Archive for the 'Media Wars' Category

11
Apr

Star Wars Gangsta Rap

It is what it says it is, but it’s better than it sounds.

Definitely NSFW audio.

12
Jan

Out of Work Writers Turn to the Web. I Wonder How the Executives Will Forgive Themselves This Time?

This started about a month ago, and it looks like things are moving forwards.

At least three start-ups, each with a different business approach, are unveiling their corporate monikers and the names of their founders as they intensify the search for venture capital and top management. With names such as Hollywood Disrupted and Virtual Artists Inc., these new ventures have lured investors such as the Oscar-winning writer of “Rain Man” and the Emmy-winning scribe behind “Homicide,” along with prominent software developers and technology executives.
These new ventures are incubating in the fiery glow of the 2-month-old strike by the Writers Guild of America. The work stoppage has affected about 10,000 union members, who are seeking higher pay when their movies and TV shows are shown on the Internet. Their studio employers have pushed back, contending that the economics of the Internet are too uncertain for them to ratchet up writers’ online pay.
Some writers are now taking matters into their own hands, using their downtime to meet with venture backers, other writers and technologists.

Yes, there is no real business model for the web that matches up to that of the studios, but the truth is if the producers are claiming they can’t make money on the web with the current model, then someone else is going to figure out how to do it, and leave them behind.

What bothers me most is the inevitable anti-competitive legislation that the traditional media will start to look to get passed once they realize what’s happening.  Most of it will, of course, be under the guise of anti-piracy laws, but don’t be surprised if one of the “side effects” would be that the only people who are allowed to make money selling the media online are the big studios.

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.

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.