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Pitch Ride To Hell '08 by MediaMonks Interactive
 
Concept, be there or be square
 
“If you can remember the 60’s you weren’t there”

A famous quote that defines what the 60’s was all about. Our concept is ready to set the record straight, while people might not be able to remember the era, the RTH site will make them (re)live it.

We’ve taken the concept proposed in the brief, journeying from location to location, and made 2 important additions. Adding First Person Experiences and an interactive storyline.

Both of these changes are focused on creating a more immersive experience that put our visitor in the middle of a moving story, making them active participants instead of passive viewers. It also gives us the chance to really push the culture and lifestyle aspects that made the 60’s tick.

First Person Experiences (FPE)
FPE’s are interactive elements that take the user interaction beyond a “point & click” moment, and actually bring home what’s happening by showing them the results from a “real” First Person Perspective. Apart from being visually impressive, it also has a direct impact on how the user interacts with the surroundings, the characters and the information that is available.
 
An example of a FPE, our visitors are able to smoke in the diner scene.

An example of a FPE, our visitors are able to smoke in the diner scene.

 
An interactive storyline
The RTH website has two very important issues that need to be tackled. We need to get people involved in a time period and lifestyle, and we need them to come back several times over a period of months, looking for more. Building up excitement as RTH nears its launch date.

To ensure that this happens, we want to involve our visitors in a storyline. One that plays during the same time period as the game, and in the same surroundings. In our proposal you’re a fringe characters, not involved in the game, and you’re looking for (one of) the main RTH characters, following their trail, learning what drives them, finding out their habits and lifestyle, and becoming a fully fledged member of the interactive RTH world. Ideally the story would be a prologue to the RTH game. What better way to tease people to get the title then involving them in several chapters of a story that they can only complete by playing the game?

The story line is used to dish out all types of information, not just related to the game itself, but also about the time period, the lifestyle and the culture in general. We’ve developed a storyline to showcase the type of interaction and involvement we have in mind. Off course the storyline is not definitive, and would be revised based on feedback before production starts.
 
Flowchart and quick overview of FPE

Flowchart and quick overview of FPE

 
Design exploration
 
For us, the 60’s as portrayed in RTH is gritty and that needs to shine trough in the design of the site. If available we could opt to use real game art, but for the moment we’re focusing on a style that is related but not the same. A big reason for this is that we’re not looking at recreating the game experience online, because we could never get close. What we can get close to is recreating the 60’s experience, and an easy way to make that connection with our visitors is if our design “feels” older. By staying away from typical “what’s hot now” design, and opting for something unique we’re “Easy Rider”, instead of ‘The Fast and the Furious”.

These examples aren’t final designs, but give an impression of the route we’re looking at.
 
Driving scene from a first person perspective

Driving scene from a first person perspective

 
The campfire scene

The campfire scene

 
The dining scene, inside

The dining scene, inside

 
The dining scene, outside

The dining scene, outside

 
The final scene

The final scene

 
Online enviroment of ridetohell.com

Online enviroment of ridetohell.com

 
Online creation, an overview
 
The RTH project consists of a high-end promotional website, including viral elements to draw in as much people as possible and a series of incentives used to reward people for usage. We’re also looking at social network solutions to help spread the word.

3.1 AAA site
In the current online landscape a promotional site for a game has a larger role than “just” being informative. Large game portals and blogs are the main information point for gamers when it comes to info about upcoming games, feature info, release dates, trailers and screenshots. This means a promotional site has a few extra functions to fill.

The site for RTH also needs to;
• Build buzz/generate online PR for the release.
• Have a viral component that generates new visitors.
• Reach people outside of the initial target group (action gamers).
• Tease people to take the next step and buy the title.

By creating a high-impact, innovative website we can add to the excitement and bring in large numbers of new visitors that might not come across RTH via the more traditional channels.

3.2 Viral elements
Apart from the natural viral element enclosed in creating an innovative, AAA site, we’re also adding several viral elements to each chapter. Viral elements can be just about anything (a cool incentive, a small game, an interactive element) as long they’re designed to bring in new visitors and/or to entice existing visitors to come back for new chapter releases. In our storyline for chapter 1 we’ve included several viral elements;

1. Wallpaper incentives
During the campfire scene, game related wallpapers are available for download via the interaction with fellow bikers. We’re showing early on that interaction is rewarded so visitors know that following the journey we’veset out will reap dividends.

2. Drugs or alchohol
In the same early scene we have a FPE moment, you get the choice to indulge in drugs or alchohol. Both of which will result in a blackout. While the drinking or drug taking ensues there is an effect on the way the site is used. Blurry vision, hallucinations, etc. By positioning the effect this early in the storyline it’s easy for people to spread the word amongst friends to try their hand at some online mischief.

3. Tattoo parlor
Progressing further into the storyline we come to an interactive element, the possibility to design your own biker gang tattoo. This can be done based on existing artwork, and with the help of design tools for free input. The resulting tattoo can be downloaded in several formats (wallpapers, IM avatars, mail signatures, etc). Outside of the storyline you can also develop other biker tattoo’s which you can send to friends on a series of body parts. The resulting emails lead back to the RTH website.

4. Customize your bike
Motorbikes are a huge part of RTH so customization is a must. Before the big race you get the chance to soup up your bike at the gas station. Changing colors & designs, and adding accessories. The resulting bike can be downloaded on a series of 60’s style biker babe calendars, with a prominent mention of the RTH release date.

5. Cliffhanger
Each chapter ends on a cliffhanger, people have invested a significant amount of time and will be committed to follow up on their role in the proceedings. We promote this by asking for an email address so we can let them know when the next chapter is released. This is also a great way to add members to the newsletter database incentives.

2. Widgets and social integration
As we near the release of the game we want to roll out social network integration. The most powerful version of this is by creating a connection between the game and a gamers profile, to be distributed as a badge of honor. As the possibilities on that level will become clear as time progresses this area deserves to be revisited at a later date to optimally use the power of social network.

Create your own bikers license By uploading your picture you can create your own weathered, fake, bikers license. Including faded picture, with beard/cap/etc and a biker gang nickname.
 
Social Media widget

Social Media widget

 
Niek Mulder (Concept)
Teo Skaffa (Concept)
Arthur Dam (Concept, Art)
Julian Burford (Art)
Kjegwan Leihitu (Art)

© 2008 MediaMonks Interactive B.V.


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Alexandra Voelker
the FINAL SCENE ist great, i like the colors
 
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