Reinventing the Reel
Note: this is a quasi-Machinima rant. More Machinima-focused rantings in my next post.
CMP Media recently held their second annual Hollywood and Games Summit in LA, an event designed to help cross-pollinate game and film cultures - an official mixer for both industries. The romance of Hollywood and the gaming industry is essentially the world's worst kept office secret. Both industries eye each other during corporate functions, work together on certain projects, all the while wondering when the other will swing by the cube and ask the other out. Everyone in the office knows of their attraction to one another, and while its obvious that the two will find a dark corner at an office party in the near future, the company still gets a rise from the drama of the courting.
I couldn't attend the summit (and am sorry that I didn't), but it was a very interesting one from the standpoint of Machinima. Or rather, it should have been a very interesting one. Unfortunately, word has it that our courting couple walked the gangplank towards the boat -- and then missed it entirely -- as Machinima was never a part of the summit's larger conversation.
Fortunately, someone noticed the conf misstep and decided to speak up. John Martin from Reallusion (developers of the Machinima app, iClone), brought up the questions around Machinima at various points during the day, and asked some of the panelists firsthand what their take was. There was a bit of an attention scramble to address this - clearly some of the panelists knew about Machinima, but like the conf organizers, hadn't given it enough forethought to include as a point to discuss. Machinima was ripe for topical intercourse - it involves games, filmmaking as well as the crossover of both tech and brand. The fact that it wasn't even a part of someone's presentation is, well, crazy. However, I don't fault anyone specifically here - it just makes it clearer on how the shifts in the entertainment are being overlooked.
Obviously, shifting whole entertainment industries is a very hard conversation to hold. The RIAA doesn't want it, the MPAA doesn't want it and network television is having a hard time acknowledging it as well (though some networks are slowly getting it). The 800-pound gorilla named "Decentralization" is having a very significant impact on these established gatekeepers of "everything worth watching and listening to." However, these industries must understand now is their chance to change course - embracing new models and methods like Machinima - otherwise they will continue to play catch-up, all the while losing value with consumers). It will take some extreme measures, but rather than stay mired in the tarpit, now's their chance to learn, leave and live.
Last month, I had the pleasure of presenting at VIDFest in Vancouver, where I also had the chance to sit in on presentations by Jeff Macpherson and Kevin Gamble of TikiBar TV and Brooke Burgess of Broken Saints. However, the most important part was the overall theme - that these shows, along with Red vs. Blue and Homestar Runner are how entertainment is taking shape and building value online. Their audience is loyal and acts as the show cheerleaders, spreading the word and roping in additional audience. The producers have a direct connection with the audience, sometimes even incorporating ideas from their community into the show itself. This point-to-point connection is key and is more valuable than any marketing budget out there. Another point to consider - none of these shows have made a jump to network television (and most have been approached for such). Why? I obviously don't know all the details, but it really comes down to the what large networks can offer in return. Network TV could gain these shows additional audience, true, but it would break down what made these shows a success in the first place. Add in a barely sustainable production budget, ad placements and having to share in any ancillary products, and all of a sudden your first point of distribution looks that much better.
I'm a firm believer of the "we need to be here before we get there" and know that there are no simple toggle switches to change industry overnight. However, public platforms like the Hollyood and Games summit are a good place to lead that conversation, and for them to recognize the shifts like the above that are taking place.
I was having a frank discussion with a friend yesterday about how the world has changed since our parents. We noted that there are hardly any "career" jobs left, where someone stayed in the same position for 35 years. Now, a person often needs to reinvent themselves at least 3-4 times over the course of their lifetime. Industries will need to recognize that they too need to incorporate a process of reflection and reinvention. Otherwise, it will continue to happen without them and we'll reminisce over the once was. Until then, here's to the first Hollywood film released online.
Update: Just tripped across this related article by Wired Editor-in-chief (and Long Tail author) Chris Anderson who dives in and discusses how the entertainment industry is quickly finding that blockbusters are being redefined and niche is king.
CMP Media recently held their second annual Hollywood and Games Summit in LA, an event designed to help cross-pollinate game and film cultures - an official mixer for both industries. The romance of Hollywood and the gaming industry is essentially the world's worst kept office secret. Both industries eye each other during corporate functions, work together on certain projects, all the while wondering when the other will swing by the cube and ask the other out. Everyone in the office knows of their attraction to one another, and while its obvious that the two will find a dark corner at an office party in the near future, the company still gets a rise from the drama of the courting.
I couldn't attend the summit (and am sorry that I didn't), but it was a very interesting one from the standpoint of Machinima. Or rather, it should have been a very interesting one. Unfortunately, word has it that our courting couple walked the gangplank towards the boat -- and then missed it entirely -- as Machinima was never a part of the summit's larger conversation.
Fortunately, someone noticed the conf misstep and decided to speak up. John Martin from Reallusion (developers of the Machinima app, iClone), brought up the questions around Machinima at various points during the day, and asked some of the panelists firsthand what their take was. There was a bit of an attention scramble to address this - clearly some of the panelists knew about Machinima, but like the conf organizers, hadn't given it enough forethought to include as a point to discuss. Machinima was ripe for topical intercourse - it involves games, filmmaking as well as the crossover of both tech and brand. The fact that it wasn't even a part of someone's presentation is, well, crazy. However, I don't fault anyone specifically here - it just makes it clearer on how the shifts in the entertainment are being overlooked.
Obviously, shifting whole entertainment industries is a very hard conversation to hold. The RIAA doesn't want it, the MPAA doesn't want it and network television is having a hard time acknowledging it as well (though some networks are slowly getting it). The 800-pound gorilla named "Decentralization" is having a very significant impact on these established gatekeepers of "everything worth watching and listening to." However, these industries must understand now is their chance to change course - embracing new models and methods like Machinima - otherwise they will continue to play catch-up, all the while losing value with consumers). It will take some extreme measures, but rather than stay mired in the tarpit, now's their chance to learn, leave and live.
Last month, I had the pleasure of presenting at VIDFest in Vancouver, where I also had the chance to sit in on presentations by Jeff Macpherson and Kevin Gamble of TikiBar TV and Brooke Burgess of Broken Saints. However, the most important part was the overall theme - that these shows, along with Red vs. Blue and Homestar Runner are how entertainment is taking shape and building value online. Their audience is loyal and acts as the show cheerleaders, spreading the word and roping in additional audience. The producers have a direct connection with the audience, sometimes even incorporating ideas from their community into the show itself. This point-to-point connection is key and is more valuable than any marketing budget out there. Another point to consider - none of these shows have made a jump to network television (and most have been approached for such). Why? I obviously don't know all the details, but it really comes down to the what large networks can offer in return. Network TV could gain these shows additional audience, true, but it would break down what made these shows a success in the first place. Add in a barely sustainable production budget, ad placements and having to share in any ancillary products, and all of a sudden your first point of distribution looks that much better.
I'm a firm believer of the "we need to be here before we get there" and know that there are no simple toggle switches to change industry overnight. However, public platforms like the Hollyood and Games summit are a good place to lead that conversation, and for them to recognize the shifts like the above that are taking place.
I was having a frank discussion with a friend yesterday about how the world has changed since our parents. We noted that there are hardly any "career" jobs left, where someone stayed in the same position for 35 years. Now, a person often needs to reinvent themselves at least 3-4 times over the course of their lifetime. Industries will need to recognize that they too need to incorporate a process of reflection and reinvention. Otherwise, it will continue to happen without them and we'll reminisce over the once was. Until then, here's to the first Hollywood film released online.
Update: Just tripped across this related article by Wired Editor-in-chief (and Long Tail author) Chris Anderson who dives in and discusses how the entertainment industry is quickly finding that blockbusters are being redefined and niche is king.




3 Comments:
Well said, Paul.
I've been asked by several people if we'd consider taking BloodSpell onto network TV. Our answer - that it would very much depend on who the network was and what terms they were offering - seems to surprise a lot of people who see the end goal of any video production as network TV.
But, honestly, Internet distribution works better, connects you to your audience and market better and involves a substantially lower chance of someone involved in the supply chain being an idiot. From our POV, it's close to an ideal platform. The only reason we'd want to be on network TV is either a) lots of money or b) a chance to expand our online audience.
Yeah, I'm with Hugh on this one. You're machinima makers. See, would you rather be making indie machinima, or making the 589,389th episode of Full House? You're cooler than TV, and don't ever forget it. Even if your stuff shows up on TV, it's because they needed a critical injection of cool in the dusty old fogeybox.
There is no greater power than that of real-time production and independent distribution via the web. Certainly the ability to connect with millions of viewers without the need of organized mass mainstream media distribution is an overwhelming bonus to push the frontier of Machinima. So powerful that the UGC buzz is generating a frenzy that many in Hollywood and Games are interested in capturing, like a beautiful butterfly, but H&G still lack the agility to capture the spirit of Machinima due to too many IP restrictions and tight grips to maintain brand control.
As Director of Product Marketing and Development for Reallusion (iClone & CrazyTalk), our mission in addition to providing accessible animation solutions is also to break the barriers that bind current Machinima production, by allowing Machinima directors to work with assets they own and also offer an aggressive commercial license policy to ensure that the movies you create inside iClone and CrazyTalk are the movies you own.
The undeniable force that Machinima displays continues to spotlight the power of user generated content forcing production studios and game makers who rely on large teams of high cost crew to pay attention as we wield this unsilenceable vigilante voice that demonstrates cost effective previz and production methods.
Storytelling is one of the oldest most evolutional crafts and Machinima sits as a monolith in a world of curious media monkeys. On location from the filmmaking frontier the future of citizen directors is bright and I say... ACTION!
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