August 10th, 2010 by adam

LinkedIn has unofficially officially removed their “updates” system – you can no longer find out what’s changed in your contacts’ roles, busines, lives, etc.

Some idiot at LI corp – who apparently is unaware of the normal consequences of becoming the lowest-common-denominator (i.e. unless you are the market leader on size, and *force* your competitors out of business, you price yourself out of existence. Well, you’re nowhere near Facebook, so you’re most likely to just put LI bankrupt) – has replaced it with a massive, 5-page long aggregation of twitter feeds.

(currently 5 pages on my account, but who knows how long it will get if more people add their twitter accounts?)

There’s a website for that – it’s called Twitter.com. Funnily enough, I already have 5 different Twitter clients, and they do an AWESOME job of subscribing to the twitter feeds I want to read.

None of that is applied to LI, of course – LI simply *forces* me to view everything that is tweeted by anyone. It’s as if the LI management team HAVE NEVER USED TWITTER IN THEIR LIVES, and have no idea how it works. Amazing!

The (hypothetical) idiot at LinkedIn has clearly achieved something – they’ve given a very short-term boost to the “Activity” on the site. At the cost of removing functionality that used to be there.

I suspect this is the beginning of the end for LinkedIn. At this rate, it will get more and more useless.

I wonder, is there a community anywhere for maintaining business contacts, viewing resumes, while preventing spam and leaving you in full control of who sees what and who can contact whom?

July 19th, 2010 by adam

Is there a place to complain that UK government departments are breaking the internet standards and refuse to fix their websites?

Occasionally, you find sites that do this. Usually, when you tell the organization, they’re a little embarassed, and rush to fix them.

From HMRC, I got a polite, pedantic, *but entirely incorrect* response telling me that the “standard” was X, when I know that to be false (as does anyone who has read the offiicial standards, as documented by the Internet RFCs).

They apparently can’t be bothered to read the standards, and don’t care that they’re wrong.

No wonder so many people hate civil servants: holier-than-thou attitude coupled with being clearly, inarguably, wrong. Sigh.

July 5th, 2010 by adam

(where normaly people might “Be original, then Apologize if you fail”)

Just a minor piece of recent DRAMA! DRAMA!, something to cheer up the week…

This excellent piece of Advertising / Fun / Augmented Reality / Creativity was – like most big-budget ideas – based on someone else’s idea, someone who had the basic idea (and proved it non-commercially) first.

So far, so good.

This is the 21st Century. People notice when you clone ideas, and they comment. A lot of comments are brief and reflect the emotional reaction rather than a considered opinion. Especially if you disingenuously claim to have invented the idea, and put out press releases to that effect … when there’s plenty of evidence suggesting otherwise.

Still, that’s how life goes; you try something, you veer too close to “copying”, and you get some minor pillorying on a public website. You re-adjust; next time, you’ll try to add a bit more novel to an idea – or you’ll work harder to give credit where it’s due.

OR … or, one of your team can always just go for the all-out nuclear option, and insult everyone and everything in sight. In the world-readable comments thread. For bonus points, you can then delete your comments a day later when you realise what a douchebag you appear, and how damaging it’s become to your future career:

http://www.flickr.com/photos/pixelsumo/4752204508/sizes/o/

(I love how Nicholaus is naive enough / bad enough at his own career to imagine that simply deleting or editing a comment makes all evidence of it vanish :))

April 26th, 2010 by adam

One great achievement of the web is the huge reduction in barriers to publishing. But the flipside is that we now see extremely low incentives for publishers to keep content “live”. Back when it cost money to publish info, you had good reasons to *keep* your content live once it had been published; you had a revenue stream to protect.

Nowadays, with publishing costing nothing, it’s often un-monetized. All it takes is the slightest increase in hassle for the publisher, and they’re better off killing the content entirely.

That’s the case with a site I just shut down. A small, incomplete – yet moderately valuable – resource for iPhone Developers, with a few thousand unique visitors a month. Too small to be worth monetizing, so I hadn’t. I was eating the (very small) hosting and support costs, until someone abused the site, and those “support costs” became non-trivial.

iPhoneDevelopmentFAQ – history

I created this site at the start of 2009, because there was no good FAQ for iPhone Development (AFAIAA there still isn’t; even today, the nearest you can get is StackOverflow. SO is great, but … a lot of subjects are “forbidden” under the site terms, and the site-search is very weak).

I set it up to be low maintenance, and to allow multiple people to moderate it (very similar lines to SO, but slightly less open, and a lot more “niche”).

In the past two weeks, after more than a year of “no active moderation”, we saw forged posting credentials and then pointless offensive questions. First rule of running a passive website: leave it configured to report (surreptitiously) on all unusual activity, so you can see if it gets out of hand / abused / attacked / etc.

Options

Deleting offensive content requires only a couple of minutes (to remember the password, login, and hit delete).

Checking what happened with the forged credential (probably unrelated) is more like half a day to a couple of days. I could audit the code, audit whatever 3rd-party PHP libraries were being referenced, and almost certainly plug the hole (or holes).

Or … I could do what I actually did: two lines of typing, and Apache kills the site. In a way, it’s a bit sad – it had background traffic of a few thousand uniques a month – and the whole thing is now gone.

The fragility of niche interests

At the end of the day, I get *zero benefit* from this site. I pay a tiny amount for the web-hosting and the domain-hosting, so it’s almost free, and I’m happy to leave it running for the benefit of the thousands of visitors each month.

But if it’s going to start costing me hundreds (or thousands) of dollars in lost time when I would otherwise have been doing paid contract work (every hour not working is an hour’s salary lost) … then the balance switches and (as in this case) I’m obviously going to kill the site.

I expect that the people who abused the site were just being thoughtless, and probably wouldn’t have ever gone back anyway. But I can’t afford the time to make sure.

Ultimately: Who has the time for this? A handful of callous acts just killed a repository of info.

December 24th, 2009 by adam

I got this in my inbox a few days ago, and it’s been forwarded to me by a few people since:

(NB: the fact that you still have to login MERELY TO READ THE DAMN FAQ linked from the PR statement is IMHO symptomatic of some of MP’s problems :( )

metaplace.com is closing on january 1, 2010

We will be closing down our service on January 1, 2010 at 11:59pm Pacific. The official announcement is here, and you can read a FAQ guide here. We will be having a goodbye celebration party on January 1st at 12:00noon Pacific Time.

Some of the correspondence I’ve seen on this – what went wrong? what should they have done differently? – has been interesting. Personally, I’m in two minds about it. I think there were some great things about and within MP, but from the very start I felt it had no direction and too little real purpose (and if you ask around, I’m sure you’ll find plenty of people who’ll confirm I said that at the time).

I’ll hilight a couple of things that haven’t come up so much in conversations:

Bad

  1. On the face of it, MP was “the bad bits of Second Life…” (poor content tools, poor client, no direction, no purpose)
  2. “… without the good bits of Second Life” (no sex, no mainstream publicity, wrong target audience to charge millions of dollars in land-rental to)
  3. Poor discoverability (how do you find something cool in Metaplace? Go to site, login, download client, wait a lot, browse a weak index, wait for more downloads, wait for content to stream in … etc)

Discoverability was IMHO the killer: this is something that so many “hopeful” social sites and systems get wrong, and only a few get right. The best examples are still simple: browsing your friends’ friends on Facebook by looking at photos of their faces (hmm; who do I fancy?), or using Google to find things you’re looking for (the gold standard in tech, but also the base *expectation* of the modern web surfer).

The history of SLURLs in Second Life should probably be required reading for people interested in this – if you can find ways to experience / re-live life pre-SLURLs, and read through some of the trials and tribulations that Linden went through in getting them to work.

And even then, of course, SL still had no browsability – but it least it had “open” bookmarks and copy/paste references you could share with people, and embed in webpages. That was barely acceptable (and still “awful”) back when SL was in its prime; the equivalent “minimum acceptable” is probably Faceboook Connect with full Facebook integration (i.e. not just FC-login, but having a bona fide FB app too that acts as an alternate access-path for your virtual world).

Good

  1. Well, obviously, there was a lot of great content in there. I only skimmed it, but apart from the problems above, I saw a lot of interesting stuff
  2. The AJAX/CSS/HTML GUI … it was really easy for me to mess about gaining and browsing badges (both mine and other peoples).

Early on, I found the AJAX vs Flash part particularly interesting. The former showed up how weak the latter (the world-client) was: sometimes I went to the site, all happy about the badges, the popovers, etc, and as soon as I got into the Flash client, my mood would drop noticeably. Eventually, I stopped bothering visiting at all; I dreaded the slow, unwieldy, “clicking all over the place to move fractionally”, Flash experience.

One question I had was how much this was to do with the languages / platforms involved: did AJAX/CSS inspire the people working in it to make lighter-weight, faster, more abstracted core experience? Or is this just coincidence? There should be literally no reason why either of those platforms forced the designers to provide the experiences that way (Flash is capable of a much faster, snappier, fluid usability experience – it’s been excelling at this for years).

August 11th, 2009 by adam

I saw an article recently that described this attitude nicely: certain weak marketing executives believe that the purpose of a “conversation” is for them to have more ways of telling the customer what to do; they are seemingly incapable of understanding the idea that a “conversation” involves listening to the other person.

To them, email is a “one-way broadcast medium for us to tell the customer what to buy”, rather than “a two-way communication medium that allows us to listen and respond to our customers”.

Today, I received a great example. Here’s an email I received one month ago, from Apple:

“Thank you for renewing your iPhone Developer Program membership. New Expiration Date: 10 Aug 2010″

And here’s the email I received today, from Apple:

“your iPhone Developer Program has expired” (sent from address: “noreply-iphonedev@apple.com” )

A triple-whammy on appalling customer support there:

  1. Erroneously (I hope) claiming that they are NOT providing a service they have committed to providing
  2. Taking money from a bank account in return for a service that they then don’t provide (that bit’s illegal)
  3. …and:
  4. Sending all correspondence from an email address that they mark “noreply”; i.e. “if we (Apple) screwed up, we don’t want to hear from you. We don’t want to fix it. Go away”

I especially like the way they put this all together, so you get the implication that:

Apple would prefer me to sue them (Apple), or file a claim against them for fraud, than to let me send them a simple email and spare them the fallout of their stupid mistake.

Using a two-way media to deliberately ignore your customers? That’s Web 0.1.

March 24th, 2009 by adam

Sulka Haro, Sulake

Summary

The intersection between social and gaming, and where that should be going, instead of where lots of people are obsessing about taking it.

(I have more to add here later, but I’ve got to run to a meeting; will update the post when I have time)
(more…)

March 24th, 2009 by adam

Austin Hill, Akoha

Summary

Conference organizer introduced this as “during this first talk, think about the platform they’ve made, as much as you do the game; that could be especially interesting for this audience”.

I totally support the principles and the ideals. The game looks fun and interesting, and at the same time taking a very “Don’t worry, be crappy” approach to core game design: lots of classic mistakes made, obvious stuff. Is this a case of being brave enough to deliberately make the mistakes they understand (because they’re easy to fix later when you’re more successful – and it leaves you more spare time to focus on fixing/avoiding the mistakes you don’t understand yet) – or just naivety?

Interesting to hear the philosophy that fed into the creation of the game, the speaker’s personal journey and how it informed the design. On the other hand, I was a bit disappointed how little actual content there was in this talk. It was perhaps 50% or more made up of a few long video clips. They were long and very little was pulled-out / emphasised from them. Most had very little information content per minute. Worst example was a mildly entertaining video of one of their players giving an intro to the product – but, frankly, so what? This was “new” and “interesting” 4 or 5 years ago, but by now it’s happened thousands of times over, and we’ve all seen it for many games. I didn’t understand why we were watching it.

I have a sneaking suspicion that – given he’s a VC – the speaker was pitching that video stuff to show “look, we have players who love our game”. That’s interesting and exciting to investors who have little or no immersion in the online world, but IMHO for game developers that’s just par for the course these days. No?
(more…)

March 13th, 2009 by adam

I just received an “invite” to a pay-for event in London about “smartphone development”: an evening in a bar with a couple of speakers and some networking.

So … you can go and listen to an iPhone developer, an ex EA person, and an ex Motorola person, and pay for the priviledge, organized by non-developers. The cost is 50% more than you pay to go to world-famous VC/angel/investor networking events such as First Tuesday.

Or … you could go to one of the many near-identical networking + speaker events that are free, and run by real developers. Here are four examples which show that Upcoming, meetup.com – even Facebook and LinkedIn – are your friends here, with loads of stuff going on.

The issue of “how” you organize these things and “what” you provide has been on my mind a lot recently, as we’ve just started a fortnightly one in Brighton (for anyone and everyone interested in commissioning, designing, developing, and launching iPhone apps). I’ve been trying out all the above sites for arranging this (I can write up some notes about the pros/cons of the different sites if anyone is interested). If you can’t find something in your local area … why not start one of your own, all it takes is making a page on Upcoming.com, and emailing the local game / mobile / iphone / OS X developer communities … takes about 30 minutes, max?

Personally, I find the grassroots events organized by people actually making this stuff on a daily basis the far more compelling option. I also find that “special name speaker” events tend to focus on the audience being expected to shut up and listen, rather than share and learn collectively – which isn’t much use to me these days. Unconferences for the win!

Of course, sooner or later, if your event gets popular, you’ll have to start charging because the only venues big enough require large payments, and the organization effort becomes too much to do in your free time. But for the small events? My advice: if it ain’t free, don’t go.

March 4th, 2009 by adam

http://www.gamasutra.com/php-bin/news_index.php?story=22528

“It is probably safe to say that, despite decades of ever more spectacular Hollywood visions of extra-terrestial domination, humanity in its worst nightmares never imagined it would have to contend with spawn-camping aliens.”

(also … If that article is accurate, sad but unsurprising to hear that (apparently) the underpowered server tech for TR yet again managed to make a misery of gameplay, even at the very end. If that article is accurate, then well done to the ops for managing to get some instancing sorted out, but note to self: never let this happen with future twitch-based / FPS MMOs)

February 26th, 2009 by adam

(4 posts in one day? Yeah! Too busy to be regular right now. GDC is on the way)

At the end of my commentary on the formation of NC West, I added almost as an afterthought a little comment about Europe and the MMO industry:

there’s a gaping hole in the MMO sphere. For someone bold enough to step into that hole, you could “own” Europe’s online gaming industry for the next decade.

Since I wrote that, surprisingly many people have commented on it both by email and in person, either along the lines of “look who else missed the opportunity” (Jagex, Ankama, Bigpoint, Gameforge), or along the lines of “yeah!” (count me in) … or both.

So, I wonder: what *would* it take, right now? If you have ideas, post them here. I’ll be at GDC in 3 weeks time, and I’d be more than happy to pitch this as a credible plan, if you come up with a comprhensive-enough plan. It’s a lot more expensive than any of my own humble plans, but in many ways I find it a lot easier to justify, financially. And I’m not even trying (it’s just a game for me right now, idly imagining what I’d do, if I were Jagex, or Ankama, or Gameforge, etc).

Wishlist time. Over to you, Dear Readers…

February 12th, 2009 by adam

Mark Cuban’s blog is an odd one; I really can’t remember why I started reading it (presumably linked by a VC blogger would be my guess), and yet even though I read very few blogs I’ve stuck with his. It’s not like the standard SiValley other investor/commentator blogs. It’s a lot more based in the real world, and a lot closer to my experiences of running the business side of a business as opposed to the “building to flip” side of running a startup without ever being profitable just to sell it to someone else.

Anyway, advert over. He’s posted an interesting challenge: want money for a startup? Right. You have to publish the entire business plan, and let everyone else copy it. If – as many people are fond of saying – it’s implementation that matters, not the idea, then this shouldn’t be a problem for you. But it may bring wider-world benefits to everyone else, intangible virtuous-circle stuff.

I will invest money in businesses presented here on this blog. No minimum, no maximum, but a very specific set of rules. Here they are:

1. It can be an existing business or a start up.
2. It can not be a business that generates any revenue from advertising. Why ? Because I want this to be a business where you sell something and get paid for it. Thats the only way to get and stay profitable in such a short period of time.
3. It MUST BE CASH FLOW BREAK EVEN within 60 days
4. It must be profitable within 90 days.
5. Funding will be on a monthly basis. If you dont make your numbers, the funding stops
6. You must demonstrate as part of your plan that you sell your product or service for more than what it costs you to produce, fully encumbered
7. Everyone must work. The organization is completely flat. There are no employees reporting to managers. There is the founder/owners and everyone else
8. You must post your business plan here, or you can post it on slideshare.com , scribd.com or google docs, all completely public for anyone to see and/or download
9. I make no promises that if your business is profitable, that I will invest more money. Once you get the initial funding you are on your own
10. I will make no promises that I will be available to offer help. If I want to , I will. If not, I wont.
11. If you do get money, it goes into a bank that I specify, and I have the ability to watch the funds flow and the opportunity to require that I cosign any outflows.
12. In your business plan , make sure to specify how much equity I will receive or how I will get a return on my money.
13. No mult-level marketing programs (added 2/10/09 1pm)

PS: I love Mark’s attitude that comes across in his blog. E.g. in one of the first comments to this blog post:

Would you be open to reviewing pitches on your blog and then details privately?

From MC> No. This is an open source opportunity. Not a pitch Mark opportunity

December 29th, 2008 by adam

Here’s a question about increasing the profitability and decreasing the development cost of any MMO, although probably no-one except the web-people will recognise it as such (and even some of them won’t get it):

How do you improve the customer support for an existing MMO?
[where do you start, and what do you target?]

(more…)

December 12th, 2008 by adam

The App Store is just another casual games distribution platform + social network. You can pretend it isn’t (sometimes I think Apple is still pretending that it’s just an extension of iTunes, and ignoring the social side completely – Doh!), but that doesn’t make it true :).

Apple’s had the iPhone version of the App Store running for more than half a year now, and made tens of millions of dollars from it, so what’s it like? Where’s the social stuff good and bad? Where’s the game distribution stuff good and bad?
(more…)

November 14th, 2008 by adam

On this site I have a rather subtly-hidden Blog Roll. When I started blogging, the site had less on it, and the roll was easy to find – and short. Now it’s not. And it’s long. And each link on there has been carefully considered. There’s some gems in there (although a lot of them are updated so infrequently few people track them).

So it’s time to call-out some of the interesting things to be found in the blogging world of MMO people.

By the way … you can tell who’s working on uber-secret or personally exciting projects these days because they’ve suspiciously stopped blogging for months at a time. Lazy slackers, the lot of them. The more you do, the more you should blog! :P

There are some that should be on the blogroll but aren’t (yet), and some other bloggers I should mention (but I’m sticking to the blogroll only for this post – I’ll go through others next time). Feel free to add your own recommended reading in the comments.

Blogs to read:
Brinking (Nabeel Hyatt)
* Who? serial entrepreneur, raised funding and sold companies
* What? currently running a funk-tastic social / music / games company with a bunch of Harmonix guys
* Why? big commentator on the games/apps/making money/predictions parts of All Things Facebook

Broken Toys (Scott Jennings / LTM)
* Who? became infamous in the early days of MMOs as a player of Ultima Online who ranted publically, amusingly, and sometimes even insightfully
* What? ex-NCsoft, now doing intriguing web games at John Galt Games
* Why? In his heart Scott’s still a player, and more than anyone else I’ve seen he interprets the world of MMO design, development, and playing through the players’ eyes. Interesting point: he’s mostly concerned with life-after-launch. Funny that. Players kind of find that bit the most interesting. Also keeps a close eye on community-management screw-ups, and WoW generally

Bruce Everiss
* Who? ex-head of marketing for Codemasters
* What? um, I’m not sure what he’s doing these days, apart from becoming a “professional blogger”
* Why? he aims to comment on every single interesting piece of news in the mainstream games industry. That’s a lot of commentary. Always something to read! IMHO he is often completely wrong about anything online-games, and a lot of business and “future of industry” stuff – Bruce is from an older age of the industry. But … he says a lot of interesting things and sparks a lot of interesting debates in the process. Worth reading. Just remember he is extremely (deliberately, I’m sure) provocative, and don’t take it too seriously.

Coke and Code (Kevin Glass)
* Who? A programmer working in mainstream IT
* What? An insanely prolific author of casual games “in his free time, as a hobby”
* Why? Because he’s better at making games than many professionals I’ve met, and he is very very prolific, making new libraries, toolsets, editors, games, game engines – and commenting on it all as he goes, and throwing up new games for you to play all the time

Erik Bethke
* Who? ex-Producer for Interplay
* What? CEO of GoPets, an online casual virtual world that’s especially big in Asia (and based in South Korea)
* Why? A hardcore WoW player who analyses the game-design as he goes, and relates very honestly a stream of both emotional experiences and seminal events in the game that should give you lots of things to be thinking about, especially if you’re a designer, business person, or product manager.

Extenuating Circumstances (Dan Hon)
* Who? ex-MindCandy, current CEO of SixToStart
* What? one of the first Bloggers (on the whole of the internet!) in the UK, and an awe-inspiring assimilator of “everything happening on the internet, with technology, with media, with entertainment and the future of the world” for all of the ten years I’ve known him.
* Why? He’s still an excellent tracker of all those things, and finds memes very quickly. Nowadays he just auto-posts links (lots of them, every day) with a few words of commentary scattered here and there (del.icio.us descriptions) – making his blog a ready-made news filter for you :)

Fishpool (Osma Ahvenlampi)
* Who? CTO of Sulake (makers of Habbo Hotel)
* What? a very technical commentator, often in great detail, on the issues of running a 100-million user virtual world, with observations about Habbo’s community, business, and culture thrown in
* Why? He posts very rarely, but when he does, they’re usually full of yummy detail

Futuristic Play (Andrew Chen)
* Who? ex-VC (Mohr-Davidow Ventures)
* What? entrepreneur with a web-background who’s come into the games industry and bringing lots of useful stuff with him
* Why? blogs a LOT on advertising (and how to make money out of it in games and web and casual), and on metrics, and how you can use them to run you games or web business better. Also has a long fascination with what are the best parts of the games industry, and the best of the web industry, and how we can each put those best bits together to be even better

Off the Record – Scott Hartsman
* Who? ex-Everquest, ex-Simutronics
* What? Senior Producer for MMOs – but previously an MMO lead developer, and once (apparently) a Game Designer.
* Why? he’s funny, he knows his stuff, and he’s worked on some of the most important MMO projects outside Asia, so he’s got an interesting perspective going there.

Orbus Gameworks (Darius Kazemi)
* Who? ex-Turbine, now CEO of Orbus (a games-metrics middleware company)
* What? Likes the colour orange *a lot*, infamous for networking his ass off at games conferences (*everyone* knows Darius), very friendly, generous – and mildly obssessed with the use of metrics and stats to improve the creativity and success of game design (in a good way)
* Why? If you liked the Halo heatmaps when they came out, you’ll love some of the stuff they post on the Orbus company blog. A year ago they were posting heatmaps-on-steroids. If you thought “metrics” equalled “spreadsheets of data” then prepare to have your view changed pretty thoroughly.

Prospect Magazine/First Drafts (Tom Chatfield)
* Who? section-editor of the highly respected socio-political print magaine Prospect
* What? a highly-accomplished English Literature post-grad (bear with me here) … who also happens to have been a lifelong hardcore game player, I think the only person I know who got a hardcore character to level 99 on Diablo2, and now plays WoW a lot.
* Why? although Prospect only very rarely (like, only a few times ever) covers games, it’s very interesting to see what the rest of the world – especially the highly educated and highly intelligent but non-technical, older generations – thinks of us. And a bit of culture in your blog reading is probably good for you, too.

Psychochild (Brian Green)
* Who? ex-3DO/M-59, now the owner and designer of the revamped, relaunched, more modern Meridian-59
* What? an MMO game designer who disingenuously describes himself as an indie MMO designer but like most of the others has probably spent too long doing this and knows too much (compared to many of the modern “mainstream” MMO designers) for that to be true any more
* Why? lots and lots of great design ideas and commentary here for anyone wanting to do MMO design

Scott Bilas
* Who? programmer on Duneon Siege
* What? …in particular, responsible for the Entity System (one of my main areas of interest)
* Why? Scott’s phased in and out of blogging, but when he does blog he tends to do good meaty programming posts that contain lots of source code and some useful lesson or algorithm.

Sulka’s Game (Sulka Haro)
* Who? lead designer for Sulake (Habbo Hotel)
* What? more of a Creative Director than game designer, more of a web background than games, but above all a community/product/creative person who knows his stuff. Also a big player of MMORPGs
* Why? are you cloning Club Penguin or Habbo Hotel and want some pointers about revenue models, community management, and how to be successful with virtual-item sales? You might want to read his posts ;)

The Creation Engine No.2 (Jim Purbrick)
* Who? ex-Codemasters, ex-Climax (both times working on MMO projects)
* What? originally a network / MMO academic researcher, then a network coder, and now the person who runs Linden Lab (Second Life) in the UK. Very big proponent of all things open-source, always doing interesting and innovative things with technology
* Why? Keep an eye on the more innovative technology things that are done with Second Life (stuff you don’t tend to read about in the news but – to a tech or games person – is a heck of a lot more interesting by a long long way), and get some insight into the life of serious open-source programmers who succeed in living and breathing this stuff inside commercial environments

The Forge (Matt Mihaly)
* Who? developer of one of the earliest commercially successful text MUDs, now CEO of Sparkplay Media
* What? spent many years running Achaea, a text-only MUD that made a healthy profit from pioneering the use of itemsales (virtual goods) – and the things weren’t even graphical – and has now finally (finally!) moved into graphical games with the MMO he’s developing
* Why? one of the few MMO professionals who talks a lot about his experiences playing on consoles (especially Xbox), which makes for a refreshing alternate view – especially from the perspective of an MMO person talking about social and community issues in those games. Just like Brian Green, claims to be an indie MMO designer, but probably knows far far too much for that to be even vaguely justifiable

Vex Appeal (Guy Parsons)
* Who? ex-MindCandy
* What? Guy is an extremely creative … guy … who had a small job title but a big part in inventing and rolling out a lot of the viral marketing stuff we did for Perplex City (online game / ARG from a couple of years ago)
* Why? Awesome place to go for ideas and info on the cutting edge of doing games stuff with social networks. Usually. Also … just makes for a fun blog to read

We Can Fix That with Data (Sara Jensen Schubert)
* Who? ex-Spacetime, currently SOE
* What? MMO designer, but like Lum / Scott Jennings, comes from a long background as player and commentator, and shorter background as actually in the industry. Like Darius Kazemi, spent a lot of time in doing metrics / data-mining for MMOs
* Why? Take Darius’s insight into metrics for MMOs, and Scott’s knowledge of what players like, don’t like, and ARE like, and you get a whole bunch of interesting posts wandering around the world of metrics-supported-game-design-and-community-management. Good stuff.

Zen of Design (Damion Schubert)
* Who? ex-EA (Ultima Online), currently at Bioware (MMO)
* What? MMO designer who’s been around for a long time (c.f. UO)
* Why? Damion writes long detailed posts about MMO design, what works, what doesn’t, practicalities of geting MMO development teams to work together, how the playerbase will react to things, etc. He also rather likes raiding in MMORPGs – which is fascinating to see (given his heavy background as a pro MMO *designer*)

[NC] Anson (Matthew Wiegel)
* Who? ex-NCsoft
* What? Dungeon Runners team
* Why? was doing lots of interesting and exciting things with data-mining/metrics in the free-to-play low-budget NCsoft casual MMO. Watch this space…

People with nothing to do with games, but you might want to watch just because they’re interesting:
Bard’s World (Joshua Slack)
* ex-NCsoft
* Josh is one of the key people behind Java’s free, hardware-accelearted, game engine (JME)
Janus Anderson
* Who? ex-NCsoft
* What? um, he’s been taking a lot of photos recently
* Why? watch this space
Mark Grant
* Who? non-Games industry
* What? an entrepreneur, web-developer, and Cambridge Engineer
* Why? very smart guy, and interesting posts on web development (no games tie-in)

November 12th, 2008 by adam

(a FAIL using web-based meeting tools)

1) Make it look fun and interesting and seemingly inclusive:

“MiniBar is a social evening in East London which offers people a chance to snaffle some free beer while discussing p2p, Creative Commons, web applications, social networking and general Web 2.0 (3.0) mayhem & fandango.”

2) …but require that signup has to be done in two separate places for two “halves” of the event:

“You can come at 5pm … You need to register separately here for this part.”

3) …and make the location a Secret, known only to the special few:

“Location
This location is shown only to members”

4) If someone attempts to signup for the (free) event, deny them, and demand 250 letters explanation (no more! don’t you dare go over 250 chars!) for why they are important enough / l33t enough to be allowed to come:

(the way meetup.com works, I can’t access this page from cache to copy/paste the text, sorry – you’ll just have to take it from me that it’s pretty abrupt, demanding you justify yourself without offering anything in return, or any kind of explanation of WHAT you are supposed to write, or WHY)

5) Finish your event description with not one but TWO content-less/broken links, and describe them as “more info”. For bonus marks: forget to hyperlink one of them:

“More Info at: OpenBusiness.cc and barcamp.org/minibar”

(the first domain there is hotlinked to: http://www.openbusiness.cc/minibar/)

NB: http://www.openbusiness.cc/minibar/ == a empty webserver directory on a webserver allegedly running Apache version 1.3.39 (!) – not impressive for a web/internet event.

NB2: http://barcamp.org/minibar == a webpage with adverts for 50 odd totally unrelated items, e.g.

“angled bob hair style
black braided hair styles
jc penny free shipping
trendy hair style
victoria secret free shipping”

(yes, really – Victoria Secret and JC penny. For a supposed BarCamp about startups and internet companies. Um … OK.)

I guess that’s another Web 0.1 example, then…

November 7th, 2008 by adam

In case you hadn’t noticed, there’s been a recent disturbance in the force for the inhabitants of the place they call Second Life, and it’s all about money.

But that’s not what this post is about (I’m not that interested in the internal politics of a single VW/MMO/whatever, until/unless they have wider general meaning / effect).

No, this post is about Linden Lab’s actions following the uproar, where (among other initiatives) they held an open meeting within SL to discuss the issue, with the company CEO present to do a big Q&A session. Since LL has been touting SL as a great place to hold meetings – better than real life – and someone conveniently posted a transcript, I thought it would be interesting to see what an LL-run meeting looked like, under pressure.

The simple answer (if you glance at that transcript, about 50% of which is noise), is: chaotic.
(more…)

October 5th, 2008 by adam

A little over 2 years ago, a new startup went into private alpha. Here’s one (of many) announcements about it:

On 9/18/06, Jim Greer wrote:
>
> Hi all -
>
> I want to announce my soon-to-launch Flash game startup to this list – I’m
> looking for game developers and players. The site takes games uploaded by
> indie developers and puts them into a rich community framework with
> persistent rewards, metagames, collectible items, chat, etc. Game
> developers
> make up to 50% of the revenue we get from rich media ads and
> microtransactions.
>
> Basically we’re building a community around web games. When I say
> “community”, I don’t just mean chat and profiles. It’s more like turning
> individual web games into something that have some of the addictive
> qualities of an MMO. For those of you who play World of Warcraft – what
> keeps you playing after you get a little bored with the quest that you’re
> working on? I think it’s things like this:
>
> – you are about to level up
> – you are about to earn some rare item
> – your friend is coming online in a minute and you said you’d quest with
> them
>
> Basically it boils down to: you’ve got goals that go beyond a single play
> session, and you’re online so everyone you play with can see/admire your
> progress. We have analogues for all of those rewards.
>
> So what we’re creating is a game portal with:
>
> – chat
> – profiles
> – challenges and collectible items
> – microtransactions for premium features
> – leagues
> – loyalty points for rating games, suggesting features, etc
> – rich media ads
>
> As I said, we’re making money off rich media ads and splitting that. We’re
> also opening up the microtransaction API so developers can charge for
> premium content in their own games (extra levels, gameplay modes, etc) –
> we’ll take a much smaller cut of that revenue.
>
> We’re launching a private alpha version in a couple of weeks – if you’re
> interested in participating you can email me. Preference will be given to
> those who have games to upload! Initially, our usage will be low so the
> revenue share won’t be significant – to make up for that we’ll be having
> cash prizes for Game of the Week and Game of the Month.
>
> Also, we’re hiring developers to help us make our own games, as well as
> extend the API feature set. The first game we’re making is a collectible
> card game, played online – you win the cards by completing challenges in
> user-uploaded games.
>
>
> Jim Greer
> jim
> Company: http://kongregate.com
> Blog: http://jimonwebgames.com

Kong has delivered on all of this … except “microtransactions” and “leagues”. Although … that blog didn’t quite work out: it’s now a blank WordPress blog, installed March 2008 by the looks of things.

Missing features

Kong at the moment is monetized purely through advertising, which is interesting both because they have relatively low user figures to be an ad-driven site, and because most people seem more interested in the other (non-advertising) forms of F2P revenue: item-sales, fremium/premium subscriptions, etc.

On the userbase front, I’ve been wondering about it for a while: their PCU/ ACU (peak concurrent online / average concurrent online) figures are, I would have thought, “fatally” low for an advertising-driven site. The highest I’ve ever seen was around 20,000 users online at once, and a thread on the forums asking people the highest they’d ever seen topped out – so far – at 22,827.

Balancing that out, clearly there’s a very high percentage of return visitors, and high frequency per visitor. I know that other games, such as Runescape, managed to be hugely profitable on similar numbers of users, but that was a long time ago. With the increased competition for advertising these days among web companies, I’d have thought that was much harder. Even if advertising is easier and richer these days (financial crises aside), we’re only talking about $1million a year revenues. Kong has taken on almost $10 million of angel / VC funding to date, which is a *lot* of money when you look at the kinds of return on investment those people expect to receive.

Going back to the choice of revenue stream, let’s revist the original features Jim mentioned, and see how they stack up:

> – chat
> – rich media ads

These are derivative and trivial to add to any Flash-games portal. Who cares.

> – profiles
> – challenges and collectible items
> – microtransactions for premium features
> – leagues
> – loyalty points for rating games, suggesting features, etc

… whereas these are all high-engagement items. None of them work without getting the individual users to create an account on the site, and to keep logging in each time they come back. Most game portals are specifically targetted at being ultra-low engagement: no barrier to entry, no signup, no “hoops”; just play. For other portals to add these services would be tricky from the marketing / conceptual product viewpoint.

Several of them – particularly “challenges”, “microtransactions”, and “profiles” – are also technically challenging, requiring a lot of infrastructure (either server back-ends, or user-interface front-ends).

So, although Kong hasn’t yet added two of those high-engagement items, it’s got most of them. That strongly suggests it would be a great candidate for adding a more active form of monetization, as opposed to the current, purely passive, one (advertising).

And that would be a good potential justification for how they got so much external invesment (although personally I believe it also has a lot to do with a clever disruptive play to put the big games portals like Miniclip completely out of business within 3-5 years).

October 3rd, 2008 by adam

From the latest newsletter, at the bottom (after the big graphics and announcement about “moshlings” – aka mini-moshi-monsters (my – this is getting a bit infinitely recursive, isn’t it? Now your child’s pet has a pet :). I’m still trying to attract an interesting Moshling (the minigame to get them is Animal Crossing crossed with a Fruit Machine / One-arm bandit – makes me think of ZT Online’s chests, although without the Real Money part), but already I find myself wanting the next hit: a moshi-mini-moshling-ling. Ling. Mini. *ahem*)).

ANYWAY … here’s the news bit – changes to the parental controls:
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March 10th, 2008 by adam

Web 2.0 strategies often say “we can’t compete with our users, there’s too many hundreds of millions of them, and actually – collectively – they outmatch us in almost everything we do. So we’re going to bring them into our company, we’re going to let them develop the products, we’re going to let them take our technology and decide what other uses it can best be put to. And we’re not going to beat them over the head with copyright laws, because we can make so much money from the vastly increased volume of users that we get from this that it’s a virtuous circle. If we get too hung-up on controlling our data, and limiting access to our systems, and preventing people from accessing stuff “until it’s ready”, we actively prevent our community from helping us”.

Think about that: many of us, on a daily basis, are actively preventing our communities from helping us.