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Engagement-driven Narrative Design (or How to Build Discovery and Advocacy into your Transmedia Storytelling)

robert 12 years ago 10 7

The first diagram in this post presents a virtuous circle for an interactive storyworld that binds the story to social discovery and advocacy.  The questions that the narrative designer or transmedia storyteller asks herself are:

  • What social actions and conversations do I want to stimulate?
  • How do I want to engage the audience to produce these social actions?
  • What storyworld knowledge will they need to engage in this way?
  • Which characters/locations/things hold this knowledge and how/when will it be revealed? (i.e. the character conflicts & events plus audience interaction with the characters/locations/things)
  • What’s the impact on the audience when the knowledge it is revealed?
  • How can I empower the audience and leverage the momentum from the revelation?

Engagement-driven Narrative Design

I’ll now explain how I’ve arrived at this process..

The two key enablers to a successful venture today are discovery and advocacy. Without discovery nobody knows your venture exists so however good your venture may be, it will forever sit in obscurity. Without advocacy you are forever having to “feed the funnel” manually and never able to leverage those who have discovered your venture. Further, advocacy brings recommendation and social discovery which is much stronger at eliciting trial or purchase than search or stumbled upon discovery.

Consequently, much of my work this past year has begun with the questions:

  • how will the experience be discovered?
  • how will we generate discussion & conversation?
  • how will we empower advocates?
  • how can we blur the line between marketing and entertainment?

These questions have formed the foundations of my transmedia storytelling and pulled me further into the realm of participatory storytelling and persistent storyworlds. That is, storyworlds that allow audiences to role-play, explore and reflect at their own pace but also sometimes in collaboration or competition with others.

Narrative Design

One of the key pieces of transmedia storytelling is clearly the narrative design. Yet there’s rather little guidance available on how to write the actual story part. A key stepping stone towards this has been the work of Peter von Stackelberg who’s upcoming master’s thesis “Creating Digital Narratives” is going to be one to watch out for. Below is a diagram I’ve borrowed from Peter that shows three cornerstones to transmedia narratives:

  • engagement design
  • narrative design
  • interaction design.

Another key insight I gained from Mike Jone’s blog post Secrets and Lies. I’ve long thought that knowledge – who has it and who doesn’t – was a key piece of designing the narrative in open storyworlds but Mike’s advice really enables gripping storytelling.

Below I’ve tabulated the information in Mike’s blog post and added my own slant by indexing everything from the perspective of knowledge. This knowledge could be personal knowledge, group knowledge or world knowledge but the point is the same: knowledge is power and the politics around that knowledge makes for great storytelling and great social action.

To get from what the knowledge means in the storyworld to what this means in terms of audience participation, I created another table that starts with what we want the audience to do. Or more accurately answers the question “how do I want the audience to engage with the storyworld?”.

In the table below I’ve listed a number of basic “social actions” – activities I want to motivate the audience to do. These actions could engage the audience with the storyworld or could engage the audience with each other.

Using the two tables we now have a bridge between what the audience is required to do to participate and how the author intends for the story to be told. But to get the social action table we first need to consider the role of the audience in the storytelling because it’s the audience’s relationship to the storyworld that will suggest some actions and not others.

This final table illustrates how we can look at different types of interaction from a position of the audience inside or outside the storyworld. And, when inside the storyworld, to what extent we the author want to guide the story.

Audience role in interactive narratives

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10 Comments

10 Comments

  1. Jan Jekielek says:

    Some good advice to be found here!

  2. Julian says:

    Hi Robert,

    I really like the final table – I think something missing is around pacing and how quickly the release of information is given to the audience.

    You see if you follow the logic of RPG as you see it today (Skyrim probably being the best example) it seems to infer that the only way the audience can find out about a story is what they ‘pick up’ in the story so to speak. Then the logic goes, the bigger we make the storyworld I can explore, the more interesting the story will be. This makes sense

    However I would argue that there should still be some ‘design/pacing’ in how you deliver the rest of the storyworld to the audience. For example, imagine if season 1 of Lost told you there was the Dharma Initiative, and the Black and White guys from the outset.

    Good stuff!

    Julian 

  3. Hi Julian – sorry for the delay in responding! :/  But thanks for your comment! And thanks Jan too

    I agree with you. I think that it’s with pacing – the timely release of information, characters, events and things – that the author can shape the experience so that it’s not “shapeless” – it does have peaks and lulls of excitement.

    I have created a post on pacing http://www.tstoryteller.com/pacing-in-transmedia-storytelling but I’ll see if I can integrate the two.

  4. Sandy Brownlee says:

    I’m a bit late in reading this, but once again you’ve broken down story and storyworld creation into such understandable terms.  It encourages me to be less timid in attempting a project of my own… thank you!

    1. Thanks Sandy! Let me know how you get on!

    2. Transmedia Storyteller says:

      Hey DisqusHappy New Year! It’s 2012 and what an exciting year this promises to be. We have a wide range of clients experimenting with some very cool ideas on Conducttr – one of which is Rock Science with their amazingly fun, addictive boardgame and transmedia storyworld.And, news just in, we’ve been picked by the UK Department of Trade and Investment to represent British innovation at SXSW Interactive in March. If you’re in Austin, please head over to say hi!Here’s this month’s quizz…In the UK, how many TV and radio requests were made from the BBC’s iPlayer? Was it: 1.94 billion 1.88 billion 1.97 billionRobert & AlexeyDon’t forget to check out the latest content at the Community or connect with us on Facebook ;)_________________________________________________________________________________________________________you can click here to unsubscribe

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