Monday, March 03, 2008
On the Future of the Music Business
Seth Godin has a PDF transcript of his talk about the future of the music business.
You can download the PDF here.
So why am I linking to it? This blog is about games, not music, right?
Yes, and no. The game biz as we have known it derived from the same historic business model as the music industry. In fact, early on, EA actually really tried to emulate the music business, releasing games in packaging and art resembling albums, and treating developers (who were at that point about the same size as rock bands) as rock stars. The videogame biz as we've known it - from the Nintendo era and even before - is changing, the same way the music business is changing, with exactly the same problems.
Godin doesn't have answers, but he firmly states that trying to force things to stay as they were back in the studio's heyday is not one. And he makes some interesting suggestions, drawing upon such examples as Jerry Seinfeld and - of course - the Grateful Dead.
I believe that in a lot of ways, the PC gaming scene isn't "dying" so much as it is "evolving." Due to proprietary technology, the consoles have a little bit more grace period left in them before their business model goes the way of the dinosaur. The PC hasn't had that luxury, and in many ways it has been blazing the painful trail. But the music biz has been even further in the front, and there are a lot of lessons we can learn from watching that particular industry getting its butt kicked a few times.
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Hey Jay and Julie!
Wylsson/Rutherforrd here from EQ of many years ago. Found your blog through Jacob's. It's been a long time; hope things are well!
All the best...
-Tyler
Wylsson/Rutherforrd here from EQ of many years ago. Found your blog through Jacob's. It's been a long time; hope things are well!
All the best...
-Tyler
That whole "tribes" concept is a very interesting and compelling way to think about one's target audience. I guess my target tribe for my game (and future games, hopefully) is something like "people who have fond memories of the old NES/SNES-era action RPGs, and would like to play more games like that, except with the not-so-good gameplay elements fixed up."
I can probably condense that down a bit.
In any case, great food for thought.
I can probably condense that down a bit.
In any case, great food for thought.
This is an interesting read. I really, really enjoyed it.
I had found another site online full of articles about self distribution. It was aimed at the musicians (hip hop/rappers mostly). The gist of what I got is:
~ You don't need big studios/companies to make your product.
~ If you own your product you will make more money per item sold than you will if you sell/give the rights away.
~ Viral is a lot better, and cheaper, than trying to buy advertising.
~ Nurture your fans, they will sell your products for you.
~ That means any online presence should have a place where fans can interact (i.e. forums, wiki, etc.)
~ Niche is better than trying to please everybody.
That's all I can remember off the top of my head. Anyway, I need to find the site again (might have it bookmarked) so I can be inspired again.
One thing is for sure. The Internet has leveled the playing field and those who know how to take advantage of that will definitely reap the rewards.
Ah, I blabber on.
I had found another site online full of articles about self distribution. It was aimed at the musicians (hip hop/rappers mostly). The gist of what I got is:
~ You don't need big studios/companies to make your product.
~ If you own your product you will make more money per item sold than you will if you sell/give the rights away.
~ Viral is a lot better, and cheaper, than trying to buy advertising.
~ Nurture your fans, they will sell your products for you.
~ That means any online presence should have a place where fans can interact (i.e. forums, wiki, etc.)
~ Niche is better than trying to please everybody.
That's all I can remember off the top of my head. Anyway, I need to find the site again (might have it bookmarked) so I can be inspired again.
One thing is for sure. The Internet has leveled the playing field and those who know how to take advantage of that will definitely reap the rewards.
Ah, I blabber on.
Focusing on the "tribes" concept is probably a valuable mental exercise, as new-age-touchy-feely as it sounds to my ears. And an interesting part that would probably throw an old-school music executive for a loop is realizing that a tribe may be as defined by their exclusivity as their inclusivity.
For example, I saw an internet college radio station over the weekend that proudly proclaimed, "We do not play Britney Spears!"
Otto - those are all valuable (and true) virtues. Keep blabbering away! I think those would apply equally well to indie games.
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For example, I saw an internet college radio station over the weekend that proudly proclaimed, "We do not play Britney Spears!"
Otto - those are all valuable (and true) virtues. Keep blabbering away! I think those would apply equally well to indie games.
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