Archive for January, 2008



07
Jan

Making Money After DRM Goes Away. One Executive Has Some Good Ideas.

After Sony decided to throw in the towel last week and put their music up on Amazon without DRM it seems like a lot of people have decided it might be a good idea to start thinking about what a world looks like where you sell things to people that aren’t placed under lock and key.

I’ve seen a few articles over the last week that are beginning to discuss the issue, but the single best thing I’ve read is this transcription of a speech that was given at a conference that’s given every year in Aspen by the CAA by Ian Rogers, the head of Yahoo! Music.

It’s insightful, forward thinking, and has more than a few good ideas. More than that, it’s designed to speak to a different audience than the converted army of open source junkies who usually read this stuff.  It’s a cogent argument about why changing the model is going to be a good model for business going forward.

    1. There is more opportunity in leveraging the scale of the Web than trying to create scarcity. We’ve all been engaged in many attempts at creating scarcity in digital music and none of them have worked. Meanwhile, others have been leveraging the scale of the Web with great success. We should learn from this pattern and apply our energy appropriately.
    2. We will do this together by creating a loosely-coupled value chain including users as value creators. The value chain is not owned by a single entity (LimeWire, Apple, or Universal). There are many participants in a healthy ecosystem. Furthermore, users are no longer just consumers, they’re active participants adding value and any successful solution will leverage this user-contributed value.
    3. We need to work together to create the Media Web. Here I’ll step off into nerd-ness for a minute, but I’ll try to tie it to a concrete example so you see what it is I’m getting at clearly.

While the music industry may currently see itself as the greatest victim of the Internet it’s starting to be clear that their role as the canary in the coal mine may mean that they come out of this stronger and better suited for the next generation than other industries that are just starting to feel the sting.

And that success is already happening, although they don’t want to admit it.  Look at how licensed music has invaded the video game market over the few years. Licensing popular songs is an integral part of movies, television, and even commercials more now than ever before.  It may not be the same business it was, but it is something.

What’s most exciting about this presentation is that it argues that the industry should be in the lead for opening up standards, not dragging behind.  And now that the panic is starting to subside maybe there’s some room for good ideas on how to push formats forward in a way that will allow media to become a more integrated part of the web experience.

imageThink back two years ago, the Web worked fine on your PC, your Mac, even your cell phone to some degree, but as soon as you wanted to watch a video you were faced with the “which proprietary technology owns your ass?” question. Quicktime? Real? Windows Media Player? What happened was “The Web” stopped and proprietary technologies took over. Flash has made this feel a little less painful but now the entire online video industry is in the hands of one technology company (Adobe), being  delivered the features they see fit on their timeline? That’s never a good thing. And who is challenging their monopoly with a technology called Silverlight? Microsoft? Doh. This is not exactly a recipe for openness.

We need the same force that created The Web to create The Media Web. What was that force? Open standards solving universal user needs and enabling a level publishing platform. While this may seem outside of your job description, let me first give you a sense of the kind of standards I’m talking about, and then a specific example that will likely hit pretty close to home.

It’s well worth reading the whole thing, and it’s forcing me to go back and rethink some of the ideas I was planning on putting up here in the next few weeks. They’ll still get up here, they just may be a little different.

06
Jan

Manga Shows the Blurring Lines Between Creators and Fans.

I just caught up with this article from Wired magazine on the relationship between the major Manga publishers and dojinshi, which is essentially fan-published manga that uses copyrighted characters.

Imagine Disney’s response if some huge comics convention in St. Louis or Houston were selling exquisitely rendered, easily identifiable comic book versions of Mickey Mouse and Goofy falling in love. Picture the legal department at United Feature Syndicate hearing about someone selling $6 books that show a buxom teenage Sally and a husky teenage Linus canoodling on a beach. The violations at Super Comic City were so brazen and the scale so huge — by day’s end, some 300,000 books sold in cash transactions totaling more than $1 million — that just about any US media company would have launched a full-metal lawsuit to shut the market for good.

Why aren’t Japanese publishers doing the same? I posed that question to two of the main organizers of Japan’s dojinshi gatherings, Kouichi Ichikawa and Keiji Takeda.

“This is something that satisfies the fans,” Ichikawa said. “The publishers understand that this does not diminish the sales of the original product but may increase them. So they don’t come down here and shut it down.”

The article goes on to describe this fan market something uniquely Japanese, and while that’s an interesting take, I also don’t believe that it’s actually true. The state of quasi-legal détente that the publishers have reached with the fans reminds me a lot of what’s happened with fan web sites, videos, and other remix media in the US over the last decade. After an initial defensive wave of lawsuits and legal threats there’s quite clearly an acceptance of the idea that fan produced content is a good thing, and help grow the audience, as long as it doesn’t get out of hand (whatever that means).

imageBut, like all this post-modern media, it also blurs the line between where the “official” content ends and the fan content begins. The Heroes “fansite”, 9th Wonders is actually a professionally produced site that uses fan design as its model.  It has all the features of fan produced media, but with the kind of glossy sheen and smooth edges that only Hollywood money can bring.

 

The danger to the publishers and producers is that the line between fans and pirates is also becomeing vanishingly small. After all, no one wants your media faster, and with fewer limitations than the fans who love it the most.

imageFor an example, compare 9th wonders to Z-Cult. These are the guys who got busted by Marvel, DC, and others, for posting torrents of comic scans when they came hot off the shelves. There’s a lot of similarities, and that’s because passion doesn’t always respect the borders of the law, no matter what the RIAA may say.

And while Manga sales are growing on US store shelves, its brother market, Anime. It appears that, in the US at least, it’s transforming into a monstrous market of piracy that must remind the publishers of a mutant creature ripped straight from one of their shows.

It’s hard to guess where all this is going to lead over the next few years, although the general shape is starting to appear out of the mist… But at a minimum the big media companies need to follow the example of 9th Wonders, and start really thinking about creating destination sites on the web where they can be sure to gather together the fan base and give them their marching orders.

04
Jan

Boom Studio Gives Away a Comic Book Online. The End of the World, or a Digital Nirvana?

I’ve been saying for at least the last nine years that the content has become the marketing for the packaging.  I guess the people in the position to make those decisions are finally starting to agree with me.

imageHey gang! This is a very cool, very historic first for MySpace Comic Books, and a great way to celebrate  the new year!
In partnership with our excellent friends at BOOM! Studios, we are releasing a comic book series online at the same time as it is released in comic book stores. You read that right: you can download the complete issues of NORTH WIND for FREE on the same day they hit the stands!
Today, we are proud to release NORTH WIND 01. You can read the pages online below, or download the complete issue to your hard drive to read at your leisure with your favorite comic book reader. The choice is yours!

Download NORTH WIND 01 now!

Comics have been giving away the first issue online for a while, but this is the first time I’ve seen an entire series from a major publisher put up on the net.

And it probably isn’t going to sell that much more than an average book.  But even that may be a victory of sorts.

02
Jan

The First Web Only Album is Released at Retail, And That Proves Something, Doesn’t It?

image Four months after Radiohead released their latest album, In Rainbows, to the Internet, changing everything forever, it has hit the retail stores in the standard CD format.

The album was hailed as a turning point for the music industry. Proof (along with Madonna’s new contract) that things are finally changing in the music business.  And it angered their former label, EMI, enough that they lashed out with some digital releases of their own.

So, was it a huge success or a total failure?

Unfortunately making rock and roll stars the heroes of your movement often means you end up with public statements that sound an awful lot like song lyrics:

“We didn’t want it to be a big announcement about ‘everything’s over except the internet, the internet’s the future’, ’cause that’s utter rubbish.

“And it’s really important to have an artifact as well, as they call it, an object,” the musician added.

Well no, of course not.  Or yes, of course! Or something.

Yorke rubbished reports that the album was downloaded 1.2 million times in its first week alone - but refused to confirm any figures.

“It’s total nonsense. Thanks very much - we’re the only people who know, and it feels wrong to say exactly what happened. But it’s been a really nice surprise and we’ve done really well out of it.”

Either way, it’s got a beat, and you can dance to it.

01
Jan

The MMO becomes a casino. Fantasy and Reality Collide.

I’ve worked on a number of MMO designs of one type or another over the years, (especially in the 90s), and one thing became very clear, it’s always useful to borrow ideas from casino gambling and add it into the mix. It’s an addictive spice.

And all the MMOs have some of that delicious flavor in them. There are number of reasons for that. One, because human behavior is fairly consistent, especially when it comes to repetitious addictive behavior.  Two, Casino’s have been studying how to make this stuff work better for years and years. They’ve put tons of money and decades of time into research and development. You’d be a fool not to pay attention to what they’ve done. Three, since you’re not gambling with real money the laws are much less strict.  You can break out tools that would be totally illegal if cash was involved.

There’s also a strong moral limiter on this behavior. Americans have strict ideas about “fairness”, and the idea that you can buy your way to victory destroys the egalitarian dream that comes with these fantasy worlds. If people think it’s about who can spend the most they’ll leave.

But what if there’s another world where MMOs are equally popular, but the idea of real money equating to virtual power wasn’t quite so abhorrent?

This article documents, in amazing detail, the journey of one woman who became a leader in a highly popular virtual world where real world money fueled her monarchy.

An online game manager recalled that he once received at the company a gamer who had money but no patience. This gamer came with an inquiry: could he simply pay to purchase high-level equipment? Everyone at the company had a good chuckle at that. Now, the manager sighs regretfully: they did not realize that the gamer represented an immense business opportunity. ZT Online, on the other hand, saw it and achieved success.

It’s an amazing fantasy story, one that has one foot in the real and virtual worlds.  But one shocking realization is that a world where greed is king has already fallen to the Dark Lords:

imageThe incident started with a new rule announced by the system: binding. According to this rule, the equipment and “silver” obtained from the system by the gamers was “bound”; that is, it was for personal use only and could not be sold, traded, melted down, or even discarded!

In the game, every character class required corresponding equipment; every type of equipment was crafted using a corresponding resource type. Opening treasure chests had long since become the main method for gamers to obtain equipment and materials. When you spent one RMB in the hopes of gaining ebony but ultimately came up with a hunk of crystal, one common solution would be for gamers to trade for what they each needed or exchange it for silver at a shop. ZT Online’s explanation for this rule was that they had discovered professional gamers turning a profit by selling in-game items offline; “binding” was a strike at that practice.*

The gamers eventually discovered that in this world, the free market was banned to a certain extent. Legal private property was permitted to be held but not traded. Only one giant seller was permitted to exist: the system itself.

The whole article is well worth reading, and what starts out as an interesting news piece ends as a compelling dark fantasy drama.

 

Found via Rock, Paper, Shotgun.