Do Fans Generate Transtexts?: An Interview with Melanie Bourdaa and Benjamin W.L. Derhy Kurtz (Part Two)

Confessions of an Aca-Fan 2017-01-31

There has been an international conversation amongst fans, producers, and academics about the nature of transmedia entertainment over more than a decade now. What do we know now that we did not know a decade ago? Why is now the right time to publish a new book on this topic?

M. Bourdaa: We are in a more mature time to analyze transmedia productions and strategies. A decade ago, production teams were experimenting, trying to find the good balance between expanding stories, the use of the right platform to tell their stories and engaging the audience. When projects blossomed a decade ago, there was this sense that transmedia was all about marketing and digital production. I am thinking of the interactive platform NBC launched, called NBC 360, to enhance the stories of their TV shows. Now producers realize that transmedia content could be deployed on different media platforms and non-digital ones, such as comic books, novels, billboards, radio podcasts for example. Morover, Jeff Gomez introduced the term Transmedia Producer in the Producer Guild of America, creating a job with rules to develop extended universes.

This book is published at a perfect time for scholars to look back and take a step back on transmedia projects. They have the background to know what worked, what didn’t work, they had time to delve into the strategies, play with them, engage in the stories, go from one platform to the other to unravel new contents. They played the role of the fans, and that gives them the legitimacy to analyze the strategies from within, giving new insights on practices both from a production point-of-view and an audience one.

Early definitions of transmedia placed a strong emphasis on the “coordinated” and “systematic” unfolding of content across media platforms and thus on the central role of the author, not necessarily an individual but a creative team or design network, in insuring consistency and continuity across the story world. Reading fan works as transtexts, alongside the commercially produced paratexts and intertexts, requires us to adopt a different model of transmedia authorship. What do you see as the implications of this shift towards a more participatory account of how transmedia takes shape around a fictional property?

M. Bourdaa: When you coined your definition Henry, it was around a Hollywood IP, The Matrix Trilogy, and the case study has some specificities, besides an obvious marketing one: the use of multiple platforms to tell chunk of an overall story, bridges between those platforms to form a coherent whole and the creation of a coordinated narrative universe. The goals were to extend the stories and to engage and immerse hard-core fans in the storyworld, hunting for clues and moving from one platform to the next. This is what Brian Clark called the West Coast model, based on a franchise property, where ancillary contents are created around a mothership. Your definition was a bit restrictive in terms of effectiveness and feasibility for production teams and you developed 7 principles to soften it. With the integration of fans’ works, of paratexts and intertexts, we are in a more flexible definition of transmedia strategies. The term Transtexts as we explained earlier and in the book considers both production strategies and fans’ tactics in the creation of a common, bigger, more shifting narrative universe. Of course, this requires from the production to include spaces to welcome fans’ creativity and opportunities to participate and collaborate in the narration.

Transmedia strategies are very effective around entertainment strategies with a solid fanbase, as fans will create and produce their own content and own meaning, and they will engage in the collaborative spaces required by the production design. I am thinking of ARG (alternate Reality Games), which are participatory storytelling, asking for a huge collaboration between players to advance in the storyworld and discover clues and Easter eggs, on media platforms and in the real world.

One of the basic principles of Transmedia Storytelling or Transtexts is the creation of a narrative universe, a process called world-building. The stronger the world-building, with reliable characters and imaginative places, the more audiences and fans will play with it, will create around it, will discuss it. This is the key to a successful transmedia strategy.

B.W.L. Derhy Kurtz: Of course, industrial transtexts (or transmedia storytelling) need to be coordinated by someone, or an intellectual entity in relation to the copyright owner; this is why, for instance, the Marvel strategy is a coordinated one, with the various transtexts forming one storyworld, while one could not have a transmedia strategy with elements from BBC’s Sherlock and CBS’s Elementary, even though both programmes revolve around the character of Sherlock Holmes; indeed, most of Conan Doyle’s stories being part of the public domain now, there is no way to coordinate or oversee one version, one universe of Sherlock Holmes (a strategy could be made around the Elementary version, specifically, however, as one could exist around the Sherlock one). When it comes to fan-made extensions, such transtexts can – and, from the fans’ perspective, are meant to – be seen as paratexts, surrounding the main text(s), the source text(s) as I call it/them, and completing them in the way desired. Similarly, other fan-made transtexts can take the role of intertexts, shaping the meaning of industrial transtexts, often (with so many fanfictions, fanvids, etc.) to give a slightly different interpretation than originally intended by the producers (for example, imagining a romance between two characters, or saving a character implied (or shown) dead, etc.).

In that sense, the model of media authorship that we can adopt should be a collaborative model, where industry and fans collaborate together, although not one along the other, and thus create a number of transtexts around one central piece, the canonicity of some being often up for discussion (or not, as most fantexts are often considered as non-canonical by fans, which gives the latter no less pleasure in producing and ‘consuming’ them).

As a result, this model is quite complicated and paradoxical, as the relationship is not reciprocal in the majority of cases: while fans make transtexts around the institutional ones, the industry typically does not make transtexts revolving or acknowledging fan-made ones (although some exceptions exist). While this overall, mutually-constructed universe (by industry practitioners and engaged audiences alike) should be considered and acknowledged, and while fan-produced extensions developed across different media must be recognised as transtexts as such, this non-reciprocity in terms of interaction between the two types of transtexts incites one to make that very distinction: consider them as two types of transtexts, revolving around, and within, one common (initially industry-built) universe.