Here's my current thoughts on everyone trying to be the next "instant games" or "metaverse" platform...

You MUST give something away if you are starting today. You cannot have a closed stack top to bottom unless you already have a captive audience.
Roblox can have a closed stack top to bottom because they started 10 years ago. Giganticorp can maybe put something together because they're Giganticorp, but YOU can't. You need to give people an incentive to use your stuff and that means relinquishing some control
To be perfectly honest I don't like ANY of the closed stacks no matter how cool the stuff people make with them is. But I have to acknowledge the reality that they work and are attractive for a reason. But even with that hat on, startups cannot clone Roblox and succeed
The best time to start a Robloxified platform is 10 years ago. The next best time is never, do something different instead because everyone will just play & create in Roblox instead.
Everyone who's like, "I'm going to make this great platform, it's just like Roblox but it has THIS feature, or it takes A BIT LESS revenue share" is making all the same mistakes in "So You Want to Compete With Steam"

fortressofdoors.com/so-you-want-to…
Briefly stated: you need players. You need creators (aka "developers"). You need both, you currently have neither (if you are a startup).

Neither will show up until the other one is already there. You must slice this gordian knot somehow.
Meanwhile the established actors (Minecraft, Roblox, Fortnite) are big and entrenched and have active audiences and developers. You CANNOT compete with them on features even if you COULD somehow match them, which you probably won't even be able to.
Like honestly the entire pursuit of a Robloxified startup is very fraught. I've seen some good pitches in the past week but honestly the more I think of it the more dire the situation seems. You need to be thinking about these hard problems very deeply.
So given that success is already going to be pretty difficult to pull off no matter what, a really fatal decision IMHO is planning your business model around the assumption that you can play by the same rules as the big dogs, ie, a proprietary stack from top to bottom
There are four major pieces to a Robloxified stack:

- Editor software
- Playback engine
- Discovery
- Marketplace

Roblox owns most of all of that (some discovery happens off platform but the main place to go is Roblox.com and in-app)
Now, a developer has a lot of incentive to use Roblox's proprietary tools that can only create content for Roblox, that can only be played by customers that Roblox owns, that will mostly be discovered only by Roblox's algo, and only purchased from Roblox's market
What is that incentive? A METRIC FNARPTON OF USERS.
Do you have that? No? Then thinking you can own the entire stack is as silly as thinking you can compete with Steam and charge 30%.
In fact it's worse, because Steam DOESN'T ask me as a developer to make games that:

- Are created with an Steam editor
- Only run on Steam
- Can only be sold on Steam
- Can only be discovered on Steam
Robloxified platforms are company towns. You shouldn't build company towns because:

1) It's a bad thing to do and you shouldn't do bad things
2) You're way too late to succeed with this strategy anyways
If you want to really disrupt something, figure out a way to invent a digital crowbar that takes apart established platforms and empowers individual creators. I cannot tell you how much demand for that there is. Dunno how to do that, but whoever does will get rich.

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More from @larsiusprime

26 Jun
Gonna riff off of this idea for a sec:

So many investor types are totally blinded by obsessing over "moats" that they can't imagine there's another way to do business

Protip -- vulnerability can be a strength. Try it sometime.
Why are Substack and Ghost and Supercast doing so well?

Because they allow you leave at any moment and take your customers with you, AND you don't have to take their word for it.

This deliberate "weakness" helps them gain creator signups in the first place!
Being so focused on what you're going to do once you already rule the entire world is going to hinder you from getting out of your basement.

Here's an example from game theory -- you're playing a game of chicken. How do you win?

By ostentatiously ripping out your steering wheel
Read 14 tweets
25 Jun
RE: "instant games", Former Kongregate CEO Emily Greer presents a really fascinating perspective about Flash Game License. This was an auction site that a developer started. Says it was a huge driver in increasing developers' leverage with portals and raised earnings.

1/X
FGL was a familiar site for those of us who remember the flash scene days, but I never realized how instrumental it was in changing the ecosystem. According to Emily it broke information asymmetry in devs' favor

2/X
Information asymmetry is one of the CHIEF things that platforms use, either passively or actively, to increase their leverage. If you know what something's worth and the person selling it doesn't, you can capture lots more value than you otherwise could.

3/X
Read 4 tweets
24 Jun
The Future of Games is an Instant Flash to the Past

fortressofdoors.com/the-future-of-…

cc @Tocelot @EmilyG @TomFulp @ninja_muffin99
@Tocelot @EmilyG @TomFulp @ninja_muffin99 (I'll post this again tomorrow morning for people in the western hemisphere with actually reasonable sleep schedules)
@nerdook @kerissakti I mention y'all a few times in this
Read 4 tweets
17 Jun
Okay can someone tell me why this old thread from last year is blowing up my mentions today? Did somebody big retweet it or embed it in an article or something?

I get it that Funkin is timely and big people are starting to take notice and we should have a full on Discourse probably starting next week about THE FUTURE OF GAMES IS A FLASH TO THE PAST (I probably need to get an article out on that speaking of...)
Ah what the hell here's a crappy tweet draft of my thoughts, for later articleification:

"Instant Games" as the nice fancy people are calling them, are an emerging niche that is as new as it is old as dirt, but this time might be different for interesting and boring reasons: 1/X
Read 49 tweets
16 Jun
Can we ditch this ridiculous notion that "Technology is neutral, it's all about how you use it?"

Technology is POWER.
"Neutral" falsely implies inert, passive, safe.

Technology is *volatile*, *dynamic*, *dangerous*. If it wasn't, it wouldn't be useful!
Technology, fundamentally, has intentionality built into it.

Yes you can use a hammer to build a house or kill a man, but honestly we have much better weapons for killing men, we intentionally designed them for that purpose and they're very good at it.
I am not anti-technology, but I think it's fundamentally disrespectful and disingenuous to think of technology in this wishy-washy way.

You're holding an awesome ball of fire in your hands, be mindful what you do with it.
Read 6 tweets
15 Jun
Debugging Defender's Quest 2 just now, perplexed by "fire" status having NO effect. Pulled my hair out until I discovered:

"Fire" cancels freeze.

However, I recently added logic that makes freeze degrade into "wet" when it terminates.

"Wet" then cancels "Fire"

D'oh
Obviously, what I need to do is make it so that "freeze" only transforms into "wet" if it was naturally terminated by running out of time, not by being cancelled by an elemental interaction.
One thing that might not be clear here --- fire cancelling when touching a wet target actually makes sense!

The behavior I'm describing is a normal, non-wet target gets hit with fire. Fire then "cancels" freeze (which was not present). Then target becomes wet, canceling fire.
Read 4 tweets

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