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Reason: None provided.

Okay, since you lack the imagination, I'm going to spell it out for you. Let's suppose you want to create an anime.

We use the Little Witch Academia model.

Step 1: Create an OVA episode with no expectation to be paid. Distribute it on all mediums. The objective here is not money, it's just to show what you are capable of delivering and to build interest.

Step 2: Go to a RELIABLE crowd sourcing system and pitch a follow-on. Get money.

Step 3: ACTUALLY FOLLOW THROUGH ON MAKING IT.

Step 4: Give it away on bittorrent.

Step 5: Sell official merch.

Step 6: REPEAT ON A BIGGER SCALE WITH A NEW PROJECT

YOUR PROBLEM TI is that you, like the RIAA and MPAA, is that you think the objective is to GET PERSON TO GIVE YOU MONEY FOR A THING YOU'VE MADE (past tense). This is old world thinking. It's a dying model of business that's inflexible; it CREATES the very stodginess you (and I) see as a problem.

The future is to frontload development costs by crowdsourcing, and then like Lucas, relying on merchandise. The days of tickets and SKUs and residuals ARE OVER. That's the past. The big players are still around but they are dinosaurs and they are dying. That model is failing because the stakes have become so high (to them) that marketing has become the biggest expense (to ensure that targets are hit). It's like the problem of rockets getting bigger; you need to carry more fuel to carry more fuel. The cost of marketing has run away from the cost of production.

The new way is frontloading of effort to build interest and then crowdsourcing the heavy costs (and thus knowing WHAT YOU CAN AFFORD TO DO). But the caveat is that you have to actually work your ass off to deliver. You can't just Cloud Imperium it (although as Cloud Imperium demonstrates, I guess maybe you can).

3 years ago
2 score
Reason: None provided.

Okay, since you lack the imagination, I'm going to spell it out for you. Let's suppose you want to create an anime.

We use the Little Witch Academia model.

Step 1: Create an OVA episode with no expectation to be paid. Distribute it on all mediums. The objective here is not money, it's just to show what you are capable of delivering and to build interest.

Step 2: Go to a RELIABLE crowd sourcing system and pitch a follow-on. Get money.

Step 3: ACTUALLY FOLLOW THROUGH ON MAKING IT.

Step 4: Give it away on bittorrent.

Step 5: Sell official merch.

Step 6: REPEAT ON A BIGGER SCALE WITH A NEW PROJECT

YOUR PROBLEM TI is that you, like the RIAA and MPAA, is that you think the objective is to GET PERSON TO GIVE YOU MONEY FOR A THING YOU'VE MADE (past tense). This is old world thinking. It's a dying model of business that's inflexible; it CREATES the very stodginess you (and I) see as a problem.

The future is to frontload development costs by crowdsourcing, and then like Lucas, relying on merchandise. The days of tickets and SKUs and residuals ARE OVER. That's the past. The big players are still around but they are dinosaurs and they are dying. That model is failing because the stakes have become so high (to them) that marketing has become the biggest expense (to ensure that targets are hit).

The new way is frontloading of effort to build interest and then crowdsourcing the heavy costs (and thus knowing WHAT YOU CAN AFFORD TO DO). But the caveat is that you have to actually work your ass off to deliver. You can't just Cloud Imperium it (although as Cloud Imperium demonstrates, I guess maybe you can).

3 years ago
2 score
Reason: None provided.

Okay, since you lack the imagination, I'm going to spell it out for you. Let's suppose you want to create an anime.

We use the Little Witch Academia model.

Step 1: Create an OVA episode with no expectation to be paid. Distribute it on all mediums. The objective here is not money, it's just to show what you are capable of delivering and to build interest.

Step 2: Go to a RELIABLE crowd sourcing system and pitch a follow-on. Get money.

Step 3: ACTUALLY FOLLOW THROUGH ON MAKING IT.

Step 4: Give it away on bittorrent.

Step 5: Sell official merch.

Step 6: REPEAT ON A BIGGER SCALE WITH A NEW PROJECT

YOUR PROBLEM TI is that you, like the RIAA and MPAA, is that you think the objective is to GET PERSON TO GIVE YOU MONEY FOR A THING YOU'VE MADE (past tense). This is old world thinking. It's a dying model of business that's inflexible; it CREATES the very stodginess you (and I) see as a problem.

The future is to frontload development costs by crowdsourcing, and then like Lucas, relying on merchandise. The days of tickets and SKUs and residuals ARE OVER. That's the past. The big players are still around but they are dinosaurs and they are dying. That model is failing because the stakes have become so high (to them) that marketing has become the biggest expense (to ensure that targets are hit).

The new way is frontloading of effort to build interest and then crowdsourcing the heavy work (and thus knowing WHAT YOU CAN AFFORD TO DO). But the caveat is that you have to actually work your ass off to deliver. You can't just Cloud Imperium it (although as Cloud Imperium demonstrates, I guess maybe you can).

3 years ago
2 score
Reason: Original

Okay, since you lack the imagination, I'm going to spell it out for you. Let's suppose you want to create an anime.

We use the Little Witch Academia model.

Step 1: Create an OVA episode with no expectation to be paid. Distribute it on all mediums. The objective here is not money, it's just to show what you are capable of delivering and to build interest.

Step 2: Go to a RELIABLE crowd sourcing system and pitch a follow-on. Get money.

Step 3: ACTUALLY FOLLOW THROUGH ON MAKING IT.

Step 4: Give it away on bittorrent.

Step 5: Sell official merch.

Step 6: REPEAT ON A BIGGER SCALE WITH A NEW PROJECT

YOUR PROBLEM TI is that you, like the RIAA and MPAA, is that you think the objective is to GET PERSON TO GIVE YOU MONEY FOR A THING YOU'VE MADE (past tense). This is old world thinking. It's a dying model of business that's inflexible; it CREATES the very stodginess you (and I) see as a problem.

The future is to frontload development costs by crowdsourcing, and then like Lucas, relying on merchandise. The days of tickets and SKUs and residuals ARE OVER. That's the past. The big players are still around but they are dinosaurs and they are dying.

The new way is frontloading of effort to build interest and then crowdsourcing the heavy work. But the caveat is that you have to actually work your ass off to deliver. You can't just Cloud Imperium it (although as Cloud Imperium demonstrates, I guess maybe you can).

3 years ago
1 score