Showing posts with label profit. Show all posts
Showing posts with label profit. Show all posts

Friday, April 30, 2010

It's Hard to Change

by Adam

We update ourWorld every other Monday, pretty much like clockwork.  That's a lot of changes, updates, improvements, fixes, and additions to a site that was pretty darned modest when it was launched on April 1, 2008.

Buzz Cafe, ourWorld, circa 2008

Things that didn't exist when we launched:
  • Gems, or anything you now buy with Gems.
  • Friends (at least not like friends are now)
  • Condos
  • Marketplace
  • Gifting in any manner
  • Chat for under 13 year old players
  • Electric Avenue, Wonderland, Soho, Nevermore, Beat Street, and the Beach
  • Crews
  • About half of the Games in the Arcade
  • Poker, Pool, nor Dance Planet
Basically, ourWorld was a flash game site with a 3d chat feature were you could dress up your avatar.  Oh my, how it has grown. 

Buzz Cafe, 2010.  Note the massive changes to the interface, including the Friend's Bar

We get massive numbers of requests and suggestions for ourWorld, and most we can't act upon.  The reasons are fairly universal for a game of ourWorld's sort, and I expect the managers of our competitors (YoVille, SmallWorlds, etc.) base their upgrade/addition decisions on similar criteria as us. 

Will this make us money?
 That's the big question.  If the answer is no, chances are we're not doing it.  We can't. Every update and improvement, no matter how small, costs the time of our talented staff, and that time costs money.  What's the return going to be on that cost?  Features that we charge for (for ourWorld that means Resident Members only or items that cost Gems, our premium currency) are an easy sell.  If the idea is cool and it will obviously generate revenue, the team rolls up its sleeves and gets to work. Those sorts of projects usually have top priority.  Our new Critter Garden fell into that category. 

That doesn't mean that every update has to actually be a direct revenue generator, with a monetary cost to our players.  Non-revenue generating improvements happen all the time, but we weigh them far more carefully before tackling them.  If we don't think the change will move the needle in terms of the overall quality of the site, player retention, and ultimately subscriptions and Gem purchases, the project will likely get a pass.  We gets lots of requests for small improvements to this or that portion of the site, and while we often agree making the improvement would be, well, an improvement, the effort involved would not drastically impact the overall quality of the site. Such incremental changes are unlikely unless they are very simple to make happen.
Example: We get requests for improved Email tools, where players can review sent messages and recover deleted ones.  Yes, that'd be super, but there's no way that impacts the bottom line.  
 It's also the reason some of the older features haven't been improved, even though we know they could use the attention.  The same effort could create a new location that would generate attention and excitement, while renovating an old feature provides far less in terms of reaction.  Bummer, but true.  On the other hand, when we discover an actual problem, like when it was hard to arrange furniture in your Condo, we redid the interface so it was far more clear.  The change was simple to make and it made a distinct improvement to the experience for all of our players.  The effort required matched up with the improvement to the site, even though a better User Interface doesn't  contribute to the bottom line in any measurable way.  General improvements do have value, they're just more modest and harder to measure.

Adam!!!
http://gameguts.blogspot.com/

Friday, February 12, 2010

Step 3: Profit!

Flowplay got a great write-up in TechFlash

Step 2 is 'make a kick-ass virtual world' (Step 1 is just to impress potential investors)

To see ourWorld grow and succeed over the last couple of years has been and remains truly exciting. Big thanks to the players who have shown extraordinary support for ourWorld. Without you guys, it's all for nothin'.

Adam!!!
www.gameguts.blogspot.com

Monday, February 25, 2008

I want to make money by giving my games away.

Chris Anderson, author of The Long Tail, is working on a new book about the economy of "free". His views on how business works totally jibe with what I want to do, but I can't wait until 2009 to find out what he says.

I want to:

  • Build a website with PDF downloads of complete, ready to play, card games.
  • Give the games away for free*
  • Invite other game designers, including designers of out of print games, to do the same.
  • ?
  • Profit
Ideas, anyone?

* My current plan is to charge for the downloads, but if there's a model that allows me to support the site, and myself, without charging, that's the way to go for sure.

This is the article, about the article, which will be in the next (current?) issue of Wired.

-Adam

Monday, August 13, 2007

Hasbro on Fun and Profit

Boardgame news reports the Hasbro/EA agreement, then calls the Hasbro COO out for talking like a corporate stooge.

I totally biased on this point, but IMHO the executives at Hasbro don't see their products as games or toys. To them, they are brands. They are brands with profit potential. Some more than others.

Q: Can a company who sees it's own products in a such a sterile, uncaring light, really make things that are great?
A: Not unless they get lucky. Happily for them, adequate is still profitable on a large scale.

I'm a capitalist. I'm all over the idea of creating something great and selling it for money. I'm also an idealist. I believe profit is a side effect of doing great things. If the people at the top don't care, that feeling filters throughout an organization. I know. I've seen it first hand at Wizards of the Coast.

For the record, we've got plenty of caring where I work now, and it's awesome.

-Adam!!!