1 00:00:07,200 --> 00:00:10,680 Speaker 1: Welcome to another episode of Strictly Business, the podcast in 2 00:00:10,720 --> 00:00:13,039 Speaker 1: which we speak with some of the brightest minds working 3 00:00:13,080 --> 00:00:17,000 Speaker 1: in the media business today. I'm Andrew Wallenstein with Variety. 4 00:00:17,480 --> 00:00:20,880 Speaker 1: We're doing something a little different this week, revisiting a 5 00:00:21,000 --> 00:00:24,400 Speaker 1: previous episode of Strictly Business from two years ago with 6 00:00:24,480 --> 00:00:28,280 Speaker 1: some new information that will make for an interesting reconsideration 7 00:00:28,400 --> 00:00:31,520 Speaker 1: of what we heard then from my guests, a pair 8 00:00:31,560 --> 00:00:35,720 Speaker 1: of top executives at Riot Games. But the conversation was 9 00:00:35,800 --> 00:00:38,120 Speaker 1: less about the state of video games and more about 10 00:00:38,200 --> 00:00:41,839 Speaker 1: their ambitions than to produce TV and film. They were 11 00:00:41,880 --> 00:00:45,040 Speaker 1: coming off the successful launch of their first animated series 12 00:00:45,080 --> 00:00:47,880 Speaker 1: on Netflix, and we're signaling they wanted to do more 13 00:00:48,240 --> 00:00:50,760 Speaker 1: now that series is back for a second season, which 14 00:00:50,800 --> 00:00:54,680 Speaker 1: got me wondering why we hadn't seen any other entertainment 15 00:00:54,720 --> 00:00:57,960 Speaker 1: from this company. Well, now that I've done some asking around, 16 00:00:58,000 --> 00:01:00,600 Speaker 1: I've got plenty to share. Stick around. We'll be back 17 00:01:00,640 --> 00:01:03,520 Speaker 1: in just a moment with an exclusive update that goes 18 00:01:03,600 --> 00:01:18,920 Speaker 1: inside Riot Games. Welcome back to Strictly Business. November ninth 19 00:01:19,000 --> 00:01:23,759 Speaker 1: marks the return to Netflix of the animated series Arcane. 20 00:01:25,000 --> 00:01:28,760 Speaker 1: To return Piece to the City, you Must Declare Martial Law, 21 00:01:33,319 --> 00:01:35,440 Speaker 1: top side is the real enemy. 22 00:01:35,920 --> 00:01:38,399 Speaker 2: You have the chance to rally the under city together 23 00:01:39,520 --> 00:01:45,600 Speaker 2: your symbol, So what. 24 00:01:45,600 --> 00:01:49,960 Speaker 1: Are you planning? Arcane turned out to be a hit 25 00:01:50,080 --> 00:01:54,400 Speaker 1: back in season one, reaching number one among TV shows 26 00:01:54,440 --> 00:01:58,560 Speaker 1: and eighty five Netflix markets around the world. It also 27 00:01:58,680 --> 00:02:02,680 Speaker 1: swept awards in its category in twenty twenty two, including 28 00:02:02,720 --> 00:02:07,280 Speaker 1: the Emmy for Outstanding Animated Series. So when I sat 29 00:02:07,360 --> 00:02:10,520 Speaker 1: down almost exactly two years ago with Riot Games co 30 00:02:10,639 --> 00:02:14,200 Speaker 1: founder and chief product officer Mark Merrill, as well as 31 00:02:14,240 --> 00:02:18,480 Speaker 1: its lead entertainment executive Shanna Spenley to talk about their 32 00:02:18,520 --> 00:02:22,280 Speaker 1: ambitions in the entertainment space, I was not surprised to 33 00:02:22,320 --> 00:02:26,440 Speaker 1: hear they had big but preliminary plans to do more productions, 34 00:02:26,919 --> 00:02:31,320 Speaker 1: even outside in animation and even in movie form. But 35 00:02:31,360 --> 00:02:34,480 Speaker 1: two years later, yours what did end up surprising me? 36 00:02:35,160 --> 00:02:38,720 Speaker 1: Nothing seemed to come of all that ambition. So I 37 00:02:38,919 --> 00:02:41,440 Speaker 1: got to checking back with sources in and around the 38 00:02:41,480 --> 00:02:45,160 Speaker 1: company to understand just why that was. And that's what 39 00:02:45,240 --> 00:02:48,720 Speaker 1: I'll explore in great detail today, along with some excerpts 40 00:02:48,760 --> 00:02:52,560 Speaker 1: from that twenty twenty two interview with Riot Games. First, 41 00:02:52,680 --> 00:02:54,560 Speaker 1: let me just hit some of the key points we'll 42 00:02:54,600 --> 00:02:57,720 Speaker 1: be exploring further in this episode. What I learned about 43 00:02:57,760 --> 00:03:01,160 Speaker 1: Riot's efforts and entertainment was that despite hiring a team 44 00:03:01,320 --> 00:03:05,520 Speaker 1: of executives experienced in the ways of entertainment to focus 45 00:03:05,560 --> 00:03:08,960 Speaker 1: on building out a slate of programming based on Riot 46 00:03:09,000 --> 00:03:13,359 Speaker 1: intellectual property, just like Arcane, not a single project beyond 47 00:03:13,360 --> 00:03:17,400 Speaker 1: that show has been fully developed. Riot is no closer 48 00:03:17,440 --> 00:03:21,000 Speaker 1: to putting project into production as season two of Arcane 49 00:03:21,040 --> 00:03:24,240 Speaker 1: begins than when season one ended, and by the way, 50 00:03:24,360 --> 00:03:28,120 Speaker 1: there won't be a season three of Arcane either. Why 51 00:03:28,160 --> 00:03:33,080 Speaker 1: did Riot Games not end up making good on its ambition, Well, 52 00:03:33,120 --> 00:03:36,400 Speaker 1: there's a number of key reasons. When the CEO who 53 00:03:36,520 --> 00:03:41,360 Speaker 1: was driving the entertainment effort back then, Niccolo Laurent, unexpectedly 54 00:03:41,440 --> 00:03:45,360 Speaker 1: stepped down last year, new leadership pulled back on its 55 00:03:45,480 --> 00:03:50,080 Speaker 1: entertainment plans. The entertainment division also faced plenty of skepticism 56 00:03:50,240 --> 00:03:53,040 Speaker 1: up and down a company that had many who preferred 57 00:03:53,360 --> 00:03:57,120 Speaker 1: to keep Riot focused on its core competency in video games. 58 00:03:57,840 --> 00:04:01,200 Speaker 1: That entertainment division was also practically dissolved as part of 59 00:04:01,240 --> 00:04:05,360 Speaker 1: a broader restructuring that the company announced last year under 60 00:04:05,400 --> 00:04:09,440 Speaker 1: a new CEO. But in an interview with Mark merrill 61 00:04:09,480 --> 00:04:13,960 Speaker 1: I conducted recently over me email, he defended Riot's track 62 00:04:14,040 --> 00:04:16,920 Speaker 1: record in entertainment and said the company was still very 63 00:04:16,960 --> 00:04:20,599 Speaker 1: much committed to producing for TV and film, but on 64 00:04:20,680 --> 00:04:24,279 Speaker 1: its own timeline. Now, before we dig in any further, 65 00:04:24,440 --> 00:04:28,320 Speaker 1: let's provide some background about Riot Games, for which beating 66 00:04:28,360 --> 00:04:31,159 Speaker 1: Hollywood at its own game is really far from a 67 00:04:31,200 --> 00:04:35,360 Speaker 1: first priority. The bread and butter is its video game business, 68 00:04:35,720 --> 00:04:39,840 Speaker 1: responsible for driving an estimated three billion dollars in top 69 00:04:39,880 --> 00:04:43,040 Speaker 1: line revenue last year, and the allion's share of that 70 00:04:43,200 --> 00:04:45,719 Speaker 1: comes from the game that put Riot on the map 71 00:04:45,800 --> 00:04:48,440 Speaker 1: back in two thousand and nine when it first launched, 72 00:04:48,920 --> 00:04:52,520 Speaker 1: called League of Legends. Now, for those living under rocks 73 00:04:52,520 --> 00:04:56,000 Speaker 1: who have never heard of this gaming behemoth, here's Mark 74 00:04:56,040 --> 00:04:59,640 Speaker 1: Merrill from my twenty twenty two interview explaining what League 75 00:04:59,640 --> 00:05:01,200 Speaker 1: of Legend is all about. 76 00:05:01,520 --> 00:05:04,080 Speaker 3: The easiest way to contextualize what League Legends is is 77 00:05:04,120 --> 00:05:06,840 Speaker 3: really to compare it to a sport, because the game 78 00:05:06,880 --> 00:05:10,320 Speaker 3: itself is relatively simple, and that there's essentially what you 79 00:05:10,360 --> 00:05:12,440 Speaker 3: do as a player is you join up with another 80 00:05:12,800 --> 00:05:16,000 Speaker 3: four players, and you play against another team of five players, 81 00:05:16,320 --> 00:05:19,760 Speaker 3: and you essentially are choosing what we call a champion 82 00:05:20,200 --> 00:05:22,480 Speaker 3: to be for that game session, which lasts anwhere from 83 00:05:22,520 --> 00:05:26,080 Speaker 3: thirty to forty five minutes, and then the depth of 84 00:05:26,120 --> 00:05:29,480 Speaker 3: engagement really comes from the fact that you're leveling up, 85 00:05:29,560 --> 00:05:33,120 Speaker 3: you're trying to kill other players. Essentially, if you it's 86 00:05:33,120 --> 00:05:35,880 Speaker 3: sort of mode analogous to say basketball, where you know 87 00:05:35,920 --> 00:05:38,960 Speaker 3: the court and the rules are relatively simple, but every 88 00:05:39,000 --> 00:05:42,880 Speaker 3: game is different because there's so much player express creativity 89 00:05:43,800 --> 00:05:47,360 Speaker 3: and so League has you know, little over three billion 90 00:05:47,480 --> 00:05:50,279 Speaker 3: monthly hours of engagement, you know, just playing the game. 91 00:05:50,680 --> 00:05:52,720 Speaker 3: And so one of the things that's also important to 92 00:05:52,800 --> 00:05:56,200 Speaker 3: understand about League is that it is a very hardcore game, 93 00:05:56,760 --> 00:05:58,960 Speaker 3: and that it is you know, we always thought about 94 00:05:58,960 --> 00:06:02,640 Speaker 3: it as a targeting niche, and it turned out that, 95 00:06:02,720 --> 00:06:05,400 Speaker 3: especially on a global stage, you know, that niche was 96 00:06:05,480 --> 00:06:08,719 Speaker 3: much larger than we ever anticipated. And so the game 97 00:06:08,760 --> 00:06:11,800 Speaker 3: operates as a service. It's completely free, and you know, 98 00:06:11,839 --> 00:06:13,440 Speaker 3: you never have to spend any money in the game 99 00:06:13,480 --> 00:06:16,279 Speaker 3: if you don't want to. And our business has really 100 00:06:16,320 --> 00:06:20,159 Speaker 3: premised upon actually selling cosmetic virtual goods, and so it 101 00:06:20,200 --> 00:06:22,560 Speaker 3: was incredibly difficult to raise money back in two thousand 102 00:06:22,600 --> 00:06:24,320 Speaker 3: and six and thousand and seven when Brandon and I 103 00:06:24,400 --> 00:06:26,120 Speaker 3: are twenty four and twenty five start in the company, 104 00:06:26,839 --> 00:06:30,960 Speaker 3: because you know, as one VC put it. They're like, wait, 105 00:06:31,000 --> 00:06:34,520 Speaker 3: you're going to have a multiplayer online battle arena game 106 00:06:34,600 --> 00:06:37,719 Speaker 3: where college age kids are killing each other online. And 107 00:06:37,720 --> 00:06:39,480 Speaker 3: then the way you're gonna make money, they're gonna playdress 108 00:06:39,520 --> 00:06:42,440 Speaker 3: up all and we're like, kind of but not really, 109 00:06:42,600 --> 00:06:45,279 Speaker 3: and they're yeah, good luck with that, and so you know, 110 00:06:45,440 --> 00:06:47,159 Speaker 3: but it turned out to work. 111 00:06:47,880 --> 00:06:52,200 Speaker 1: So now that you understand the business model, you have 112 00:06:52,320 --> 00:06:56,920 Speaker 1: the context for understanding Arcane, a TV show adapted from 113 00:06:56,960 --> 00:07:01,359 Speaker 1: the League of Legends intellectual property. The show was the 114 00:07:01,400 --> 00:07:06,400 Speaker 1: brainchild of Christian Link and Alex Yee, members of Riot's 115 00:07:06,400 --> 00:07:11,280 Speaker 1: players support team, who had no experience producing a TV show, 116 00:07:11,760 --> 00:07:16,240 Speaker 1: but they drew from the Legends mythology, and in twenty sixteen, 117 00:07:16,440 --> 00:07:19,240 Speaker 1: Riot took a flyer on them and gave them permission 118 00:07:19,280 --> 00:07:22,920 Speaker 1: to create a pilot with a company called Fortisch, which 119 00:07:23,040 --> 00:07:26,320 Speaker 1: was a Paris based animation studio that the company had 120 00:07:26,360 --> 00:07:29,880 Speaker 1: worked with on previously, but for nothing as big as 121 00:07:29,920 --> 00:07:35,720 Speaker 1: a television show, and they were lucky enough to strike 122 00:07:35,840 --> 00:07:39,200 Speaker 1: gold right out of the gate. Our Kane was a 123 00:07:39,320 --> 00:07:42,880 Speaker 1: hit for Netflix. We're going to take a quick break, 124 00:07:42,920 --> 00:07:47,120 Speaker 1: but when we're back more on Riot Games, Our Kine 125 00:07:47,280 --> 00:07:59,000 Speaker 1: and the entertainment strategy that hasn't quite gotten off the ground. 126 00:07:59,200 --> 00:08:02,560 Speaker 1: We are back and I am going to continue my 127 00:08:02,760 --> 00:08:07,120 Speaker 1: exploration into riot games. With the success of Arcane putting 128 00:08:07,200 --> 00:08:10,360 Speaker 1: riot games on the Hollywood map, it's a no brainer 129 00:08:10,440 --> 00:08:14,600 Speaker 1: that ambition soon kicked in for more. The company recruited 130 00:08:14,640 --> 00:08:19,400 Speaker 1: some experienced entertainment executives from Disney, Paramount, HBO, Max, and 131 00:08:19,480 --> 00:08:23,360 Speaker 1: most notably Netflix, which is where SHAWNA. Spenley came after 132 00:08:23,480 --> 00:08:28,040 Speaker 1: fifteen years as a marketing executive there. She was named 133 00:08:28,040 --> 00:08:30,960 Speaker 1: president of Global Entertainment at the end of twenty twenty, 134 00:08:31,000 --> 00:08:35,200 Speaker 1: and she in turn brought other Netflix executives in to 135 00:08:35,440 --> 00:08:39,040 Speaker 1: work on this new slate of programming. Back in twenty 136 00:08:39,080 --> 00:08:42,480 Speaker 1: twenty two, I talked with Spenley and Merrill about what 137 00:08:42,600 --> 00:08:45,920 Speaker 1: it took to put together a successful team in entertainment. 138 00:08:46,400 --> 00:08:49,320 Speaker 2: So you talk about the team, I'm curious what the 139 00:08:49,480 --> 00:08:53,960 Speaker 2: infrastructure is. Do you have now a separate TV division? 140 00:08:54,040 --> 00:08:57,720 Speaker 2: Are you bringing in lots of Hollywood types or you're like, 141 00:08:57,760 --> 00:09:00,440 Speaker 2: you know, we don't want to be infected by the conventional. 142 00:09:00,840 --> 00:09:03,640 Speaker 3: Well we we if they want to learn from the 143 00:09:03,760 --> 00:09:06,280 Speaker 3: tremendous expertise. So we brought in a lot of great 144 00:09:06,320 --> 00:09:09,080 Speaker 3: people who have great backgrounds in Hollywood as well. But 145 00:09:09,640 --> 00:09:12,040 Speaker 3: getting the blend right of course is very important. 146 00:09:12,120 --> 00:09:17,360 Speaker 4: But yeah, look, I think it's funny. I remember being 147 00:09:17,360 --> 00:09:19,439 Speaker 4: in a position being in a tech company and then 148 00:09:19,520 --> 00:09:21,360 Speaker 4: bringing in a whole bunch of Hollywood, and so it's 149 00:09:21,360 --> 00:09:24,559 Speaker 4: sort of weird joining another company and being the Hollywood 150 00:09:24,960 --> 00:09:28,320 Speaker 4: running in Like that was weird for me. But I 151 00:09:28,320 --> 00:09:32,640 Speaker 4: think our focus is really clear. Games right now are 152 00:09:32,679 --> 00:09:36,439 Speaker 4: such a massive part of the entertainment ecosystem, and we 153 00:09:36,600 --> 00:09:39,199 Speaker 4: all signed up to be a part of that ecosystem. 154 00:09:39,600 --> 00:09:42,800 Speaker 4: So I think from our perspective, we're really excited to 155 00:09:42,920 --> 00:09:46,800 Speaker 4: learn and develop together with game executives, and we're coming 156 00:09:46,840 --> 00:09:49,440 Speaker 4: into it with a partnership frame of mind. So it's 157 00:09:49,480 --> 00:09:53,960 Speaker 4: not it doesn't feel odd at all, does it. I mean, 158 00:09:54,000 --> 00:09:56,840 Speaker 4: it feels like we are building a really strong team 159 00:09:56,880 --> 00:09:59,520 Speaker 4: that partners together across both. 160 00:09:59,320 --> 00:10:02,320 Speaker 3: Dimensions well, and when we're creating scripted entertainment, it's like 161 00:10:02,360 --> 00:10:05,120 Speaker 3: our players' expectations, of course, and the audience expectations aren't 162 00:10:05,160 --> 00:10:06,600 Speaker 3: just set by what we do. I mean they watch 163 00:10:06,679 --> 00:10:08,520 Speaker 3: lots of TV and great movies, and so they're set 164 00:10:08,520 --> 00:10:10,079 Speaker 3: by what everybody in this room does. And what the 165 00:10:10,120 --> 00:10:12,719 Speaker 3: whole industry does. And so you know, our challenge has 166 00:10:12,760 --> 00:10:15,480 Speaker 3: been how do we create something that can you know, 167 00:10:15,800 --> 00:10:20,560 Speaker 3: stand shoulder to shoulder with these other incredible properties, which 168 00:10:20,600 --> 00:10:22,560 Speaker 3: of course is just is really hard. And so that's 169 00:10:22,600 --> 00:10:25,480 Speaker 3: where you know, again, I think the luxury of being 170 00:10:25,480 --> 00:10:27,600 Speaker 3: able to take time and find the right team and 171 00:10:27,640 --> 00:10:30,880 Speaker 3: sort of experiment and learn has been tremendously helpful. 172 00:10:31,280 --> 00:10:35,520 Speaker 1: Spenley made clear she saw Riot as ground zero for 173 00:10:35,559 --> 00:10:40,079 Speaker 1: the inevitable intersection for entertainment in games, but pledged patients 174 00:10:40,120 --> 00:10:44,720 Speaker 1: and properly exploiting the Marvel scale trove of hundreds of 175 00:10:44,760 --> 00:10:49,760 Speaker 1: game characters at her disposal. She and Mark Merrill discussed 176 00:10:49,760 --> 00:10:53,400 Speaker 1: the incredible potential they saw in all that ip back 177 00:10:53,400 --> 00:10:54,800 Speaker 1: in that twenty twenty two. 178 00:10:54,640 --> 00:10:58,000 Speaker 2: Interview, and just a few days ago we learn in 179 00:10:58,040 --> 00:11:02,920 Speaker 2: a Variety exclusive that you has hired a live action executive. 180 00:11:02,360 --> 00:11:05,160 Speaker 1: Man and pitch her. 181 00:11:07,520 --> 00:11:10,440 Speaker 2: So clearly there's some broader ambitions here. I know you're 182 00:11:10,440 --> 00:11:12,480 Speaker 2: not necessarily going to speak to particulars, but do you 183 00:11:12,480 --> 00:11:14,960 Speaker 2: guys have a sense now like, Okay, we're we're going 184 00:11:15,040 --> 00:11:17,040 Speaker 2: to ramp up a whole slate in the next ten years, 185 00:11:17,040 --> 00:11:18,319 Speaker 2: Like what are you thinking. 186 00:11:18,360 --> 00:11:21,280 Speaker 3: Well, one of the things that's exciting is ourcane takes 187 00:11:21,320 --> 00:11:26,120 Speaker 3: place in one area in our world and with eight characters, 188 00:11:26,559 --> 00:11:29,120 Speaker 3: and we have close to one hundred and sixty characters 189 00:11:29,160 --> 00:11:31,840 Speaker 3: now in a much larger world, and so the storytelling 190 00:11:31,880 --> 00:11:35,920 Speaker 3: possibilities to develop who these characters are and the relationships 191 00:11:35,920 --> 00:11:37,400 Speaker 3: and sort of the timeline is, you know, we think 192 00:11:37,400 --> 00:11:39,880 Speaker 3: are vast and immense, and part of our challenge is, 193 00:11:40,000 --> 00:11:42,840 Speaker 3: you know, how do we do that well? And it's 194 00:11:42,880 --> 00:11:45,760 Speaker 3: been really exciting for us to cultivate this again incredibly 195 00:11:45,920 --> 00:11:49,839 Speaker 3: rich animation pipeline. But that's that's one medium, and you 196 00:11:49,920 --> 00:11:52,280 Speaker 3: know there are other, of course mediums that may be 197 00:11:52,400 --> 00:11:55,760 Speaker 3: able to do an incredible job of telling these stories also, 198 00:11:55,800 --> 00:11:57,600 Speaker 3: and those are things that we're committed to exploring. 199 00:11:58,120 --> 00:12:01,040 Speaker 2: You say that, and I immediately think of two words, 200 00:12:01,200 --> 00:12:06,839 Speaker 2: cinematic universe or marvel this field of characters, like are 201 00:12:06,880 --> 00:12:10,160 Speaker 2: you looking to companies like that in terms of like, Okay, 202 00:12:10,200 --> 00:12:12,840 Speaker 2: we've got to build this bible over X number of 203 00:12:12,960 --> 00:12:15,199 Speaker 2: characters and wine number of years. 204 00:12:15,679 --> 00:12:18,400 Speaker 4: We hear that phrase a lot inside our company too, 205 00:12:18,520 --> 00:12:21,720 Speaker 4: and I think we try to just stay patient and 206 00:12:21,800 --> 00:12:25,600 Speaker 4: pace it because we're obviously inspired by Marvel and Lord 207 00:12:25,600 --> 00:12:30,160 Speaker 4: of the Rings and and Harry Potter and Game of Thrones. 208 00:12:30,840 --> 00:12:34,840 Speaker 4: They're they're incredibly inspiring and and clearly audiences are asking 209 00:12:34,920 --> 00:12:41,400 Speaker 4: for these interconnected, intertwined universes. So we can only aspire 210 00:12:41,480 --> 00:12:44,440 Speaker 4: to tell you know, phenomenal and great stories with this 211 00:12:44,559 --> 00:12:49,319 Speaker 4: vast world that we've that you know, they've created that 212 00:12:49,480 --> 00:12:53,120 Speaker 4: I get the pleasure of working inside of our team. 213 00:12:53,200 --> 00:12:56,880 Speaker 4: It's interesting. It's like we're not trying to tell too 214 00:12:56,960 --> 00:13:00,319 Speaker 4: big of a story too quickly. We really like these 215 00:13:00,360 --> 00:13:04,800 Speaker 4: little pockets of the universe. But I think, I think 216 00:13:04,920 --> 00:13:07,560 Speaker 4: we have a very long runway with IP like this. 217 00:13:07,679 --> 00:13:11,480 Speaker 4: As you all know, Star Wars is forty fifty years old, 218 00:13:12,000 --> 00:13:18,079 Speaker 4: Lord of the Rings older, and so multi generational IP 219 00:13:18,480 --> 00:13:20,920 Speaker 4: like this should go on for fifty to one hundred years, 220 00:13:20,960 --> 00:13:23,280 Speaker 4: and so we want to be really patient and treat 221 00:13:23,280 --> 00:13:23,760 Speaker 4: it with care. 222 00:13:24,440 --> 00:13:26,880 Speaker 3: And a lot of that goes into cultivating the internal 223 00:13:27,040 --> 00:13:31,000 Speaker 3: organizational competency around how to have so many different creators 224 00:13:31,040 --> 00:13:34,320 Speaker 3: and teams work effectively in a coordinated way within the IP. 225 00:13:34,840 --> 00:13:37,200 Speaker 3: And that's quite a challenge, and you know, as we 226 00:13:37,240 --> 00:13:39,280 Speaker 3: continue to grow, you know, find in different ways to 227 00:13:39,600 --> 00:13:42,560 Speaker 3: do that. But you know, I think we're benefited again 228 00:13:42,600 --> 00:13:44,840 Speaker 3: by the ability for us to really think long term 229 00:13:45,280 --> 00:13:50,240 Speaker 3: and try to be focused on again investing in the 230 00:13:50,240 --> 00:13:53,000 Speaker 3: IP rather than exploiting the IP for sort of a 231 00:13:53,040 --> 00:13:54,040 Speaker 3: short term benefit. 232 00:13:54,120 --> 00:13:57,280 Speaker 4: There's no immediate plan for you know, three pictures in 233 00:13:57,280 --> 00:13:59,520 Speaker 4: a year kind of a thing. I mean, we're we're 234 00:13:59,520 --> 00:14:04,240 Speaker 4: not in a pipeline way of thinking we want yet, No, 235 00:14:04,720 --> 00:14:09,560 Speaker 4: we really want high quality, excellent, and it were okay 236 00:14:09,720 --> 00:14:10,679 Speaker 4: if it takes time. 237 00:14:11,000 --> 00:14:14,960 Speaker 1: So after all that planning, what did happen to the 238 00:14:15,000 --> 00:14:19,840 Speaker 1: best laid plans in terms of the ambitions that Riot 239 00:14:20,000 --> 00:14:24,760 Speaker 1: had in entertainment. Well, first thing some context. What was 240 00:14:24,840 --> 00:14:28,520 Speaker 1: notable regarding Riot's approach in terms of what they wanted 241 00:14:28,520 --> 00:14:31,480 Speaker 1: to do in entertainment was the company held onto the 242 00:14:31,480 --> 00:14:34,920 Speaker 1: intellectual property it wanted to develop and bet that whatever 243 00:14:34,960 --> 00:14:38,160 Speaker 1: it lacked an experience of producing long form video content 244 00:14:38,720 --> 00:14:42,600 Speaker 1: could be compensated for by hiring that expertise from the outside. 245 00:14:43,200 --> 00:14:46,480 Speaker 1: And that strategy was a notable deviation from an era 246 00:14:46,600 --> 00:14:50,960 Speaker 1: of video game inspired entertainment that preceded the current hot streak. 247 00:14:51,080 --> 00:14:55,640 Speaker 1: This subgenre, if you'll call it, is enjoying from everything 248 00:14:55,720 --> 00:14:59,800 Speaker 1: from Max's The Last of Us to the twenty twenty 249 00:14:59,800 --> 00:15:02,600 Speaker 1: four were hit in cinemas this year. Five Nights at 250 00:15:02,600 --> 00:15:07,960 Speaker 1: Freddy's Studios were often criticized for their ham handling, handling 251 00:15:08,160 --> 00:15:11,600 Speaker 1: of properties they didn't really understand well enough to translate 252 00:15:11,640 --> 00:15:16,360 Speaker 1: to entertainment. Prince of Persia comes to mind, Super Mario 253 00:15:16,480 --> 00:15:19,600 Speaker 1: Brothers from nineteen ninety three, and do you remember those 254 00:15:19,720 --> 00:15:23,760 Speaker 1: Dwayne Johnson that Doom movie in two thousand and five. 255 00:15:24,440 --> 00:15:28,480 Speaker 1: I barely do myself. However, what made sense and theory 256 00:15:28,560 --> 00:15:31,840 Speaker 1: didn't work as well in reality at Riot. For one thing, 257 00:15:31,880 --> 00:15:34,840 Speaker 1: there was a disconnect between the entertainment team brought in 258 00:15:34,920 --> 00:15:38,400 Speaker 1: to bring Lorentz Laurent's vision to reality and the rest 259 00:15:38,440 --> 00:15:41,840 Speaker 1: of the company. Multiple sources I spoke to noted that 260 00:15:41,880 --> 00:15:45,520 Speaker 1: there were many skeptics who never bought in from a 261 00:15:45,600 --> 00:15:50,160 Speaker 1: management team with which the entertainment division never really gelled 262 00:15:50,520 --> 00:15:53,000 Speaker 1: to the Riot rank and file, many of whom were 263 00:15:53,080 --> 00:15:58,480 Speaker 1: hardcore gamers who largely saw entertainment as a distraction. By 264 00:15:58,560 --> 00:16:02,520 Speaker 1: May twenty twenty three, the CEO of Riot announced he 265 00:16:02,600 --> 00:16:08,920 Speaker 1: was leaving, and he was replaced by President Dylan Jadeja, 266 00:16:09,200 --> 00:16:14,080 Speaker 1: who insider say immediately began to reverse course on Laurent's 267 00:16:14,280 --> 00:16:19,000 Speaker 1: entertainment expansion, citing a renewed focus on the core gaming business. 268 00:16:19,680 --> 00:16:23,120 Speaker 1: The entertainment division, which was once one of five Riot 269 00:16:23,200 --> 00:16:27,960 Speaker 1: operating divisions with the company called Pillars, was essentially disbanded. 270 00:16:28,560 --> 00:16:31,680 Speaker 1: Leaders of various parts of the entertainment business scattered to 271 00:16:31,720 --> 00:16:34,560 Speaker 1: other parts of the company. In August of this year, 272 00:16:34,640 --> 00:16:39,720 Speaker 1: the company announced a restructuring that basically split development work 273 00:16:39,800 --> 00:16:45,240 Speaker 1: on its live action and animation efforts. At the same time, SHAWNA. 274 00:16:45,320 --> 00:16:48,600 Speaker 1: Spenley stepped down, referring to her exit in a memo 275 00:16:48,680 --> 00:16:53,720 Speaker 1: as a bittersweet decision. Just weeks later, she was rehired 276 00:16:53,720 --> 00:16:59,160 Speaker 1: at HBO Max, where she is now the CMO looking elsewhere. 277 00:16:59,720 --> 00:17:05,280 Speaker 1: It is interesting to note that the cost of Arcane 278 00:17:05,840 --> 00:17:10,760 Speaker 1: was two hundred and fifty million dollars, which is far 279 00:17:10,800 --> 00:17:15,400 Speaker 1: and away making it the most expensive animated series ever 280 00:17:15,520 --> 00:17:20,960 Speaker 1: on linear TV or streaming that covers eighteen episodes over 281 00:17:21,400 --> 00:17:26,720 Speaker 1: two seasons. Now, Arcane will certainly, almost certainly, I should say, 282 00:17:26,800 --> 00:17:31,000 Speaker 1: not be profitable for Riot. It's next impossible the company 283 00:17:31,440 --> 00:17:34,040 Speaker 1: is going to be able to make up for the 284 00:17:34,080 --> 00:17:38,119 Speaker 1: fact that despite a three million dollar per episode license 285 00:17:38,160 --> 00:17:42,240 Speaker 1: fee that Netflix paid for worldwide distribution rights and another 286 00:17:42,320 --> 00:17:46,679 Speaker 1: three million that Riot's parent company, ten Cent brought in 287 00:17:47,320 --> 00:17:50,680 Speaker 1: for China. The fact is all sorts of ancillary revenue 288 00:17:50,720 --> 00:17:54,719 Speaker 1: streams that weren't available during the first season of Arcane 289 00:17:55,320 --> 00:17:59,040 Speaker 1: will probably not come up, will probably come up short 290 00:17:59,080 --> 00:18:02,840 Speaker 1: in its attempt to help recoup the deficit of season two, 291 00:18:03,440 --> 00:18:07,199 Speaker 1: though company. The company does believe that break even is 292 00:18:07,480 --> 00:18:11,520 Speaker 1: a potential scenario as well. Now in terms of that 293 00:18:11,640 --> 00:18:15,600 Speaker 1: two hundred and fifty million dollars, that is something that 294 00:18:15,760 --> 00:18:21,840 Speaker 1: is covered across programming and marketing. Sources familiar with details 295 00:18:22,280 --> 00:18:24,880 Speaker 1: of the production said that the cost of the first 296 00:18:25,040 --> 00:18:29,280 Speaker 1: nine forty minute episodes ran north of eighty million, and 297 00:18:29,320 --> 00:18:32,760 Speaker 1: the second batch of nine that are beginning to air 298 00:18:32,960 --> 00:18:38,000 Speaker 1: now on Netflix cost nearly one hundred million. That's not 299 00:18:38,040 --> 00:18:42,159 Speaker 1: even the most eyebrow raising part. It is estimated that 300 00:18:42,359 --> 00:18:46,359 Speaker 1: Riot spent sixty million dollars of its own money to 301 00:18:46,640 --> 00:18:51,440 Speaker 1: just promote the first season of Arcane, which is exponentially 302 00:18:51,480 --> 00:18:53,960 Speaker 1: more than a studio would typically spend for a show 303 00:18:54,000 --> 00:18:59,280 Speaker 1: it isn't distributing, certainly more than what Netflix spent itself. 304 00:19:00,119 --> 00:19:02,399 Speaker 1: The company reason that it was going to have to 305 00:19:02,520 --> 00:19:07,600 Speaker 1: find audiences outside of the typical places that TV watchers 306 00:19:08,320 --> 00:19:13,399 Speaker 1: discover television as much of the turbulence as Riot has 307 00:19:13,600 --> 00:19:17,240 Speaker 1: experienced in recent years trying to get entertainment off the ground. 308 00:19:17,800 --> 00:19:22,359 Speaker 1: It hasn't discouraged the company. Mark Merrill, who did agree 309 00:19:22,600 --> 00:19:27,920 Speaker 1: to respond to questions via email, did reaffirm his commitment 310 00:19:28,200 --> 00:19:30,800 Speaker 1: to continuing in entertainment, and I'll read the quote he 311 00:19:30,840 --> 00:19:35,520 Speaker 1: gave me quote. Our ambitions in entertainment haven't changed. We 312 00:19:35,560 --> 00:19:38,639 Speaker 1: were never attending to operate like a traditional studio with 313 00:19:38,720 --> 00:19:42,439 Speaker 1: traditional timelines. What did change as we learned more was 314 00:19:42,480 --> 00:19:46,120 Speaker 1: our expectations of ourselves. We realized that getting it right 315 00:19:46,200 --> 00:19:49,000 Speaker 1: takes a lot more time than we did originally expected, 316 00:19:49,440 --> 00:19:53,240 Speaker 1: and so we recalibrated our development, output goals and teams 317 00:19:53,320 --> 00:19:56,280 Speaker 1: with that in mind. And as for that two hundred 318 00:19:56,320 --> 00:19:59,240 Speaker 1: and fifty million price tag, could not get the comment, 319 00:19:59,560 --> 00:20:02,879 Speaker 1: could not at the company to confirm, but Merrill himself 320 00:20:02,920 --> 00:20:06,320 Speaker 1: did say, we're more than comfortable with the spend it 321 00:20:06,359 --> 00:20:09,360 Speaker 1: took to deliver a show that was worthy of our 322 00:20:09,440 --> 00:20:13,199 Speaker 1: player's time. So there you have it, the story of 323 00:20:13,400 --> 00:20:17,280 Speaker 1: Arcane and Riot Games and what has gone on with 324 00:20:17,359 --> 00:20:21,280 Speaker 1: an entertainment strategy that has gone basically a wall over 325 00:20:21,400 --> 00:20:24,840 Speaker 1: recent years. Who knows what the future will bring. For 326 00:20:25,040 --> 00:20:28,080 Speaker 1: more on Riot Games than Arcane, I would refer you 327 00:20:28,119 --> 00:20:31,960 Speaker 1: back to Variety dot com, where a feature story includes 328 00:20:32,040 --> 00:20:34,359 Speaker 1: many of the elements we covered in this podcast, but 329 00:20:34,440 --> 00:20:38,479 Speaker 1: also some things that we did not, including an early 330 00:20:39,720 --> 00:20:44,840 Speaker 1: negotiation gone wrong with the famous Russo Brothers, the architects 331 00:20:44,840 --> 00:20:50,080 Speaker 1: of the Avenger franchise, and more commentary from Mark Merrill 332 00:20:50,160 --> 00:20:56,159 Speaker 1: addressing all the different allegations made in this story. Thanks 333 00:20:56,200 --> 00:21:03,160 Speaker 1: for tuning in, appreciate the time, Thanks for listening. 334 00:21:03,600 --> 00:21:07,280 Speaker 3: Be sure to leave us a review at Apple Podcasts. 335 00:21:06,680 --> 00:21:07,800 Speaker 2: Or Amazon Music. 336 00:21:08,000 --> 00:21:09,680 Speaker 3: We love to hear from listeners. 337 00:21:09,840 --> 00:21:12,320 Speaker 2: Please go to Variety dot com and sign up 338 00:21:12,359 --> 00:21:16,560 Speaker 1: For the free weekly Strictly Business newsletter, and don't forget 339 00:21:16,640 --> 00:21:20,160 Speaker 1: to tune in next week for another episode of Strictly 340 00:21:20,240 --> 00:21:20,680 Speaker 1: Business