International Journal of Transmedia Literacy (IJTL). Vol 4 (2018): Expanding Universes. Exploring Games and Transmedial Ways of World-building
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International Journal of Transmedia Literacy (IJTL). Vol 4 (2018): Expanding Universes. Exploring Games and Transmedial Ways of World-building

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eBook - ePub

International Journal of Transmedia Literacy (IJTL). Vol 4 (2018): Expanding Universes. Exploring Games and Transmedial Ways of World-building

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TABLE of CONTENTS: Introduction to Expanding Universes. Exploring Games and Transmedial Ways of World-building, Raine Koskimaa, Krzysztof Maj, Ksenia Olkusz - The Narrative Consistency of the Warcraft Movie, Jonathan Barbara - Lost in Transmediation. Transmedial Adaption of Videogames and GDNA Theory, Sven Dwulecki - Language Danger: Metal Gear Solid V and the Weaponization of English, Chris Hall - Live Action Role Play: Transmediality, Narrativity and Markers of Subjectivity, Michal Mochocki - 'You Were all the World Like a Beach to me'. The Use of Second Person Address to Create Multiple Storyworlds in Literary Video Games: 'Dear Esther', a Case Study, Heidi Ann Colthup - "Live - Die - Repeat". The Time Loop as a Narrative and a Game Mechanic, Linda Lahdenperä - Guest Editors' Profiles

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Informazioni

Anno
2019
ISBN
9788879169059
Argomento
Informatica
The Narrative Consistency
of the Warcraft Movie
Jonathan Barbara
Saint Martin’s Institute of Higher Education, Malta
DOI: https://doi.org/10.7358/ijtl-2018-001-barb [email protected]
ABSTRACT – The transmedial consumption of stories is dependent on disjoint experiences that exhibit coherence despite their medium differences. Coherence, however, is subjective and depends on the audience’s prior exposure to other experiences in the transmedia franchise. This article presents an empirical study involving an online questionnaire with 106 participants worldwide on the narrative consistency of the Warcraft movie relative to the stories delivered through the many games, novels and comics in the franchise. Results show that the movie attracted narrative engagement from fans and non-fans alike. Fans judged it to be mostly cohesive in terms of storyworld, characters, and events which, the latter together with action, were the explanatory variables for the overall narrative consistency of the movie. Maintaining the sequence of events and their outcome, together with providing action consistent with the game’s mechanics, is a good way to maintain narrative consistency in movies based on games, while allowing the medium to ex-plore its full potential in the visualization of the storyworld and the portrayal of its characters.
1.INTRODUCTION
In the last decade, the use of multiple platforms to deliver one or more stories from the same storyworld to its audience has become a popular form of entertainment (Jenkins 2006), marketing (Buckner and Rutledge 2011), education (Lamb 2011) and organisational communication (Li 2013; von Stackelberg and Jones 2014). In the entertainment sphere, this has developed into two main production approaches: the so called West Coast or Hollywood model, where an initial blockbuster film is extended through sequels, novelizations and games with commercial benefit being the main objective; and the East Coast model where a single story is systematically dispersed across multiple narratives delivered through multiple platforms, focusing mostly on authorial objectives (Clark 2011; Phillips 2012, 13-14).
However, the subjective critique of each single experience in a transmedia production is affected by the existence, length, and temporal distance of that particular audience’s exposure to other experiences in the same storyworld (Dicieanu 2013, 14-15). Moreover, even if having seen none of the other experiences, and thus being freshly exposed to the storyworld through this particular experience, audiences adopt what Marie-Laure Ryan calls the “principle of minimal departure” i.e. the reconstruction of a fictional world as being the closest possible to the reality known from their previous first-hand and second-hand experiences of the real (Ryan 1980, 405) and other fictitious worlds (418).
Thus, any empirical evaluation of an experience that is part of a transmedia production should be interpreted in the light of the evaluator’s previous exposure to the storyworld which would fuel their expectations for the experience at hand. With such previous experiences being outside the control of the transmedia producers, empirical analysis of existing franchises could support theoretical models of transmedia storytelling design (Breum and Midtgaard 2013, 170; Thon 2016, 27-28) and assist in identifying critical areas which mandate a high level of coherency to meet audience expectations and others that allow for greater freedom and creativity in taking advantage of opportunities afforded by medium-specific features.
Using the filmic revisiting of the narrative of the first Warcraft video game Orcs and Humans (1994) into last year’s Warcraft (2016) movie as an exemplar and the author’s Narrative Consistency Scale (Barbara 2015) as an instrument, this study explores the narrative consistency of the movie with respect to its precursor games and novels.
This paper first argues in favour of the consideration of the audience’s transmedial consumption of narratives. It then briefly covers the expansion of the Warcraft Universe over the past 22 years across multiple media platforms prior to the movie’s release in order to understand what possible previous exposure a candidate audience of the Warcraft movie could have. The paper then uses Ryan’s Narratological Approach to Transmedia Storytelling (2016, 8) and addresses its audience behaviour component through an empirical research study involving both experience-specific and transmedial1 analysis of the movie with respect to earlier exposures to the franchise. The paper then suggests some contributions this study can offer in the analysis of transmedia productions.
2.TRANSMEDIAL CONSUMPTION OF NARRATIVES
Today’s audience, heralded by Henry Jenkins’ aptly titled work “Convergence Culture” (2006), is no longer content with what is being delivered by the single medium, but seeks out other sources of information to help interpret and engage with the story, in order to satisfy its “transmedial desire” (Tosca 2015, 36). Like judges in a law court, the audience tries to build a coherent fictional truth based on the witness accounts provided by other media experiences in the same storyworld, or assumptions are made from real-life experiences if none are found to satisfy the need for knowledge (Ryan 1980, 405).
Whilst producers have taken advantage of this potential cross-selling opportunity whereby movie goers can be lured into buying, say, prequel novels and video game sequels, such as in the case of The Matrix (Krug and Frenk 2006), unfaithful adaptations, continuity errors, and reboots tend to attract anger from fans of the franchise such as the TV show Torchwood (Hills 2012). Indeed, according to Stam’s “Intertextual Dialogism” (2000, 64), further expanded upon by Constantinides in his “Post-Celluloid Adaptation Theory” (2010), new narratives should provide an experience that is cohesive and consistent in order to support the fabula being shared between the narratives, especially in terms of storyworld, timeline of events, and characters (Breum and Midtgaard 2013). However, satisfying the fans may also be to the detriment of fidelity to the original text such as in The Lizzie Bennet Diaries, a YouTube series adaptation of Jane Austen’s novel Pride and Prejudice, where the authors believed fans would find their emphasis on Austen’s feminism appealing, and changed her characters to present feminism and romance in their modern form (Robbins 2016). Meanwhile, depending on other media experiences to provide the narrative backbone may result in storyworlds feeling incomplete, as in the case of the now defunct transmedia production Defiance, involving Syfy channel and video game developers Trion Worlds (TV Series Defiance 2013). Both narratives deal with a post-apocalyptic world where humans and aliens coexist on a totally transformed earth due to alien terraforming technology. While the TV series followed some characters inhabiting the town of Defiance in what was St Louis in the state of Missouri, USA, the video game took place alongside the series in San Francisco Bay Area where players search for advanced alien technology through the remains of the war that took place 15 years earlier between the humans and the aliens.
However, reviews of the Defiance transmedia production had been directly on the experiences themselves and not on the transmedia production with critics unwilling to engage beyond their field of expertise giving the respective instalment bad reviews: the game reviewers had not followed the TV series and thus complained of lack of story and accused the gameworld of having no connective tissue, while reviews of the TV series failed to consider the online game extension, with none of the reviewers having played it. This was due to a general lack of holistic transmedia reviews that were initially called for by Geoffrey Long’s white paper urging for “a robust system of transmedia criticism” (Long 2011, 3).
The importance of the audience’ s role in the success of a transmedia production was put to the fore in Ryan’s narratological approach to transmedia storytelling wherein a Transmedia Franchise is decomposed into four parts : the transfictional, the mythical, the adaptive, and the audience behavior components (Ryan 2016, 8). This latter sociological component considers the transmedial success of the project in terms of the transmedial involvement of fans and standard audiences, and thus, together with Breum and Midtgaard (2013, 170) and Thon (2016, 27-28), invites empirical research in the area of transmedia storytelling user experience.
2.1.Experience-specific Analysis
In measuring a transmedial user experience, the experience in question affords assessment on its own merit as well as in relation to the other media experiences. Whilst this study is more interested in the transmedial dimension of the experience, the audience’s engagement with the experience has a direct effect on their evaluation of its transmedial nature: if a film does not satisfy the expectations of a cinematic experience, there is a danger that this will bias their assessment of its transmedial nature. Also, in the case of films based on games, one is bound to ask whether the movie is engaging on its own merit or whether one needs to be acquainted with the lore (Ryan 2016, 7).
2.2.Transmedial Analysis
In discussing the difficulties of a narratological approach to Transmedia Storytelling, Ryan suggests a “big data” approach due to the large volume and different nature of experiences making up such a production, because close reading, typical of literary studies, would require focusing on the relationship between a limited subset of the narratives involved (Ryan 2016, 7). In this relationship, narrative consistency, or forms thereof, has been deemed to be a critical success factor in transmedia storytelling by both media scholars (Jenkins 2003; Dena 2010; Dowd et al. 2013), and practitioners (Gomez 2012; Bernardo 2014). However the lack of a quantitative measure for such a criterion makes it difficult to judge the narrative consistency of a narrative with respect to other narratives in the same transmedia production (Jenkins 2006, 98 – 99).
An attempt to enable such a measurement was made through the design of the Narrative Consistency Scale (Barbara 2015) which starts from faithfulness to previously established canon in the form of Consistent narratives all the way down to Conflicting narratives. This five-stage linear scale decreases in consistency to a Cohesive level of narrative, where differences are justified through plausible causes such as in sequels, to Irrelevance, where new experiences have no impact on those already past – such as in spin-offs. Going further, Inconsistent narratives, such as those that employ retroactive continuity to alter previously set facts in order to allow for new plots, start failing expectations without contradicting directly the original knowledge, which happens in the Conflicting stage that is more attributable to parodies and reboots.
2.3.Research aims
This empirical study aims to contribute towards the corpus of close reading of transmedial productions by focusing on the relationship of one narrative, specifically the Warcraft movie released in 2016, with respect to the Warcraft lore as remembered by its fans.
The experience-specific analysis is carried out using the Narrative Engagement Model by Busselle and Bilandzic (2009) which measures four categories of narrative experience quantifying the audience’s involvement with the story being told.
For the transmedial analysis part, the Narrative Consistency Scale is being used to compare the transmedial nature of the Warcraft movie with its predecessor games, novels, and comics with respect to its narrative consistency.
3.THE WARCRAFT UNIVERSE
The Warcraft adventure begins with Blizzard’s release of Orcs and Humans, a Real-Time Strategy (RTS) game in which the Orcs invade the Human world of Azeroth. The game was followed by sequels, with changes in game mechanics, from single player campaigns to massively multiplayer online role playing games, changing to a subscription model with World of Warcraft, that afforded a self-sustainable periodical release of expansions that is still ongoing.
The Warcraft story attracted renowned writers such as Richard Knaak, of Dragonlance fame, Christie Golden, from the Star Trek novels, and Jeff Grubb from Dungeons and Dragons. Thus, throughout the years, tens of licensed novels and comics tell stories happening before, during, and after the stories lived through the games, expanding the lore of the Warcraft Universe.
Blizzard also licensed a number of board games that mimicked the digital gameplay, a trading card game, a miniatures game, and themed versions of Monopoly and ...

Indice dei contenuti

  1. Cover
  2. Title
  3. Guest Editors’ Profiles
  4. Introduction
  5. ARTICLES