Access All Areas February 2020 | Page 25

FEBRUARY | COVER FEATURE The festival and event industries are looking to entice customers with narrative skills, but how do you tell a story in 3d? torytelling is one the oldest and most powerful forms of communication. Stories passed down from one generation to the next have formed the foundations of history and cultural identity. Being part of an event can involve being part of a narrative, and this feeling of inclusivity is increasingly sought after by event organisers. “We love a great story,” says Experience Designed’s co-founder Kim Mhyre, who recently left MCI Experience. “A strong narrative defining a character that we identify with who faces and overcomes obstacles to achieve success is something we can all relate to at a very emotional and memorable level. “But just telling a story at your event may no longer be enough. Today’s event audiences are digitally enabled, more demanding, more impatient and have high expectations that events will be more engaging, personalised and participatory." The days of thinking of event goers as a passive audience to be told stories are, Myhre says, over. Now audiences want to live the story. "Designing story based live brand experiences isn’t just a chance to tell a story — it’s an opportunity for an audience to live a brand a story in an immersive and meaningful way," he adds. Jack Morton’s creative strategy director Caspar Mason shares Myhre’s apprehension towards the way a lot of modern agencies approach storytelling. “I’m a little wary of the (over)use of ‘storytelling’ in the creative/events industries – not quite as much as Austrian designer Stefan Sagmeister [Ed’s note: see editor's letter], but I think it can point brands and agencies away from what people want, and instead bog them down in a futile search for three act structures, friction points and heroes’ quests. Sometimes the answer is just to do fun stuff that people want to be part of, and let them create their own story – but made out of your brand world, with your messages baked in. “The big issue is that stories are inherently linear (‘because of A, B happened and then C’) whereas people at events (and life, for that matter) are not. They dip in and out. They circle back. They skip bits. They make it very difficult, in other words, to tell your epic brand narrative. Adland guru Alex Bogusky has a great analogy: “If advertising is the film, experiential is the theme park”. "That immediately gives a sense of how people will act and what they want. They’ll dip in and out. They might do something three times because they love it and ignore the rest. They might just leave half way through. And that’s fine. The trick is to make sure every touchpoint gives a sense of what you’re trying to convey and is enhanced by (but doesn’t rely on) the thing before or after it. Think of it as a collage, not a painting." However, Mason notes that with careful planning, story structures can be embedded. “Museum curators, who spend a lot of time trying to work out how to impart knowledge and narrative across 3d spaces and experiences, will often design their experience in layers – a visual, visceral layer to convey meaning to the people wandering through, a deeper level (or levels) for people who want to read and think. And different ways of interacting – activity sheets, sketchbooks, tours, talks, audioguides, lates – give people flexibility to experience things in their own way, at their own pace.” Mhyre adds: “Live story experiences where an audience can be immersed in and even potentially participate in a meaningful narrative can create a much more engaged relationship between the brand and its audience and deliver that all important emotional and memorable brand affinity that only stories can achieve.” For Myhre, traditional planning approaches are insufficient to deliver the kinds of 25