What do you see as the limits of the concept of transmedia storytelling for accounting for the range of different production practices you discuss in the book?
It’s often very appropriate to talk about franchising in terms of transmedia storytelling, but as I understood the concept in my reading of your work in Convergence Culture, I felt that transmedia storytelling represented a kind of aesthetically ideal case of franchising, where every element is designed to work together in a coordinated, coherent, integral way, without elements that seem unimportant to an overarching story. Often, a way to do this is to ensure that your franchise is being guided by a strong authorial, editorial, or managerial vision. I may be reading what you originally wrote a bit strictly, and I really love how you have since extended the concept to account for a greater range of multiplicity—where one-off interpretations and “what if?” spins on the franchise still make an integral contribution to the whole through their unique take on the formula. I’m not always sure that creation under a centralized vision is the most interesting or ideal, so I think that acknowledging the pleasures of multiplicity and divergent interpretations really enhances our understanding of transmedia storytelling.
But where I think transmedia storytelling cannot fully account for the full range of franchising is in the inherent messiness of franchising and its push away from integrated forms of collaboration. I think that all transmedia storytelling is a form of franchising, but not all franchising manages to count as transmedia storytelling. The industrial relationships of franchising across boundaries of corporation, media form, and production community lead to a resistance to the kind of collaborative creativity transmedia storytelling implies. For many in the industry who have embraced the idea of transmedia storytelling, I feel that franchising is the “bad” object they want to move away from. I think franchising is very much with us still, and I’m interested in it a little more because I want to understand the persistent tensions and struggles and unevenness that the ideal of transmedia storytelling often seems to want to move away from.
I have often seen Marvel celebrated as an example of the successful and creative management of a franchise. What do you think Marvel has done that has won over fans, even as it has also been commercially successful? How do you see the new SHIELD television series fitting within the history of Marvel media production you trace within the book?
This speaks not just to the world of comics, but also the world of film, television, and video games that Marvel has colonized over the last fifteen years (where I see its success touted most often in a comparative sense against the failure of competitor DC in similarly trying to build franchises around its characters, Batman excepted). Coming back again to the idea of authority, I think the way that Marvel has won over fans in this effort over the last five or six years in particular is based in some part in reaffirming the idea of centralized control and authorship against the multiple authorship of franchising (similar to the transmedia storytelling ideal vs. franchising bad object described above).
The Marvel case study in my book actually stops at the moment that Marvel starts to move away from licensing Hollywood studios to produce Marvel films, as has been the case in the 20th Century Fox X-Men and Sony Spider-Man series. But in a parallel article in Cinema Journal, I explored this new moment where Marvel starts to self-finance and self-produce its own films, starting with Iron Man and of course leadings to last years’ The Avengers. This involved a shift in the way Marvel executives talked about the company, the (gendered) identities of its talent, and its relationship with Hollywood; Marvel singled itself out as the only entity that truly had the experience and expertise to deal with these characters.
What was needed, this suggested, was not the licensing-based franchise model they had been relying upon, but a more centralized form of creativity where the ideas remained under the control of the entity that originated them. This was a more authority-driven idea that connected with common sense notion about creativity—of course Marvel would do a better job making Marvel movies. Of course 20th Century Fox would be less desirable than the originator.
I’m not trying to identity who does and doesn’t make more objectively good comic book films, so much as illustrate how the celebration of Marvel (and the much-repeated suggestion from fans that Marvel try to buy back X-Men and Spider-Man rights from its old studio partners) is in some ways tied to our continued investment in the idea that “real” or “the best” creativity lies with the originator, not the licensee or franchisee. Marvel’s success, then, lies beyond the screen in tapping into our continued investment in creative authority.
Agents of SHIELD though represents an even newer moment. With Avengers already planned as the culmination of a multi-year production sequence before Disney purchased Marvel in 2009, I think we’d have to be careful about characterizing the build-up to that 2012 film as truly indicative of how Marvel operates under Disney. Agents of SHIELD is perhaps one of the first high profile projects to come more fully out of the new relationship with Disney, and its subsidiary, ABC.
One of the big fan concerns about the Disney deal was what this would mean for Marvel’s autonomy, and Marvel is now in the position of needing to assert that autonomy in the face of not just Disney, but also the TV network. At the same time, you have producers like Joss Whedon working to create as much distance as proximity to the familiar success of the film, suggesting that the series will have a different, more everyday focus and that recognizable superheroes won’t be doing cameos every week. Much of this is about managing fan expectations, I’m sure, but I also feel some dimension of it must be about assuring audiences that this project has a creative raison d’etre of its own, as well as an executive independence.
Where-as others speak of “world-making,” you write extensively here about “world-sharing.” What are some of the challenges of constructing a world that will be “shared” by many industry participants (not to mention diverse fan communities)? Does this phenomenon of “world-sharing” mean that the idea of a transmedia experience as coherent and coordinated is a practical impossibility given the current structure of the entertainment industry?
I think I hinted at this above when comparing transmedia storytelling to franchising, in that there are definitely structural obstacles to making world-sharing happen in a coherent and coordinated way. When media producers operate within different markets and corporate cultures, or even just in different silos within a single parent company, it is logistically difficult to manage collaboration—which is why companies like Starlight Runner have emerged to perform that labor, and we see new transmedia producer credits for those working to push production past those hurdles.
What I want to emphasize though is that the obstacles aren’t always structural and/or economic—they are often social and tied to a sense of production culture and identity. World-sharing in a coherent and coordinated way is a challenge because there is often no economic incentivize to do so. But it is also a challenge because there is sometimes no creative incentive to do so (in the sense that creativity is a type of identity and not just an aesthetic trait).
Think about television spin-offs where two or more related series are in production at the same time. In that case, the shared world makes it possible for characters from one show to pop up on another, but it rarely happens because of both practical scheduling matters and corporate concerns about dilution and confusion of distinct sub-brands. At the additional level of production culture, however, producers often resist these kinds of stories, identifying one series and set of characters as “theirs”, and others as belonging to another creative community. So in the 1990s when you had multiple Star Trek series in production under a single franchise manager (Rick Berman), but with each under the pen of a different writing staff, there was a sense of intra-franchise competition, not cooperation. Each writing staff and crew had duties specific to one part of the shared world, and they often wanted their contributions to be seen as the best, competing for accolades and attention. So there were occasional crossovers, sure, but producers just as often resisted coordination because each staff wanted to generate its own identity and culture.
I don’t think that the tensions involved with “world sharing” make transmedia storytelling a practical impossibility, however. It’s just requires working against these factors, and my own concern is more about the desirability of doing so, the unchallenged privilege we might accord the idea of central authority over sharing, and whether these competing creative visions and tensions may have some alternative value beyond their failure to always produce coherent narratives.
In the process of discussing "over-design" as an industrial process, you've developed what I see as one of the richest account of the production design process within contemporary entertainment. In many ways, contemporary stories are as much constructed by decisions made by art directors and costume designers as they are by decisions made by screenwriters. Yet, our critical discussion of these productions lags behind, often grumbling about products being overly dependent on "special effects" as if these choices could somehow be isolated from the overall experience of the fictional world. To what degree is it important to see these new franchise properties as "designed" rather than "authored?"
Based on how many times I’ve brought it up already, I think I’d be hard pressed to say that authorship isn’t important, since that idea is often the terrain of struggles over creativity in cultural production. But the idea of design helps us get past the question of who the author is, and more toward how multiplicity, collaboration, and competing claims to authorship can be supported in creative practices.
I like the framework of “design” because it points to the creation of a system or context in which other things will happen. That’s how I see a lot of the creative energies of franchising at work, where the creativity that occurs in one instance becomes the context for creativity in another. It might be a little easier to see these dynamics when comparing different entries in a franchise—the way in which the new Star Wars films will be produced in relation to the design of those that have already been produced, for example. But even outside of franchising, design could be a useful framework for reconceptualizing authorship more generally, in that we might think about how the creative work of many different labor categories (from directors to production designers to foley artists) occurs in relation to a shared context for designed for collaborative creation.
Derek Johnson is Assistant Professor of Media and Cultural Studies at the University of Wisconsin - Madison. He is the author of Media Franchising: Creative License and Collaboration in the Culture Industries (NYU Press, 2013), as well as the co-editor of A Companion to Media Authorship (Wiley-Blackwell, 2013) and Making Media Work: Cultures of Management in the Media Industries (NYU Press, forthcoming 2014). His research focuses in the media industries, looking at how cultures of production negotiate creativity, convergence, and collaboration. Most recently he has started working on a new single-authored book project focusing on children's media industries and the way in which producer identities cohere in relation to ideas about age, taste, and the child audience. He has published several journal articles and chapters on the subject of Marvel Comics and their cross-media practices, and in his forthcoming publications, he has critiqued the industry strategies behind the HerUniverse web shop as well as the racial logics behind LEGO's licensed film and comic minifigures.