move away from the sand that still engulfs their view (think of a large bird that likes sand) and take advantage of the opportunities that exist in a new digital media age.

This view appears to be maintained:

1. Through the inaccurate analysis of reports not directly or centrally related to the position in question.

2. By filtering recent and unprecedented phenomena through a rigid mesh of incongruent historical categories.

This post primarily examines the Forrester report titled, “Social Technographics”. This report advises companies to adapt and change to this socially transformed world. Further, it encourages them to adopt a more coherent approach toward social computing.

It is interesting and pertinent to note that this initial report was later expanded into a book titled, “Groundswell: Winning in a World Transformed by Social Technologies” with a publish date of April 21, 2008.

Groundswell is described in part by one of the authors as, “a book about a very powerful trend that is happening right now, the trend of people connecting with and drawing power from each other online, and how that threatens corporations" (You can see this here).

In contrast, it appears that the corporate executive would have us believe that the book should be titled, “Status Quo: Doing Business in a World That Hasn’t Changed All That Much”.

Advertising Age, in an article dated June 2nd, 2008 gives background information about Charlene Li (the author of the Forrester report) which provides additional insight.

“‘Charlene is a pivotal force in helping marketers navigate tectonic disruptions heralded in by social media,’ says Max Kalehoff, VP-marketing at Clickable.

‘She has an uncanny ability to instill calm and real understanding of the threats and opportunities inherent in a world composed of savvy, connected consumers.’

Asked to grade how marketers are facing up to those changes, Ms. Li gives them a C.

‘They're treating it more like a marketing channel than a relationship-building opportunity,’ she says, adding that a big roadblock is corporate cultures that aren't built to handle the lack of control over brand or message or even product development in a consumer-controlled environment.

‘Marketers are horrible at getting close to customers,’ she says. ‘They say they want it, but they don't.’”

At the bedrock level, both the Forrester report and the subsequent book maintain that the landscape has changed and that businesses need to adapt.

Ms. Li gives such an excellent summation of the divide between a corporate culture that still pines for the way it used to be and the ever increasingly consumer-controlled environment.

And now the kicker.

Intrepid reader, you may want to strap on your seatbelt and brace yourself. The next stop is the Forrester report, “Consumer’s Behavior Online: A Deep Dive”.

Are you ready to dive in…?

Here is the summary:

“Forrester tracks more than 150 activities, diving deep into 38 common and emerging media, shopping, communications, entertainment, and social networking online activities. The results are sometimes surprising. For example, shopping is only an occasional activity; receiving photos via email is the fastest-growing activity; instant messaging use is growing only among younger consumers; and PC time has surpassed TV time, even among Gen Xers. But the real value of tracking online behavior is that it helps interactive marketers and tech product marketers identify and target the best consumer segments”.

Houston, hold the horses, I think we just discovered the true Forrester.

Wow! PC time has surpassed…? TV? How can this be? And this report is dated January 2007?

It must be that… that… aberrant youthful generation. But wait…
This is true… even among Gen Xers?! According to Forrester, it is (and they aren’t alone).

Stay tuned for the next post in this series… “Category Confusion: Gartner, the Federal Census Bureau, and You!”

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Monday, July 21, 2008

Cancellation Fallout

I want to thank Doug for the great post and for joining this discussion. I appreciate the opportunity we have to interact with each other and with our readers.

Doug is correct when he states that this year’s network cancellations were not a result of the Writer’s strike. I believe that cancellations in general highlight the need for continued adaptation and change in this digital media age.

Previously broadcast networks decided when and what viewers could watch. Viewers were limited to the television set, and had a limited number of channels to choose from. Consequently, networks attracted a very large viewing base and advertisements were displayed for the majority of viewers.

This is no longer the case. Cable increased channel and content selection. VCR’s and later DVR’s allowed viewers to skip commercials. Personal computers, internet, youtube, myspace, torrent sites, and mobile devices all further diversified the market.

Suddenly, media consumers can choose what they watch, when they want to watch it, and can do so wherever they choose. The viewer is now free to spend their limited time on what interests them most. As a result, niche audiences and communities develop.

Ivan D. Askwith, in his excellent thesis Television 2.0: Reconceptualizing TV as an Engagement Medium writes,
“Time-shifting and location-shifting technologies make traditional assumptions about the television viewer impossible, since network executives no longer have the power to control when, where, or how audiences consume their programming. Competition for audience attention is more intense than ever, as television shows compete not only with each other, but also with video games, DVDs, and the near-infinite supply of information and entertainment options accessible on the internet.

Thus, if the television industry hopes to survive in a digital, Internet-enabled era, the existing models and practices that govern the television business will require some dramatic change. Even more important, if television executives hope to effect meaningful change, the industry will have to accept that everyone – executives, advertisers, and audiences alike – needs to rethink not only the role of the television business, but the nature of television itself.”

Increased competition in this digital media age necessitates adaptation. The broadcast networks do see this need for change and are continuing to place more and more priority toward “engaging” their viewing audience. However, if the networks are seeking to engage viewers in active participation, I believe they need to rethink cancellations.

Doug is correct in stating that the primary reason networks give for deciding to cancel a show is “A lack of X where X equals advertising dollars or Nielsen stats”. I would further agree that the primary reason cancellations exist is related to underperformance. But I believe that this underperformance is on the part of the networks, not the canceled shows. Networks must perform better in order to remain competitive.

I believe that cancellations exist for at least three main reasons:
1. A failure to realize that it is much more difficult to draw the mass audience of the past.

2. A failure to expand and extend traditional content in a manner that actually brings about active participation and also increases the marketability of that content.

3. A failure to consider the fallout of cancellations in a digital media age (this is the primary topic of this post).

Content which attracts a loyal viewing base is a key opportunity for engagement as well as for advertisement. I believe that the cancellation of this content not only evidences the divide that exists, it actually increases that distance. Rather than networks winning viewers back, they push them further away.

As viewers participate and interact within a story they become immersed into that reality, and they identify with it. The viewer personally identifies with the experience and they have a stake in how the story plays out.

The deeper a viewer is immersed into a show, the more invested they become. The more invested they become, the more they will react negatively to the cancellation of their experience. At that point, it isn't just a show that is being canceled, it is part of their life.

Take for instance someone who immerses themselves into a video game. They spend hours investing themselves into the game and come to have a stake in what happens. They talk about the game with their friends, blog about it, and even make a video remix. They post the remix on youtube and receive primarily positive affirmation for their work.

The gamer loads up the game and eagerly jumps back into the action. After finishing a major subplot they are rewarded with a nice cut scene. Multiple story lines converge together, the plot deepens, and their enthusiasm builds. At this point, the screen fades to black and a message pops up. It reads,

“Sorry, due to factors related to underperformance, your game has been canceled.”

A second message takes its place,

“On the positive side, do you want to try this new game we just developed, but may not finish?”

A third message appears,

“Oh, and by the way, we really want to win you back. We know that there are other game companies who finish the games they start, but really, try out this new game that we might not finish.”

It becomes evident that cancellations have more fallout with active engagement.

This is a fundamental principle that I believe networks would do well to consider. Video game production companies finish and provide adequate closure for the games/stories they start. Cable networks also have a tendency to finish the stories they start. Broadcasting networks need to remember who they are now competing with and who they are competing for. The landscape has changed and they need to rethink cancellations.

On one end of the spectrum is cancellation fallout, at the other end is something I refer to as network loyalty ROI (Return on Investment).

Network loyalty ROI is the idea that active participation and network loyalty will create and foster commitment from viewers. If convergence leads to immersion and product identification and the viewer knows that the network is committed to finish the stories it starts, networks won't have to promote their shows, their viewers will do it for them (Oh, the irony). :)

Network loyalty and commitment to viewers will inevitably lead to profit loss for some shows, no doubt about it. I believe that the networks that will succeed, are those that can provide a long term approach to account for these short term losses and be absolutely committed to finish the stories they start.

This year's cancellations provide a great opportunity for a network to invest in network loyalty ROI. A network could bring back one of the shows they decided to cancel or a network could save one of the canceled shows. My picks are October Road and Moonlight.

Engage the viewers by expanding the media and perhaps even, take a loss in the short term. What you gain is reputation, commitment, loyalty, and fans. This would also draw viewers from other networks. Viewers who want to get behind a company that listens, is committed to its viewers, and is committed to finish out and provide adequate closure to the shows they start.

When networks engage viewers in active participation, loyalty and commitment go hand in hand. Brand/network loyalty will be key. Otherwise, viewers are left with an Ovaltine commercial!

Cancellation fallout and network loyalty ROI are polar opposites. One pushes people away, the other draws them in. Viewers now choose what, when, and where they watch content, will they choose your network or will they go somewhere else (Video game, books, youtube, myspace, Gemini Division, etc., etc., etc.)?

P.S.
Thank you all for the comments. This interaction adds an amount of depth that blog posts alone simply cannot bring about. Engaging in conversation involves us all in the process of bringing about change. As you share your opinions, your insight, and your feelings you are an active participant engaged in a larger community. Whether the reader is a network executive, a writer, a producer, a CEO of an ad company, or a viewer it is our hope that by engaging in this discussion together we can improve our media experience.

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Saturday, July 12, 2008

Looking Beyond The Box

First I would like to thank Tim for asking me to join in contributing to this blog; with that being said let’s quit dipping that toe in the water and jump in the darn pool.


Favorite TV shows are being canceled, negating the emotional bond built with beloved characters and leaving holes in weekday evenings. These gaping voids are then replaced with banal filler.  Fury over these cancellations has filled fan blog and forum alike and the plaintive cries of “Why!” echo through cyberspace for the good and bad of Prime Time.


Let’s be honest: who really understands the truth of cancellation?  Spend some time reading trade blogs and publications and you’ll find as many reasons as there are shows.  Basically it all relates to underperformance.   A lack of X where X equals advertising dollars or Nielsen stats.


Some shows, like Jericho, Moonlight, and October Road have developed a significant fan base over their limited runs.  Others, like Canterbury’s Law, Chuck, Life, or Men in Trees, didn’t have a chance to really get off the ground before being scrapped for the 2007-2008 Season.  Jericho specifically speaks directly to non-cable networks being out of touch with viewers, especially after the peanuts incident.  At least Chuck and Life will be back for the 2008-2009 season…we hope.


Why are shows with dedicated fans numbering in the millions being removed from the air for pilots that drive as much enthusiasm as a root canal?


The American Auto Industry had a lesson pounded into them in the late 90s: Adapt or lose the market.  If you think I’m incorrect I’d invite you to run down to your local Oldsmobile dealer and check out their 2008 line.”  Broadcast television, or The Big Four [and the CW], are learning that lesson now, but slowly.  I disagree with Tim in this being a case of the Writer’s Strike killing off our favorite shows: it is convergence.  Let me quantify that I loathe buzz-speak so we're not going to path walk a root cause analysis illustrating the paradigm shift between traditional and new entertainment technologies driven by a lack of synergy....blech.

Tim is correct in his postulate that October Road would be well suited for webisode life; but that doesn’t speak directly to how distributors gain ROI [return on investment] for funding these shows.


Using the aforementioned Electric Farm Entertainment property Afterworld as discussed by creator and executive producer Brent V. Friedman, we can see that even the bleeding edge is not without potential profit loss.  All advances usually have limited return on investment at inception, no matter what industry example is used: “Swiffer” didn’t take off until almost a year after product release and that puppy is now one of Proctor and Gamble's major revenue drivers. 


Convergence speaks to a coalescence of tools used to bring entertainment to viewers which drives potential revenue gain.  Anyone who has spent some time talking to oldsters raised in the Golden Days of Radio or has seen A Christmas Story should understand the basic concept of convergence. 


For those who haven’t seen this classic film: Ralphie eagerly awaits Little Orphan Annie’s secret decoding ring message to arrive in his mailbox.  Once the ring has been received he can barely contain himself as he sits through the next Little Orphan Annie radio episode waiting for the “secret decoder message”.  As the announcer reads the encrypted message our protagonist is quivering in excitement only to learn it’s an Ovaltine commercial:  The message reads, “Be sure to drink your Ovaltine.”


First, disbelief, then dark anger cloud Ralphie’s face as he realizes that his secret decoder ring is nothing more than an advertising gimmick.  Having awaited similar items ordered from cereal boxes the disappointment shown in the film rang true to my childhood memories…one of many the things that makes this film a must see. You may be asking yourself, “where is the point?” 


Ralphie’s enthusiasm for that simple plastic decoder ring speaks volumes about the viewer’s emotional need to be a part of the story, no matter how small in part.  We have seen excellent illustrations of this as the internet made Alternate Reality Gaming [ARG] prevalent in the mid-nineties through today. Combined with ARG, viral marketing has become an invaluable tool when combined with television and film properties. So much so that it was a prevalent topic at the 2008 O’Reilly Conference.  Elan Lee’s (Fourth Wall Studios) presentation, “Designing Magnets: Connecting with Audiences in the Wired Age” illustrated this with his “Push, Pull, and Charge, magnet theory.  [Unfortunately no online transcript of that talk exists, so no link folks.]


Combined with viral marketing, ARG has successfully promoted everything from Halo 3 to Year Zero from Trent Reznor’s Nine Inch Nails.  Traditional broadcasting has been slow off the mark in leveraging this new toolset to drive viewer participation and increase the marketability of properties.


One example of the impact of non-utilization is the CBS show Moonlight.  With the prolific amount of vampire ARG games Moonlight had the potential to vault to the Buffy or Angel of this decade yet CBS dropped the ball.  With no additional viral or ARG Moonlight has been taken off the schedule. Not to compare Moonlight directly with anything by Joss Whedon.  Whedon’s television vehicles are usually fan drivers, with the exception of Firefly.  An excellent show with a very loyal fan-base Firefly experienced the same lack of programming care from Sci-Fi that Moonlight received from CBS.


With that being stated we need to quantify that ARG/Viral isn’t a magic bullet.  Most organizations don’t dedicate adequate resources to the online experience which leads to failure. An excellent example of this is the CBS Jericho ARG launched in January of 2008.  Poor design and limited scope left more than the most dedicated fans with too-little-too-late. Bad Robot productions, has done a better job with the combination of entertainment, alternate reality, and viral with Cloverfield and Lost.  NBC Universal’s Heroes series also has a fairly convergent web/reality combination.


Electric Farms blew them out of the water with the ARG for the Webbie-nominated property Afterworld, which combined both real world and ARG as supplements to the daily webisodes.  Clicking through an AW site could lead you to either an ARG information set…or a real world website that was a red herring complimenting the overall storyline of the series.  It was pure genius that drove fans crazy…in a good way.


Modern entertainment requires active participation.  With 500 channels, 100 HD channels, a DVR, and the Web, formulaic sit-and-watch shows aren’t cutting it.  To truly drive return on investment shows have to be supplemented by additional content, be it ARG or real world, and be liquid in scalability.


Non-traditional forms of distribution allow for direct partnering with advertisers and more integrated communication with viewers.  Why just watch when you can participate.  Electric Farm Entertainment’s Afterworld demonstrated a uniqueness in that fan interactions were combined in to the story and ARG lines; something that causes all shows to thrive.  If networks are unable to adapt to the technology and synergy of multi-platform and scalable properties they will continue to lose market share.  In addition, if the Big Four [and the CW] continue to ignore viewers wishes, those viewers will migrate to media outlets that provide both entertainment and active participation instead of the customary couch-potato viewing Prime Time television drives today.


Recently I attended a conference where the Keynote Speaker illustrated the disconnect between ‘corporate think’ and the consumer that applies perfectly to the current environment.  Paraphrasing an excellent lesson, “We thought we knew what the consumer wanted so we stopped listening… [as a result] our market share plummeted in areas we had led the industry in for over twenty years.  Truly a case of believing we knew what was best for the consumer instead of using active listening”.



Networks have to look beyond the box, literally.  Television is now more than something that sits in your living room and it’s a prime time for change.

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