Rinse and Repeat

Mar. 23rd, 2026 11:46 pm
cornerofmadness: (Default)
[personal profile] cornerofmadness
This time the blood sugar stayed over 400 most of the day and crashed out just before water aerobics. That went much the same except I think I hurt my shoulder this time (she has two exercises I've never done in any water aerobics and it's easy to do them wrong)

Today was my writing zoom meet up. went well. I've pretty much pushed the new novel almost to the 10K mark (I'm like 230 words short). So I'm 1/8 of the way there in just a couple weeks. Yay.

I also owe [personal profile] seta_suzume an apology. There was a name change in Easy's sister's name but when I ran the find a word thing it didn't pick up on it. Side eyes word.

It's music monday 30 weeks of music. This week's prompt is 18 a song that makes you smile Share your faves too.

I put in a few. I'm sure there are 100 more )





here's the whole prompt list

It's under here )

(no subject)

Mar. 23rd, 2026 08:53 pm
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[personal profile] olivermoss
* Seattle Torrent to be Grand Marshals in the Seattle Pride Parade this summer!

* With Wints out for undisclosed personal reasons, the Seattle Kraken are probably out of the playoff race. We aren't eliminated yet, but added into everything else, this feels like it. Kraken got off to the best start in their (very short) franchise history. They held onto high standings sometimes in a 3 way tie, painfully close division all season with every game having a huge impact. Insane pressure all season. And now, well shit.

How well positioned we are for next year has a lot to do with whether our trade deadline acquisition stays. He didn't choose to come here, and he honestly didn't think the Leafs were going to trade him away. I hope he stays, but if not still glad we got him for a bit. But if we keep him, let certain UFAs walk, that's going to be a good set up for us. But, we'll see how things pan out and what Front Office does.
[personal profile] infinitum_noctem posting in [community profile] fan_flashworks
Title: Chemical Hot Springs
Fandom: Mass Effect: Andromeda
Rating: G
Summary: There will be no soaking in the water on Kadara.

Read more... )

Well, that explains things

Mar. 23rd, 2026 08:10 pm
offcntr: (rocket)
[personal profile] offcntr
So it turns out that three of my tech problems were related.

I've been hacked.

I'd gotten a suspicious phone call on my cell Monday, that I didn't recognize as suspicious until too late. Hung up, called my cell provider and they recommended I log in and change my password and pin, which I did--on my tablet, thankfully. Because in the time between when I foolishly read them my confirmation code and the time I changed my passwords, they managed to clone my phone. And then logged into my credit union account and add their phone number and address. Logged into my email and changed the password. And locked me out of my phone.

Fortunately, changing the SIM on the phone cut them out there. And OCCU, bless their hearts, saw all this suspicious activity and locked down my account. So while they were able to give themselves access, the account froze before they could do anything with it.

I spent a good bit of this morning on the phone with the credit union sorting things out. I'll keep my member number, but will get all new account numbers, will need a new username for my online banking, and will have to stop in with Denise--it's a joint account--to get new debit cards.

I called Denise with the "good" news, and just as I was saying goodbye, got a new call coming in from Beaverton. It was First Tech Federal Credit Union, calling to welcome me as a new account holder. So I immediately said No! It's identity theft! and spent the next half hour on the phone with them getting that account locked down. Don't know whose money they used to open the account; as far as I can tell, it wasn't mine.

But I froze my reports on the three credit sites, changed the password on my credit card, and ran my phone battery down to zero. Got home to an email from a high-end gaming equipment company, saying they were holding the $500 chair I'd looked at in my cart, if I wanted to complete the purchase. Hold it all you like, buddy. I ain't paying for it.

But at least I managed to glaze 19 pots before I had to run for the bus home.

Picked up right away.

Mar. 23rd, 2026 08:12 pm
hannah: (Travel - fooish_icons)
[personal profile] hannah
This last Friday afternoon, I held my hand out and a ladybug landed on me. All I'd seen was a tiny bit of movement coming my way, and in holding my hand out, I gave a ladybug a place to sit a moment. Yesterday, I got sunburned from walking around under early cherry blossoms on an absolutely gorgeous late March day. I'm still sore and a little itchy, and I'll be wearing high-necked clothes for a while. There was boba tea, and three different bakeries, and pizza and tacos and a lot of fandom talk with the friend I was staying with - making the other laugh was something we both tried to do a fair amount of, in a game where both sides come out ahead of where they started.

The train got me there early, and got me back a little late. I gave my friend excuse to take me to some of her favorite places, and reason to visit a few more. The both of us stepped away from our regular lives for a while in a mutually beneficial relationship, and now the prospect of the real world looms for tomorrow morning. There was a lot of freedom to be found in basically cutting myself off from the internet - the extent to what I could do on a practical level was check email. My phone wasn't connected to a wifi network, so I couldn't get anything but plain text messages, and it was a surprise to see how many non-text messages I'd missed when I got back to my place.

Bread Furst, Rose Ave, Un Je Ne Sais Quoi, Comet Ping Pong, 801, Spot of Tea, various Smithsonian cafeterias, my friend's kitchen. Various Smithsonian museums, the tidal basin and its various memorials, the circle at Dupont Circle, Metro stations, my friend's apartment. Her roommate and her two cats. A short walk along an urban trail that took us to the Ann and Donald Brown House, which I knew looked impressive enough to be worth talking about. A lot of time with nothing to do and no reason to worry about that. Some TV watched, some movies, not much writing but a good deal of reading and talking. She'll be leaving Washington DC soon, possibly to another coast, possibly somewhere still reasonably close by. I'm glad I got to visit her before she left, when I could still do it by train and be home well before bedtime when it was over.
shadowkat: (Default)
[personal profile] shadowkat
It was raining most of today - as it turns out, and cold. With a chill in the air. When it wasn't raining, it was misting.

1. I'm glad I'm not flying anywhere at the moment. Newark has had several plane collisions in the last few months, and on Sunday, Laguardia (LGA) in NY had a fatal plane collision with a Fire Truck. Air Canada and a Fire Truck collided.

LGA Air Canada and Fire Truck Collision.

I woke up this morning - turned on the news - and there it was as the lead story. It happened late Sunday night, they shut down the airport and evacuated the terminal - the news broadcasters told us that nothing was flying in or out of LGA until 2pm.

And if you were catching a flight before then - to contact your airline because it was probably cancelled and the airport was closed. This was at 6:30 am this morning.

what happened as far as we know... )

how many flights were canceled )

Art History Major aka Busy Bee - is off to Florida on Wed. TSA and ICE not the best mix for travel )

God, how did we get here? We all agreed that we wanted the thing in the White House gone. And when it happens? We'll flood the streets, hold impromptu celebrations, dance in the street, kiss each other on the cheeks, and hold a big street party. We'll be united in glee. Another rendition of ...the classic 1941 ditty, When that Man is Dead and Gone - which is both tragically and ironically valid today

Mother, I, AHM's boss, and Breaking Bad have all decided we're not flying anywhere any time soon. I'm hoping this sorts itself out by at least May or June. But not holding my breath.

2. I'm frustrated with My Doctor's Office/Health Care Provider. So the PT wanted me to schedule an appointment with his buddy - the vestibular therapist on Tuesday, but alas my primary care gave me a referral to a therapist who can't see me until May and isn't the vestibular therapist the PT introduced me to and wanted me to see this week.

I went online, and after a lot of maneuvering in their site - managed to find the PT that I wanted.

So I asked if I could choose my own or switch to the other one. Primary Care agreed - and if they don't allow it, let her know and she'll send a new referral.

So I call the physical therapy scheduling office and after an hour on hold and, it doesn't exactly go well?

talking to healthcare provider schedulers requires far too much patience... )
[I'll got talk to the schedulers tomorrow in person. Maybe I'll get somewhere. Unlikely, I'm going in with low expectations? With Healthcare Providers - it's best to go in with low expectations - that way you don't get disappointed.]

See? This is the reason that I've done nothing about the vestibular/vertigo issue. By the time, I actually see the guy, the problem will be gone.

3. There's been a lot of "problematic" famous people dying lately? James Vander Beek, the guy who shall not be named - he was a political guy, and Nick Brendan. Of the three JVB was probably the least controversial and easiest to deal with - and considering he was against vaccines, and a Trump supporter, that's kind of saying something?

Nick Brendan portrayed a problematic character on Buffy (who I consider complicated and was actually quite likable towards the end of S3 and through S7 for the most part. Being a well-rounded and 3 dimensional character - he had plenty of flaws, but that made the character memorable. Also, beloved and relatable to many. Perfect characters or goody two shoe characters are not relatable or beloved. We tend to forget about them. Yes, he was a bit of a jerk in S1-3, but also an adorable goof-ball, and he saved Buffy's life three times). He was troubled and problematic man in life, far more so, actually than most of the characters he portrayed or at least the most familiar of them.

I stumbled upon Nick Brendan's last post on FB - where he takes questions from his devoted fans, and ....I felt for him, while at the same time, was horrified at what he'd become and what his fans, unwittingly enabled. There's a lesson for us all in there somewhere? discussing a dead man feels so morbid but here we go... )

The internet scared me today - because I looked up what ailed him. It's "Cauda equina syndrome (CES)" which according to the Orthopedic Centers of Colorado is a rare, medical emergency involving severe compression of nerve roots at the base of the spine, requiring immediate decompression surgery—ideally within 24 hours—to prevent permanent paralysis, incontinence, and sexual dysfunction. Key symptoms include severe low back pain, saddle anesthesia (numbness in groin/buttocks), and sudden bowel/bladder dysfunction.

The internet loves to throw symptoms at you that you think you have and don't. Technology is turning me into a hypochondriac.

back to discussing Brendan's demons )

4. Stumbled upon this disturbing article about being a young professional screen actor and dealing with the toxicity of social media.

Barry Keoghan Says Online Abuse Means He
Doesn't Want to Go Outside Any More


"Oscar-nominated actor Barry Keoghan has said online abuse about his appearance is affecting his life, to the point that he now does “not want to go outside”.

The Irish actor, who is playing Ringo Starr in Sam Mendes’ upcoming Beatles tetralogy, told SiriusXM host Ben Harlum that though he left social media in 2024 due to online abuse, it was still so bad that he was “shying away” from the public eye – and it was making him want to retreat from acting.

Asked about his fans, Keoghan acknowledged that some “people are so lovely out there”, but added: “There’s also a nasty side of it. And I’ve removed myself from online, but I’m still a curious human being that wants to go on. And if I attend an event or if I go somewhere, you want to see how it was received. And it’s not nice, you know?”
my two cents )
[personal profile] tcampbell1000 posting in [community profile] scans_daily


As should be obvious, I love the JLI work of Keith Giffen and his scripting collaborators like J.M. DeMatteis, so I feel a little treasonous saying this about a story by neither Giffen nor DeMatteis. But I have to speak truth. The lead story here, by Mark Waid and Mike McKone, is my favorite JLI story. Full stop.

If only the JLU cartoon had adapted this one. )

Lake Lewisia #1373

Mar. 23rd, 2026 05:00 pm
scrubjayspeaks: Town sign for (fictional) Lake Lewisia, showing icons of mountains and a lake with the letter L (Lake Lewisia)
[personal profile] scrubjayspeaks
To protest the rise in both systemic plagiarism and poor reading comprehension, books have been unprinting themselves. Whole shelves have been found with their pages blanked, while dust jackets and spines sport slogans such as “citation needed” and “summarize this.” While a list of demands has been published, negotiating experts are taking their time before responding, as careless misinterpretation of the terms at this moment could prove disastrous.

---

LL#1373

Crow Contracts Exchange

Mar. 23rd, 2026 07:25 pm
settiai: (Veilguard -- settiai)
[personal profile] settiai
The Crow Contracts Exchange, a Dragon Age exchange focusing on the Antivan Crows, went live yesterday, and I just now got the change to read my gifts because of the craziness of everything.

I got not one, not two, but a whopping three amazing stories!

First up is Fourth Spaces, focusing on the gen relationships between Lucanis (and Spite) and Bellara, Lace, and Taash in a world state where Rook kept her distance from him. 2334 words.

Next is Gotta Kill Them All, focusing on the relationship between Lucanis and Spite. 520 words.

And last was One by day, one by twilight, a delightful Lucanis/Neve/Spite fic from Spite's POV. 7625 words.

Not One of Us #86 / obsessions

Mar. 23rd, 2026 04:10 pm
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[personal profile] gwynnega
The mail brought my contributor's copy of Not One of Us #86, the emptiness issue. It features my anti-fascist incantation "spell," along with poetry by Sonya Taaffe and Jennifer Crow, fiction by Devan Barlow, and much more. I'm delighted, as always, to have my work in this venerable magazine, and, especially, that my poem shares a page with Sonya's. (I'm less delighted that anti-fascist poetry is so damn relevant in 2026.)

The mail also brought a CD of Jane Birkin's final album, the gorgeous and haunting Oh! Pardon tu dormais... (2020) which I heard for the first time a couple of weeks ago and have been obsessed with ever since.

I wish I could buy a DVD of the horror romcom musical Your Monster (2024); I have lost track of how many times I've watched it (six times, maybe?). It's not often that a recent film captures my imagination the way this one has. I'm hoping Criterion will eventually give it the treatment it deserves, and I can't wait to see what director/writer Caroline Lindy does next.
[syndicated profile] henryjenkins_feed

Posted by Christopher Masson

The Ludo-Centric Transmedia Dream

Preaching to the Converted

Transmedia storytelling techniques, for me, are poetic devices on a storyworld scale. As poetry stacks images to create invisible meaning, transmedia stacks media to create invisible worlds with equally rapturous effect. Metapoetry. And since mainstream audiences are more naturally fluent in media than poetry, they are often more deeply moved by a well-executed transmedia moment than by a beautifully crafted line of verse.

Sometimes that poetry is an epic: The Dark Knight’s Why So Serious? campaign briefly made Gotham feel like a place we inhabited rather than a film we watched. At other times, the poetry is confessional (quieter, more intimate) like the way players carried the emotional reality of Telltale’s The Walking Dead or Life Is Strange with them, long after play, into reaction videos, playlists, and personal paratexts.

There’s little better a brand can do for itself than to delight across modes. But just as bad poetry is painfully bad, botched transmedia can land like a rotten egg. This seems especially true for video game fandoms. Both the transmedia devotee and the gamer in me both want to see a truly integrated game-anchored transmedia experience thrive. It’s my ludo-centric transmedia fantasy, and it remains stubbornly elusive.

The years that I spent chasing that dream as Story Architect inside an ambitious transmedia universe gave me an insider’s perspective on the challenge and left me chasing productive questions. Where in the lifecycle does transmedia belong? Can the world, the audience, and business realities collaborate from the start instead of colliding into each other at the end? Can game studios retrofit their worldbuilding pipelines to compose something like “poetry at the scale of a universe?”

What I did not anticipate was that processing my experiences through these kinds of questions would result in the development of my own creative pipeline. The WAG Pipeline proposes we treat transmedia not as marketing or extension but as R&D and early audience formation. Instead of guessing at what a future audience might want, we can let the signals emerge until they reach a point where the audience is asking for a game. Alongside this organic emergence, we deliver a worthwhile transmedia journey to encourage their participation. The result is a risk smart, audience backed, transmedia-primed pipeline for developing new game-ready IP.

Before we get into the model, I want to share the lived context that shaped it, so those of you working in transmedia can see the industry mechanics behind my ideas.

 

FIGURE 1: The major products of the Unknown 9 story world. Source: Bandai-Namco

Potential: Unknown

Gold in a Collapsed Transmedia Mine

When I joined Reflector Entertainment as Story Architect on Unknown 9, the mission was to build an entire story universe at once. It was bold and exciting. A major video game was in development and would serve as the revenue engine for the IP.

We wanted to create a transmedia world that truly affected audiences, one that sparked wonder and curiosity and inspired people to explore every corner. We dreamed of mysteries that would unfold over years and of communities that would form around them. We wanted a kind of narrative alchemy where each medium amplified the others. A podcast that somehow sounded like the comic book. A comic that somehow looked like the novel. Paratexts that mattered. Mind-bending metapoetry, touchpoints interlocking with touchpoints, media stacked on media, invisible worlds made manifest in the mind’s eye. Our ambitions were sincere and our vision was big. Transmedia would be our key to unlock these rarefied experiences.

When our teaser trailer launched, a few YouTubers reacted with genuine excitement. They discovered the wider transmedia plans and started searching for more details. Watching how curiosity pulled them from one medium to another was intoxicating. It felt like a glimpse of what transmedia could really do when everything clicked.

FIGURE 2: One of many YouTuber reaction. - Source: https://youtu.be/ibUajMnf6wE?si=t82MHFiAlt9I7uow

So, we set out to build a slate of interconnected storyworld products. Enough to sustain a year or more of releases that would grow an audience ahead of the game. The idea was to allow for organic discovery, community formation, brand evangelism, earned media, and a rising sense of anticipation. And, in some cases, it worked. A small but passionate community rallied around our first two ARGs.

The narrative design of the game anticipated all of this. Secret histories and recurring character origins were meant to pay off therein. Powers that had only been whispered about would be experienced directly by the player. Disparate narrative threads would converge to create material for the next story cycle.

In my opinion, video games are uniquely powerful not as first touchpoints, but as arrivals. Within a transmedia ecosystem, they function less as invitations and more as destinations. After reading, listening, speculating, and imagining, players would finally arrive inside the world and perform it themselves. They would now be doing everything they had heard and read about. Accumulated meaning collapses into presence. This is not a romantic notion; it is a structural strength of the medium. Games are the most immersive form of storytelling we have, and that immersion compounds when it is earned.

But business realities can shift. Instead of letting transmedia blaze the trail for the new IP, the ancillary content was reframed as a tool to extend the sales window of the game.

Reflector’s transmedia journey is complicated, and one day it will hopefully be told in detail because it contains lessons that could help creators everywhere. What became clear is that there was no established playbook for launching a whole transmedia universe whose commercial prospects were tied almost entirely to a AAA or AA game. Not even for Reflector’s parent company, Bandai Namco, who have a long history of successful franchises with cross media elements.

Along the way, online discourse around the game soured for reasons not entirely related to the actual content of the game, making the job of marketing it all the more complicated.

FIGURE 3: Key Art for Unknown 9: Awakening. Source: Bandai-Namco

The result is well known. Unknown 9: Awakening did not perform commercially and the IP, including the transmedia initiative, was shut down.

The cancellation felt like an existential crisis for me as a creator. I believed, and still believe, that transmedia can produce sublime outcomes, yet five years of my work had failed to move the needle in any measurable commercial sense.

And yet those signals were impossible to deny. Curious YouTubers pulling at loose narrative threads. Community members literally DM-ing me to tell me how much the project means to them. Tiny sparks that couldn’t be ignored.

What became clear to me wasn’t that transmedia had failed, or that the industry was somehow doing it “wrong.” The constraints are real. Most new IP fails. Games are extraordinarily expensive and increasingly risky to produce. Development pipelines are built around technology, iteration, and mechanics, not story worlds already in motion. Under those conditions, transmedia almost inevitably arrives at a late stage, once the shape of the game is already locked.

At the same time, the audience signals I’d seen were real. When transmedia works, it doesn’t just market a world. It changes how people relate to it. And when a game finally arrives after that kind of buildup, its immersion is amplified, not diluted.

The problem, then, wasn’t ideological. It was temporal. Worlds, audiences, and business decisions were all being asked to carry too much weight, too late in the process.

The WAG Pipeline is my attempt to reorganize that timing. It is a way of letting worlds, audiences, and business realities shape each other early enough that none of them must carry the full burden alone.

 

Introducing the WAG Pipeline

The WAG Pipeline is a progressive model that builds a World, then an Audience, and finally a Game. W-A-G. It borrows from the best habits of transmedia storytelling, like iteration, modularity, and community testing, and applies them to IP incubation.

Just as importantly, WAG treats community not as an emergent side effect of success, but as a system that is intentionally cultivated, observed, and shaped over time. Audience formation is not something that happens after the work is done. It is part of the work.

Before I outline the model itself, a note on scope. What follows is not a turnkey playbook or a fully costed production plan. It is a framework for thinking differently about how new IP is developed, tested, and ultimately greenlit. The specifics of staffing, budgeting, studio structure, and audience cultivation will necessarily vary from company to company. Those details matter enormously, but they are also contextual by design. My aim here is to describe a pipeline that reframes risk and timing, and to show where transmedia techniques can do their most meaningful work.

Phase 1: Strategic Framing and IP Funnel

Define the business opportunity and generate some viable candidate worlds

Everything starts with a clear sense of opportunity. It’s incumbent upon studio leadership to assemble a strategic brief that will motivate ideation. Phase 1 is not about narrative inspiration alone. It is about aligning creative exploration with real studio context.

This brief may include:

  • A genre gap the studio believes is underserved.

  • An audience segment the studio wants to reach but has not yet unlocked.

  • A portfolio need, such as live service potential, systemic replayability, or evergreen IP.

  • Existing strengths, such as patented mechanics, proprietary tools, or deep expertise in a particular design space.

Games are built on technology stacks, not story bibles. That reality does not disappear in WAG. Phase 1 is where it is acknowledged explicitly. The goal is not to build a world in a vacuum, but to explore worlds that could plausibly express themselves through the studio’s strengths.

From there, a small creative team develops a handful of original IP concepts. These are not fully fledged franchises. They are storyworld prototypes. Rough, directional, but promising.

Each IP concept includes a few key elements:

  • A short world bible describing setting, tone, and themes.

  • Pitches for a few story products suited to low-cost experimentation.

  • A game concept pitch outlining genre, player fantasy, and how the game would express the world.

  • A high-level scan of the market opportunity.

These concepts are evaluated not just on creative appeal, but also by their alignment with the strategic brief and with the studio itself. If the studio is known for its gory horror titles and the world pitched points to a game that is a sparkly marshmallow of an idle clicker, then toss that fish back. Discovering a mismatch between studio identity and proposed experience is a feature of the funnel, not a bug.

This phase benefits from a specific creative profile. Not just auteurs, though they matter deeply, but builders who thrive under constraints. Creators who do their best work with a team, a clock, and a clear objective. Structured development sprints tend to unlock that mode of creativity, and WAG is designed to take advantage of it.

Producers should be on the lookout for talent that can bring the right kind of following. You’ll get a lot more mileage out of whatever your crack creative team comes up with if they are collaborating with, for instance, a social media savvy actor-writer who is known for their work in that genre; genuine engagement with their existing community will be invaluable in the early phases. Their involvement must be genuine and substantial, however.

Acquiring the rights to an independently created project and supporting the original creator can be an alternative to developing an IP from scratch. Challenges can include finding a creator who wants to work within this framework, finding alignment between the existing IP and the initiative’s strategic brief. The upside is an accelerated path to audience building.

There are a ton of other creative strategies out there to help fuel this phase, and some signposts that can help point teams in the right direction. My humble blog post, “7 Critical Worldbuilding Principles for Transmedia-Ready IP,” can offer some guidance.

At this point, the studio has a small portfolio of possible worlds, each designed to respond to the Motivating Insight in a different way. Decision makers can decide which of these to pass to the next phase.

Phase 2: Initial Story Product

Flesh out your selected world(s) and launch them in low-risk formats.

Each chosen IP now gets one small, affordable, self-contained story product: a short podcast, a webcomic, an interactive vignette, a visual novella. The goal is not to announce a transmedia universe. The goal is to give the world its first breath of air and see how it moves.

In fact, resist calling it a “transmedia universe”. That often sounds like a pitch rather than a story. Let the work stand on its own. It is much more compelling if later cross media pieces feel like they emerged because the audience wanted more, not because a validated marketing plan required them.

Phase 2 is about creating the conditions for early community formation. Not scale, not hype, but the beginnings of a shared space where curiosity can turn into conversation. Comments, replies, duets, fan theories, and even confusion are all signals that people are not just consuming the work but relating to it together.

This first product must be satisfying even if no other piece ever appears. But it also functions as your test balloon. Does the tone land? Do people finish it, share it, ask questions, or make fan art? Which elements spark curiosity?

Everything in Phase 2 lives on platforms with no barriers to entry. Those with native affordances for interaction and remixing are even better. I want the world to meet people where they already spend time, and where they can talk back, speculate, and respond to one another.

FIGURE 4: Caption: Web Toon is a major force in IP incubation - Source: Web Toon

That means short videos, lightweight podcasts, web fiction, Webtoons style comics, and social channels where characters or lore can take on a life of their own. The point is to speak the native language of each platform. A chaotic TikTok character will not behave the same way in a comic panel or an audio log, and that tension is useful. Each platform becomes a small experiment that shows us what audiences notice and what they want more of.

There is a lot of comparable IP incubation happening in the webtoon space. A comic that gains momentum on a UGC platform arrives with a built in fanbase, a known tone, and genuine proof of concept. Platform owners then adapt the strongest performers into animation, print, and other media. They grow the audience first, expand second, following the same logic as Phase 2. It’s a great system, providing you own a massively popular UGC platform… For everyone else, there’s WAG. 

The goal here is to gather real signals: analytics, comments, shares, Discord chatter, fan creativity. Because the investment is small, you learn quickly without taking on major risk.

This phase also surfaces internal signals. Do people inside the studio feel excited about the world? Are developers seeing game potential? Genuine internal enthusiasm is a data point too.

After a few months, the team looks at everything. If the audience response is strong and the internal energy is real, the project earns its second greenlight.

Phase 3: Second Story Product and Community Expansion

A cross-media touchpoint sparks big IP momentum

The worlds that show real promise move into Phase 3. Here, the team builds a second story product in a different medium. If the first product was a webcomic, maybe this one is an audio drama. (Ideally, the world transparently incorporates community feedback.) This is more than just cross-platform distribution: it’s the introduction of transmedia magic. The first execution of a poetic device on a story world-scale.

You needn't design a dramatic twist or a universe-shaking revelation. Just experiencing that visual world in an audiomode is a jolt that only transmedia can produce and can ignite the audience’s imagination. This little webcomic I love became a podcast… What else could it become?

By Phase 3, community is no longer incidental. It is a core system of the IP. At this point, a dedicated community manager becomes essential, not as a marketer, but as a listener, translator, and steward of the relationship between audience and world. Audience cultivation requires intentional design and has established techniques, though their discussion is outside the scope of this article. Most mid to large studios already have strong community teams, so seconding someone into this phase may be feasible.

Merch signals are also important here. Too many IPs introduce merchandise too late and without sensitivity to what fans care about. Ideally, Phase 1’s worldbuilding included props, symbols, and costumes with real personality. Now the community manager watches closely. What iconography gets fans excited? What designs do internal devs want to wear? (Developers are reliably honest merch test subjects!)

Nothing in Phase 3 should feel like marketing. It is exploration, not exploitation. The audience should feel like they are interacting with something alive, not being shepherded toward a product page. When they start asking for more, that demand becomes the fuel that propels the world into Phase 4.

Phase 4: Evaluate Signals and Greenlight the Game

Experimentation Gives Way to Commitment.

After two or more story products, the team can finally evaluate the world with real clarity. Phase 4 is where the experiment becomes a decision. The studio reviews a spectrum of signals, checking not just whether people are consuming the content, but whether they’re investing:

  • Are fans creating art, fic, memes, or discourse?

  • Are they crossing from one medium to another unprompted?

  • Are audience numbers rising, or is enthusiasm deepening?

  • Are internal teams still energized by the world and eager to build within it?

Importantly, these signals are not treated as vanity metrics. They are inputs into a decision-making process. We are not greenlighting based on vibes. Community behavior becomes part of how the studio evaluates viability, alongside financial modeling and production realities.

Sometimes, the smart choice is not to greenlight. That is not failure. It is the model working as intended. A negative signal here is a cheap signal compared to discovering it after millions have been sunk into a full-scale game.

Even when a world doesn’t earn a game greenlight, the work isn’t lost. By this point the studio has created a small but valuable transmedia asset with real audience traction. That can potentially be monetized through licensing, outsourced adaptations, low-cost standalone products, UGC-enabled asset releases that let the fan community build momentum on their own or simply vaulted for future development. In the WAG model, even a “no” is a productive outcome. The process returns value either way.

But when the answer is yes, the picture changes. Now the studio can greenlight the game with confidence grounded in behavior, not hope. The world has demonstrated tone, audience viability, cross-platform elasticity, and internal creative heat. Instead of betting everything on a single untested idea, the studio has cultivated several and can now invest deeply in the one that has clearly taken root.

This is the pivot point of the pipeline. Experimentation gives way to commitment, and the chosen world moves into full production supported by data, community energy, and creative momentum.

A natural question at this point is: how long do we let this build before a greenlight? The honest answer is that the WAG Pipeline doesn’t fix a timeline in advance, because time is not the thing being optimized. Instead, time is allowed to stretch until specific signals emerge: sustained audience curiosity, repeat engagement, and a clear pull toward a more expensive form, often a game. In this model, the timeline isn’t decided upfront; it reveals itself through the behavior of the world and its audience.

This represents a cultural shift for game studios, and one of several required for the model to take root. Transmedia universes are, almost by definition, slow builds. Meaning compounds over time rather than arriving all at once. Traditional marketing attempts to compress that process by spending heavily, effectively buying speed through reach. The WAG Pipeline takes the opposite approach. It treats time itself as a lever, allowing an IP to grow more cheaply by letting curiosity, attachment, and audience signals accumulate naturally before escalation.


Phase 5: Storyworld Bridge to Launch

Integrating Transmedia Strategy with Game Development and Audience Growth.

Phase 5 begins once the game is officially greenlit. The world has already proven its viability and resonance. The community is no longer just an audience-in-waiting. It is a durable asset. Phase 5 is about respecting that relationship, deepening it, and ensuring that transmedia activity continues to reward attention rather than extract it as we guide players towards launch. This is where the R&D team becomes the engine of the storyworld. Ideally, the same people who incubated the IP are still shaping it, enabling a bridge to launch that is coherent, adaptable, and creatively aligned with the game team.

At this point, the model becomes intentionally flexible. Production timelines, audience behavior, and narrative momentum all vary, so Phase 5 focuses on goals rather than prescriptions.

  • The first goal is to maintain and grow the audience through steady engagement that deepens the world without spoiling the game.

  • The second is to align narrative momentum so every storyworld beat feeds anticipation.

  • The third is to experiment and reward, using formats that Phase 2 and 3 couldn’t justify: longform podcasts, serialized webfiction, visual stories, even light ARGs.

  • And finally, everything must coordinate with development so storyworld work supports, not burdens, the game team.

Three strategic arenas shape this phase.

  1. Narrative rhythm defines when the world “speaks”: Does it go quiet to build anticipation, or escalate toward a pre-launch crescendo?

  2. Narrative interface defines how transmedia events connect to the game: Are mysteries seeded here resolved in-game? Do audience actions influence factions, lore, or cosmetic designs?

  3. And media scope determines what’s feasible within bandwidth and timelines — from novellas to character journals to multi-week interactive campaigns.

Optional enhancements can increase resonance: letting fans shape small elements of the final game, timing major transmedia beats with trailers, or creating onboarding tools so newcomers can catch up before launch.

By the end of Phase 5, the team locks the narrative handoff to the game. Everyone knows what stories pause, conclude, or continue, and the world is ready for a launch campaign powered by everything learned along the way.




Why This Matters

Most pipelines ask teams to predict what audiences will love. The WAG model flips the pressure. It builds a world step by step, gathers honest signals, and only makes a major investment when those signals are strong. It protects creative teams from guesswork. It protects leadership from unnecessary risk. It protects the IP itself by letting it grow in a natural sequence, instead of forcing it into a game before it is ready.

This approach also creates alignment across publishing, game development, and community work. Everyone sees the same early artifacts. Everyone understands how the world behaves under different mediums. Everyone has visibility into what audiences actually respond to. Silos are toxic in this industry, and that alignment with audiences is rare and valuable.

Limited early investment is not merely a protective measure, but a creative affordance. Low-cost media invite bolder experiments precisely because failure is survivable. They allow unfamiliar ideas to surface, mutate, and find their audience before large-scale commitments are made. In that sense, the model doesn’t suppress risk; it relocates it to stages where originality can actually breathe.

WAG will not guarantee a hit. Nothing does. But it does guarantee that the studio learns early, learns cheaply, and learns together. That is the difference between building blind and building with a compass.

Easier Said Than Done

None of this is effortless. Studios are built to ship games, not necessarily to incubate worlds in public. Cultural shifts are often harder than creative ones. Leadership must tolerate uncertainty for longer. Teams must accept that early experiments will be small. And transmedia design must live alongside production realities without becoming a distraction. This article cannot offer all the answers, nor can it convey every expensive lesson learned along the way. What it can do is sketch a different path, one that treats audience demand as something to be earned before the biggest bets are placed. If that path is worth exploring, then the next step is not another model, but a conversation. I’ve learned some of those lessons the hard way. I’d much rather help others learn them more cheaply.

Who Should Run This Pipeline?

FIGURE 5 - Caption: An example of how a transmedia jam can be run. Source: https://www.storyworldexplorers.com/

This pipeline will be most feasible for mid to large studios because they already possess many of the required ingredients. They have cross-disciplinary talent, from narrative to design to community. They have publishing and marketing teams who can help identify strategic opportunities. And they have enough runway to allow ideas to mature before locking in large-scale production decisions.

Smaller teams can absolutely apply this model, too. In fact, the creative generalists on many indie studio rosters could thrive on such a structure. But larger studios tend to have the institutional bandwidth to run multiple experiments in parallel and to absorb uncertainty without panic.

If you want to try this without committing to the full pipeline, begin small. Hold a transmedia jam with a few creators from different disciplines. A creative skunkworks, if you will. Give them a creative prompt or light strategic brief and one week to outline the world and generate three story touchpoints. Watch what comes alive and what falls flat. This alone will tell you more than six months of slide decks.

I recently teamed up with the hosts of the Story World Explorers Podcast, Frank and Jack Konrath, and piloted a transmedia jam format ourselves. We were so pleased with the results, that we’re doing it again with multiple teams and will podcast the results! Stay tuned for “Around the Story World in 8 Days.”


Closing Thoughts

If Unknown 9 was about building a finished universe and dropping it into the world, the WAG Pipeline is about growing one in plain sight. It is slower, humbler, and I think, much smarter. It is not a formula, but an invitation to build worlds with patience, curiosity, and respect for the audience. It asks studios to let stories breathe and to follow the energy wherever it gathers. When a world is ready, the signals are unmistakable. And when it is not, the work still enriches the studio, the creators, and the craft.

Transmedia is not dead. It just needs to remember that it was never about selling more stuff. It was about connecting story and audience in new ways. At its core, WAG assumes that worlds do not become meaningful in isolation. They become meaningful when people gather around them, talk about them, argue over them, and imagine within them together. Designing for that gathering is not optional. It is foundational.

And maybe that is the simplest version of the idea: before you build the game, build the world. Then let the world wag the game.

 

Biography

Christopher Masson is a writer, narrative designer, and media producer who builds worlds designed to travel through games, interactive experiences, and beyond. His creative work spans theatre, comics, film and television, poetry, photography, digital video, and advertising. He’s fascinated by participatory culture, and the “sites of magic” where familiar worlds are encountered in new forms. His current focus is on advancing ludo-centric transmedia, with video games at the creative center, while critically exploring how AI is reshaping narrative experiences and creative production.

Feathering the Nest for March of 2026

Mar. 23rd, 2026 06:22 pm
dialecticdreamer: My work (Default)
[personal profile] dialecticdreamer
Welcome to the cozy and comforting prompt call for this month! We’re all about the sweaters with thumb holes and the sweatshirts washed until they drape like silk. It’s an opportunity to relax with a good story and a cup of cocoa, or tea, or jamaica… the list is endless, but the point is to bring pleasure in small, familiar ways.
Read more... )
mrissa: (Default)
[personal profile] mrissa
 

This is more partial even than usual, because I've had some download problems that I've since fixed. But we can let that filter out to the second quarter; time waits for etc. etc.

This Is Not a Love Poem, Alexandra Dawson (Reckoning)

I Met You On the Train, J. R. Dawson (Uncanny)

The Doorkeepers, A. T. Greenblatt (Uncanny)

Unsettled Nature, Jordan Kurella (Apex)

Straw Gold, Mari Ness (Small Wonders)

No Kings/No Soldiers, A.M. Tuomala (Uncanny)

Blade Through the Heart, Carrie Vaughn (Reactor)

Antediluvian, Rem Wigmore (Reckoning)

Crafting soon

Mar. 23rd, 2026 05:33 pm
unicornduke: (Default)
[personal profile] unicornduke
Hey all, if you'd like to join the crafting hangout, it is tonight from 6-8pm ET!
 
Video encouraged but not required!
 
Topic: Crafting Hangout
Time: Mondays 6:00 PM Eastern Time (US and Canada)
 
Join Zoom Meeting
 
Meeting ID: 973 2674 2763

stonepicnicking_okapi: record player (recordplayer)
[personal profile] stonepicnicking_okapi
Thank you to my friends for the recs of songs with green in the title (green is the low-key theme for March here in okapi-land).

Getting It Right

Mar. 23rd, 2026 04:15 pm
yourlibrarian: SlashCreation-mrs_spock (TREK-SlashCreation-mrs_spock)
[personal profile] yourlibrarian
1) It was nice to see that when Jeopardy used "slash fiction" as a clue, they actually had the correct definition.

2) This article which looks at Hamnet's role as an Oscar nominee was interesting but asked an odd question at the start: "(Chalamet) is not wrong in noticing that the classical arts have less mass appeal than pop art...Given this logic, if the classical arts have a connotation of decline because the masses no longer engage with them/or they are inaccessible, why does William Shakespeare—arguably just as distant from everyday popular consumption—continue to carry enormous cultural prestige, especially in industries like awards-season filmmaking?" Read more... )

3) Enough time has passed now that I'm not entirely sure what I wanted to discuss regarding several Netflix shows, but I think it had to do with what made them memorable. Read more... )

Poll #34408 Kudos Footer-567
This poll is anonymous.
Open to: Registered Users, detailed results viewable to: All, participants: 7

Want to leave a Kudos?

View Answers

Kudos!
7 (100.0%)



highadrenalinemod: Spongebob and Patrick Star run around yelling and waving their arms (Default)
[personal profile] highadrenalinemod posting in [community profile] highadrenalineexchange
hese pinch hits are due Sunday 29 March at 9:59 PM EST. Claim a pinch hit by commenting on this post with your AO3 handle and the AO3 handle of the pinch hit. All comments are screened.

Any request can be filled with minimum 10,000 words of fic. If the person opted in to receiving a comic for a given request, that request can also be filled with a comic of minimum 10 pages/minimum 25 panels. Read the full rules here.

You can only have a total of two active assignments/pinch hits at a time, you absolute maniacs. Finish one of those before grabbing another.

To make any request look prettier, drop the person's username into the Auto AO3 App. To learn more about a fandom that looks interesting and cool, see the fandom promos.

PH 1 - [SAFETY] Visionaries: Knights of the Magical Light, He-Man and the Masters of the Universe, Crossover Fandom, Chalion Saga - Lois McMaster Bujold, Jem and the Holograms (Cartoon), Star Trek: Strange New Worlds (TV) )


PH 6 - [SAFETY] Bullet Train (2022), [SAFETY] Kraven the Hunter (2024), The Fall Guy (2024), Gladiator (Movies - Scott) )


PH 11 - Nantucket Trilogy - S.M. Stirling, Crossover Fandom, Crossover Fandom, [SAFETY] 长公主在上 | Zhǎng Gōng Zhǔ Zài Shàng (Web Series), Grimm (TV), 镇魂 | Guardian (TV 2018), 绅探 | Detective L (TV) )


PH 12 - Crossover Fandom, 崩坏:星穹铁道 | Honkai: Star Rail (Video Game), 原神 | Genshin Impact (Video Game), [SAFETY] Original Work, [SAFETY] 恋をするつもりはなかった | Koi wo Suru Tsumori wa Nakatta | I Didn't Mean to Fall in Love (Manga), 网恋翻车指南 - 酱子贝 | Guide on How to Fail at Online Dating - Jiàng Zǐ Bèi, The Handsome Salesman At Work Is An Ideal Master, ダンジョン飯 | Dungeon Meshi | Delicious in Dungeon )


PH 18 - [SAFETY] Point Break (1991), [SAFETY] The Collector Series (Movies), Kingdom Come: Deliverance (Video Games), [SAFETY] A Knight of the Seven Kingdoms (TV) )

Culture Club: Fanfic: A Fixed Point

Mar. 23rd, 2026 04:32 pm
midnight_heavenly_bodies: (george002)
[personal profile] midnight_heavenly_bodies posting in [community profile] fan_flashworks
Title: A Fixed Point
Fandom: Culture Club
Pairing: Boy George/Jon Moss
Rating: G
Length: 1191
Content notes: Content warnings for anxiety/panic attack, discussion of near-drowning, implied past trauma.
Author notes: Inspired by Jon Moss having an actual phobia of deep water and boats due to nearly drowning as a child, and the fact the video for Karma Chameleon takes place on deep water, on a boat. OOF.
Written for: Challenge 510 - River
Summary: It's just a video shoot. The river looks calm... Jon doesn't.

Read more... )

Pompeii and covid

Mar. 23rd, 2026 08:24 pm
[personal profile] cosmolinguist

I'm reading, and really enjoying, Annalee Newitz's Four Lost Cities.

I'm currently reading about Pompeii, and I was struck by the mention of about how little was recorded about that volcanic eruption and the cities that were "lost" in its aftermath.

I thought of how conspicuously absent our society's cultural response to the covid pandemic has been, even before Newitz themself drew an explicit parallel with the Spanish flu epidemic which apparently also had a similar effect.

I was struck by this because just this morning, I was in a meeting about an upcoming Mental Health Awareness Week event at work. I had to join a bit late so I don't know the context but as I joined, someone newish to my org -- which covers the whole country so we're mostly hybrid/remote -- said that starting this job was hard for me because going back to working from home was something he hadn't done "since covid." #CovidIsNotOver, of course. (I felt some kind of way listening to someone talk as if they were triggered by an event that is still ongoing if you ask me.) But he's totally right about how we haven't really addressed it in any meaningful way -- the lack of pragmatic mitigations almost requires us to participate in this cognitive dissonance of referring to the pandemic in the past tense when it's only the lockdowns, the testing, the mask mandates, the period of taking it as seriously as it warrants, which is past.

I was immediately reminded of that Audrey Watters piece I linked to the other day, about grief that isn't observed. If she's right that "it matters that GPT was released during the COVID pandemic (and ChatGPT shortly 'after')," (and how I appreciate the scare-quotes around "after" there!), this is a meaning that's lost if we don't talk about the covid pandemic.

I think covid is intimately linked to changes in transport infrastructure and the built environment that make my job harder -- hastily-enacted legislation to allow more tables and chairs on pavements means more obstacles that never had to undergo an Equality Impact Assessment; "pop-up" cycle lanes led to lasting trends in active travel infrastructure that still deprioritize pedestrians; e-scooters were seen as more useful in a world where people were discouraged to go anywhere but particularly to use public transport; I could go on -- and the further that lockdowns and other facets of pandemic mitigations get, the harder it is for me to address those things properly.

It's interesting to see what feels like such a modern ill also taking place as long ago as Pompeii, in as different a culture as that Roman one was. Is it such a fundamental human thing to just block out the bad times so thoroughly? I can't help but think we can do much better to look after ourselves, individually and as collective societies.

rachelmanija: (Books: old)
[personal profile] rachelmanija


An epistolatory novel about the friendship between an American Jew, Max, and a German, Martin. As Hitler rises to power, their relationship sours, in some expected ways and some less expected, as their characters are revealed.

Very short, very powerful, very technically skilled, a quick easy read with an unexpected and unforgettable outcome. Seriously, don't click on spoilers if there's any chance you'll read the book. That being said, I read it because Naomi Kritzer told me the whole story and it was still great. Thanks for the rec!

The book was published in 1939 under a male-sounding pseudonym, but the style feels almost modern and the themes feel incredibly modern. There's an afterword about what inspired the book, which which is worth reading. Taylor had some German friends who seemed like kind, wonderful people, who became fervent Nazis and abandoned their Jewish friends. In a question so many of us are asking now, she wondered, What changed their hearts so? What steps brought them to such cruelty?

Read more... )

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