tag:blogger.com,1999:blog-11758224.post1160211233616093700..comments2023-09-28T07:23:51.376-07:00Comments on ProjectPerko: Producers vs ConsumersCraig Perkohttp://www.blogger.com/profile/13173752470581218239noreply@blogger.comBlogger7125tag:blogger.com,1999:blog-11758224.post-41350464168683524132007-01-15T06:49:00.000-08:002007-01-15T06:49:00.000-08:00Sounds interesting: keep me posted.Sounds interesting: keep me posted.Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-86952298105613776552007-01-15T00:45:00.000-08:002007-01-15T00:45:00.000-08:00We think seed content is critical. In fact, an ear...We think seed content is critical. In fact, an early business model revolved solely around the seed content, though that's changed now. But the bulk of our strategic thinking has been on maximizing the seed content, which really means creating versatile, highly configurable seed content.<br /><br />The next step is making your new producers as expressive as possible as quickly as possible. We've got it down to five steps that can be explained with a single, short sentence each. With those five steps we can produce a huge range of genres without having to teach the user a single thing.<br /><br />The beauty of the five steps: each one can be drilled down into for the advanced users. But, no matter how deep you go, it always bubbles up to working at the abstraction level of the five steps.<br /><br />And the upside of that? When another user comes along to edit your creation *they* don't have to go deep if they don't want to... hell, they don't have to know a deep even exists.<br /><br />And interesting your mention of machinema in the next post... our tool addresses that as well.<br /><br />Here's an analogy that Patrick will like... we're making the AK47 of gamedev: cheap, accessible, stable, simple, abundant, though maybe not quite as precise as your M16. Power to the revolutionaries... ;)Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11758224.post-48021673300053069062007-01-13T16:17:00.000-08:002007-01-13T16:17:00.000-08:00While your percentages don't mean anything, there ...While your percentages don't mean anything, there is a good angle in the first couple paragraphs.<br /><br />Audience solidarity is very important... but there are a lot of other ways to get it, including by simply letting the best of the audience content creators become the "pro" creators.<br /><br />However, it is becoming more and more obvious that you need "seed" content even if you give your players really nice creation tools...Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-83540507239811860692007-01-13T12:39:00.000-08:002007-01-13T12:39:00.000-08:00I think an alternate take on this is that the a us...I think an alternate take on this is that the a user content community doesn't have to provide the core content, it only needs to effectively cultivate feelings of audience solidarity that put users "in the mood" for pro produced content. MySpace is a low-grade example of this, and my attempts to promote indie games on it have met some success. If a user is already engaging an interface, it follows likely that they'll be more prone to engaging a game. Myspace is a concentration of this over the usual portal surfing, or at least on par. <br /><br />However, as conversion rates (reported from portals and from my experience on MySpace, in terms of people messaged vs. people who engage) demonstrate, there's a lot of progress to make. I was considering Second Life as a superior model, lots of people really engaging in content creation, yet at the same time musicians are starting to do concerts in SL, filmakers premiering indie shorts, ect. Games, however, don't nessecarily follow, unless you can embed the game in SL's physics, which would be interesting but extremely limited. <br /><br />I think something like Troy's project could be very effective at providing a platform for marketing indie games on-top of the melee of mashing and content creation that users will ostensibly be engaging in. If it could allow some sort of customatability of a game for instance, it would probably engender a lot of spread and solidarity regarding the core product. <br /><br />And by probably, I mean, anywhere between 20% and 70% probably, its just a theory at this point.Patrickhttps://www.blogger.com/profile/13614962832390315553noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-91464980992963035412007-01-12T21:15:00.000-08:002007-01-12T21:15:00.000-08:00Well, you'll have to let me know how it turns out!...Well, you'll have to let me know how it turns out!Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.comtag:blogger.com,1999:blog-11758224.post-4073473224300181782007-01-12T15:42:00.000-08:002007-01-12T15:42:00.000-08:00Is it viable? I sure as hell hope so because I'm c...Is it viable? I sure as hell hope so because I'm creating exactly what you describe right now. Can't say much more in a public forum, but drop King Lud IC a line and he can fill you in on what he knows.<br /><br />Good thoughts... way better articulated than I usually muster.Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-11758224.post-65807677778770655442007-01-09T11:57:00.000-08:002007-01-09T11:57:00.000-08:00Dictating interplayer and intersoftware policies c...Dictating interplayer and intersoftware policies could be a major part of the top level program...Craig Perkohttps://www.blogger.com/profile/13173752470581218239noreply@blogger.com