Originally written by qDot for mmorgy.com
(This article is part of a multi-part feature on the viability of
different business models for virtual world porn. Links to other
articles will be added to this one as they are finished.)
Ok. So you've got your content, you've got it all sorted out and
looking pretty, now what? It's time to release it to the unwashed
masses and start the money rolling in. Except there's one last
problem... What's the best form for them to see it in?
There's 3 types of media formats that we'll cover here, all of which
have been used in virtual worlds to varying degrees of success.
There's little to say here about the distribution of real world porn
as all these formats are so ubiquitous that it would lead far off the
path of virtual porn.
Let's start with magazines. When I refer to magazines here, I mean
actual in-world published magazines. These are only available in the
client software of either the world they were created in, or a world
that allows uploadable textures. Therefore, you're most likely to see
these in somewhere like Second Life or ActiveWorlds (Or for the 3 of
you using Croquet out there...). In-world magazines provide two
advantages to your distribution model. First off, they are, for most
intents and purposes, locked into the world. It is a chore (but still
doable) to pull out the textures that make up the magazine and
reupload/reuse them somewhere. It also means that your revenue stream
is managed simply by whatever the world provides, versus having to
deal with credit cards or money transfers. Secondly, it provides an
immersive experience. However unimportant it sounds, there's something
to be said for being able to view erotic material while using the
character the material might well be related to (i.e. BDSM, furry, or
ather types of avatars or characters). It also allows you to
collbratively experience (Translation: circle-jerk) with others in the
world.
In world magazines are not without their very steep downsides, though.
The main problem an in world magazine faces is what I call the
"preaching to the choir" factor. If you are viewing virutal porn in a
virtual world, there are MANY less steps between looking at the porn
and actually experiencing what is happening in the pictures, than say
standing in the aisle of your local bookstore ogling a copy of Hustler
that "fell out of the wrapper". If doing what is pictured is a few
clicks away, why just be an idle spectator to an inanimate portrait?
Similarly, the audience of the magazine will consist specifically of
people who are already aware of the world. Many magazines have no
presense outside their in-world distribution, meaning that advertising
is mostly done in other in-world places. This means that the publisher
relies on the platform to draw in new readers, versus using their
material to draw people into the world.
Which brings us to the next topic: websites. Setting up a website for
yourself is fairly trivial these days, and for this discussion, we'll
assume that it's something like Sadako's, so I recommend checking that
out first if you haven't. Websites means you can augment your in-world
presence in two ways: The kiosk model or the regular model. The kiosk
model refers to simply posting a small "This is what's available in my
magazine in world" stub page (many shops currently do this), while the
"regular" model refers to setting up a full, for pay gallery site.
Each of these gives you possbility of the of bringing in new users
specifically with your content, which alone is worth whatever work you
may have to put into the page. If your imprint is what causes someone
to sign up on and use the platform, you've got a joint customer AND
marketer for yourself from day one, not to mention it can sometimes
mean clickthrough/sign-up program funding from the company running the
platform.
The cons of websites have already been mentioned in earlier articles,
especially the skills article. On the web you're up against companies
with graphic designers, programmers, and who knows what else to
produce their content, so your content either has to be really, really
good or really, really fucked u... er, obscure (and increasingly, both
at the same time). What reason does someone have to look at your
generated content when there are real boobs posted daily on things
like Fleshbot? You also no longer have that small but trusty gap
between people just picking your content up off the page and having to
pull a texture out of the cache, but that is also becoming a rather
moot point as more worlds go open source (however, the DMCA and
copyright law comes in here just like it would with a real world porn
company).
Finally, the gap no one has really crossed yet, movies. I have yet to
see any serious porn machinima (Sorry, the WoW dwarf fucking video
don't count). It's certainly possible, but the pros and cons stack up
just like websites. You're required to provide something specialized,
something good, or else why bother with fakeness? You've got all the
same production issues plus the added task of being able to navigate
the camera for your chosen platform well, as well as having a machine
hefty enough to both render and record at the same time.
In addition, you have to start worry about things that your chosen
platform may not provide you with by default. There's soundtracks,
voice work, editing, and many other things integral to movies that may
be hard if not impossible to add during but the post-production
process. Even so, moving images can be much more powerful than stills,
and on a platform where you can create scenes with the basic software
that would otherwise require expensive special effects, there's a ton
of creative potential waiting to happen for the right person to
capture. The right person with massive amounts of time to invest.