Tuesday, November 25, 2008

TRIPLE GUILD PLAY FOR MICROSOFT

Los Angeles
The Economic Times

Microsoft will be filled to the gills with "The Guild."

The software giant has an exclusive lock on the long-awaited second season of the Internet cult hit, which will be the first to be distributed worldwide simultaneously across Microsoft's triple platform of Xbox 360's Live Marketplace, MSN and Zune.

Sprint has signed on to sponsor the 12-episode run, making it the first marketer to test Microsoft's new strategy to draw ad dollars with the combined reach of a gaming console, Internet portal and portable media player.

A scripted comedy chronicling the misadventures of a group of online gamers, "Guild" premieres Tuesday on Independent Video, Xbox's new channel devoted to original content. "Guild" will lead a collection of ad-supported and fee-based programs, including such other game-oriented fare as "The Jace Hall Show," "Red vs. Blue" and first-season episodes of "Guild."

Although launching with just five or six programs, Xbox has ambitions of expanding Independent Video beyond the gaming theme to embrace a broader audience. The channel is launching with the only other original deal it has done to date, the webisode "Horror Meets Comedy" from Safran Media Group, which is not gaming-related.

After reaching 9 million views with a 10-episode season financed from viewer contributions via PayPal, "Guild" emerged last year as one of the more buzzed-about webisodes. Its star, creator and writer-producer, Felicia Day, has become the face of the original Web production world, starring opposite Neil Patrick Harris in one of the few other success stories in online originals, "Dr. Horrible's Sing-Along Blog," created by Joss Whedon. "Horrible" also is syndicated on Xbox's Independent Video.

A key component of the deal allows for Day to retain the intellectual property rights to "Guild" while collecting an unspecified upfront license fee. A who's who of Web brands courted Day for rights to "Guild," from old-media companies to gamer-centric ad networks, though many insisted on retaining the traditional set of rights.

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