Defiance – Antenna http://blog.commarts.wisc.edu Responses to Media and Culture Thu, 30 Mar 2017 23:48:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.5 One World, Two Ways In (For Some): Syfy’s Defiance http://blog.commarts.wisc.edu/2013/02/20/one-world-two-ways-in-for-some-syfys-defiance/ Wed, 20 Feb 2013 16:37:07 +0000 http://blog.commarts.wisc.edu/?p=18626 Screen Shot 2013-02-17 at 6.39.58 PMWhen Syfy president Dave Howe introduced Defiance’s at the TCA Press Tour in January, he referred to the project as “a groundbreaking transmedia event that unites high quality scripted television and online gaming in an unprecedented way. In short, Defiance is one world, but with two ways in.” While my previous post on Defiance considered the ways in which the respective futures of the video game and the television series could follow different paths, here I want to focus on who Syfy and developer Trion Worlds expect to travel through the respective entrances to the world in question.

While Henry Jenkins and others have rightfully observed the potential for innovative storytelling and expanded audience engagement through convergent media practices, transmedia storytelling also functions as a solution to a problem. Howe positions Defiance as the result after Syfy “imagined the future of entertainment as technology evolves across new digital screens and platforms,” but fails to acknowledge that this was not simply the result of innovative thinking but rather data suggesting Syfy and channels like it were losing viewers to other forms of media, including video games. The commercial imperatives behind convergence may not appear in public relations copy, but cross-platform projects like Defiance are about reaching certain audiences productive to Syfy’s long-term programming and branding goals in a convergent media environment

To be clear, this does not necessarily devalue the creative potential of Defiance as a transmedia storytelling experience (this DICE keynote features some intriguing production culture details), but I choose to foreground commercial imperatives due to incongruence between the audiences these projects seek to draw. While Howe is correct that there are two entrances into this world, those entrances are functioning within two industries where audience targeting works differently, and the gaming doorway is considerably narrower—and more male-oriented—than the television one.

BenzDefianceIn the case of Syfy, Defiance is positioned within a broader tradition of science fiction on the channel, including Battlestar Galactica and Farscape. One could look to the frontier setting and the presence of a brothel as evidence of the series appealing to male audiences, but Defiance mirrors Galactica’s focus on women in power (Julie Benz’s Amanda Rosewater is the town’s mayor) and follows NBC’s Revolution into the realm of young, tough female characters (Stephanie Leonidas’ Irisa). While the series contains elements we could deconstruct as being aimed toward male audiences, it ultimately seeks a balanced approach designed to maximize viewership within fans of science fiction programming (already a niche that is dangerous to narrow further, as demonstrated by Syfy’s efforts to extend their brand away from high science fiction toward lighter genre fare).

However, when I asked a Trion Worlds developer about the target audience for the video game, his answer was simpler: “Shooter fans.” The game’s claim to notoriety is not simply its transmedia relationship with the television series, but also its combination of Massively Multiplayer Online gameplay and third-person shooter mechanics similar to series like Gears of War. In this, the game seeks to merge the MMO model with what stands as the largest gaming audience on home game consoles, the audience that has made series like Gears of War or Call of Duty so successful. This is also an audience that is almost exclusively imagined as male by those within the gaming industry.

DefianceScreenshotOf course, female gamers are among those who have made the shooter genre so successful—I spoke with one female critic who identified as a shooter fan as we discussed playing Defiance at TCA—but they are not the audience being sold to when a company like Trion Worlds develops a game like Defiance. Although there is plenty of evidence to suggest that women make up a large percentage—up to 60%—of those who play video games, industry logic suggests that gameplay takes place within more casual gaming spaces, which could include web browsers, mobile devices devices, or home consoles like the Wii which came to be known for their cross-gender and cross-generational appeal. While Massively Multiplayer Role-Playing Games (MMORPGs) are considered a space where women make up a substantial portion of active players, Trion’s decision to focus on third-person shooting pushes Defiance’s demographics toward an imagined collection of male core gamers age 18-34 considered more likely to own the consoles or gaming hardware necessary to take part in this experience, a demographic often referred to as the “lost boys.”

Trion’s development choice creates an imbalance between the two entrances Bell refers to: while fans of the game can easily transition their attention to a television series (something they could even watch on their game console or PC), the choice to emphasize core gamer mechanics rather than a more accessible gameplay style limits the likelihood of viewers—both female and male—with only casual gaming experience accessing the complete Defiance experience.[1] While Defiance the television series may seek to expand its focus beyond a primarily male audience, Defiance as a broader—yet narrower—transmedia initiative highlights the gendered reality of convergent media practices tied to the video game industry’s male-dominated logics.

Trion and Syfy’s decision to focus on hardcore gamers does not preclude female gamers from experiencing Defiance as a transmedia narrative, but their adherence to game industry logics—most likely to manage financial risk in a big-budget console video game space—shapes their imagined user as a “lost boy” Syfy seeks to find. Although the show could enable Syfy to embrace this young male demographic—which sister channel G4 recently gave up on—should the game be successful, it also confines the transmedia narrative to a gendered understanding of convergence that imagines gaming as a lure for male viewers rather than a creative extension for all viewers.

 


[1] The Trion developers overseeing Syfy’s TCA event admitted the difficulty setting was set very high on the demo made available (which had been made for a gaming industry event months earlier), to the point where more casual players—including several Syfy executives and stars—who tried it were often frustrated by a lack of progress.

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Production Mythology, Release Reality: Syfy’s Defiance http://blog.commarts.wisc.edu/2013/01/21/production-mythology-release-reality-syfys-defiance/ http://blog.commarts.wisc.edu/2013/01/21/production-mythology-release-reality-syfys-defiance/#comments Mon, 21 Jan 2013 15:00:36 +0000 http://blog.commarts.wisc.edu/?p=17424 Defiance unique, the first of two parts explores how this mythology also breeds uncertainty as the franchise's April debut nears.]]> While Syfy’s science fiction series Defiance has a narrative mythology rivaling that of its generic predecessors, it also has a production mythology. Framed as a five-year journey for Syfy and developer Trion Games, the series and its companion video game—a massively-multiplayer online shooter releasing on Xbox 360, PS3, and PC two weeks in advance of the series’ April 15th premiere—represent a huge investment into transmedia storytelling for a channel that has sought new ways to merge its science fiction genesis with business models they believe could draw a larger audience. While showrunner Kevin Murphy was on stage at this month’s Syfy presentation at the Television Critics Association Winter Press Tour to discuss his plans for the series, Syfy programming executive Mark Stern was also there to reflect on a process that he has overseen across both media.

As with narrative mythologies, however, production mythologies are works-in-progress: much as long-term storytelling goals are vague early in a show’s life, the future of any kind of production strategy is incredibly uncertain. This is particularly true in the case of such a unique production culture, one where the precarity of television production—driven by a flawed Nielsen ratings system—is merged with a video game industry where costs are steadily rising as competition only grows fiercer. While Defiance’s development as an instantaneous transmedia franchise is a novel case of convergent media practices, its success or failure will have to contend with distinct challenges facing the series within and between its two industrial contexts. In this post, I want to specifically focus on how the expectations placed on both television serials and big-budget video games at the time of their debut intersect with those challenges, before moving onto how the perceived audiences for these different media threaten Syfy’s synergistic business strategy in a future post.

From a storytelling perspective, Defiance the game will serve as a prequel to Defiance, taking place in San Francisco rather than St. Louis and giving those who play the game the opportunity to interact with two of the show’s characters as they seek out an object that plays a role in the television narrative. According to one of the game’s creative leads (who I spoke with at press tour), players will have the opportunity to play through an initial story arc with a beginning, middle, and end in addition to smaller side missions and “events” scattered throughout the online world; players will then have the opportunity to follow that story onto the television series, their collective actions seeming to have an influence on the series’ storytelling. During the series, more content will be released to reflect story developments on the show, providing a constant link between the two narratives.

Of course, Murphy acknowledged during the series’ TCA panel that this interactivity would be an illusion, as production realities would prohibit any gameplay from adjusting story arcs in season one. However, it’s also illusory because the game and the series cannot be fully integrated given that not everyone who watches the series may want to play the game, or vice versa. It’s preferred for users to enjoy the two narratives simultaneously, but neither narrative can be designed in ways that require this, a common concern with transmedia properties that are also expected to stand alone as independent media products within distinct markets.

Defiance has more value when it’s experienced as a cross-media narrative, but that’s not necessarily how critics or journalists will evaluate the franchise. When Syfy presents Defiance to reporters and critics who cover television, the game is a novel idea that adds value to the production. However, based on the rather small number of journalists and critics I observed taking advantage of the demo stations made available during a Syfy-sponsored cocktail event during Press Tour, it is unclear how many of those who cover the Syfy series in advance of its premiere will have played the game to get the “full” effect (or who would even have access to the hardware necessary to do so). Meanwhile, the game has been covered for almost two years by video game journalists without any access to the television show, which may in fact be in the title’s best interest. Licensed games have a poor reputation, and although Defiance is more ambitious than your average licensed title the association is still considered a red flag of sorts. Video game journalists aren’t primarily interested in exploring the television series, focusing instead on whether the game alone is worth the investment of “typical” video gamers.

I will explore what “typical” means in part two, but this pre-release separation of the two properties raises a key question for me: how does this operate as a business model once the show and game are released? Are successful Nielsen ratings enough to prop up low sales of the game? Is a high Metacritic rating for the game enough to justify financial investment in the game’s future if the television show’s ratings are lagging?

While you don’t quite “cancel” a video game like you do a TV show, the promise of ongoing content is not necessarily a guarantee. While Trion has planned out new content to be released throughout the show’s first season, they have revealed no details on how users will get this content (including whether or not they’ll have to pay for it), or whether the game itself will come with a monthly fee typical for PC MMOs (and how such a fee would carry over in some way to the console versions). If the economics of the game don’t work out, there’s no promise a second round of content would arrive during a second season, or between seasons; if the game performs poorly on a particular console, meanwhile, it’s possible development could be focused on a single platform moving forward, leaving a section of gamers out of the story.

This uncertainty is not abnormal within the television or video game industries, but the interconnected nature of this venture only adds to its complexity, making their appeal to certain audiences an important discussion, albeit one for another post.

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