FULL STREAM AHEAD
By Marc Gunther
From
Fortune, 10.09.2000, Fall Special Issue
Web entertainment sites are attracting fans, Hollywood talent, and investors
willing to embrace risk. Now all they need is a business model that
works.
Pop.com sounded like a can't-miss idea. The Internet entertainment venture was
created last fall by some of the most powerful and talented executives in Hollywood,
including Steven Spielberg, Jeffrey Katzenberg, and Ron Howard. Microsoft co-founder
Paul Allen invested $50 million, so money wasn't a problem. A top Disney executive
signed on to run the operation, and stars like Steve Martin and Drew Barrymore
agreed to make short films for the
Website. Declared Katzenberg: "Just as MTV introduced a new entertainment
forum for music videos, we think this new enterprise will offer a new form of
entertainment for Internet users."
It hasn't worked out that way. Pop's a flop--its Website hasn't launched and
probably never will. Its owners laid off all but a dozen or so people in early
September. Now Katzenberg describes the experience of trying to build an Internet
entertainment site as "humbling." And an executive at another big studio
asks, "If those guys can't do it, who can?"
Who, indeed? Entertainment on the Internet, a notion that has attracted hordes
of would-be Spielbergs and such well-heeled investors as Allen and Netscape founder
Jim Clark, for now remains mostly an unfulfilled promise. Most of the pioneers
who have tried to deliver short films, animation, TV shows, or movies online
have attracted tiny audiences and piled up red ink. One wildly overhyped site,
called the Digital Entertainment Network, burned through $67 million in venture
capital before going bankrupt last spring; investors Chase Capital, Intel, Microsoft,
Dell, and NBC were among the losers.
But the category shouldn't be prematurely buried because of a couple of high-profile
failures. Internet entertainment is still looking for its own William S. Paley
or "I Love Lucy"--a brilliant entrepreneur or creative breakthrough
to help define the new medium. A solid business model
would help too. "There isn't a rational economic model for the creation
of
Internet entertainment content--yet," says Yair Landau, president of Sony
Pictures Digital Entertainment. That's why big players like Sony, Disney, and
America Online have been reluctant to pour money into what's been called
Netcasting.
"We're a little bit ahead of ourselves in bringing this content
online," says Justin Post, Internet media analyst at Deutsche Banc Alex.
Brown in San Francisco, who's bullish on Internet entertainment in the long run.
But right now, he says, "it costs more to deliver content on the Internet
than you can monetize." He's counting only the costs of encoding, storing,
and delivering multimedia content, not production or marketing
costs.
No matter--dozens of companies, mostly small, are out there aggregating and producing
Web shows, and many more want into the game. "Everyone in Los Angeles--well,
maybe not everyone, but lots of people who are in the entertainment business--wants
to be in the Internet business," says Randall Kaplan, an L.A. venture capitalist
whose fund, Jump Investors, gets about ten entertainment-oriented business plans
a week. "They want to create the next "South Park" online. They
think they've got the next $1 billion
franchise."
What makes the business so alluring is that a sizable audience already turns
to the Internet for fun. Roughly ten million people visit AOL's chat rooms each
month, six million download music from Napster, and others turn to eBay and ESPN.com
and online game sites. The trouble is, not many of them log on to watch the literally
thousands of short movies and TV-like "shows" now online. More new
shows will debut this fall on the Internet than on television, but fewer people
will tune in to all of them, taken together, than saw a single
episode of CBS's "Survivor." And even by Internet standards, the entertainment
outlets are small fry: Of the 100 most popular Websites for home users tracked
by PC Data Online of Reston, Va., just one, Shockwave.com, is built around entertainment--and
it is retrenching. For the typical dial-up user, watching animation or short
films online is frustrating: Either you can peer at streaming, herky-jerky images
on a matchbook-sized screen or you can wait for content to download, which is
no one's idea of fun.
What's needed to clear up the picture? Mostly patience, the enthusiasts say.
Internet entertainment sites will flourish once broadband and wireless connections
to the Web proliferate and the online advertising business matures, going beyond
banners to so-called rich media ads that look like TV commercials. That, plus
personalization, should add up to a business: Entertainment sites can store programs
on the Web, aggregate eyeballs over time, and learn who their viewers are and
what they like; that will be valuable information for both programmers and advertisers,
who will pay a
premium to target their messages at specific audiences.
"Most people I talk to believe that Internet-based entertainment is going
to be a big business," says Frank Biondi, the former Universal, Viacom,
and
HBO executive who now runs an Internet-oriented venture fund. "The convergence
of targeted marketing and programming on demand is what really excites me. Just
think about the ability to insert customized ads into programming; you can't
do that on television."
Even in their infancy, Internet entertainment sites have shown they can do things
that you can't do on television--and we're not talking about live porn, fart
jokes, or shows like "Tit Talk," which airs on romp.com, a site for
guys. No, what's intriguing is the way entertainment sites are already having
an impact on how Hollywood operates.
Consider a three-minute film called
405: The Movie, which has been seen
more than 1.8 million times since it was posted in June on ifilm.com, a portal
for film buffs. The movie, which uses digital special effects to show a jumbo
jet landing on an L.A. freeway, is so arresting that the two young filmmakers,
Bruce Branit and Jeremy Hunt, were signed up by the Creative Artists Agency
after
405 went online.
Or look at how former Disney studio chief Joe Roth used the Internet to cast
two
small roles in the film
Tomcats, being produced by his new company, Revolution
Studios. MediaTrip.com, an entertainment Website controlled by Revolution, invited
would-be actresses to post pictures and resumes online, and hundreds did; more
than five million votes were then cast by visitors to the site. That generated
traffic for MediaTrip and awareness for
Tomcats at
virtually no cost.
Or consider the novel programming being dreamed up by actors Matt Damon and Ben
Affleck and their partners in LivePlanet, a startup that's trying to move beyond
movies and TV to create a whole new kind of entertainment.
To get a sense of where the business is headed--or whether it's going anywhere
at all--FORTUNE recently visited startups, a studio, investors, financial analysts,
and agents who are immersed in the world of online entertainment. It felt a bit
like what television must have been in the early 1950s: experimental, unpredictable,
and fun.
Flash Makes a Splash
To Lawrence Levy, the newly hired 41-year-old CEO of Shockwave.com, there's no
mystery about what's driving the company that calls itself the leading entertainment
destination site on the Web. "Great media companies have always leveraged
new technologies to create great media properties," Levy tells me. He points
to a book of Warner Bros. cartoon art on his coffee table and offers a little
history lesson.
Motion-picture technology helped create the studios, he says. Disney was built
by animation. Cable distribution set the stage for ESPN and MTV. And in Levy's
previous job as executive vice president and CFO of Pixar Animation Studios,
which produced Toy Story, he helped build a company that married storytelling
and cutting-edge animation. Now he's running a startup powered not just by the
Internet but by a remarkably popular suite of software called Flash. "It's
the same deal as Pixar," he says. "This is about building a fantastic,
long-term asset."
Flash has become the standard tool for creating and viewing animation online;
especially over dial-up connections, animation looks better than live action.
Macromedia, a San Francisco-based software company that owns Flash, originally
built the Shockwave.com Website to showcase its product. Web surfers loved it;
at peak, more than 1.5 million copies of the free Flash Player were downloaded
from shockwave.com every day. Suddenly, Macromedia had an unexpected asset--Internet
traffic.
To capitalize, the company spun off Shockwave.com last winter as an independent
media firm with its own financing. Sequoia Capital, Jim Clark, and former Warner
Bros. chief Bob Daly invested $45 million. With his wallet bulging, Rob Burgess,
the CEO of Macromedia and chairman of Shockwave.com, signed up some big Hollywood
names to make shows in Flash: Matt Stone and Trey Parker, the creators
of "South Park";
Batman director Tim Burton; and James L. Brooks,
producer of "The Simpsons," among others.
Some say Burgess overpaid. The "South Park" guys, for example, reportedly
will get $2 million--a full quarter of revenue for Shockwave.com--to create 39
short "Webisodes" of a new show. Burgess won't comment on the money,
but he says writers and producers are drawn to Shockwave.com because he offers
them creative freedom and the biggest entertainment audience on the
Web. "We've got this worldwide network of theaters, and we've got people
in
seats waiting for entertainment," Burgess says. Shockwave had 8.2 million
unique users in July, far more than any other entertainment site, according to
PC Data Online.
That number may be a bit misleading. Rivals say that Shockwave.com's audience
comes not to watch shows but to download Flash and explore other features on
the site, including games, music, and online greetings. Recently the site's No.
1
show was "Torpedo Joe," a creation of an Internet animation star known
as Joe Cartoon; viewers shoot torpedoes at jumping fish. Like most entertainment
Websites, Shockwave.com targets young viewers, particularly men.
Levy argues that Shockwave.com is poised to become a major player. It has traffic,
a robust Website, first-rate content creators, Macromedia's technology, and at
least the start of a brand. "To me, those are just the ante to be able to
play the game," Levy says. "No other company out there has those core
assets."
Even so, revenue was just $8.2 million for the year ended March 31; the company
had an operating loss of about $18 million. One problem is that most people watch
from offices, where connections are faster; it's tough building an entertainment
business around lunch and coffee breaks. Another worry is the unsettled state
of Internet advertising; right now the site relies on
banners.
In September, Shockwave.com abruptly laid off about 20 of its 170
employees. "A year ago it was okay for companies to spend for market
share," Levy says. "Those days are over."
Burgess and Levy would like to dress up Shockwave.com for an initial public offering
as soon as they can. (Levy was hired, in part, because he oversaw Pixar's 1995
IPO.) The first Internet entertainment site to go public will be able to use
stock to acquire competitors; everyone expects consolidation in the space. But
even with its head start, Shockwave.com has a lot to prove. "We really are
at an experimental stage," Burgess says. "I don't think anybody in
the first year of cable understood how that business was going to
evolve."
A Not.com in Seattle
It's practically the first thing Mika Salmi, the founder and CEO of AtomFilms,
tells me when I arrive at Atom's office by the Seattle waterfront. "I don't
consider us an Internet company," he says. I figure he's repositioning his
business now that investors have turned sour on risky dot-com schemes. He may
be, but it turns out that Salmi came up with the idea for AtomFilms before he'd
even heard of the Net, while watching a French TV channel. Even today the company
generates 60% of its revenues from licensing short films to customers like HBO,
Blockbuster Video, and Continental Airlines; it sells videos and DVDs
too. "We view our Website as just one of our product lines," Salmi
says.
The son of a Finnish hockey star who played in the National Hockey League, Salmi,
34, has always been a go-getter. He started his first business as a teenager,
teaching windsurfing on Lake Michigan; later he sold commercial real estate,
worked as a deejay, promoted raves, coached a ski team, managed a rock band,
earned an MBA in France, and, as an executive at TVT Records, discovered the
rock band Nine Inch Nails. Living in Paris in the early 1990s, Salmi watched
a TV channel that featured short films, music videos, and animation, and thought
he'd like to start a similar channel in the U.S.
By the time he launched Atom in 1998 after a stint at Real Networks, Salmi had
decided to build his channel on the Internet rather than on cable. He built Atom
as a consumer brand and a business-to-business play, with a Website designed
both to attract a broad audience and to market films to other outlets, including
Websites, TV networks, and airlines.
"My feeling was, Internet entertainment was going to be big down the
road," Salmi says. "I didn't know if it was going to be one year, three
years, five years. The question was, How do we get to that
point?"
Salmi has raised about $28 million, from such investors as Chase Capital, Arts
Alliance, Allen & Co., Frank Biondi's WaterView Partners, and Warner Bros. Online
(which, like FORTUNE, is a unit of Time Warner). Last spring he turned to Morgan
Stanley to help raise more capital from a strategic partner, probably a big media
or telecom company. Right now, Atom's losing money as it invests in marketing
and infrastructure, but Salmi says that "being profitable isn't that far
away."
What Atom has done well is build a brand. It has promoted itself aggressively,
bought commercials on cable channels like MTV and Comedy Central, and come up
with clever ways to get users to spread the word about the company. For instance,
Atom has recruited a network of 250 "Atom Mavericks," fans of short
films who get free baseball caps and videotapes of popular films and, in return,
host screenings on college campuses and in their homes. Users also
can become "Mogul Makers" by reading scripts submitted by new filmmakers
and voting on which ones will get financed by Atom.
The fundamental notion behind Atom is to connect filmmakers directly with the
audience. Let others hire high-priced talent to generate buzz; Atom will pursue
ways to get its viewers involved in developing and marketing shows. "We're
not anti-Hollywood, but we're un-Hollywood," says senior VP Heather
Redman. "When you're talking about making entertainment for cell phones,
that may take very different skills from making a blockbuster
movie."
Atom's vox-populi approach to filmmaking has yielded such hits as
Bikini
Bandits. Yes, it's just what it sounds like, a show about bikini-clad women
on a crime spree, made by Peter and Steve Grasse, brothers who run a Philadelphia
ad agency. I don't get
Bikini Bandits, although I'm told it's an homage
to the campy films of Russ Meyer.
Bikini, a parody of "Survivor" called
Survival
Exposed, and a cartoon called
Angry Kid have each generated well over
one million viewings on
Atom.
While Atom licenses most of its films at low cost--often as little as $500 or
$1,000 per short--the company is making about 15 series of its own that cost
about $2,000 per three-minute episode. (Most half-hour TV sitcoms cost more than
$500,000 apiece.) Atom invests in these TV-like series only after testing the
concept or pilot episode online. "We never go into production unless we
know there's a demand," Salmi says. That's not a guarantee of success, but
it should prevent expensive flops, something Hollywood's never been able to
do.
The Writers' Studio
Having covered TV for years, I feel right at home at Icebox, a company founded
by three TV guys that has offices in an industrial section of Los Angeles not
far from the Sony and Fox lots. But the psychological distance between Icebox
and the TV establishment is vast; this is basically a TV animation network on
the Internet created by writers who are tired of dealing with TV
networks.
They're all successful writers, mind you. Howard Gordon used to be executive
producer of "The X-Files," while John Collier and Rob LaZebnik hold
top posts at "King of the Hill" and "The
Simpsons," respectively. But their company grew out of a failure: Gordon,
39, spent 18 months and $20 million creating and producing a show called "Strange
World" that was canceled after just three episodes aired on ABC. It was
a waste of his time and everyone's money, he thought. "To me, it hammered
home the terrible inefficiency of the system," he says.
Surfing the Web later, Gordon found animation that looked great but was "barely
passable" in terms of story. He recalls thinking, "This would be a
great medium if my friends wrote for it." So he called his friends Collier
and LaZebnik, and they formed the company and hired a new-media agent named Steve
Stanford as CEO. They raised about $15 million, with eCompanies, the incubator
run by Sky Dayton and former Disney executive Jake Weinbaum, leading the way.
Other backers include Jump Investors, Bessemer Venture Partners, Credit Suisse
First Boston, and Hollywood veterans Norman Lear
and Ron Meyer.
In less than six months they launched Icebox.com. ("The name doesn't mean
anything, but it sounds iconoclastic," a PR woman explains. "You know
what it is, but you don't." Cool.) They now have production deals with about
75 accomplished writers and producers, including top people from "Seinfeld," "Party
of Five," and "Frasier." Writers are invited to do the show they've
always wanted to
but couldn't get on a regular network. Says Gordon: "The premise of this
company is a cultural one and a creative one, which is that no great show has
ever become a hit because of the filtering process." It's another effort
to strip away middlemen and connect producers with audiences. The other premise,
albeit unspoken, is that most of the really funny people in America have already
found their way to Hollywood, so there's not much point looking for them
elsewhere.
All the writers get standard production deals, mostly Icebox stock. "It
was
so outside the norm, where everything is about status," says
Gordon. "It reflects our culture, where the idea is roll up your sleeves,
no bullshit, leave Hollywood behind, just bring your talent."
The business model is straightforward. Produce funny shows, generate traffic,
sell ads, and, ideally, take the most popular online properties and turn them
into TV series or movies so that they can really pay off. Icebox will share offline
revenues with the writers; one monster hit like "The
Simpsons" or "South Park" would pay for the whole company. Recently
Icebox sold a sci-fi spoof called "Starship
Regulars," created by co-founder LaZebnik, to the pay-cable network
Showtime.
"Given that we're creating shows with the same people who created the big,
successful brands for the networks--as well as the people they identify as the
next generation of creators--we see no reason why we can't be the place where
those kinds of hits come from," Stanford says. Stanford, who is 35 and a
former Oracle executive who left Silicon Valley for Hollywood, is counting on
great shows to generate traffic. "Quality entertainment is something people
will seek out and tell their friends about," he says. Icebox reached a mere
102,000 home users in July, according to PC Data Online, but the site is only
a
few months old and has spent less than $500,000 on marketing.
If content is truly king, Icebox should rule. By sticking with established talent,
Icebox has produced the most consistently entertaining shows on the
Web. "Mr. Wong," its No. 1 show, is a politically incorrect, hilarious
little sitcom about an acerbic Asian butler and his snobby female
boss. "Zombie College" is an offbeat black comedy, and "The Elvis
and Jack Nicklaus Mysteries" are worth checking out just for the theme
song.
While the Icebox crew may be frustrated by the network system, their site is
the most TV-like on the Web. It's built around regular series, not games or short
films. A new episode goes up every day. And, yes, the guys in charge read every
script. But do they give those "notes" that writers dread getting from
network suits? "Very rarely," says LaZebnik, smiling. "And we
like to call them 'suggestions.' "
Sony's Game Plan
If Web startups want to use the Internet to bypass the Hollywood establishment,
how does the establishment respond? To find out, I went to see Mel Harris, the
affable, 57-year-old chief operating officer of Sony Pictures Entertainment,
who, as second-in-command of the giant TV and movie studio, also oversees Sony
Internet content in the U.S. He offered perspective, something that's often missing
when the debate over Internet entertainment narrows in on one company's layoffs
or another's big hit.
Harris' booming voice hints at where he got his professional start--as a morning
disk jockey in his home state of Kansas nearly 40 years ago. He's worked in local
radio, local TV, syndication, TV and movie production, cable, and the video business.
In fact, he's devoted much of his career to helping so-called traditional businesses
adapt to new media. He's also a keen student of the industry, with a Ph.D. in
mass communications; his thesis analyzed TV viewing
patterns.
Here's one thing he's learned: Americans have an enormous appetite for entertainment,
notwithstanding the skepticism that has greeted most new
technologies. "In 1978," Harris recalls, "the idea that people
could actually have a copy of a movie in their home--unless they were a mogul
with a screening room--was about as alien as the thought of the Internet was
a
few years ago." He also remembers broadcasters saying people wouldn't pay
for cable because they were used to getting TV for free.
Despite that, Harris sees little point in shoveling traditional content like
movies, TV shows, and animation onto the Internet--at least for now. "We
don't look at this as another great place for us to make a syndication sale of
'Married ... With Children,'" he says. That's why Sony may appear to be
an online laggard, even when compared with the other media giants. It hasn't
spent hundreds of millions of dollars building a portal like Disney's go.com,
nor has
it developed online shows like Time Warner's entertaindom.com has.
But Sony already owns one profitable Internet entertainment business, and it
is quietly building two more. The moneymaker is a role-playing game called Everquest,
with 280,000 subscribers who buy the game on CD-ROM for about $50 and pay about
$10 a month to play; it will generate about $100 million in revenues--more, most
likely, than all the entertainment sites combined. Sony likes this business so
much that it has bought the rights to develop similar games using George Lucas'
Star Wars characters.
The other businesses that Sony is preparing to launch aim to be broader. By next
year, Harris says, the company hopes to begin offering its movies online. While
a wide rollout will await the spread of broadband, Harris says, "we've put
a lot of time and investment and thinking into the business model and the
technology." He won't get specific, but most likely movies could be downloaded
into PCs, digital video recorders like TiVo and Replay, cable set-top boxes,
TV sets with built-in hard drives, and perhaps videogame consoles like the Sony
PlayStation. Don't forget that, as a manufacturer of consumer electronics, Sony
helps shape all those devices.
Meanwhile, a Sony unit called Sony Pictures Digital Entertainment has begun developing
original, interactive content for the Internet. One model for what's to come
is a Sony online show called Dawson's Desktop, an Internet brand extension of
the popular teen drama "Dawson's Creek." Fans can go deeper into the
story by reading the lead character's e-mail or diary and
watching his home videos.
The trick, for Sony and everyone else, is to time this market; moving too fast
means piling up big losses, while sitting on the sidelines for too long could
give competitors a head start. For Sony and the other media giants, including
America Online and Yahoo, the risk of waiting probably isn't all that great,
since they have the resources to acquire startups once the business takes off.
Harris is keeping a close eye on the field, saying, "Of all the things we're
involved with right now, this is the one I find most exciting." That tells
you something.
Change Agent
No one I've interviewed has been more bullish on Internet entertainment than
Dan Adler, head of new media for Creative Artists Agency. His department has
grown from two to 15 people in the past year, and he's done talent deals with
about 50
sites. "New media has become a meaningful business, rather than a pipe
dream," he told me when we first met in his L.A. office, his e-mail pinging
in the background. Adler's addicted; he laments that his Blackberry had crashed
during the MTV Video Music Awards, so that he "was not able to use my time
inside Radio City Music Hall as productively as I had hoped." He's been
plugged into new media for nearly a decade, ever since his first visit to the
MIT Media Lab in 1991, when he worked as an assistant to CAA founder Michael
Ovitz.
Now I'm sitting in a restaurant in New York's SoHo, waiting to see Adler again
and wondering what he'll say about the layoffs at Pop.com, Shockwave.com, and
Scour.net, a multimedia search engine in which Ovitz has a stake. It's been a
dismal week for content plays.
Turns out he can't say much about Pop. "Steven and Ron are agency
clients," he explains. Besides, he adds, no one ever said inventing a new
entertainment industry would be easy. "These are high-profile examples that
are not necessarily indicative of any broader, underlying issues or
concerns."
Adler suggests that if there's a lesson to be drawn from the setbacks, it may
be
that a new medium demands new formats. "Some of those who have struggled
have looked at the Internet as a means of distributing traditional content rather
than as an opportunity to create something new." It's the "I
Love Lucy" problem again; no one has really figured out yet what Internet
entertainment can do that's truly exciting and unique.
To that end, Adler and CAA are working with a company called Cyan to create Web
entertainment. The firm, started by brothers Rand and Robyn Miller and based
in Mead, Wash., created Myst, an immersive game that remains the bestselling
CD-ROM
of all time. "The hope is that they will create the products that will help
define the medium," Adler says.
What's more, amid the gloom of the moment, he's just made a deal for a new project
called Jackass from the cutting-edge director Spike Jonze and a young actor named
Johnny Knoxville. Designed for TV and the Internet, Jackass has been described
as a "nonlinear guerrilla-style comedy" about a man with an uncanny
ability to absorb punishment. In one segment, Knoxville shoots himself in the
face with pepper spray and gets zapped with a stungun to test the effectiveness
of self-defense equipment. In another, wearing a prison-issue orange jumpsuit,
leg irons, and handcuffs, he enters a hardware store and tries to buy a hacksaw.
MTV bought the TV rights, but in an unusual move CAA, Jonze, and Knoxville retained
the Internet rights and held an auction to sell them. They sent e-mail to entertainment
Websites that gave out passwords to a protected site offering a Jackass preview
and waited for the bids to come
in.
Jonze, 30, is a hot property. Born Adam Spiegel--he's an heir to the Spiegel
catalog fortune--he renamed himself after a 1940s bandleader, worked as a photographer,
co-founded a magazine, got seriously into skateboarding, made music videos, starred
in the movie
Three Kings, and directed the
independent hit
Being John Malkovich.
Adler hopes Jackass will become the breakthrough he's been waiting
for. "When the Internet begins delivering content that you simply cannot
get elsewhere--and I think that includes a show like the online version of Jackass--the
potential size of the business will be limitless," he says. Who knows? A
show created by one guy who's constantly reinventing himself and another who's
willing to endure pain? That sure sounds like the future of Internet entertainment
to me. onally, town by town.