Archive for the 'Content' Category



10
Jan

Digital Playback Devices are MediaShifters. So Much for Quality.

Looking at the reports from CES show, it’s easy to see an irony in technology which is often ignored; it always alters the media that’s played on it. The idea is captured in Marshall McLuhan’s famous phrase “The medium is the message,” but the last 20 years have accelerated that concept beyond what anyone could have imagined would have been possible in the 1960s. The modern audience can has an almost infinite amount of variation that can be added or subtracted to any media experience depending on their equipment, settings, quality of the source, and even the room their watching it in. It’s the end of a process that started when the first purchaser of a gramophone cranked their player up to speed back at the turn of the previous century.

And not everyone is happy about it.

The cranky old man factor non-withstanding, David Lynch does have a point. But what he doesn’t address is exactly when do you “experience” the movie the way he’s talking about? Can you get it on a 20″ standard def television? Or a 40″ 1080p set? Is surround sound necessary, or is only the image that increases the genuineness of the movie going experience? You can put all the filet mignon you want into meat grinder, but what comes out the other end is still hamburger.

In a world with low quality compressed audio, and most video being watched in an area roughly the size of a postcard it seems like the modern audience doesn’t care much about quality playback. That’s nothing new of course. The need to get information out to a mass market has always driven down the quality of the “experience”. Even before the digital revolution most media consumers have been quite happy to watch the low quality image on the television, see movies on constantly degrading videotape, and listen to music on eight tracks and cassettes through tinny speakers in their car-stereos. When the “stereo” version of the VHS tape needed more space to hold the improved audio data, they just wrote it across the top of the video, degrading the image quality for the next decade.

While digital media allows for perfect copies of recordings, it’s entire history has been about low quality media. Record executives in the late 90s proclaimed that the mp3 format wouldn’t survive because they were too low fidelity to satisfy the fans, but that seemed to be a pretty basic misunderstanding of who the audience was, and what they really wanted. Instead pop music has been refocused on playing through smaller speakers and little white earbuds. Loud and compressed is the way that our media is delivered, and for the most part we seem to like it.

Another elements that changes with consumer distribution is the point in the playback chain where the quality degradation occurs. In previous generations it was always the media itself that held the highest quality. It was the job of the consumer to unlock the potential. Audiophiles were constantly upgrading their speakers, needles, players, and amplifiers to wring out that last bit of depth from their records. Solid granite record turntables would spin on cushions of compressed air, even while their sons and daughters were scratching up the exact same LPs on a cheap all in one plug and play machines.

In the digital world the manipulation and degradation of the data begins with the transformation of the original media to digital format. Instead of being handled by an engineer, the user simply “rips” their music to mp3. The highs and lows are simply chopped off, before the software gets down to the business of compressing the rest of the signal. Converting DVD video to DivX is a similarly brutal experience, as subtle colors and details are sacrificed to make sure that a two hour film can fit onto a single CD-Rom. Software doesn’t care about anything but getting the job done.

So now that anyone with a $300 PC can suddenly play producer we tend to end up in a race for the bottom. What matters is increasing the portability of the media by crushing it down to make sure that we’ll easily be able to play it back on the tiniest devices, and that it won’t take too long to download or take up too much space on the hard drive.

The media producers seem not to care as well. They’ve given up on the idea of educating the audience with any message besides “copy bad”. By focusing all their energy on the media wars the media industries have validated the idea that crappifying their content is a good thing. Because if they’re so desperate to keep that low fidelity mp3 out of your hands that they’re willing to sue you for it, it must be pretty good, right? While they’ve been decrying that an entire generation of kids have grown up to be amoral music pirates, they’ve also lost the chance to educate the kind of audience that tends to spend the most, and actually care about the work.

Meanwhile the technology companies, who were once partners with the content providers, have found themselves having to wage a campaign of subterfuge in order to offer devices to the consumer that give them the portability and accessibility they crave.

Meanwhile the major forward movement has been about adding more and more speakers to the surround mix. Formats like DVD Audio have landed with a thud, and most people are unaware they even exist. And that’s not really the consumer’s fault. Every new format seems to come with a warning label and a boatload of restrictions that make it hard to imagine who, if anyone, would actually use this media under the conditions they’ve mandated. Or to put it another way, audio files and audiophiles don’t mix.

Low quality media will always be a part of the landscape, and even as we are forced to upgrade to digital TVs and start buying Blue-Ray DVD discs, a large portion of that audience will continue to be perfectly happy watching their movies on a cheap LCD screen with $10 ear buds. Luckily a large portion of that audience will also be happy to pay a little bit of money to make sure that they can watch the latest and greatest piece of content, as long as they can put it where they want to.

There’s no doubt that we’ll continue to see our media morph and transform as it moves onto new devices such as media players and cell-phones. Change itself has become a constant part of the media landscape and one of the defining ways that media can transform itself and continue to be profitable. But that can only happen if the producers stop wishing for the future they thought they were going to have, and start dealing with the one that’s already here.

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.

12
Dec

Player vs. Player - A Site I like

While it’s easy, and often fun, to beat up on the big boys for their wrong headed and confrontational view on digital media, it’s also easy to feel some sympathy for them. These companies are used to making a lot of money by owning massive chunks of the market, and no matter how long they may be able to hang to their massive niches through litigation and sheer bluster, it’s pretty clear that there business model isn’t going to be the way things get done in the future.

So, as a change of pace, I thought I’d start celebrating some sites that I think may well be pointing the way to how things will be done in the decades to come:

PVPonline is first and foremost a free daily webcomic.  The content is presented front and center on the entry page, and is updated seven days a week by the talented and versatile Scott Kurtz.

Scott treads a fine line, creating a narrative strip that is geek oriented, without making it for nerds only.  Therimagee’s genuine humor to be had here, and some of the long arcs are truly classic.

But like any good piece of net content, the main attraction turns out to be the loss leader.  PVP is slowly building a media empire that includes merchandising from stuffed animals to T-Shirts.

He’s also expanded into other forms of media, creating comic books, putting out graphic novels of his collected strips, and launching a subscription based animated version of his comic, (although I’m not sure whether or not that’s been a success for him).

There’s also a community called HalfPixel that hosts his forum and his shop, as well as a regular podcast about the ins and outs of creating webcomics. He’s also writing a book on the subject.

If you’re looking to learn something about building a successful web content business, keep your eye on his site for a while. He’s constantly evolving things, trying new ideas, and learning from both his successes and failures.

I’ve also seen Scott speak live, and he’s got the same wickedly funny sense of humor and obvious intelligence in person that he does in his comics.

It isn’t a site that’s growing by leaps and bounds, but it is clearly growing.  PVP is the kind of boutique business that seems to epitomize where the web is going.

11
Dec

Amazon Insanity

Corey Doctorow talks about the insanity that overtakes Amazon every time they try to sell downloadable content:

Whenever Amazon tries to sell a digital download, it turns into one of the dumbest companies on the web.

Take the Kindle, the $400 handheld ebook reader that Amazon shipped recently, to vast, ringing indifference.

The device is cute enough - in a clumsy, overpriced, generation-one kind of way - but the early adopter community recoiled in horror at the terms of service and anti-copying technology that infected it. Ebooks that you buy through the Kindle can’t be lent or resold (remember, “when someone buys a book, they are also buying the right to resell that book…Everyone understands this.”)

image The insanity is twofold really, because the content companies want to apply real-world metaphors only when they work in their favor.  “Copying is stealing” only works as an idea when you compare digital content to the real thing, but once that content is in our hands they’re terrified what we might do with it.

As Doctorow points out, in Amazon’s case the personality disorder is even worse, since it’s such a good actor when it comes to physical goods.

It’s not just the Kindle, either. Amazon Unbox, the semi-abortive video download service, shipped with terms of service that included your granting permission for Amazon to install any software on your computer, to spy on you, to delete your videos, to delete any other file on your hard drive, to deny you access to your movies if you lose them in a crash. This comes from the company that will cheerfully ship you a replacement DVD if you email them and tell them that the one you just bought never turned up in the post.

If businesses become frozen with panic the moment they step into digital content they’ll be overtaken by a business model that doesn’t rely on a combination of fear and oppression to make a sale.

08
Dec

What is Content, Really?

I’m working on a bunch of posts for the new year that will refocus this blog and start to detail what it is I’m really talking about. I’m currently workshopping those ideas with friends and associates, and trying to hone the message so that it will be clear and resonate with the people who will get the most use out of those ideas.

But since I’m a geek at heart I often like to figure out the attributes of things as I go along.  For me a huge part of understanding something is figuring out the stats you might give it if you were using it as a dynamic in a role-playing game.  Yes, like Dungeons & Dragons (which I’m sure I’ll be talking about a bunch next year when their new “net friendly” fourth edition rules are launched next spring).

In that vein I’ve been trying to come up with a good general definition for “content”.  Looking for a qualitative way to figure out what content is without worrying about qualitative labels like “good” or “bad”. So I’ve come up with the following:

Content is material intended for public consumption that takes at least ten times as long to create as it does to consume.

I think the 10X number is probably a little low, but I’m not trying to get into endless fights about what the minimum value should be.  At least not yet.

I’m counting everything that it takes to get it ready to be seen.  If it’s a movie I’d include time spent on set building, script writing, training, setting up cameras and post production.  Everything that you need to do up until the point you unleash your vision on the world.

The truth is I don’t think there’s anything even close to “real time” entertainment.  Technology has simplified the act of making stuff (in some cases), but everything worth experiencing as entertainment or learning has a time cost associated with it.

Does it sound like an interesting and useful definition to you?




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