There is an article in the New York Times today about the distribution of media and content across a number of devices and platforms. It delves into how companies are dealing with the plethora of ways to distribute content and trying to do so in a way that keeps costs down but still lets them be creative. The article centers around the Digital Content Lab, but I think some of the ideas in the piece speak to the strengths of the Flash Platform:
The Cartoon Network was aiming to expand its library of more than 150 games — which correspond to its TV cartoons — beyond computers and into game consoles, without spending a fortune rewriting all its software, said Suzanne Stefanac, a journalist, and longtime A.F.I. mentor who was recently named director of the Digital Content Lab. (Ms. Stefanac and I once worked together at ZDTV.)
I tend to refer to these different platforms as “touch points” and one of the great things about Flash is that you have access to multiple touch points that all utilize essentially the same runtime so you can quickly and easily port Flash content from platform to platform. This could be video, games, interactive content or any number of things; they all leverage the Flash Player and as a result transfer easily. In a lot of ways the Flash Platform has become a de facto standard. It’s running inside the browser, on the Wii, on the Play Station 3, mobile devices, set top boxes, cars and with Apollo now has a close integration with the desktop computer.
In order to be nimble in the digital world you’ve got to be able to quickly release content depending on where your consumers are. A big theme with the major Rich Internet Application technologies is similar development tools/assets that you can use to do just that. What I think makes Flash unique is that so many different vendors and companies have opted to put Flash inside their machines. That’s a lot of space to be able to take advantage of.
[tags]Flash, American Film Institute, New York Times, Platform, Digital Content Lab[/tags]