Transmedial storyworlds and organised religion
June 11th, 2009Jeff Gomez is the CEO of Starlight Runner Entertainment, that develops transmedial storyworlds for the best known franschises in the world like Pirates of the Caribbean, Fairies, Prince of Persia and Tron for The Walt Disney Company, James Cameron’s Avatar for 20th Century Fox, Halo for Microsoft, Happiness Factory for The Coca-Cola Company, and most recently Transformers for Hasbro. So you can safely say he is at the hi-end of this practice.Today he spoke at the exciting Transmedia Conference at the Hogeschool van Amsterdam (where I spoke as well on the concept of Situated Storytelling, but more on that later)
When Jeff Gomez explained what in his view were the prime succes parameters of transmedial storyworlds, it suddenly struck me: this is not an newly emerging expressive genre at all, it is actually one of the oldest succesful forms of creating experiences that we know… All organised religion that really pulled off is set up like what we would call now a transmedial storyworld.
This is Gomez’s list of succes factors:
1 content is originated by one or a few visionaries
2 cross media roll-out is planned early in the life of the franchise
3 content is distributed over at least 3 platforms
4 content is uniqe, adheres to platforms specific strengths and is not re-purposed
5 content is based on a single vision of the story world
6 concerted effort is made to avoid fractures and schisms
7 effort is vertical across company third parties and licensees
8 rollout features audience participatory elements including webportal, social networking and story guided user generated content
The rules neatly describe the way organised religion is run. Minor incongruencies occur, but certainly for Catholocism, there is a tight fit.
1: Jesus, Mohammed, Buddha, what have you.
2: Texts, participatory rituals, songs, buildings, specific dress codes or hairstlyes
3 See above, by all means! But also: there is always a clear ‘driving platform’ : the Bible, Quran, Bhagavad Gita, Book of Mormon etcetera.
4 To some extent yes: pictures, and statues are made to reach illiterate vup’s (viewer/user/player) , canonical books for the general audience, mystical texts come from - and are meant for the hardcore fanbase. (But bascially a lot of the IP is actually re-purposed. )
5 This was the plan that was adopted at the Council of Nicea. There the biblical canon was established. But a lot of the stories had been living a life of their own the past hundreds of years, so were hard to bring totally in line. Complete cherence proved a hard job in practice. There are two conflicting accounts of creation in the first pages of the Bible. God is both a vengeful god, as well as a forgiving god, etcetera.
6 For Catholicism (the example I know best) yes, a lot of coordinated effort has been put in that. The Inquisition was a coordinated effort to root out the Cathar and Albigensian heresy. The Reformation turned out into a schism, but was actually an attempt to restore purity in the core intellectual property. The Counter-Reformation tried to counter the Reformation (!) and to restore unity.
7 Indeed - there is a clear hierarchy in place. The Pope, cardinals and bishops run the show. Third parties have been developing the buildings and the films for instance, but according to clear guidelines from the central authority.
8 Of course - the whole thing is entirely participatory and experiential. Fans are encouraged to have personal, yet canonical transgressive experiences, they in turn convey new fans. Evangelists, hardcore fans, followers, casual passers-by.
It actually seems really obvious now that I made the comparision. I just wonder if the big transmedial developers actually studies the way religions are organised. Otherwise I would suggest they look into some of these tested models…
Tags: mediation, game & play

