http://www.statesman.com/life/content/auto/epaper/editions/sunday/life_entertainment_34c686702355f1e00053.html

How 'Lost' reinvented television

By Joanna Weiss

THE BOSTON GLOBE

Sunday, November 6, 2005


Around the time he glimpsed the shark with the tattoo, a rabid "Lost" fan
named Elan Lee knew there was something different going on: This was a TV
show that liked its audience.

Really liked its audience - enough to reward it with treats that only
devoted viewers would catch. The shark, which appeared in the season's
second episode, had a logo on its fin that showed up elsewhere in the
show, a possibly significant clue in the "Lost" mythology. It was the sort
of thing you'd only see if you froze the frame and watched very, very
closely. If you were looking for just this sort of trick. And if you had a
community of fellow viewers doing the same thing.

To a sizable portion of its audience, ABC's Emmy-winning drama - the tale
of a group of plane-crash survivors, stranded on a strange desert island -
has become a different way of experiencing TV. To its most devoted
followers, "Lost" - which returns from a two-week break Wednesday - is
part metaphysics seminar, part jigsaw puzzle, part scavenger hunt. It's a
collaborative experience, a game to be played and shared. And an
acknowledgment that, even on network TV, the audience can have power, too.

"It's really interesting to see how the show and the writers are trying to
put in a bunch of extra little goodies for only them," Lee says. "They
feel like the more they poke at this bizarre thing, the more it pokes
back."

Lee should know; most of the time, these days, he's poking from the other
side.

As director and lead designer at 42 Entertainment, a marketing company
based in Emeryville, Calif., Lee is a pioneer of the "alternate reality
game," or ARG, and it's the medium that "Lost" most closely resembles.

The ARG is a fast-evolving form of storytelling with millions of devotees.
The principals at 42 Entertainment devised what many consider to be the
first full-fledged ARG in 2001, when they worked at Microsoft. Steven
Spielberg had come to the company - which had bought the video-game rights
for his upcoming film "AI" - with a request for an unconventional
marketing campaign.

Lee and his co-workers devised an Internet-based game. They never
mentioned the film itself, but they created a story, loosely connected to
the world of the film, and left it for the audience to uncover. The
programmers spent six months constructing a narrative, breaking it into a
million fragments and hiding it on nearly 1,000 Web pages laced with
clues, along with certain spots in the physical world.

Solving the puzzle - which came to be known, in-house, as "The Beast" -
called for knowledge in areas diverse and arcane. It required
collaboration, a network of shared ideas and expertise, the sort of
collective entity The Beast's designers called the "hive mind."

And the hive mind was smart. The mystery was supposed to unfold over nine
months, but "the audience had completely stripped it bare in three days,"
Stewart says.

That's an axiom of the ARG, which "Lost" producers seem to have taken to
heart: The audience is wise and must be followed. It might not know the
ending, but it still can drive the story.

"We have time and time again found audiences really latching onto a
character or latching onto a particular theme in a narrative that we were
going to downplay," Lee says. "And all of a sudden we let that become the
focus of the second or third act of our story."

This is an intense form of participation, to be sure. But Stewart and Lee
imagine it could be the future of entertainment. And, in the context of a
show like "Lost," it could be the future of TV, says MIT media studies
professor Henry Jenkins, author of the forthcoming book "Convergence
Culture: Where Old and New Media Intersect."

With "Lost," "I think the cult audience is the leading edge," Jenkins
says. "It's experiencing a new kind of power and a new kind of knowledge
that's only possible when you combine the Internet with television."

The "Lost"-ARG analogy isn't perfect, of course. As Jenkins points out,
The Beast and its successors are self-conscious games, devised with a
clear expectation of what the audience would do. In the case of "Lost," he
says, the viewers started the process. "This is something that audiences
are demanding, not something that is thrust upon them," Jenkins says.

"Lost" creators J.J. Abrams and Damon Lindelof started by plotting a
"mythological roadmap" that answered the show's central questions, says
Carlton Cuse, the show's co-executive producer. But he says the producers
conceived the show as a character drama.

But as it became clear that the mythology had sparked fan obsession, Cuse
says, the show began to adapt. Producers weren't sure, for instance, how
viewers would react to the six possibly magical numbers that have showed
up on a lottery ticket, in a transmitted radio message, and on the door to
a buried hatch. But when the idea created a fervor "we spent more time on
that aspect of the mythology," Cuse says.

This second season, loyal viewers say, they've noticed more deliberate
nods to the audience base, acknowledgment that many are watching with DVR
remotes at the ready, prepared to rewind, freeze-frame and slo-mo to home
in on possible clues. The rewards for such intensity include the tattooed
shark - which required a certain level of collaboration to spread through
the fan base.

The writers have also been more overt about dropping hints - or red
herrings - in the public arena. A few weeks ago, in a newspaper report, a
"Lost" writer hinted that viewers should check an upcoming episode for a
reference to the 1940s British novel "The Third Policeman." (Its main
character is dead but doesn't know it.) Paperback sales of the book
quickly spiked. But in the episode in question, the book was little more
than a passing flash. And Cuse won't say what that means.

The book "was carefully chosen as a way to suggest a possible theory about
what was going on on the island," he says. "Does it mean that was real, or
does it mean that we were just teasing the audience and being sort of
self-referential?"

"You have to watch because you're enjoying the journey, not because you
are waiting for the endgame," Cuse says.



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