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  <title>Fishpool</title>
  <link>http://www.fishpool.org/</link>
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  <description>Osman satunnaisia aivoituksia</description>
  <language>en</language>
  <pubDate>Wed, 03 Dec 2008 03:44:13 +0200</pubDate>
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  <item>
    <title>MySQL 5.1 continues community release madness</title>
    <link>http://www.fishpool.org/post/2008/12/02/MySQL-51-continues-community-release-madness</link>
    <guid isPermaLink="false">urn:md5:b22d262f2c5a27b2296484eb20d41d29</guid>
    <pubDate>Tue, 02 Dec 2008 11:35:00 +0200</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>MySQL</category>    
    <description>    &lt;p&gt;So &lt;a href=&quot;http://www.vbulletin.com/forum/showthread.php?t=292271&quot;&gt;MySQL
5.1 is declared GA,&lt;/a&gt; contains enough bugs to &lt;a href=&quot;http://monty-says.blogspot.com/2008/11/oops-we-did-it-again-mysql-51-released.html&quot;&gt;
make Monty rail against it publically&lt;/a&gt;, doesn't (as far as I've been able to
gather) have a stable cross-release pluggable storage engine ABI (despite that
being a &lt;a href=&quot;http://dev.mysql.com/doc/refman/5.1/en/mysql-nutshell.html&quot;&gt;major release
feature&lt;/a&gt; -- meaning &lt;a href=&quot;http://www.innodb.com/wp/2008/12/01/innodb-plugin-102-released/&quot;&gt;you have to
have new plugin releases for each MySQL server release before upgrading
anything&lt;/a&gt;), and continues the &lt;a href=&quot;http://blogs.mysql.com/kaj/2008/12/01/mysql-51-release-schedule/&quot;&gt;madness of
less frequent community releases and less stable enterprise releases&lt;/a&gt;
&lt;a href=&quot;http://www.fishpool.org/post/2007/09/21/MySQL-Community-vs-Enterprise-tension&quot;&gt;against the
wishes&lt;/a&gt; of every sensible enterprise customer and (I would guess) every
community member.&lt;/p&gt;
&lt;p&gt;I know enough about running MySQL to know that Monty's comments don't
necessarily reflect much on the practicalities of someone trying to run
something using MySQL rather than developing it, but the rest of the noise
about this release definitely makes me want to seriously reconsider a policy of
using MySQL Enterprise version and look at a &lt;a href=&quot;http://www.percona.com/percona-lab.html&quot;&gt;real community-released version&lt;/a&gt;
instead for production use.. There's just a &amp;quot;small&amp;quot; question of &lt;a href=&quot;http://ronaldbradford.com/blog/the-new-kid-on-the-block-drizzle-2008-07-23/&quot;&gt;figuring
out which community&lt;/a&gt;..&lt;/p&gt;</description>
    
    
    
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    <title>Mini Friday is not Habbo Hotel, but we're proud of both</title>
    <link>http://www.fishpool.org/post/2008/11/26/Mini-Friday-is-not-Habbo-Hotel-but-we-re-proud-of-both</link>
    <guid isPermaLink="false">urn:md5:2f4cc0c4ed1f6f25c448361db7e04728</guid>
    <pubDate>Wed, 26 Nov 2008 17:43:00 +0200</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>blogs</category><category>Habbo</category><category>Mini Friday</category>    
    <description>    &lt;p&gt;This had to happen, didn't it? &lt;a href=&quot;http://venturebeat.com/2008/11/25/mini-friday-the-mobile-habbo-hotel-nears-1m-users/&quot;&gt;
VentureBeat picked a slightly unfortunate headline&lt;/a&gt; for an info tidbit
shared by Sampo and Aapo at &lt;a href=&quot;http://slushhelsinki.com/&quot;&gt;Slush
Helsinki&lt;/a&gt; about the status of &lt;a href=&quot;http://www.minifriday.com&quot;&gt;Mini
Friday&lt;/a&gt;, our mobile research platform. Now it's &lt;a href=&quot;http://www.pocketgamer.biz/r/PG.Biz/news.asp?c=10183&quot;&gt;getting picked up&lt;/a&gt; by
&lt;a href=&quot;http://www.moconews.net/entry/419-almost-1-million-users-for-mini-friday-the-mobile-sidekick-to-habbo-hot/&quot;&gt;
various other blogs&lt;/a&gt;, and &lt;a href=&quot;http://www.washingtonpost.com/wp-dyn/content/article/2008/11/25/AR2008112502015.html&quot;&gt;
even ended up at Washington Post&lt;/a&gt; with a headline which is not at all hard
to read as if it talks about &lt;a href=&quot;http://www.habbo.com&quot;&gt;Habbo&lt;/a&gt;, not Mini
Friday.&lt;/p&gt;
&lt;p&gt;For the record: &lt;a href=&quot;http://www.sulake.com/habbo/&quot;&gt;Habbo has over 114M
registered accounts&lt;/a&gt;, while Mini Friday has 1M. The latter is a huge
achievement on its own if simply for the fact we've never advertised it at all
-- the whole point of the project is to see who would find it own their own,
and what would they do with a mobile virtual world if there was no commercial
pressure driving it in any particular direction. It's done that wonderfully, by
the way. Still, Habbo is on a scale of its own, and pulling ahead at 3 million
registrations a month. We have no intentions of trying to reach that with Mini
Friday. An entirely different experience is in order for mobile use..&lt;/p&gt;
&lt;p&gt;PS. It's not my intention to keep up this pace of blogging, so if you're
subscribing and getting tired of these entries, despair not - they'll get more
infrequent soon :)&lt;/p&gt;</description>
    
    
    
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    <title>Helsinki Airport shows a clue about wireless networks</title>
    <link>http://www.fishpool.org/post/2008/11/25/Helsinki-Airport-shows-a-clue-about-wireless-networks</link>
    <guid isPermaLink="false">urn:md5:7b62b3275d799007823f43b1e874c69c</guid>
    <pubDate>Tue, 25 Nov 2008 21:01:00 +0200</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>random</category><category>Suomeksi</category>    
    <description>    &lt;p&gt;..by &lt;a href=&quot;http://www.yle.fi/uutiset/kotimaa/oikea/id108517.html&quot;&gt;launching a network
which requires no pre-authentication&lt;/a&gt;. In addition it's free, which is also
cool, but far cooler is that unattended devices (like syncing email without
launching a web browser) work thanks to requiring no auth. That should go some
ways to help those stranded on the airport during snow storms like this
Sunday.&lt;/p&gt;</description>
    
    
    
          <comments>http://www.fishpool.org/post/2008/11/25/Helsinki-Airport-shows-a-clue-about-wireless-networks#comment-form</comments>
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    <title>New reward models for Habbo</title>
    <link>http://www.fishpool.org/post/2008/11/25/New-reward-models-for-Habbo</link>
    <guid isPermaLink="false">urn:md5:0fc5bdd7c953c69864fb391a4acd22ea</guid>
    <pubDate>Tue, 25 Nov 2008 10:38:00 +0200</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>business</category><category>Habbo</category><category>Pixels</category><category>Sulake</category>    
    <description>    &lt;p&gt;As &lt;a href=&quot;http://www.fishpool.org/post/2008/11/20/High-profile-shutdowns-and-low-profile-major-updates&quot;&gt;I
hinted at last Thursday&lt;/a&gt;, and as &lt;a href=&quot;http://www.sulka.net/item/528&quot;&gt;was
noted by Sulka yesterday&lt;/a&gt;, we are introducing a second currency to &lt;a href=&quot;http://www.habbo.com&quot;&gt;Habbo&lt;/a&gt;. We've had Coins (or credits) since the
beginning of the service as the &lt;a href=&quot;http://www.habbo.com/credits&quot;&gt;purchasable in-game currency&lt;/a&gt;, and the
business model of &lt;a href=&quot;http://www.sulake.com&quot;&gt;Sulake&lt;/a&gt; is primarily based
on sales of this currency to end users via a variety of mechanisms and sales
channels from premium SMS billing (our original method) to credit cards, PayPal
transactions and &lt;a href=&quot;http://www.amazon.com/Habbo-Prepaid-Card-%252d-%252410/dp/B000YAJHSM/ref=pd_bxgy_k_text_b&quot;&gt;
prepaid voucher cards&lt;/a&gt; purchasable from kiosks and stores like &lt;a href=&quot;http://www.r-kioski.fi/Habbo-seteli.66.0.html&quot;&gt;R-Kioski&lt;/a&gt; and &lt;a href=&quot;http://www.habbo.com/articles/671-habbo-cards-at--eleven&quot;&gt;7-Eleven&lt;/a&gt; around
the world.&lt;/p&gt;
&lt;p&gt;Since yesterday, starting from our pilot site &lt;a href=&quot;http://www.habbo.co.uk&quot;&gt;Habbo UK&lt;/a&gt; onwards, there's now a second currency as
well, called &lt;a href=&quot;http://www.habbo.co.uk/credits/pixels&quot;&gt;Habbo Pixels&lt;/a&gt;.
This one can't be bought -- you have to play Habbo to get it. There's a whole
new set of cool things you can do with this currency, that can't be done using
Coins. Naturally, the process doesn't end here, and we'll be introducing plenty
more features tied to Pixels, Coins or both over the following months as part
of our routine monthly releases.&lt;/p&gt;
&lt;p&gt;Because of this tight connection to our primary business model, and because
trading is such a big feature of the gameplay in Habbo, the implications of
this change are pretty substantial. And so was the process by which we arrived
at making this change - starting from (at least on my part) utter confusion of
why anyone would want to complicate their economic model by introducing this
big new variables. Once we got that part (thanks to everyone who patiently
explained why it makes sense), implementing this still took its own sweet time,
as did all of the pre-analysis on why it wouldn't immediately collapse our
end-user sales and drive the company out of business -- that it would be fun
for users was less of a worry.&lt;/p&gt;
&lt;p&gt;I've been for a while convinced this will be huge for Habbo. It's way too
early to tell whether that will truly be so, but the first indications sure
look promising. Our UK service had a new peak simultaneous users record on the
day of the launch of Pixels (20% increase -- if you care, you can follow those
figures on the front page of each Habbo site), and the community feedback is
overwhelmingly positive, despite its normal bias towards resisting change.
We'll be following this closely, and follow-up articles are sure to appear in
many places.&lt;/p&gt;</description>
    
    
    
          <comments>http://www.fishpool.org/post/2008/11/25/New-reward-models-for-Habbo#comment-form</comments>
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  <item>
    <title>High-profile shutdowns and low-profile major updates...</title>
    <link>http://www.fishpool.org/post/2008/11/20/High-profile-shutdowns-and-low-profile-major-updates</link>
    <guid isPermaLink="false">urn:md5:87008d7f5229e0306013febd321b228c</guid>
    <pubDate>Thu, 20 Nov 2008 22:24:00 +0200</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>community</category><category>Google</category><category>Habbo</category><category>virtual worlds</category>    
    <description>    &lt;p&gt;Quite a day for &lt;a href=&quot;http://www.techcrunch.com/2008/11/19/google-kills-lively/&quot;&gt;negative
articles&lt;/a&gt; on Google. I counted 10 articles on &lt;a href=&quot;http://www.fishpool.org/post/2008/07/09/Virtual-worlds-looked-lively-today&quot;&gt;Lively&lt;/a&gt; shutting down,
with the usual suspects gloating and cheering from the sidelines. Won't be
joining that crowd, &lt;a href=&quot;http://googleblog.blogspot.com/2008/11/lively-no-more.html&quot;&gt;it's never fun to
see someone's work being thrown out the window&lt;/a&gt;. I did want to relate that
to a bigger picture, though.&lt;/p&gt;
&lt;p&gt;This certainly won't be the last shutdown among the &lt;a href=&quot;http://www.kzero.co.uk/blog/?page_id=2537&quot;&gt;100+ virtual worlds projects&lt;/a&gt;
under work right now, and I wouldn't be surprised at all to see even
higher-profile projects being canceled, either in the current financial
bloodbath which curely will kill even some companies which 6 months earlier
were entirely viable operations, or in the year to come when the business fails
to materialize. Money's still being thrown in to the game at pretty amazing
rate, and there's just not enough experience to go around to make all these
projects work.&lt;/p&gt;
&lt;p&gt;And that's because at the end of the day, this business is not about the
brand, the IP, the coolest technology, or even the best user experience.
Instead, this is about being able to nurture a community, co-operate with it to
develop something which no one knows where it will ultimately end up at, and to
be on the pulse of what's going on, every minute of every day. I know it's easy
to forget that, with the allure of focusing on the superficial, easy to analyze
product features, APIs, and so on.&lt;/p&gt;
&lt;p&gt;We've certainly learned that the hard way ourselves - it's not like we've
always kept our eye on the ball either. Still, you only need to be right most
of the time, listen carefully, and not miss where you need to correct yourself.
It's now been roughly a year since we launched a significant refresh to Habbo
that put the service on the track its been on since, after what can be
described only as a pretty horrible summer 2007 for us.&lt;/p&gt;
&lt;p&gt;That was 12 months and 11 upgrades ago, though. Yesterday we launched what's
internally called &lt;a href=&quot;http://www.habbo.co.uk/articles/364-catalogue-regenerates-itself&quot;&gt;release 28
of Habbo in UK&lt;/a&gt;. The most exciting features of it haven't yet been turned
on, as we're preparing yet another global roll-out to begin next week. This is
an important release to us, possibly as important as the one made a year ago,
as it'll change the economic and reward models of the community forever. I hope
we got it right on this one. If we did, it's going to be an amazing Xmas, for
us and for all the Habbos. If not, well, then we'll need to scramble a bit to
make it fun anyhow. But that's what we're good at.&lt;/p&gt;</description>
    
    
    
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  <item>
    <title>Looking for a ETL engineer for our BI team</title>
    <link>http://www.fishpool.org/post/2008/11/19/Looking-for-a-ETL-engineer-for-our-BI-team</link>
    <guid isPermaLink="false">urn:md5:224206a9a6bd009912527ac05cce4458</guid>
    <pubDate>Wed, 19 Nov 2008 10:57:00 +0200</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>data warehousing</category><category>Habbo</category><category>jobs</category><category>measurement</category><category>MySQL</category><category>Performance</category>    
    <description>    &lt;p&gt;So, I &lt;a href=&quot;http://www.fishpool.org/post/2008/09/15/Infobright-BI-tools-go-open-source&quot;&gt;mentioned earlier&lt;/a&gt;
that I was looking at &lt;a href=&quot;http://www.infobright.com&quot;&gt;Infobright&lt;/a&gt;'s
Brighthouse technology as a storage backend for heaps and heaps of traffic and
user data from &lt;a href=&quot;http://www.habbo.com&quot;&gt;Habbo&lt;/a&gt;. Turns out it works
fine (now that it's in V3 and supports more of the SQL semantics), and we took
it into use. Been pretty happy with that, and I expect to talk more about the
challenge and our solution at the next &lt;a href=&quot;http://www.mysqlconf.com/&quot;&gt;MySQL Conference in April 2009&lt;/a&gt;.&lt;/p&gt;
&lt;p&gt;However, our DWH team needs extra help. If you're interested in solving
business analytics problems by processing lots of data and the idea of working
in a company that leads the virtual worlds industry excites you, &lt;a href=&quot;http://www.sulake.com/careers/open_positions/view?id=219&quot;&gt;let us know by
sending us an application&lt;/a&gt;. Thanks for reading!&lt;/p&gt;</description>
    
    
    
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    <title>Chris Anderson on freemium conversion</title>
    <link>http://www.fishpool.org/post/2008/11/16/Chris-Anderson-on-freemium-conversion</link>
    <guid isPermaLink="false">urn:md5:69fdfaf694ce9eed06c08d22114b0aaa</guid>
    <pubDate>Sun, 16 Nov 2008 13:38:00 +0200</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>free-to-play</category><category>games</category><category>Habbo</category><category>measurement</category><category>virtual worlds</category>    
    <description>    &lt;p&gt;Chris Anderson, author of The Long Tail, uses &lt;a href=&quot;http://www.longtail.com/the_long_tail/2008/11/freemium-math-w.html&quot;&gt;free-to-play
web games as a case study on conversion rates for freemium products&lt;/a&gt;. I
wrote about the &lt;a href=&quot;http://www.fishpool.org/post/2008/09/05/The-sweet-spot-in-free-to-play-pay-for-stuff-market&quot;&gt;conversion
and monetization rates in this world&lt;/a&gt; two months ago as a followup to my
GCDC presentation from last summer. I can't really think of a better example of
freemium model than Habbo - a freely accessible service with high engagement
and a large audience really gets to utilize and showcase the model at its very
peak. The only thing missing is even easier micropayment models. &lt;a href=&quot;http://gigaom.com/2008/11/12/apples-iphone-offers-the-ideal-micropayments-platform/&quot;&gt;
We'd love to use the iTunes store for selling Habbo items&lt;/a&gt;, for example.&lt;/p&gt;</description>
    
    
    
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    <title>Is &quot;Marketing&quot; and &quot;Product design&quot; the same thing?</title>
    <link>http://www.fishpool.org/post/2008/11/12/Is-Marketing-and-Product-design-the-same-thing</link>
    <guid isPermaLink="false">urn:md5:31dad135aaad28edaedfff72f9d4178a</guid>
    <pubDate>Wed, 12 Nov 2008 20:57:00 +0200</pubDate>
    <dc:creator>Osma</dc:creator>
            
    <description>    &lt;p&gt;Reading &lt;a href=&quot;http://www.raphkoster.com/2008/11/05/marketing-in-games-vs-web/&quot;&gt;Raph Koster's
thoughts on marketing in games vs the web&lt;/a&gt;, I can't help but be slightly
confused. I don't disagree at all with the basic statement - that marketing (on
the web the same as anywhere) is primarily about understanding what the
customer wants, and that product designers should also be all about that. Nor
could I ever disagree that metrics wouldn't play a huge part in providing that
understanding - after all, that's what I've been preaching myself for as long
as I remember (though only a couple of years in terms of customers).&lt;/p&gt;
&lt;p&gt;I guess what I'm confused about is: who could have ever thought it could be
different? Has anyone ever met a product designer or a marketing specialist who
didn't at least claim to understand who the customers are and what they want?
Now, you can of course say some of them don't know what they're talking about,
but I could say the same thing about many members of other professions as well.
Of course their job is to understand the customer's desires and come up with
the best ways to address those in a way that generates healthy business.&lt;/p&gt;
&lt;p&gt;And that's also where the professions diverge: yes, there's plenty of
overlap as well, especially on the web where every action is nearly instantly
measurable, and many product changes are trivially implemented. Even so,
talking to both marketing and product design people (and not being an expert in
either myself), I see a whole lot of difference in the approach and tools for
the activities as well. You could try to do both at once, but apart from very
small projects or businesses, I can't see how you could possibly spend enough
time on both subjects to really produce the best results.&lt;/p&gt;
&lt;p&gt;No, they're not the same. Not on the web either.&lt;/p&gt;</description>
    
    
    
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    <title>Splitting the virtual worlds market to segments</title>
    <link>http://www.fishpool.org/post/2008/10/16/Splitting-the-virtual-worlds-market-to-segments</link>
    <guid isPermaLink="false">urn:md5:1d343a79e0fb989a367156556141c789</guid>
    <pubDate>Thu, 16 Oct 2008 11:01:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>free-to-play</category><category>games</category><category>Habbo</category><category>IMVU</category><category>virtual worlds</category>    
    <description>    &lt;p&gt;IMVU founder Eric Ries commented on Virtual Goods Summit and &lt;a href=&quot;http://startuplessonslearned.blogspot.com/2008/10/three-decisions-to-make-on-virtual.html&quot;&gt;
suggested that virtual worlds can be divvied up along three axes&lt;/a&gt; of
UGC/first-party, subscription/pay-for-stuff, and economy/gameplay focus. This
is certainly one good way of thinking about the focus decisions needed when
designing and developing a product in this market, but personally, I think this
model, along with others I've seen and played with myself, suffers from a few
key weaknesses that arise from the need to simplify things. I'm not saying the
model can't help put things in order, just that there's more to finding the
right solutions than this. Lets go with the great blogger tradition of
point-for-point response.&lt;/p&gt;
&lt;h2&gt;UGC vs first-party&lt;/h2&gt;
&lt;p&gt;&lt;a href=&quot;http://www.sulka.net/item/519&quot;&gt;It's amazing Sulka didn't comment on
this&lt;/a&gt;: UGC is not just about letting users upload pictures or items to a
world. More to the point, Habbo certainly is not first-party content focused.
Yes, all our furni is designed and developed by our own teams, and we don't
enable user uploads. But at the same time, over 90% of all of the activities in
&lt;a href=&quot;http://www.habbo.com/&quot;&gt;Habbo&lt;/a&gt; emerge from the community - users
take what we've made, and do their own things with it. Most of what's going on,
we had no idea would happen.&lt;/p&gt;
&lt;p&gt;Eric says IMVU's efforts to enable UGC dwarf those to create their own
first-party catalog. Well, so do ours, despite his classification of Habbo
being first-party content focused. Every feature, every furni, every activity,
every news item receives more thought on &amp;quot;how do we support users to go to
their own directions here?&amp;quot; than &amp;quot;what do we want this to be about?&amp;quot;. Plus the
significant fraction of our work that has absolute no effort to produce content
attached to it, and is fully focused on player activities.&lt;/p&gt;
&lt;p&gt;Lets just use the old, tired &lt;a href=&quot;http://www.lego.com/&quot;&gt;LEGO&lt;/a&gt; analogy
here. How much of LEGO is first-party content? Just enough to get the
imagination of the players going so they can create something of their own.
Anything more would be too much, and this applies to any VW that can call
itself &amp;quot;social&amp;quot; - and none that isn't social isn't going to be interesting.
Trying to make a useful UGC split for any purpose other than copyright
infringement monitoring is a red herring, and even for that one purpose it's
not very likely to be useful due to other moderation requirements.&lt;/p&gt;
&lt;h2&gt;Subscription or pay-for-stuff&lt;/h2&gt;
&lt;p&gt;This is one of the stronger arguments, if only just because those are the
business models the industry has latched on to. They're certainly not the only
possibilities though, nor are they alternatives to each other. Eric's points
about the strenghts and weaknesses are good - but you can benefit from both at
the same time, and support the weaknesses of one model with the strenghts of
the other. This is certainly an area where we have a lot of experience, over 8
years of it, and I don't think we've gotten very far yet..&lt;/p&gt;
&lt;h2&gt;Economy or gameplay&lt;/h2&gt;
&lt;p&gt;Eric used the word &amp;quot;merchandising&amp;quot; instead of economy, and I think that's
the crucial over-simplification that leads to thinking that pay-for-stuff games
and worlds are just about cross-selling opportunities best left to a competent
marketing department to handle. I'm wondering whether he's simplifying the
choice to make it easier to explain, or purposefully misleading someone on
what's crucial to think about, or whether our friends at &lt;a href=&quot;http://www.imvu.com/&quot;&gt;IMVU&lt;/a&gt; simply haven't realized this yet: the
first-hand sales are a small fraction of the total trade in an item-based game,
and the gameplay balance is just as critical here as it is in a game built out
of designer-created quests and gameplay mechanics. What's more, because its
emergent behaviour, it's nearly impossible to predict, and very difficult to
measure, model and understand. Yet that's exactly what's required in order to
succeed.&lt;/p&gt;
&lt;p&gt;I hope that explains why I choose to call it economy-driven rather than
merchandising.&lt;/p&gt;
PS. Browsing around Eric's blog a bit further, &lt;a href=&quot;http://startuplessonslearned.blogspot.com/2008/10/when-not-to-listen-to-your-users-when.html&quot;&gt;
this article is a gem&lt;/a&gt;&lt;br /&gt;</description>
    
    
    
          <comments>http://www.fishpool.org/post/2008/10/16/Splitting-the-virtual-worlds-market-to-segments#comment-form</comments>
      <wfw:comment>http://www.fishpool.org/post/2008/10/16/Splitting-the-virtual-worlds-market-to-segments#comment-form</wfw:comment>
      <wfw:commentRss>http://www.fishpool.org/feed/rss2/comments/287483</wfw:commentRss>
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  <item>
    <title>Infobright BI tools go open source</title>
    <link>http://www.fishpool.org/post/2008/09/15/Infobright-BI-tools-go-open-source</link>
    <guid isPermaLink="false">urn:md5:8ffe29c70bac001bda7eb76fd16e1154</guid>
    <pubDate>Mon, 15 Sep 2008 20:27:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>enterprise</category><category>MySQL</category><category>Performance</category>    
    <description>    &lt;p&gt;I've &lt;a href=&quot;http://www.fishpool.org/post/2008/04/22/MySQL-Users-Conference-followup-and-MySQLs-business-model&quot;&gt;mentioned&lt;/a&gt;
Infobright before as an interesting solution to getting &lt;a href=&quot;http://dev.mysql.com/tech-resources/articles/datawarehousing_mysql_infobright.html&quot;&gt;
more performance to BI analytics solutions&lt;/a&gt;. Today's news are interesting:
&lt;a href=&quot;http://www.infobright.com/news.php?id=49&quot;&gt;Sun invests in the company,
and the baseline product is open sourced&lt;/a&gt;. Too busy to write more about it
today, but I'm certainly watching this one closely.&lt;/p&gt;</description>
    
    
    
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    <title>The sweet spot in free-to-play, pay-for-stuff market</title>
    <link>http://www.fishpool.org/post/2008/09/05/The-sweet-spot-in-free-to-play-pay-for-stuff-market</link>
    <guid isPermaLink="false">urn:md5:4f96182e786ff6b413ae1f8fde45c3a4</guid>
    <pubDate>Fri, 05 Sep 2008 13:53:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>conference</category><category>free-to-play</category><category>gcdc</category><category>Habbo</category><category>research</category>    
    <description>    &lt;p&gt;I've been &lt;a href=&quot;http://www.fishpool.org/post/2008/08/11/Leipzig-GCDC-next-week&quot;&gt;talking
recently&lt;/a&gt; about a few particularities in the business models based on
end-user micropayments that have created lots of followup discussion and
questions. So much, in fact, that I decided it's time to try to explain one
crucial and somewhat counter-intuitive detail in writing for later
reference.&lt;/p&gt;
&lt;p&gt;First, a bit of background: this information is based on my work with
&lt;a href=&quot;http://www.habbo.com&quot;&gt;Habbo&lt;/a&gt; over the last 5 years, and is half
learned from experience, half based on theoretical models built from that
experience. I'm sharing this with the world because while it's been an
interesting ride to build an online social game with an end-user business
model, breaking pretty much every conventional rule in the process (&amp;quot;games have
to have objectives&amp;quot;, &amp;quot;there is no profit in micropayments&amp;quot;, and so on), it's
still better for our business if people understand why it works. If this allows
a competitor to fix a problem in their product and get off the ground, so be it
- there's plenty of growth to go around here, and failures don't help anyone.
As a disclaimer, the numbers I'm discussing here have no relation to Habbo,
though the basic observations certainly apply.&lt;/p&gt;
&lt;p&gt;Let's start with an obvious statement and follow it up with something less
obvious: Everyone wants to maximize revenue per player. However, in a
free-to-play environment, where the majority of players do not contribute
direct revenue, the right tool for the job is not to try to extract the maximum
amount of money from those who do pay - rather, to increase the number of
players buying anything at all - even if it's just $1 over their entire
lifetime. In other words, it's good to have a lot of very low individual value
players.&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;false assumption of spending behavior, Sep 2008&quot; style=&quot;margin: 0 0 1em 1em; float: right;&quot; alt=&quot;&quot; src=&quot;http://www.fishpool.org/public/Illustrations/playerspend4.png&quot; /&gt;To explain it
in detail, lets look at two assumptions behind a flexible pricing business
model: first, that the number of customers grows as the cost of goods drops,
and second, that the maximum consumption is unrelated to the minimum. There is
no average customer who would spend more than half of others, and less than
half of the rest. If there were, the picture of that customer base would look
something like the image here, and it's pretty strange looking, wouldn't you
say? You've probably seen pictures resembling this one where they don't start
from the dominating $0 value point - that's the normal distribution.&lt;/p&gt;
&lt;p&gt;The first assumption really is very simple: more people are willing to buy a
product at a lower price. This is true for most goods, with some notable
exceptions in the luxury goods market, where the perception and desirability of
a product goes up with its price. However, it is difficult to create a
mass-market luxury item, and those do tend to be cheap (and small).&lt;/p&gt;
&lt;p&gt;The second is perhaps slightly more involved especially if one is used to
thinking of fixed-price models such as one-time purchase of a boxed product or
monthly subscriptions, both of which are difficult to scale up on a revenue per
customer basis, so scaling them down is highly undesirable as well. However,
it's more clear, if not obvious, by looking at other consumer goods - whether
tangible such as drink- and foodstuff or intangible like movies, music and
other entertainment. Buying these once certainly does not exclude further sales
of the same product to the same customer - rather, it's a strong indicator of
sales potential!&lt;/p&gt;
&lt;p&gt;The free-to-play, pay-for-stuff model follows both of these assumptions.
Cheap purchase price attracts more customers out of the existing free users,
and transactional item-based sales allows repeat purchases of theoretically
unlimited amount. Those who are willing to buy more will do so, up to some
practical maximum of consumable goods and discretionary spending.&lt;/p&gt;
&lt;p&gt;In this environment, focusing on higher-paying customers makes sense only if
the number of customers drops by less than half when the revenue per customer
doubles. Again, with the exception of some luxury goods segments, this rarely
happens. Think about it: how many chocolate bars of standard quality would you
expect to sell for $1? How about for $2? More or less than half? How about for
$10 for the exact same package? I'd wager chocolate bars sell at least 10x
better at the price of $1 than at the price of $10 each, and the increase of
customer base more than covers the lower per-unit revenue.&lt;/p&gt;
&lt;p&gt;&lt;img title=&quot;exponential spending behavior, Sep 2008&quot; style=&quot;margin: 0 0 1em 1em; float: right;&quot; alt=&quot;&quot; src=&quot;http://www.fishpool.org/public/Illustrations/playerspend3.png&quot; /&gt;This is a simple exhibit of
power-law market dynamics, and is easiest observed when looked at through a
logarithmic chart. Readers of books like The Long Tail or Critical Mass should
not be surprised. There's a twist through - because this starts from zero gains
(at the free players), the exponential behaviour follows a different path in
the beginning. This model also turns Pareto's Law on its head - due to the (in
my experience) relatively high exponent, the highest total value is at the
lowest end of the spending.&lt;/p&gt;
&lt;p&gt;Now, of course there is a minimum profitable price for a bar of chocolate
that does not become near-$0 even at very high volumes, unlike purely digital
products, so increasing chocolate-sales revenue by dropping prices does not
necessarily increase profits, and I'm completely ignoring the effects of
packaging and marketing on the perceived value of items. For digital sales,
where packaging is more flexible and material costs are effectively
non-existent, we still have to consider not-unsubstantial fixed development
costs, a certain amount of costs associated to servers and bandwidth, some
transaction-related pricing friction, and so forth, but certainly the minimum
value (and price) of one unit of digital sales can be driven much lower than a
bar of chocolate.&lt;/p&gt;</description>
    
    
    
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    <title>Leipzig GCDC next week</title>
    <link>http://www.fishpool.org/post/2008/08/11/Leipzig-GCDC-next-week</link>
    <guid isPermaLink="false">urn:md5:cdc3845eff0dc1585c4960f4f23db1e1</guid>
    <pubDate>Mon, 11 Aug 2008 23:07:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>conference</category><category>gcdc</category><category>Habbo</category>    
    <description>    &lt;p&gt;So, I've been working all evening on my &lt;a href=&quot;http://www.leipziger-messe.de/LeMMon/gcdc_2008.nsf/view_programme/56EE5E208DCDC591C1257482005518F4?OpenDocument&amp;amp;form=programme&quot;&gt;
presentation&lt;/a&gt; for next week's &lt;a href=&quot;http://www.gcdc.eu&quot;&gt;Leipzig Games
Convention&lt;/a&gt;. Its title is the same as the one I had in ION last spring, but
I keep digging up this new interesting stuff that just forces me to rewrite
everything. I'd never make a great consultant because I wouldn't be happy
reusing what I did for the last client. I guess that's why I love the product
world instead :)&lt;/p&gt;
&lt;p&gt;Anyhow - I'm bummed because I was planning to stay in Leipzig for the entire
conference and first day of the expo to meet people and learn new stuff.
Instead, it turns out I need to be back in Helsinki on Tuesday, so it's going
to be an in-talk-out type of experience - precisely the kind of thing that does
not make any sense for conferencing. Can't help it this time, though. If you're
at GCDC on Monday though - let me know, would love to make the best of the time
available and maximise the people to meet anyway.&lt;/p&gt;</description>
    
    
    
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    <title>Virtual worlds looked lively today</title>
    <link>http://www.fishpool.org/post/2008/07/09/Virtual-worlds-looked-lively-today</link>
    <guid isPermaLink="false">urn:md5:9c317f16b2a1da0606f3441f04214d8c</guid>
    <pubDate>Wed, 09 Jul 2008 21:55:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>Google</category><category>Habbo</category><category>virtual worlds</category>    
    <description>    &lt;p&gt;This turned out to be quite a day for virtual worlds' publicity, with both
&lt;a href=&quot;http://venturebeat.com/2008/07/08/google-unveils-its-long-awaited-virtual-world-technology/&quot;&gt;
Google's Lively&lt;/a&gt; and &lt;a href=&quot;http://mashable.com/2008/07/08/vivaty-scenes/&quot;&gt;Vivaty Scenes&lt;/a&gt; launching
(congrats to both), and &lt;a href=&quot;http://www.techcrunch.com/2008/07/08/ibm-and-second-life-announce-interoperability-project-but-bridging-virtual-worlds-is-the-wrong-answer/&quot;&gt;
Second Life annoucing an interop with OpenSim&lt;/a&gt; together with IBM. All of
that is great, and validates the concept of web-based, interoperable virtual
worlds supporting and interacting with other web content (and vice versa), and
supports our own thoughts nicely. There's plenty of room here for more players!
I'd love to write more on this, but with my last work week before summer
vacations keeping me quite busy right now, I'm afraid I don't have the energy
to put my thoughts down to a publishable shape. Perhaps later, though. I'm sure
I will have a lot of interesting discussion about the whole scene in &lt;a href=&quot;http://www.gcdc.eu&quot;&gt;GCDC&lt;/a&gt; next month, as well. Look me up if you're reading
this and plan to be there!&lt;/p&gt;
&lt;p&gt;(oh yeah, sorry about the horrible pun in the title)&lt;/p&gt;</description>
    
    
    
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    <title>100 million and other metrics</title>
    <link>http://www.fishpool.org/post/2008/06/27/100-million-and-other-metrics</link>
    <guid isPermaLink="false">urn:md5:917adb8229e470e2d71c7ecf3764c2f5</guid>
    <pubDate>Fri, 27 Jun 2008 17:32:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>Habbo</category><category>measurement</category><category>Sulake</category>    
    <description>    &lt;p&gt;News hit the Internet this week that our favorite social play phenomenon,
&lt;a href=&quot;http://www.habbo.com&quot;&gt;Habbo&lt;/a&gt; has reached a milestone of &lt;a href=&quot;http://www.sulake.com/press/releases/2008-06-25-100_million_Habbos.html&quot;&gt;100
million registered characters&lt;/a&gt;. Several places in the blogosphere have also
&lt;a href=&quot;http://gigaom.com/2008/06/26/warcraft-no-longer-worlds-biggest-mmo/#comments&quot;&gt;pointed
out the weaknesses of that figure&lt;/a&gt;, such as the fact that yes, most of those
characters are &amp;quot;alts&amp;quot;, abandoned accounts, or otherwise not very meaningful.
I'd be the last person to argue against that particular point.&lt;/p&gt;
&lt;p&gt;Still, it's a figure that has some comparison basis. MySpace didn't have 100
million registrations when News Corp acquired it, &lt;a href=&quot;http://mashable.com/2006/08/09/myspace-hits-100-million-accounts/&quot;&gt;reaching
that milestone a year later&lt;/a&gt;, and MySpace regs are arguably just as likely
to be abandoned as virtual world avatars.&lt;/p&gt;
&lt;p&gt;Overall though, we don't really put much weight to that metric compared to
many others. The 20 million new registrations made in the last six months is
pretty nice, but nicer still is 1.5 million logins per day and over a million
hours per day spent in Habbo by users. Those are hard to discredit, never mind
whether you think that free-to-play is less sticky than subscribed games or
not. I tend to give more attention to that than to the 9.4 million unique
monthly visitors, because ubiquitous as the UB/UV measurement style is, it, too
is horribly inaccurate due to all kinds of errors from cookie washing to shared
computers.&lt;/p&gt;
&lt;p&gt;If you're interested in hearing about how we measure Habbo and decide what
to do based on what we learn from those measurements, you might want to
consider attending &lt;a href=&quot;http://www.gcdc.eu&quot;&gt;Leipzig GCDC this August&lt;/a&gt;,
where I'll give an updated and more in-depth version of &lt;a href=&quot;http://www.fishpool.org/post/2008/05/16/ION-08-wrap-up&quot;&gt;the talk the slides of which are in my
earlier posting&lt;/a&gt;.&lt;/p&gt;</description>
    
    
    
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    <title>Social gaming basics</title>
    <link>http://www.fishpool.org/post/2008/06/06/Social-gaming-basics</link>
    <guid isPermaLink="false">urn:md5:1c35b40fe771ebd78db19940247da171</guid>
    <pubDate>Fri, 06 Jun 2008 10:58:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>Habbo</category>    
    <description>    &lt;p&gt;There's a good article over at TechCrunch about the &lt;a href=&quot;http://www.techcrunch.com/2008/06/05/social-gaming-pwns-the-industry/&quot;&gt;newly
discovered phenomenon of social gaming&lt;/a&gt;. I mean newly discovered in the
sense of widespread game industry recognition, of course - &lt;a href=&quot;http://www.habbo.com&quot;&gt;Habbo&lt;/a&gt; was reaching more teens than any other teen
media (TV channels and popular magazines included) in several markets already
years ago, while most so-called industry experts claimed the model can not
work. We didn't come up with the terms social play and social gaming, though -
unfortunately we called in free-form play in a social context, or something
equally ugly. Social play works though, and that's what we call it these days.
Thanks to whoever came up with that!&lt;/p&gt;</description>
    
    
    
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    <title>Stop distracting wireless led blinking</title>
    <link>http://www.fishpool.org/post/2008/05/21/Stop-distracting-wireless-led-blinking</link>
    <guid isPermaLink="false">urn:md5:6441051c57524969251114c8d8981063</guid>
    <pubDate>Wed, 21 May 2008 17:34:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>Acer</category><category>Fedora</category><category>Linux</category><category>tm6292</category>    
    <description>    &lt;p&gt;While there's lots to like about my current laptop, one thing that had been
quite annoying was the wireless indicator led. For a long time, it didn't
function at all, because iwl4965 didn't contain support for driving it.
Recently (effectively starting with Fedora 9 for me), that support came in, but
now it's not annoying because you can't tell whether wireless is enabled,
rather because the led is blinking all the time, which is a distraction.&lt;/p&gt;
&lt;p&gt;I liked the behavior of my old laptop's ipw2200 much better: blink while
searching/associating with a network, and then stay on constantly. Happily,
&lt;a href=&quot;http://blog.drinsama.de/erich/en/linux/2008052101-iwlwifi-blinking.html&quot;&gt;Erich
Schubert just pointed out how to fix the iwl4965 blinking behavior&lt;/a&gt;. That
script is (I think) for Debian/Ubuntu, and a slightly different kind is needed
on Fedora. I'm not sure this is the best way to go about it, but at least it
works for me: put the following in
&lt;code&gt;/etc/NetworkManager/dispatcher.d/iwl-no-blink&lt;/code&gt;&lt;/p&gt;
&lt;p&gt;&lt;code&gt;#!/bin/sh&lt;br /&gt;
if [ &amp;quot;$0&amp;quot; = &amp;quot;wlan0&amp;quot; ]; then&lt;br /&gt;
    for dir in /sys/class/leds/iwl-phy*X; do&lt;br /&gt;
        echo none &amp;gt; $dir/trigger&lt;br /&gt;
    done&lt;br /&gt;
fi&lt;br /&gt;&lt;/code&gt;&lt;/p&gt;</description>
    
    
    
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    <title>ION 08 wrap-up</title>
    <link>http://www.fishpool.org/post/2008/05/16/ION-08-wrap-up</link>
    <guid isPermaLink="false">urn:md5:9c8ddfd584516e3758d198440f0a613a</guid>
    <pubDate>Fri, 16 May 2008 03:11:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>conference</category><category>Habbo</category><category>ION08</category>    
    <description>    &lt;p&gt;Finished my own lecture, &lt;a href=&quot;http://ionconference.com/session.php?id=4738&quot;&gt;Reinventing Habbo&lt;/a&gt; a couple
of hours ago to a half-full audience. Flew through 174 slides in a bit over 30
minutes. &lt;strong&gt;Update&lt;/strong&gt;: I have now made a shorter version of the deck
that works better as a reference, below.&lt;/p&gt;
&lt;div class=&quot;external-media&quot; style=&quot;margin: 0 1em 1em 0; float: left;&quot;&gt;
&lt;object type=&quot;application/x-shockwave-flash&quot; data=&quot;http://documents.scribd.com/ScribdViewer.swf?document_id=3002392&amp;amp;access_key=key-28toputkzrgmqckqpbbe&amp;amp;page=1&amp;amp;version=1&quot; align=&quot;middle&quot; height=&quot;380&quot; width=&quot;480&quot;&gt;&lt;param name=&quot;quality&quot; value=&quot;high&quot; /&gt;
&lt;param name=&quot;play&quot; value=&quot;true&quot; /&gt;
&lt;param name=&quot;loop&quot; value=&quot;true&quot; /&gt;
&lt;param name=&quot;scale&quot; value=&quot;showall&quot; /&gt;
&lt;param name=&quot;wmode&quot; value=&quot;opaque&quot; /&gt;
&lt;param name=&quot;devicefont&quot; value=&quot;false&quot; /&gt;
&lt;param name=&quot;bgcolor&quot; value=&quot;#ffffff&quot; /&gt;
&lt;param name=&quot;menu&quot; value=&quot;true&quot; /&gt;
&lt;param name=&quot;allowFullScreen&quot; value=&quot;true&quot; /&gt;
&lt;param name=&quot;allowScriptAccess&quot; value=&quot;always&quot; /&gt;
&lt;param name=&quot;salign&quot; value=&quot;&quot; /&gt;&lt;/object&gt;&lt;/div&gt;
&lt;div style=&quot;font-size: 10px; text-align: center; width: 560px;&quot;&gt;&lt;a href=&quot;http://www.scribd.com/doc/3002392/Reinventing-Habbo&quot;&gt;Reinventing Habbo&lt;/a&gt; -
&lt;a href=&quot;http://www.scribd.com/upload&quot;&gt;Upload a doc&lt;/a&gt;&lt;/div&gt;
&lt;div style=&quot;display: none;&quot;&gt;Read this doc on Scribd: &lt;a href=&quot;http://www.scribd.com/doc/3002392/Reinventing-Habbo&quot;&gt;Reinventing
Habbo&lt;/a&gt;&lt;/div&gt;
&lt;p&gt;The follow-up round table probably was titled very badly, since we got
nearly no attendees. Interesting discussion though, small groups get deeper
in.&lt;/p&gt;
&lt;p&gt;Apart from that, I have a collection of 40-50 business cards from
interesting new acquaintances, and several very good discussions I'm looking
forward to continuing and/or applying to what we're doing. All in all, good
experience. Still, I'm looking forward to getting back home too.&lt;/p&gt;
&lt;p&gt;&lt;strong&gt;2nd update:&lt;/strong&gt; Adam Martin has &lt;a href=&quot;http://t-machine.org/index.php/category/ion-2008/&quot;&gt;coverage&lt;/a&gt; of the event,
including &lt;a href=&quot;http://t-machine.org/index.php/2008/05/14/ion08-changing-a-live-game-lessons-learned-and-techniques-applied/&quot;&gt;
notes from one of the panels I was on&lt;/a&gt;.&lt;/p&gt;</description>
    
    
    
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    <title>Last-minute preparations for ION 2008, and issues with Shockwave</title>
    <link>http://www.fishpool.org/post/2008/05/11/Last-minute-preparations-for-ION-2008</link>
    <guid isPermaLink="false">urn:md5:60212ad93c46351513fb51738c54f9e8</guid>
    <pubDate>Sun, 11 May 2008 15:31:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>conference</category><category>Habbo</category><category>ION08</category><category>Shockwave</category>    
    <description>I'm leaving early tomorrow morning to Seattle for the &lt;a hreflang=&quot;en&quot; href=&quot;http://ionconference.com/&quot;&gt;ION 2008 online games conference&lt;/a&gt;. I'm looking
forward to this trip quite a lot - I haven't been to this conference before,
but I've heard good things about it. It's also the first time &lt;a hreflang=&quot;en&quot; href=&quot;http://ionconference.com/session.php?id=4738&quot;&gt;I'm doing a one-hour
presentation&lt;/a&gt; in an American conference in front of an audience that I
expect to be pretty much experts in the same field as I am. That's for sure
going to be interesting, I hope the turnout is good. Been working to finalize
the content of the session for a while, but I'm still to start compiling the
slide deck; that's going to be a job in itself since I certainly don't want to
be left second compared to &lt;a hreflang=&quot;en&quot; href=&quot;http://sulka.net/index.php?itemid=400&quot;&gt;Sulka's 160-slide rapid-fire
session&lt;/a&gt; in GDC San Francisco that I now notice he never blogged about.    &lt;p&gt;Somehow I ended up scheduled to appear in two panels in addition to that
presentation and the round-table discussion that follows it. Last I checked,
that could mean I have the most appearances in the whole agenda; I certainly
didn't intend that when I signed up! :) All in all, that, half a dozen other
sessions I'm really looking forward to hearing, and a few meetings in between
will certainly keep me busy for the week.&lt;/p&gt;
&lt;p&gt;And at the same time, I'm wishing I could cancel the whole trip, because of
other work challenges.&lt;/p&gt;
&lt;p&gt;With now 6 weeks after Shockwave 11's global rollout, most active Habbo
users have probably encountered the automatic update mechanism which should
look for a new version every 30 days. Unfortunately, Shockwave 11 has not been
a great experience for us. Three distinct classes of problems are known to
us:&lt;/p&gt;
&lt;p&gt;1. The installer/auto-updater seems to function incorrectly in some
operating system and browser combinations. In particular, errors have been seen
on Windows Vista as well as Japanese language Windows, but issues have been
reported also by Windows XP users in other countries. Adobe says it's due to
third party Xtras, not because of Shockwave itself, but that's all the same to
us because we can't control what Xtras might be on the users computer due to
other games requiring them (Habbo doesn't require any).&lt;/p&gt;
&lt;p&gt;2. Shockwave 11 changed some core functionalities in a backwards
incompatible fashion in order to correct several long-standing bugs which most
developers have years ago started considering as platform features. Eg, text
handling details cause rendering mishaps with old content.&lt;/p&gt;
&lt;p&gt;3. In order to provide compatibility with content authored for SW 10 or
earlier, the player builds in a Shockwave 10 compatibility component stack due
to large-scale developer demand (us included). However, this stack was put in
at a late stage in the development cycle, and turns out has its own
installation-related problems. In short, many new installations or upgrades to
Shockwave 11 fail to execute content compatible with older versions on the
first attempt, because downloading the compatibility components fails.&lt;/p&gt;
&lt;p&gt;Each of these three groups contains multiple smaller issues, meaning it's
been very difficult to identify clear root causes. At this point in time,
perhaps the only highlight of the release is native support for Intel Macs,
thus removing the requirement to use Rosetta mode for accessing Habbo on a
Mac.&lt;/p&gt;
&lt;p&gt;We have been in constant communication with Adobe to resolve these issues,
but little concrete, measurable progress has been made. Instead, all through
April and the beginning of May we've seen increasing reports of access problems
and shorter sessions in the game, which we take to mean active users are
growing tired of Shockwave problems. This is of course a reason for alarm.&lt;/p&gt;
&lt;p&gt;To avoid the access issues caused by problem 3, we're now looking to switch
to native Shockwave 11 mode, but in a way which does not force an immediate
update for users still happy with their SW 10 installation, since Shockwave 11
will be less common than 10 for some time to come. Having to maintain
compatibility for both versions 10 and 11 will likely cause some user-visible
bugs, eg graphics glitches of the kind we would typically want to avoid.
However, currently it looks like it's going to be an overall better experience
to introduce a few glitches like that to everyone than to have a significant
and growing segment of our most loyal userbase unable to access Habbo.&lt;/p&gt;
&lt;p&gt;Of course the team can deliver on this kind of changes on their own, and
even with a few other colleagues traveling next week as well, I know I'm not
really going to be needed there to find a solution for this issue. Still, it's
never fun to leave the action behind on a critical moment like this looks to
be.&lt;/p&gt;</description>
    
    
    
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  <item>
    <title>RIght move, MySQL</title>
    <link>http://www.fishpool.org/post/2008/05/10/RIght-move-MySQL</link>
    <guid isPermaLink="false">urn:md5:502916ac01b997549ea94a09253ed6a0</guid>
    <pubDate>Sat, 10 May 2008 16:14:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>enterprise</category><category>MySQL</category>    
    <description>    &lt;p&gt;Again a week late, but hey, I only need to keep up with this stuff, not
comment on it all the time. MySQL changed their minds and &lt;a hreflang=&quot;en&quot; href=&quot;http://blogs.mysql.com/kaj/2008/05/06/mysql-server-is-open-source-even-backup-extensions/&quot;&gt;
turns out the core server will continue to be open source&lt;/a&gt;, allowing
customers to depend on being able to inspect it if required, extend on any bit
as needed, and most importantly, get the benefits of a large community using
and testing all features. Thanks for that. I just hope you're going to be
consistent about this, for precisely the reason that as a MySQL Enterprise
customer, I don't pay you to deliver bits that haven't received that community
testing, but to rapidly fix problems if they exist despite that exposure.&lt;/p&gt;
It was interesting to hear Monty Widenius comment about it in this week's Open
Tuesday event, and I also got to talk to him about attending a MySQL Users
session in Helsinki next time I or someone else (anyone? anyone? Bueller?)
manage to organize one. Would be nice to hear about the upcoming storage
engines straight from the horse's mouth - Monty's Maria effort has certainly
been less covered than the Falcon engine I have also commented on, and I can't
say to know anything about it myself.&lt;br /&gt;</description>
    
    
    
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    <title>MySQL Users Conference followup and MySQL's business model</title>
    <link>http://www.fishpool.org/post/2008/04/22/MySQL-Users-Conference-followup-and-MySQLs-business-model</link>
    <guid isPermaLink="false">urn:md5:01a258e496fa89b7b25b342d00e514f7</guid>
    <pubDate>Tue, 22 Apr 2008 18:20:00 +0300</pubDate>
    <dc:creator>Osma</dc:creator>
        <category>community</category><category>enterprise</category><category>MySQL</category><category>quality</category>    
    <description>    &lt;p&gt;Last week saw MySQL User Conference 2008 in Santa Clara, but I was not able
to make time for it this year either. However, in the wake of Sun's acquisition
of MySQL, it was very interesting to follow what was going on. A few things
that caught my attention:&lt;/p&gt;
&lt;p&gt;&lt;a href=&quot;http://blogs.zdnet.com/open-source/?p=2294&quot;&gt;MySQL 5.1 is nearing
General Availability&lt;/a&gt; and an interesting storage engine plugin ecosystem
starts to emerge. It's this latter, but related event that I see as the first
real sign of validation for MySQL's long-ago chosen path of pluggable storage
systems instead of focused effort on making one good general-use engine.&lt;/p&gt;
&lt;p&gt;Oracle/Innobase announced &lt;a href=&quot;http://www.innodb.com/wp/2008/04/15/innodb-plugin-announced/&quot;&gt;InnoDB Plugin
for MySQL 5.1&lt;/a&gt;, which much-awaited features which promise a great deal of
help for daily management headaches. More than that, InnoDB Plugin's release
under GPL lifts quite a lot of the concern I'm sure many users like us have had
about the future viability of InnoDB as MySQL storage engine.&lt;/p&gt;
&lt;p&gt;A couple of data warehousing solutions are launched, also based on MySQL 5.1
-- &lt;a href=&quot;http://www.marketwire.com/mw/release.do?id=843220&quot;&gt;Infobright&lt;/a&gt;
is one I've already researched somewhat (looks very interesting, as soon as a
few current limitations are lifted), &lt;a href=&quot;http://www.eweek.com/c/a/Database/SQL-Chip-Gives-MySQL-Data-Warehouse-Boost/&quot;&gt;Kickfire&lt;/a&gt;
I know nothing about right now but would love to learn more of.&lt;/p&gt;
&lt;p&gt;There's a &lt;a href=&quot;http://www.xaprb.com/blog/2008/04/19/mysql-conference-and-expo-2008-day-three/&quot;&gt;
huge amount of coverage&lt;/a&gt; graciously provided by Baron Schwartz that I have
yet to fully browse through.&lt;/p&gt;
&lt;p&gt;A few remarks by Mårten Mickos regarding MySQL's business model seem to have
kicked up a bit of a sandstorm. I don't really understand why; I read these to
just verify that the direction MySQL took last year is to continue this year as
well. I don't see any major changes here regarding the licensing structure,
software availability, or support models. Frankly, it seems like yet another
case of Slashdot readers not reading, let alone understanding, what they're
protesting against, and press following up on the noise.&lt;/p&gt;
&lt;p&gt;I do understand the critique made against MySQL's chosen model, though. In
fact, &lt;a href=&quot;http://www.fishpool.org/post/2007/09/21/MySQL-Community-vs-Enterprise-tension&quot;&gt;
I went on record last September to say that I understand that critique&lt;/a&gt;. I
still see the same issues here. I believe we represent a fairly common profile
of a MySQL Enterprise customer in that what we want from it is not the
bleeding-edge functionality but a stable, well-tested product that we can
expect to get help for if something does go wrong. We don't see great value in
having access to a version of software that isn't generally available to &amp;quot;less
advanced&amp;quot; or more adventurous users for free in a community version. In fact,
we see it as a negative that such functionality exists, because it hasn't
received the community testing, feedback and improvements that makes great open
source software as good as it is. While new functionality is interesting, and
we're trying to spend time getting familiar with new stuff in order to use it
in production later, it simply isn't prudent to put business-critical data in a
system that hasn't received real-world testing by as large a community as
possible (unless you have no other alternative, and then you takes your
chances).&lt;/p&gt;
&lt;p&gt;Yet it seems to me that this is essentially what Sun/MySQL continue to
propose for the Enterprise customers by delivering &amp;quot;value add&amp;quot; functionality in
a special version of the server or plugins to it, possibly in a closed-source
form that further reduces transparency and introduces risk. Mårten, I'd prefer
it to be otherwise. How can I help you change your mind about this?&lt;/p&gt;</description>
    
    
    
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