taking game ip to hollywood and beyond scott faye content producer depth entertainment
TRANSCRIPT
Taking Game IP to Hollywood and Beyond
Scott FayeContent Producer
Depth Entertainment
DIGITAL HAS LEVELED THE PLAYING FIELD
Hollywood needs you!
But do you need Hollywood?
Studios and networks are no longer the gate keepers of creative content development.
No longer control production and distribution.
2
MAJOR STUDIO GAME ACQUISITIONS
3
WHY SHOULD MOBILE GAME DEVELOPERS CARE ABOUT TRANSMEDIA IP DEVLOPMENT?
4
Creative
Game becomes catalyst for more potent IP creation greater quality control.
Opens up multiple avenues of ancillary creative development.
Helps to establish games as a viable 360° injection medium.
Business
•Transmedia Development allows video games to become broad-based entertainment IP with greater ancillary revenue and library potential.
5
Hollywood Revenue Model
Revenue streams that drive the film industry:
Theatrical Release
DVD Rental
DVD Sell-Through
Video-on-Demand
Pay Cable (HBO, Showtime, etc…)
Streaming (Netflix, HULU, etc…)
Licensing and Merchandising
EXISTING MOBILE GAME REVENUE MODEL
Paid Apps
Subscription
In-game Purchase
In-game Advertisements
6
Rovio changes the paradigm
7
Profit at the Finnish company was up 57 percent in 2012, with nearly half of revenues coming from merchandising rather than video games.
Anatomy of a franchise
8
MEDIA PLATFORMS
9
THE IDEA
• Original Concept
• Public Domain Property
• Fledgling IP with promise
INCUBATION
• The Idea is Developed by a Uniquely Experienced IP Development team.
Game DevelopmentConcepts
Linear Story
Concepts
Idea
+ +
THE BIBLE
Incubation leads to creation of the IP Bible containing the Core Concepts of the Property
Contains the Key Pillars that all Projects will Embody
Story
Universe
+
= Storyverse
Pillars
Characters
The major characters that influence the flow of the Storyverse. An outline of the other character types that can be found in the world.
Pillars
Characters History
The series of events that make this storyverse unique.
Pillars
Characters History Timelines
The specific period in the Storyverse History where eachMedia Project is going to be placed
Pillars
Characters History Timelines Mythology
The deeper truths about the Storyverse that the main characters may not know.
Pillars
Characters History Timelines Mythology MoralityFulcrum
The central issue that all the characters in the world must either support or stand against.
CASE STUDY – CLASH OF CLANS
18
In order to beat a Fictional Clan, the player can go online to a central Storyverse Site to view short, fun animated videos revealing the “history” of a Fictional Clan. Over time, new clans (and videos), fill out the Clash of Clans world.
Videos provide clues to strengths and weaknesses that can be taken into battle, and provide greater insight into the game’s storyverse.
Victory allows the player to acquire new character types, weapons, and resources – which can’t be bought with money, elixir, or game currency.
Player must travel to Storyverse Site to acquire knowledge necessary to prepare for battle.
The site might feature an interactive map, providing a sense of geography, taking shape as Fictional Clans emerge from various realms.
Introduce deep storyverse in small, incremental bytes in form of FICTIONAL CLANS.
Choose to fight randomly assigned Player Clans, or pay/wager to battle a Fictional Clan.
Fictional Clans would be comprised of new characters, weapons, resources, etc. Beating them will NOT be easy.
IN CONCLUSION
Mobile gaming is the fasted growing entertainment platform.
Digital Media platforms allow IP to go global almost instantly.
Create a great mobile game.
Invest the extra energy and resources to:
Establish a compelling mythology that attracts a dedicated community.
Conceive and execute an ancillary media program (digital comics, web series, etc…).
Employ a bit of smart (and perhaps controversial) guerrilla marketing.
19