Trapital - gaming’s big moment
gaming’s big moment Hey! Huge, huge congrats to Metro Boomin. He sold a portion of his publishing catalog to Shamrock for nearly $70 million. His beats have been the soundtrack for streaming era hip-hop. “If Young Metro don’t trust you, I’m gon’ shoot you,” is still one of the coldest producer tags. I heard multiple firms wanted to buy catalog too, so congrats to him on the bidding war. This week’s Trapital podcast episode is about gaming and innovation in music. Our guest, Vickie Nauman, has worked on several projects at this intersection at her consulting and advisory firm CrossBorderWorks. If you are working on anything innovative in the industry, this episode is a must listen. Here are a few highlights. Let’s dive in.
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why “move fast and break things” struggles in musicLast year, David Guetta did a 20-song, 50-minute DJ set on Roblox. It seems straightforward but that was hardly the case. This week’s podcast guest, Vickie Nauman, CEO of the music tech consulting and advisory firm CrossBorderWorks, worked on clearing the music for that project. She needed to clear 143 different writer’s shares for Guetta to play those songs on Roblox! “Titanium” alone has seven distinct songwriters and producers combined. Here’s a clip from our convo: Ironically, modern genres like hip-hop, pop, and R&B are at a disadvantage. Their music is collaborative, which means more people need to sign off. If Beyonce wanted to play “Alien Superstar” in a digital environment, she would need all 24 songwriters to give their thumbs up, and that’s just for one song. This is a challenge for companies building these platforms too. They want to attract artists who can plug and play, but it’s not that way. “How well prepared (or how poorly prepared) are we for the world that’s coming? All of these metaverse, web3, immersive platforms are building creator tools directly into the platform assuming that artists can just be nimble. With the rise of AI, the industry is pressed to make moves again. There’s fear of agreeing to bad terms that can’t be undone. As I broke down in Monday’s memo, I’m still bullish on AI and music’s potential, but it won’t be easy. We covered a lot more about the future of music and gaming in this podcast episode. You can listen here or keep reading for a few more takeaways. when will a video game spark a big viral hit?Growing up, video games had a huge impact on the music I heard all the time. Crazy Taxi was the game that played The Offspring “All I Want” over and over. Grand Theft Auto: Vice City sent me down an 80s music rabbit hole. And whenever I hear Joe Budden’s “Pump It Up,” I still think of Madden 2004. Now that gaming is bigger than ever, it feels like it’s only a matter of time until a video game can turn a decades-old hit into a viral cultural moment like Kate Bush “Running Up That Hill” on Netflix’s Stranger Things or Fleetwood Mac “Dreams” on TikTok. “What I love about gaming is that you hear music differently when you’re gaming. There’s so much potential we haven’t tapped into. Sync license is the best way to do things in gaming. You want something specific. The artist and their team know how it’s being used. If we can get all of those things rights, that’s the start of it.” – Vickie Nauman Sync revenue has grown tremendously. The latest RIAA year-end report shows $382.5 million in 2022 for U.S. synchronization royalties, a 24.8% jump from 2021. That growth has tracked the content explosion from TV, film, and more on video streamers. But as streaming services begin to pull back on content, and the video streamers consolidate, there may be less shows and less traditional sync opportunities. That may pave the way for video games to be seen as a more attractive option. reality bytes: the latest in VR adoptionNot too long ago, virtual reality seemed like the future of entertainment. Yet lately, it feels like it may fade in relevancy just like 3D TVs and Google Glasses. There will always be a mainstream adoption barrier if people have to put a device on their heads to enjoy an experience. But Vickie has worked with some of the more successful players out there. She consulted for Beat Games, the makers of the VR game Beat Saber. The game challenges players to swing light sabers at blocks in rhythm with licensed music, similar to Guitar Hero and Rock Band. Beat Games was acquired by Meta. We discussed two reasons for slow VR adoption:
Despite those struggles, it may be too soon to write off VR 100%. Augmented reality (AR) has had increased adoption and bigger moments so far, like Pokemon GO. Blended experiences between the two may be the way to approach this. In the rest of our conversation, we talked about:
Listen to the episode here.
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Older messages
monetizing self-expression
Tuesday, March 7, 2023
Trapital Memo: people say "music industry should learn from gaming" but what does that actually mean? let's break it down
the rise burna boy
Thursday, March 2, 2023
a case study style breakdown on Burna Boy's rise (with Denisha Kuhlor)
the trends that last
Tuesday, February 28, 2023
Trapital Memo: which trends in music are here to last, and which were zero interest rate phenomena?
coming together
Thursday, February 23, 2023
Trapital Podcast: bringing web2 and web3 music together with trac CEO Cardin Campbell
the ivy park problem
Tuesday, February 21, 2023
Trapital Memo: why Beyonce's Ivy Park - Adidas partnership has struggled
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