New bootstrapped startup?
Building a new app?
Ready your credit card.
Back of the envelope costs
Based on
Conclusions
Footnote
Question - is there a cheaper way?
What’s your take? or let me know on
Edit: HN discussion on this post
Lately I’ve been designing a couple new games and got me thinking back to virtual worlds.
Remember when they were the next big thing?
Millions of us tried them. Gartner 80% of all net users would have Second Life avatars. VCs invested . Even Google a piece.
My startup too. launched the first browser 3d UGC world with cool tech we built on Unity. You could chat, create, shop and more.
But after a couple years we’d only gained 600k users so decided to pivot to mobile .
Here are 5 reasons why virtual worlds never took off and some ideas for how they can live on in new games:
So what’s new?
So for those of us creating mobile games, should we forget about virtual worlds?
I don’t think so. Whilst never living up to its hype*, we can continue to incorporate their positives in a deeper way.
First is to figure out how to tie greater creativity into our mechanics to broaden .
This can be really tricky - how do you “judge” creativity in a programmatic manner? Easier if it’s creativity to meet a certain functional goal (ala Bad Piggies), but is there a way to judge “beauty” or “artistic merit”? In our first game we built a system to judge a fashion outfit. Whilst sufficient I’d be first to admit there is a lot more nuance that could be added, though it’s not always easy to define and balance such a system.
If judging is community based how to you build systems to make it fair, tamper proof and not feel like work? And do it in a way that’s timely, and gets the core loop running quickly?
We could also do more to foster friendships between players that last years, not days. Ability to collaboratively work on shared projects is something extremely meaningful in virtual worlds. Guilds in some mobile strategy games let you coordinate attacks which is lots of fun, but haven’t seen much yet in the way of coop base building, or crafting etc.
We can offer a deeper level of customization, allowing you to tweak not only your look but your personality and how you engage in the game world. Chat and status messages are a start, but could you have ways to customise how your characters or army or base react programmatically under different circumstances (like scripting in SL but without the complexity).
Not all virtual world concepts translate well, and getting them working with a simple UX for a small screen is the challenge, but there are things we can learn from and adapt.
What’s your take? or let me know on
*Whilst not a mainstream success, virtual worlds are still active amongst several niche groups, eg deep roleplayers, virtual artists, or the disabled - where they can move, express and socialize in a way they can’t in real life.