Lost, Heroes, And Videogames
At the Hollywood and Games Summit this week Jesse Alexander, the executive producer for TV shows like Heroes and Lost, spoke on a panel dedicated to the connection between television and games. "The conversation started by looking at how Lost ... has really used websites and online [Alternate Reality Game (ARG)]-like structures to draw people into the show - Moledina suggested that the TV show has deep problem-solving skills like in games. Alexander noted in response: 'Yeah, that was part of what we wanted to make. Alias came out in 2001, the same time that Neil Young was doing [early subscription-based ARG] Majestic. That was very inspiring to us. His keynote at GDC where he talked about that, was similar to us with Alias, in terms of serialized narrative.'" For full notes from the event, Alice and the Wonderland blog have you covered.
That show is great. Seeing it is the first time I thought that an mmo might be a good game.
This game will waste your life. Don't clicky!
There's at least one version of Lost that's been turned into a game.
Taking guns away from the 99% gives the 1% 100% of the power.
This is nothing new at all in the world of entertainment. People have been searching for interesting ways to connect the audience with the program beyond its time slot at least since the days of Little Orphan Annie's decoder ring.
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Although I think it's somewhat lesser known, a similar thing was the Wingmakers craze a few years back. That consisted of a CD with a pdf novel, and some other multimedia, (music and artwork) to essentially create something that seemed like a cross between the Blair Witch Project and the X Files.
Although I don't think they're still doing it now, the similarity to the Blair Witch Project was due to the authors initially casting doubt on whether the material was intended to be seen as possibly being based on fact.
Still, it's interesting stuff, and although the novel wasn't particularly original, it was an entertaining read. It's worth checking out if you're a fan of the X Files and Majestic in particular.
I'll agree with the lost heroes part. Society searches for a way to topple heroes instead of a way to proclaim them.
Here is a playable demo to try as well. Boring game to me. :)
Ant(Dude) @ Quality Foraged Links (AQFL.net) & The Ant Farm (antfarm.ma.cx / antfarm.home.dhs.org).
You fogot to include the other LOST game:
a nded
;)
http://www.glu.com/emea/pages/product.aspx?pr=Str
Cue eerie sound of 'STRANDED' word spinning...
But gaming in particular is a whole different ball of string because of complex level of interactivity. Branding luncheon meat or beer will not make the experience "interactive" -- ie, you're not drinking beer with the Three Stooges when you drink 3 Stooges Beer. I think companies like Lucas Arts have proven that there's a step beyond branding by making games that actually immerses you in the experience. Games like Tie Fighter weren't just rebranded shooters with slapped on ship models and vague storyline tie-ins. It was an experience that actually made you feel like part of franchise. By incorporating the look, the feel, the sounds, even interactions with believable stand-ins for the characters you're familiar with, games can become more than a sum of their gameplay and license parts. It also helps to put a lot of production value into the game and made it worth playing even as a stand-alone product, but there are a lot of "good" space shooters. That TF was in the Star Wars universe only made the experience that much better.
... and if they don't have fun doing so, it's just going to turn that core audience off of the entire brand.
The problem isn't with marketing games based on other-media (TV, Movie, Book) experiences, it's capturing that "magic" that makes that license what it is. Whether it's ships in space, or elves in a forest, or castaways in a hatch, the game has to be true to the original source while remaining a great experience in itself. And for fans of a TV show or movie or book, they're the ones who will go into the experience with the most critical eyes. They want something that jives with what they know and love