Title: Information Week's article Post by: Raph on January 14, 2009, 12:38:39 PM http://www.informationweek.com/news/personal_tech/virtualworlds/showArticle.jhtml?articleID=212900535
Title: Re: Information Week's article Post by: schild on January 14, 2009, 12:41:19 PM Should I continue reading past the first paragraph?
I mean, the guy is already writing a magically fake history. Edit: Ok, I read it, and this bothers me, so much so I can only reply with a quote: Quote As for the business model, Koster anticipates that the emerging market for digital goods in Metaplace worlds will eventually represent a source of income from object designers and for his company. He also says the company may offer certain premium services to world builders in the future. At present, the items in the marketplace -- creatures, vehicles, natural objects, furniture, architecture, and plug-ins -- are free. Quote Remember Red, hope is a good thing, maybe the best of things, and no good thing ever dies. Title: Re: Information Week's article Post by: Raph on January 14, 2009, 02:06:56 PM I don't understand... what bother you about that paragraph? That is it speculative? We're in beta, we have no revenue yet, any answers to that question are speculative. :)
Title: Re: Information Week's article Post by: schild on January 14, 2009, 03:13:45 PM I don't understand... what bother you about that paragraph? That is it speculative? We're in beta, we have no revenue yet, any answers to that question are speculative. :) It doesn't seem like a business model. In fact, no one knows or understands how you're expecting to make money, but I think most are interested. This far in, saying you're not announcing that yet sounds more like "we don't have one." In short, basically, you've created a neat system that's great for farting around, but expecting digital goods to have value I think, is really a case of a dreaming more than anything else. Perhaps it's just me having no faith in People creating Anything. Also, perhaps it's that Metaplace doesn't have enough focus. Either way, it smells of hope and not much else.Title: Re: Information Week's article Post by: Trippy on January 14, 2009, 03:25:11 PM They could do it iTunes App Store style where they provide the marketplace/infrastructure for people to sell their goods through and they take a cut of that money.
Title: Re: Information Week's article Post by: Slyfeind on January 14, 2009, 03:32:22 PM What happens if nobody wants to charge for their stuff? I've noticed the really cool stuff tends to be given away for free, unless it's from someone who only wants to make money, and then it's kind of crappy.
Title: Re: Information Week's article Post by: tazelbain on January 14, 2009, 03:35:24 PM Currency that is sold through MP and if people spend it in a world, the owner gets a cut.
Title: Re: Information Week's article Post by: Trippy on January 14, 2009, 03:39:03 PM What happens if nobody wants to charge for their stuff? I've noticed the really cool stuff tends to be given away for free, unless it's from someone who only wants to make money, and then it's kind of crappy. That's not the case in The Sims or Second Life. A lot of the really good stuff in those games you have to buy.Title: Re: Information Week's article Post by: Raph on January 14, 2009, 08:05:15 PM It's not like we haven't discussed it plenty before.
Yes, there is a marketplace. We will mint currency, users can purchase currency, users can use the currency to buy things on the marketplace. Users can make stuff, users can charge for things. Users can make money. We can take a cut. Yes, there's obvious candidates for upsells. Space is the most obvious. Neither of these are particularly radical. If you think digital goods have no value or are not a decent business model, you've been under a rock lately. :) Title: Re: Information Week's article Post by: schild on January 14, 2009, 08:29:32 PM Ok, but you haven't explained how you're going to get people to buy. Beardy creators are easy enough to find in almost any arena. But purchasers are the hard ones to get. What incentive do people have to actually buy anything? Or is this a matter of creators supporting creatives and you're just going to give the bandwidth to explorers away for free?
In other words, I'm not getting it. Quote Neither of these are particularly radical. If you think digital goods have no value or are not a decent business model, you've been under a rock lately. :) No one said this. It just seems like you're hoping the Second Life phenomenon strikes twice. Title: Re: Information Week's article Post by: Trippy on January 14, 2009, 10:17:05 PM Ok, but you haven't explained how you're going to get people to buy. Beardy creators are easy enough to find in almost any arena. But purchasers are the hard ones to get. What incentive do people have to actually buy anything? Or is this a matter of creators supporting creatives and you're just going to give the bandwidth to explorers away for free? Metaplace is not for you :awesome_for_real:In other words, I'm not getting it. Title: Re: Information Week's article Post by: Trippy on January 14, 2009, 10:18:11 PM Quote Neither of these are particularly radical. If you think digital goods have no value or are not a decent business model, you've been under a rock lately. :) No one said this. It just seems like you're hoping the Second Life phenomenon strikes twice. Title: Re: Information Week's article Post by: schild on January 14, 2009, 10:20:10 PM Quote Neither of these are particularly radical. If you think digital goods have no value or are not a decent business model, you've been under a rock lately. :) No one said this. It just seems like you're hoping the Second Life phenomenon strikes twice.Ok, but you haven't explained how you're going to get people to buy. Beardy creators are easy enough to find in almost any arena. But purchasers are the hard ones to get. What incentive do people have to actually buy anything? Or is this a matter of creators supporting creatives and you're just going to give the bandwidth to explorers away for free? Metaplace is not for you :awesome_for_real:In other words, I'm not getting it. Title: Re: Information Week's article Post by: Trippy on January 14, 2009, 10:20:51 PM Metaplace is not for you :awesome_for_real: Who is it for?Title: Re: Information Week's article Post by: schild on January 14, 2009, 10:24:45 PM Metaplace is not for you :awesome_for_real: Who is it for?Title: Re: Information Week's article Post by: Trippy on January 14, 2009, 10:33:29 PM Quote Neither of these are particularly radical. If you think digital goods have no value or are not a decent business model, you've been under a rock lately. :) No one said this. It just seems like you're hoping the Second Life phenomenon strikes twice.Title: Re: Information Week's article Post by: Sunbury on January 15, 2009, 05:47:26 AM OK, so its a 3D isometric browser-based world/game builder thingy - humm....
Let me think .... OK, someone build me a variant of X-COM 1 and Diablo 1 my two favorite isometric games and I'll be there, wallet open... Title: Re: Information Week's article Post by: Mrbloodworth on January 15, 2009, 07:05:07 AM OK, someone build me a variant of X-COM 1 Stop reading my mind! Title: Re: Information Week's article Post by: Raph on January 15, 2009, 08:37:53 AM So far what we have seen is that just about everybody builds. So yes, content creators selling stuff to content placers.
PS Schild, I dont know how long it has been since you logged in, but it's a lot more like the Sims visually and toolwise than it used to be :) Title: Re: Information Week's article Post by: Sky on January 15, 2009, 09:00:28 AM If I ever have to get dragged into some online VW through the library, I hope Meatspace can handle the stuff that people like about SL, but more and better.
I know zero about your new project, Raph (sorry), but what kind of stuff do you guys have for meetings and project sharing (the stuff discussed in the SL thread), or is it more about gaming? Title: Re: Information Week's article Post by: tazelbain on January 15, 2009, 09:04:31 AM If I ever have to get dragged into some online VW through the library, I hope Meatspace can handle the stuff that people like about SL, but more and better. There was no porn I could find so I am guessing not.I know zero about your new project, Raph (sorry), but what kind of stuff do you guys have for meetings and project sharing (the stuff discussed in the SL thread), or is it more about gaming? Title: Re: Information Week's article Post by: Slyfeind on January 15, 2009, 10:13:19 AM Honestly I think Metaplace has much more potential even as it is now in beta for the kinds of business meetings and whatever people were expecting from SL.
Title: Re: Information Week's article Post by: Yegolev on January 15, 2009, 12:13:56 PM Trippy is right. It's all about The Sims when it comes to revenue model. He said "The Sims Online" instead of "The Sims, online" and unfortunately schild immediately had a pizza-making flashback or something, but TSO was crap and not like The Sims. Metaplace has the potential to be a huge hit with the group that likes to play virtual dollhouse, which I feel is a very under-monetized market. What I am saying should be no surprise to anyone who has a passing familiarity with The Sims and its community, but so far it's mostly theory since only The Sims does what I am thinking of... as far as I know. Raph would know since he's undoubtedly researched anything similar.
Title: Re: Information Week's article Post by: Margalis on January 24, 2009, 03:24:16 AM The Sims is a game. This is not. I don't see how the two are at all comparable.
If people create content in The Sims and other people buy it the motivation is that you can use that stuff when you play The Sims. There is no game here to play as far as I can tell. Second Life seems to be the much more apt comparison. Title: Re: Information Week's article Post by: Ratman_tf on January 24, 2009, 05:09:02 AM There is a metric shitton of free mod content for Sims 2. I never even look at the for-pay stuff. It's not that much better.
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