2009-03-06, 20:37 | Link #81 |
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I mean if you look at the licensing industry doesn't really sell a product, its the whole buy direct that I want. If you look at games or movies, there is no licensing which just comes to show that as the industry matures the first thing to go is the inefficient cogs such as the licensing industry.
@tinyredleaf, the thing is the whole advent of highspeed broadband has changed the market share of many things, I mean just a 5 year difference and the internet has seen an explosion of traffic and content, of course its gonna take time to figure out how to effectively monetize the internet, and monetize it in away that doesn't restrict exchange of information freely. For all these industries, its gonna be trial and error for atleast the next 20 years, but the best places to look will be Japan and Korea, because their connection speeds are the highest compared to the rest of the world. I mean U.S. lines don't even come close, considering Fios is only offered in a select few cities, and current 5/1 lines don't even come close to generating that output unless your sitting on the damn amplifier. It's going to be bumpy but as you can see Steam has created a system where they are high profitable while also leading the way with digital distribution. |
2009-03-06, 20:40 | Link #82 | |
進む道は武士道のみ
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Having said all that, I do not want to see DVDs disappear. I'm a hard product fan myself and would rather have that over the digital file. However, companies need to learn how to get their products to their fans in the various ways that they want it. And then effectively monetize each one. |
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2009-03-06, 20:54 | Link #83 | |
Moving in circles
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Sure, distribution is cheap in comparison, and it'd be even cheaper still with the introduction of high-speed optical-fibre broadband. But that's precisely the kind of economics that spells doom for the mass-media industry. It commoditises media content. Consumers refuse to pay the price needed for top-quality content. Despite all its promise of lucre, I'm yet to see an online business model make sustainable revenue without some form of brick-and-mortar support. |
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2009-03-06, 20:57 | Link #84 | |
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2009-03-06, 21:03 | Link #85 |
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Again I point to STEAM, DoW II, was not carried by Gamestop, one of the leading retailers in the games industry, yet DoW II has already broken significant milestones based heavily on online marketing and digital distribution. This not even to mention L4D, which saw it sales spike 300% when its value was cut in half. Just the sheer volume it sold at was insane. Digital distribution is sustainable, the problem is the movie/anime/television/newspaper industry hasn't grasped it yet. Current B&M is battling with digital like crazy, but Steam and Impulse offer pretty much DRM FREE software with high support, servers that can support a day zero release, and offer a service that beats the B&M scene. Games have always been at the leading edge with technology because of their nature and incorporation of the internet, many industries should take a look at the model. I mean its clear why steam doesn't release the acutal figures for their digital distribution system, it would shock B&M and it would show how highly profitable digital distribution can be.
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2009-03-06, 21:06 | Link #86 | |
進む道は武士道のみ
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2009-03-06, 21:15 | Link #87 | ||
Moving in circles
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I can't speak for anime since I don't work in it, but I do work for newspapers and this is how its economics work: The economics of giving it away.
Also read: Micropayments won't save newspapers Quote:
Unless, of course, the industry works out a way to earn royalties from online distribution. But I don't see that happening yet in anime. Quote:
Passion alone doesn't feed a family. |
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2009-03-06, 21:22 | Link #88 | |
進む道は武士道のみ
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2009-03-06, 21:23 | Link #89 |
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Actually with Steam, the service is offered to publishers/game makers, basically they recieve a royalty for selling your game. The reason this works is because Steam themselves support the infrastructure for their games. So instead of just wasting already created infrastructure they basically lease it out. Thats why that model is succesful. Also steam has promotional sales from time to time that allow product that is featured which may be on its last legs to get a boost in revenue via these sales. Its like selling all but 500 copies of a movie, then offering the movie for half off to get it sold, but with steam instead of being a limited amount it can then sell as much as the market demands. In the end with digital distribution supply no longer becomes an issue and service plays a bigger role.
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2009-03-06, 21:37 | Link #90 | |
Moving in circles
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But then again, that demographic probably falls under the group that would never have paid for the programme in the first place, so it's misleading to count a "non-existent market" as "lost revenue". The worry is, however, that an entire generation of media consumers is getting used to the idea of "free content". Most of my friends routinely download Hollywood movies and TV serials from Chinese websites, without paying a single cent for them. When I tell them I buy anime DVDs, even after I've downloaded them, they look at me funny. It's as though they're telling me: "What's your problem? You've got too much cash to spare?" And as for Steam, if it does indeed work the way described, then we're essentially saying goodbye to distributors. Producers should start taking on the resources to distribute their own content, and hopefully make money out of sheer volume of sales, rather than from high premiums per sale. You'd still have to deal with the free-rider problem though. We all know that, in the end, people want to buy good content just as much as they would want to buy a good car. The thing is, a good car cannot be instantly replicated and resold, cost-free. Anime, and all other media content, can. |
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2009-03-06, 21:43 | Link #91 |
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The problem that say anime fans who download and don't buy, well that goes on with television sereis too. how many non us viewers of illegal rips of television series actually go buy the boxset dvds?
steam basically eliminates the middle man, servers cost a but load of money to upkeep but since they use them to host their multiplayer, and distribute the games, the investment is written off as developmental cost, not only do they focus on fast delivery but they also provide excellent service, they never try to sell you something you don't want to buy, and digital distribution pretty much destroys the used market which is good, because used sales do not feed back into the pockets of the developers. |
2009-03-06, 21:49 | Link #92 | |
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Blizzard charges US$14.99 per month for a single subscription. They claim to have over eight million subscribers. Do your mathematics: that means a revenue of around US$120 million a month! In the end, money talks. And the smart money in the gaming industry is on MMORPGs, hence the relative dearth of standalone PC games today. As you pointed out, the hardware needed to operate Steam pays for itself because gaming companies use it to host online games. To what extent does this model work for anime? I'm not so sure. |
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2009-03-06, 21:51 | Link #93 | ||
進む道は武士道のみ
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2009-03-06, 21:58 | Link #94 | |
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sorry but the game industry isn't that simple. Blizzard has always made quality products, they patch WoW every 3-4months that doesn't include constant tweaking. Not only do they offer an insane service but they also create a community. The content is good thats why people play. Unfortunately in the landscape of mmos there arn't that many succesful ones as wow. Just look Tabula Rasa just died, Lotro is dieing because the fanbase now consists of die hard LoTR players, Age of Conana has pretty much killed the developer and is constantly shedding realms, and Warhammer Online is in the midsts of barely surviving. The only other really profitable mmo is probably ffxi which has scene hits to its total suscriber base. Now the reason for WoWs success? Service, I stress this a lot, Just look at Blizzards games, Starcraft, Warcraft III, Diablo 2 all have online play enabled no matter how few players play, that server upkeep is basically lost after the initial copy of a game is sold, why do they do it, because their loyal to their fans, jsut look at EA, and take a look at Madden 08 online play has already been axed. WoW is different from all other mmos. I mean I played for a good 4 years before I recently quit, they really created an extensive game world and gave copious mounts of EXTRA content FOR FREE. Justifying the 14.99 payment per month, and they even add reward programs to refer a friend. |
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2009-03-06, 21:58 | Link #95 | ||
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Online distribution, that is making your PC your next-gen TV, wants to be free. If it isn't, your consumer will go elsewhere. If it carries advertisements, your viewer can install ad blockers. And also, because of the intense competition in online advertising, most websites don't make much money from ads. You can look at Facebook to see the predicament. Let's face it: Google is about the only web portal today that makes good money out of advertising. Everyone else is left with the crumbs. Quote:
Look, tell me how much the hardware costs, and then you'd see why a typical MMORPG doesn't even need one million subscribers to be profitable. For many smaller ones, even a relatively small base of 100,000 monthly subscribers might suffice. Can anime studios count on such locked-in loyalty? Perhaps yes, perhaps not. No one has tried yet, so who can say for sure? |
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2009-03-06, 22:10 | Link #96 | ||||
進む道は武士道のみ
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2009-03-06, 22:11 | Link #97 | |
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2009-03-06, 23:12 | Link #98 | ||
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In the end, it's really very much a chicken-or-egg problem. A studio might want to provide good service to draw and keep customers, but if it doesn't have a profitable product to begin with, it can't afford to do so. Let's not forget also that online games offer recurring content on persistent virtual worlds. This is a type of content that justifies monthly subscriptions. Unfortunately, an anime programme is a one-time-consumable product. You pay once and, however many times you watch the programme, it doesn't change. You won't pay for it a second time. For an anime studio to make money out of online distribution, what are its options? It can either charge a microfee for a single copy of its programme, or perhaps try to get is viewers to subscribe to its streaming service. Two problems: (1) Micropayments alone won't pay for production costs, unless the revenue steam somehow grows phenomenally large (perhaps it could, if it charges the right price; it depends on which studio is daring enough to make the first experiement; only then will we know for sure); (2) No anime studio alone will produce enough content on its own to justify a monthly subscription service. If it did, then the production committees Toua spoke about wouldn't be necessary. Distributors are not the money-grubbing middlemen leeches that most people make them out to be. They charge the fees that they do because they provide a valuable service: Aggregation. This is the same kind of service that web portals such as Google provide, hence their ability to draw in advertisers from across all industry sectors. Quote:
The question is whether it can draw in a comparable amount of revenue to make it completely viable. Like it or not, online distribution will force some kind of downsizing in anime and all other media companies, not because it's expensive to sell, but because it doesn't bring in as much money as physical products. Incidentally, your Internet access isn't free either. You pay an ISP for that service. Which makes me wonder if the day will come when ISPs become today's TV stations. |
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2009-03-06, 23:28 | Link #99 | |||
進む道は武士道のみ
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A monthly subscription is not the answer for single anime companies venturing into this for the reason you listed. But it would be for a video site (like Crunchyroll) that offered content from all companies. This is something that needs to develop and what I was talking about that would replace TV.
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2009-03-06, 23:29 | Link #100 | |
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I'll tell you now, of the best multiplayer/online games, the only one that charges a monthly fee is WoW, Counter Strike, Counter Strike Source, Team Fortress 2, Call of Duty 4, Red Alert 3, Supreme Commander, Sins of a Solar Empire, Total War: Empires, Side Meyer's Civilization 4 all support FREE online play, with zero monthly fee. In your gaming world the only way to survive would be a monthly fee but that just is not the case. Again I emphasize the service aspect, I suggest you read my suggestion of the services they could provide to the anime community. |
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