Showing posts with label SocialNetwork. Show all posts
Showing posts with label SocialNetwork. Show all posts

Monday, August 4, 2014

Book Review: It's Complicated

I've scaled back the book reviews on my blog. Combination of being busy and just being less interested than in the past in doing so. That said, I intend to make a point of adding reviews for books I deem important, and danah boyd's book, It's Complicated: The Social Lives of Networked Teens , is just such a book.

I've had the pleasure of meeting danah through mutual friends and she's one of those crazy smart people that would make you feel woefully inadequate, were she not so personable and engaging. It's Complicated represents the culmination of over a decade's worth of her research into American teens and how they use technology and social media. It is a groundbreaking, nuanced, thorough look at the topic and it's many facets.

The book opens with a discussion on 'networked publics', the virtual spaces created by online participation, and the ways in which these spaces overlap and collide with each other and the real world networks in which we live. It then goes on to discuss the many ways in which youth today use and participate in these networks as part of their participation in society and as part of their growing into adults.

From the closing passage of the book, boyd summarizes why I think the book is so important:

"Growing up in and being a part of networked publics is complicated. The realities that youth face to not fit neatly into utopian or dystopian frames, nor will eliminating technology solve the problems they encounter. Networked publics are here to stay. Rather than resisting technology or fearing what might happen if youth embrace social media, adults should help youth develop the skills and perspective to productively navigate the complications brought about by living in networked publics."

Ultimately, this is a book about modern teenage life in our society, how it differs from the actual and idealized world of their parents' teenage years, and the role that technology does and doesn't play in that difference. It's also about media literacy and how kids and parents are struggling to make use of, and sense of, a shifting landscape of technology that is reshaping how we view our relationships to one another.

I started reading the book as a technology guy looking to learn more about where things were heading. However, I think the side of me that is a father of three will-be-teens-before-you-know-it kids got the most out of it.

Strongly suggested reading for anyone in tech and anyone with kids.

It's Complicated: The Social Lives of Networked Teens

Sunday, March 3, 2013

The beginning of the FB decline?

While blasphemous to say so, I've been saying for years that Facebook is not "too big to fail" despite the perceived lock that network effects give them.

Anyhow, an interesting piece I came across recently that might indicate the beginnings of then end. maybe?

The age of the brag is over: why Facebook might be losing teens

Friday, July 1, 2011

3 Problems Hiding in Zynga's IPO filing

[I'm not a lawyer nor an accountant. My opinions are mine and not my employers, etc, etc]

Zynga's S-1 filing is really interesting reading. Tech Crunch has a (rather short) post on it here, and VentureBeat has a better post looking at some of the details here. Hit the bullet points on the VB post if you want the TL;DR version, but most of this will leap out at you from the S1 filing anyway. Short version:
  • 600M revenue in 2010, almost 4X 2009. $235M revenue Q1 this year alone.
  • Profits growing, with revenue (Q1-Q1: 135%), but...
  • R&D up sharply (160%)
  • marketing costs up (130%)
  • but on the plus side, Cost of Revenue (mostly operating costs) up 110%, suggesting they are getting efficient, or benefits of scale, or both
So, all in all they are doing very well, and it certainly looks like a better investment than GroupOn or any of these other crazy IPOs that have people crying bubble.

But hang on a second. It still smells funny. Look at it from 10,000 feet. The company is HIGHLY dependent on one platform/vendor (Facebook), they don't have nearly the revenue or war chest that the incumbent publishers have, etc.

So, I thought I'd read through some of the fine print. I think the S1 doesn't address three important areas:

  1. Allocation of R&D costs: Details on R&D are sparse, and the statement just cites increases in headcount, etc. What it doesn't say is whether that's because of a broadening portfolio of games (that would spread risk) or whether individual game title budgets are growing, which would suggest an increase in risk, as each title becomes a bigger gamble.
  2. Risks posed by entry of EA and other incumbents: As the major publishers awaken to social games, this could have a three-sided effect on Zynga: (i) R&D costs go up to compete on product quality, (ii) possible loss of MSS as the publishers bring major titles to market, and (iii) user acquisition costs go up as the competition drives CPMs on FB's ad network up.
  3. Terms of Facebook credits agreement. To Zynga's credit, they DO call out the move to the Facebook credits system that took place last year, where they went from giving up 2-10% of revenue for payment processing to giving up 30%. However, they didn't just move to Facebook's credit system. They did so after a bit of a fight, and they signed a five year agreement. What are the terms? I'd like to know, for example...
  • Do they get preferential ad pricing and/or placement as a result?
  • Although signed in July 2010, the S1 states the migration was only completed April 2011, so how much of the revenue from 2010 and 1Q11 was earned at 95 points on the dollar vs 70 points?
With any company, it'd be possible to ask infinite numbers of questions to learn or infer more. In this case though, I think there are at least a couple key things that investors should consider.

Food for thought over your long weekend...

Tuesday, March 15, 2011

The 40: Riffing on GapingVoid's 'The 20'

I mentioned in my review of Hugh Macleod's Evil Plans that I got a few good ideas out of the book, and that I wanted to do a post related to one of them.


Hugh has an idea in one chapter called "The 20". It's also discussed here, but the short version goes like this: In your space (professional or other), there are 20 people that matter. Make a list of them. Now ask yourself which of them read your stuff, know what your are doing, etc.

Not a bad idea, but I thought it might be improved in two ways.

First off, it's a little soft. Reading your blog might be a start, but which of the folks on your list would call you if they were looking to hire? Would call you if they needed an opinion on a difficult question? Would invite you to a dinner party of movers and shakers at some industry event? In short, how many of the folks on your list would put YOU on THEIRS?

Secondly, another part of the book contained the following (Canadian) quote-based comic :



So, putting two and two together, and allowing for some margin of error (50% fallout):

The 40:
  • Make a list of the forty people you believe will be the most important people in your space in 3 to 5 years time. There are many relationships you want to cultivate, but these should be higher on you priority list.
  • Start following them. I don't mean on twitter (though that's a start), but what they are doing, publishing, shipping, saying, etc. Play their games or read their books or whatever.
  • Be of value. When you see the opportunity to contribute, do so. Doesn't matter if they know you or not, because if you are of value, they'll know you sooner or later.
  • Revisit and rejigger the list from year to year.

OK, now two caveats:

1) I'm not suggesting you do this opportunistically or disingenuously. I think you'll end up finding that these folks are the most interesting and engaging people to engage with anyway, and so in a sense I'm saying "spend more time on relationships with awesome people because they tend to do awesome stuff".

2) I haven't actually done the above, at least not in a structured fashion like I'm suggesting. Now that I've written it down I might. However in retrospect I think that I've been subconciously doing stuff like this for years, and have been fortunate to cultivate relationships with people who are awesome and who are now doing awesome stuff. For that I feel very lucky, and I'd like to make sure I do more of it.


Thursday, January 13, 2011

Professional Whuffie anyone?

Yesterday I posted a review of Super Sad True Love Story, the social network sci-fi setting of which includes people real-time ranking one another in a process called "FAC'ing".

Then today Techcrunch posted about CubeDuel. Think of it as the bastard child of LinkedIn and HotOrNot. Social ranking of your professional network based on who would like to work with whom.

Don't tell me you aren't heading there right now...

Oh sure, it's all fun and games right now, but how long before employers are looking and saying "how'd this guy rank among former peers and coworkers?"

They say truth is stranger than fiction, in this case it's just neck and neck.

Thursday, September 23, 2010

Ideo on the future of the book

Futurist concept demo on ebook ideas. Touches on some of the ideas I discussed a while back.


Sunday, September 12, 2010

5 Reasons Apple could beat Facebook, and 5 Reasons They Won't

[In the interest of trying to do some better crystal ball gazing, I'm trying a new approach to posts where I try to put some rigor into both sides of an argument. I'll tag these as "TechWafflin"]

After Apple's announcement of Ping at their recent love-fest, a number of pundits were quick to claim a war was brewing where Jobs would take on Facebook. Others were equally quick to claim that this wasn't the case, or that if it was Apple would fail.

The most commonly cited reason for the pro-FB sentiment was "Facebook is too big to be beat" (due to critical mass, revenue, momentum, ecosystem, etc). It burns me when people take this position. Yes, Facebook has these advantages, but saying that FB can't be beat is ridiculous. How many times have we heard someone was too big to beat only to have them, well, be beat? AOL, Yahoo, Everquest, Myspace, IBM... people used to say this about General Motors, and years later they needed a taxpayer funded defibrillator.

Anyhow, the fatalist attitude aside, Facebook's momentum and entrenchment are indeed a factor. My previous thinking was that they'd be beat by an entrant quietly addressing a niche with a better product and growing up from under them.

However, the Apple entry got me thinking and I beleive they have a few factors that mean they in fact could take on Facebook and give them a run for their money. Here are five reasons I think that's the case.

5 Reasons Apple could beat Facebook

  1. http://www.kimpallister.com/2009/09/its-complicated-or-beating-facebook.html: Apple has ~150M iTunes users and can piggyback a social network into that installed base with an iTunes update. Also, they could offer any number of incentives to connect with friends.
  2. The relationship Apple has with those 150M people is already a trusted and trained relationship with a tie to content people care about (music, movies, games...). Another way to think about this is that the majority of those 150M people have asked Apple to keep their credit card numbers on file.
  3. The iTunes economy may be bigger than the Facebook economy. Not sure about ad revenue on both side, but one way people should be looking at #1 above is asking ($150 iTunes users * Avg User Yearly iTunes Spend) > (500M FB users * Avg User Yearly FB Spend).
  4. Apple has a warchest of $40B. Yes, FB has real revenue and it's estimated to be as high as $2B for 2010, but at the same time, Apple made in excess of that number every two weeks through the last quarter.
  5. Apple has a better relationship and level of interest with the developer community. Neither platform has been perfect, but Apple's been improving their policies over time, where FB's recent gaffs seem to show developer satisfaction is pretty low on their list.
OK, now taking the other side...

Again, most people cite Facebook momentum. A factor, but not a given. Top most argument for me is that Apple seem to be doing fine screwing this up for themselves before FB need bother respond. Anyhow, here are five reasons Apple won't topple FB:

  1. Ping is shop-centric instead of user-centric. Too much thinking around "how can people help other people BUY", not just "how can people connect and share".
  2. Not considering FB's shortcomings: It seems Apple's being a bit lazy, and is launching Ping as nothing more than "its a SN, connected to iTunes". They don't have to look far to find a list of things they could actually do BETTER than FB. Better privacy policy, developer platform or policy, relationship control, or as I've talked about, tracking relationships as nouns rather than adjectives.
  3. Arrogance. Just as FB's arrogance could be their downfall, Apple's arrogance could be their guarantee of failure. Saying things like "Privacy is easy", are a clear indicator that they either don't take it seriously or haven't thought about it. Allowing users to view, grok, control, and evolve the exposure of information and content over their entire network is a really hard problem that is not going to get easier.
  4. Closed Ecosystem mentality (vs open). It's on their software, their devices and adding features as they see fit. As opposed to a liberal policy embracing 3rd party platform vendors to accelerate your platforms development.
  5. Fragmented effort from Apple. To me it seems that simultaneously launching Ping while also launching Game Center is indicative of a fragmented strategy at best, or a complete lack of one at worst. Ideally (for them anyway) Apple would have a SN for their iTunes platform, and then all activity over your SN could be tapped by their music services, game services, etc. Instead we have two different systems?
Looking at the latter list, it doesn't bode well for Apple's attempt. Still Zuckerberg would do well to adopt Andy Grove's mantra, "Only the Paranoid Survive". Apple is a well-armed, credible contender that has bellied up to the bar - it's now just a question of whether it came in looking for a fight.

Sunday, May 16, 2010

App demonstrates Facebook privacy pains

Following up on my last post, a friend developed this:



Go there and type a few keywords in that you figure people might want available to friends like "parole officer" or "DUI" or "Lost my virginity". I'm certain most of these people have an idea this is being made available to the world.

Also, danah has another awesome post on the subject.

Friday, May 14, 2010

Thoughts on the Facebook privacy outrage

Many are expressing a lot of angst about Facebook's privacy policy changes over the recent months. Here's some essential reading on the subject:

Matt McKeon has done an awesome bit of data-viz porn on the subject to help folks grok how FB's policy has changed over time. You can go play with it here. (As a bonus, Paul L pointed out to me how Matt's released source to the app to do this). Here's a snapshot:


If the above gives you the 5-second dump on what's changed, then the incomparable Danah Boyd's lengthy post on the subject will then let you simmer on the implications. Danah is one of the smartest people I know of looking at what SN's mean to people and how society is being shaped by them. Her post is essential reading for everyone. Period. So are a number of the posts she links to.

Talk of course has turned to whether there is an alternative to FB, and whether they've overplayed their hand. People are looking to alternatives and wondering whether someone can use this as an opportunity to topple the unstoppable giant*. A fave underdog in recent days is Diaspora, a Kickstartr-funded project that used the angst to raise $145k in 12 days (from >4000 people, 9 of which gave over $1k) - that's a lot of protest money.

*which is silly. How many times have we heard "no one can stop the unstoppable (yahoo, GM, Microsoft, Everquest, Genghis Khan, etc)"?

The idea of an alternative with more user-centric privacy controls is interesting, as is the idea of a distributed network like Diaspora's attempting.

My own opinion is that if people really start leaving FB in droves, or if regulators start getting heavy-handed (Danah points out that they are sniffing around), then FB can choose to dial back their policies. They'll be OK on this front if they do so soon enough.

It won't matter though. I still believe that FB is going to collapse under their own weight - and by that I mean the narrow, limited way in which they link people, and the band-aid solutions they have to add on to try and work around this. As I've pointed out at length before, the problem is that Facebook doesn't understand the difference between an adjective and a noun.

Tuesday, September 1, 2009

"It's complicated" - or - Beating Facebook made easy

Occasionally, I'll see this on someone's Facebook profile and it always gives me a chuckle:


I find it ironic that FB gives this as an option to describe your 'relationship status', while they give no such distinction for relationships themselves, and relationships (aka 'friends') are the currency upon which FB is built. For that matter, this is true of all social networks.

Relationships are indeed complicated, and yet they aren't treated as such by these services.

I preface this post by saying that I have never worked for a social networking service, nor have I designed or built one, nor have I ever had source code access to one's inner guts.

Despite this, I have the intertube blogger bravado to state that (a) all of today's social network services are fundamentally broken, and (b) I know how to fix them. I'll also explain why I think this is going to come to a head over the coming year or two.

First, the problem. There are three components to it, two of which really just complicate the first primary issue.

First: Relationships are things, not properties of things.

I believe today's SNs are defined with connections between people being just that, connections. In database parlance, you have a table of properties describing an individual, one of which is a link to a table of 'friends', where this is a list of pointers/IDs of other individuals in the SN.

What that means is that the relationship itself is just a pointer connecting two people. But relationships are more complicated than that aren't they? As a hint, when we discuss relationships we often use nouns, not only adjectives. More on this in a minute.

Second: Not all relationships are created equal.

They certainly aren't all "friends". Of course, if all you've got is a pointer, then you've limited how much you can differentiate between relationships. At least LinkedIn uses the more generic and neutral "Connections". At least this is a term that comes with less baggage.

Third: Having this flaw in the initial design results in kludgy solutions to resulting problems that may cripple the SN.

Software design flaws are, like many things, easier to see in hindsight. In the case of database design, one clue is the amount of bandaids. We see this happening today with FB's kludgy filtering tools. I want this person to be part of this list or that list, etc.

The current 'lists' approach that FB is using is basically a kludge that lets you segregate 'friends' into a couple different groups (e.g. personal friends vs work friends). I'd imagine that each pointer now has an added field of 'type' and this is used to filter functionality ('what kind of friend is this? the kind that receives only this kind of spam but not that kind').

This will only work so long though, and the more people want to overload functionality (what if I want another type, or I have friends I want to be in both lists, etc), the more the bandaids will become cumbersome to handle and for users to manage.

The solution:

As I hinted above, I beleive there are some clues in the grammar used.

For starters, Treat relationships as nouns, which means they are entities and constitute another table in the database design of the social network.

Relationships have attributes. They have a history, a beginning and end, different properties describing what they do/don't entail, and those evolve over time. e.g. Bob and Susan went to school together but only met in their 4th year, became co-workers later, belong to the same church, etc. These are the 'adjectives' that describe the relationship. Relationships can also be assymetrical.

There are verbs too. Certain actions or activities that are part of a relationship.

I'd imagine there'd be a couple ways of implementing this. Tables for different relationship types, or a huge table sparsly populated at the outset. The choices of how to implement this will present tradeoffs between complexity, storage requirements, possibilities, etc.

At the end of the day, there will be some sweet spot in the tradeoffs that will provide the right mix of expanded functionality vs ease of use and storage/compute burden.

I'll also guess what the main pushback is going to be:

(1) The compute and storage requirements will explode! The answer to this one's easy. Tough! Both are getting cheaper, so pick the right entry point and run with it. (Remember when everyone thought Gmail was crazy for offering unlimited storage?)

(2) It will be difficult and cumbersome for people to manage: Agreed. One approach might be to pre-populate defaults people can override, or to start with a basic 'connection' and a peel-the-onion approach through both management over time and learning through history.

It may be complicated, but that doesn't mean people don't want to make sense of it.

There are three reasons why this is going to come to a head.

First the collision/connection of social networks is going to lead to a need for additional filtering/segregating, and this is going to result in a lot of bandaids for SNs that aren't built to handle this need. We've all read stories about someone's FB photos being seen by coworkers, etc. This is only going to get more complicated as people's FB feeds get seeded with their Xbox gameplay achievements or their WoW guild's political chat. The bandaids may snap.

Second, this connection of social networks is only entering its first phase, a phase where individual identities are linked (e.g. My Xbox Gamertag and my FB profile). I beleive this will enter a second stage where other entities in the SN may be shared, like the relationships themselves.

For example, today (or when the FB/Xbox integration ships anyway), I have to belong to both SNs and then tell them both that this gamertag is linked to that FB profile. However, what if I want to be friends with someone on FB when I don't have a FB account at all, but DO have an Xbox Live account? Not possible with the current bandaid solutions, but possible if relationships are tracked separately.

There's a third reason this is going to come to a head, one that arguably going to be an issue sooner than the above one. This is that people will desire more than a 1:1 mapping between identity and persona. Today, most SNs assume that your persona is your online representation of your identity. (In fact, one can argue that one reason FB stole a lot of thunder from MySpace is that it had a looser coupling between identity and persona but thats the subject of another post). However, on some MMOs, someone (one identity) may have multiple characters they play (personas).

The clash between identity and persona is going to messy on a number of fronts. In some contexts (FB, linkedin, paypal, etc) we look for identity to be real-world concrete. In others (say, playing a frilly kitten-girl in a korean MMO) someone may be looking for anonymity. Worlds collide, etc. All the more reason we provide people with tools to manage these things, rather than just labelling everyone 'friend'.

Anyhow, as these three reasons become real issues, there's an opportunity to offer a better type of SN, and beat Facebook at their own game, by being the 'next-gen social network'.

Claiming that there's an opportunity to stop the Facebook juggernaut seems like blasphemy, but people's loyalties are fickle on the Internet. The list defeated undefeatables (MySpace, Everquest, Friendster...) is long. FB is no more immune than any of them were, and the coming problems and opportunities as SNs collide may be the disruption that allows someone else to better serve people's needs.

I'd like everyone to just get along as much as the next guy, but the first step toward that might be in admitting that we're not all friends. It's more complicated than that.

Sunday, July 19, 2009

Equality, Class, and Technology

Went through two really good reads this morning:

  • President Carter's essay Losing My Religion For Equality. "The truth is that male religious leaders have had - and still have - an option to interpret holy teachings either to exalt or subjugate women. They have, for their own selfish ends, overwhelmingly chosen the latter"
  • danah boyd's lecture from the Personal Democracy Forum on The Not-So-Hidden Politics of Class Online. "we've assumed that inequality in relation to technology has everything to do with "access" and that if we fix the access problem, all will be fine. This is the grand narrative of concepts like the "digital divide." Yet, increasingly, we're seeing people with similar levels of access engage in fundamentally different ways. And we're seeing a social media landscape where participation "choice" leads to a digital reproduction of social division"
Read both, think about technology, game design, etc.

Thursday, July 16, 2009

Playfish CEO misses the point of FB Connect

This caught my eye (via Alice): 'Playfish CEO unsure of Facebook Connect'.

Speaking in a panel at the Develop Conference 2009, Playfish CEO Kristian Segerstrale as revealed he is yet to be convinced by the prospect of the Xbox 360's forthcoming social networking service, Facebook Connect.

"I'm not too sure about social networking and Facebook integration on the Xbox 360, because not everyone has one, [snip] Social Networks do open up games to a far wider audience, but it has to be just a click away, and you don't want to have to buy a 360 just to get at it."

Hmm... has he even USED a 360?

One of the more groundbreaking elements of the 360 was that it shipped with a social network, Xbox Live. FB Connect is about building bridges between customers existing social networks, not starting a new one.

Sunday, June 7, 2009

The most significant thing at E3 2009

Well, another E3 behind us, and not just any E3. This was E3 born again. Following on the heels of the Supernova E3 and Dwarf Star E3, this was, I guess, the Phoenix E3?


As this E3 fades, we’re left with the deluge of announcements and demos to digest. It’s an interesting thought exercise to consider which are the more significant ones. Which might have the biggest long term impact, might tip the scales in the console wars, open the market to new audiences and revenue streams, etc.


There were lots of game announcements, lots of them exciting, but none so *different* as to warrant the label of ‘game changer’.


There were no wild-card disruptive entrants like we saw at GDC with OnLive’s announcement.


There were of course the keynotes from Microsoft, Nintendo, and Sony.


Sony’s got a new handheld to continue to duke it out with Nintendo on that front, and Nintendo continues to add titles and some new capabilities to their handheld. Nothing really groundbreaking on that front.


Judging from the press, most people believe that the biggest news out of E3 is that MS and Sony have played their cards on the motion control front. Microsoft with some 3D camera tech to compete with Nintendo’s Wiimote, and Sony has a wand that kind of straddles both the camera and wand camps. That is big news to be sure, but not terribly surprising.


The biggest question on the motion controller front will be what it means for developers and publishers. Big budget productions necessitate cross-platform development, or at least favor it. Certainly between PS3 and Xbox360 (and PC) we see a lot of cross-platform publishing. It will be interesting to see how and if titles can map to the very different motion controls between those platforms and Nintendo’s, and whether any of them get short-changed as a result of a lowest common denominator approach.


But I don’t think that’s the most significant of the E3 announcements. I’m going to go out on a limb and say that the most significant item out of E3 was this:


The announcement of Facebook and Twitter support within Xbox Live (Nintendo had a similar announcement around the DS, so they get some credit too).


Why do I believe this is such a big deal? Bear with me…


I’d posit that the fundamental promise to customers that the previous generation of consoles offered was “High quality games that Just Work”. High quality 3D games like those that were available on PC, with a console’s level of quality control and usability.


I’d also claim that for the current generation of console, at least for the 360, the promise grew to “High quality games that just work *together* within a social network”. Build your network of friends who also own 360s, and get a level of experience works *between* titles. Sony and Nintendo have both played their own version of catch-up on this front, to a point.


As 360’s installed base and capabilities have grown, so have the Network Effects. The utility of a network grows with its users (a function in this case of the installed base and the amount of time users spend on their 360s which is in turn a function of capabilities). Again, similar to what was available on PC years earlier (if you were using IM, Gamespy, etc), but with console level quality control and usability.


Fast forward to today, and one the most significant thing we see happening on the PC is with the “walled gardens” of social networks – each of which have become platforms for software development. These social networks have realized that the same network effects that grow with customer base can hold true for their platforms and their services as well. The value of a network increases if it becomes permeable to other networks.


Initially this manifests itself as the users needing to belong to both social networks, and allowing them to verify the connection between their two identies. E.g. This is my Facebook profile, this is my Flickr account and yes, you may speak to each other so that I might let my FB friends see my Flickr pics. Flickr becomes more valuable to me, and Facebook becomes more valuable to me and my friends.


But this first step is still kludgy, requiring an identity on both social networks. More recently, we are seeing some of these social networks becoming sources of trusted identity credentials. Note that I can now login to Dopplr by using OpenID. I can log in to FriendFeed using OpenID, GoogleID, or my Facebook credentials. Examples exist on the forefront of gaming too. For example, Metaplace allows login with six different identity providers.


To borrow an analogy from SXIP’s, Dick Hardt's Identity 2.0 presentation, this is analogous to the drivers license in the real world. When I go home to my native Montreal, I don’t have to have a Quebec driver’s license. If pulled over, say for turning right on a red, I can show my Oregon drivers license because the government of Quebec is implicitly stating “we trust Oregon as an issuer of credentials and will accept these credentials at face value for this transaction. Now here’s your ticket, ‘sti.”


If the promise of previous generations was “games that just work”, and the current that “games work with each other”, then the promise of the NEXT generation will be this: That true next-gen game platforms will comprise services that *just work* with one another.


Cracking open these walled gardens is going to be difficult. Its one thing to allow the ‘linking of identities’ like we saw announced with Live/Facebook this week. Its quite another to have those services trust the identities issued by other services as the users sole credentials, especially for facets where financial transactions are concerned. It will happen though.


Initially, I believe we’ll see the consoles requiring *their* identity system being a user requirement, but other more open web services allowing sign-in with these credentials. E.g. “sign in to your Flickr account using your Xbox Live credentials. This might grow to add billing-type transactions (e.g. instead of today’s creation of a separate billing relationship with Netflix, why not just ‘click here to join Netflix and have it deducted from your Xbox Live points’. While the mechanics and politics of such things will take time, the appeal of providing more paths to the cash register is strong.


Most important though, will be the network effects realized. The move announced at E3 will see Xbox Live, Facebook and Twitter each becoming more valuable to customers as a result of the bridges between them.


Some developers and publishers have worried about the increased power that the ‘walled garden’ platform owners might yield as these services grow to encompass everything from development to distribution. I can’t think of a better antidote to that than a realization that tearing down the walls may increase their value. It will take a long time for this to happen, but this year’s E3 marked an important first step.

Sunday, May 24, 2009

New Assumptions for Designing for the Social Web

I didn't get a chance to check out the WebVisions event that was going on but Jen posted a link to this slide deck from Chris Messina. It's a must-read, and IMHO, right on the money as to the directions things are heading wrt to social networks & applications.

Monday, January 26, 2009

Cool iPhone "Serious" game

I bought Ian Bogost's new iPhone game, Jetset.


It's cool for so many reasons. It's a game with a message (thus the 'serious' part), it's location-aware, it's social, and well... it's just cool.
"A game for the frazzled globetrotter in all of us. Keep up with the changing rules of airport security on your iPhone or iPod touch. Play in airports to earn unique souvenirs to keep, give to friends, or redeem for prizes"
Players have to run security at airports as a TSA agent, under an ever-changing set of rules. That'd be fun enough but:
  • For over 100 different airports in the world, you earn unique 'souvenirs' if you play AT that airport (location-awareness via GPS)
  • All of the items in the game that you may have to confiscate from travellers (e.g. pressurized cheese) have real-world stories about how the TSA banned them for one reason or another. (In an email conversation with Ian, he mentioned how certain items with real-world stories behind them were required to be removed by Apple because they were risquee in one way or another. I can't elaborate because he'll be discussing this in an upcoming press article. I'll link when available).
  • Share earned souvenirs with Facebook friends
Go buy it!

Tuesday, July 29, 2008

"Lawyers" for 63 points!

Well, they finally did it, Scrabulous is down. The following message gives a hint:

"Scrabulous is disabled for US and Canadian users until further notice. If you would like to stay informed about developments in this matter, please click here."

US & Canada is of course the territory covered by Hasbro's copyright on the Scrabble game. EA licensed that property and launched Scrabble for Facebook earlier this month. My guess is that someone had a "pull it down by end of July, please" notice and well, it's the end of the month.

LATimes has more detail here.

Mattel, who has Scrabble rights for rest of world, is suing the Scrabulous developers in India (where they hail from) and has launched their own game for folks in their territories.

They will of course win, and we'll be stuck with two versions of scrabble for different regions, and an inability to play with friends overseas.

Hasbro, Mattel and EA win. RJ Software loses. However, there are other casualties. The end user loses, and Facebook loses. However small a stain on their service this might be, it's still a loss: A social network app that bifurcates the members of the network. It's unfortunate there couldn't be a more win-for-all solution that came out of this.

Wednesday, July 9, 2008

Here comes Google...

Google pulls the covers back on Lively!



Looks like cartoony 3D space social network, with limited user creation tools (I'm going off other's posts - will give it a go when I get some time).

no content creation tools at the level that Metaplace is doing (i.e. not sure you can actually MAKE GAMES with it), but I might worry if I was someone like Habbo, etc.

As one of the commenters on Alice's blog points out, it's a vehicle for advertising, so that may turn off some users and limit how much people can do with it (because most people don't want their banner ads popping up on the sides of flying penii.

As Casey once put it, 'now the dancing turns German'.

(via Wonderland)

Sunday, June 22, 2008

Kindle(ing) for Games Industry?

Seth Godin has an interesting post up about the Amazon's e-book device, the Kindle.

I must first fault his post for one thing. For all the pros and cons he discusses, there's not one mention of the device's use of DRM. While he's correct in citing some of it's limitations, he fails to note what is by far the most significant one. Surprising, given that he talks about his own affection for 'buying books to give to someone else', something you can't do with DRM'ed e-books.

This one complaint aside, he offers some intriguing ideas about how the Kindle could be improved, and many of which I beleive apply equally to games. Most of them fall under the umbrella of viewing the 'connected device' as a social platform, and not just a distribution platform.

Much of the talk about Kindle has centered around the convenience of having all your books on one device and purchasing them over the internet, and also around digital distribution, and what this *could* mean in terms of savings to consumers and/or increased royalties to authors. (In fact, much of complaint-camp posting has been about how this has not yet translated into such savings, but that may just be a matter of time as existing books are still paper - and thus publisher - dependant).

Seth instead talks about how the device falls short of it's opportunity to capitalize on it's connected nature. How books should ship with/connect to the readership's commentary. How I should be able to see what books my friends are reading and what htey thought of them. How I should be able to see (if desired) notes in margins, highlighted paragraphs, stickies, disputed facts, links to corroborating or conflicting points of view. How I should be able to link to any word in the text to get a dictionary definition, wikipedia entry, etc. All fantastic points.

I think there's a parallel here with digital distribution as it pertains to games.

Much of the discussion around digital distribution has been about how it might (or might not) translate to increased savings to consumers and/or increased revenue share to developers. Also discussed is how it's allowing for feasibility of certain formats/genres/etc that might not otherwise be feasible, as they wouldn't acheive the revenue needed to justify retail shelf space allocation.

While all of that's true, Seth's comments bring to mind some ideas about how the connectivity of game platforms could enhance the social aspect of games. We are seeing the beginnings of this with Wii's service allowing user rating of game titles, Xbox Live letting you see what your friends are playing, and Steam letting you see what your friends have purchased and commented on.

However, I beleive these things might only be the beginning.

Connecting user ratings & recommendations with a social network allows for networks of trust, as well as 'networks of taste' (not the 'people who liked this also liked' amazon thing, but letting you develop networks of people who've enjoyed games similarly). Connecting the online distribution with the social network potentially could allow for gifting of games, friend discounts, etc.

The idea of annotation is also intriguing. Note how the video I linked to in this post, uses Viddler and someone's commented on a particular point in the stream. We've also seen how games like Portal have shipped with 'Director Commentary' features in the game where they've annotated the game with facts about it's design and development. I find the idea of user-contributed commentary intriguing. Players could opt to play through with commentary on, and could do so with comments from a given person or group. This could be their friends, from a group like the reviewers at JayIsGames, or a favorite blogger/designer/luminary, etc.

In any case, there's a lot of room for innovation as these platforms connect. It will be interesting to see where it takes place. In general, the PC is the place that has the most rapid churn and innovation, but it's often a closed vertical model that allows for consistency of experience (e.g. annotation of games would need some kind of API to allow for linking to a particular object or event, and usage of that API would need to exist across all games on that platform). My bet is that we'll see the first instance of this on somehting like Raph's Metaplace system, though someone like Sony or Microsoft could chose to drive it across theirs (not likely, as Sony's been hands off with theirs, and Microsoft's been letting others catch up as of late, it seems). Other potentials could be Flash or Silverlight, or perhaps whatever secret-sauce gaming thing Google's working on.

Monday, April 7, 2008

Note to IP holders: My friendships matter, your boundaries don't.

I've blogged plenty about the ongoing Scrabulous debacle (e.g. here, here, and here), but have to comment on the latest.

RealNetworks (who hold the PC rights to Scrabble for outside US & Canada) have released Scrabble for Facebook, but only for users outside US & Canada).

Let's ignore for a second that Scrabulous is still available on Facebook, and has the momentum of being the incumbent.

There's a really good example here of how the IP issue is going to poison the property's chance of success.

There have already been examples of online games where players were unhappy about being unable to play on the same overseas servers as friends. This however, is much worse. Here we are talking about a social network and applications that are looking to complement (and leverage) existing connections between people. Connections that previously haven't had to worry about distinctions like what country they may reside in.

If EA (the US rights-holder) ships Scrabble for US & Canada Facebook users, and Hasbro manages to shut down Scrabulous, users will be the loser here, having to figure out with whom they can play, out of their friends list.

Hasbro has the opportunity here to offer a superior offering (see my last post on the subject) to the incumbent, and possibly acquire their user-base in the process. Instead, they'll have partners offer two crippled versions because they did their licensing with an antiquated view of the world.

[Update: I was reminded that the rift goes beyond the digital world, as Hasbro has rights in the US, and Mattel in rest of world. Still the point still holds, their IP rights are going to restrict adoption and push users toward another game entirely.]

Ugh. Just seems so broken.

Monday, October 1, 2007

Friends, "friends", and friends of friends

Facebook announced (by announced, I mean that it popped up on the company blog as a feature in development and the internets pounced on it) this week that they are going to allow grouping of friends. This has been a much-requested feature from people experiencing a little-too-close-for-comfort malaise about the fact that their work and personal lives are intermingling a little too closely.

I have mixed feelings about this.

On the one hand, it's a good idea. I know of a few people that have told me they've stayed away from Facebook, or use it in a far more limited way, because of this issue. The short version being "I don't need some buddy from high school posting pix of me hurling up a keg of beer on the same page that my clients watch".

On the other hand, I see two major problems with this:

I wonder whether segregation of communities will place a damper on the viral nature of what has made FB such a great application platform. (In some eyes, this may be a good thing).

More significantly, I think they are missing the mark. I think that filtering what feeds go to which friends is sort of a hack for what people really are asking for - in a "that's what I asked for but it's not what I meant I wanted" kind of way...

I think what people really want is the ability to have multiple personas for their single facebook identity. The digital equivalent of "they way I behave at work is not the same as when I am with family nor the same as when I am out at the game with my buddies".

Until someone embraces the personas idea, the rest is just a hack.