In part one of this series (last issue), we described
some of the changes that digital motion picture distribution and
exhibition will bring about.
Now we'll see how changing from film to digital is being done, and
explore some of the opportunities and benefits that going digital
offers.
Making A Pathway
Current motion picture distribution is tied exclusively
to film acetate. Digital distribution is considerably more flexible.
Digital motion pictures can be encoded on many different types of
media and transmitted in various ways. However they eventually find
their way to theatres, digital programs will first be stored as computer-readable
files. From there, they'll be compressed, and these smaller files
can then be divided onto media like DVD-R discs, portable hard drives,
or digital tapes for physical distribution to theatres.
The stored issues/39/images can also remain housed on a central server and distributed
via satellite or fiber optic cable. At the moment, satellite and cable
bandwidth limits make it impractical to serve high-resolution issues/39/images
to modern multiplexes, at least in the broadcast fashion anticipated
by the studios for future distribution systems. But physical distribution
of programming is practical right now and rapid advances in storage,
compression and transmission technologies mean that the broadcast
model of distribution won't be held back much longer.
Pixar Studios, Miramax, and Buena Vista have demonstrated an early
model of the physical transport system by shipping features recorded
on DVD-R discs to about 15 theatres equipped with large local hard-disks
onto which the pictures are loaded and from which they're projected.
The screens equipped for this purpose have been set up for demo purposes,
but the machinery involved is still regarded by most as too expensive
for broader commercial installation.
It's unlikely that a commercially viable physical transport system
will come out of the studio workshops for the simple reason that the
studios are understandably looking at a more centralized way to (continue
to) control distribution. The digital system they would like to see
has more to do with creating economical digitized extensions to the
existing system, and less with any kind of liberalization of the distribution
medium and the practices that govern its use.
Predictably, the focused efforts of the studios and large circuits
are upon gradual change over time, not any sudden or dramatic shift.
They hope to experience the changeover to digital formats as a relatively
uneventful walk down the pathways of established Industry norms, not
a paradigm shifting of rules and order. But where they hope for a
slow evolution, others see the makings of a quiet revolution. They
see that as with the introductions of video in the early '80s and
then the audio CD, change need not be detrimental to the overall interests
being served by the Industry, but can in fact amplify and expand the
markets for content. With a bit of forethought, inevitable change
can positively embrace much of the established infrastructure and
engage it in more profitable and expansive uses.
It is axiomatic that change is not only inevitable, but also inevitably
disruptive. This creates fear as people anticipate a shake-up in their
lives and careers, and those fears result in initial reactions of
nearly universal resistance. But change is not only inevitable, it's
a necessary part of the creative process, so our focus should be upon
the degree of disruption at issue, not on preventing it altogether.
The motion picture industry has sidestepped substantive change for
nearly the whole century of its existence. In many respects, the digitization
of its content offers the Industry a spectrum of creative opportunities
all its own.
Historically, when a paradigm shift has occurred, in whatever field,
it has never arisen from within the established order. This is always
true for the simple fact that the establishment benefits from the
status quo. Consequently, true paradigm shifts always come from the
"outside." Various pioneers now working on developing the
digital theatre of the future see an entirely new and more inclusive
opportunity forming in which digital formats create an entirely new
spectrum of motion picture programming. For them, programming ranges
beyond movies into theatrical presentation of sports, live concerts
and stage performances, distance learning, gaming, and business training,
to mention but a few. In their design, the "movie" theatre
becomes a cultural hub for the benefit of its host community. Its
auditorium and caf are nexus points of information and fun,
consciously utilized to help people connect with one another in real
time.
While the auditorium, like the Internet, presents opportunities for
an interactive virtual connection to the wider world, both it and
the adjoining café offer spaces designed to encourage real-time
inter-personal contact. It's that contact that matters most. This
is theatre with meaning, not just a motive. Designed to engage, nourish
and encourage its audiences more fully in the experiences of life,
it transcends completely the model of merely stimulating or distracting
them over a two-hour period of passive entertainment, and establishes
a new venue for a renaissance of community and interpersonal communication.
Technology has often been the agent of separation. Whether by isolating
people within work-related duties, enclosing them in glass and metal
transportation bubbles, or engaging them in hours of passive program
watching, the technologies of the 20th century have more often served
to separate than to bond the people using them. Now, in the 21st century,
some of those same tools will be used to reverse the process by creating
systems that bridge distances and differences and create communities
both virtual and real. Digital exhibition is precisely such a tool:
an extension of the Internet's capacity to connect people one to one,
and also group to group.
Digital theatre re-maps the Internet's inter-personal connective capacities
onto groups, which become as interactively engaged as two people in
a chat room. Those involved with building digital theatres envision
a place where people not only gather to see movies, but where they
stay to talk about them and leave feeling nourished by the experience.
For them, the medium is a wonderfully flexible tool capable of serving
a range of purposes. It's the very flexibility of digital programming
that is the main attraction, not the technology's ability to generate
or control revenue streams. In this new paradigm, it's not about control.
It is about community.
The Liberation of the Motion
Picture
The costs of film distribution are mainly arithmetical
the costs of production and the movement of film prints is derived
from the number of prints you make multiplied by the costs of duplication
and transportation. The labs might offer a per unit break on a large
production run, but there's a rather high and hard limit to the price
of a print no matter how many you make. While the price of a single
print makes it hardly worth striking, it still costs about $1,400
each to make 2,000 of them, or 3,000 of themÉ
So the high cost of filmed program distribution is directly linked
to the high cost of the medium used to distribute it. This high cost
makes film distribution a big-money game for big-money players, which
is self-limiting. Dramatic reductions in production and distribution
costs for digital programming make it affordable to change the rules
of the game or to create another game altogether.
Marketing is essential to the success of a picture regardless of how
many prints are made and it's important to keep this in mind. The
same people are currently in control of BOTH of these critical elements
which impact so dramatically upon your success as a moviemaker. That
control is based on 35mm film and its costs. But what happens when
the medium changes from film acetate to a big computer file?
As with books and music today, the change to computer-readable formats
has resulted in the creation of a new market for new players. Exhibitors
are beginning to install the first pieces of digital equipment, and
two games will soon be offered for your consideration. Figure out
which one serves you at this point in your career; you may find there
is so much in common between them that success in one opens a door
to the other. Eventually they'll become the same game. Ironically,
the master players of both games are interested in creating such fluidity
for you. No master player is interested in seeing either game fold
its tent just yet.
Building a Better Mousetrap
The first game is the older of the two by more
than a century. Power and money are both the means and the end in
this game. For the many players engaged in it, the "new"
idea is to create a digital distribution system that will benefit
those who are currently winning in the film game. It will continue
to feature a highly centralized distribution system, probably utilizing
satellite and fiber optic transmissions to get motion pictures from
a distribution source to many theatres simultaneously. The majors
will eventually agree to a Ôstandard' broadcast format. Through
this Ôstandard' they will extend their authority over the global
marketplace and exert constraints over the terms of play at your local
complex. Theatres will continue to play mostly movies. Little will
change in the advertisement of those movies, but much will change
for the exhibitors who show them. In the end, the distributors will
enjoy a kind of virtual ownership of theatres. This game stems from
the perfectly natural tendency of a successful business system to
use emerging technologies to maximize its traditional advantages.
The film industry has a great and glorious tradition; it shouldn't
be trashed without a thorough examination of the alternatives. It
would in fact be irresponsible to play this game any other way.
The Have-A-Heart Alternative
The second game is all new and all digital. To
some degree, it's still a virtual game being played on the fields
of pro forma concepts, business alliance developments, and finance
negotiations, though very soon it will be moving into actual buildings
and real-time play will begin. The rules are not yet codified and,
in fact, may never be. This game uses informative, not seductive,
advertising to attract its customers. It teaches exhibitors how to
grow strong local markets. It designs theatres for use as community
gathering places, and offers programs that serve the widest range
of constructive interests.
Theatre owners work with distributors to use the efficiencies of digital
communication to create a devoted patronage eager to attend on a weekly
basis. They assure their audiences quality programming and feel personally
involved in and responsible for its selection. Ad campaigns link featured
program materials to related services, travel and learning opportunities,
and personal development. The game-two theatre is a cultural epicenter
and vector for massive amounts of new and exciting information. It
will serve to build and sustain the community that supports it.
The players in this game will do for the motion picture what Apple
and Microsoft have done for information: liberate it for the benefit,
use and enjoyment of the individual. Players use any digital medium
that works for the theatrical patron to make this happen now. They
delightfully report that all the pieces are now available, the board
is laid out and money is on the table.
All the Marbles
While several companies, such as Darkstar Technology, Pixar, Disney,
Reel Image, Qualcomm, Quvis, Apple Computer, and Digital Projection,
Inc. (to name but a few) are deeply committed to creating the technologies
necessary for the equipping of digital theatres, at least two companies
are intensely involved in creating the theatres themselves. Their
plans are to diversify theatre programming and to broaden moviemakers'
access to theatre audiences by encouraging the rapid adoption of
flexible, affordable digital solutions for producers and exhibitors.
These companies are designing an affordable, open architecture system
capable of being used by anyone, large or small, established or
new, to the digital world of theatrical exhibition.
Lightyear Digital Theatre, LTD is working on the development and
construction of new, all-digital theatres. First conceived in early
1994 by its CEO, David Hosler, Lightyear has developed strategic
relationships with world-class technology and equipment providers
to allow it to rapidly deploy its state-of-the-art digital theatre
system. Their business model is based upon a franchise-like arrangement
with local theatre owner/operators. Lightyear will act as a provider
of digital systems, theatre design and construction assistance,
program materials, and marketing support.
Often working in concert with Lightyear and many of the same technology
vendors, Cinema Links is devoting resources gained by two decades
of exhibition experience to its international client base of theater
owners interested in a digital future. While helping these owners
succeed in 35mm exhibition, it is preparing them to flourish in
digital exhibition once they make the changeover. This company is
focused on the development of digital exhibition through the adaptation
of established theatre spaces. It is now preparing the comprehensive
advertising that will be required to promote the diverse digital
offerings already being booked for a few of its clients.
Game One players are promoting the notion that e-cinema is at least
five years away. If you are willing to wait for it to appear under
the film establishment's terms you may have a long wait. It will
take that long for them to figure out "who has their hand on
the button," as one of their top executives recently put it.
Game Two is already underway. And you are invited to play. MM
Part I of this article ran in the April May issue (#38) of MovieMaker.
Greg Melick is a former teacher,
computer programmer, and a 20-year veteran of the motion picture
exhibition industry. He and his partner, Brad Smith, are the principals
of Cinema Links. Greg joined Lightyear Digital Theatre, Ltd in early
1998 as Executive V. P. for Program Development, Acquisition &
Distribution. Please contact him via email at gmelick@gwi.net or
visit Cinema Links' Web site for more information at http://www.cinema-links.com.