4 ms·
Hate to break it to you, but the pop star success formula is actually meticulously detailed and very repeatable. The producers and song writers know exactly how
by jarjoura 2y ago
Hate to break it to you, but the pop star success formula is actually meticulously detailed and very repeatable. The producers and song writers know exactly how to do it.
It’s not about challenges in finding success, so much as, at least in music, artists don’t want to follow a formula. They want to create songs and melodies that are personal and meaningful to them and their fans.
- kjkjadksj 2y agoArtists absolutely want to follow a formula. Read a little bit about songwriting. How common chord structures are across popular music. Music theory in general is literally formulaic. Beethoven or Radiohead both follow formula.
- recursive 2y agoThere are more people that want to make hit songs than there are hit songs. As long as that's true, it will not be easy.
- pjlegato 2y agoWhile some necessary factors about what makes a pop hit are known, even with that knowledge -- and a huge marketing budget -- the vast majority of songs written even by the very top producers and songwriters flop massively, all the time. They know this, too. They budget so that their 1% massive hits pay for the 99% that nobody cares about.
- antifa 2y agoThat probably involves more of a corporate marketing vanguard that picks winners more so than it organicly finds them.
- johnnyanmac 2y agoAnd you think Games are different?
- antifa 2y agoThe corporate marketing vanguard that picks winners in the gaming industry is almost entirely dedicated to microtransactions, pay to win, pay walls, subscriptions, and battle passes. Inorganicly chosen winners is a problem, but in the music industry, the end product itself doesn't exploit the listener beyond just that.
- johnnyanmac 2y agoSure they are now, that's simply where the money is nowadays. 5 years ago it was battle passes 5 years before that it was an attempt to recoup costs with used game. 5 years prior to that it was experimenting with DLC types and seeing what would stick. And 5 years before that it was trying to have long term subscription attachments to a game. Games are ultimately tech. And games grew along with the internet. It was inherently going to be run more like a tech company than a media conglomerate for that reason. I see it less as games being exploitative than a double edged sword, like the internet itself. It can be a lot more exploitative. But it also opened up entire mediums of ideas and arguably tore down world borders.