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Wednesday 26 November 2008

Mini Friday is not Habbo Hotel, but we're proud of both

This had to happen, didn't it? VentureBeat picked a slightly unfortunate headline for an info tidbit shared by Sampo and Aapo at Slush Helsinki about the status of Mini Friday, our mobile research platform. Now it's getting picked up by various other blogs, and even ended up at Washington Post with a headline which is not at all hard to read as if it talks about Habbo, not Mini Friday.

For the record: Habbo has over 114M registered accounts, 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..

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 :)

Tuesday 25 November 2008

New reward models for Habbo

As I hinted at last Thursday, and as was noted by Sulka yesterday, we are introducing a second currency to Habbo. We've had Coins (or credits) since the beginning of the service as the purchasable in-game currency, and the business model of Sulake 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 prepaid voucher cards purchasable from kiosks and stores like R-Kioski and 7-Eleven around the world.

Since yesterday, starting from our pilot site Habbo UK onwards, there's now a second currency as well, called Habbo Pixels. 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.

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.

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.

Thursday 20 November 2008

High-profile shutdowns and low-profile major updates...

Quite a day for negative articles on Google. I counted 10 articles on Lively shutting down, with the usual suspects gloating and cheering from the sidelines. Won't be joining that crowd, it's never fun to see someone's work being thrown out the window. I did want to relate that to a bigger picture, though.

This certainly won't be the last shutdown among the 100+ virtual worlds projects 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.

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.

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.

That was 12 months and 11 upgrades ago, though. Yesterday we launched what's internally called release 28 of Habbo in UK. 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.

Wednesday 19 November 2008

Looking for a ETL engineer for our BI team

So, I mentioned earlier that I was looking at Infobright's Brighthouse technology as a storage backend for heaps and heaps of traffic and user data from Habbo. 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 MySQL Conference in April 2009.

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, let us know by sending us an application. Thanks for reading!

Sunday 16 November 2008

Chris Anderson on freemium conversion

Chris Anderson, author of The Long Tail, uses free-to-play web games as a case study on conversion rates for freemium products. I wrote about the conversion and monetization rates in this world 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. We'd love to use the iTunes store for selling Habbo items, for example.

Thursday 16 October 2008

Splitting the virtual worlds market to segments

IMVU founder Eric Ries commented on Virtual Goods Summit and suggested that virtual worlds can be divvied up along three axes 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.

UGC vs first-party

It's amazing Sulka didn't comment on this: 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 Habbo 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.

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 "how do we support users to go to their own directions here?" than "what do we want this to be about?". 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.

Lets just use the old, tired LEGO 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 "social" - 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.

Subscription or pay-for-stuff

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..

Economy or gameplay

Eric used the word "merchandising" 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 IMVU 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.

I hope that explains why I choose to call it economy-driven rather than merchandising.

PS. Browsing around Eric's blog a bit further, this article is a gem

Friday 5 September 2008

The sweet spot in free-to-play, pay-for-stuff market

I've been talking recently 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.

First, a bit of background: this information is based on my work with Habbo 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 ("games have to have objectives", "there is no profit in micropayments", 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.

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.

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.

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).

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!

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.

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.

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.

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.

Monday 11 August 2008

Leipzig GCDC next week

So, I've been working all evening on my presentation for next week's Leipzig Games Convention. 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 :)

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.

Wednesday 9 July 2008

Virtual worlds looked lively today

This turned out to be quite a day for virtual worlds' publicity, with both Google's Lively and Vivaty Scenes launching (congrats to both), and Second Life annoucing an interop with OpenSim 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 GCDC next month, as well. Look me up if you're reading this and plan to be there!

(oh yeah, sorry about the horrible pun in the title)

Friday 27 June 2008

100 million and other metrics

News hit the Internet this week that our favorite social play phenomenon, Habbo has reached a milestone of 100 million registered characters. Several places in the blogosphere have also pointed out the weaknesses of that figure, such as the fact that yes, most of those characters are "alts", abandoned accounts, or otherwise not very meaningful. I'd be the last person to argue against that particular point.

Still, it's a figure that has some comparison basis. MySpace didn't have 100 million registrations when News Corp acquired it, reaching that milestone a year later, and MySpace regs are arguably just as likely to be abandoned as virtual world avatars.

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.

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 Leipzig GCDC this August, where I'll give an updated and more in-depth version of the talk the slides of which are in my earlier posting.

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