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#i really hope this finds its extremely niche target market
hummingbird-games · 1 year
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DEV DIARIES
March 1, 2023
If I rewrite this devlog one more time, I’ll never post it (this is like 2+ weeks late 💩)
Crushed news, basically what y’all are skimming this update for: THE DEMO IS OUT! 
Thank you to everyone who’s already rated and reviewed or just shared! (And please make sure to check out the other entries from the jam!)
Funny story, the plan was to have the full game out for said jam but I am so glad I came to my senses. (The energy reserves have been...depleted.)
Sometime between this post and the last devlog, I lost a lot of steam, so to even have a completed demo is an accomplishment in and of itself. I hope you guys like it and I hope you’ll stick around for the full version in a few months.
I know lots of writers tuck pieces of themselves into whatever they make, and I’m not special. But I feel a stark difference between HSD and Crushed.  Crushed is personal, and as I refine the script and look over the endings, I again hope that my game finds its target audience. It’s even more niche than my first game (set male Black playable character, male Black Love interest, the intentional use of AAVE, set in high school and not for the “adult gaze or consumption”). I’m already terrible at self-marketing, but how does one even advertise this type of story??? I don’t know. FIngers crossed I’ll have a game plan when the game is complete.
Anyhoo, you’re getting the first 7k-ish words, a cameo, a taste of the soundtrack (bless Louie Zong and Astronaut Troy LOL 🙏🏽) and the solved mystery of what the heck I meant by partial voice acting in the demo, so enjoy! 😂
Revisiting the HBG’s 2023 Timeline
I really wanted to participate in another game jam, (OjiJam + Blossom VN jams and the Amare Game festival are all tempting options!!!!!) but I’m also having war flashbacks to last year. I’ve got to slow up. I also considered volunteering to work on a group’s entry, but I’ll be extremely harsh on myself if I have to pull out, and I foresee me having to do so if I don’t chill out now. 
I’ll continue outlining and writing fun things, but anything outside of that is on the backburner while I focus my energy on Crushed. 
Community Shoutouts
I want to get back to doing this in my devlogs, so here we go!
Wraith of Purple Herring Games has a Kickstarter!!! I gushed about the game My Alien Roommate on this blog, but I think it’s best if you download and play the demo and then go support!
.owl of Jellyfish Parade is counting down to the release of Belle Automata!
Core Reviews is building up her brand and becoming an awesome resource for manga, anime, and gaming news!
And for my IF (Interactive Fiction) crowd, A Tale of Crowns got a chapter update!! (I lost my save file around chapter 6 and haven’t gotten around to replaying BUT it’s an amazing game and y’all should give it a chance if you haven’t already)
- Gemini 😁
Next time on Hummingbird Games Updates…
…Speaking of Crushed, ever wonder what the specific inspirations were for the project? Well wonder no more! You’ll soon find out.
…A return of Gem’s Game Gems?? Because just because you didn’t ask for recommendations doesn’t mean you won’t be getting them! (Will that blasted sideblog FINALLY be public???)
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reelbigchip · 3 years
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I know you are, but what am I?
do you ever just. listen to they might be giants. and. y
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shihalyfie · 3 years
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About the Adventure: reboot, the likely reason why it exists, the question of target demographic, and whether I would recommend it or not
I think this reboot has been kind of a strange outlier in terms of Digimon anime in general, in terms of...well, just about everything. I also feel like everything surrounding it has kind of been giving us mixed signals as to what the intent and purpose behind the anime is -- well, besides “cashing in on the Adventure brand”, but looking at it more closely, that might be a bit of an oversimplification.
I’m writing this post because, having seen the entire series to the end for myself and thinking very hard about it and what it was trying to do, I decided to put down my thoughts. This is not meant to be a review of what I think was good and bad, but rather, something that I hope will be helpful to those who might be on the fence about whether they want to watch it or not, or those who don’t want to watch/finish it but are curious about what happened, or those who are curious as to why this reboot even exists in the first place, or even maybe just those who did watch it but are interested in others’ thoughts about it. I'm personally convinced that -- especially in an ever-changing franchise like Digimon -- how much you like a given work is dependent on what your personal tastes are to the very end, and thus it’s helpful to understand what kind of expectations you should go in with if you want to watch something.
With all of this said and done, if you want to go in and best enjoy this series, I think it is best to consider this anime as a distinct Digimon series of its own. The relationship to Adventure is only surface-level, and by that I mean it’s very obvious it’s doing things its own thing deliberately without worrying too much about what prior series did. Of course, I think everyone will have varying feelings about using the Adventure branding for something that really isn't Adventure at all, but we are really talking about an in-name-only affair, and something that’s unabashedly doing whatever it wants. So in other words, if you’re going in expecting Adventure, or anything that really resembles Adventure, you’re setting yourself up for disappointment. But if you’re able to approach it like yet another distinct Digimon series, and the other aspects of it fit your fancy, you’ll probably be able to enjoy it much better. And, conversely, I think it’s also important to remember that this series seems to have a writing philosophy with a fundamentally different goal from most Digimon series, and since it’s understandable for most long-time Digimon fans to have their tastes built on those prior series, it’s fine and completely understandable that this reboot may not be your cup of tea, for reasons that probably don’t actually have much to do with whether it’s an Adventure reboot or not.
There are no spoilers in the following post. (Although I use some emphatic language for the duration for it, these are mostly just my personal thoughts and how I see the series and the overall situation.)
On what exact relationship to Adventure this series has, and why it’s an “Adventure reboot”
If you ask why they did an Adventure reboot, the easiest answer to come up with is “Adventure milking, because it’s profitable”, but that’s kind of an oversimplification of what the issue is. This is especially when you take into account a key fact that official has been very well aware of since as early as 2006: most kids are too young to have seen Adventure, and therefore have no reason to care about it.
That’s the thing: Adventure milking only works so well on today’s children, and Toei and Bandai know this. This is also the reason that the franchise started going through a bit of a “split” starting in around 2012 (after Xros Wars finished airing), when the video game branch started making more active attempts to appeal to the adults’ fanbase with Re:Digitize and Adventure PSP. (Although they were technically still “kids’ games”, they were very obviously aimed at the adults’ audience as a primary “target”.) The generation that grew up with Adventure and other classic Digimon anime was getting older and older, and targeting that audience would require tailoring products more specifically to them -- ultimately culminating in 2015 and the solidification of “very obviously primarily for adults” media in the form of both games (Cyber Sleuth and Next Order) and anime (tri.). Note that Appmon ended up getting its own 3DS game, but since it was targeted at kids, it seems to have been developed by a completely different pipeline/branch from the aforementioned adults’ games, so even that had a split.
So if we want to talk about full-on nostalgia pandering, that’s already being done in the adults’ branch. In fact, Appmon development specifically said that they felt free to not really care about the adults’ audience because that was tri.’s job. Of course, the hardcore Digimon adults’ fanbase is still keeping an eye on the kids’ shows, and it’s good to not upset them -- and, besides, even if we’re all suffering under the hell of capitalism, people who work in kids’ shows still tend to be very passionate about the content and messages they’re showing the kids, so they still put an effort into making good content that adults can enjoy too. But, nevertheless, adults are still the “periphery demographic”, and a kids’ show is not a success if the kids (who have not seen and do not care about Adventure) are not watching it or buying the toys. Appmon ended up being extremely well-received by the adults’ fanbase, but that all meant nothing since the kids didn’t get into it.
Most kids are not super incredibly discerning about so-called writing quality (it’s not like they don’t at least unconsciously know when something is good, but they’re much less likely to be bothered by little things adults are often bothered by), so there’s a certain degree you have to get their attention if you want things to catch on with them. Critical reception does matter a lot more when we talk about the adults’ audience, but for the kids, the more important part is how much you’ve managed to engage them and how much fun they’re having (especially in regards to the toyline). Moreover, there’s the problem of “momentum”; Digimon’s sister shows of PreCure, Kamen Rider, and Super Sentai have sometimes had really poorly performing shows (critically or financially), but have managed to recover it in successive years to avoid getting cancelled. Digimon never managed to get to that point, with sales nearly dropping to half with Tamers and again with Frontier. So in essence, Savers, Xros Wars, and Appmon were all attempts at figuring out what was needed to just get that “kickstart” again -- but things just never lined up for it to work.
So if kids don’t really care about Adventure, why would they do Adventure nostalgia pandering? The answer is one that official has actually openly stated multiple times: they want to have parents watch it together with their children. Both Seki and Kinoshita said this in regards to watching the reaction to Kizuna, and it was also stated outright as a goal for the reboot, but, believe it or not, there’s reports of this having been stated back as early as Savers (followed by an admission that maybe 2006 was a little too early for people who grew up with Adventure to be old enough to have their own kids). So the little nostalgia references in Savers, Xros Wars, and Appmon aren't really meant to magically turn the series into Adventure as much as they’re supposed to be flags waved at the parents to get them to pay attention, so that they can introduce their kids to Digimon and watch it together with them, until the kids eventually take an interest on their own and they don’t need to rely on that kind of standby as much. (I say “as much” because of course PreCure, Rider, and Sentai all are still very indulgent in their anniversary references, but they’re not nearly as reliant on it to the point of life-and-death.)
This is also why Kizuna’s existence and release date two months prior to the reboot is a huge factor in this. The reason tri. wouldn’t have done it is that it never actually reached a properly “mainstream” audience. It’s a huge reason I keep emphasizing the fact that tri. and Kizuna are two separate things with completely different production and release formats, because tri. being a limited OVA screening released in six parts over three years means that, although it was a moderate financial success that did better than the franchise’s other niche products, in the end, it didn’t actually reach the “extremely casual” audience very well. We, as the “hardcore Internet fanbase”, all know people who watched all six parts, and the difference between tri. and Kizuna’s release formats doesn’t hit us as hard because of international distribution circumstances, but even on our end, if you talk to your casual friends who barely remember anything about Digimon except what they saw on TV twenty years ago, you will almost never find anyone who got past Part 1, maybe 2 at most. (That’s before we even get into the part where a good chunk of them got turned off at the character design stage for being too different.) Sticking with a full six-part series over three years is a commitment, and if you’re not someone with a certain level of loyalty to the franchise, you aren’t as likely to put aside the time for it!
Kizuna, on the other hand, was a full-on theatrical movie with full marketing campaign that was aimed at that extremely casual mainstream audience, including a lot of people who hadn’t even heard of tri. (due to it being too niche) or hadn’t bothered to commit to watching something so long, and thus managed to “hype up” a lot of adults and get them in a Digimon mood. (Critical reception issues aside, this is also presumably a huge reason Kizuna isn’t all that reliant on tri.’s plot; Adventure and 02 both averaged at around 11% of the country watching it when it first aired, but the number of people who even saw tri. much less know what happened in it is significantly lower, so while you can appeal to a lot of people if you’re just targeting the 11%, you'll lock them out if you’re overly reliant on stuff a lot of them will have never seen in the first place.) We’re talking the kind of super-casual who sees a poster for Kizuna, goes “oh I remember Digimon!”, casually buys a ticket for the movie, likes it because it has characters they remember and the story is feelsy, and then two months later an anime that looks like the Digimon they recognize is on Fuji TV, resulting in them convincing their kid to watch it together with them because they’re in a Digimon mood now, even though the actual contents of the anime are substantially different from the original.
So, looking back at the reboot:
There’s a huge, huge, huge implication that the choice to use Adventure branding was at least partially to get Fuji TV to let them have their old timeslot back. Neither Xros Wars nor Appmon were able to be on that old timeslot, presumably because Fuji TV had serious doubts about their profitability (perhaps after seeing Savers not do very well). This isn’t something that hits as hard for us outside Japan who don’t have to feel the impact of this anyway, but it’s kind of a problem if kids don’t even get the opportunity to watch the show in the first place. While there’s been a general trend of moving to video-on-demand to the point TV ratings don’t really have as much impact as they used to, I mean...it sure beats 6:30 in the morning, goodness. (Note that a big reason PreCure, Rider, and Sentai are able to enjoy the comfortable positions they’re in is that they have a very luxurious 8:30-10 AM Sunday block on TV Asahi dedicated to them.)
Since we’re talking about “the casual mainstream”, this means that this kind of ploy only works with something where a casual person passing by can see names and faces and take an interest. This is why it has to be Adventure, not 02 or Tamers or whatnot; 02 may have had roughly similar TV ratings to Adventure and fairly close sales figures back in 2000, but the actual pop culture notability disparity in this day and age is humongous (think about the difference in pop culture awareness between Butter-Fly and Target). 02, Tamers, and all can do enough to carry “adults’ fandom” products and merch sales at DigiFes, and the adults’ branch of the franchise in general, but appealing to the average adult buying toys for the kids is a huge difference, and a big reason that, even if they’re clearly starting to acknowledge more of the non-Adventure series these days, it’s still hard to believe they’re going to go as far as rebooting anything past Adventure -- or, more accurately, hard to believe they’ll be able to get the same impact using names and faces alone.
This advertising with the Adventure brand goes beyond just the anime -- we’re talking about the toyline that has the involved character faces plastered on them, plus all of the ventures surrounding them that Bandai pretty obviously carefully timed to coincide with this. One particularly big factor is the card game, which is doing really, really well right now, to the point it’s even started gaining an audience among people who weren’t originally Digimon fans. Part of it is because the game’s design is actually very good and newcomer-friendly, but also...nearly every set since the beginning came with reboot-themed Tamer Cards, which means that, yes, those cards with the Adventure names and faces were helping lure people into taking an interest in the game. Right now, the game is doing so well and has gained such a good reputation that it probably doesn’t need that crutch anymore to keep going as long as the game remains well-maintained, but I have no doubt the initial “Adventure” branding was what helped it take off, and its success is most likely a huge pillar sustaining the franchise at the current moment.
Speaking of merch and toys, if you look closely, you might notice that Bandai decided to go much, much more aggressively into the toy market with this venture than they ever did with Savers, Xros Wars, or Appmon (Appmon was probably the most aggressive attempt out of said three). They put out a lot more merch and did a lot more collaborative events to engage the parents and children, and, presumably, the reason they were able to do this was because they were able to push into those outlets with the confidence the Adventure brand would let them be accepted (much like with Fuji TV). Like with the card game, the important part was getting their “foot in the door” so that even if it stopped being Adventure after a fashion, they’d still have all of those merchandising outlets -- after all, one of the first hints we ever got of Ghost Game’s existence was a July product listing for its products replacing the reboot’s in a gachapon set, so we actually have evidence of certain product pipelines being opened by the reboot’s precedent. (The word 後番組 literally means “the TV program that comes after”, so it’s pretty obvious this was intended for Ghost Game; in other words, the reboot’s existence helped ensure there be a “reservation” for this kind of product to be made.)
I think one important thing to keep in mind is that Toei and Bandai have as much of a stake in avoiding rehashing for their kids’ franchises as we do. Even if you look at this from a purely capitalistic perspective, because of how fast the “turnover” is for the kids’ audience, sustaining a franchise for a long time off rehashing the same thing over and over is hard, and even moreso when it involves a twenty-year-old anime that said kids don’t even know or remember. Ask around about popular long-running Japanese kids’ franchises and you’ll notice they practically rely on being able to comfortably change things up every so often, like PreCure/Rider/Sentai shuffling every year, or Yu-Gi-Oh! having a rotation of different series and concepts, or the struggles that franchises that don’t do this have to deal with. And, after all, for all people are cynical about Toei continuing to milk Adventure or any of the other older series at every opportunity, as far as the kids’ branch of the franchise goes, this is only capable of lasting to a certain extent; if they tried keeping this up too long, even the adults and kids would get bored, and there is some point it’ll be easier to try and make products directly targeted at the kids’ audience instead of having to rely on the parents to ease them into it.
So it’s completely understandable that the moment they secured a proper audience with the reboot and finished up their first series with this, they decided to take the risk with Ghost Game right after. And considering all that’s happened, this is still a risk -- they’re changing up a lot (even if not as much as Appmon), and there’s a chance that the audience they’ve gathered is going to shoot down again because they’ve changed so much and they no longer have the Adventure branding as a “crutch” to use -- but they’re taking it anyway instead of going for something at least slightly more conventional.
Which means that, yes, there’s a possibility this will all explode in their face, because the Adventure branding is that huge of a card they’re about to lose. But at the very, very least, Ghost Game is coming in with the “momentum” and advantage that Savers, Xros Wars, and Appmon all didn’t have: a brand currently in the stage of recovery, all of the merchandising and collaborative pipelines the reboot and Kizuna opened up, a fairly good timeslot, and a premise somewhat more conventional than Xros Wars and Appmon (I’m saying this as someone who likes both: their marketing definitely did not do them many favors). There are still a lot of risks it’s playing here, and it’s possible it won’t be the end of more Adventure or reboot brand usage to try to keep that momentum up even as we go into Ghost Game, but it’s the first time in a long while we’ve had something to stand on.
Okay, so that’s out of the way. But the end result is that we now have 67 episodes of an Adventure “reboot” that actually doesn’t even resemble Adventure that much at all, which seems to have achieved its goal of flagging down attention so it can finally going back to trying new things. This series exists, we can’t do anything about the fact it exists, the period where its own financial performance actually mattered is coming to an end anyway, and we, as a fanbase of adults hanging out on the Internet keeping up with the franchise as a whole, have to figure out how each of us feels about this. So what of it?
About the contents of the reboot itself
One thing I feel hasn’t been brought up as a potential topic very much (or, at least, not as much as I feel like it probably should be) is that the reboot seems to be actively aimed at a younger target audience than the original Adventure. It hasn’t been stated outright, but we actually have quite a bit of evidence pointing towards this.
Let’s take a moment and discuss what it even means to have a different target audience. When you’re a kid, even one or two years’ difference is a big deal, and while things vary from kid to kid, generally speaking, it helps to have an idea of what your “overall goal” is when targeting a certain age group, since at some point you have to approximate the interests of some thousands of children. Traditionally, Digimon has been aimed at preteens (10-11 year olds); of course, many will testify to having seen the series at a younger age than that, but the "main” intended target demographic was in this arena. (Also, keep in mind that this is an average; a show aimed at 10-11 year olds could be said to be more broadly aimed at 7-13 year olds, whereas one aimed at 7-8 year olds would be more broadly aimed at something like 5-10 year olds.) Let’s talk a bit about what distinguishes children’s shows (especially Japanese kids’ shows) between this “preteen demographic” and things aimed at a much younger audience (which I’ll call “young child demographic”, something like the 7-8 year old arena):
With children who are sufficiently young, it’s much, much more difficult to ensure that a child of that age will be able to consistently watch TV at the same hour every week instead of being subject to more variable schedules, often set by their parents, meaning that it becomes much more difficult to have a series that relies on you having seen almost every episode to know what’s going on. For somewhat older kids, they’re more likely to be able to pick and pursue their own preferences (the usual “got up early every week for this show”). This means that shows targeted at a young child demographic will be more likely to be episodic, or at least not have a complex dramatic narrative that requires following the full story, whereas shows targeted at a preteen audience are more willing to have a dramatic narrative with higher complexity. This does not mean by any shake of the imagination that a narrative is incapable of having any kind of depth or nuance -- the reboot’s timeslot predecessor GeGeGe no Kitaro got glowing��reviews all over the board for being an episodic story with tons of depth -- nor that characters can’t slowly develop over the course of the show. But it does raise the bar significantly, especially because it prevents you from making episodes that require you to know what happened in previous ones.
The thing is, the original Adventure and the older Digimon series in general didn’t have to worry about this, and, beyond the fact that their narratives very obviously were not episodic, we actually have concrete evidence of the disparity: Digimon has often been said to be a franchise for “the kids who graduated from (outgrew) a certain other monster series”. Obviously, they’re referring to Pokémon -- which does have the much younger target demographic. That’s why its anime is significantly more episodic and less overall plot-oriented, and Digimon wasn’t entirely meant to be a direct competitor to it; rather, it was hoping to pick up the preteens who’d enjoyed Pokémon at a younger age but were now looking for something more catered to them. This is also why, when Yo-kai Watch came into the game in 2014, that was considered such a huge direct competitor to Pokémon, because it was aiming for that exact same demographic, complete with episodic anime. When Yo-kai Watch moved to its Shadowside branch in 2017, it was specifically because they had concerns about losing audience and wanted to appeal to the kids who had been watching the original series, but since they were preteens now, they adopted a more dramatic and emotionally complex narrative that would appeal to that audience instead. So you can actually see the shift in attempted target demographic in real time.
Adventure through Frontier were aimed at 10-11 year olds, and here’s the interesting part: those series had the protagonists hover around the age of said target audience. We actually have it on record that Frontier had a direct attempt to keep most of the kids as fifth-graders for the sake of appealing to the audience, and so that it would be relatable to them. You can also see this policy of “matching the target audience’s age” in other series at the time; Digimon’s sister series Ojamajo Doremi (also produced by Seki) centered around eight-year-olds. Nor was Seki the only one to do this; stepping outside Toei for a bit, Medabots/Medarot had its protagonist Ikki be ten years old, much like Digimon protagonists, and the narrative was similarly dramatic. The thing is, that’s not how it usually works, and that’s especially not really been how it’s worked for the majority of kids’ series since the mid-2000s. In general, and especially now, it’s usually common to have the protagonists of children’s media be slightly older than the target age group. This has a lot of reasons behind it -- partially because kids are looking to have slightly older characters as a model for what to follow in their immediate future, and partially because “the things you want to teach the kids” are often more realistically reflected if the kids on screen have the right level of independence and capacity for emotional contemplation. Case in point: while everyone agrees the Adventure through Frontier characters are quite relatable, it’s a common criticism that the level of emotional insight sometimes pushes the boundary of what’s actually believable for 10-11 year olds...
...which is presumably why, with the exception of this reboot, every Digimon TV series since, as of this writing, started shifting to middle school students. That doesn’t mean they’re aiming the series at middle school kids now, especially because real-life 13-15 year olds are usually at the stage where they pretend they’ve outgrown kids’ shows (after all, that’s why there’s a whole term for “middle school second year syndrome”), but more that the narrative that they want to tell is best reflected by kids of that age, especially when we’re talking characters meant to represent children from the real world and not near-immortal youkai like Kitaro. In fact, the Appmon staff outright said that Haru was placed in middle school because the story needed that level of independence and emotional sensitivity, which is interesting to consider in light of the fact that Appmon’s emotional drama is basically on par with that of Adventure through Frontier’s. So in other words, the kind of high-level drama endemic to Adventure through Frontier is would actually normally be more on par with what you’d expect for kids of Haru’s age.
But at this point, the franchise is at a point of desperation, and you can see that, as I said earlier, Appmon was blatantly trying to be one of those “have its cake and eat it too” series by having possibly one of the franchise’s most dramatic storylines while also having some of the most unsubtle catchphrases and bright colors it has to offer. Moreover, one thing you might notice if you look closely at Appmon: most of its episodes are self-contained. Only a very small handful of episodes are actively dependent on understanding what happened in prior episodes to understand the conflict going on in the current one -- it’s just very cleverly structured in a way you don’t really notice this as easily. So as you can see, the more desperate the franchise has gotten to get its kids’ audience back, the more it has to be able to grab the younger demographic and not lock them out as much as possible -- which means that it has to do things that the original series didn’t have to worry about at all.
Having seen the reboot myself, I can say that it checks off a lot of what you might expect if you tried to repurpose something based on Adventure (and only vaguely based on it, really) into a more episodic story that doesn’t require you to follow the whole thing, and that it has to break down its story into easy-to-follow bits. In fact, there were times where I actually felt like it gave me the vibes of an educational show that would usually be expected for this demographic, such as repeated use of slogans or fun catchphrases for young kids to join in on. That alone means that even if the “base premise” is similar to the original Adventure, this already necessitates a lot of things that have to be very different, because Adventure really cannot be called episodic no matter how you slice it.
Not only that, even though the target audience consideration has yet to be outright stated, we also have interviews on hand that made it very clear, from the very beginning, what their goals with the reboot were: they wanted the kids to be able to enjoy a story of otherworldly exploration during the pandemic, they wanted cool action sequences, and they wanted to get the adults curious about what might be different from the original. Note that last part: they actively wanted this series to be different from the original, because the differences would engage parents in spotting the differences, and the third episode practically even goes out of its way to lay that message down by taking the kids to a familiar summer camp, only to have it pass without incident and go “ha, you thought, but nope!” Moreover -- this is the key part -- “surprising” people who were coming from the original series was a deliberate goal they had from the very beginning. They’ve stated this outright -- they knew older fans were watching this! They were not remotely shy about stating that they wanted to surprise returning viewers with unexpected things! They even implied that they wanted it to be a fun experience for older watchers to see what was different and what wasn’t -- basically, it’s a new show for their kids who never saw the original Adventure, while the parents are entertained by a very different take on something that seems ostensibly familiar. 
On top of that, the head writer directly cited V-Tamer as an influence -- and if you know anything about V-Tamer, it’s really not that much of a character narrative compared to what we usually know of Digimon anime, and is mostly known for its battle tactics and action sequences (but in manga form). In other words, we have a Digimon anime series that, from day one, was deliberately made to have a writing philosophy and goal that was absolutely not intended to be like Adventure -- or any Digimon TV anime up to this point -- in any way. And that’s a huge shock for us as veterans, who have developed our tastes and expectations based on up to seven series of Digimon that were absolutely not like this at all. But for all it's worth, the circumstances surrounding its production and intent don't seem to quite line up with what the most common accusations against it are:
That it’s a rehash of Adventure: It really isn’t. It’s also blatantly apparent it has no intention of being so. The points that are in common: the character names and rough character designs, some very minimal profile details for said characters, Devimon having any particular foil position to Angemon, the use of Crests to represent personal growth, the premise of being in the Digital World and...that’s it! Once those points are aside, it’s really hard to say that the series resembles Adventure any more than Frontier or Xros Wars resembles Adventure (which are also “trapped in another world” narratives) -- actually, there are times the series resembles those two more than the original Adventure, which many have been quick to point out. The majority of things you can make any kind of comparison to basically drop off by the end of the first quarter or so, and trying to force a correlation is basically just that: you’d have to try forcing the comparison. The plot, writing style, and even the lineup of enemies shown just go in a completely different direction after that. So in the end, the base similarities can be said to be a marketing thing; if I want to criticize this series, I don’t think “lack of creativity” would actually be something I would criticize it for. (Of course, you’re still welcome to not be a huge fan of how they’re still guilty of using Adventure’s name value to market something that is not actually Adventure. We’re all gonna have mixed feelings on that one.)
That they don’t understand or remember Adventure’s appeal: Unlikely. All of the main staff has worked on character-based narratives before, which have been very well-praised while we’re at it. The producer, Sakurada Hiroyuki, was an assistant producer on the original series, and I would like to believe he probably remembers at least a thing or two about what they were doing with the original series...but, also, he’s the producer of Xros Wars, which definitely had its own individuality and style, and, moreover, was more of a character narrative that people generally tend to expect from Digimon anime. (Still a bit unconventional, and it has its own questions of personal taste, but a lot of people have also pointed out that this reboot has a lot in common with Xros Wars in terms of its writing tone and its emphasis on developing Digital World resident Digimon moreso than the human characters.) All signs point to the idea they could make a character narrative like Adventure if they really wanted to. It’s just, they don’t want to do that with this reboot, so they didn’t.
That they misinterpreted or misremembered the Adventure characters: There’s been accusations of said characters being written in a way that implies misinterpretation or lack of understanding of the original characters, but the thing is, while I definitely agree they have nowhere near the depth of the original ones, there are points that seem to be deliberate changes. (At some points, they’re actually opposites of the original, and certain things that operate as some very obscure references -- for instance, Sora complaining about having to sit in seiza -- seem to also be deliberate statements of going in a different direction.) The lack of human character depth or backstory doesn’t seem to be out of negligence, but rather that this story doesn’t want to be a character narrative to begin with -- after all, we’re used to seven series of Digimon that are, but there are many, many kids’ anime, or even stories in general, where the story is more about plot or action than it is completely unpacking all of its characters’ heads. In this case, this reboot does seem to have characters that are taking cues from or are “inspired by” the original, but, after all, it’s an alternate universe and has no obligation to adhere to the original characters’ backgrounds, so it stands to reason that it’d take liberties whenever it wanted. (Again, the head writer outright stated that he based the reboot’s Taichi more on V-Tamer Taichi than the original Adventure anime Taichi. He knows there’s a difference!) Even more intriguingly, the series actually avoids certain things that are common misconceptions or pigeonholes that would normally be done by the mainstream -- for instance, the Crest of Light (infamously one of the more abstract ones in the narrative) is fully consistent with Adventure’s definition of it as “the power of life”, and, if I dare say so myself, Koushirou’s characterization (emphasizing his relationship with “knowledge” and his natural shyness) arguably resembles the original far more than most common fan reductions of his character that overemphasize his computer skills over his personal aptitude. In other words, I think the staff does know what happened in the original Adventure -- they just actively don’t want to do what Adventure did, even if it’s ostensibly a reboot.
That it’s soulless or that there’s no passion in its creation: Well, this is subjective, and in the end I’m not a member of the staff to tell you anything for sure, but there are definitely a lot of things in this anime that don’t seem like they’d be the byproduct of uninspired creation or lack of passion. It’s just that those things are all not the kinds of things that we, as Digimon veterans, have come to develop a taste for and appreciate in Digimon anime. That is to say, there is an incredible amount of thought and detail put into representing Digimon null canon (i.e. representing special attacks and mechanics), the action sequences are shockingly well-animated in ways that put most prior Digimon anime to shame, and the series has practically been making an obvious attempt to show off as many Digimon (creatures) that haven’t traditionally gotten good franchise representation as they can. Or sometimes really obscure “meta fanservice” references that only make sense to the really, really, really, really hardcore longtime Digimon fan (for instance, having an episode centered around Takeru and Opossummon, because Takeru’s voice actress Han Megumi voiced Airu in Xros Wars). If you follow any of the animators on Twitter, they seem to be really actively proud of their work on it, and franchise creators Volcano Ota and Watanabe Kenji seem to be enjoying themselves every week...so basically, we definitely have creators passionate about having fun with this, it’s just that all of it is being channeled here, not the character writing.
So in the end, you can basically see that this series is basically the epitome of desperately pulling out all of the stops to make sure this series lands with the actual target demographic of children, dammit, and gets them into appreciating how cool these fighting monsters are and how cool it would be if they stuck with them even into a series that’s not Adventure. The Adventure branding and names to lure in the parents, the straightforward and easy-to-understand action-oriented narrative so that kids will think everything is awesome and that they’ll like it even when the story changes, and the merchandise and collab events booked everywhere so that they can all be reused for the next series too...because, remember, they failed with that during Savers, Xros Wars, and Appmon (I mean, goodness, you kind of have to admire their persistence, because a ton of other kids’ franchises failing this many times would have given up by now), so it’s a bit unsurprising that they went all the way to get the kids’ attention at the expense of a lot of things that would attract veterans, especially since the veterans already have a well-developed adults’ pipeline to cater to them. This does also mean that this series is more likely to come off as a 67-episode toy commercial than any previous Digimon series, but it’s not even really the toys as much as they’re trying to sell the entire franchise and the actual monsters in the hopes that they’ll stick with it even when the narrative changes.
Nevertheless, here we are. The series is over. Ghost Game -- which, as of this writing, is looking to be much more of a conventional Digimon narrative, complete with older cast, obviously more dramatic atmosphere, and pretty much everything surrounding its PR -- is on its way, presumably thanks to the success of this endeavor. It’s hard to gauge it; we have it on record that they also intend it to be episodic, but remember that this doesn’t necessarily prevent it from having an overall dramatic plot or nuanced drama (especially since the abovementioned Appmon and Kitaro were perfectly capable of pulling off this balance). Nevertheless, it seems to be a lot more of the conventional kind of Digimon narrative we usually expect, so, as for us, adult long-time fans of the Digimon franchise (many of whom don’t have kids anyway), what exactly should we make of this? Well, as far as “supporting the franchise” goes, you’ll get much more progress supporting Ghost Game than the reboot; I highly doubt view counts and merch sales relative to an already-finished series will do nearly as much for the franchise’s health as much as the currently airing series, and, besides, it’d probably do us all a favor to support the endeavor that’s actually new and fresh. So when it comes to a “past” series like this, it’s all just going to come down to a question of personal preference and taste: is this a series you, personally, want to watch, and would you find it entertaining?
For some of you, it’s possible that it just won’t be your cup of tea at all -- and since, like I said, the majority of us here have based our expectations and preferences on up to seven series of Digimon that were not like this, that’s also perfectly fine, and in that case I don’t actually recommend you watch this. Of course, I’ve never thought that it was ever fair to expect a Digimon fan to have seen all of the series released to date; the more series we get, the more inhumane of a demand that’ll become, and I think this franchise becoming successful enough to have so many series that most people won’t have seen it all is a good thing. (It’s actually kind of alarming that the percentage of people who have seen it all is so high, because it means the franchise has failed to get much of an audience beyond comparatively hardcore people who committed to it all the way.) But I think, especially in this case, with a series for which adult fans like us were probably lowest on the priority list due to the sheer amount of desperation going on here, it’s fine to skip it, and if you’re someone who lives by a need for character depth or emotionally riveting narrative, the fact this series is (very unabashedly and unashamedly) mostly comprised of episodic stories and action sequences means you won’t have missed much and probably won’t feel too left out of any conversations going forward. That’s before we even get into the part where it’s still completely understandable to potentially have mixed feelings or resentment about the overuse of the Adventure brand for something like this, especially if Adventure is a particularly important series to you.
But for some of you out there, it might still be something you can enjoy on its own merits. I’ve seen people who were disappointed by the limited degree of Digimon action sequences in the past or the fact that the series has gotten overly fixated on humans, and had an absolute ball with the reboot because it finally got to represent parts of the franchise they felt hadn’t been shown off as well. “Fun” is a perfectly valid reason to enjoy something. It’s also perfectly possible to be someone who can enjoy character narratives like the prior Digimon series but also enjoy something that’s more for being outlandish and fun and has cool Digital World concepts and visuals -- and, like I said, it does not let up on that latter aspect at all, so there’s actually potential for a huge feast in that regard. I think as long as you don’t expect it to be a character narrative like Adventure -- which will only set you up for disappointment, because it’s not (and made very clear since even the earliest episodes and interviews that it had no intention of being one) -- it’s very possible to enjoy it for what it is, and for what it does uniquely.
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bcanetwork · 3 years
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BCA NFTalk Vol.3|Art Blocks NFTs’ Imagination
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Guest Speakers:Host ArthurLou BCA Co-Founder丨Vulcan DAO GP(简称A)
Zero Chen NFT Consultant of FTChinese.com(简称C)
Ting Song AI and Blockchain Artist丨IOAC Asia Ambassador(简称S)
Hesiod 「Theogo NFT Observer」Chief Editor (简称H)
Nico Yang VulcanDAO GP(简称Y)
Background: It's been a few months of a mini-bull market for NFT collectibles, which the frenzied sales of CryptoPunks have pushed up in recent days. In addition, Art Blocks, as a generative art segment, topped the 7-day trading volume list strongly, ranking first with The Art Blocks segment was ranked fifth overall with $498 million. These three segments - avatars, generative art, and solo editions - make up a solid JPEG Summer. In this context, we invite four guests to chat about the NFT imagination beyond Punk.
01
Host A: What do you think of the macro reasons for this 2021 Summer rampage? Share some of the recent Punk-like replica disc projects and NFT collecting tips that you've been following.
C: It's not very surprising that Punk is on fire; its holders or investors/collectors who are bullish think it should be higher priced. Its broken circle has become more apparent, and this mini-bull market is a spurt of an accumulation from the entire NFT market that preceded it. Social subcultures and aesthetic psychology drive NFT and trendy fashion, so its rise and fall may be very different from how technology has evolved and popularised. Compared to traditional art and traditional collecting, this wave in the crypto world should be just beginning. If CryptoPunks do become digital antiques, I believe they will be worth much more than that in the future.
Y: Until 2021, it will be difficult for digital content creators to get their work recognized by the market and to cash in without relying on big institutions with a centralized approach. The breaking of the circle in media and the entrance of money brought by the wealth creation effect have greatly refreshed the perception of digital content. Echoing what Che Guevara once said, "After we leave, they build you schools and hospitals, not because they have shown great mercy, but because we came."
The identity that comes with NFT is only really felt when it is held. The purpose is different, and the logic of buying and collecting can be very different. A scarce NFT is a status symbol in itself.
S: Compared to the art market, which is repeatedly tested and scrutinized by connoisseurs from different perspectives, there is a sizeable speculative bubble in the English-speaking community on Ethereum. A lot of this bubble is in cultural content and projects that lack culture can be short-lived. The works that I want to keep inside my wallet for a long time are the ones that I will be happy to look at even ten years from now.
In this JPEG Summer, I strongly feel that it is similar to 1CO at the end of 17, where all aspects of blockchain project parties were active, but the market turned cold after 18 years. A successful crypto art series is also a successful cultural product that combines technology and art.
Punk is Punk in the same way that an asteroid hitting the earth is hard to replicate, and special times happen like this. How do you ambush the next Punk? 1. Is there innovation? 2. Is the seed community very geeky? 3. Is it a historical level under the megatrend? 4. Can the team continue to do it? 5. are the institutional holders coming in at the middle stage good enough to drive the project forward? 6. can it create a cultural resonance in the circle? These are all worth exploring.
Regarding collection investment strategies, I am very much focused on niche artists from developing countries, especially those with a pure art background or a very pioneering sense of creativity in the contemporary art field and those who respect the blockchain spirit of the blockchain community.
Moderator A: Each Trader (trader) has a different investment strategy, and each person has limited energy to focus on one vertical track. Suppose one is easily influenced by the market and forcibly changes his investment strategy. In that case, it is scary for a Trader, which is equivalent to the whole cognitive system having to be reconstructed.
H: The cost of a physical painting is not high, but it can be sold for hundreds of millions. Therefore, the value of a work does not lie in its materials or cost. Its physical price does not determine the value of Jpeg. In the structure of the blockchain market, Crypto Punks, Art Blocks, and BAYC represent the three dimensions that can be found in the NFT market. Crypto Punks starts from a programmer and is driven by technology; the monkey BAYC is community-driven. The blockchain community may be The base for the survival of the future blockchain; Art Blocks enter from artistic creativity.
From the perspective of social governance, Token is an institutional symbol. Mature NFT projects must create a field and a way of existence, and a variety of hobbies professional life corresponds to the current needs of various communities. I don't see it as a speculative target but rather as a script for building a kind of Metaverse called the respective Metaverse, whose development depends on the evolution of the community.
02
Moderator A: The more successful 10K projects have a cultural tribe behind them, and the ethos can be very different from project to project. How do you see Art Blocks as a clear stream with awe-inspiring numbers? How do you see it breaking out and the appreciation and valuation insights into generative art as a discipline?
S: The group of projects in NFT that are particularly speculative and not culturally good enough are like passing clouds and won't be in the prosperous state they are today when the market is in a bad mood. But two things are sure to go a long way: firstly, good cultural content is never speculative. But anything that has an innovative aesthetic or interest that strikes a chord is not entirely speculative and has its own commercial identity quite typically. The second point, the trend towards avatars and social identities, is unstoppable.
I am very bullish on generative art. Behind it is a respect and exploration of the mathematical logic behind information technology. The methods used are engineering in nature and reflect the cultural identity of a group of people.
C: Generative art started with computer technology and continued until this wave of artificial intelligence, more precisely the application of convolutional neural networks, entered the aesthetic vision of the masses, with a low correlation to the market price of generative artworks. In the past, the general aesthetics of popular art did not break through the traditional class texture (strong mediated aesthetic vision), the blockchain market changed this law, and the same thing is now entering the NFT art collectibles market.
H: NFT is a fuse to the art market, not a monopoly on art history. When the financial operation goes to an extreme, it is decoupled from the actual value creator. Although Art Blocks has a centralized organizer, it is isomorphic with the state-of-the-art community. Generative art will present different visual effects depending on the materials used. With the rapid development of technology and speculation, it is possible to join the first-line NFT.
Y: Art Blocks is the same thing as the explosion of CryptoPunks. Looking at the top 20 Crypto Punks holdings, the most intuitive data is that there is a very high degree of overlap with the big Art Blocks accounts, with the smallest of these holdings holding more than 50 Art Block NFTs.
More generally, a large percentage of the first blockchain explorers to make a large fortune were programmers. The culture that Art Blocks carries is precisely an aesthetically pleasing phenomenon from a programmer's perspective.
Any art form first evolved from technology, and the value of NFT relies on the programmer-led blockchain revolution to provide sufficient wealth to support it. Crypto Punks represent a new class of people, the last piece of the puzzle in internet development.
03
A: The bigger the wave, the further back you look; what should be the kind of work that can be called classic or digital antiques? What is the view on the future of NFT?
C: If we look at this from a long-term perspective, three points need to be considered. Firstly, there is a characteristic of any cultural investment product that performs more similarly to financial assets in a bull market and can be less liquid than financial assets in a bear market, with a liquidity black hole. Classic core assets can find counterparties no matter when they are traded. Broad consensus and acceptance are the hallmarks of traditional investments, and a sense of scarcity and value is formed over a long period.
Secondly, whether crypto art or generative art, continuing to move forward requires special attention to fit in with other cultural and sub-cultural trends, the spirit of the times.
Thirdly, the artist is a profession, not an inoffensive one. One might as well consider the NFT market giving artists such opportunities as a form of nourishment. If it does not produce investment returns, it is still making its contribution to the art market.
H: I encourage artists to get involved in art that may not be very romantic because there is a massive demand for essential art waiting there. A good NFT project is hardly successful without the creation of artists, and NFT offers a vast blue ocean for artists. Calmness is always within one's heart, maintaining a sense of rationality in the course of a bear or bull market, no matter how noisy it may be.
Host's summary: Since I entered this track myself, there are still times of anxiety and confusion, but things are still in the making. I hope that I can do something genuinely long-term like the four excellent teachers.
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off-off-off · 4 years
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how to Establish an Invention Business Plan for Success
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An effective Invention Service Strategy is an inventor's ideal tool for effectively navigating with the invention procedure. As a seasoned capitalist, I have learned that an idea is not perceived as a feasible organization opportunity up until it can be effectively communicated on paper (or any other readable style). Despite exactly how terrific your idea is, many people expect that you have it jotted down. When I was new to creating, I had no concept of what that implied. I searched around however really did not discover any universal layout for recording my ideas.
When sending my concepts to invention pursues, certifying representatives, manufacturers, retailers, engineers, as well as the patent office, I was asked various sorts of inquiries. The questions varied from "What issue does it resolve?" to concerns that required substantial study such as "That is your target market?"
The good news is, with my entrepreneurial history and experience writing organization proposals, I was extremely accustomed to addressing such questions. Consequently, to save time, I determined to settle all of these inquiries into a universal format that could be used and/or adjusted for any type of target market within the invention process.
In this article, I talk about how to develop a versatile yet compelling company strategy for developers and their inventions. By sharing my insights as well as instances, I hope to assist innovators like you develop your material to properly interact and also present your invention to the several various customers within the invention procedure.
The Significance
An Invention Service Plan is a reliable interaction tool for giving a clear and also concrete summary of your invention while communicating its viability and also value. It tells a detailed story regarding your invention including what it is, how it functions and why your invention is a credible organization chance. It can generally be referred to as an arranged all-in-one depository of whatever you know or have found out about your invention. It includes every angle concerning your invention to be used as a referral point for the development and/or entry of audience-specific demands. Having a wide audience range permits it to be used as a collection of information that can then be customized or readjusted according to the target market in which it offers.
You can also find out more advice: https://www.macobserver.com/why-turn-to-inventhelp-with-your-tech-invention-idea/
Invention Business Strategy Instance: The Main Elements
You will be surprised exactly how numerous different questions will certainly be asked concerning your invention. Thus, the elements and material of your strategy need to be both detailed (i.e. can answer most inquiries concerning your invention) and also adaptable (i.e. can be conveniently customized) for a particular use or target market.
Short Summary: A summary (1-3 sentences) of what your invention is (name), what it does, and how it serves.
Abstract: A basic description of your invention, its market, and also its benefits. Include the target market, just how your invention resolves a problem, or exactly how it works to your market.
Fit: How does your invention fit right into an existing store or producer's product mix? Key selling benefits may include up-sell possibility, a rack attention-getter, ingenious disruptive high qualities, and/or fills up an underserved market specific niche. Consumer advantages may consist of simplicity, the convenience of use, automates a hand-operated job, saves time and steps, and/or addresses an existing unmet requirement.
Detailed Summary: This is where you explain the main parts or components that make up your invention, how your invention works or what it does, its main attributes, and also technique or intent of usage. Examples of main features may include dishwasher secure, automated capability, simplicity of use, and so on.
Suggested Retail Price: If the invention integrates the task of two or more existing products on the market, offer the price of utilizing those items individually and also after that demonstrate just how your invention is priced such that it saves the consumer time and also cash. Whereas your invention, the food processor, is priced less than all of those things incorporated, plus you have the included worth of ease and time cost savings.
Approximated Manufacturing Expense: The perfect situation is to acquire makers to get a price quote of just how much it would cost to build your invention. If your suggested retail cost is $80, then your Estimated Production Expense is $20.
Estimated Manufacturing Cost: Describe exactly how your invention is far better than existing items. What are the defects or failures of existing items and also how does your invention fix those issues? Utilizing the food cpu invention as an instance, you would certainly say currently it takes 20 minutes to reduce veggies for supper utilizing typical methods (blades and cutting board).
What Makes It Cutting-edge: How does your invention stand-out or exactly how is it better than existing items or standard methods? For instance, the food mill conserves users' time, cash, steps, and also cooking area mess in the cooking procedure. Since there is no demand to make use of multiple knives and also cutting boards for reducing veggies for dinner, you save cleaning time and counter area. Rather, customers obtain a compact easy to use the device with an automated motor for cutting vegetables to the wanted size.
Competitors: List existing similar products or alternate methods currently marketed or made use of on the market. Clarify just how your invention has a competitive advantage over these existing options.
Market Setting or Target Market: Who are the target users and/or target buyers? List examples.
Packaging Idea: How do you want to package your item such that it gets hold of the attention of the target user/buyer? Will your product be included as part of a set of other items, or will it be a stand-alone product? Will it be packaged in a box, a bag, with or without a tag? What are your suggested plan layouts and message? For ideas, research study plan styles by other stores or suppliers.
Product Extensions, Variants, as well as Attachment Suggestions: What various other shades, layouts, or styles can your invention have? Do you want to give a warranty for your invention?
Copyright: Give a license number or provisionary license number if you have one. List the day and how you thought of the invention. Make Use Of the United States License Workplace web site to research various other relevant prior art. Listing as well as describe that related prior art. List the history of the invention if any type of. You can find descriptions of the history of any one of the prior art examples. Provide its main parts, provisional insurance claims, and also offer illustrations or schematics of its design. Use prior art instances as your guide. You might decide to employ an industrial designer, in which situation, include those designs right here.
How and Where to Find Web content
While the majority of the material needs to be in your own words, the leading five suggested material sources for finding motivation as well as suggestions as they connect to the above components consist of:
An associated retailer or supplier's 10-Q (Quarterly Statement) or 10-K (Yearly Statement)- for Marketing Research, Problem/Challenge It Solves, Competition, as well as Target Individuals. 10-Q's and 10-K's can be discovered on the site of many public companies, or search for a business on the Safety and security and Exchange Compensation's (SEC.gov) internet site.
Relevant licenses from the USA Patent and Trademark Office (USPTO.gov) - for Abstract, In-depth Description, Parts, Features, Methods, Intellectual Property Study, License Results, as well as Illustrations as well as Layout.
Profession association web sites, magazines, as well as other professional materials - for Market Research, Competitors, as well as Target Users. For instance, a well-known profession association is the International Housewares Organization (IHA).
Internet sites of merchants or suppliers - for Product packaging Suggestion, Product Variations, Key Selling Advantages, Secret Consumer Advantages, Recommended List Price, Production Price (general regulation: separate the retail price by 4).
Efficiency as well as Audience
The invention procedure entails revealing your invention to a wide array of viewers. As stated, such a file is a beginning point or theme for supplying future products concerning the many different visitors as well as target markets for which you will certainly need to connect your invention.
As an example, invention pursues commercial developers or designers, sellers, producers, certifying representatives, legal representatives, advertising and marketing firms, as well as the USA License Workplace.
With a well-documented plan, you can conveniently adjust or customize it relying on its key usage or audience thereby conserving your time and also actions. As a general guideline, however, be conventional regarding what you disclose. Only give information that is asked for or required. I also suggest consisting of a non-disclosure arrangement (even if a provisionary license is filed).
Conclusion
In summary, an Invention Organisation Plan is utilized for numerous reasons. It is a crucial part of the invention process. It helps inventors efficiently communicate a concept into a tangible, reasonable, and understandable organization opportunity. I desire you much success with your invention endeavors.
You can also check https://blog.chron.com/frugalconfessions/2020/03/how-much-can-you-make-from-patenting-your-idea/
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chfaiq5k-blog · 3 years
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Only 3 Digital Content Pieces Needed for Content Marketing Success? - Miles Beckler
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Today, you will learn the 3 types of content that you must have in your business in order to succeed online.
A lot of people talk about digital content, but then get overwhelmed by it. They get overwhelmed at how much of it they actually need to produce to get to the ‘successful’ stage of the game.
So in this article, you will learn the core components… and that creating enough content to succeed is absolutely manageable… as long as you know what you’re doing.
Plus, you will also learn one of the biggest tools that I have used to help grow my digital content business from the ground up!
But before you can understand that, you also need to understand the basics. So let’s get right into it.
What is Digital Content Marketing?
To put it simply, digital content marketing is marketing done over any electronic or ‘digital’ medium. But the tricky thing to keep in mind is that not all digital marketing involves advertising or selling.
You need a working content strategy to market your business effectively, and you need to be able to bring in new viewers the right way… not through marketing gimmicks or cheesy advertisements.
This is what brings us to a very crucial question.
What makes a good content strategy?
When it comes to online marketing, digital content is actually the key to succeeding. But you have to do it right.
What Makes a Good Content Strategy?
Essentially, a good content strategy is a strategy that helps your business to grow constantly. What you don’t want is to let your online businesses stagnate.
Why? Because businesses are a lot like plants and pets. They tend to die if you don’t take care of them and feed them!
Digital content is fuel for success in your business. But at the same time, you have to create the right types of content if you want to succeed.
But how do you do this while still marketing in a way that actually works?
You need your businesses to get attention. You want new visitors and traffic to find your website. You also want opt-ins, leads, and sales. But you also that you need to know what your audience wants and steer clear from salesy tactics, right? At least, I hope you do!
Well, I am going to break this down for you. And as it turns out, there are three core types of content that you need in order to make a good digital content strategy work.
Let’s talk about them.
Get the core pieces in place.
As a general rule, you need three different types of content to grow your business. You need connect content, conversion content, and delivery content. I am going explain how these work in the next section… but we also need to ask a very important question before moving on and understanding each of these.
What platform are you going to use?
If you want to start getting these core pieces into place, you have to choose a platform to start with. For me, it all started with a YouTube channel.
Why? Well, YouTube provided the tools that were the easiest for me to use. I was never much of a blog writer. And in the beginning, I wasn’t really into the podcast or social media thing either.
But YouTube gave me everything I needed to start creating content and building up my audience, building a consistent content platform to grow from.
So choose a platform, and launch it. Start making content, one type of content and get consistent. Then, over time, start putting these core, essential pieces into place!
Aright. Let’s talk about the 3 most important types of content for your business.
3 Types of Content You Need in Your Business - The Only Types of Content!
There are only three types of content you need for your business. Here they are.
Connect Content
Connect content is content that grows your reach and connects you with new audience members. This could be an SEO blog, a YouTube video, a Podcast, social media posts where you talk about key issues related to your niche, etc.
The main focus of this content should be on sharing your message, raising awareness of who you are, and getting you in front of as many people as possible, GIVING VALUE!
The biggest thing to keep in mind about connect content is that it must have at least one core pillar of its platform partnered up with a search engine.
Is there a way for search engines to find your content? If not, then it isn’t going to be very effective for raising awareness.
This is why blog posts and YouTube videos are so powerful. They can literally be found in search engines that almost everyone is using on a daily basis. And that is truly powerful!
Even podcasts can be sent out to multiple platforms to raise a ton of awareness for your website, brand, company, etc.
This is also why I tend not to be as big a fan of platforms like Instagram (and other social media-type platforms) when it comes to awareness-level content. Sure, you can get discovered on Instagram by other Instagram users… but your Instagram account isn’t going to show up in search results for key terms that people in your target demographic would be searching for!
That is a big factor!
Convert Content
Conversion content is super-critical to success with digital marketing. There are actually two different types of conversion content… optin-content, and sales content.
The entire point of this content is to convert your audience members into customers who are either signing up for your email list, or buying your products.
It is that simple.
Conversion content generally requires the most skill to produce, because it needs to sell your audience while also helping to build trust.
This is why copywriting is so crucial to this type of content So you HAVE to nail your copywriting skills by taking courses and training.
Optin and Sales Page
There is a small difference between these two types of pages, but they are fundamentally the same thing.
On an optin page, you give away a free digital product in exchange for them signing up for your email list.
A sales page, on the other hand, is designed to get your audience to buy something from you or sign up for some kind of paid offer.
This covers things like sales pages, video sales letters, webinars, etc.
Delivery Content
On your optin page, you will promise to deliver some kind of digital content (a report, an E-book, a free course, etc.) in exchange for them giving you an email address.
Well, this third type of content is the content you deliver to customers and email list members.
This could be content that you plan on selling, or it could be content that you give away in exchange for something.
But either way, it is content that you are delivering to your audience in return for either payment or engagement. The sole intention of this content is to provide pure value… hopefully to the point where your audience members find it extremely helpful, and see it as more valuable than what they paid or exchanged for it!
This is how you keep customers and raise your lifetime customer value. The more value you add to a customer’s life, the more likely they are to buy from you in the future.
This is how you crush it at customer retention, and how you grow your tribe instead of constantly struggling to sell to new visitors!
The 3 Most Crucial Elements to Your Digital Content Marketing Success
Keep in mind that content marketing is all one big wheel that you spin over and over again.
You attract an audience, build trust with them, produce opt-ins and products to get them to sign up to your list, create sales pages to get them to buy your products, and then continuously interact with them to help them solve their problems and grow in their own plans and aspirations!
But in order for all of this to work right, your content needs to be working for you at all levels of the process. Here are some steps that you need to have in place to start succeeding and crushing it!
Crush the Awareness Level
The first step to succeeding in digital content marketing is to crush the awareness-level content. This essentially means that you need to start getting to work creating valuable content on your favorite platform.
The main three categories here are blogs, YouTube videos, and podcasts. These are all super-viable options for awareness/connect content.
The main idea is to focus on one of them, do it super well, and then start building your business around that.
For me, it was YouTube. I started making videos. As I got followers, I started building a website. Then, I started building a team to help me with the blogging and podcasting elements of it.
So, you may eventually want to branch into all three. But at first, you would probably do best to really crush it in one medium, and then start building everything up around that.
But remember, it all starts with high quality content that is actually going to provide value for your readers! If you are not creating value, you are likely never going to sell a single thing!
Build a Relationship with Your Audience
You build relationships with your audience through this entire process.
Your awareness/connect content draws them into your world and helps them by providing information, for free, that will help them with their problem.
As they consume your content, they become aware of your links back to your site. They follow them, and are then confronted by your conversion content; your opt-in pages, sales pages, etc. The first thing they find is a pop-up add on one of your blogs. This takes them to an opt-in page that wants to give them a free thing in exchange for them signing up for your email list.
Now you’ve signed them up. You’ve also given them access to their first piece of DELIVERY content. This is premium content… your highest-level stuff.
This is content that should BLOW THEM AWAY with how much value it provides.
At this point, they are beginning to figure it out.
This person (you) is a true master. A guru. This person has some answers that could REALLY change their life. This person may, in fact, be the key to solving their problems.
And once you get to this point, where people are thinking this way about your content, you will start to see that trust is being developed… and that is HUGE.
Because trust leads to a relationship. And in this game, you need a relationship to sell and earn a living as a digital content marketer.
But even if your business IS digital content marketing, it is SO important that you never forget the number-one goal in the game.
To help your audience!
Give Value and ALWAYS Deliver
Always provide a ton of value… more than you charge for it. And always deliver BIG TIME on your promises.
When you charge $10 for an ebook, make sure that it is actually worth at least two to three times that much!
When you charge $37 for a course, make sure it’s worth $97!
Bring a ton of value to the table. That’s how you win with digital content.
And always constantly be working on all three types of content… connect content, conversion content, and delivery content.
You need all 3 to make this work the right way.
Digital Content Strategy to Supercharge Your Business Success - Create, Convert, Deliver!
Create, convert, deliver.
These are the keys to winning at the content game.
If you can take this digital content strategy and use it to guide your efforts, you will literally supercharge your business with success.
In a sense, this all takes balance… which is, in fact, one of the biggest tools that I have used to help grow my digital content business from the ground up!
You need to balance your content amongst these 3 vital categories.
That’s how you win with digital content.
If you have any questions, don’t hesitate to drop me a comment and let me know! I’m always down to talk and share information. Also, let me know if I can help you to crush it this year with some amazing content strategies!
See you on the next one!
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