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The Three Es: The Value of Transmedia Fiction For Franchise Deve... https://www.provideocoalition.com/the-three-es-the-value-of-transm...
I always hated alarm clocks. (I still do.) But I remember setting mine to 6
before my birthday so I could start opening gifts as early as possible. Wh
the next morning, I ran right up the stairs in pajamas to my parents’ bed
and over (in a cute voice that I’m sure went unappreciated at 6 AM), “It’s
birthday! It’s my birthday!” On the dresser I saw a large box wrapped in
sporting a big blue bow. My father, seeing the eager smile on my face a
were fixated on the package as if a tractor beam had them in its grip, g
handed me the present. I wasted no time shredding the wrapping pap
was beneath. But something was wrong. The packaging didn’t have the
interstellar robotic warfare that was standard on all Transformers toy bo
generic white cardboard, the kind that held the socks I’d get at Christm
lumps protruding from within. Inside were two yellow zucchinis with Sh
drawings on them, anthropomorphizing the vegetables with eyes, whe
I was mad. Fuming. This had to be either a joke or some cruel misunder
mother was sure to rectify. But as the hours rolled by and I still had noth
play with as my grandparents arrived with balloons and cake, it seemed
Autobots or Decepticons on my birthday after all. It was Zucchinibots fo
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It’s a funny memory that I hold dear, even if it does remind me of the te
humor my father had. And, sure, the force of that memory alone was en
back fondly at those toys for years. But nostalgia doesn’t explain why I (o
parents) continued purchasing Transformers for the next six years of my
man have consumed movies, comics, TV shows, and books based on th
present day. Unlike so many other toys that I’d gotten as a kid, played w
weeks later for the next new thing, Transformers inspired an affinity fro
time went on.
Why was that? Why do I see Transformer toys and still get bombarded w
characters they represent, burrowed into my mind, my imagination giv
context and personas that go far beyond the plastic and metal they’re c
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The TV series might have been enough to keep me hooked, but my exp
On a trip to the grocery store, I found my way into the periodicals sectio
Marvel’s Transformers comic books. This new expression of the IP—that
—allowed Hasbro to push deeper into the Transformers’ mythology tha
in a non-serialized television show. That’s right: I said “mythology.” This w
ladies and gentlemen, and it was so much richer than its competitors b
notions like giving the universe a cohesive history. It didn’t matter whet
behind the property still hung on cool cars turning into silly robots with
Bumblebee. The comic and TV show sparked ideas that begot new toys
toy line were integrated into these other media. Transformers began to
of my life. When I wasn’t playing with them, I was reading about them o
television. The Transformers brand became all-encompassing, and my c
cemented by the ancillary content to the core product. It was distinctly
before the term was coined and it was unlike so many of its competitor
Looking back, it was these early transmedia encounters that made the
indelible to me and, it was this defining transmedia experience, the ima
ride of that toy brand, that has led me down the career path I’ve travers
professional. There were lessons to be had in its construction, lessons th
the entertainment brands of today.
Below I’ll posit what I believe are the three strongest benefits of develop
material outside of a property’s core focus. (Just as toys were the core fo
games are the core for the company I am employed by. However, you c
product with whatever applies best to your interests.) I call these benefi
ENRICH, ENGAGE, AND EVANGELIZE. By creating an ecology of narrat
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entertainment, you make the IP richer, give fans greater potential enga
and allow Evangelizers to increase the brand’s advertising in manifold w
methodology to my former work as a film executive and most adamant
Blizzard Entertainment, expanding and developing blockbuster brands
StarCraft, and Diablo.
ENRICHING THE IP
Mining an IP for all of its potential pays off down the line, and it is the m
create ancillary content. Comics, novels, books, and so on aren’t where t
and they shouldn’t be judged by that value. They are conceptual spark
as the franchise matures. The costs attributed to these projects should
inexpensive R&D.
Let’s see IP mining in practice with a few examples. I’ll shift away from T
moment and look at an instance from the granddaddy of entertainmen
In the mid-1990s, Dark Horse Comics released a series called Tales of the
the events during the as-yet-unexplored “Old Republic” era of the IP’s h
moderately successful title, which in dollars-and-cents terms is compar
However, the series was full of terrific ideas and built a rich mythology f
covered in the Star Wars universe. Years later, when RPG super-compan
license from Lucasfilm to develop a video game, the content and conce
fleshed out in these comics led to the now-legendary Knights of the Old
spawned a sequel, a series of comics, toys, and novels that further explo
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Finally, the FPS giant Halo has also delved into its IP to incubate and en
franchise. Writer and Microsoft narrative design director Eric Nylund wr
The Fall of Reach. In 2010, the setting and concepts generated in that ti
launching point for the blockbuster FPS game Halo: Reach, a reimagini
envisioned in the novel. In addition, Halo’s publishing program invented
leading, of course, to the 2009 title Halo 3: ODST, a game centered on th
With the right steward representing the core product, this ancillary con
the franchise. The bean counters might say that it doesn’t make enoug
that’s only because they often don’t understand the mercurial nature o
development, andoften fail to attribute the cost of these projects to R&D
primary medium.
Every time you finish a story, you start a conversation. This has never be
because there are more places than ever to have these discussions. As I
story is designed to challenge its viewers/readers to reflect on their opin
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characters and, inevitably, their own morality. These reactions are not m
Going back to Transformers for a moment, I can still recall countless arg
debates about why Megatron kept Starscream around when he clearly
Decepticon leader, along with many other disputes that are too dorky t
that one weren’t bad enough). My friends and I were invested in these s
needed to share our feelings about the characters with each other. The
designed to evoke an emotional response. But from a purely mercenary
engaged us in the brand. We were engaged in Transformers, talking ab
show wasn’t on or the next issue of the comic wasn’t out. They were an
lives, and more often than not, we ended up purchasing a new toy som
month.
If you engage your fans properly, giving them content that spreads like
communities and news sites and offering them other ways to experienc
inevitably you’ll cultivate the coveted Super Fan.
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Year after year, time after time, the people who will consistently return t
feel the most rewarded, the most involved in the IP. These are the Supe
before. They line up for BlizzCon in their tier 8 paladin armor. They are th
Jokers wandering like twisted zombies around the halls of Comic-Con. T
know every last bit of all the characters’ histories in the fictitious worlds
everything that’s produced under the IP out of sheer enjoyment. They s
or overlooked. They are the ones who will come back after Metacritic ha
or Rotten Tomatoes kills your supposed blockbuster. Any franchise wor
needs Super Fans and longs to have hordes of them, and not just becau
their personal purchases (though that ain’t bad). If you engage these fa
become Evangelizers of your property and the best honest advertising
hope to find.
THE EVANGELIZERS
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Evangelizers, fans who don’t have time to consume that entire novel or
every expansion can go to these sites and see that their franchise is offe
than the core medium.
Those are the Three Es, the three values that codify my personal metho
franchise building through transmedia content.
You get the idea. I could write on and on, proselytizing you about why I
is an effective and essential component of franchise building and why I
methodology is the ideal philosophy for creating that content. I could fu
three Es and rattle off examples ad nauseam. Instead, I’ll spare you and
this codification of ideas is its simplicity, and that you’ll reflect on your o
see how those Es have impacted you. Because despite all the business
how producing ancillary content helps make you money, at the end of t
money by creating amazing experiences for people like you and me, an
important. This content makes you money by doing something intrinsic
people great stories, characters, gameplay, and entertainment that give
and meaning.
For me, two plastic toys and the ancillary fictional content that support
career and passion. I hope the work I (and you) create has the same effe
somewhere who’s already dreaming of the franchises of the future. I jus
doesn’t have as demented a sense of humor as mine did… Then again, m
TWITTER – @Waughtang
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