franchising – Antenna http://blog.commarts.wisc.edu Responses to Media and Culture Thu, 30 Mar 2017 23:48:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.5 Disney Infinity: A Low-Risk Revolution [Part One] http://blog.commarts.wisc.edu/2013/08/27/disney-infinity-a-low-risk-revolution-part-one/ http://blog.commarts.wisc.edu/2013/08/27/disney-infinity-a-low-risk-revolution-part-one/#comments Tue, 27 Aug 2013 13:46:57 +0000 http://blog.commarts.wisc.edu/?p=21505 disney-infinity-starter-packWriting about Disney Infinity, the latest multi-platform effort from the company’s Interactive division, Salon’s Sarah Kessler claims “Disney has treated its video games like accessories for a long time” and “most [games] have been treated like character lunch boxes and developed on short deadlines in order to match movie release dates,” extending a long line of discourse lamenting the poor quality of licensed video games. She presents Disney Infinity as the antidote, “a dramatic shift in the way Disney’s executives think about gaming”: It has a big budget, a long development period, and the cross-platform integration necessary in a contemporary, digital moment.

Kessler is not the only one to position Disney Infinity as a bold shift for Disney in the gaming field (see also: USA Today, The Hollywood Reporter, The Wall Street Journal), but her article—unlike some of the others—downplays the derivative nature of Disney Infinity both as a game and as a gaming platform (focusing instead on the company’s broader approach to digital media, which I will explore in a subsequent post). Disney Infinity represents an intersection of risk and risk-aversion, a game designed to revolutionize—or at least claim to revolutionize—how Disney licenses their franchises within the gaming industry while simultaneously emulating pre-existing business models from within that industry.

SkylandersAntennaWhen considering Disney Infinity as a business model, there is no question that Disney is looking closely at one of its competitors. Activision’s Skylanders series, which will release its third iteration Swapforce this fall, became a surprise success upon its debut in 2011. The series’ USB interface allowed gamers to transform collectible figurines—running roughly between $8 and $13—into in-game characters before their eyes, encouraging consumptive collecting as kids sought to gain access to all available characters. The Skylanders series has generated more than $1.5 billion in retail sales since its launch, a huge success for Activision and a definite inspiration for other companies wanting to cash in.

Disney Infinity is unable to hide its debt to Skylanders’ success. A $75 starter pack offers a collection of three figures—Jack Sparrow, Sulley, and Mr. Incredible—and a USB “Infinity Pad,” designed to activate the 17 figures from beloved Disney franchises available at launch (you can find the full lineup of content here). Infinity continues the convergence between the action figure aisle and the video game aisle, helped by prominent placement at retailers like Toys R Us (who embraced Skylanders, and who have partnered with Disney for an exclusive figure and other store-exclusive Infinity content). With additional figures and playsets—which add additional content—arriving beginning in October, Disney has positioned itself to take advantage of the holiday rush while simultaneously capturing early adopters looking to fill their virtual—and physical—toy boxes.

Although ambitious in scale, that Infinity is so clearly copying—if also altering, as I’ll explore in subsequent posts—Activision’s business model seems at odds with Disney’s corporate focus on creativity. While the game’s appeal is built around a “Toy Box” mode that expands on Skylanders‘ success and offers gamers the chance to bring different Disney franchises together and create their own levels in the Disney tradition of imagination (highlighted in the above trailer), even that mode is very purposefully modeled on recent success stories like Mojang’s Minecraft and Media Molecule’s Little Big Planet series.

While Disney Interactive’s Avalanche Software—who previously developed the licensed tie-in based on Toy Story 3—has created a game built on the rhetoric of imagination and creativity, Disney Infinity is also a game that has carefully calculated its structure based on the market—and critical—success of other companies. Although it is true that any gaming investment on this scale is a risk, in this case it’s a risk that has been mitigated by Disney’s conscious effort to copy their competitors in this field.

It’s also a risk that despite its initial scale is designed to simplify the process of Disney continuing to leverage its film and television content in the way it has for years. Although an ambitious undertaking in terms of initial financial investment, an established platform like Infinity provides Disney with a game engine, an install base of consumers, and a development familiarity that will allow them to efficiently deliver content tied to new feature films or television projects without the challenges of working with a range of development studios on separate licensed titles. Disney shut down multiple in-house studios and various in-progress licensed titles to funnel development toward Infinity, betting on its long-term potential not to revolutionize the quality of licensed video games but to make it more efficient to develop the kind of “lunch box” paratexts that Kessler prematurely signals are no longer part of Disney’s strategy.

Disney Infinity is at its core a fancier, more expensive, and multi-compartmentalized lunch box, one that in its engagement with so many Disney franchises appeals to both nostalgic parents and avid young Disney fans alike. It’s an impressive monument to the Disney legacy, but at the same time it’s a monument to a legacy of “Imagineering” that shows substantive creativity in neither its short term risk-aversion nor its long-term goal of franchising efficiency. Although the game offers a platform in its “Toy Box” mode to build your own worlds and engage in gamers’ creativity through downloading user-generated levels from a central server, at launch it’s difficult to see Disney as innovating in the space of video games so much as they are slightly recalibrating the way they use video games in response to prevailing market trends.

In part two (“A Promotional Platform“) and part three (“Behind the P(l)aywall“), I will further explore how Disney intends to handle the development of promotional paratexts within the Infinity platform, as well as how the company is defining gaming “value” within the platform both at launch and in the release of additional content in the months and years ahead.

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A Song of Ice and Trading Cards: Licensing HBO’s Game of Thrones http://blog.commarts.wisc.edu/2011/11/18/a-song-of-ice-and-trading-cards-licensing-hbos-game-of-thrones/ http://blog.commarts.wisc.edu/2011/11/18/a-song-of-ice-and-trading-cards-licensing-hbos-game-of-thrones/#comments Fri, 18 Nov 2011 15:11:16 +0000 http://blog.commarts.wisc.edu/?p=11394 Although HBO’s Game of Thrones was always considered a potentially lucrative property for the channel, its success was never a guarantee. This goes for all television programs, of course, but in the case of Game of Thrones it created some particular challenges when it came to licensing the series. While logic would suggest that a built-in fanbase of George R.R. Martin devotees could help fuel sales within ancillary markets (such as merchandise or video games), HBO was particularly cautious with their initial strategy. However, as the series moves towards its second season, the network is taking a more bullish approach, suggesting they at least would like to believe that they have the potential for television’s Lord of the Rings moment.

Acknowledging, of course, that matters of scale would keep this franchise a far less lucrative merchandising opportunity, the fantasy genre (and Sean Bean’s intertextual appeal across the two franchises) does elicit certain comparisons. A recent deal with Dark Horse Comics might sound fairly familiar to those who have read Kristin Thompson’s detailed study of the franchising process surrounding The Lord of the Rings, given that it includes both high-end merchandise (like character statues, character busts or prop weaponry) as well as more commercial forms of licensed materials (like the pictured coasters or trading cards, which fans took up as a [spoiler-filled] hashtag in the wake of the announcement). While the latter may appear on a comic book store’s counter, the former appeal to more “hardcore” fans that desire “official” merchandise of a high quality and value authenticity.

Authenticity is a key term here, given that HBO is clearly invested in questions of quality as it relates to their programming. In fact, the licensing process for the series seems to me to be a question of balancing a level of control over the quality of products related to the series and an effort to both monetize and expand their audience (and thus their subscription base). Before the first season began, they maintained tight control over licensed products, releasing a small collection of t-shirts and other merchandise to their online HBO Store (and its New York City retail location).

However, as the season unfolded, they continually added more merchandise, including a number of t-shirts that immortalized particular quotes from the series. These were often off-handed references rather than key moments (like this “I Made The Eight!” t-shirt that many casual viewers might not even recognize as a line from the series), but they offered an immediate and, more interestingly, serialized form of licensing that would keep fans visiting the site on a weekly basis. The store has grown to nearly 150 items since the first items – two t-shirts bearing logos for the series – appeared in December of last year, and it is the first series-specific store listed on the sidebar of the HBO Store website (above the similarly lucrative, and more highly rated, True Blood).

Now that they are expanding their licensing agreements, however, they are handing over more control to independent companies in the buildup to the second season. In the case of the upcoming video game release developed by Cyanide Studios and published by Atlus for XBox 360, PS3 and PC, however, they are handing over more control than they would like. The video game rights to Martin’s Song of Ice and Fire series were sold separately from the TV rights, which meant that HBO found themselves with a lucrative licensing opportunity that someone else controlled. A compromise has led to a branded game that will bear the likenesses and voices of actors from the series but remain in the hands of Cyanide, although HBO made efforts to acquire the gaming rights outright before settling on this arrangement.

However, while HBO intends on promoting the game (which will be released around the time of the second season premiere, alongside the Dark Horse merchandise and the Season One DVD/Blu-Ray release), this foray into licensed games moves them further away from the discourses of quality that drive their brand identity. Generally considered to be rushed titles designed as promotional tools as opposed to satisfying gaming experiences, licensed titles are fairly maligned within the gaming community, and the relatively little information available about this title before its release does little to suggest this will break that particular trend (although that George R.R. Martin was involved in the game’s story could engender some goodwill among fans).

This is not the first licensed game based on a fictional HBO series, as The Sopranos: Road to Respect debuted in 2006, but that (poorly reviewed) game was an effort to monetize a long-running property towards the end of its run. By comparison, the Game of Thrones game comes at a crucial juncture for the series, and will be part of a major marketing push designed to transform the franchise from a cult hit into a mainstream phenomenon. However, if corners are cut in terms of quality in the midst of aiming for this transformation, it is possible that licensing could complicate the quality TV discourses that HBO stakes its brand on (and which earned the series two Primetime Emmy awards and a nomination in Outstanding Drama Series), and could also frustrate the same fans who have responded so positively to HBO’s merchandising efforts to this point (including, as I’ve written about elsewhere, the pre-air transmedia experience campaign organized by Campfire).

The former point raises larger questions about HBO’s relationship with genre franchising that this post doesn’t have time to address. However, regarding the latter point, the economic realities of the series’ production have been highly visible within fan discussion, as the substantial cost of production raises serious questions of the series’ longevity (especially given the length of subsequent volumes, which would push an adaptation of even just the existing books to 6+ seasons). Fans know that licensing opportunities like this are an important space where additional seasons could be rendered financially viable, and thus might embrace a mediocre licensed title or a cheesy fridge magnet if it means HBO has the potential to continue adapting the series for years to come.

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Tron’s Legacy http://blog.commarts.wisc.edu/2010/12/30/trons-legacy/ http://blog.commarts.wisc.edu/2010/12/30/trons-legacy/#comments Thu, 30 Dec 2010 13:00:15 +0000 http://blog.commarts.wisc.edu/?p=7752

After an extensive pre-release campaign, and whole lot of hype, Tron: Legacy opened to a rather disappointing weekend, only generating $44 million at the box office.  Its second weekend compounded the disappointment, given that its box office draw dropped 56%. Actually these numbers might have been anticipated, given that the original Tron movie wasn’t a great success, either commercially or critically.  Indeed, the mediocre performance of the first film explains why it took Disney about 30 years to release a sequel.  Tron, however, had maintained a loyal core fan base over the years, and as Todd McCarthy notes, “Kids who caught the original at 12 when it came out are 40 now and may recall it through a fog of uncritical nostalgia.”

Disney was not only banking on the foggy nostalgia of this group, but also the real possibility that these folks now have kids of their own.  Disney’s marketing strategy was quite clear:  get these former kids to pass on their love of Tron to their own kids, and thereby revive the franchise with a new audience.  This strategy is implied in the title of the sequel, and Tron: Legacy is a sequel in every respect, with a narrative that extends from the original film, and Jeff Bridges and Bruce Boxleitner returning to reproduce their roles as Kevin Flynn and Alan Bradley respectively.  Legacy’s central character, however, is Flynn’s abandoned son Sam (Garrett Hedlund), and the film focuses on the renewed relationship between father and son, a narrative that certainly complements Disney’s marketing strategy.

Tron was one of the first films to use CGI animation, and although the quality of the animation is significantly better in Legacy, certain design elements remain.  The light cycles from the original movie return, but now move in three dimensions, to best exploit the 3D release no doubt.   The costumes and the sets in Legacy are decidedly darker, but they are all still outlined with lighted elements.  In fact, almost everything in the film is wrapped in a neon glow, including the Disney logo in the opening credits.

Of course, redoing the studio logo in the design aesthetic of the film is not an uncommon practice, but it struck me as a visual metaphor of how CGI has overtaken, and some might argue corrupted, Disney’s cultural production.  I have always associated the decline of Disney’s cell animation production with Toy Story, their first collaboration with Pixar.  That is an easy association to make, given the success of Pixar’s films and the fact that Disney’s own CGI films have not come close to the commercial and critical success enjoyed by Pixar.  Although Disney bought out Pixar in 2006, Pixar maintains its autonomy to develop its own projects independently, and Disney merely handles distribution and marketing.

It’s also difficult to chronologically associate the decline of cell animation with Tron, given that Disney’s most successfully animated features, including Lion King and Aladdin, were released well after the film.  Yet Disney, not Pixar, first introduced CGI to film-going audiences with Tron, so may be a more accurate point at which to locate the beginning of the end for Disney’s cell animation.

After the disastrous Home on the Range in 2004, Disney shut down all of its cell animation studios.  In November 2010, the LA Times reported that Disney’s last cell animation feature, The Princess and the Frog, would indeed be its last cell animation feature.  In other words, the real legacy of Tron may be the death of the one cultural form that once elevated Disney to a Magical Kingdom: there may never be another Snow White, another Bambi, or even another Lion King.  Admittedly, there are plenty of reasons to question the “magic” of Disney, but they appear to have traded in their tradition in animation for a $44 million opening weekend.  That’s some legacy.

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Summer Media: Wet and Wild Amusements http://blog.commarts.wisc.edu/2010/09/06/summer-media-wet-and-wild-amusements/ Mon, 06 Sep 2010 15:07:27 +0000 http://blog.commarts.wisc.edu/?p=5880 Summer can be a great time for media; movie theaters feature big budget summer blockbusters, longer days lend themselves to DVD binging and catching up on television series we may have missed during the year, and hot summer afternoons can be spent in air conditioned arcades. But perhaps the best part of the summer media experience is being able to partake in our favorite media and franchises outdoors. Summer is the time for drive in theaters, rooftop movies under the stars, outdoor concerts,  and amusement parks.

The festivals and amusement parks that dominate the summer months can contribute to what sets summers apart because of the carnivalesque pleasures they provide, set apart from daily life. A Labor Day weekend trip to Noah’s Ark Water Park  in the Wisconsin Dells reminded me of just how important a role amusement parks play in both the commercial value of summer (to both media franchises and tourist economies) and its often important role as a carnivalesque release valve in a labor intense society. While the franchise is an obvious part of a lot of summer entertainment, most evident in the sequels and franchise video games that are released, it is becoming an increasingly big part of other parts of summer that I nostalgically fantasized were more bucolic or carnivalesque.

It is possible to look at the carnival as detailed by Bakthin less as an instance of real subversion and more as a release valve for the tensions built up in every day life. When I walked into Noah’s Ark to be greeted by the sound of high pitched screams, it seemed that I was seeing this part of carnival in action. Release seemed to be the order of the day, as even the tamest rides and attractions evoked screams along with laughter.

As I too began to brave these behemoths, screaming at steep drops, practically drowning as water shot at my face as I rode the Black Anaconda, I wanted to chalk up my enjoyment of this park up to the carnivalesque. The rides invited me to relinquish control, to experience the catharsis of fear and relief, to scream in public without the injunction to remain calm. The park allows its patrons to relinquish many of their every day constraints. They are invited to: lose control of their bodies, make spectacles of their emotions through screams and laughter, and be allowed to look ridiculous in these public spaces, all in the service of pleasure.  I wanted to think of this park experience as an example of a more classical kind of popular culture modeled on the carnival … then I came face to face with Sponge Bob.

He was several stories tall, adorning a building to announce the park’s 4D Sponge Bob Square Pants Movie. Suddenly, I noticed that Sponge Bob was everywhere. His face appeared in the gift shop, on lunch boxes at the snack stands, and on t-shirts on the patrons. The idea of an amusement park getting in bed with a media franchise is certainly not novel, indeed this country’s most famous parks were founded on just such a partnership. However, franchise figures have rarely been a huge part of more local theme parks that may be associated with more nostalgic ideas about community entertainment.

Sponge Bob’s presence at Noah’s Ark was neither an anomaly nor an inevitability, but rather an important part of the experience of carnivalesque pleasure that summer amusement parks and festivals can provide. Sponge Bob became the most obvious embodiment of the complex matrices of commerce, labor, leisure, and pleasure that underlie much of the summer entertainment industry. The Sponge Bob Square Pants 4D Movie functioned as a marketing tool for the water park in an attempt to capitalize on the franchise success, the film (which is shown at many theme parks simultaneously) gives Nickelodeon an opportunity to reinforce and extend the Sponge Bob Square Pants brand, and the licensed products at the gift shop and snack stand are beneficial to both parties.

I was initially tempted to see Sponge Bob as an interloper into the more “authentic” community-centered cultural experience I believed I was having, but it became clear quickly that his function was more complicated than that. The involvement of the Sponge Bob franchise at the water park threw into more distinct relief the importance that commercial interests have in this location of summer culture; it made the reality of the presence of commerce amongst the pleasures of the carnivalesque inescapable. It also did not negate, and in fact may have extended, the more carnivalesque pleasures. Theme park patrons could use Sponge Bob as a bridge between the pleasures that they experienced there and something that is part of their everyday life.  The insides of those Sponge Bob lunch boxes may go on to carry in them the foods featured during Sponge Bob’s commercial breaks but they may also bring with them the memory of what it felt like to let go and scream. For someone who is about to return in earnest to the business of teaching about, writing about, and thinking about media, this reminder that pleasure, commerce, and community experience is wrapped up together in many texts — this living example of the complexity of media literacy — was just the thing that I needed as I left the carnival of summer behind.

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