Archive for October, 2007

Dory Devlin - The family that rmbrs together…

Tuesday, October 30th, 2007

Dory Devlin, the Blogging Mom at Yahoo!, has written a great article about rmbr. She really enjoyed our perspective on Funware and photos, and asked some awesome questions. I’m actually super excited to get her on our beta and get some early feedback on what we’ve got in store. :)

Free Games and Naievete

Thursday, October 25th, 2007

Chris Anderson, in his generally interesting Long Tail blog, made an intriguing - if slightly uninformed - post today that I thought worth responding to.

Now, Chris is a smart guy, and he’s done lots of important things for the tech industry as a whole. This includes coining important phrases like Long Tail, and editing magazines like Wired. But when it comes to game distribution issues, he just doesn’t understand.

I helped found a company called Trymedia Systems, the first successful company in the digital game distribution space. At one time, Trymedia powered almost the entire universe of downloadable game options, and, working with our partners (Yahoo, AOL, BigFish, etc) helped provide the infrastructure that’s enabled downloadable games to flourish. We started at the height of the boom (1999) and sold in 2005 to Macrovision, enduring a lot of pushback (”Gamers want to feel the physical CD in their hands”), pain (a big chunk of time unpaid during the downturn) and progress (More people play games on the web than any other channel).

But Anderson really misses the point about digital distribution. The marginal cost of a disc-based game is already very small - <$2/box for most, on an MSRP of $50. That doesn’t equate to a ton of costs that can be repatriated to the consumer. And, let’s be clear about something very important: games that are free-to-play/item based make significantly *more* money than most of their disc-based counterparts - when you look at an overall ARPU basis. And while most MMOGs (including Funware apps like rmbr) have a baseline free version, our business is absolutely predicated on the idea that people will pay for various items, powerups and features that are locked without a monetary contribution. This is nothing like the business model employed by most Web startups, because we really don’t give the game away for free, even though it *looks* like we’re doing that to the uneducated observer. We finely tune our online MMO products to wring the maximum revenue from each user - and that’s something the games industry is positively expert at doing.

Take a look at this ARPU chart. This is average revenue per user for a string of MMOGs. Does any regular “free” website get this kind of revenue? Does any non-porn web property even come close? Remember, these are averages, and the normal distribution is that most people don’t pay. :)

MMOARPUS

The reality of downloadable games is that you’re lucky if 1% of the people who download your demo convert into paying users, and the distribution in MMOs - while better - still doesn’t suggest that 70% of lookers turn into buyers. So, we make due in all corners of the online business by getting some ad revenue where we can, selling subscriptions to those that will buy, and selling our product (be it virtual real estate or a CDRom) to those that are really passionate about what we make.

But let’s be honest. There are no free rides in games - and no partners/investors willing to pay $15Bn for a games company that doesn’t make money. So, until then, I guess we’ll just have to make do with our focus on revenue and engaging users.

I’m In Like With You and Funware

Wednesday, October 24th, 2007

This past year, a number of bloggers have covered a site called I’m In Like With You, a very interesting Funware app that is effectively a social network based on flirting. Many of these bloggers also made the connection between Amy Jo Kim’s work on bringing game design to the web and IILWY, which does some very cool stuff. A great article on the subject was written by Yi-Wyn Yen on the Startup Game Blog.

We’re hopefully going to talk to I’m In Like With You founder Charles Forman in the next little while and delve deeper into their approach to Funware.

An Oldie But a Goodie - Game Mechanics & Amy Jo Kim

Tuesday, October 23rd, 2007

This is an article about a talk that friend to Funware Amy Jo Kim gave last year at the ETech conference (or read some coverage of this year’s), but the subject matter is as relevant today as it’s ever been. Give it a quick read, and check out Amy Jo’s blog - an excellent resource for understanding Funware - though it hasn’t been updated in a while.

A Shout Out to EchoSign

Tuesday, October 23rd, 2007

Turns out, TechCrunch is reporting that one of our favorite web2.0 services, and faithful assistant to rmbr, EchoSign, has raised a $6M round.

Let me say that EchoSign is one of the companies that is most helping rmbr reach it’s potential in a highly leveraged, green, and low-capital way. It’s a service that enables you to digitally sign all kinds of documents quickly and easily. Echosign is hosted cheap, straightforward and perfectly tuned to the way that we need to do business. It takes only a few minutes to get a contract signed, and there’s no printing, signing and faxing in our lives anymore.

In the past 4 months, the company hasn’t mailed a single physical check (except to the government, figures!) or signed a physical contract, despite having both paid and agreed to contracts. We’ve done it all electronically, saving time and paper! Echosign is truly a great service, and if you don’t use it, you should.

GameZebo Gets It

Monday, October 22nd, 2007

Today GameZebo posted their first look at rmbr - and it’s a super well-written article by Justin McElroy. (Disclosure: I periodically help GameZebo strategically) Justin and I spent a bunch of time together talking about rmbr, the Funware concept, and how photos belong at the center of a strong casual game offering. I’m glad that what we’re doing made as much sense to Justin as it does to us.

As a separate note, I realized that I haven’t had a chance to talk about GameZebo here - and I do want to point out the good work that they’re doing. Nobody does more to cover casual games in an honest, straightforward and relevant way than Joel and the GZ gang. If you’re in any way interested in casual games, you should be visiting GameZebo often. And yes, it does help that we share the same initials. :)

TG Daily Covers rmbr

Tuesday, October 16th, 2007

Wolfgang Gruener, the dashing and insightful editor of TGDaily, has taken a sneak peek at rmbr and likes what he sees! Take a look at what he’s got to say about it (and our first official screenshots - woot!) at the TGDaily site.

The Web has the EQ of a Tween

Friday, October 12th, 2007

Twitter, PerezHilton, Facebook, Webkinz, Swivel.

The web is awash in shallow experience. Not bad, just shallow. I was thinking today about what kind person the web (as a whole) reminded me of most.

Sometimes it’s a vixen, filled with lust, avarice and a dangerous curve behind every patent leather fascia. Occasionally it feels a bit more like a pleated-front khaki’d, thirty something, non-descript, investment banker/vc guy with a geeky pedigree and strange vacation habits.

But mostly, the web reminds me of a 12 year old girl. Not just any 12 year old, but the kind parodied in Mean Girls, Heathers or Legally Blonde (before the transformative montage). I know, the characters in those movies are 16(ish) - but we’ve just gone through a period of intense maturity inflation, and 12 *is* the new 16.

What I mean to say is that our web experiences today are shallow, self-referential and absolutely detached/cold. Consider Twitter for a second. Not to take anything away from it, but can you really call sending a one sentence statement about the current state of your kimchi fermentation ‘communication’? Are we reaching out and touching someone? You don’t even get to really respond: “Oh, my kimchi’s doing great - glad to hear yours is too”. And, even though you can respond, you rarely do - because the Twittttt is not an actual invitation for discourse - it’s a statement. It’s socratic instead of somatic. Similar things can be said about Facebook. Are the people we connect with there really “friends”? To be fair, some of them certainly are (especially the ones made without meeting on the site) - and I’m sure Facebook exposes whole new modalities for interaction, but does it move your friendships forward? You know, even “Knocked Up” moved my relationship forward (the subject of another, more personal post I’m sure)…so why can’t Facebook?

I’m genuinely surprised when pundits and researchers are themselves surprised to find that the bonds between Facebook (or MySpace or Hi5 or Friendster) friends are not as strong as in real life. Really? You don’t say. Poking someone, biting them or even…dare I say it…Super Poking them is not the same as sharing an experience, a moment or a laugh. In short, the web experience of today lacks emotion - and without that essential aspect of our humanity, it misses something.

You see, I want to feel: Happiness, Sadness, Excitement, Elation, Disappointment, Anything. I crave human contact and the (inter)personal growth the comes from it. But the last time I shared a real, transformative emotional experience with someone, it was in person. And so it was the time before that. And the time before that.

This is one of the myriad of web issues we’re trying to fix with rmbr. Oh, Chris and I are driven people to be sure. :) We don’t just want to make a great photo game experience for everyone, we also want to make the web pop with shared emotion and growth. It’s a tall order, to be sure. But we know that when we combine the raw emotional power of photos with meshed social networks and really personal tools for interaction (such as our doodling or multi-player gaming areas), we can transcend the banal limits of the web, and really get people to emote, share and grow together.

So, Heather…let’s get this emotive show on the road. The rmbr beta is just around the corner. :)

More speaking stuff for 2008

Friday, October 12th, 2007

In addition to the fascinating Funware topic we proposed to the GDC 2008 (we’ll know more soon), the GDC’s Worlds in Motion Summit has just asked us to give a “left-field” talk at GDC. The WiM blog and Summit are both super interesting, and you should check them out.

rmbr is a 2D virtual world - somewhat unusual in the testosterone-driven, male MMO world. But we think that 2D is the right platform for photos and memories to really shine.

The shoebox of photos

Friday, October 12th, 2007

Wendy Bounds, a brilliant writer, has a Small Business blog at the WSJ, called Independent Street. If you don’t read the blog, you should. But today, Wendy started a scintillating discussion about photo archiving and organization. I really found both the underlying story and Wendy’s commentary insightful. I did post a response, FWIW.