Kenny at The Forbidden Planet blog offers some thoughts on digital comics, something that SLG recently undertook with Eyemelt.com. Marvel Comics already has about 200 titles available digitally, and it seems that they are looking to expand and monetize (I loathe that word, but it works) this venture. (Dirk Deppey writes more about this at Journalista!)
Noting that graphic novels and trades recently overtook pamphlets in the comic book market, he notes,"What if you could produce the material and sell it online before it was collected - then you could also avoid the cost of ever having to make the hardcopy comic in the first place. It may sound a little fanciful but let’s consider the economics of it..."
(Before I go on, please note: As I've said before, I am no one to trust when it comes to sales analysis, profit margins, anything to do with money. I tell this to people all the time: "If it's about money, ask Dan." I don't pride myself in this, and I am trying to get a better business brain, and I guess you are seeing part of that development.)
The business model Kenny uses is Marvel's, in which artists and writers are paid page rates rather than royalties, as they are at SLG (unless they do Disney comics--then there are page rates). Estimating that a Marvel comic must make $11,500 to break even, he writes, "If you go to the digital distribution model using a price point of 99cents (not that I think people will actually pay this) then at 11,500 downloads there would already be a profit generated. Maybe as low as 7,000 downloads would pay the cost of producing material you can then feed into the book channels as collections."
Here is the problem with this analysis: There is an assumption that the entirety of whatever it is you charge for a digital comic goes toward a possible profit, with the only expenses being what you paid the writer and artists. In his consideration of the economics, Kenny leaves some important components: Overhead and labor, especially considering Marvel is a much, much bigger machine than SLG.
The 99 cents that someone pays for a digital comic is not 99 cents in the pocket. First, there are credit card fees. We charge as little as 69 cents for a digital comic, and often people buy only one at a time -- this means that nearly 50% of that 69 cents goes to credit card fees. (We're looking into ways where we can "save" people's charges, as iTunes does, so that if they place more than one order in a given week, those orders will be charged together rather than one at a time.) Then there is the expense of site hosting and bandwith. If you have a large catalogue of downloadable comics, that expense can get hefty. Finally, there are labor costs: Currently, Dan and I are putting up most of the content at Eyemelt.com (I just put up Next Exit #3 yesterday, by the way)--converting and formatting files takes time, and our time is not free.
Thanks to Kenny for making more people aware of Eyemelt.com. I just wanted to note digital comics is not exactly a pie-in-the-sky enterprise. (Kenny writes "If I was a publisher I would be over the moon at the potential thought of a bigger online audience, generated by cheap price points, where I don’t have to share the revenue stream with old fashioned brick and mortar distribution and retail.") We are approaching it cautiously as we, like the rest of the industry, move away from pamphlets and toward graphic novels. For us digital comics are not yet a way to support the cost of printing a graphic novel, or even close to a profitable venture at present. However, as we add to Eyemelt.com's catalogue, we hope that the sales will increase as well.
Noting that graphic novels and trades recently overtook pamphlets in the comic book market, he notes,"What if you could produce the material and sell it online before it was collected - then you could also avoid the cost of ever having to make the hardcopy comic in the first place. It may sound a little fanciful but let’s consider the economics of it..."
(Before I go on, please note: As I've said before, I am no one to trust when it comes to sales analysis, profit margins, anything to do with money. I tell this to people all the time: "If it's about money, ask Dan." I don't pride myself in this, and I am trying to get a better business brain, and I guess you are seeing part of that development.)
The business model Kenny uses is Marvel's, in which artists and writers are paid page rates rather than royalties, as they are at SLG (unless they do Disney comics--then there are page rates). Estimating that a Marvel comic must make $11,500 to break even, he writes, "If you go to the digital distribution model using a price point of 99cents (not that I think people will actually pay this) then at 11,500 downloads there would already be a profit generated. Maybe as low as 7,000 downloads would pay the cost of producing material you can then feed into the book channels as collections."
Here is the problem with this analysis: There is an assumption that the entirety of whatever it is you charge for a digital comic goes toward a possible profit, with the only expenses being what you paid the writer and artists. In his consideration of the economics, Kenny leaves some important components: Overhead and labor, especially considering Marvel is a much, much bigger machine than SLG.
The 99 cents that someone pays for a digital comic is not 99 cents in the pocket. First, there are credit card fees. We charge as little as 69 cents for a digital comic, and often people buy only one at a time -- this means that nearly 50% of that 69 cents goes to credit card fees. (We're looking into ways where we can "save" people's charges, as iTunes does, so that if they place more than one order in a given week, those orders will be charged together rather than one at a time.) Then there is the expense of site hosting and bandwith. If you have a large catalogue of downloadable comics, that expense can get hefty. Finally, there are labor costs: Currently, Dan and I are putting up most of the content at Eyemelt.com (I just put up Next Exit #3 yesterday, by the way)--converting and formatting files takes time, and our time is not free.
Thanks to Kenny for making more people aware of Eyemelt.com. I just wanted to note digital comics is not exactly a pie-in-the-sky enterprise. (Kenny writes "If I was a publisher I would be over the moon at the potential thought of a bigger online audience, generated by cheap price points, where I don’t have to share the revenue stream with old fashioned brick and mortar distribution and retail.") We are approaching it cautiously as we, like the rest of the industry, move away from pamphlets and toward graphic novels. For us digital comics are not yet a way to support the cost of printing a graphic novel, or even close to a profitable venture at present. However, as we add to Eyemelt.com's catalogue, we hope that the sales will increase as well.



Comments
Dirk Deppey speculates that Marvel's digital comics venture could include proprietary software and possible DRM, and that kind of programming is very expensive. Well, for us anyway.
I don't think you were off the mark -- digital comics are definitely an exciting development. But there are a lot of hidden costs.
In summary, they use a higher end, more reliable (and expensive) host for their web site that they need to be up 24x7, and then use low end dreamhost for their downloads, which doesn't cost them much at all. If/when dreamhost fails (dreamhost can be flaky), they switch their downloads over to their main host for the duration of the outage.
The arrangement saves them a significant chunk of change. If my short explanation here doesn't sound all that great, read the post, it's detailed rather well there.
In regards to reducing SLG's overhead:
CC processing - Google checkout! Each transaction processed is subject to a 2%+ 20cent transaction fee. Which on a 69cent price point is hefty but still far less than a 50% fee. Also, for every $1 you spend on google adwords you get $10 of transactions with no fee. Depending on your single issue sales volume, this may be a 'no-brainer.'
bandwidth - Partnering with a company like box.net that offers 15gb of space and 50gb of bandwidth per month for $99/yr. WIth a highly supported service like box, there is sure to be ample opportunity for seamless integration.
Product Formatting - I don't know shit about CBZ format but when it comes to PDF you can probably create job settings in Acrobat Distiller that can crank out ideally formatted documents from the files that have been standardized somewhere in the pre-press process. If your printer could place standardized EPS docs straight from their workflow into a watched folder on your end, Distiller could periodically go through and convert them into useable files automatically.
One General Comment:
I don't think the goal should be to bypass the 'bricks and mortar' comic book shops. On the contrary I think that finding a way to incorporate the existing retail structure would accelerate the progress of the whole phenomenon. 'Partnership' is definitely a web-marketing-guy buzzword but it's for good reason. Partnering is the way of the web. The more successful relationships you can get going (with advertisers, content creators, developers, affiliates, retail outlets etc.) the more quickly you are going to reach your objectives.
EDIT: I wrote this in such a frenzy that I got my numbers messed up...fixed now.
The company that hosts our website and the programming stuff that makes it work (my technical expertise knows no bounds, obviously) are the same company, so changing to something like box.net may be problematic.
I have batch processes to format files correctly--I use Photoshop to convert tif files into jpgs formatted for the digital comics. However, often because the comics were not created for the screen, the lettering needs to be made larger, so there still is that un-automated aspect of formatting the stuff. I've never used Distiller, but I don't think our printer would need to get involved.
There are still plenty of people who like physical books (myself included), so the comic book shop is still definitely important to us. The digital comics are a way of generating interest in the eventual graphic novel, hopefully, and that should be good for both publishers and stores.
i have tried digital comics, but i hate scrolling down a page that's in the wrong aspect ratio for my screen and i'm always scared of dropping my laptop in the bath!
Well, that's why we are moving some of our focus to graphic novels.
For many people who aren't old-fashioned like you and me, reading comics on the screen is much more natural than it is for us. I try not to let my personal preferences keep innovation boxed in.