Entries Tagged 'Storytelling' ↓
December 1st, 2007 — Machinima, News, Storytelling
3D interactive media is going mainstream. Moving rapidly from video games to machinima and ultimately to TV, movies and augmented reality, interactive 3D will be the norm in less than a decade. 2008 will mark a key turning point as virtual world citizens and You Tube producers get their hands on the next generation of machinima production tools. Leading Hollywood directors have seen this coming:
Imagine a movie in which the viewer is swept along by a narrative, following the action from place to place, but without the intervention of a camera. You can choose which character to watch in a scene, as if you’re an invisible witness standing there while a real event plays out. This is still years away, at a level of realism people would consider cinematic, but certainly not decades away.
I can imagine the dense fantasy worlds I like to create for movies having an equal or greater life in a world of interactive play, authored by others, in a partnership. Of course, add massive multiplayer capability to this, and people will never leave their homes.
Beyond 3D: James Cameron in BusinessWeek
“Do you still use a typewriter?” he asks a TIME movie critic. “Do you go to a library and consult books for most of your research? Is your story set in type, letter by letter? No. Your business takes advantage of technological advances. Why shouldn’t my business?”
Google+YouTube=Handwriting of the Wall of the Web: George Lucas in Time Magazine
Beowulf is currently making a strong showing now, James Cameron’s Avatar movie is slated for 2009(see also More Signs of Convergence: Avatar - the Movie ) and there are rumors that The Hobbit will be a 3D production due in 2010. More productions are in the pipeline and theaters are gearing up:
Given the level of realism being delivered by Second Life’s new Windlight viewer and improvements in avatar robotics, machinima is poised to explode. Some relevant links:
Machinima and what might be
Why Machinima Is Good For Hollywood
BBC: Machinima waits to go mainstream
Croquetlandia
Machinima For Dummies (For Dummies (Computer/Tech))
3D Game-Based Filmmaking: The Art of Machinima (with CD-ROM)
November 23rd, 2007 — GV Stack, Storytelling
Eyeballs help build community, but their impact on revenue is indirect. What ultimately drives revenue are the experiences that occur when people participate in a story. This is what the book The Experience Economy: Work Is Theater & Every Business a Stage is all about and why communities and commerce are tightly linked. Here are a few related links:
Google’s business isn’t really about monetizing eyeballs; it’s about monetizing clicks. That may seem like a small distinction - you have to attract the eyeball, after all, before you can spur the click - but I think there’s actually a very big difference. Eyeball monetization is the traditional media strategy: publish or broadcast content that attracts readers or viewers, and then intersperse ads among that content. The content, in this case, serves not to prompt action directly, but merely to draw an audience that’s attractive to companies looking to promote their products and services. There’s a natural distance, in other words, between the content and the ads - a distance that’s good for the content producer but often frustrating to the advertiser. The click monetization strategy removes that distance. In Google’s AdSense program, for instance, a media company, or other content producer, earns nothing by simply attracting eyeballs. It only brings in cash by getting viewers to click on an ad link.
Rough Type: The Click Economy
yes, in an attention economy, you have to get the eyeballs first. But the money, as many found out with internet stocks, does not automatically follow the eyeballs.
Interview with Richard Lanham
all the crap about attention allocation is primarily because that’s one of the best ways to build a community.
Community Value
November 23rd, 2007 — News, Second Life, Storytelling

A place where everyone can share stories.
CNN Enters The World of Second Life
January 11th, 2007 — Storytelling
Narrative underpins all technology marketing and purchasing decisions.
Red Monk
Another confirmation of Storytelling and Understanding. These folks seem to really get the central role of story.
November 8th, 2006 — Storytelling
Unlike never-ending sim games, Desparate Housewives: The Game has a twelve episode story with a script written by series writer Scott Sanford Tobis, which incorporates both drama and dark humour.
Comicbookbin
I missed the introduction of this game, but just saw a commercial that l first mistook for a Sims game commercial. Very interesting meshup.
October 25th, 2006 — News, Storytelling
Storytellers and actors need settings, locations where their stories unfold. These places, I originally referred to as part of the GriotVision Multicasting Ecosystem but now refer to as The Meshverse. This blog has been covering many of the developments and trends in the emerging paradigm, but The Meshverse blog is taking over that role and the focus here will shift to GriotVision content!
October 21st, 2006 — Storytelling
A MUST READ interview with John Gaeta and Rudy Poat, two people who worked on The Matrix is available at Gamasutra: Beyond Machinima. John won a special effects award for his work on The Matrix and is clearly a visionary. This interview provides among other things, some excellent insights into the why of GriotVision, 3D and the handwriting on the wall of the Web from the perspective of knowleldgeable people involved in film and games. A little while ago, in Madden On The Holodeck, I said:
People tend to view TV and film as the ultimate form of media. However, media is evolving beyond these limited formats into the realms of the immersive and interactive.
John Gaeta and Rudy Poat are taking media to the another level, developing a hybrid environment that draws from the best of games and film
Continue reading →
October 17th, 2006 — News, Storytelling
They ask Got SL story ideas? Oh yeah - we Got Story and not just in Second Life either 
October 14th, 2006 — Storytelling
Cisco’s new advertising and marketing campaign is aimed at inspiring potential customers and investors by telling stories. The campaign’s ads are called “Voices of the Human Network” and demonstrate how the Internet changes lives every day and connects people around the world. It’s very consistent with the way Chambers speaks on the topic, selling the benefit of his technology by telling stories about how it improves people’s lives.
How Cisco’s CEO Works the Crowd
September 1st, 2006 — GVED, Storytelling
People tend to view TV and film as the ultimate form of media. However, media is evolving beyond these limited formats into the realms of the immersive and interactive. In her ground-breaking book Hamlet On The Holodeck, MIT researcher Janet Murray explores the future of the narrative and how storytelling will be impacted by immersive technologies. One can see the handwriting on the wall of sports video games. More and more sports fans are choosing to participate in the game instead of being passive observers on the couch. Consider that the latest NFL TV deals bring in about $3.1 billion dollars per year which is $93 million per year for each team on average. Now compare that with the revenues from the most popular NFL video game:
… the success of the latest Madden game illustrates how lucrative the video game industry has become. Its opening-week gross sales rivals some of this year’s biggest movie box office draws: “The Da Vinci Code” movie, for instance, drew $102 million in its first week …
CNN Technology
What’s this got to do with GriotVision? TV is a single, static format whereas GV is about convergence - video feeds of live games within virtual worlds where multiple participants are competing in simulations.