Wrestling with Soap Operas

Back on the train of transmedia thoughts from ARGfest.

The next presentation/discussion I participated in was “Can Transmedia Save The Soap Opera?” by Brooke Thompson. The talk covered a lot about soap operas, what little bit soap operas have done in experimenting in the transmedia space, and what more transmedia could do to keep this style of storytelling alive. But what interested me more the look at how soap opera writers need to write to a variety of audiences all at once, and what writers in other media can learn from that.

Ultimately, soap operas are written for three kinds of groups: people who watch very infrequently (once, maybe twice a year), people who watch somewhat infrequently (a couple of times a month, say), and people who watch religiously. I think Brooke broke it down to “when my kid is sick,” “when I’m skipping class,” and “every day” watchers. One of the things that Brooke found interesting was that the writers on soap operas worked to engage each of these fans simultaneously: providing a compelling story for casual watchers while rewarding hardcore fans with nuances of story that made sense only by knowing the story to a intricate level of detail. During the panel, I pointed out that professional wrestling also works on this multi-tiered writing style, although I admit it’s more heavy-handed – the recaps to catch up casual watchers are excessively repeated, and sometimes depth of history between wrestlers is ignored or downplayed, but the multi-tiered writing style is still prevalent in professional wrestling. I didn’t think about it at the time, but established comic book series do the same thing – trying to engage new fans while also dropping bits of lore for fans who have been following a series for years.

Russell and I keyed on quickly on how this can be adapted to video games. MMOs also have the similar distinctions between hardcore fanatics and more casual players, and content that can be pitched to these multiple groups would be interesting to see in that space. It’s also something that the classic World of Darkness did to good effect: each new book added new content to the world, but would often contain easter eggs of content that reward fans who have read many of the other books. But either way, it’s the same balance – when you have a lengthy backstory and history, you have to consider the balance between casual audiences and fanatical audiences. In interactive fiction, the biggest resource your audience spends on you is time, so you have to reward both small and large investments of time in your product.

Do you, my loyal readers, have some concrete examples of multi-tiered writing?

Random Thoughts about Inception

First off: I do plan to talk about other things I learned from ARGfest, and how the concerns of transmedia reach out far beyond ARGs. But the “hot brunette” comment has attracted a lot of attention, and it’s been some interesting exploration for me, so I ran with it. And when I wasn’t working or ill over the weekend, some new thoughts have slammed into my brain about video games that I want to touch on at some point.

But right now, fuck all that. I just got back from watching Christopher Nolan’s Inception, and I want to nerd out over it for a while. For those who haven’t seen it, it might be best to read this after you’ve seen the movie, because I’ll likely step all over spoiler country.

Inception Isn’t About Dreams

Let’s start off with one of the lesser (but still awesome) observations I had about the movie – the writing was fantastic. I really appreciate spare, powerful writing, and this movie has it in spades. The characters are also really good examples of what I talked about in my last couple of posts – Ariadne is (sigh) a hot brunette, but she is not Superwoman, nor does she require rescuing, nor is she a love interest. But every character is interesting and engaging, even the ones that are only on screen for a scene or two. The link above is to the core team in the movie, and that’s intentional – many of them are overt stereotypes, but all are given an interesting twist. I’m almost glad I came to these conclusions beforehand, because now I can point to Inception and say “yes, that.”

Which leads to my first conclusion about the movie: it isn’t really about being able to walk in dreams. Rather, it’s all about the characters – the dreams are just a metaphor for literal character exploration. Nolan does a great job of setting up the premise (people can walk in dreams; there is technology that allows this; people can specialize in this new technology; corporations have developed security specialists against this technology) in a very short space, but doesn’t waste time actually telling you what it is or how long it’s been around or even what year the movie is set in. That’s because it doesn’t matter – it’s just a conceit to get the characters in front of the audience and make them start caring about them enough to go stomping around in their personalities for nearly three hours.

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The Case of the Accidental Brunette

I got some interesting commentary and thoughts on yesterday’s post about the stereotype of the hot brunette, so rather than moving on to my next set of thoughts, I wanted to kick around some of the ideas that these comments sparked in my head today.

Andrea herself was very supportive (go follow her on Twitter, because she’s awesome), but only had a minor quibble: that the sexism is a by-product, rather than an intentional problem. This I absolutely agree with, which is why I changed direction halfway through my post and focused on the lazy stereotypes rather than the –isms. I don’t believe that the writers of these fictions are being intentionally sexist or any –ist, but it is one consequence of lazy stereotyping.

Jenn mentioned the stereotype of the ass-kicking woman over the woman that needs rescuing, and I think it’s a valid point. Andrea mentions in her presentation that when ARGs starting hitting the scene, it was around 2001 when shows like Xena: Warrior Princess and Buffy the Vampire Slayer were making the rounds. That in itself is starting to become a stereotype, but that’s less of a concern. How such characters are usually portrayed in interactive fiction is that, while they are kicking ass, they can’t kick enough ass without your help, which unfortunately puts them back into the role of needing to be rescued in some form or fashion.

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The Problem of the Hot Brunette

On my talk with other RPG publishers last Tuesday, the concept of the gender dynamic of players came up. The panel was asked if they felt that female gamers are as prevalent as male games (or something to that extent). I was the only one to say “no.”1

I hasten to clarify that I am pretty much surrounded by female gamers. My wife Michelle is an avid gamer, and not only runs one of the D&D games I’m in, but is also the Master Storyteller for the Camarilla fan club. In my ICONS game “Needs Must,” three out of the five players are women, and I can’t remember the last time I was in a regular game where there wasn’t a woman at the table. But while I do agree that women have really increased in numbers as explicit gamers in more “hardcore” areas like tabletop RPGs and console video games, I still feel that many games have a strong masculine voice to them – women may be playing more, but the percentage of women writing games is still disproportionally low.

This was in the back of my head when I went to ARGfest. The first presentation was Andrea Phillips doing her talk “ARGs and Women: Moving Beyond the Hot Brunette.” We heard the abbreviated version (the link is to her longer talk at SXSW), but it covered a lot of the same ground I started to touch on in my own discussion, through the lens of an overused ARG trope: the sexy, smart, perhaps sassy brunette that needs your help. It was interesting to see a fairly different media and community running into the same problem. During the talk, Russell wrote the words “intercom girlfriend” in his own notebook, and I knew we were on the same page.

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  1. Interestingly, Gareth pointed out that White Wolf has done its share of getting women into gaming through Vampire, which made my comment just a bit ironic. But I had been hassling him about using buzzwords, so fair is fair.

Transmedia Thoughts to Come

Between the digitalbookworld talk I had with very smart people last Tuesday and spending a couple of days talking to equally smart people at ARGfest, I have a lot of thoughts about transmedia, games, writing, and how they all intersect swimming around in my head. So, over the next few days I’ll likely be making posts about some of the stuff I’m thinking about, once I get it all sorted out in my head. I’ll put them all in their own category for easy reference (“Transmedia Thoughts”).

But what is “transmedia”? To be honest, I’m not entirely sure – like many buzzwords, I’ve seen it used a lot of different ways by a lot of different people. It seems the intersection revolves around telling a story (interactive or otherwise, but mostly interactive) that is conveyed through more than one media. The scale of the story is where the questioning comes in, and sometimes transmedia is applied to a whole world rather than a specific story, but since there isn’t even a common definition of role-playing games, I’m not going to worry overmuch about it. The key to a lot of my thoughts are the use of multiple media in a cohesive experience and the application of interactivity in that experience. Since that’s a lot of what I do on a daily basis, I have a lot of interest in the topic, and therefore a lot of thoughts to share.

Inspiration Tank

InspirationI could have sworn I had written more blog posts this week than I appear to have done. I searched everywhere until I realized that I dreamed about writing some blog posts. I suppose it’s better then dreaming about vampires and video games over and over and over again (which has been a lot of June).

A lot of the time, though, I can’t wait until I have a great dream or a sudden insight when I’m working on something. Often I’ll be sitting there, looking at a document on my computer or laptop, thinking. I can almost hear the document asking “Well? Are you going to do something, or just sit there all day and act like you know what the fuck you’re doing?”

Yes, I have an antagonistic relationship with word processing software. It’s a writer thing. You don’t want to know how I deal with some of the other pieces of software in our office.

Ultimately, I have to call the document’s bluff and actually write, which means that I can’t wait for inspiration – I have to yank that motherfucker right from the air and shove it into the page, squealing and squirming. But it’s not that simple, either. You can’t just sit there and go “Okay, I’ll be inspired to do this now.” You have to prepare for that.

Let me switch gears for a moment. I’ve officially been on vacation since July 2nd. During that time I’ve played a lot of video games, watched a lot of television, read a number of articles and short stories I’ve been meaning to read, and also done some email and some writing. A number of people have all been like “But you’re on vacation. Relax a bit!” But the truth is that I suck at vacationing – both Michelle and I do. It’s not quite that we’re workaholics – that implication is that we’re addicted to work. Rather, the stuff we like to do to relax ends up turning into a project of some kind. Neither of us is ever really not working – we’re just working in different ways.

So, when a writer says “I need a vacation,” often what he means is “I need to refill my inspiration tank.”

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Email Triage

One of the weirdest compliments I’ve ever had was when one of my bosses in my previous job1 told me I had a “tidy inbox.” The person who mentioned it to me then forwarded me a few articles on the topic which, in retrospect, I wish I had kept, because it helped me to evolve my own style toward email management. Between being a freelancer, managing freelancers and working increasingly remotely with my home office, I’ve realized that a lot of people don’t have very good email management skills, which is a shame as email is probably the bedrock of Internet communication. I’m not thinking so much about email etiquette (which is a totally different and pretty complex topic in its own right), but rather just the act of managing and maintaining email that some people aren’t great at.

Having talked to some other people who are good at managing email, I think everyone ultimately ends up evolving their own method, but over the years I’ve developed my own style called “email triage.” I think I picked up the core of it from the Getting Things Done method, but whenever I open an email in my inbox, I force myself to do something with it: delete it, file it, respond to it, or triage it. Continue reading

  1. Project manager at the Washington University School of Medicine