Film, Format, Fiascos, and the Future

People hated "The Last Airbender" for many reasons.  I'm not going to argue any of them, as I've seen it (with Rifftrax) and it was mind-numbingly bad in a way that actually beat my incredibly low expectations.  But among the things people say about the film adaption of the beloved franchise – the hate of the actors, the plot, the acting, the direction, the story, the intermittent attacks of slow-mo -  there's one thing I rarely hear brought up.

Why a film anyway?  I mean let's assume that you have some driving reason to turn "Avatar: The Last Airbender" into some other media form, why a film?

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Go, Go Gamification!

I hear a lot of talk lately about "gamifictation" – adding gamelike elements to non-gaming software and services.  It may be achievements, titles, even controls – and the goal of course is to get people interested and using the software and services.

Let me state frankly that this is a great idea.  I'm bang alongside it, and I wanted to explore just why I think it works, and why we need to pay attention to it:

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Why Do We Have Such A Creative Explosion on Mobile and DLC?

(I'm still thinking about DLC and mobile content as of late.  Blame my new Android.)

I sort through the DLC on my console and am amazed at what's there (and at times appalled, but mostly amazed).  I look through the online store on my smartphone and am overwhelmed with choices.  When it comes to books the content available to me, especially via eBooks is stunning.

It seems that, media, software, and gamewise we're in a kind of explosion of creativity and productivity.  There's just a huge amount of stuff everywhere – often good stuff – that we can download, play, read, or listen too.

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