Producing Multiplatform
On 11 November 2004 NMK held an afternoon conference in which an expert panel discussed the outcomes of Stephen Jeffery-Poulter's 2-year MPhil Research Programme for ICDC, Liverpool John Moores University.
On 11 November 2004 NMK held an afternoon conference in which
an expert panel discussed the outcomes of Stephen
Jeffery-Poulter's 2-year MPhil Research Programme for ICDC,
Liverpool John Moores University.
After an introduction by
Michael
Blakstad, Stephen
Jeffery-Poulter explained the background to his
research. During 2001 and 2002, after leading the Digital
Synergies Programme - a joint season of events with NMK, PACT
and BAFTA, he identified a need to examine multiplatform
production methodologies. After spending nine months reviewing
all available literature on the subject, he had identified his
research aim:
To establish the need for the development of a new converged
production methodology for making multi-platform digital
entertainment projects, and propose a possible new paradigm in
which it would operate.
His research questions were:
- How successful have current and previous attempts been in
developing efficient and sustainable integrated production
methodologies for creating original interactive entertainment
projects across multiple digital platforms in the UK?
- What are the practical and psychological barriers to
collaboration in an integrated production team?
- What processes, tools and methodologies might be
appropriate to consider when designing and implementing a new
production paradigm for interactive multi-platform digital
entertainment projects?
Thesis contents:
- The Development of Television Production Methodology in
the UK
- Defining Digital Media: Interactive CD-Rom/DVD; Web Design
And Development; Computer Games; Interactive Television Common
Characteristics of Digital Media Production
- The Principal Challenges of Producing Digital Media
- Three Case Studies of Multi-platform Development:
Big Brother UK Series 1; Network of the World; X Files
Game
Michael then interviewed participants from two of the three case
studies. First up was
Morgan Holt,
talking about Big Brother series 1. He described the setup –
interactive was done through Channel 4, the web site was set up
with help from Intel (Channel 4 didn’t have their own web
infrastructure in place at the time). Endemol handled editorial
on the web site, while their technical partners Victoria Real
provided its technical facilities. The physical set-up at the
Big Brother house was chaotic, with too many production
personnel present (more than 300) and a series of portacabins
wired together. Major problems, like BT plugging an ISDN line
into the wrong place, necessitated lots of hasty improvisation.
The setup worked up to a point, but there was conflict between
the TV producers and the software developers. The software
developers had an iterative mentality whereby their work could
continually be improved on once it was live. The TV producers
were of the opinion that the technical side had to be perfect
right from the get go. The TV people started to take the ITV
side seriously because of editorial concerns – they had to pull
the plug when one of the contestants undressed on air. This
emphasised that the editorial content had to be owned by the
whole production rather than by one platform. The web could
pre-empt the TV show. When the ‘Nasty Nick’ controversy broke,
the website was the only place for people to keep up with
developments as they happened. The CMS was built to fulfil an
unknown requirement. It evolved into a precursor of a typical
modern web CMS.
David Stranks talked about Network
of the World. It had been the world’s first fully converged TV
and internet service, with four hours a day of television
content available via satellite and streamed on the website. An
interactive panel on the site was designed to take users to
relevant content deeper in the site.
Funded from Hong Kong, the operation was based in West London.
The set-up was very ‘dotcom’: trendy workspace, rapid expansion,
frequent office moves. David described relations between the web
and TV teams as ‘poisonous’. Communication between them was
terrible – each had its own agenda, neither understood the
other. Initially the web team dominated, but as deadlines loomed
and content was required, the TV team became more important. The
CMS was a lost opportunity. It was developed by the web team to
handle everything – asset management, scheduling, publishing
etc. They didn’t do it very well – the final result hindered
what it was meant to achieve. The satellite is still
broadcasting programmes, but the web site no longer exists.
Stephen then presented his findings. Multi-platform projects are
too varied to support a standardised methodology, but guidelines
could be developed that will make life easier for producers. He
pointed out the contrasting production paradigms between the
different types of media. Linear media typically have
hierarchical project teams, a three-phase product process, a
creative/technical/producer split, and they deliver a concrete
product to a definitive deadline. Digital media tend to have
democratic project teams, an evolutionary model of production,
an editorial/technical/commercial split, and they deliver an
iterative product, perpetually improved and upgraded after
launch.
He identified the core challenges for each new multi-platform
project as being: definition of deliverables; project management
methodology; creating inter-disciplinary teams; CMS strategy.
He went on to discuss each of these in detail. He first stressed
the importance of comprehensive planning, with everything
accounted for in scope documentation. The purpose of each
platform must be clear, along with its costs and expected
returns. Just as important, how each platform relates to the
others must be understood (ideally they will connect in a
‘virtuous circle’).
He described Project Management Methodology as the most
difficult aspect of a project. The unique needs of each platform
must be understood, but they must also be drawn together into a
unified whole. Milestones must be identified, and relevant
documentation, communication and reporting strategies developed.
Three key personnel are needed to head a project (producer,
visionary, project manager). The team must be able to bridge the
cultural divides between the different platforms. Chain of
command must be clearly established from the start, and any
changes in roles and responsibilities must be communicated
quickly. An effort should be made to ensure that everyone
understands the different needs and cultures of every department
so as to create a more harmonious and successful project.
Finally, a Content Management System must be developed that
allows the storing, managing and publishing of digital assets on
all platforms – throughout the entire lifecycle of content. It
must be easy to use, scalable, flexible and fast.
The panellists then shared their thoughts about Stephen’s
conclusions.
Emma Somerville said
that while scope documentation is important, it’s necessary for
it to evolve as the project does; most problems that occur
aren’t anticipated during kick-off meetings. (Stephen agreed
with this – scope documents are a starting point, and nothing is
set in stone.) On the subject of cultural differences, she said
that while communication within a project is useful, shared
success criteria and benefits are just as important. She also
thought that the ‘virtuous circle’ wasn’t always relevant, as
too many platforms could overwhelm users. She said that each
platform’s role and relevance must be examined without losing
sight of the overall picture. She agreed that choosing the team
was essential, but that the hierarchy must be unambiguous –
someone must own the project.
Peter Jones agreed with Stephen’s
conclusions. He said that in the games industry there has been a
tendency to miss deadlines and milestones – they now produce
scope documents to try and minimise this problem. Management is
getting more and more difficult – teams are expanding, and
outsourcing is becoming necessary. The advantage games
developers have is that they develop products for a series of
discrete platforms that don’t have to interact with one another.
The games industry, he said, is moving more towards the TV
production model than the film production model. He described
his experiences of working on a Harry Potter game as a perfect
example of how to successfully co-ordinate a production that was
based across several different companies.
Jonathan Webb said that the
conclusions seemed a bit utopian. He says that there has to be a
unified production model for new media – the narcissistic ‘we’re
different to everyone else’ attitude has to end. He feels that
new media should aim towards the TV production model. He agreed
with Emma that the ‘virtuous circle’ isn’t always effective – he
believes that TV is the most important platform, and the others
don’t contribute all that much. He claimed it’s often too
expensive to have both a producer and a project manager. He says
that content management systems are unnecessary; the same effect
can be achieved by having a few people updating content manually
– this costs more in the long-term, but allows greater
flexibility.
Questions and comments were then taken from the floor,
broadening the discussion. If one element in a project has
problems, fixing it can sometimes eat up the budget for other
elements. So who has overall control of the budget? Stephen said
it should always be the producer. There’s a lot of talk of
interaction, but can something be truly interactive if its sole
purpose is to drive people to a TV show? The panellists said
that the web provides good ways to interact with audiences –
through bulletin boards and chat – that are unavailable to TV.
The importance of creating properly defined, standardised new
media job titles and skillsets was also raised.
There was a lot of discussion of the fact that Stephen’s work
seems to address the concerns of large companies while ignoring
those of smaller companies. Stephen denied that his work was
just about big companies; he pointed out that there was a total
of 24 companies involved in Big Brother, and that none of them
knew who had overall editorial control.
The chairman concluded by thanking Stephen for his work, and
suggesting that perhaps someone might want to take on the task
of teaching smaller companies how to work together more
effectively.
About the speakers:
Michael Blakstad is
chair of a government-funded B2B broadband initiative and a
regular chair and speaker at conferences on interactive media.
He is external professor of digital media at the University of
Glamorgan and he advises clients on broadband and interactive
strategies.
In 1984 he founded Workhouse, which became one of the UK’s
leading independent agencies producing web and interactive TV
programmes. He is a member of SEEDA’s Media, Telecommunications
and Technology Task Force and was Chair of the Executive of the
Broadbandshow. He is also Chair of the Advisory Board of Digital
Public, an independent consultancy advising public sector
organisations on the implementation of broadband. He has worked
with the Chichester Festival Theatre to develop an broadband
educational outreach programme.
Michael has also been a Director of the Chrysalis Group and
Zenith Entertainment plc; Director of Programmes of TVS; and
from 1974 to 1980 worked in various senior roles at BBC
television.
Stephen
Jeffery-Poulter is a Digital Content Consultant with 20
years experience in commissioning, developing and producing
original content across traditional and new media. As a
consultant he has been involved in the development of CandT
Theatre Company's online education portal
Livingnewspaper.com as well as projects at Exeter University,
Bristol University, and the University of East London.
Previously he worked for new media agencies Mousepower, RTSe and
Pittard Sullivan; and was a Senior Producer at Network of the
World. He spent the first 15 years of his career working TV
Drama initially at the BBC and later in the Independent
Sector.
Stephen also works as a part time lecturer overseeing students’
digital media projects at Ravensbourne College and Kingston
University; and has spent the last 2 years researching
cross-platform production methods for a part time MPhil at the
International Centre for Digital Content (ICDC) at Liverpool
John Moores University. As Convergence Programme Consultant at
NMK over the last 4 years he has developed and produced 20 high
profile seminars and conferences, as well as contributing as
chair or speaker to numerous national and international digital
media events.
Morgan Holt is
Executive Producer at Endemol UK with responsibility for
interactivity on all broadcast TV projects, as well as other
platforms such as mobiles, the web and gaming consoles. He is a
former journalist, and began working for Endemol on the first
series of Big Brother where he was in charge of the editorial
for all platforms. Subsequently he has worked as Executive
Producer for all the company's leading interactive projects:
all five series of Big Brother, The Match, Restoration, Fame
Academy, and The Farm. He has Executive Produced smaller shows
for Endemol such as Orange Playlist, Cosmetic Surgery Live, and
the Bristol Studios projects. He has also created broadcasts
such as I'm A Celebrity Get Me Out Of Here and Hell's
Kitchen with Granada, and Bump 'n' Grind with Flextech.
David Stranks is Series
Producer/Head of Production, Gamer.tv. David started in TV as
one of the first four Continuity Announcers on Channel 4 in
1982. Since 1987 he has worked in the independent sector as a
Producer/Director with a bias towards factual
entertainment/magazine shows. Programmes/series worked on
include: Saturday Night At The Movies (Initial for GTV), Rough
Guide To Careers (Diverse for BBC2) – but have ventured into
wider pastures including South (global documentary magazine for
C4) The World At Their Feet (Kids drama for Disney & BBC1)
and Wanted Marjory & Oliver (Anglo/Georgian drama-doc –
Initial for C4).
Between 1992-7 David ran London and LA offices of Capricorn
Programmes, an independent company producing up to 10
entertainment, music and videogame series per week for ITV and
international distribution. He spent 2 years from 2000-02 as
Senior Producer at NOW (Network of The World)- the "world’s
first fully converged TV & Internet Service" -
co-produced by TWI and PCCW, where he created and ran the music
channel: MP3tv. Since 2002 he has been Senior Producer, Series
Producer & Head of Production at Gamer.tv - a niche
entertainment production company producing TV and web content
centred on the world’s biggest entertainment industry,
videogames.
Emma Somerville is Head of
BBC’s interactive TV programming, responsible for developing
integrated strategies for the BBC’s enhanced television (eTV)
services, focusing on integrating eTV commissioning as part of
TV’s broader commissioning process. Emma joined the BBC in
September, 2002 as Head of 24/7 - the BBC’s ‘always-on’
information services – to implement the rollout across digital
Satellite and FREEVIEW.
Previously she launched the UK’s first-ever digital interactive
content services at Open..., subsequently taking on the
additional role of Head of Content and Enhanced TV at Sky,
responsible for creating and implementing the interactive
content strategy that currently supports Sky One, Sky Sports,
Sky News and Sky Movies. Emma started her digital media career
at Teletext where, as New Media Manager she set up its website
which, within a year, won the BT and Yell award for Best Online
Publication.
Peter Jones is an
Executive Producer, Lionhead Studios. Peter has been working in
the software entertainment industry for more than 18 years. With
his initial training in operating and programming mainframe
computers, he wrote his first commercial program at home in the
early 1980’s, at which point he decided to begin his games
career. His first games company was Mirrorsoft Ltd. Since then
he has worked for many companies including Sega, Acclaim and
Argonaut in a variety of Production roles, culminating in his
current position at Lionhead Studios. With a great deal of
experience behind him, Peter is surprised each day to find that
he still continues to enjoy working with so many talented people
in such a diverse and rewarding industry.
Lionhead Studios is one of the world's most successful games
developers. In 2001 its game Black & White was released and
sales now top the 2 million mark. The studio’s second game,
Fable, released in September 2004, broke several US sales
records, selling over a million copies in its first month of
release. A further four games are currently under development
and Lionhead now numbers over 230 employees.
Jonathan Webb is
Channel Controller of Trouble and Challenge. Since joining
Challenge, Jonathan has moved the programme strategy from game
shows to the games we play. The channel has recently launched a
new series of casino based shows including Celebrity Poker Club.
Jonathan is also responsible for the development of Trouble with
a raft of new US comedies coming to the channel in 2004.
In addition, Jonathan is Flextech Television's Director of
Interactive Programming, responsible for creating a convergent
vision for Flextech's wholly owned channels. The role covers
the development of Flextech's interactive multi-platform
strategy across interactive TV, mobile telephony and
web/broadband.
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