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Fiction Networks: The Emergence of Proprietary, Persistent, Large ...

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period <strong>of</strong> time but the ongoing presence <strong>of</strong> a fictional template, instantiated in multiple<br />

textual artifacts, in the market as long as possible until exhaustion. Twenty-first century<br />

media corporations, with capital and resources exponentially greater than the largest<br />

Victorian press, produce the majority <strong>of</strong> our most popular fictions. For these<br />

corporations, an ongoing creative work – particularly one without a predetermined end –<br />

presents the best <strong>of</strong> all possible pr<strong>of</strong>it models: once it has established reader or viewer<br />

interest, it can capitalize on that interest indefinitely, through the sale <strong>of</strong> new, connected<br />

artifacts and spin<strong>of</strong>fs to that reader or viewer. Consider the multimedia synergy achieved<br />

over 2003 by <strong>The</strong> Matrix:<br />

When “<strong>The</strong> Matrix Reloaded,” the first <strong>of</strong> two sequels to the original “Matrix”<br />

movie, zooms into theaters on May 15, it will be more than one <strong>of</strong> the year's surefire<br />

blockbusters. It will be a movie experience that <strong>of</strong>fers consumers one <strong>of</strong> the<br />

key assets <strong>of</strong> computer products: expandability. By adding exclusive plot details<br />

to a video game and an animé-style DVD project, writer-director-producers Andy<br />

and Larry Wachowski are being saluted for their digital-era vision.<br />

In the video game, for instance, one <strong>of</strong> the challenges is to complete a driving<br />

mission as one <strong>of</strong> two notable characters from the movie. <strong>The</strong> game activity then<br />

segues to footage from a movie scene, making clear that for the character it has<br />

been a continuous series <strong>of</strong> events. If you play the game, therefore, you're helping<br />

to fill in time and events that are <strong>of</strong>f screen -- and unknown -- in the movie itself.<br />

(Antonucci)<br />

While 2003 was an active year for new Matrix products, it represents only a high point in<br />

a plan for product development that will extend well into the future. An online,<br />

subscription-based persistent world game, <strong>The</strong> Matrix Online, is scheduled to be released<br />

in Winter 2004, and will persist as long as it continues to pr<strong>of</strong>it. <strong>The</strong> audience created by<br />

the first successful Matrix film will be tapped until its interest is fully exhausted, bringing<br />

Warner Brothers new Matrix-related revenue for at least the next several years.<br />

Consequently, while discrete, singular works (e.g., a novel, a self-contained film)<br />

are certainly still popular forms in the market, a corporate goal is to either parley those<br />

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