2021-06-13 15:31:58
> Theodore Levitt (...) unveiled his theory of “marketing myopia”. (...) Major railway companies [missed out] on buses, cars, and trucking due to their focus on trains not transportation. (...) Marvel and DC haven’t been comic book-first companies for nearly thirty years. (...) Netflix founder and Co-CEO Reed Hastings recently declared, “we’re really an entertainment company”.
> An entertainment business does only three things: create/tell stories [#1], builds love for those stories [#2], monetizes that love [#3]. (...) Love is incredibly important in storytelling. (...) Marvel’s subsequent Avengers film grossed more in its opening weekend than Justice League did in its lifetime. As did Black Panther, who was largely unknown before.
> Disney’s direct-to-video strategy (…) ended the “Disney Renaissance”. (...) Pixar would fix storytelling, which would lead to love, which would return [Disney Animated Studios] to monetization. (...) [Star Wars] Episode VIII grossed less than Episode VII, and Episode IX tumbled even further (grossing half of VII). (…) No one can escape the cost of harming love.
> Disney “hires” a third party to manage (...) apparel and merchandise. Disney then monetizes this love in other (more lucrative) areas. The $10 licensing revenue from a light saber is insignificant. (...) Microsoft, which has a $1.9 trillion market cap, doesn’t need a few million from $30B ViacomCBS for the rights to a Halo TV series. (...) Game publishers aren’t [licensing IP] to monetize (#3), but to instead to grow love for their content (#2) through new types of stories (#1).
> This trend also means that Hollywood needs to solve its video game problem. (…) Industry is changing beyond “D2C SVOD”. (…) When Netflix’s [The Witcher] started streaming, The Witcher 3 video game saw its player count grow 3-4x, and the thirty-year-old book series returned to the New York Times Best-Seller list.
> The bigger Marvel (or anyone) gets narratively, in love building, and in monetization, the harder it will be for a Power Rangers reboot or Dark Universe or Transformers Ecosystem. (...) It will be a fight for dominance between all franchises and across all mediums. The major stories will expand into all categories, from film to TV to podcasts, and be envisioned as interactive experiences.
> There aren’t many companies that can pull this off. (...) Amazon, Google and Apple, are bad at IP, games, or video. (...) Disney excels at IP universes and [film-to-TV transmedia], but it has no interactive assets. (...) [Warner Bros.] excels in gaming, film, and TV, [yet] it is comparatively earlier in cinematic universe building and social, world-based gaming.
> Sony [created globally resonant IP], from God of War to The Last of Us. (...) [These titles] are now being adapted to film/TV by Sony Productions. (...) Then there’s Sony’s market-leading PlayStation console platform and close partnership with Epic Games. (...) But, corporate integration has always been Sony’s biggest obstacle (hence missing the MP3, smartphone, CTV, and SVOD market).
https://www.matthewball.vc/all/what-is-an-entertainment-company-and-why-does-the-answer-matter
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