Archive for the Startup Category

YC Interview Advice, Question 1

Posted in Startup with tags , , , , , on April 25, 2012 by themaroon

I posted on Hacker News yesterday that I was willing to give advice to any YC Applicants who had questions about their upcoming interview. Despite getting little love a few people saw it. One question came in that I particularly liked, so with their permission I’m going to answer it here. The question (edited to remove identifiable information) was:

Me and my co-founder realized a few days ago by talking to users and doing some research that there are some serious issues with the idea we applied with to YC.

In fact, we have changed our idea [already] and YC had known this before inviting us to interview. This is the [xth] time, which YC does not know about. All ideas have been in the same general space of dealing with [problem x] and the changes have been a result of talking to users, etc…

The question to you is whether we should bother coming up with a new idea (which we are struggling to do) incorporating the new knowledge we have gained or simply go into the YC interview knowing that the idea they are expecting us to talk about has a lot of issues.

First of all, I’d like to take this out of context of the YC interview and apply it to startups in general. As Paul Graham has pointed out about 1,000 times, startups pivot. A lot. Maybe more often than not if you look at just the successful ones. Paul Graham knows this. Every investor worth their money knows this.

The most recent example is, of course, Silicon Valley’s current darling, Instagram. As Ben Horowitz explains:

When we invested in Instagram, it wasn’t actually Instagram. It was a company called Burbn, and the idea was roughly to build a mobile micro blogging service… Subsequently, [Instagram founder] Kevin noticed that while Burbn wasn’t taking off, the photo-sharing component of it was doing quite well. As a result, he pivoted Burbn into Instagram.

Instagram started out to solve the problem that sharing stuff from mobile devices sucked. But they didn’t know exactly why it sucked. They thought people wanted to share one thing, but found out they wanted to share another: pictures, so they pivoted and built a great way to do that.

As a startup it’s more useful to keep the problem in mind than the solution. Most of the time you won’t know what the solution is when you start. Sometimes you will (Dropbox is a great example of that) but most of the time you’ll find out by launching and iterating.

So in the context of a YC interview, I’d go in with that in mind. The founder who wrote me is trying to solve Problem X, which is a big problem. Big problems are difficult to solve, but when you solve them, you get a massive success. And by difficult to solve, I mean you shouldn’t expect your first solution to be the one to hit.

If it were me, I’d go into the interview and simply be honest that it’s a big problem and I only have ideas about how to solve it. I’d tell them my best idea, and maybe one or two other promising ones, and where I plan to start.

Startups are a long, hard slog through the mud. You know it and Y Combinator knows it. I haven’t talked to any of them about this, so this is just my gut feeling, but I would be surprised if they (or any other savvy investors) faulted you for not pretending you knew the answer to such a tremendously difficult question. More important is whether you seem like the kind of person who is smart and flexible and hard working enough to figure it out. That’s why PG always says you invest in the founders, not the idea. (I think you also invest in the problem too, but that’s just me perhaps.)

So that’s my advice. Just be honest. In fact, that’s advice that rarely fails you in any situation in life. It sometimes seems to in the short term,  but it always catches up in the long run. You see a problem, you want to solve it, and you’re committed to working really hard for a really long time to figure it out because doing so will make the world a better place and make you and your investors a ton of money in the process.

And for what it’s worth, I hope the guy figures it out. It’s a problem I suffer from daily, and I bet you do too. If he solves it I’ll be his first customer.

How to Evaluate Your Startup Idea Part 2.5: User Acquisition (continued)

Posted in Startup with tags , , , , , , , , on March 21, 2012 by themaroon

App Stores

A relatively new invention. This is the primary distribution mechanism for mobile apps, in fact on iOS it’s the only.

There’s not a lot to say about this one. If your app gets featured by the app store (either by earning its way to the top due to being awesome, or being picked by an editor) you can get a ton of free traffic. Good luck though since you’re up against a million other apps.

Sales Team

Another old-school channel. You pay people to sell your products, usually largely on commission.

This channel is very costly, and you might spend tens of thousands of dollars just to acquire one customer this way. However you might make millions of dollars off of one. This is a typical model for B2B startups.

Affiliate Marketing

This is not very different than the search/internet advertising channel, which is why a lot of companies do both. The difference is that in this case you’re crowdsourcing it. Rather than buying a bunch of ads on Google or wherever, you simply agree to pay others for sending traffic your way. Sometimes it’s a flat fee, sometimes it’s a percentage of revenue.

This channel is used by a wide range of businesses. Netflix and Amazon have been two of the most successful affiliate marketers. It’s also used for seedy stuff like porn or online gambling that ad networks like Google block, or Acai-berry type scams that populate spam blogs (splogs) and the like. Unfortunately the scams are what you usually read about when you hear about affiliate marketing, even though there are plenty of legitimate businesses involved.

If you’re going the affiliate route, you make money when your affiliates do. What this means is that you need to enable your affiliates to make a lot of money, largely by doing the same things you do when you’re internet advertising (a/b testing parts of your funnel, etc.) plus you need to provide them good marketing tools.

You also have to manage your marketing. Are you going to allow affiliates to buy Google keywords? (Probably not if you’re already showing up organically for most.) Do you have moral concerns about how and where your brand is appearing? There’s a bit more of a human element to affiliate marketing than there is to online advertising, but the benefit is you get a lot of manpower without adding to your payroll.

Existing Audience

This works great for people who already have a large source of non-monetizing traffic. I grew my first couple successful products this way. I had a popular poker blog and used that to market a couple online poker products (one of which was basically an affiliate business that in turn marketed an online poker site).

The disadvantage to this one is you have to have an existing audience (duh). The advantage of course is that you get free, highly-targeted user acquisition if your product matches the site that got the audience in the first place.

Business Development

If you don’t have an existing audience, maybe you can piggy back on someone who does. Google used this famously when they made a deal with Yahoo to provide search results.

This sort of thing usually requires some legwork to get a license. You may need to know somebody in the right place to get the deal you want, but sometimes if you can provide a compelling enough argument (and assurances that you won’t harm the brand) you can pull off a Hail Mary. There’s very little more exciting for a new startup than to get to work with some hot IP.

This doesn’t work for everything. Go a little overboard and you end up with Sylvester Stallone’s High Protein Pudding. But if you’re making a game, basing it on a popular game of a different genre or TV show might be the difference between getting eyeballs and being ignored.

Marketing/PR/Traditional Advertising

There’s a good chance that these won’t do much for a software company. Rare is the website that can truly benefit from a magazine or Super Bowl ad. There are some, surely, I just don’t know enough about them to write intelligently on the topic.

How to Evaluate Your Startup Idea Part 2.0: User Acquisition

Posted in Startup with tags , , , on March 14, 2012 by themaroon

In my first post in this series I listed a number of criteria I use to evaluate startup ideas. The very first was user acquisition. It and the second one (revenue model) are closely related and, I think, are the easiest way to at least disqualify an idea upfront.

This post is not meant to be a primer on user acquisition, but rather a description of a few of the most common methods employed by startups. Here are the best I can think of (and if I’m missing any, please let me know). This is going to be a long one so I’ll divide it in two.

Word of Mouth

Everybody knows and loves this ages-old method. It has a couple benefits. It’s free. It’s high value.

The problem with it is that it’s really hard to get, and really slow to grow. People are inundated with so many products and sales pitches every day that making one stand out enough to get a huge chunk of traffic via word of mouth is next to impossible.

You’ve probably got a better chance of winning the lottery than you do growing your startup largely by word of mouth. The last startup that got big that seemingly relied on it is Google, and that’s been how long ago now? In internet years it might as well have been the stone ages. Not to mention they used business development, which I’ll get to in a bit here, quite successfully as well with a well-timed Yahoo! deal.

Virality

Virality is word of mouth’s more technologically advanced cousin. Instead of relying on someone to like your product enough to tell someone about it, give them an incentive to post it on Facebook or send it in an email. The incentive can be monetary (like Groupon or Fab.com) or some digital good (like Farmville) or simply social karma (like Pinterest). It can even just be making the product itself more useful, like when Facebook asks you to give them your Gmail credentials and invite your contacts.

It’s called virality because startups measure it much the way epidemiologists measure the spread of an infectious disease. If each person who uses it gets one other person using it per month you’ll grow exponentially. The great thing about virality (as relates to startups rather than Ebola) is that when it works it can be a massive source of free traffic. It is also highly measurable and something you can work constantly to improve.

Virality is hard to make happen, but unlike word of mouth it’s something you can engineer to a large degree in a lot of products. You can’t bolt it on after the fact, so don’t expect to take your relatively non-social project, tack on Facebook connect, and become the next Pinterest. Your product has to be highly compelling if used in a group, yet virtually worthless (just good enough to overcome the chicken and egg problem in the start) if used in isolation for virality to be your sole source of traffic. If you can imagine using the product without your friends doing so as well, you’re probably going to need to supplement with or focus on other channels.

Organic Search Traffic

This pretty much means ranking in Google results. Google is tough to game, and there’s a cottage industry built around it with a lot of misinformation and snake oil involved. 99% of people who call themselves SEO experts are full of shit. The other 1% can improve your chances, but not by a lot (though even a little helps).

If you’re going this route, expect to play a cat and mouse game with Google. You might win for a time, but every now and then they’ll roll out something like their Panda update and you’ll just be out of business.

Google calls them “organic” results because they want them to be natural, not engineered. They want it to be high quality content that people link to of their own accord, not something that gamed the system by formatting their URLs well or paying bloggers to link to them.

Like virality though, if this method works it can be a huge source of traffic, and that traffic can be extremely high quality. Like word of mouth, though, it’s the sort of thing I wouldn’t be comfortable relying on. It’s tough to make happen and even when you do, you’re dependent on the largesse of a third party who, at any time, could change their rules and leave you stranded.

Search and Interest-Based Advertising

This is probably the channel I have the most experience with and, in my experience at least, is probably where most startups will end up getting the bulk of their traffic. It is, I would say, the most reliable channel. Someone will always be willing to sell you traffic. Users will always be clicking ads. This acquisition channel can work for startups that monetize through almost any form other than advertising.

It’s still not easy though. The whole idea behind advertising is you spend $x to buy a user, and you make $y off of them. If y>x you make money.

It does have a few drawbacks though. For one, the ads are typically sold via an auction system. To get any substantial traffic, you’re going to have to be near the top for the keywords you’re targeting, which means you’re going to have to monetize as well as (or, preferably, better than) the top few competitors.

You’re also going to be limited by the number of people searching for a keyword. If what you’re doing is very niche, you’re going to have to do a lot of legwork to find the targeting you need to make ads work for you.

Also, there are so many options that it’s almost daunting. Even just Google alone, which will likely be the bulk of your spend, has so many ad products (and such a poor interface for purchasing and managing them) that it will make your head hurt. You have to have a pretty high spend (for a startup anyway) before you can get an inside contact to help you out, though once you do Google’s ad sales and management team is pretty efficient.

Once you figure out how to buy potential users cheaply and scalably, which can range from very easy to very difficult depending on your market, you’re going to have to spend time optimizing your sales funnel to get your RPU up so you can bid competitively.

Overall this channel is a lot of work, but if you’re willing to do it, it’s probably the most reliable and is my personal favorite. It’s highly measurable, and those metrics are well-understood, well-publicized, and easy to implement with some of the better metrics tools out there. It’s the most deterministic, and the one you’ll feel most comfortable building a business around of those I’ve mentioned so far.

It does have the same drawback as organic search results of being dependent on third parties (usually Google) but in this case you’re at least paying them. If your product works you might be paying them millions of dollars a year. They’re a lot less likely to decide you’re a scumbag as a result (though it has happened) so it’s at least a little more comfortable. And if you’re somehow building around a second-rate ad platform (Facebook, Microsoft, or really anything other than Google) it’s almost guaranteed not to.

How to Evaluate Your Startup Idea Part 1: The Basics

Posted in Startup with tags , , on March 1, 2012 by themaroon

I’m sort of what you’d call an idea guy. I have probably thought of an average of one new startup/product idea every day for at least 6 or 7 years. I’ve even implemented a few of them, and a couple of the ones I did have even worked. A few have failed too, which is just as important a learning experience as the ones that worked. I’ll get into every single one of those in detail in a future series of posts, because why the hell not?

But this post is about ideas. I’m going to give you my thought process on evaluating startup ideas in its current state of evolution. This might sound idiotic to me in a year, or to you now, but if I had to start another business right now, here’s how I’d evaluate it. Note that I’m speaking largely in terms of software businesses here, though some of it certainly applies to offline ones.

Typically I’ll keep a new idea (assuming it passes the initial “is this retarded?” test) in the back of my mind for a day or two, thinking about it with spare cycles, checking on the web to see what in its genre currently exists. After a couple days if it still seems worthwhile, I’ll write it down. Of the ideas I think of, I’d say the breakdown from conception to two days later falls like this:

Group 1 (90%): WTF was I thinking? Immediate deletion from my brain cells.

Group 2 (9%): Not bad but needs more work. Think about it and research for a day or two, maybe write it down.

Group 3 (0.9%): Gold, man. Solid gold.

Group 4 (0.1%): I know I’ll regret it for the rest of my life if I don’t do this.

I don’t have a formal process for moving an idea from Group 1 to Group 2, that just happens naturally. Group 2 to Group 3 usually comes from a little writing down of ideas, researching on the web, talking to others, etc. Those are the easy ones.

The process for evaluating the ideas in Group 3 is the important one and what I’ll focus on in this series of articles. When I’m debating a promotion to group 4, I evaluate an idea for potential in these categories (no particular order).

1. User Acquisition

Anyone who has been in the startup game long enough has probably had the experience of building something they thought was awesome that got no users. We’ve also all seen inferior products win a market due to better user acquisition strategy. Does Idea X have a plan for getting eyeballs?

2. Revenue Model

There are a few basic ways a site can make money. How clear and compelling is the revenue model for Idea X?

3. Competition

What’s already out there. If nothing, why not? If there’s already a play in the space, how is Idea X going to be better? (The nice thing is being significantly better in just one of the above categories can make for a winning product.)

4. Technical Difficulty

What are we building here? Is it hard to get to a launchable minimum viable product (MVP)? Is it hard to scale? Is it both? Am I inventing something nobody else is even remotely close to or can I leverage a lot of existing code?

5. Non-developer costs

For this idea to even prove itself, do I need salesmen? A PR/ad budget? Some expensive software or equipment? How design-heavy is it, i.e. can I get a tolerable-looking prototype using Bootstrap to validate the market, or do I need to hire one or more designers right off the bat?

6. Total Addressable Market (TAM)

What’s the size of the market? If the answer to #3 was no competitors, you’re probably just guessing. If you’re building an online shoe store it’s pretty easy to find out.

7. Funding

What does it cost to bring to market, and can I get that? If it’s a low amount, can I bootstrap it? If it’s a high amount, is it in a sector that’s easy to get funding right now like mobile or big data?

So those are the things I look at when evaluating a new idea. I’ll get into them in-depth in the next few parts. In the meantime, please leave a comment and tell me what I’m missing.

How Not to Argue Against SOPA

Posted in Politics, Startup, tech, The Internets with tags , on January 13, 2012 by themaroon

I’m still utterly horrified by the SOPA hysteria I mentioned earlier, especially since it’s coming from people who know better. Today’s post on GigaOm about Tim O’Reilly is a good case in point. (And before I go any further, let me state this clearly so it can’t be misconstrued, I’m not arguing in favor of SOPA and PIPA. I think they’re idiotic. I’m arguing in favor of combatting them with rationality rather than hysteria and bad logic.)

O’Reilly makes two points, both of which are simply wrong. The first is…

“Piracy is not a significant problem… Once the market matures, the pirates go away. They always do. Legitimate markets work better than pirate markets.”

This is a common fallacy I see over and over. “The movie companies fought VHS,” you’ll hear, “and it ended up being an enormous source of wealth for them.” True. But that doesn’t mean digital content distribution will.

There’s a standard disclaimer in every mutual fund prospectus that says “past performance is not indicative of future results”. It’s entirely possible (and in fact I believe it to be true) that digital distribution is such a fundamental shift in the nature of piracy that you can’t assume it will simply all pan out OK the way it always has in the past.

In the VHS days to pirate a movie I had to have someone who had two VCRs rent a movie, buy a blank VHS tape, and spend 2 hours copying it for me. The barrier to getting that done is not insubstantial when you consider that every single instance of piracy requires that. It’s not scalable.

Via digital distribution I just have to have someone not delete the torrent. It’s effortlessly scalable to millions of people. It’s not significantly less work to pirate it for anyone involved than it is to purchase it legally, and it is significantly less cost.

Sure, if you’re making books that teach people programming languages, they might be willing to pay. I think its fair to say that the music industry’s results have shown that it just doesn’t work the same way for music.

The second is the notion that SOPA/PIPA will somehow be bad for US-based startups. That would seem to be the case if you didn’t actually read them. The laws clearly apply only to foreign companies. If anything, it will be an unfair advantage for startups here. Rhapsody can perhaps simply get Spotify shut down for infringement (remember, there’s no burden of proof).

O’Reilly says that “If SOPA goes through, it could very well force certain innovative companies to go offshore.” I think the exact opposite is true. Foreign companies will come here to be protected by the DMCA.

And the worst argument of all (and O’Reilly didn’t pull this card) is the slippery slope. This is one of the most insidious logical fallacies around, because at least ad hominems don’t even attempt to masquerade as rational thought. This is the same as saying “if we allow gay people to marry pretty soon it’ll be legal to marry your dog”. It’s been used since time immemorial to argue against every single advance in civil liberties.

A government can’t simply not pass a law just because future laws might overreach. We didn’t need to slide down any slopes to get the PATRIOT Act, and whether or not SOPA passes will have no bearing whatsoever on censorship of legitimate free speech in the future.

So there you have it. If you want to argue against SOPA, there are plenty of good reasons. For one, it won’t stop digital piracy at all. I think it will severely curtail illegal sales of counterfeit goods and prescription medicines, but getting illegal music will just involve editing your hosts file or, more likely, getting a program that does it for you. 

Argue that the lack of any burden of proof makes it absurd in any scenario. Argue that it’s a violation of trade treaties, since it’s clearly showing preferential treatment to U.S.-based businesses. Argue that it was written word-for-word by lobbyists and endorsed by the politicians they pay.

There are so many reasons to dislike these acts that we don’t need to make up more.

Bubble 2.0

Posted in Startup on February 17, 2011 by themaroon

There’s been a lot of discussion lately about whether or not we’re in a yet another tech bubble. It’s a complicated question because what exactly is a bubble? Clearly we all agree it involves “irrational exuberance” but to what degree?

Mark Cuban says it’s not a bubble, it’s a pyramid scheme. I think his logic is flawed. It assumes that later investors are paying back the former, which is quite atypical. Most of the action these days is coming from seed and angel investors, who rarely get paid anything before an IPO or acquisition. If anything, convincing later investors to follow on only increases an early angel’s variance, as it raises the figure needed for an acquisition. The public markets, I think, aren’t going to be as easily fooled as last time around and I don’t think anyone’s counting on them being the suckers at the bottom of a pyramid.

Currently there isn’t much bubble-like activity in the public markets. In the first go around I was asked questions like “I just bought 1,000 shares of Cisco, what do they do?”. Back then anything even remotely computer-related had a stratospheric P/E ratio. Most publicly traded tech stocks are trading at reasonable levels now. Even Apple is at 20, compared to an S&P 500 average of 24. There are a couple exceptions (most notably Netflix) but on the whole tech stocks are not out of line with what we’re seeing in other industries.

There are a few big differences this time around. For one there are real revenues and even profits. Groupon will likely top $1 billion this year, and their margins are probably pretty high. Facebook’s may have topped $1 billion last year already. Zynga is pulling in somewhere in the 9 digits. Last time the problem wasn’t that people were giving a company a $50 billion valuation despite it only having $1 billion in revenue, it was that they were giving a multibillion dollar valuation to a company that might not even have a feasible business model. When it comes to P/E ratios, there’s a huge difference between fifty and infinity. Fifty means the company has a proven revenue stream and a high chance of increasing profits through improving operations or scale. Infinity means they might be trying to sell something nobody wants.

I have no doubt that startup valuations are overly high. It’s just to good of a fundraising climate for founders. Even though Y Combinator alone is pumping out 80+ startups a year, the relatively low capital needs have too many investors chasing after two few startups. Even if you assume there are another 80 startups worth funding in the valley every year (and we’re at the point where I’m not sure that’s a safe assumption anymore, at least at the angel level) that’s still not that many opportunities to do an early deal with a team of founders.

So what’s going to happen in the long term? Well, I expect investors are going to see a lot of middling returns. This time around companies, with a few exceptions, aren’t going to crash and burn like last. Even Twitter will probably find a way to make decent revenue. The amount of money that can be made selling ads alone is now substantial thanks to targeting. During the original bubble products like AdSense and virtual goods and freemium services weren’t yet widely understood, and if they had been I think we would have at least seen fewer wipeouts. People know a lot more about making money on the net now than they did a decade ago and that will help a lot when the inevitable correction comes.

Transitioning

Posted in Startup on January 4, 2010 by themaroon

Paul Graham wrote an article not too far back called What Startups Are Really Like that mentioned a number of things the people he had funded were surprised to learn over the years. Lots of good stuff there, and I wholeheartedly agree with most. (Especially #12, It’s Hard to Get Users. You grow up hearing that if you build a better mousetrap, the world will beat a path to your door. That, it turns out, is sadly untrue, as the fact that Apple spending a few hundred million dollars a year marketing the iPod proves empirically. In fact I think that if I were running one of the many startup funding groups using Y Combinator’s model, I’d start by putting together a team of people with experience in user acquisition to run it. That would be about the only way to compete.)

I’ve recently come to realize there’s one thing I’d add to the list, which is that a startup is hard when it’s not yet succeeding (either because it’s too early or it’s just struggling) and then once you start doing well, it gets even harder. That’s unintuitive I think, and if you’d have told me that when my startup was struggling I might not have believed it. The hard part is transitioning.

When you first start off, it’s you and one or two other people and you’re doing everything. All of the high-level work. All of the grunt work. Everything in between. You’re a lawyer, accountant, designer, programmer, customer support person, and whatever else you need that day. You hopefully communicate well with your cofounders in order to divide up labor, and then you each go out and do everything that needs to be done because there isn’t anyone else to do it.

However if you think about Google, you’ll realize quickly that Larry and Sergey aren’t doing that. I’m not sure what exactly they do (though I’ll bet they do a lot of whatever it is) but you can be pretty sure they aren’t trying to tweak the colors on the main page or iterate the Page Rank algorithm anymore. In fact even at a startup of 50 people, that’s clearly not going to fly.

So among software companies that succeed, the founders probably start off doing one thing and end up doing something else. I can’t say for sure what the end-point is like because I haven’t gotten there yet, though I promise to share if I do. But I can tell you what comes in that transitional period right after the early stages and it’s pretty hard.

At first you’re working part-time on hiring (probably a totally new skill set for you) and the rest of the time you’re still getting things done. Then you hire a couple people, and you’re working on hiring, getting things done, and managing the people you hired (another new skill set, and one that often does not come easily to people who get things done well themselves) to make sure they’re not only getting things done, and done well, but getting the most things done well that they possibly can.

That in and of itself, when it comes to programming, business, and other mainly mental tasks, is a chore so onerous that many books have been written about it. In fact large businesses have multiple layers of people in their org chart dedicated entirely to that, but you’ve got to do that yourself and hire new people (because the work keeps on piling up) and keep the servers running, all at the same time.

So you keep on trying to juggle the three but you realize more and more that you just can’t do it. One or two of them get done well, and one or two of them get totally neglected, and its almost certainly the new and hard tasks like management that get pushed to the side.

Then maybe you wake up one day to find that when you were hiring, you hired people who didn’t have the same skill sets as you because you were hiring them to compliment you. You were figuring you’d keep doing what you’d been doing, and they’d do these other new tasks. But now you really can’t do what you’ve done for the last couple years because you have other responsibilities and you need new people to step up and do what you did, and you maybe don’t have them because that wasn’t what you were hiring for.

Even if not though, you’re still in a pretty tough spot because your natural inclination is to minimize the other crap and keep getting things done. That’s what got you where you are, and you’re in a good place, so you tend to keep on doing it. You’ve spent months or maybe even years doing what needed to be done when it needed to be done but now you’ve got to not only trust the people you hired (the end results of the hiring process you totally pulled out of your ass because you had no experience hiring and maybe even had no experience being hired before) to get things done when needed, but also monitor how they do it and help them do it better.

The next step, which is where we’re getting to now, is where you transition entirely to managing and hiring, and your employees get everything done. This is a letting go process, I imagine, much like sending your kids off to college, except in this case if your kids party too much and fail Calc II you just lost the business you spent years building. In business, though, you adopted your children and can send them right back to the shelter at any point, so its your fault if they do not succeed, which doesn’t make it easier when you’re nervously trying to determine whether or not to write up that job offer letter or can the employee who might be underperforming.

And then after that I suppose you’re hiring and promoting other people to do the hiring and promoting, and focusing on higher-level stuff. And after that I guess you’re sitting next to your Gulfstream V on a beach acquiring a taste for Mai Tais or something, who knows.

But during the ugly duckling phase, where you’re not quite a General yet but not quite a Private First Class anymore, transitioning is extremely tough. It’s a great problem to have, but it’s perhaps the most stressful thing you’ll deal with in the early life of a startup.

Scamville? Not Exactly.

Posted in Startup on November 4, 2009 by themaroon

TechCrunch wrote an article this weekend entitled Scamville: The Social Gaming Ecosystem of Hell that’s stirred up a lot of controversy, and even some changes, in the social gaming industry. This is an area I know a little something about so I thought I’d comment.

Arrington’s not entirely off-base here, but he’s not entirely on either. For one, he’s probably off by an order of magnitude as to how much of the money flowing through these platforms comes from scams. In our time running games, we’ve generally seen direct payments make up somewhere between 50-60% of total revenues. That’s counting banner ads (which are low, maybe 5%) and offers. This is pretty typical from what I’ve gathered in talking to other developers.

Of the offers, most of the money comes in from the legitimate pay ones like Netflix and Blockbuster (the two biggest), Free Credit Reports, Credit Cards, DirectTV, Gamefly, etc. Customers may be scamming those a bit, but that will just cause them to reduce payouts a proportional amount, ensuring developers get paid about the same regardless.

And then of the free offers, many are legitimate, albeit very low-paying. There definitely are some that will get you on the hook for $10 per month on your cell-phone bill if you’re not careful, but there aren’t that many of them and they haven’t paid out excessively well for months now, so as an overall percentage of platform revenues they’re not very significant. Trust me, there aren’t many offers me and my coworkers have not tried, and only once has one of us fallen for that. I’ve seen a couple pop up myself but was smart enough not to receive a code in a text message and then type it in, or to give a real phone number.

Mike also seems to be confused about who does what in the whole ecosystem. He says “Game developers, desperate to monetize, then search for ever more questionable offers to make up the difference.” Game developers don’t ever search out offers as far as I know. Rumor has it that one big developer is testing their own offer platform, but that’s the only case of it I’ve heard of.

Offer providers search for new and better offers, game developers simply display an iframe. And offer providers, like any sane business, don’t look to replace revenue, they look to maximize. They’re not like “hey Netflix dropped from $25 CPA to $20 CPA, we better find something scammy that’s $25.” They simply look for what pays the most and put that at the top at all times. It’s a state-based effect, and having Netflix’s rate change doesn’t make them any more or less hungry to find other high-performance offers.

“And recent moves by Facebook to shut down application spam only make the problem worse in some way – game developers have to spend more money on advertisers to get users now that the viral channels are shut down. That means the games have to monetize even better. Which means more scams.”

Yes and no. Yes the new changes may impact virality, which may in turn drive Facebook’s ad sales, which as I mentioned in my last post is probably not an unintended consequence. But no amount of ringtone hucksters are going to make up for that. The new platform will be all about engagement. Game developers will strive to get higher RPUs not by doubling their revenue from adding more bullshit PC Doctor DVDs, which aren’t doing that much for us anyway, but by making games that customers want to play more frequently for longer. Also new Facebook ad rules (along with Arrington’s post)have prompted many offer providers to remove hundreds of low quality ads.

On the other hand, I agree with Arrington in that the number of scammy free offers is still far too high, in that it is not zero. We personally use two offer providers. One of them (Peanut Labs) I use largely because they have the most reliable free offers, and scams are almost nonexistent. The other one allows me to block offers I don’t like, and I do this whenever we get complaints about specific ones. That’s not easy because often the customer doesn’t even remember the name of the offer that sucked them in, but I do my best to hunt them down and make sure they’re never seen on our games again.

We as game developers hate the idea of someone scamming our customers. Even discounting the ethical issues, which we do not, it’s just plain not good for us. The scammy offers are a low percentage of revenue, but a high percentage of support requests, and are probably why a lot of people quit playing our games, and therefore quit paying us money. The math just doesn’t work out. Even if we really didn’t care if our customers got ripped off (which they always blame us for, by the way, even to the point of threatening lawsuits) it still just wouldn’t make sense on our part to knowingly sponsor these.

Twist of F8

Posted in Startup on October 28, 2009 by themaroon

Since my company, Blue Frog Gaming, shifted focus to developing Facebook apps nearly a year ago, we’ve seen a lot of changes to the platform. Some of them have probably been for the better, some for the worse, and one in particular has been disastrous: the rise of gifting. In the last few months it has fundamentally broken the platform.

In the early days of the Facebook platform there arose a bit of a spam problem. Developers incentivized customers to send invites to their friends, often even paying them in-app currency to do so. It quickly became obvious that apps employing such tactics could grow to millions of users almost overnight and, in the process, create tremendous volumes of invites that hampered the Facebook user’s experience.

Facebook reacted by doing a couple things. First they banned rewarding users for sending invites (or using other similar platform integration points) and they limited the amount of invites a user could send from any one app to 20 per day. The limit made it impossible to spam your entire list in just a couple clicks and the new incentive rules made users much less apt to spam over time. The idea was that if people were so constricted, and rewarded only when their friends actually signed up rather than when they sent the invite, people would be more considerate, invite only friends who might actually be interested, and the number of unwanted invites being sent out would decrease dramatically.

Those changes helped, but still they wanted to do better, so they later changed the allocations such that the “better” apps got more invites per day (up to 60) and the worst offenders were choked off entirely. Invites are the lifeblood of almost all Facebook apps, so it worked. That seemed to be an improvement until a few months ago when developers figured out how to game the system.

The problem is in how Facebook determines which apps are “better”. They do that mainly by looking at the app’s invite acceptance rate, as well as the rate at which those invites are blocked or ignored. An app’s allocations are based on how their rates compare to the median. When we first started developing about a year ago, the median hovered somewhere around 20-25%.

This method is, it turns out, easily gamed. The original solution, used by Mob Wars and the like, was to create in-game “buddies” that come from an invite and give you in-game benefits. Want to run a job in Mob Wars? You’re only allowed to if you have enough friends in your mob. Want to attack people? Your success in battle will be almost entirely dependent on your mob size. You may need 20 buddies to do a mid-level job and 500 to attack another player with any shot of success. At some point the buddy requirements get so high that the only realistic way to get them is to send buddy invites (via Facebook invites) to large numbers of people who already have the app, which you found on some large “Add Me” lists.

This of course boosted Mob Wars’s invite acceptance rate. When you install the app, you might invite your real friends for a week until you run out. Let’s say you send 100 invites to actual friends, and 10% sign up. Not bad, but you need 20 to do that next job. So you join an add-me list.

Next thing you know you’ve got 400 new friends, all of whom were on the list, and almost all of whom are sure to accept your invite request. So you invite them over the next couple weeks and they almost all accept. Despite the fact that only 10 out of the 100 new people you sent an invite accepted (not a particularly high rate) your total invites were accepted by 400 out of 500, making for an average of 80%. The acceptance rate didn’t go up because the developers made the game better, they just hacked the platform to make sure the people who already used it sent and accepted more invites.

This still wasn’t that big of a problem because most people never got that far, the needed number of friends wasn’t too high, and the active players really didn’t need to send out the full 20 invites per day for very long. It pushed the median invite acceptance rate up as RPGs grew, but not ridiculously so. Then came gifts and the rise of Farm Town.

As far as I can tell, in-game gifting as a platform hack was first figured out by MyFarm, and then later put to spectacular use by Farm Town. The idea is to have one app send many invites to people who play the game every day for as long as they play the game. Combine this with an engaging game and you’ve got an invite acceptance machine.

When you first log into Farm Town, you are taken to the gifting screen, where you can easily choose an item (such as a pig or an orange tree) and then send it to all of your friends. Each gift is a Facebook Invite that has to be accepted in Facebook (not in the Farm Town app) from your requests page. So you click the accept button, go to the app, are given the gift, then have to hit the back button and do it again for every gift you have.

Now just about everyone who plays the game is sending out the full amount of gifts per day. And what happens is that their friends who play accept nearly 100% of them. The ones who don’t click ignore once, and the ones who do click accept 100 times. As a result, the median invite rate for the entire platform has since shot to near 60%, and it isn’t because spam has been reduced, it’s because it’s been increased but the non-spam invites have been increased many times more.

Imagine if your email provider, instead of blocking spam, somehow made you receive twice as much of it but then somehow made half of their customers (of which you may or may not be one) receive 100 times as much non-spam email. Your overall user experience suffers, and in fact even the people who are getting more non-spam are suffering, but the overall % of emails that are spam just decreased by a wide margin.

That’s exactly what has happened on Facebook. Even the people who play the farm games don’t want that many invites. They want the gifts, and that’s fine, but surely nobody wants to log into Facebook, see 20 Farm Town gift invites, and have to accept them one at a time by clicking accept, loading the app, then clicking back to the requests page. It’s slow and painful. From a usability standpoint gifts should be given in-game and not even require acceptance (who would ever not want a free chicken?) but the developers get a tremendous advantage from the acceptance rate so the user has to suffer in order to help them game the platform.

Another problem this creates is that you simply cannot have a top app without gifting, no matter how nonsensical its existence in your game is, or how much it detracts from the user experience or game mechanics. Your game could be the most engaging on the platform, but without a solid gifting system your invites are going to get choked off. Take a look at Restaurant City, which is maybe the most engaging game ever launched on the platform. It’s also a great platform citizen, attempting to get new users largely by making a game so engaging people want to tell their friends about it, rather than by giving them large rewards for spamming friends.

Restaurant City’s invites per day are down to 12 and it’s a Verified App. Being Verified means it gets boosted 2 buckets in the allocations. To put that another way, if it were not Verified it would be getting 6 per day.

Scroll down through the top games on the Facebook platform and install them all, as I have, and you’ll see a trend appear very quickly. Almost all of them dump you immediately onto a gifts page every time you log in. This is no coincidence. It’s because it’s the only way to keep reasonable allocations.

The solution is simple: only count requests sent to someone for the first time when determining the median. Or better yet, switch to a better metric entirely like engagement. Facebook knows how much time my users spend on my apps (or at least they could if they so desired). Why not base my allocations on that rather than forcing me to beg my customers to send a dozen gifts with every login?

I wrote 90% of this post over a month ago, and was prompted to write it today by the fact that the platform is probably changing in about an hour and a half. I’ll admit, I’m somewhat dreading it. It’s been a long time since Facebook made a change that made me think more highly about developing on their platform, and with each knock to developers’ allocations they’re going to push more and more people off. I worry that if trends continue, at some point we’ll be left with just Playfish making new games and Zynga cloning them and then marketing them to the top. Our new game on Facebook is doing very well, and we’re already thinking about how to parlay that into a standalone web success. I know we’re not the only app developers thinking along those lines these days, and Facebook should take that seriously, if for no other reason than to give Zynga someone’s games to copy.

Verified Extortion

Posted in Startup on May 21, 2009 by themaroon

I’ve mentioned previously that when you’re developing on somebody else’s platform “you have to be ever-mindful of the fact that you’re playing in somebody else’s back yard”. Never has this been more apparent than when Facebook announced their new Verified Apps program going live yesterday. Apparently one of the dangers of working on someone else’s platform is outright blackmail.

Facebook really couldn’t have done a better job with this rollout, if their intention was to piss off developers. Basically here’s the way it happened. Many months ago, they announced their intention to create a Verified Apps program, wherein app developers would submit their applications for verification. We were told we’d receive various benefits, though they were murky. The only thing clear was the cost: $375 per year.

Registrations opened about 6 months ago, at which point many people paid their fee, and until today little more was said. And almost immediately app developers’ allocations (basically the amount of things Facebook lets your app do) started dropping. Apps like ours, which maintained a relatively constant invite acceptance rate, and even lowered the amount of spam reports and the like, went from being able to send out 20 invites per user per day to 16, then to 12, and sometimes even as low as 8.

This is more significant than it may sound. Many apps on Facebook spread primarily through invites, and senders seem to act in an almost binary manner, either sending out 0 on a given day, or sending out whatever the maximum allowable number is. So knocking an app from 20 invites per day down to 12 might not be exactly a 40% reduction, but it’s not very far off. Facebook was slowly but steadily choking off apps.

Games, which are the only apps on Facebook with any lasting value, were among the ones hardest hit. Meanwhile the new home page rewarded other apps that spread mainly through wall posts and feed messaging. Facebook made the already easy-to-ignore app invites even less noticeable, and hammered users with a barrage of “What Golden Girl Are You?” type garbage. Junky quiz apps that before struggled to survive rocketed to the top of the directory, while a lot of the mid-level (but growing) games saw their traffic turn into an upside down V.

With a little creativity, many of us have been able to turn it around, at least a little, but for most game developers the platform’s glory days are over, or so it seemed. But now you can get them back for the low, low price of $375! Facebook’s Verified Apps program seems to do little of any use except bump your allocations back to where they were before it was ever announced.

On one hand, I’m not as angry about it as I might sound. It’s their platform, why should they not do what they can to monetize it? $375 per year is a joke for a successful app. It’s a small fraction of what even a mid-level app makes in a day there. It’s clear that their ad platform is never going to amount to anything, so even though our apps give them a few million extra impressions per day, that’s not going to pay the bills.

On the other hand, it’s just shady how it was rolled out. It feels too much like extortion. Sell me on the benefits of Verified Apps by making it a good program. I feel like someone smashed me on the head with a baseball bat and then said “hey, I’m a doctor, you better pay me to check and see if you have a concussion.”

But, once again, it’s their house and it’s their rules, so there’s little I can do but pay my $375 and just be thankful. It could be worse, they could be Apple.

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