Simon Staffans: "We won’t be creating a documentary, or a series, or a film when we're working multiplatform – we’ll be creating an experience that will stretch further than most traditional narratives can hope for."
Matthias Puschmann: "Coinciding with the premiere of the series, BBC Three launched the '#FindTheGirl' campaign, a transmedia project that invites viewers to step into the world of Thirteen, where another young girl has been taken and they can help save her by joining the investigation."
Simon Staffans: "[...] I’m quite convinced that a well crafted story, standing on the foundation of a thoroughly thought-out and fleshed-out story world, filled with engaging points, calls to action, smaller arcs within the larger arcs… that such a story can accomplish almost anything you would want it to do, especially targeted in the right way and on the right media platforms to reach a well-researched target audience."
Simon Staffans: "And all of this comes down to knowing whom your creating your story for, what their needs and beliefs and habits are, and what you would like for them to do as an outcome of you telling them your story."
Pascal Luban: "A game based on “brands” as strong as The Walking Dead or Games of Thrones automatically generate a lot of interest from gamers and the media. However, it would be a mistake to assume that episodic games became successful only because of their affiliation with some of the most popular TV series."
Simon Staffans: "I think we can all agree that the world is a pretty complex place. It would be easier for most of us if it was simply cleary black and white, right and wrong, for and against, like a LOTR movie with all nuances wiped away."
Ryan Nakashima: "Much the way early cinematographers had to discover cuts, wide shots and perspective, VR filmmakers find themselves making things up as they go along, often mashing up traditional movies and video-game techniques along the way."
Elizabeth Segran: "Game developers have always been interested in how players might react to the characters and plots they created—but what if they could tell exactly how the player was feeling and tailor the game to their mood?"
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