The gaming component of Parasites creates key relationships between:
It has the power to transform enjoyment of the storyworld from a passive experience to an active experience. It offers investors and sponsers two key benefits:
Engagement. Movies have always been a sit-back experience. Not completely passive because the best movies invoke an emotional response but the audience is at the mercy of the movie. They can't re-cut it on the fly or investigate other story paths that might interest them. All this, of course, is available in the best games. And while a movie may last anywhere between 30 seconds and 3 hours, the best games are captivating audiences for 8 to 24 hours and upwards
Revenue. This article compares the profitability of Grand Theft Auto 4 and Spiderman 3 and concludes that games are where the action and the money is. So there is massive untapped potential in the game development. However, our revenue model assumes a rather modest contribution because at this time alhough we'd like a game on the scale of Eve Online or WoW it's a little too ambitious even for us (unless of course you can help!). Note that the game is free to play and revenue comes from in-game trading.
Our plan is to start with the Parasites game on a social network because it's faster & cheaper to implement than other game patforms (and the feature film) and it offers a chance to spread awareness and interest of the Parasites project ahead of implementing more costly transmedia components. It's hoped that the social game will stimulate participation in the project and offer insights into the development of the feature and web series.
The Parasite's game is not a lame, cynical extension of the movie, it's a core part of the relationship between the audience and the storyworld.
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