I feel the film companies should pay for proper advertising to see that the movie will sell, instead of putting it on our backs.
If you look at film, distribution is pre-bought. If you've paid for the distribution, you say, 'I have to make sure it's a film that gets enough butts in the seats.' I think that's the problem: It becomes prohibitively expensive, and you can't develop films for a smaller amount of money.
Why should a filmmaker turn over the irreplaceable asset, the movie, to a distribution center?
Even if there were no illegal copying, the advent of digital distribution will put a lot of stress on the movie and music industry. When the distribution costs comes down, that puts more price pressure on the rest of the cost.
I made 'Super' for $3 million, and that was filmed in 24 days. And that $3 million dollars went to a lot of things other than what shows up on screen. Once you get done with the unions and everything else, that's just, like, the basic cost of what you can make a movie for.
It costs a lot of money to make an album in a studio in New York with a producer and musicians. I have to pay a publicist every month. I have to pay for mastering, production, the manufacturing of the discs. Then, to promote an album properly, you have to spend a lot of money.
Short cycle business are being impacted by credit, and are being impacted by gasoline prices, food, distribution businesses, chemical business.
Movies are getting more and more expensive to distribute. You need a lot of money to get people into theaters.
I would love to do a big studio movie, just because they're going to put the money into distributing it. A lot of times you do these little movies, you love them and they never get seen by anyone.
The studios basically, besides developing some material, their strength is distribution. Distribution in any other business is a cost that you incur. You know, in a trucking business, you eat it. In a film business, distribution is a profit center.
The idea that content is king has long rested on the notion that distribution - in whatever form it takes - is a low-margin commodity, and the biggest share of profits flows to the creators of original programming, who can sell to the highest bidder.
We're trying to make our software available to users in as economically efficient a way as possible. That means distributing the software directly to them; taking payment through Mastercard, Visa, Paypal, and other options; and not having a store take 30 percent.