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Some of the blip guys are having an interesting discussion about costs.
ericmortensen:

justinday:

I’ve been thinking about costs a lot lately.  One of my jobs at blip is to control our technology and bandwidth costs as much as possible.  I was reading this when I started to wonder about the relative costs for content creators.  By relative I mean something like percentage of total money available.  In the old days an independent would have to get another mortgage to make high-quality video content.
I could be way off here, but I think that now more than any other time is the cost skewed toward the independent creator.  For big studios, used to big studio thinking, the cost and risk associated with breaking new ground is huge.  For the scrappy independent, it’s cheaper than ever.
As competition amongst the mid-tail heats up and the demand for quality goes up, those costs will begin to rise again.  Like what happened with video games, with rare exception, you won’t be able to do it in your basement anymore.  As the bigger studios who survive begin to adapt, these costs will begin to approach each other.  That said, the opportunities for the independents will also rise and begin to meet those of the bigger studios.

That makes a lot of sense, but it’s probably not the end of the story.  Let’s stick with the gaming comparison.  We’re starting to see the video game industry segregate into two worlds:  big games and good games.  While there is certainly plenty of crossover between the two, we’re seeing iPhone, Wii and Xbox Marketplace developers create and profit form big-fun, low-cost games.  And the industry is starting to learn that big budgets aren’t the only road to success.
And that’s where the world of television is way ahead of the video game industry.  TV’s institutional memory is packed with lessons about the realities of gambling on big budget programming.  While institutions may choose to ignore the ulitimate impact of these realities, the individuals who are leaving these institutions to strike out on their own will be taking them to heart. And some of those lessons will be taken to extremes.
I think you *will* still be able to do it in your basement.  There will continue to be growing opportunities at every level.  I think the struggle for the indie producer will always be more about getting content seen than getting it produced.  It’s the same thing that’s happening in the music industry.
An audience cures all ills.
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Some of the blip guys are having an interesting discussion about costs.

ericmortensen:

justinday:

I’ve been thinking about costs a lot lately. One of my jobs at blip is to control our technology and bandwidth costs as much as possible. I was reading this when I started to wonder about the relative costs for content creators. By relative I mean something like percentage of total money available. In the old days an independent would have to get another mortgage to make high-quality video content.

I could be way off here, but I think that now more than any other time is the cost skewed toward the independent creator. For big studios, used to big studio thinking, the cost and risk associated with breaking new ground is huge. For the scrappy independent, it’s cheaper than ever.

As competition amongst the mid-tail heats up and the demand for quality goes up, those costs will begin to rise again. Like what happened with video games, with rare exception, you won’t be able to do it in your basement anymore. As the bigger studios who survive begin to adapt, these costs will begin to approach each other. That said, the opportunities for the independents will also rise and begin to meet those of the bigger studios.

That makes a lot of sense, but it’s probably not the end of the story.  Let’s stick with the gaming comparison.  We’re starting to see the video game industry segregate into two worlds:  big games and good games.  While there is certainly plenty of crossover between the two, we’re seeing iPhone, Wii and Xbox Marketplace developers create and profit form big-fun, low-cost games.  And the industry is starting to learn that big budgets aren’t the only road to success.

And that’s where the world of television is way ahead of the video game industry.  TV’s institutional memory is packed with lessons about the realities of gambling on big budget programming.  While institutions may choose to ignore the ulitimate impact of these realities, the individuals who are leaving these institutions to strike out on their own will be taking them to heart. And some of those lessons will be taken to extremes.

I think you *will* still be able to do it in your basement.  There will continue to be growing opportunities at every level.  I think the struggle for the indie producer will always be more about getting content seen than getting it produced.  It’s the same thing that’s happening in the music industry.

An audience cures all ills.

Source: justinday

  • 2 years ago > justinday
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  1. dinakaplan liked this
  2. dearshithead liked this
  3. soupsoup liked this
  4. lieslieslies liked this
  5. tanya77 reblogged this from bliptv and added:
    Don’t forget that “Independent Production” is not exclusive of “Professional” content creators. I think that what you...
  6. yvynyl liked this
  7. seantice liked this
  8. justinalcon reblogged this from justinday and added:
    great news for people in this space...ever people lets let
  9. justinalcon liked this
  10. schlomo liked this
  11. bliptv reblogged this from ericmortensen and added:
    Some of the blip guys are having an interesting discussion about costs.
  12. onemonthhere liked this
  13. kellysutton2 reblogged this from justinday
  14. hesahusky reblogged this from justinday
  15. kenyatta reblogged this from justinday and added:
    Justin Day on The Relative Costs...Content Creation...would...
  16. ericmortensen reblogged this from justinday and added:
    sense, but it’s probably not...story. Let’s stick with the gaming comparison. We’re...
  17. evangotlib liked this
  18. justinday posted this

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