08
October
2008

Fanufacture

There’s some interesting discussion around Matt Jones’ post over at Schulze & Webb’s Pulse Laser, where he considers what happens when you apply Kevin Kelly’s ideas around “new economics of scale” for craftsmen and artists to products.

Matt writes:

I joked with Matt and Jack that they should put the price tag of producing a prototype out there, and see who wanted one - or perhaps the price of a short-run of limited edition Olinda, which would reduce it perhaps from four figures a piece to three… Or perhaps the next generation of Olinda, with their input?

There’s some interesting discussion in the comments on the post around whether fans would be interested in constructing or assembling products they’re fans of: Chris Hand comments that

…it’s the soldering and assembly that’s the stumbling block for most who want to [look into limited runs]…

I really like the idea of products having fans. It’s often the early adopters of new products who convince their friends (who often represent a more traditional market) to make the leap. Those thousand “true fans” have the potential to be the people who take the product to a wider audience.

“Fans” act as an intermediate layer between the product and a mass market: they evangelise and amplify it. If you want to make a pun out of it, you could call them middle fan-agement. They take a product and enthuse about it to a wider audience; crowdsourced marketing, if you like.

But what if you went a step further - what if you called upon your fans to actually build the product, in the kind of short runs Jones hints at?

Imagine, for my purposes, a product along the lines of Schulze and Webb’s Olinda, but perhaps in a slightly cheaper price bracket - low three figures at most. The device is still reasonably expensive; however, it has enough fans to easily justify a short run. Rather than consuming S&W’s valuable time with soldering, the early adopters - the fans - buy low volumes of kits. More than one kit per fan - ideally, we’d want people to purchase around five. There are 1000 units of the product, but we only need 200 people to assemble them. Maybe even fewer than that, if somebody’s particularly talented or enthusiastic. There’s no burn-out, and the expense is much more reasonable: everybody’s only making five devices, rather than a thousand.

To continue with the puns, we could call this fanufacture.

Your fans manufacture five kits, and resell four, keeping one for themselves. Of course, they’ve already paid for the kits (much like a Big Issue vendor buys all his magazines up front before he resells them), so S&W are in pocket, and sales is being performed by someone already enthusiastic about the product.

And you don’t have to sell - you could give them away, to parents, or to friends, to seed the network of a social product with keen, happy users, and at the top of the network, a layer of fans.

There are obvious catches - quality control is a screamingly obvious one. But it’s always amazing how far fans will go for a product they like. Look at the community around Moo’s printed products, for instance: full of enthusiastic fans, ready to not only spend more money, but evangelise about the product to friends and family.

Fans don’t just exist as the core audience you need to make a product successful on any terms; they could also act as a gateway to widespread, mass-market success, and embracing their skills and enthusiasm to outsource tasks you might not otherwise have the time or budget to perform seems like a logical evolution of the fandom Matt describes around products.

  • "This week’s 1UP FM is a fascinating round table/interview with Jonathan Blow, David Hellman, Rod Humble, and Sean Elliott and Nick Suttner from 1UP… If you’re at all interested in Braid, experimental game design, or the ethics of games you should go listen now." In the meantime, Ben Zeigler has provided some excellent annotation for us all.
  • "Over the last few years, there has been a big shift in power and success away from independent studios, and towards in-house, publisher-owned studios. This has been driven by several things, sound economic reasons, competitive reasons, and because the strong independent studios had done a good job at creating a slew of new IPs (which publishers were eager to snap up, as always). In my experience relatively few people in the games industry realise this… So, what’s next? What’s going to happen over the next 3-5 years?" Adam on the business of the games industry, and what's facing it next.
28
March
2008

Should it be free? The perils of providing interfaces rather than functionality

A while back I mentioned that the iPhone App Store was a place where we could see people paying for interface alone, regardless of functionality.

This is a useful segue into Daniel Jalkut’s commentary on the nature of independent software development, and, specifically, whether small-software should be free-as-in-beer software. Jalkut makes the point, as an independent developer, that you should support the software you like, regardless of how slight it is. The example he refers to is Pukka, a nice little tool for posting to delicious from OSX. Pukka is nice because it’s always available and it’s very Mac-like in its behaviour. It’s pretty cheap at $12.95.

Jalkut takes exception to Leo Laporte’s commentary in a MacBreak Weekly podcast, where he suggests (as he tells us how much he loves Pukka) that it should be free.

Why did he suggest this? The answer, simply, is that Pukka is an interface to someone else’s functionality rather than a tool in its own right.

To wit: Pukka interfaces to delicious through the delicious API. Most of the hard work of social bookmarking has already been implemented by the delicious time. All Pukka does is talk to the API - it’s a menubar item, an interface, and a window that sends data to the API. Not a product on its own. Of course, if you know anything about development, you’ll know that building things that talk to APIs - on the desktop, on the web, wherever - isn’t always as easy as it sounds. $14.95 seems reasonably to pay for an app that does this well, especially if you use delicious as much as (eg) I do.

Jalkut’s own MarsEdit (which I’m using a licensed copy of to write this) is similar. It’s a $29.95 weblog editor, that interfaces with most popular blogs, and lets me write posts on my Mac desktop. It’s not that I couldn’t write blogposts before; I can always log into Wordpress to do that. No, the reason I bought this is because of the convenience and quality. I rather like posting from this fluid, offline interface, rather than having to type into a box in Safari, for various reasons - the quality and speed of preview, the simplicity of media integration, and the multi-blog (and API) support - I use MarsEdit to post to both Wordpress and LiveJournal. If I couldn’t spare $30, I could always just blog from the existing admin screens, but I felt the product was so good I should be it.

Sometimes, it’s hard to express to people the value of a product that does something you could already do. A product that does something new, or which is an essential tool, is much easier to justify. Many Mac owners I know didn’t hesitate to pay the €39 for TextMate, because text editing is so fundamental to our work. But $30 on a blogposting client? That one requires more thought, and isn’t such a no-brainer.

I’m not sure what the solution is. It’s a shame that it’s harder to express the value of “service” applications; I think the iPhone might have it better off here, simply because the device itself is so unlike traditional clients that it makes sense to redesign interfaces to services for it. In the meantime, it’s worth remembering that a quality interface to an existing product might still be worth something, however small, and it’s for that reason that developers like Jalkut should be rewarded for their work.

05
March
2007

Notes on the Future of Web Apps 2007

It’s been about two week since I went to FOWA2007 in London, and I’ve been meaning to write it up for a while. It was an… interesting experience, and I’ve been trying to find a way to frame why that is. Speeding on a train back from the provinces to London seemed a good way to concentrate my thoughts.

Last year’s FOWA was great: a one-day conference for

10
November
2006

games

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New business models for next-gen gaming

I’ve got an article in a free supplement inside this week’s New Statesman. The PDF is available to download from that link - sadly, the HTML isn’t online yet. Still, it’s a cracking supplement - a nice range of content, very colourful, and a real departure for the NS. I’m on pages 28-30, if you’re interested - a biggish feature about where the British games industry might be going in the next few years, and the various challenges it presents. Quite challenging to write about the games industry for a more lay audience than usual; it’ll be interesting to see if the conclusions in the article hold up.

The answer may lie not in next-generation hardware, but in next-generation business models. For example, the British games industry emerged in the 1980s from the constraints that had previously beset the industry. At that time home computers, such as the BBC Micro or ZX Spectrum, were built to a budget, with limited power, developed for and by self-taught coders, often working alone. Now, there is a resurgence in popularity of games for very limited platforms: handheld consoles, mobile telephones, interactive TV and web browsers. And when developers have to work within tighter constraints, new ways to make and sell games - especially for smaller development firms - emerge.

Download the supplement if you’re even vaguely interested.

Links & notes for this month

Endnotes