Mass Effect Transmedia
Because of these aforementioned hazards to continuity, when Bioware initially branched out into other mediums, like comic books, they focused on backstories for secondary characters that did not interrupt or interact with the main storyline within the games. This is also true for its animated film, Mass Effect: Paragon Lost. These additions worked to attract a new audience and deepen the universe for existing fans. Unfortunately for these fans, Bioware’s success did not carry over to traditional print. The 2012 novel, published by Del Rey and entitled Mass Effect Deception, was filled with so many continuity errors that they were ultimately organized into a Google doc, published, and reported on by gaming journalists. The backlash was so strong that both Bioware and Del Rey issued public apologies and made assurances that they would correct these issues going forward (Plunkett, 2012). To date, no new novels have been published.
Given the examples previously discussed, it is apparent that the use of transmedia has and will continue to increase at an exponential rate. The creation of entirely new mediums and technologies give creators further powers to deepen their stories and enlighten their audiences. This explosion of transmedia also represents new and unexplored models of storytelling which can transcend the entertainment industry, thus connecting new users to the past. From AR apps that turn an entire city into a street art museum, to government-funded projects tasked with exploring transmedia, it is evident that modern story is powerful, diverse, and infinitely useful for cultural historians.


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