transmedia bible - faculdade de engenharia da
TRANSCRIPT
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1 - Story
1.1 - Logline
1.2 - Treatment
1.3 - World Overview
1.4 - Characters
1.4.1 - Victoria Fogg
1.4.2 - Marco Fogg
1.4.3 - Vannoo
1.4.4 - Phileas Fogg
2 - Platforms
2.1 - Role of each platform
2.1.1 - Social Networks
2.2.1.1 - Facebook
2.2.1.2 - Twitter
2.2.1.3 - Youtube
2.2.2 - eBook
2.1.3 - Website
2.1.4 - Mobile App.
2.1.5 - Audio Experience (Website and App.)
2.2 - Story of each platform
2.2.1 - Social Networks - Twitter
2.2.2 - Audio Experience (Website and App.)
2.2.3 - Mobile App.
2.2.4 - EBook
2.3 - Timeline
3 - Audience
4 - Experience Design
4.1 - Social interaction research
4.2 - Experience map
4.3 - User Journey Experience
5 - Technology Specification
6 - Visual Design
6.1 - Visual interfaces
6.1.1 - Application
6.1.2 - Website
7 - Business & Marketing
7.1 - Marketing Analysis
7.2 - Marketing Strategies
7.3 - Business model
8 – References
9 – Attachments
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You receive a desperate message from a descendant of the famous Phileas
Fogg, Victoria Fogg, from many years in the future. She urges you to retrieve and
destroy an ancient Artifact that Phileas himself discovered in his journey around the
world. The Artifact would be responsible for an alien invasion in the future, a disaster
that would wipe out all of humanity. For this task you will require the help of Marco
Fogg, the only scientist crazy enough to believe you and transport you back in time, to
destroy the Artifact and save the world.
In the year 2984 a scientist by the name of Victoria Fogg finds herself amidst a
war of the worlds. As aliens suddenly attack Earth, she manages to send a message to
the past. Not knowing if she was successful, she hides, running from the attackers,
fighting for her life.
Meanwhile, in the present, the user’s phone vibrates as they walk about their
daily life. The screen on their device is not what they expected and a sound file begins
playing, releasing a female voice from the speakers:
“ This message is destined to Dr. Marco Fogg at Porto, Portugal. If anyone hears
this, direct this message to him. It is of vital importance he hears this. Mr. Fogg, you do
not know me but I know you. We are family. My name is Victoria Fogg, I’m a
descendant of you. The year is 2984, I’m currently working in the Fresno Defense Labs,
researching the Fogg family line, as we are carriers of a most important object, an
Artifact I am sure you know, since you also study it and are yet unaware of its secrets.
Not anymore.
The Artifact is a sensor; it detects Cesium-137, created by nuclear explosions.
From the day the first atom bombs hit the earth, this sensor has been sending
information encoded in high powered, extremely low frequency quantum paired
particles. It notified an alien life, an intelligent alien life, that this planet has creatures
capable of nuclear fission. It is my theory that such fact makes us a threat, and we are
soon to be destroyed for it.
Encoded in this message is the instructions for the building of a machine that
can send you or a more capable assistant to the past, before Cesium was abundant, to
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destroy this sensor, this Artifact. Another family member, a Phileas Fogg, was the one
that found this Artifact, as you may know. He not only found it, he saved it!
He must be stopped. You must stop him.
Help us. You’re our only hope. ”
The message was odd, but the user decides to follow through.
The user finds Dr. Marco Fogg with ease as he stands out from the crowd, with
a look that could only belong to a mad scientist. They explain the situation to him,
playing the message once again and, to their surprise, he does not find it odd and
promptly accepts the task without questioning.
Marco takes the user for a walk as he explains what he learned about the
Artifact from all his years studying it, - how it vibrates and glows slightly when exposed
to Cesium-137 - his relationship to his ancestor, what he knows about him and how
exactly he will decode the information of Victoria’s message in order to send the user,
a “more capable assistant”, to the past. He goes on detailing how he believes Victoria
has managed to send her message through time and how he thinks the time machine
functions - an extremely technical and complicated report that goes completely over
the user’s head.
The user meets with Marco Fogg after he finishes his time machine, built to the
specifications Victoria required. A costume, bought by the doctor, would allow the
user to blend in with the Victorian era and only their wits could fulfill the mission and
help them save the world. When they arrive to the Victorian era, the user is faced with
their first dilemma: find the means to follow Fogg in his trip around the world. When
confused with a detective, the user takes advantage of this to disguise himself as an
officer of the law, blending in with the police force. Taking advantage of his new found
police status, they send a telegram to the Commissioner of Police at Scotland Yard in
London, requesting a warrant of arrest for Phileas Fogg, labeling him as the culprit of a
bank robbery that occurred a few days earlier. Later, as the user is carefully observing
all the passengers arriving at the Suez train station, he meets Passepartout as he asks
him where the consul’s office is located to validate his master’s passport. It is known at
this moment that, it is in fact, Phileas Fogg’s passport and that this man was his
servant Passepartout. After helping him validate his master’s documents, the user
boards the Mongolia to follow Fogg and start his journey around the World.
As the user begins their journey in the Mongolia train, they meet a new
challenge - how to get near and gain Fogg or his companions’ trust in order to
understand if they have found the Artifact. By taking long walks on the ship’s deck with
Passepartout, and by offering whiskey or simply chatting with him, the user does get
closer to Fogg’s employee and finds out they have not yet saved the Artifact. When the
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ship reaches a stop in Bombay, the user continues the chase, but this time at a
distance so that Fogg and Passepartout do not notice him.
They arrive at Bombay where the user discovers Passepartout has committed
an offense in sacred soil by entering a temple wearing his shoes. He convinces the
priests that witnessed it to travel to Calcutta to stand in his trial and get Passepartout
and Fogg arrested, in exchange for a large sum of money.
The user quickly chases after Fogg and Passepartout as they journey across
India. On the way, they are forced to leave the train and continue on elephant. The
user finds a horse and rides it to continue the chase, never being seen by Fogg or his
companions. On the way, Fogg finds an ancient abandoned temple, reclaimed by
nature and being hammered by workers overwatched by British officials. On top of the
temple both Fogg and the user notice the blue Artifact, sitting at a pedestal; Fogg
assumes it is a priceless Artifact that must be saved. He decides to speaks with the
British men to distract them while Passepartout would retrieve the object. The user
notices their efforts and runs to try to get the Artifact first and destroy it. However, the
user is stopped by a British official that spots them. The user tries to argue with the
gentleman but he gives up after noticing Passepartout was successful, probably
because of the user’s distraction.
Angry and upset at his failure, the user gets on his horse and rides towards
Calcutta, hoping that the priests he sent there had arrived, allowing the user another
chance at taking the Artifact. They arrive before Fogg and alerts the local police,
ordering their arrest due to the religious offense Passepartout committed.
The police does as requested, arresting Fogg’s party. The user then fails to grab
the Artifact, since Fogg paid his bail to get out and continue his journey. Another
failure took a toll on the user, but they have to be determined, continuing the chase,
hoping for a miracle.
In China, the user simple chases around Fogg’s party, waiting for an opportunity
to strike. There were attempts at stealing the Artifact, but all of them failed. In Hong
Kong, however, the user decides Passepartout is a good servant, and must be taken
out of the picture for his mission to be successful. He invites Passepartout for a drink,
offering him a lot of whiskey/an opium pipe that causes Passepartout to become
unconscious. Seeing that he could never find his way to his master or to the ship, Fix
meets with Fogg as he finds out his ship as sailed, due to Passepartout never having
informed him of the time it would. Fix stays with Fogg as they find another ship that
takes them to Japan.
In Japan, however, Fogg finds Passepartout in a circus and the user is forced to
hide, since Passepartout knows he wished him harm or, at least, his delay.
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The pressure to destroy the Artifact rises. The user understands the journey is
nearing its end, as they accompany Fogg through the United States of America. With
Passepartout near Fogg once more, the user isn’t sure they can take the Artifact away
from the group of travelers.
In the same train Fogg was at, although a few carriages away so they wouldn’t
find him, the user reads a newspaper detailing the robbery from two months before
that had not yet been solved. The description of the robber oddly matched Fogg’s
appearance, which gave the user an idea - they would accuse Fogg of being the robber
and arrest them the moment they arrived in Britain.
Finally, success, Fogg and Passepartout were arrested. Here is the perfect
opportunity to destroy the Artifact. The user now faces a choice, a final tribulation. He
can keep Fogg and Passepartout in their cells, take the Artifact and destroy it or the
user can talk with them so they give up the Artifact in exchange for their freedom, so
that Fogg would have a chance at winning his bet. This choice will decide the ending
for the app:
If the user decides to steal and destroy the artifact, when they are about to
they are arrested for impersonating an officer and attempting to steal evidences. Fogg
would get out free, since the real robber had been arrested 3 days before and he’d end
up winning the bet. The user gets trapped in the past, knowing they failed their task
and that humanity would reach its end.
If instead the user talks with Fogg, he believes them, giving them the Artifact
and his journal. The user destroys it and returns to the present. Their surroundings
appear to not have changed and they wonder if any of it was real. They find Marco
Fogg again, but he does not know the user, proving that the mission was successful.
There was no Artifact for Marco to research and consequently, the Artifact did not
activate, saving Mankind’s future. The user explains to Marco their journey, from
Victoria’s message, to Marco’s role in it as he gives him Fogg’s journal as well. After
explaining it, Fogg says it would make a great story, but does not believe any of it was
real. The user is the only one that knows they’re a hero, which is slightly disappointing.
After many months, the user finds out about a book launching event of a story
called Around the World in 80 days, a romantic science fiction novel with elements
from the user’s explanation and Fogg’s journal.
The user visits the launch. When he gets there, he meets a woman with a
familiar voice. She introduces herself as Victoria Fogg and explains that she felt
compelled to be there, since Marco Fogg’s book inspired many members of her family,
including herself, to pursue a carrer exploring physics and time travel. She suspected
the book detailed a real story since it was too much of a coincidence that a Fogg with
her name would be born in the same year as her. With her knowledge in time travel,
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she accepted the story to be true, which was why the first test of her machine was to
visit the book launch, hoping she would find the user.
With that, Victoria thanks the user for saving her and all of Mankind.
The world of Traverse is divided into 3 parts, related to the time period where
the action occurs - the Past, the Present and the Future.
The Past storyline presents the world in the 19th century, the Victorian Era, the
time of Phileas Fogg. Both the Mobile App and the eBook follow the path of Fogg and
his companions as they journey around the world in 80 days. They pass through Suez,
Adem, and reach Bombay, India, by steamer, sailing through the vast Indian Ocean.
Finally reaching land, they take a train to Calcutta but cannot reach their destination
merely by train, being forced to ride an elephant.
Around them, the great forest of the Indian country, with mountains looming in the
distance. Eventually they find a temple consumed by nature; a pyramid stone structure
with vines, with moss and leaves filling every gap, and there they find the Artifact.
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Fogg recalls a sight he once had the pleasure of experiencing - the fantastic Aequorea
Victoria jellyfish, a glowing creature that sometimes comes ashore in the Australian
coast, painting the shoreline a radiant blue. Another problem arose, as Fogg rescued a
woman, Aouda, from being sacrificed by a Raja.
Eventually they reach Calcutta, being greeted with a trip to jail and to a courthouse.
Avoiding long term imprisonment, they finally see the city, although not for long, since
they have to rush to catch the next steamer, the Rangoon, which would allow them to
continue the long journey.
When they reach Singapore, Fogg takes Aouda in a carriage trip around the city,
through rows of shimmering palm trees. Meanwhile, the user meets Passepartout in a
tavern, offering him whiskey and an opium pipe so he would not have the chance to
return to his master to join him and warn him of the earlier hour the steamer would
leave the dock. Fogg misses the boat, being stranded in the shipyard. However, him
and the user do find a man willing to take them to Fogg's destination.
The boat journey would take them sailing next to the Chinese coast, through
favorable currents, although the last day presented them a mighty storm. They reach
Xangai, jumping straight to the ship Fogg had originaly missed, and continue the
journey to Yakohama. There, in a circus, they find Passepartout.
Fogg realizes he is still halfway in his journey having already used up 52 of his
80 days as they sail through the Pacific Ocean.
They reach the city of San Francisco. There they visit a tailor to fix their suits
and see part of the city. At Oakland station they catch a train that would take them
through the vast plans of the United States.
A pack of buffalos slows down the train as they try to cross the track, leaving
Fogg to admire his surrounding from outside the train. Reaching Utah, they stop at
Ogden for 6 hours, allowing Fogg and Aouda to visit Salt Lake city, "with its blue brick
houses surrounded by palm gardens."
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Right after Plum Creek they were attacked by a Sioux tribe. Fogg has to rescue
Passepartout from the kidnappers as Aouda and the user wait in the station.
Fogg's party continues the journey by sled, going through the snow and seeing
the frozen lakes of the northern United States. When they reach New York they find
out their transport has already left but they manage to find a merchant that is willing
to take them, for a price of course.
They cross the Atlantic Ocean as fast as the ship will take them, ending the ship
trip at Queenstown, Ireland, taking a train to Dublin. From there they catch another
boat, finally arriving at Liverpool. London would be just a train ride away.
The user then arrests Fogg and his companions in order to destroy the Artifact.
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The Present storyline occurs in Porto, Portugal, in 2016. Following the App, the
user will see many parts of Porto, following a path that depends on the answers they
give to the questionnaire.
The user is walking around the city, near the Fundação de Serralves/S. Bento
Station/Dama Pé de Cabra restaurant/City Park (depending on what path they are
assigned to - Art, Tourism, Gastronomy, Nature - respectively) when they receive
Victoria Fogg's message. They then meet with Marco Fogg at Casa das Artes/Sé do
Porto/Maus Hábitos/Fundação de Serralves; there the user informs Marco of Victoria's
message. They plan a time to do the task required of them - travel back in time.
The user arrives to the past, in 1872, to the Suez dock where the Mongolia
steamer will make a stop. The user must visit the Museu Romântico da Quinta da
Macieirinha/D.Luís Bridge/Majestic/Botanical Garden).
When the user tries to get closer to Fogg and Passepartout, they must visit
World of Discoveries/Palácio da Bolsa/A Brasileira/Casa Tait.
When Fogg finds the Artifact the user must be at the Igreja dos
Carmelitas/Igreja de São Francisco/Igreja dos Carmelitas/Palácio de Cristal.
As the user gets Passepartout drunk to separate him from Fogg, the user must
visit the Museu de História Natural/Torre dos Clérigos/Rota do Chá/Jardim de João
Chagas.
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As the user follows Fogg in a train through the United States, reading about the
bank robbery in London and formulating their plan to arrest them there, the user must
be at Museu Nacional de Soares dos Reis/Lello Library/Piolho/Jardim Municipal Horto
das Virtudes.
In the final chapter, where the user makes the decision that will decide the
ending, they must be at the Museu Militar/Palácio de Cristal/Caves/Rio (Ponte D. Luís).
If the user makes the right decision, they will be transported to the present, to Porto,
where not much has changed. Marco Fogg does not recognize him and, as the user
explains what happens and gives him P. Fogg's journal, finds his story to be good for a
book. A few months after, Marco Fogg has published a book called Around the World
in 80 Days, detailing the user's journey.
In the Future storyline, the world is presented only by sound. Victoria starts her
journey at her lab, as the Vannoo attack. She rushes down the stairs after collecting
some of her research and finds a destroyed city, with army personal, tanks and jets
flying over her head as the earth shakes under her feet.
Victoria and her lab assistant hide in the wreckage of a building, starting a fire
and tuning the radio to the emergency signal. They learn that the whole world is being
attacked, with destruction affecting all major cities. Victoria leaves to find water,
walking over the rubble of the destroyed city. In a house she manages to find a fridge
with water and soda but, as she returns, she sees her assistant running. They both run
and try to escape the alien soldier trying to catch up with them.
Nearly avoiding death, they hide in a library. To keep warm they burn books
while Victoria reads part of Around the World in 80 Days.
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They explore the city and find a car. They drive to the country, towards Shaver
Lake, as the radio's emergency signal advised. There, they find a militia military base,
with people training, several tanks and facilities to harbor civilians. However, they are
required to fight when the militia moves to the city in an attempt to take it back.
The attack, despite being successful, manages only to drive the aliens back, out
of the city. The whole world was still being attacked and there is no way humanity
would be able to survive it.
Victoria places all her hope on Marco Fogg and the user, hoping they are
successful in their mission.
Victoria Fogg
Victoria Fogg (2984) is a researcher in Fresno Defense Labs, a company that works in
defense solutions and research for the military. She’s a descendant of Phileas and
Marco Fogg and works in a division that attempts to find a way to communicate or
even move objects through time. She uses her lab to research her family’s Artifact and
P.Fogg’s diary, although she isn’t technically allowed to. She has a background in
physics while secretly developing her hacking skills. She is selfless, as she endangers
herself often to save others when the Vannoo attack. She has a keen interest and
knowledge about computers and the inner workings of the internet, stealing
information and money from the powerful, before she was caught and offered a deal –
use her knowledge for the government and the military, or go to jail. She chose the
latter.
Marco Fogg
Marco Fogg (2016) is Phileas Fogg's descendant, living in Porto, he studies the Artifact
that runs in the family. He had a wife he refuses to talk about, a quantum physics
researcher that, after Marco showed her the journal Fogg's family kept about the
Artifact, discovered that it reacts to radioactive elements by vibrating in a low
frequency. While they both studied it, a radiation leak and subsequent explosion killed
her and destroyed the Artifact while only barely hurting Marco Fogg.
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The survivor's guilt and the proximity of finding out what the Artifact was made him
drop being a physics teacher at UP, so he could spend as much time as possible
studying it.
The accident and the seclusion made him a bit of an eccentric man with an affinity for
licorice candy and a oddly deep friendship with his canary, Gene.
Vannoo
Mysterious creatures that rule the Milky Way, the Vannoo remain undetected by Earth
until the moment they attack. Their language is not understood by any human, but
they appear to communicate with low frequency roars with extremely complex wave
forms that demonstrate patterns and, therefore, language. They search the galaxy for
signs of intelligent life, and have planted Cesium-137 sensors in nearly every planet
and moon they encountered. Cesium, being only created when nuclear explosions
occur, should, in theory, warn them of a crucial step in intelligent life evolution,
according to their predictions - the development of nuclear energy and, therefore, a
deeper understanding of energy creation, physics and space-travel. They hunt down
and destroy any planet harboring creatures smart enough to create Cesium-137, so
that they cannot evolve too far and become a threat to their empire.
Phileas Fogg
Phileas Fogg is an English gentleman, in 1872 residing in Burlington Gardens, London.
He is one of the most noticeable members of the Reform Club, though he seemed
always to avoid attracting attention. Described as a polished man of the world, a
bearded, tranquil Byron who might live on a thousand years without growing old, he is
an enigmatical personage that faces tribulation with a calm expression and even
calmer, meticulous planning. Fogg usually occupies his time by reading newspapers
and playing whist, game he would win most often, since it’s a game to be played in
silence, which harmonized with his personal characteristics; he would not play to win
but for the pure pleasure of playing, which led to him accepting the bet that he would
travel around the world in 80 days.
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On Facebook, the user can boast about their success in saving the world, tell
their friends all about their discoveries, see what everyone is saying about Traverse,
their reactions and their own experiences. They can also share with everyone the
photos they take of the fantastic city of Porto, and check how the Traverse transmedia
storytelling project is going.
Facebook will allow us to more directly connect with our users and see their
reactions to the project. It will also increase the amount of people that wish to embark
on our transmedia story as they see their own friends be a part of it.
On Twitter, the user can read about Marco Fogg in order to understand him
better and uncover small bits of his personal history. He may be a genius, but his
eccentricity makes him a man deeply focused on his work and slightly fearful of his
surrounding peers. His Twitter works more like a personal journal, which is why he
created an account with a complex name, based on an alphabetical cipher of his name,
hiding the solution on the Mobile App. He assumes those that find his account are
either smart enough to decode his own name or attentive enough to find the account
name on the Mobile App.
This platform would also allow us to stay in touch with our users through one of
the characters. By speaking with a fictional persona, we believe that the user will
communicate more freely and more truthfully, as well as providing some humorous
and quirky interactions.
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This platform will work primarily as a way to store video. The teaser present in
the website, for example, will stay on Youtube, being embedded in the website. The
user is not expect to interact with the platform too much, though it has space for
comments and a like/dislike mechanic to measure people's reactions to what is posted
in it.
The eBook will allow the user to see the "Around the World in 80 Days" story
through Phileas Fogg's point of view. They can read what we claim was not included in
the original book - how Fogg found the Artifact, his estimations on what it is, what
culture made it and what it is for, and the challenges the user created for Fogg,
Passepartout and their companions.
It will allow a deeper understanding of the storyline of the past, enriching it and
filling in some gaps left by the Mobile App.
Through the website, the user will be able to find all other platforms. It will be
their hub, the place that ties the entire story together and allows people to navigate
from one experience to the next. If they just heard Victoria Fogg's troubles in the
future, they can go save that future with the App. If they have experienced everything
we have to offer, they can go talk about it on Facebook and share it with their friends.
The website will also provide information and store the documentation for our project.
This will be our main platform, the meat and bones of our project and the
user’s experience. They will receive a message from the future, meet with the scientist
that will send them to the past so they can find the Artifact, destroy it, and save
Mankind, all while travelling around the city of Porto, visiting monuments, museums,
great parks and incredible places, always holding their phone, their window into the
past.
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Although not a platform by itself, these Audio-only Experiences can be found
both in the App and the Website and are distinctive enough from both those
platforms, both in the way of use and story content, that we find important to include
in this list separately.
The user will gain access to these files as they complete chapters in the Mobile
App; those files will also be available in the website. That way, the user can sit down at
home in their computer or listen to the files as they walk from place to place using the
App. They can hear the story of Victoria Fogg through sound only, experience what she
is experiencing and her surroundings as she makes her way out of her lab, running
from the alien threat into a library then getting on a car as she moves to a military base
hoping to finally find safety.
Marco Fogg is an odd character and the user will finally know how eccentric he
can be. Marco will tweet to comment on current events, reference and critique stories,
movies, shows and video-games that are scientific in nature, give details about his life,
his late wife, his metal issues, or simply complain about the dreadful Butterscotch
pudding FEUP’s cafeteria serves.
One can never predict what he will talk about next, which is what makes him so
amazing, scary, and interesting.
When the Vannoo attack, Victoria quickly sends a message using up all the
energy her lab could provide, to somewhere on Porto, sometime around 2016. Since
her technology is still in early development, she cannot be sure if it arrived, but deeply
hopes it did. Before running with her lab assistant, she gathers as much of her research
as she was able to and, as she reached the street, she found herself in a war scene,
with guns shooting at odd flying vehicles, tanks rolling in the rubble filled streets and
death all around her.
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Victoria and her assistant eventually find a place to hide. The attack had
stopped; for a few hours they heard nothing but the sound of looting and the
occasional gunshot or explosion. They sit near a fire, listening to the radio, as one
should do in emergencies, which informs them that the whole world is under attack by
an unidentified force. Victoria does not feel like listening to it more, all the death she
was suddenly getting exposed to was starting to get to her, and she decided to find
them some water. In her search, she eventually finds an apartment still mostly intact
with many bottles of water and soda that she quickly packs in her back. As she returns,
she hears one of the Vannoo roar and, running towards her and her assistant. They
quickly evade the alien creature, running for their lives.
A library would work, for the time being. They burn books in order to stay
warm; Victoria suspects a nuclear winter is setting in. Amongst the book gathering, she
encounters "Around the World in 80 Days", a discovery she found most ironic. She
reads part of it out loud but quickly tosses the book in the fire.
Noticing the alien as left the premises, they find an open car with the keys in it;
they imagine the owner must have run away on foot. Victoria and her assistant sit on
the car and prepare for the great journey to their chosen destination - the militia
military base near Shaver Lake, as announced by the radio.
When they get there, they see countless people exercising, practicing, and
getting ready for war. The militia, were not fully prepared which proved the main army
had been wiped out; she was surrounded by people like her, civilians and people not
used to war. They are offered shelter, food and water. That, however, came with a
price. They were now part of the militia.
The next day, without warning, they were given weapons and told to march. A
line of tanks, battered and barely functioning, formed in front of Victoria, her assistant
and everyone in the camp. They walked back towards the city, they were taking the
fight back to the Vannoo.
The fight was fierce but, in the end, the humans were victorious.
Victoria knew this wouldn't be the last of it. This was but one town and the
destruction around her proved humanity would most likely not survive this encounter.
Her only hope was that someone received her message.
That was humanity's last chance.
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The app’s main protagonist, the user, is called to embark on a journey when,
during their ordinary life in the 21st century, they receive a strange audio message
from someone who calls herself Victoria Fogg and claims to be from the future. It is
then informed to the user that the existence of humanity and its future is now
compromised and that it is of great importance that her ancestor is notified of such
events, since he is the only one aware of an ancient artifact and its powers.
The user then, through the information provided by Victoria, meets a man
named Marco Fogg. As they are explaining the situation at hand, Marco surprisingly
accepts it without questioning such wild tale.
He asks the user to take a walk with him to (location indicated in the app)
where he explains what he found out about the Artifact in all his years studying it, as
well as his relationship with his ancestor and how and why he requires the user to
move through time (using the app) to visit the past, meet Phileas Fogg and destroy the
Artifact.
Arriving to the Victorian era, the user is faced with his first dilemma : find the
means to follow Fogg in his trip around the world. When confused with a detective,
the user takes advantage of this to disguise himself as an officer of the law, blending
himself with the police force.
Taking advantage of his new found police status, he sends a telegram to the
Commissioner of Police at Scotland Yard in London, requesting a warrant of arrest for
Phileas Fogg, labeling him as the culprit of a bank robbery that occurred a few days
earlier.
While carefully observing all the passengers arriving at the Suez train station,
he meets Passepartout as he asks him where the consul’s office is located to validate
his master’s passport. It is known at this moment that, it is in fact, Phileas Fogg’s
passport and that this man was his servant Passepartout.
After helping Passepartout validate his master’s documents, the User boards
the Mongolia to follow Fogg and start his journey around the World.
As the user begins his journey in the Mongolia train, he is met with a new
challenge - how to get near and gain their trust in order to understand if they have
found the Artifact. By taking long walks on the ship’s deck with Passepartout, and by
offering whiskey or simply chatting with him, the user does get closer to Fogg’s
employee. When the ship reaches a stop in Bombay, the user continues the chase, but
this time at a distance so that Fogg and Passepartout do not notice him.
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They arrive at Bombay where the user discovers Passepartout has committed
an offense in sacred soil by entering a temple wearing his shoes. He convinces the
priests that witnessed it to travel to Calcutta to stand in his trial and get Passepartout
and Fogg arrested, in exchange for a large sum of money.
The user quickly chases after Fogg and Passepartout as they journey across
India. On the way, they are forced to leave the train and continue on elephant. The
user finds a horse and rides it to continue the chase, never being seen by Fogg or his
companions. On the way, Fogg finds an ancient abandoned temple, reclaimed by
nature and being hammered by workers overwatched by British officials. On top of the
temple both Fogg and the user notice the blue Artifact, sitting at a pedestal; Fogg
assumes it is a priceless Artifact that must be saved. He decides to speaks with the
British men to distract them while Passepartout would retrieve the object. The user
notices their efforts and runs to try to get the Artifact first and destroy it. However, the
user is stopped by a British official that spots them. The user tries to argue with the
gentleman but he gives up after noticing Passepartout was successful, probably
because of the user’s distraction.
Angry and upset at his failure, the user gets on his horse and rides towards
Calcutta, hoping that the priests he sent there had arrived, allowing the user another
chance at taking the Artifact. They arrive before Fogg and alerts the local police,
ordering their arrest due to the religious offence Passepartout committed.
The police does as requested, arresting Fogg’s party. The user then fails to grab
the Artifact, since Fogg paid his bail to get out and continue his journey. Another
failure took a toll on the user, but they have to be determined, continuing the chase,
hoping for a miracle.
In China, the user simple chases around Fogg’s party, waiting for an opportunity
to strike. There were attempts at stealing the Artifact, but all of them failed. In Hong
Kong, however, the user decides Passepartout is a good servant, and must be taken
out of the picture for his mission to be successful. He invites Passepartout for a drink,
offering him a lot of whiskey/an opium pipe that causes Passepartout to become
unconscious. Seeing that he could never find his way to his master or to the ship, Fix
meets with Fogg as he finds out his ship as sailed, due to Passepartout never having
informed him of the time it would. Fix stays with Fogg as they find another ship that
takes them to Japan.
In Japan, however, Fogg finds Passepartout in a circus and the user is forced to
hide, since Passepartout knows he wished him harm or, at least, his delay.
The pressure to destroy the Artifact rises. The user understand the journey is
nearing its end, as they accompany Fogg through the United States of America. With
19
Passepartout near Fogg once more, the user isn’t sure they can take the Artifact away
from the group of travelers.
In the same train Fogg was at, although a few carriages away so they wouldn’t
find him, the user reads a newspaper detailing the robbery from two months before
that had not yet been solved. The description of the robber oddly matched Fogg’s
appearance, which gave the user an idea - they would accuse Fogg of being the robber
and arrest them the moment they arrived in Britain.
Finally, success, Fogg and Passepartout were arrested. Here is the perfect
opportunity to destroy the Artifact.
The user now faces a choice, a final tribulation. He can keep Fogg and
Passepartout in their cells, take the Artifact and destroy it or the user can talk with
them so they give up the Artifact in exchange for their freedom, so that Fogg would
have a chance at winning his bet.
This choice will decide the ending for the app:
Bad Ending- When the user is about to destroy the Artifact, they are arrested
for impersonating an officer and atttempting to steal evidences. Fogg would get out
free, since the real robber had been arrested 3 days before and he’d end up winning
the bet. The user gets trapped in the past, knowing they failed their task and that
humanity would reach its end.
Good Ending - Fogg believes to user, giving him the Artifact and his journal. The
user destroys it and returns to the present. Their surroundings appear to not have
changed and they wonder if any of it was real. They find Marco Fogg again, but he
does not know the user, proving that the users mission was successful. There was no
Artifact for Marco to research or kill his wife, and consequently, the Artifact did not
activate, saving Mankind’s future. The user explains to Marco their journey, from
Victoria’s message, to Marco’s role in it as he gives him Fogg’s journal as well. After
explaining it, Fogg says it would make a great story, but does not believe any of it was
real. The user is the only one that knows they’re a hero, which is slightly disappointing.
After many months, the user finds out about a book launching event of a story
called Around the World in 80 days, a romantic science fiction novel with elements
from the user’s explanation and Fogg’s journal.
The user visits the launch. When he gets there, he meets a woman with a
familiar voice. She introduces herself as Victoria Fogg and explains that she felt
compelled to be there, since Marco Fogg’s book inspired many members of her family,
including herself, to pursue a carrer exploring physics and time travel. She suspected
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the book detailed a real story since it was too much of a coincidence that a Fogg with
her name would be born in the same year as her. With her knowledge in time travel,
she accepted the story to be true, which was why the first test of her machine was to
visit the book launch, hoping she would find the user.
With that, Victoria thanks the user for saving her and all of Mankind.
The eBook represents Phileas Fogg’s journal as he travels around the world. It
tells the story of Around the World in 80 Days through the perspective of Phileas Fogg,
with the Traverse storyline mixed in. Fogg speaks about his journey, detailing dates,
hours, trains taken, but also how exactly he found the Artifact, what it looks like, his
guesses about where it comes from and who made it.
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When constructing the story of Traverse we need to take into account its
audience. In order for the project to be successful, the user needs to interact and
relate with its content. In this chapter we will explore the ways we attempt to
captivate our audience and immerse them into the story.
Firstly, we consider how to attract the audience. The user will have to discover
one of the platforms before they embark in this world-saving journey. Through
publicity via posters with QR codes and social network websites, the potential user’s
curiosity is peaked.
Living his normal everyday life, the user receives a message from Victoria Fogg.
This is the call to action that is directly related with the initial motivation of the
audience. The message was then delivered to the only person capable of helping.
Whether by sheer curiosity or by understanding the key role they play in this story,
they embark on this journey.
Once the adventure starts it becomes essential for the user to identify with the
main character, even though they are the main character, which aids with the
immersion. We created four identities that the user will be fit on via a questionnaire,
each result leading to a different path through Porto. This way they will be more
motivated to physically travel through the city since these four paths relate with their
preferences.
This entire story will be even more interesting if the user knows Around the
World in 80 Days since becoming the character of Detective Fix is also an important
immersion point. The story itself is filled with trails that the user will read about and
the fact that the story is so fantastic causes a certain level of abstraction, a suspension
of disbelief, making the whole experience much more interesting.
It is also important to note what the user will gain by interacting with the story.
Besides their own personal, emotional gain, they will have the chance of visiting
interesting places they choose with the questionnaire, to visit museums and
monuments and to learn about Porto and its people.
Regarding the story, they may or may not save the world. The last chapter
becomes a problem about the weight of their decisions, between the choice of what is
right and what is not, based on Kantian ethics. By arresting Fogg without reason, even
to save the world, they end up choosing to arrest an innocent person and, therefore,
pay by going to jail instead. If they choose to talk with Fogg they are rewarded with
victory.
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In the end, even if they realize they're the only one that knows they saved the
world, Victoria's thanks at the very end leads to a good conclusion. This leads the user
to think about how great actions need no recognition and that accepting the good they
made is the better option.
User experience is always a main factor of success in any transmedia project.
Envolving several platforms reveals more complexity in the way the user experiences a
project, but it also makes them an immersive and interactive part in the development
of both community and the project itself, making the project achieve its fullest
potential.
Because of this, the base of the Traverse Project is none other than inflict a
sense of integration while promoting the user as both the editor and creator of his
own storyline and experience. We aim with this project to make the user a top priority,
making his experience even richer by providing diverse platforms and making him feel
as an essential and significant part of this story.
To promote a feeling of community, we set up social media platforms, once
they provide a rich environment for spontaneous interactions within individuals while
also appealing to the participation and active role our audience stimulating social
interaction in search of other experiences from other members of the community. The
mobile app itself is reserved as an essential and personal part of the user, all while
remaining connected and with the ability to share their moments with other people.
The existence of platforms such as the eBook, twitter and audio experiences all
serve an important purpose in the transmedia project, as they are available to the user
as extra information about our project universe, making their ever so growing
experience into a more detailed and exciting one. We aimed to create a convincing
storyline and universe, all while taking full advantage of the many diverse platforms
offered that could form a practical and harmonious collaboration with the project
universe.
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Our mobile application, being an interface with small dimensions with a
complex structure, we aimed to take advantage of this by presenting a simple
and clean layout for our contents combined with our project’s visual image,
while making its navigation clear to provide an easy experience to our user.
It became important to make each screen available simple and direct to
its objective, while still mainting an all around visual image that would not
disrupt the project’s visual design or the visibility and functionality of the
mobile application.
Wireframe examples of some mobile app screens
Another essential aspect of the layouts was to be respectful to the
standard use which users might already have been familiar with from their past
encounters with android applications, and thus making it a visually comfortable
and easy experience.
26
The website is divided into two parts: the project information content,
all of it which if available in the same initial page; and the user area for access
of our mobile application users.
In the main page of our website, we present the project’s information in
a clean and easy to access manner, much like the mobile application, trying to
make and maintain a coherent visual design image in order to prevent any
aggressive changes in the user’s familiarity with our project and its image.
This single-page structure is in respect to our clean and easy to read
image, while also being connected with the tendencies of modern web design.
The user and visitor are then provided with only a scroll, a storytelling
experience, while accessing our website for more information and content from
the Traverse project.
Wireframe examples of some parts of the website main page
27
According to the data published in the C.I.A. (Central Intelligence Agency) website, the Portuguese population is divided in age groups as the graph below represents. We can verify that the biggest percentage of the population lies between the 25 and 30 years old. As the age group of the target audience lies between the 15 and 35 year old, we assume Traverse is aimed at about half the Portuguese population.
With the latest decade's technological progress, the digital and network
communication era caracterizes society at a global scale. The mobile revolution developed at a staggering speed which changed society's mode of working, interacting and communicating. We're getting more used to accessing information from across the world with but a "click", no matter where we are. This access to different contents not longer is made by personal computers but by the variety of mobile devices that have been appearing.
The mobile technologies are progressively becoming part of the lives of people
all over the world.
28
Traverse was born into this reality. By having the narrative base of literature's classic Around the World in 80 Days, our biggest challenge was creating an interactive narrative that utilizes those technologies. However, before all that, it was important to understand, with real, visible data, how this reality would affect the Portuguese public.
The difference between cable and mobile Internet is demonstrated in the
below graphic. A growing preference for the mobile over the cable communication is noticeable.
The use of mobile internet, then, has been growing through the past few years as detailed by the Anacom published graph below. This graph shows that in July, 2015, almost half of Internet access was made through a mobile Internet connection.
29
Traverse is a project that aims to reach as many people as possible, across age, gender and personality. Certain limitations, however, are unavoidable. The App user, for example, has to own a website and to access the website, the social network sites and the eBook one requires an internet connection.
Even though the above data represents the target audience, it still fails to show the complexity of everyone that would be involved. To keep this wide array of public engagement we created four personas - examples of distinct personalities, incomes and Internet connection availability whose age fits the target audience population.
Based on these four personas we created four distinct paths for the Mobile App, based on an initial questionnaire, that would place the user in only one. This way, the path one must follow as the play the App will match their personality, preferences and expectations better, motivating them to continue their journey.
The project's various components, the App, with its four diferent paths for four kinds of people, the eBook, the audio axperience, the website or social networks, allow us to reach a broader audience. This way, a bigger number of people can experience the transmedia story, following whatever platform they wish, in any order they wish.
http://repositorium.sdum.uminho.pt/bitstream/1822/10056/1/Moura%2520(2009)%2520Challenges.pdf
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The communication and marketing strategy was based on the previous analysis. This way, the best ways of divulging each of the different platforms, as the goal and target audience were studied and defined.
Website Aplicação Móvel
E-Book Redes Sociais
Target Audience
All Young/Adult Young/Adult Young/Adult
Goal Access to the
website
Download of the Mobile
Appl
Download of the eBook
Access to the project’s social networks
Actions to develop
QR codes present in
posters
Presented in the App and Website.
Social network dynamics;
Constant publication and communication
with audience.
Each of the platforms is linked with the others, allowing for a mutual referral.
This way, no matter where the user starts, they know and can access the other platforms; each one creates publicity towards the others, creating a cycle of referrals.
The first task is to capture the user's attention, jog their curiosity so they become interested in the story, interact with it and share their experience with potential users. The posts, the teaser and the social networks are the key for that.
Having the user's attention and curiosity it is necessary to make them engaged and interested in the story. If they feel their interaction makes the difference and is important they will more likely attempt to prolong the experience by accessing different platforms and then sharing that experience. In order to keep the user captivated the paths were chosen according to their lifestyle's similarities with the Personas', so they feel invested and engaged.
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Key Resources: Produtores de conteúdo, programadores Key activities: Construção e manutenção da aplicação móvel. Distribuição de cartazes. Value Propositions: Imersão, recriação, inovação Costumer Relationships: Redes Sociais Channels: Cartazes, miniaturas de Artefacto, Website, Aplicação móvel, eBook, Redes Sociais (Facebook, Twitter) Costumer Segments: Jovens e Adultos
http://fallenlondon.storynexus.com Browser game based on text-driven story about a
steampunk/victorian era London that has fallen in disgrace (like most steampunk
stories). 80 days around the world is usually regarded as Steampunk,
(https://en.wikipedia.org/wiki/Steampunk), so we could explore that aesthetic and the
methods this game uses.
https://en.wikipedia.org/wiki/Caesium-137 The artifact can be activated by Caesium,
only produced and spread around the world after the first nuclear explosion.
Scientific research about time travelling theories :
http://quantumartandpoetry.blogspot.pt/2012/03/reason-for-symmetry-of-cymatics-
artist.html
https://www.google.pt/imgres?imgurl=https://aboutartanddesign.files.wordpress.com
/2012/04/12_buckyball_full.jpg&imgrefurl=https://aboutartanddesign.wordpress.com
/tag/quantum-behavior/&h=900&w=1115&tbnid=jVsMd-
YSa6wNkM:&docid=kK2a7sGPUMmaBM&ei=F0lfVt7VK8m6ePS_tOAL&tbm=isch&ved=
0ahUKEwievbiI973JAhVJHR4KHfQfDbw4ZBAzCDooNzA3
https://en.wikipedia.org/wiki/Quantum_entanglement
32
https://finnphys.wikispaces.com/Quantum+Entanglement+and+%27Spookiness+at+a+
Distance%27
http://www.huffingtonpost.com/bill-poirier/quantum-weirdness-and-many-
interacting-worlds_b_6143042.html
https://en.wikipedia.org/wiki/Schr%C3%B6dinger%27s_cat#Origin_and_motivation
https://pt.wikipedia.org/wiki/Paradoxo_temporal
https://en.wikipedia.org/wiki/Butterfly_effect