Categories
entrepreneurship startup advice

VCs, Angels, and Beta Pages: They’re wrong

There is a curse afflicting the startup world right now. It’s insidious, it’s harmful, and – as a potential customer – I’m fed up of running into these brick walls of customer-hatred. Each time it happens, yet another startup generates massive harm for itself, and I’d like to see this madness STOP.

(by “startup world” I mean: West-coast USA-style startups – i.e. Silicon Valley VC’s and Angels, the startups they back, the people seeking money from there, and any startup that follows their way of thinking. I do *not* mean – for instance – old-style Europe startups, who haven’t even grasped the idea of a pre-funded “beta” release yet. This post probably will sound new and scary to some of them. For everyone else, this is already standard practice)

EDIT: I forgot (!) to add: when it works, for the startups that use it sparingly, and for the *minority* that are well-suited to it, it works fine. But the current trend is for *everyone* to try it – and that’s where the failure lies. “When all you have is a hammer…”

What are we talking about?

Startups today are advised to build a micro-website with just 1-3 pages that gathers people’s email addresses and does nothing else. This is supposed to show “traction” (in the number of emails captured) and “early lead generation” (by creating a pre-made mailing list of potential customers you can later approach), as well as “idea/product feedback from potential customers” (soliciting opinions from these people by emailing them and trying-out your ideas on a fresh audience – BEFORE spending the money to make the product).

I can’t remember where I first saw this, but its been promoted by a number of major VC’s on their blogs and tweets, and it’s generally seen as a sign that a startup is hip and modern and knows its shit. From memory, it’s been popularized too by things like Y Combinator, Seedcamp, etc – the places that up-and-coming startups go to learn “how to be better at being a startup”.

The importance of courting Early Adopters

First para of wikipedia’s summary on what is an Early Adopter?

Typically this will be a customer who, in addition to using the vendor’s product or technology, will also provide considerable and candid feedback to help the vendor refine its future product releases, as well as the associated means of distribution, service, and support.

Why do we care about these people? Because we certainly do care; we care very much. Startups pore vast amounts of energy into wooing this crowd.

In this context, there’s several valuable uses of these people (

  1. They’re customers: they’ll pay us
  2. They’re “easy sell”: by their nature, and their needs, they’ll buy the product with only a small amount of urging
  3. They’re trendstters: they will do considerable amounts of marketing *on our behalf*, unasked-for, and unpaid
  4. They’re vocal on feedback: they give us huge amounts of valuable insight into what’s good and bad about our product, and what we could/should/mustn’t change about it. Ditto for pricing. Ditto for marketing. Everything, really – they’re like the world’s most friendly and hard-working investor, giving the most honest feedback about the company’s products every single day

Three things on that list shine brightly, and are where old-style startups haven’t caught up yet: these people massively reduce the startup’s SALES and MARKETING costs. A small, lean startup doesn’t yet have the cash to hire a sales team. Nor a marketing team. Also, the founders usually don’t *quite* know what it is they’re selling, or how best to describe it.

These early adopters make SALES EASY, they do FREE MARKETING, and they ADVISE ON WRITING A BETTER SALES MESSAGE. Wow. Awesome!

When Early Adopters Turn Bad

Let’s look at the *second* para of Wikipedia’s description:

The relationship is synergistic, with the customer having early (and sometimes unique, or at least uniquely early) access to an advantageous new product or technology.

i.e. for all that FREE juicy goodness your Early Adopters are giving you, you’re expected (usually: required) to give back, in spades. Usually what you give back is worth more in cash than what you receive – but it’s all about timing. The cash “cost” to you is due in the future, in the long-term product discounts, etc. Whereas the cash “benefit” to you is accrued in the present, in the form of increased sales *today*. And cashflow is the thin that tends to kill startups, so this is hugely valuable for you.

And – unfortunately – these “beta” websites tend to completely ignore the “give back” part of the relationship.

Here’s the problem: if you piss-off the visitors to that micro-site, you generate *disproportionately* large hatred of your company, your team, and your product. Just as an Early Adopter is inclined to tell everyone how wonderful your product is (even though it doesn’t work yet, and they’ve only got a partial version) … they’ll equally tell everyone how terrible your product is (even though it’s not finished, and they’ve only got partial info).

These people don’t conveniently sit around waiting to SERVE YOUR STARTUP … no, they’re people with reputations of their own, with thoughts and feelings. That’s what makes them so valuable – other people trust and listen to them. And that means they’re expected/required to report the bad along with the good. Upset them at your peril.

What does a potential customer want?

When they come to your website, an Early Adopter has a rough pyramid of needs. The more convinced they are of your product – OR the more it seems to fit a problem they already know they have – the further down this list they’ll go:

  1. information
  2. a demo
  3. a service/product
  4. purchase-form

…and they’re impatient, by nature. If you convince them with your first sentence that your product is even ATTEMPTING to fix a problem that’s causing them major pain right now, they may well *immediately* run to your “pricing” link, straight from the home page.

Incidentally … in that case, here is a person TRYING TO GIVE YOU MONEY. You don’t always want their money – it might come with too many strings attached – but, generally, you probably do. You certainly want to consider it, not cut-them off mid-stride and tell them to piss off and leave you alone (which is what a lot of sites do).

It takes two to trade

But lets go back to the most basic need: information.

Someone comes to your site. Why?

You can bet that – no matter what else – they want Information. Who you are, what you’re selling, why is it useful … might they want to use/buy it for themselves?

And here is where most of these beta sites today do a full-frontal face-plant straight onto the tarmac.

Here’s what most sites do:

  1. I won’t let you see the site until you fill in a form
  2. Give me your email address
  3. I’ll show you a webpage telling you nothing, but vaguely promising to contact you “at some time in the future”
  4. The rest of my site is completely empty

This reminds me of The Pirate Code, courtesy Disney:

  1. Take what you can
  2. Give nothing in return

“Synergistic”, says Wikipedia: i.e. a trade, an equivalence: you rub my back, I rub yours.

Only … with these startups, it’s all about TAKING the customer’s info, and then sending them away empty-handed. No wonder a lot of visitors come away with a vague sense of having just been scammed – this is exactly how most con-artists work!

Why? Why, for the love of all that is good?

Not every startup is created equal; if the founder of Twitter, or Facebook, or Google, or … etc … choose to start a new startup now, with a new product, then you can be sure thousands of people will beat a path to their door just on spec of who the founder is. They don’t know what it will be, but they know they want in – if only for the bragging rights to say “First!”.

To a lesser extent, there are startups whose product approaches a need so great, and so tightly defined, and so cutting-edge … that customers will again come beating down the door IRRESPECTIVE of any sense of rationality or sense.

But, for most startups, that’s not the case.

For most startups, if you throw up a “gathering email addresses TRUST ME I’M NOT A PORN-IN-YOUR-INBOX SITE REALLY”, it’s not so simple.

For most starutps, who then use that landing page as *the main funnel for all outside contact*, this is a disaster.

For instance, last week I met a startup co-founder who gave me his business card. Only it wasn’t his card – when I followed the web-address, it proved to direct straight to the funnel for gathering email addresses. Ironically, the site didn’t even have contact info. The founders had linked to their twitter profiles.

(and the main founder had then back-linked his Twitter profile to this funnel site! Way to go, idiot: now there’s literally no way of contacting you directly. I have to @reply you on Twitter and “hope” that you will be gracious enough to a) bother to check your @-replies (since Twitter doesn’t inform you automatically) and b) avoid irritating my own followers with meaningless private messages I had to send to you in public)

Categories
advocacy

Warner Bros FAILs again: Piracy for the win

What happens if you want to watch the Animatrix films on the WB website?

Here’s the direct link, in the intothematrix.com website, as of August 2010:
http://progressive.warnerbros.com/thematrix/us/med/Episode1l_dl.zip

The handful of Google links I tried all just redirected to the WB hosting.

Right. So. The only way to see the free content, from their OWN website, is now to go and pirate the full version, and “promise not to look at the non-free parts”.

Sigh. Remind me again, what was the film companies’ stance on digital piracy?

Categories
games industry recruiting

No, no, no: Contractors are NOT your salvation

Anyone saying “redundancies are inevitable for games industry companies” should never be allowed to run a studio. Ditto for the raving loons who think everyone should be hired as contractors instead.

I was pointed at this by Nicholas Lovell’s wholehearted supporting tweet, reminding me that Nicholas is a finance guy, not a game developer:

“If you’re a work-for-hire/self-funded studio working for little profit who employs 100% of your staff on a permanent basis then expect redundancies at the end of every project and or the business completely failing.”

No. If you’re in that situation *you don’t deserve to be in business*. Contractors are no solution here at all: your “solution” is to *raise income*. Making games is not a box-shifting industry, it’s a creative industry. The ONLY way this works is to charge high prices, because you can never directly control creative-cost.

This has absolutely NOTHING to do with “Cyclical business” and “Core teams” and “Contractor flexibility” – those are the terms of idiots who think it’s reasonable to run a business as if it were a hobby, always on the brink of bankruptcy. You’ll go the way of Woolworths et al – and you damn well deserve it.

A healthy, profitable, creative business not only ALWAYS runs at less than 100% staff efficiency, it positively THRIVES on it. The open secret of successful creative industries is that you pay someone’s salary just to get them in the door and to keep them content … so you can reap the rewards by being the one to exploit the new IP that – randomly, spontaneously – flows out of them.

Categories
Uncategorized

Copyright greatly reduced European growth?

I’ve long felt this intuitively to be true, but the weight of opinion and accepted “evidence” has made the idea laughable: Copyright has no social benefit.

So this article in Spiegel Online is fascinating:

No Copyright Law – The Real Reason for Germany’s Industrial Expansion?

(I’ve been in hospital recently, just catching up now on old posts, but I see other outlets such as Wired have finally caught-on to this too – I haven’t read their take on this yet)

It appears to be mostly centered on a contrast between two similarly advanced nations, England and Germany, which had radically different copyright laws at the time.

“In Great Britain, people were dependent on the medieval method of hearsay for the dissemination of this useful, modern knowledge”, whereas “The prospect of a wide readership motivated scientists in particular to publish the results of their research”.

…and so we see a key part of modern research and academia, the concept of publishing your work: born from the *abscence* of Copyright.

Categories
computer games design games design games industry marketing

One Hundred MEELLEON Dollar! (…wasted, on RTW/APB)

18 months ago, Scott and I described our perspectives on the fall of Tabula Rasa. I said that if you’re going to spend $100m on an MMO, you’d better be aware of MMO history and not repeat those mistakes.

It would seem that Real Time Worlds wasn’t listening – coincidentally, $100m is how much *publically announced* money just went down the pan, now they’ve gone into administration.

No-one in this industry likes to talk openly about their enormous fuck-ups – and the few that do tend to become pariahs, sued by their employers or shunned by future investors. No major company openly documents – or “allows to be documented” – anything of import. It’s a system that punishes progress in the professional field.

There’s a single public analysis on RTW/APB right now. It’s an anonymous source (oh, for god’s sake! When will we stop shooting the messengers?), but some non-anonymous sources have backed it up. So, let’s take a look…

Anonymous: ExRTW on RPS

(source is here)

APB:

“lead you to think it’s going to come right by release … You end up in this situation where you’re heads down working your ass off”

Me, 18 months ago:

“The implication being that they didn’t do anything wrong, perhaps, but that they stood by and watched the train rolling slowly towards the brick wall and didn’t try (hard enough) to stop the collision.”

APB:

“APB … came together… relatively late in its development cycle … leaving too little time for content production and polish … lacking any real quality in some of its core mechanics”

Me, 18 months ago:

It wasn’t ready for beta. I said so. Many others said so.

APB:

“it was pretty clear to me that the game was going to get a kicking at review – the gap between expectation and the reality was huge.”

Me, 18 months ago:

A survey was taken, internally, asking what people thought. The results were never published – so no-one (apart from the survey takers) knows exactly what the results were, but we were told that the *company* knew.

Incidentally … I was afraid to come clean at the time (and upset individuals), but that survey of all staff was EXTREMELY negative about the project, and I have been told (but you’ll have to take this as unsubstantiated rumour) that the reaction of the top-level execs on seeing the results was simple:

“Bury it”

APB:

“I wasn’t on the APB team, so I played it infrequently, during internal test days etc. I was genuinely shocked when I played the release candidate – I couldn’t believe Dave J would be willing to release this.”

Me, 18 months ago:

[I wasn’t on the TR dev team, but] given my position I had the luxury of a lot of insights that other people wouldn’t have had.

I played TR in the alpha, and I actually enjoyed it

it was a good pre-production prototype [but – at best – YEARS away from being a finished project – and they went to beta only 6 months later]

APB:

“The real purpose of beta is publicity, not bug fixing. We never took that lesson on board.”

[I didn’t cover this, but Scott’s post did, IIRC]

And, finally…

“MyWorld is an innocent bystander caught up in the demise of APB. Which is a real shame, because it is genuinely ground breaking, though not aimed at the traditional gamer audience. ”

…which sounds an awful lot like Scott’s team and Steve Nichols team (the former very basic playable but unreleased, the latter Dungeon Runners)

Major differences

EDIT: it’s 100k sales, not 10k.

APB:

“the real killer, IMO, is the business model. This was out of the team’s hands. The game has issues, but I think if you separate the business model from the game itself, it holds up at least a little better.”

I originally (mis-)understood
the figures that Nicholas Lovell has dug out, but apparently sales were over 100k (presumably that means practically zero sales in USA?).

By comparison, the previous big-failure MMO which went down because of the “bad business model” was Hellgate: London.

Hellgate sold 500,000 units, and estimated that even if they’d made their subscription compulsory, they’d still have sold 250,000.

So, not as strongly as I originally put it, but I’m still dubious about the business model being the cause. This stinks to me of a marketing/sales failure (unless those 100k sales are spread equally across territories)

APB:

“we should have kept our powder dry. Our PR felt tired and dragged on and on, rather than building a short, sharp crescendo of excitement pre-release.”

IMHO this is a really bad idea – unless you remove the entire “MMO” part of the game. Big Bang Marketing doesn’t work for MMOs; this is the old-school of game-marketing.

Although, given how ineffective RTW’s marketing seems to have been, I doubt a big-bank-marketing-campaign could have done any worse.

Conclusions … and “moving forwards from here”

Two parts of this industry need to talk, one part doesn’t. As I said in 2009: “We need to talk [about failure]; when will we talk [about failure]?”

The professionals: you’re getting burned out, chewed up, and spat out. Your lives are being wasted.

The investors: you’re getting screwed. You write it off as random failure, and you can afford it, but you’re shying away from “games” as a result, leaving good profits behind on the table.

The inexperienced, the mediocre, and all those people who don’t actually MAKE the game, but do get to ruin the process (rockstar-designers, producers, marketers, directors, managers, etc) : you’re doing great. Your lack of skill hasn’t held you back, and the company will often go bankrupt before anyone gets around to firing you for incompetence.

…Can we actually move forwards, though?

When I left NCsoft, I was cold-contacted with some new job offers.

A typical example: “make a success of” a project that had already spent several years and many millions of dollars and was about to launch. But I wasn’t allowed to move said launch, and they had “infinite” funding (I kid you not).

There was a fat salary for anyone willing to shepherd that disaster (and, I suspect, become the public fall-guy). The game itself launched as they insisted, and was a laughable failure. I doubted it could have been fixed without another 12-18 months of development.

And me, personally? Nowadays, I run a freeform studio developing mobile apps and games for corporate clients. Each employee is responsible for themself and for their own decisions. If you need a project-manager to mollycoddle you every day, you can’t work here.

Personal responsibility, and personal authority; so far, it’s working pretty well…

Categories
games industry programming recruiting

Tech Director in Games industry: what do they do?

Came up recently on TCE. I finally figured out a concise definition of the job role being filled by the “good/great” Tech Directors – someone who’s worth every penny of the $150k salaries they command:

“Figure out the worst things that go wrong which nobody is specifically to blame for, and make sure they don’t happen”

The point with TD is that 9 times in 10 you have a hierachical company structure:

Owners

Company Directors

Senior Management

Exec Producer

Project Management

Leads

Teams

…with the setup that responsibility flows DOWNWARDS (companies where responsibility flows UP are very rare in games industry, IME. Nice idea but very few companies have the culture to obey that ideal!).

So … e.g. … anything that the PM’s don’t think of, and don’t delegate to one or more leads … gets completely ignored/forgotten.

This is a gross generalization – in practice, people lower down tend to notice if something’s missing, and apply pressure up the chain until someone takes it on, or take it on themselves.

That works for small stuff. But the big stuff – especially something that needs two disciplines to fix, or that is too much workload for one person to “absorb”, you need someone with management power (i.e. the authority to take people away from pre-existing tasks).

That’s where the [X] Director comes in. (X = Technical, Art, Design, etc)

TD, AD, etc have the sweeping power to get different departments to collaborate, or to persuade a Producer to relinquish some of their team for a week to get a “more important but so subtle you didn’t see it yet” problem fixed.

Categories
alternate reality games computer games games design

Graduate/intern games job, London (SixToStart)

Details here

a six-week paid internship, beginning in October. We’re looking for smart people who are interested in making social and story-based online games. You must be able to demonstrate experience of having worked on games in the past, whether you helped make a big game, or worked on your own in your spare time, and we’re particularly interested in:

* Front and back-end web developers
* Game designers
* Artists and graphic designers (aimed at games)

This is one of those “exceptional” opportunities – SixToStart is a tiny tiny company, but they have a habit of winning awards for their unique mix of modern games, at the cutting-edge of game-design, using computers as only a part of the overall game. Google if you don’t know them…

Categories
games industry

The Escapist talks crap … again

Typical Escapist. The very first page of their article on “Videogame mths debunked” waxes eloquently (and contemptuously) about supposed “facts” without much apparent fact-checking.

And then the following pages go off on a personal journey of ignorance and attitude. Nuanced opinion, researched journalism, or even useful commentary … this is not.

(The only scientificly valid studies I’ve seen for the brain-training game showed that it DOES have a positive effect. They also suggested that people who otherwise claimed to play it every day were apparently lieing, or blurring their memories of how often they played … which might explain the failures of some of the other “studies”, including the pop-science one that The Escapist bothers to cite)

Apart from Zero Punctuation (a canny acquisition on the editors’ part), TheEscapist seems to continue to be happy as mostly a waste of (internet) space. Sigh. I think EDGE has a lot to answer for…

Categories
community web 2.0

Someone at LinkedIn needs to be fired

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?

Categories
computer games games design marketing

How not to market an MMO: EA/Mythic Entertainment

Mythic Entertainment – End of Subscription

(subtitle: EA/Mythic forces themselves into commercial failure)

8 months ago, I tried to play Warhammer Online.

Tried, and failed, because EA Mythic told me – in no uncertain terms – that it was completely impossible for me to play.

This was after releasing press announcements and running a big campaign trying to get people like me to play. They’d been too lazy / stupid to remove the “you cannot play this game” message from their own website, even several days after the marketing campaign started.

Net result: I never got around to playing. They made it such a pain in the ass that even when offered this *for free*, I never got that far.

So, I got this message today. And this just double-underlines my previous point. Read this message, and ask yourself: does it entice me into the game?

Throwing away money, one customer at a time

End of Subscription Notification

Your subscription for Mythic Entertainment Warhammer Online: Age of Reckoning for Game Account [username] has ended for the following reason:

* Subscription is not set to renew

If you did not authorize this, please contact support at (650) 628-1001. Phone support hours are 10:00 am – 10:00 pm eastern time, Monday through Friday. You can find further information on account security at http://help.warhammeronline.com.

Thank you!

This is an automated email from the Account Management site for Mythic Entertainment.

Games Workshop, Warhammer, Warhammer Online, Age of Reckoning, and all associated marks, names, races, race insignia, characters, vehicles, locations, units, illustrations and images from the Warhammer world are either ®, ™ and/or © Games Workshop Ltd 2000-2009. Used under license by Electronic Arts Inc

Let’s do a quick analysis. Here you have a DIRECT contact with the consumer – moreover a consumer who isn’t yet paying you any money, and who you know has NEVER logged-in to the game.

  1. 36% of the message is an IRRELEVANT copyright notice that shouldn’t be there
  2. 30% of the message is an INCORRECT security advisory
  3. 12% of the message is “this is an automated email”
  4. …leaving a mere 22% of actual content

Let’s look at the content, as any good marketing person would.

  1. What’s the Call To Action? (we’re talking to a customer; what are we asking them to do?)
  2. How easy do we make it to respond to the CTA? (the easier we make it, the more people will do it)
  3. Where’s the Appeal – a.k.a. what do we do to make the CTA attractive? (the more attractive it is, NOT ONLY will more people do it, but a great percentage will follow-through by paying money / engaging after the CTA)

Hmm. Respectively:

  1. None
  2. Make a international phone call – at cost! – to an unrelated department
  3. Technical language with no hint of “game”, or welcome. Wording is both appallingly bad English ( “is not set to renew”), and also fundamentally negative (implies that I *shouldn’t* want to renew, even if I do want to)

As I said 8 months ago, someone ought to deploy the PlayFish folks onto the smoking remains of Mythic. I very much doubt they’d allow such terrible excuse for marketing to go on…