The recent addition of the final batch of Pokemon World Championship winners to Pokemon Black 2 and White 2 represents more than a digitization of the game's greatest living players; it also shows off the unique relationship between series developer Game Freak, and series nurturer, The Pokemon Company.
Pokemon Company International director of consumer marketing J.C. Smith explains that
"We may not have been streaming for all these years, but we've definitely had this community of players that are eSports athletes from the get-go," .
Source: "Revenge of the Oragami Unicorn: Seven Core Concepts of Transmedia Storytelling, Henry Jenkins" henryjenkins.org/
Very interesting comparison between different dimensions of transmedia storytelling. The author starts with "Spreadability vs Drillability" & "Continuity vs Multiplicity" and will carry on with the 5 other principles in the following weeks.
How can creativity be brought into games -- is it even possible? Designer Eddy Léja-Six examines the nature of both creativity and games to get to the bottom of the question: which games allow for creativity, and how do they encourage it?
Missing on some games such as SimCity, TrackMania or Epic Quest for Mighty Loot (cf EDGE 247 on the latter) but it is a pretty good article addressing issues such as UGC...
a brief article opening on the fact that Ingress included in-game adverstising - which, for a ARG is rather new. How will the advertising will blend in the gameplay? That's the question!
"Ingress’ stories and missions will also include a number of popular brands including Hint Water, Zipcar, Jamba Juice, and Google Chrome. The real challenge of the game will be Niantic Labs’ ability to successfully weave their advertising into the game’s narrative in a way that is cohesive and even additive to the gameplay experience."
Kevin Holmes: "Felix Mortimer is a former member of Punchdrunk who has gone on to found RETZ with Simon Ryninks, and earlier this year the company performed an experimental version of Shakespeare’s The Tempest called O Brave New World, which took place over six months and across the physical and online worlds" ...
It might be easy to believe that the digital format has advanced and left the old medium to dwindle away like a vestigial organ, but both have continued to develop.
Crucially, the 1995 game of construction and settlement Settlers Of Catan helped to popularise the burgeoning ‘eurogame’ format, finding a worldwide audience for a new breed of quick-paced tabletop diversion.
Fast forward to 2012, however, and it’s digital conversions of games that are reshaping the market, but not how you’d expect.
At the Future of StoryTelling event last month in New York, delegates were given homework to complete before they had even arrived at the venue -- and instead of standard keynotes or panels, they sat in groups to discuss their studies.
According to Charles Melcher - organizer and independent New York publisher whose works include Al Gore's An Inconvenient Truth, the aim was to understand the "transition from linear storytelling to digital literacy"
Admittedly, the "homework" consisted of the not-too-unpleasant task of watching 15 entertaining short films, around eight to ten minutes long, that were sent out in the weeks and days before the event.
Of the 15 videos, each offering a personal perspective on where storytelling is moving, we had to choose our favourite six. Then, on the day of the "proper" conference, the audience was divided into groups of around 20 people to discuss the questions raised by the respective filmmakers in a one-hour slot.
It was a fresh approach that put the pressure on delegates themselves to think through their position and engage in the discussions. According to the conference organisers, this "new model fosters unexpected insights and meaningful connections among people. We want to cultivate higher levels of engagement in an interactive and dynamic atmosphere, while affording guests a better opportunity to get to know one another and the speakers."
We talk to Paul Reiche about what's next for Skylanders. During the 20 minute conversation we hear about toy technology as diverse as Lasers, Voice, Photo-sensors and GPS tracking as well as a likely return for Boomer.
the guy even mentioned some Tesla related features. I find this franchise so exciting in terms of old & new technologies serving the gameplay in a relevant manner.
Hawken: A year and a half ago no one, beyond the team of nine working on the game, had ever heard the name. But by the end of this year, if all goes to plan, Hawken the game will launch in the eye of a transmedia storm that includes a video web series, a graphic novel, feature film and plans for an animated television show, action figures, a novel and perhaps, one day, lunch boxes.
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