Bay Area startup ZipZapPlay launched the latest entry in the quickly growing build-and-share-your-own-game space in alpha this week, a service by the name of Playcrafter.
ZipZapPlay CEO Curt Bererton and Chief Creative Officer Mathilde Pignol stopped by the GigaOM office recently to give us a hands-on demo, and what impressed Om and I most was the site’s whimsical beauty. That’s no surprise, as Pignol is an alum of frog design. It offers up a large set of interlocking objects with which to create your games (platforms, widgets, and so on), all of which are designed to work together, then attributes game properties to them. (Think Lego Mindstorms, but for web games.)
I particularly liked the intuitive feel of the building experience, and the robustness of its internal physics — an element that should appeal to all the hundreds of thousands of gamers who embraced Line Rider. Since showing it to us, they’ve added the ability to embed Playcrafter games on blogs and social networks. Even more appealing, they’re sharing revenue with game creators, giving them a cut of revenue earned from ads that are run while games load.
Image credit: www.playcrafter.com.

RuneScape is one of online gaming’s biggest success stories, but unless you play it or know someone who does, you’ve probably never heard of it. Launched in 2001 by Jagex Software, an independent studio based in the UK, it’s a traditional fantasy role-playing game that boasts six million active monthly players, almost all of them in the English-speaking world — making RuneScape more popular in the West than World of Warcraft. (Over half of WoW’s 10 million players are based in Asia.) Do a Google trend comparison of RuneScape to World of Warcraft and Age of Conan, the latest MMORPG darling, and you’ll see that the web traffic of Jagex’s indie title outstrips both of them. Despite all this, it’s received comparatively little coverage, even by the gaming press.
That may change soon, because this week Jagex will make its first appearance at one of gaming’s biggest trade shows — the Electronic Entertainment Expo in Los Angeles — where it will debut a graphically upgraded version of the game called RuneScape High Detail. Ahead of the launch, I sat down with the Jagex team last week to find out how, with so little attention, the modest-looking RuneScape has attracted so many players.
Originally created by Andrew Gower and his brother Paul while Andrew was still an undergrad at Cambridge, RuneScape runs on Java, making it accessible to anyone who can get on the web. It’s also free, though 60 percent of the world’s content is restricted until you upgrade to a $5 monthly subscription, which some one million RuneScape players currently pay. And while even RuneScape High Detail won’t win Jagex any graphics awards, the developers have compensated by creating a game world with depth and variety of play. “In terms of gameplay,” influential game developer Raph Koster notes, “RuneScape is a very worldy world, offering a diverse array of activities that frankly, resembles Ultima Online.” (Koster was that classic game’s lead designer.) At the same time, the Java code makes it easy to add new features and make quick fixes. As Jagex CEO Geoff Iddison noted to me, “The beauty of Java is it’s platform independent.”
The result? Tremendous viral growth, especially from very young gamers on a limited budget. Jagex won’t give out specific numbers, but Iddison told me their greatest expense is payroll for 400 employees; he also said their profit margin is well over 50 percent.
More details on Jagex/RuneScape:
- New content (questions, items, etc.) added to RuneScape every two weeks
- 1.2 megabyte Java app
- Peak concurrency: 250,000
- Average player time: 12.5 hours/week
- RuneScape is a sharded MMORPG (i.e. copies of the world run on separate servers)
- 250 RuneScape shards for up to 2,000 players each. Unlike many MMORPGs, player characters are not bound to a single shard.
- 200 servers total
- Main player demographics: 60 percent are from the U.S., 25 percent from the EU, smaller percentages from Australia/New Zealand and Canada. Player age typically 8-20, approximately 80 percent between 10-16.
- RuneScape HD feeds graphic data to computers with 3D cards for dynamic rendering. Displays at 15 frames per second on minimum spec computers, but can optimize up to 50 FPS. Can display in full screen.

With so much venture funding going into web-based, ad-driven casual games (both the companies that create them and those that monetize them), you’d think the gaming industry as a whole was moving in that direction. I certainly did, at least until today. But Yahoo Games just told me that starting this week, they’re going to host free, downloadable casual games embedded with video ads. (Think games that play more like TV shows, with commercials in between breaks.) Fifty of them are available now; by end of the year, according to division head Kyle Laughlin, they plan to have 400 of these ad-wrapped games online.
This is no small play, and has the potential to reshape the game industry. Just look at the numbers:
Yahoo’s game sub-domain averages 18 million unique monthly visitors from the U.S. alone, according to Laughlin, and 49 million worldwide. This audience is already downloading tens of millions of games from their download page, but they’ve largely been poorly monetized, 60-minute trials that require you to pay to play further (something few do).
With this new distribution system, Yahoo and its partners can target ads according to game player demographics: action games for young dudes, puzzle titles for older players, and so on. Each game is an average of 100 megs, which means downloading will take just few a minutes using decent broadband, but you end up with a more robust, engaging game experience than a (much) smaller, Flash-based web game. (Laughlin claims play time for their casual web games is around 15-20 minutes, but 160+ minutes for their downloadables.)
The advertising itself will be delivered by NeoEdge, which we wrote about last November, and Double Fusion, which we wrote about in 2006. Originally intended to deliver ads for hardcore gamers, Double Fusion has been shifting its focus over the last year, concentrating instead on casual games, which have more players and broader demographics than the 18-34 guy cohort that makes up most of the hardcore base. As CEO Jonathan Epstein put it to me in a joint conference call with Yahoo and NeoEdge, “The nature of the game market is changed.” With this move, I’d say it’s about to change even more.
Imaged credit: games.yahoo.com

Ever since Apple put out its Software Developer Kit in March, game developers have been racing to create titles for the presumed market victor. But how much of a demand for them is there really? Based on the data from Cellufun, AOL’s designated mobile game portal since April, quite a lot. The company just told us that compared with other phone owners, iPhone gamers are generating four times the number of page views on Cellufun titles and double the time playing. (That’s an average of 21 minutes of game play and 65 page views per iPhone player session, compared to 11 minutes and 15 page views for sessions on other phones.) Pretty impressive, given Cellufun’s 5 million monthly uniques and 70 million page views. If the numbers are just as good for other game developers, expect to see the iPhone game catalog get a lot bigger soon.
Image credit: www.Cellufun.com
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??The promise of web video was that cheap cameras, easy editing software and free online distribution would open up new vistas of creativity. Instead we???re just seeing the same things, mostly parodies, over and over. Some are just recycling the same ideas. It???s just becoming faster and easier, which is spawning more of it, as people chase video views on YouTube. Continue Reading.

Flying under the proverbial radar for the last four years, the web-based virtual world chatroom IMVU has released new jaw-breaking data: Since April 2004, it has amassed 20 million registered accounts, with 600,000 of those active monthly users. By comparison, Second Life took five years to acquire about 550,000 active users.
The company, well known to web surfers because of its ubiquitous ads, is now earning $1 million a month in revenue, 90 percent of that from the sale of virtual currency and 10 percent from banner ads embedded in its interface, CEO Cary Rosenzweig said. That works out to about $1.66 a month per active user. By VC Jeremy Liew’s estimate, market leaders Habbo Hotel and Club Penguin are earning $1.30 and $1.62 monthly average revenue per user, respectively. How did IMVU grow?
Most of IMVU’s massive catalog of avatar clothing, accessories and other objects available on its online catalog are made by the users themselves. They purchase those items from each other with IMVU credits. (A block of 1000 costs you $1.) IMVU then takes a cut of the profits for each virtual item sale, with the rest going to the individual user.
The result: fresh quality content produced on a regular basis by energized creators. “It’s my personal belief there’s maybe in the order of dozens who are doing this for a living,” Rosenzweig said. “Perhaps hundreds who are doing it for spending money.”
Some more notes:
While not yet profitable, the company plans to roll out pre-paid IMVU currency cards in Target, Blockbuster and other major retail chains in the next two weeks. With light 3-D graphics and cute-sexy cartoon avatars that appeal to girls and young women, it’s easy to see IMVU dominating its particular niche in the virtual world ecosystem, roughly dead center between Second Life and Barbie Girls.

Ah Vermont, that lovely New England state known for its maple syrup, Ben & Jerry’s ice cream…and now, limited liability corporations that only exist online.
On June 6th, Gov. Jim Douglas signed an inauspicious-sounding bill entitled “H.0888, Miscellaneous Tax Documents” that could revolutionize the way startup companies are formed and run. As New York Law School professor David Johnson explained to me, up until now, U.S. law required LLCs to have physical headquarters, in-person board meetings and other regulations that have little relevance in the digital age.
No longer. Under the new law, for example, a board meeting may be conducted “in person or through the use of [an] electronic or telecommunications medium.” A “‘virtual company’ will be, as a legal matter, a Vermont limited liability company,” said Johnson. And other states are required to recognize the corporation as a legitimate LLC. So while in the past many companies registered in Delaware to take advantage of that state’s business-friendly policies, with this law, Internet-driven startups may find Vermont even more ideal.
Johnson was instrumental to crafting the bill’s language; he, along with his NYLS students and a couple of professors at Vermont Law School, spent the last two years putting it together. He foresees virtual companies launched for countless reasons, such as the production of software or publications written by people across the country, even for corporations that exist only in Second Life.
As you may have guessed, this isn’t just an academic exercise for Johnson; he’s also developing software to manage virtual corporations through NYLS’ DoTank project. Since word of the Vermont bill’s passing got out, he said, “I’ve had two people beg me to be the first to get on the list” to start filing virtual incorporation papers. Indeed, it’s easy to see this becoming standard practice in coming years, with traditional office buildings being abandoned for dynamic companies that exist wherever its employees happen to crack open their computers.
Image credit: Vermont.gov

There’s a lot of VC money going into web-based, advertising-driven casual games, so here’s a wake-up call to investors: They may get better ROI with mobile phone-based gaming.
In 2006, mobile game platform Greystripe launched GameJump.com, a distribution site for free, ad-supported cellphone games; since then, consumers have downloaded over 65 million copies of Greystripe’s hundreds of titles. The company will publish an extended report of their user data later this week, but were nice enough to give me an advance peek. I’m looking at a lot of surprising numbers, but the most striking one to me is how gamers interact with the ads that appear before and after gameplay.
According to Greystripe, 10.1 percent of them click on the ads, a CTR that far outstrips web ads, which average some 1 percent to 2 percent. I strongly suspect at least some of these are accidental, fumble-thumb click-throughs, but even then, from the advertisers’ perspective, that’s not a bug, but a feature. And while mobile games are almost by definition casual, the demographic breakdown is markedly different from the web-based casual space, which is dominated by older women.
By contrast, 69 percent of the site’s U.S. users are aged 18-34, and 60 percent are male — roughly the same percent that own a PS3/360/Wii game console. So unsurprisingly, the top 20 titles are not just puzzle games, but arcade-flavored titles like Rollercoaster Rush and Bikini Pool Summer, from a studio called, appropriately enough, Guy Games. With data like this, I think we’re going to see a lot more money moving to mobile.
Image credit: GameJump.com

The thumbnail on the left depicts a service that, if it fully delivers as promised, has a decent chance to transform the web as profoundly as AdSense. Launching today, it’s the NeoEdge Game Channel, an ad-driven game widget from NeoEdge, the Mountain View startup we wrote about last November. Its Game Channel is a kind of videogame jukebox offering a selection of titles from several genres; when you click to play, NeoEdge’s advertising feed kicks in as the game loads.
Here’s the thing that excites me most: Pretty much any web owner (including bloggers) can install this plug-and-play widget on their site, and share advertising revenue with NeoEdge. (Hence the comparison to AdSense, only fun and interactive.) The social network PerfSpot is using the Channel, so you can go here to get a sense of what it’s like.
For site owners, NeoEdge Marketing VP Ty Levine told me, “This is a way of keeping people on your site.” It also gives them a new revenue stream; a site with 200,000 unique users, Levine estimated, could earn $1,000 to 5,000 a month, depending on the owner’s sponsorship deal and revenue share. With some 400 titles in the NeoEdge library, the channel can be customized with selections that fit a site’s demographics and branding.
As with AdSense, the Game Channel widget gives site owners far and wide an incentive to install it — and gives casual-game developers reason to keep creating content for it. Whether NeoEdge can capture and hold this market depends on its ability to deliver a diverse and compelling library of games — and to stay ahead of its competitors. With so many players rushing into the ad-driven casual game space, I wouldn’t be surprised to see similar services, purporting to offer better titles and/or revenue shares, launched by NeoEdge’s rivals. Let the casual game wars begin!

PubMatic, a Palo Alto, Calif.-based startup focused on online advertising, just released its PubMatic AdPrice Index based on data from over 3,000 publishers and billions of ad impressions. The findings of this month’s report: The U.S. economic slowdown is beginning to impact online advertising in a big way, with overall monetization dropping by 23 percent — 38 cents eCPM in March vs. 49 cents eCPM in March. Not a big surprise since housing related advertising was big on the web. Even electronics retailers are feeling the pinch and cutting back.
The overall trends you pick up from the report are not that surprising. For instance, the improved monetization of small web sites is because they have more focused content, which presents more targeted advertising opportunity. Again, no surprise that Social Networking led the plunge, with monetization dropping 47 percent to 19 cents in April from 37 cents in March, below January lows of 22 cents. Too much damn inventory. You can get the full report here.

A few months ago we made note of the public beta of GameLayers’ Passively Multiplayer Online Game, the immensely clever MMO that turns web browsing into a game. Now with 20,000 registered beta users, it’s finally open for public play — go here to check it out.
It debuts with a cool kicker: GigaOM itself is one of the game’s destination sites! If PMOG players visit this blog enough times they win a “KillahOM” badge. “It’s like an Xbox Live achievement that you get based on your surfing habits,” GameLayers’ chief creative officer, Merci Hammon, explained to me. “A lot of players actually change their surfing habits to get all the badges.” It’s also a clever way to get top blogs involved in PMOG — by appealing to our vanity.

The casual games space keeps getting more interesting. Digital media company RealNetworks said today that revenue from its games division rose 33 percent in the first quarter, to $31.8 million; the company also announced it will spin off its games properties, which primarily consists of cellphone titles and its RealArcade casual game site, into a separate company (see CEO Rob Glaser’s appearance on the GigaOM Show last summer). “[T]he spin off will create a pure-play casual games business with increased transparency,” CFO Michael Eggers told MarketWatch, “[and that will] result in lower complexity in understanding and tracking RealNetworks’ performance.”
If the Alexa rankings are any indication, the new company will have a long way to go before they catch up with the likes of Electronic Arts’ (ERTS) Pogo.com. The real question, however, is how does this relate to RealNetworks’ stated intent to buy Scrabulous?

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The best sign that someone’s qualified to run an Internet startup may not be an MBA degree, but level 70 guild leader status, according to the latest issue of Harvard Business Review.
“Leadership’s Online Labs” by Byron Reeves, Thomas W. Malone, and Tony O’Driscoll is based on the authors’ research into the leadership and management skills required by fantasy/sci-fi MMORPGs like World of Warcraft and Eve Online. In those multiplayer games, the hardest-to-achieve goals (such as killing the demi-god dragon, wiping out a competing space corporation, and so on) often require dozens or even hundreds of players working together in concert, so the skills required to lead a successful mission, the authors argue, are very much like those needed to run a profitable business.
The theory is hardly new; venture capitalist and hardcore WoW player Joi Ito has been talking about this for years. But the HBR team bolsters it with extensive interviews and observations to turn out an article that could help revolutionize business management in the digital age.
So what are some of the main managerial lessons they learned from the worlds of orcs, elves and battle cruisers? Below are the three that stand out most to me — call them the habits of highly effective half-elf managers:
Embrace Failure As a Rung on the Success Ladder
“In one incident that we recorded from EverQuest,” Reeves, Malone and O’Driscoll report, “seven guild members prepared for a brand-new quest that required them to get their team across a large lake protected by a gruesome and hostile creature.” They did this despite knowing they were likely to drown, which they very nearly did. But when the team failed to make it across, it was simply viewed as a learning experience, and after re-orientating themselves, they went right back to try it again. (The classic corporate response would be to simply cut the failed program’s funding, as opposed to re-launching with a new strategy.)
Rotate Individual Managers to Individual Goals
The authors were also surprised that guild leaders often became followers, letting temporary leaders come forward to direct specific sub-goals:
Put another way, leadership in games is a task, not an identity—a state that a player enters and exits rather than a personal trait that emerges and thereafter defines the individual.
It’s easy to see how that principle would apply to real-world business; of course, it would require a managerial culture in which personal pride is attached not to a job title, but to getting the job done. This could be why MMO guild leaders rarely seem to be managers in real life. Indeed, Joi Ito once told me that while his We Know World of Warcraft guild includes top Silicon Valley execs, when it comes to WoW, they’re not always good leaders. One of its best commanders, he said, was an EMT worker.
To Get Better Management, Change the Game
The authors went in expecting to learn managerial wisdom from MMO’s top guild leaders, interviewing them as though they were virtual Jack Welches. But the players suggested a different approach: “If you want better leadership,” they said, “why not change the game instead of trying to change the leaders?”
Quite literally. Online games are highly structured, and successful gameplay is determined by the amount of virtual treasure players have in their possession and the amount of game information of which they’re aware (player stats, enemy capabilities, etc.). The authors suggest a number of ways business data can be given a game-like structure, which would then shape how the company runs. For example, what if your CEO assigned value, in virtual currency, to your company’s internal email?
Attaching a large amount of the scarce currency to a particular message would draw attention to it or even serve as a feedback mechanism: You send me an e-mail you value at 100 units, and I respond with one valued at 200, giving you a credit of 100 units to validate the usefulness of the information you sent. One experiment showed that the currency, as a marker of information importance, in fact influenced how quickly colleagues opened and read different messages in their inboxes.
With online gaming so mainstream (World of Warcraft now has 10 million subscribers), many people in the tech business world have already learned these lessons. The Harvard authors note an IBM survey of its managers who were also gamers, and the results are striking:
Three-quarters of the respondents said that environmental factors within multiplayer games could be applied to enhance leadership effectiveness in a global enterprise. Nearly half said that game playing had already improved their real-world leadership capabilities, particularly for managing teams whose members didn’t fall under their formal authority.
At the same time, the business leaders also worried that implementing what they learned in games would require drastic changes to the companies’ existing corporate culture. Which is why I think we’ll see these invaluable ideas put into practice not by established firms, but by startups eager to level up into world-conquering profitability.
Image credit: harvardbusinessonline.hbsp.harvard.edu. Hat tip: Virtual Worlds Review.

Finally, another game widget worth adding next to Scrabulous. Last week came news that Jeff Bezos invested $3 million in casual game site Kongregate; I just noticed that CEO Jim Greer and his team have added a Kongregate Facebook widget to their service, too.
Right now, it’s mainly just a platform to launch featured games from the Kongregate site, but it’s got some cool Facebook-unique functionality as well: Your best scores are featured on your FB profile, for instance, and you can compare your Kongregate rank to other gamers on the social network.
According to the widget FAQ, upcoming features include Kongregate games playable right on Facebook, as well as high-score leaderboards for you and your friends. In between rounds of Desktop Tower Defense and Sonny, be sure to check out this 1UP interview with Greer, where he describes his company’s bid to become “the Xbox Live for Flash games” — and the smart development deals they’ve worked out with indie Flash game developers.

The casual games market is booming, generating over $2.25 billion in yearly revenue despite virtually no brick-and-mortar representation or advertising and marketing costs. But is this market rewarding for investors? For VCs interested in this space, here’s rundown of how it works.

A casual game is defined as a stand-alone entertainment software title that is digitally distributed by one or many “portals,” or independently owned Internet retail sites. Casual games typically operate under a try-before-you-buy business model –- the downloads allow players to play for a set period of time (usually 60 minutes) before shutting down. If the player wishes to continue playing, they must pay the retail price, which they can do electronically from inside the program, instantly unlocking the game for unlimited play. The average rate of purchase to play is lower than 1 percent, and games that convert higher than 2 percent are considered “hits.” The largest market for these games is women ages 30-60, a significant departure from the standard computer games market.
Development costs
The development cost of a casual game typically hovers somewhere around $100,000. That money goes into paying developers, including artists, programmers, game designers, project managers and audio engineers, as well as the developer’s overhead. This investment usually pays for between eight and 12 months of work. Of course, there are ways to reduce costs. In recent years, many developers have outsourced art and coding to companies overseas, in places like Eastern Europe, India or China. But such a move needs to be carefully managed, as many outsourced games are shipped with little quality control, often sporting poor or confusing English.
The primary profit center for casual games is online retail. Games in the genre retail for $19.99, minus retailer discounts and incentives. Since conversion rates for a casual game usually linger below 1 percent, the only profitable games are hits – mid-level successes rarely recoup their development costs. Causal games are not a high-margin business. Because the market involves so many middlemen, the final slice of the pie that makes it to developers is usually quite small.
Investing
Investment in casual game development can come in two forms: as a publisher or as a development partner. Each carries its own risks and rewards. Typically most VC investment in the casual games industry goes to the publisher, and most of the major publishers (including PlayFirst, Big Fish and iWin) were founded with VC money. Publishers then contract with individual developers to create games, paying them an up-front amount as well as a percentage of sales. Once the game is completed, publishers then distribute the game to portals and handle receivables from those portals. Most of the major publishers also maintain portals of their own, retailing both titles they publish as well as other games.
VC money does not, of course, guarantee a hit game. PlayFirst is the best example of using venture capital to successful ends, commissioning Gamelab (where I currently work) to develop their first set of titles, including the very successful Diner Dash. But another Playfirst-commission title we developed, Subway Scramble, didn’t do nearly as well.
Recently, a few studios have worked with VCs on the development side and then self-published the resultant games. This method eliminates the publisher’s revenue share, meaning more of the total income goes to the developer. Studios that have followed this method are typically more established in the marketplace, with at least one successful title under their belts. However, the lion’s share of the game’s sale price still goes to the portals and distributors, and recoupment can be slow.
Revenue streams
Developers and publishers depend on the revenue from hit games to subsidize their output, and there is still no dependable method to predict which games will be hits. With an average of one new game getting released every weekday, the market is already becoming saturated. Because development time is relatively short, a successful game will see its mechanics and theme copied and cloned within six months to a year of being released. So while the development cost of a casual game is low compared to a standard PC or console title, the chance of a single title turning a profit is also reduced.
Secondary revenue streams from casual games include advertiser-supported, “free-to-play” versions, which are generating a higher revenue-per-download rate than purchased games, as well as boxed
physical retail copies (usually handled through another third-party distributor) and ports of the game to other devices, including mobile phones and portable gaming consoles. Because casual games are
typically small in file size, with simple input mechanics, they make this transition more easily than complex PC games.
Investing in the casual games market is much like investing in any content market – dependent on a large number of unpredictable forces. There are proven marketing and content models that are exploitable, but the saturation of the market with products slavishly following those models steadily reduces their effectiveness. For a VC, the best bet is to work with an established developer with a strong, marketable idea and keep costs low. Anything else is way too risky for a market this crowded and volatile.
Written by K. Thor Jensen, who’s worked in the games industry for nearly 10 years and is currently an associate producer for Gamelab.
Image credits: playfirst.com, bigfishgames.com, and iwin.com.

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Here’s the metaverse mystery of the week: This strange new private island with a very familiar name recently emerged on the server grid of virtual world Second Life. Spotted yesterday by Second Life blogger Tateru Nino (and confirmed when I checked the world’s dynamic map today), we have to assume it’s an official Nintendo property. When someone buys a virtual island from Linden Lab, they also get to name it. Given Linden’s DMCA enforcement policy, it’s unlikely they’d let just anyone dub an island “Nintendo.”
But that just adds to the puzzle. Unlike console competitors Microsoft and Sony, Nintendo has few properties directly tied to the PC market, and last February, Nintendo President Satoru Iwata said they had no interest in adding an MMO to its Wii system. Nintendo’s U.S. president, Reggie Fils-Aime, said they wanted the Wii to appeal to crossover demographics “very much like the Second Life audience,” so maybe it’s just a virtual marketing site, like Microsoft’s Xbox island.
Here’s a more tantalizing possibility: A German firm has created a Wii-to-SL interface for the treadmill, and developers with Japan’s Softbank have created a Wii-like accelerometer game in Second Life, so maybe Nintendo is cooking up some interesting new product feature. Neither Linden Lab nor Nintendo’s PR firm replied to our queries by publication time, however, and the island’s off-limits to outsiders. For all we know, the Hanso Foundation is involved.

Updated: We all know there’s no love lost between Hulu, the Hollywood-backed online video service, and Google-owned YouTube. The two companies have taken snipes at each other. For instance, at the NAB trade show, Hulu was trash-talking YouTube. Jason Kilar, the CEO of Hulu, said that you can’t make money by posting unauthorized and copyrighted videos — with a YouTube page behind him.
Hating your rival is part of the game, which is why it’s hard to ignore the irony of a Hulu Channel on YouTube. YES! What you just read is right. The LA Times discovered the channel and posted about it on their blog. Seems a little disingenuous! The reason for the Hulu-on-YouTube channel is pretty basic — YouTube has what Hulu hopes for: traffic and an audience. Hulu has content from its backers. It makes perfect sense for the two of them to start working together. Kilar should remember that you can’t make money by posting to a site that doesn’t have a lot of traffic.
NewTeeVee talked to Hulu and got a confirmation from them that indeed they are the ones who set up the channel for promotional purposes.
YouTube head of premium content partnerships Jordan Hoffner says: “It’s fantastic that Hulu is providing content to our global community and using our platform to grow and drive traffic to their business. Media companies large and small can set up channels or even partner with us to interact with the world’s largest and most active community. “

GameRail, a startup purporting to optimize latency for gamers, has closed up shop. An announcement posted on the company web site says that: “[T]he market does not appear to be ready to support a standalone network for gaming at this time.”
I never had a chance to check out the service, though early consumer reports were decidedly mixed. Still, GameRail’s death notice suggests a broader reason: There are probably very few gamers out there willing to pay extra to become what’s colloquially called an SLPB, or “super low ping bastard.”
As one GameRail user endorsement reads, “I had hops to Texas causing pings in excess of 150 and 200 [milliseconds]. Decided to start up the Client, within 3 seconds my pings were 45-50ms.” In other words, paying $11.99 a month dropped latency from a fraction of a second to an even smaller sliver.
When I play Halo or Team Fortress 2, I personally get about 125 millisecond latency on my remarkably mediocre AT&T broadband service, which is probably around average; you’d have to be gaming on a professional level to want it much smaller. Maybe if you’re competitive gamer like Johnathan “Fatal1ty” Wendel or you’re planning to go head-to-head with him, you’d pay for that boost. But if you’re just a weekend warrior, how much is it worth to get your Counterstrike crosshairs on your opponent’s head 1/25th of a second quicker?
In any case, the system wouldn’t serve the tens of millions of hardcore gamers who play Xbox 360 or the Sony PS3. Nor would it be of much use to the hundreds of millions who play web-based casual games or online worlds and MMOs where latency isn’t such a crucial issue. (You can still play World of Warcraft with a dial-up modem, for Pete’s sake.) Even for first-person shooter fans, the pickings are going to be slim: A large number of them already use Valve’s Steam download software (it currently boasts 15 million accounts), and are thus disinclined to download another service on top of that, while many of them play in Internet game cafes where they can’t download anything. So in the end, a standalone network is probably fated to going after too few gamers and thus flounder, if not outright fail.

Pop music keeps getting more virtual! Today there’s news that ’80s metal stars Mötley Crüe are releasing a new single via Xbox 360/PS3 download to Rock Band, the epic bestselling multiplayer rhythm game. And it’s just the latest development in what’s fast becoming a larger trend.
Last month, the game got its own iTunes-like download service, an inevitable move as it and its predecessor, Guitar Hero, instantly attracted millions of download sales. It’s a smart move on the Crüe’s part, and for the embattled record labels, a move that’s probably the best (last?) chance to recover their revenue in the post-Gnutella era: They license their back catalog and new hits to game music publishers; publishers turn their songs into fun interactive experiences; gamers who might otherwise download pirated MP3s or ignore them altogether happily pay to play them on their console.
The amazing thing is how much of this enthusiasm is driven by the gaming experience, as opposed to the actual bands. After all, many of their songs only show up on Guitar Hero/Rock Band as covers and almost as often, the bands were famous well before most gamers were even born. In coming years, I fully expect to see Guitar Hero-like MMOs, where fans jam as avatars with their favorite rock stars (who log in from the comfort of their studio, as opposed to touring in person.) Why stop there? Next up: Popstars who only exist as avatars.
Image credit: www.motley.com.

While Second Life is frequently described as a 3D web browser, there’s a chance it may be remembered as the (late and lamented) Netscape Navigator of metaverse browsers.
That thought occurred to me as I was attending the “Open Source Virtual Worlds” panel at last week’s Virtual Worlds 2008 conference in New York. Like Netscape, Linden Lab last year open-sourced its viewer code, which led to a number of unofficial versions, some of which have been reverse engineered to run on non-Linden servers. And at least one of them already looks significantly better in some respects than Linden’s official viewer.
While IBM showed off its contributions to the open-source 3D Internet on the showroom floor, two of the SL spinoffs were featured at the panel, along with two unrelated platforms — one from a startup and another from Sun Microsystems. Here’s a look under their BSD-friendly hoods:
Billed as a “virtual spaces for real work,” Qwaq is a user-friendly enterprise-level application built on the Croquet open-source virtual worlds platform; it uses Python-powered application and employs XML standards. As presented by company VP Remy Malan, its main value proposition is the ability to quickly launch prefab 3D spaces for business presentations and meetings.
A spinoff of the GPL-ed Java 3D and Sun’s Project Darkstar open-source server software for online worlds, Wonderland also emphasizes business applications, such as the sharing of Open Office documents and Firefox pages in an avatar-driven 3D space. Sun’s Nicole Yankelovich showed off Wonderland’s ability to broadcast multiple group voice chat, a feature intended to simulate the valuable “watercooler chitchat” that real-world office spaces provide. Even more impressive, telephony is integrated into Project Wonderland, so users can communicate in or out of the virtual world space by phone.
Derived from Inspired by Second Life’s open-sourced viewer code, the BSD-licensed OpenSimulator Project was presented by key developer Adam Frisby, a young Australian with a distracting resemblance to Charlie from “Lost.” With an aim of becoming the “Apache of virtual worlds,” OpenSim is built with a set of modules that can be tweaked and added to without disturbing the underlying code. Frisby announced that his team is working with Linden Lab to connect OpenSim-driven servers to Second Life six to 12 months down the road.
Among OpenSim’s developers are two full-time employees of IBM. “What we did is hook that up with IBM’s Open Source team to see how we can contribute,” Michael Rowe, the company’s “3D Internet Manager,” told me at their VW2008 booth. IBM is using Open Sim to experiment with practical 3D applications, including a “3D-Data Center” (pictured) that’ll enable developers to plan, build, and monitor server farms. At the same time, it’s also part of the company’s dedication to leading the way to an open 3D Internet. IBM’s Craig Becker foresees a coming “[S]tabilization of two [to] three virtual world platforms, and it’s important they interoperate.”
realXtend is the name of another modified version of outgrowth of the open source Second Life viewer, created by a Finnish non-profit group that’s aiming for avatar interoperability between various worlds. (Here’s an extensive write-up of the project from the blog of Tish Shute, panel moderator and tireless supporter of open source metaverse projects.) realXtend’s Jani Pirkola presented an impressive demo video, showcasing graphics and physics features that look better than SL’s, including more diverse avatar creation, mesh-based avatars, and more realistic rendering and lighting. Recently partnered with OpenSim (see above), this may become the strongest alternative to official Second Life. Unsurprisingly, Linden Lab founder Philip Rosedale was in the audience, listening intently.
Image credits: RealxtendVideo. 3D-Data center courtesy of Michael J Osias, Chief 3D Architect, Grid Operator, IT Optimization, IBM.

I’m still in Manhattan recuperating from last week’s Virtual Worlds 2008 conference; here are some news and trends that I’ve observed:
Barbie Rising: Subscription option announced for girls’ virtual world with 2.3 million unique users.
Since launching last spring, Mattel’s Barbie Girls has amassed a jaw-dropping 11.2 million signups; of those, a company publicist told me last week, they’re attracting well over 2 million monthly active users. Up to now an entirely free world, in May they’ll launch a subscription-based “VIP” membership, conferring on their users (86 percent of whom are girls over the age of 8) the right to wear a virtual tiara, among other premium content. I’d bet on huge upgrade rates with this model — and for other companies in the growing virtual worlds-for-kids space to follow suit.
IBM gives the metaverse a corporate firewall.
My pronounced bias for Second Life notwithstanding, this is legitimately big news: Working with Linden Lab, IBM showed off its “enterprise-safe” virtual world portal — that is, Second Life regions that exist on IBM’s servers behind their corporate firewall, but are still connected to the larger (and far more anarchic) world of Second Life. More crucial, IBM will offer this setup to other companies. (As an IBM staffer told me cheerfully, “What the hell do you think we’re doing this for, anyway?”) Numerous companies have resisted development in virtual worlds precisely due to the lack of a firewall, so now that the options exists, big announcements in enterprise-class metaverse development could soon follow. Check back here for more details over the coming months.
Leading metaverse developer throws cold water on virtual worlds applications.
Despite the foregoing, I should report the strong note of skepticism offered in the keynote address of Sibley Verbeck, CEO and founder of The Electric Sheep Co., which has built high-profile virtual world projects for CBS, MTV and many other top clients. I missed the talk, but he summed it up for me afterward.
“[M]ost applications for Virtual Worlds are not ready for prime time,” said Verbeck. “Only a few are, and so if you’re expecting to build a business anytime soon in this industry, you’d better do a full analysis on whether your use of virtual worlds is one of those rare ones that is ready here and now with only a feasible application of resources. One big part of that analysis is one of the underlying technology, and I see that as a limiting factor for most of the applications one might consider as otherwise ‘just around the corner’ for virtual worlds.”
Open world vs. walled garden? Competing development models vie for preeminence.
Overall, the strongest tension at VW 2008 was between companies that want virtual worlds accessible via the Internet but otherwise closed off from the wider Net vs. developers from the “Web 3D” school. In the former category, for the most part, are worlds for kids and/or “branded” worlds that exist solely to market the IP and products of a company and its partners. As Linden Lab’s former CTO Cory Ondrejka notes on his blog, “[W]hat really struck me walking around the show was how constrained the virtual world dream has become…with some marketing material promising a ’safer’ or more ‘corporate’ environment.” Like Prodigy or AOL in the early 90s, most of the money is still moving in that direction, but at the conference, there was also a strong showing of open-source worlds, too. More on that in my next post from New York.
Image credit: www.barbiegirls.com. Disclosure: My Second Life blog was an unpaid “media partner” with Virtual Worlds 2008.

Here’s a small sign of larger changes in the game industry: I got word today from Rockstar Games that April’s Grand Theft Auto 4, the latest installment in their huge (if controversial) thugs-in-the-sandbox franchise, will launch with a “Social Club” (open April 15), a site where gamers can track their game scores and achievements against other players.
Anyone with an Xbox Gamertag or PlayStation Network ID can sign up, which means the site will incorporate data from both Xbox 360 and Sony PS3 players; most interestingly, it’ll come with an “LCPD Police Blotter,” which will dynamically display “aggregated data of millions of connected players — showing the most dangerous areas of town, most commonly used weapons and more.”
The announcement and branding hints at more functionality down the road — perhaps a full-fledged social network, or even early preparation for a GTA-based MMO, a spinoff that’s long been rumored but never confirmed. In any case, it leverages the web and aggregated player data in a way we don’t often see with hardcore games, especially cross-platform console titles. And since GTA is the big daddy of console franchises, expect others to follow.
Image credit: www.rockstargames.com/socialclub
