HQ Trivia App Puts On-Demand Generation on a Strict Schedule
wsj.com
wsj.com
Interestingly enough almost all the issues occur when starting the game - after the first question the game runs (somewhat) smoothly, even though there may be 400k+ viewers.
I wonder what technical hurdles their hitting that causes the app to lag at the start (an issue the commonly delays the game by 30-60 minutes).
Besides you can also see the amount of people who responded to each question up until the end. If you really wanted to catch the act you could go through the process of verifying the last couple winners yourself.
In any case thats besides point, weather the view count is 100k or 600k, starting the game has problems. Once the game has started, the participant count, weather 300k or 50k is smooth. I think chis is right, their question/answer logic has trouble delivering the questions to all their users as you can even notice the host has trouble loading the questions so he can read them out.
I'd love to read their engineering blog!
I can imagine WebEx, a far more established and mature product, might cough a bit too.
I'm aware they're beholden to certain design constraints. Such as making something that's immediately understandable and fun to a wide range of people. But. They have not risen to the challenge, in my opinion.
I expect there will be numerous competitors in this space. And some will have much better game design chops. And one of those will do very well.
(And then the whole apps-like-TV-game-shows-everyone-plays-together market will totally collapse after four hundred start-ups launch and obliterate the novelty.)
I think the live stream quality and synchronization is incredible. All my friends gather at lunch and the video and sound play together exactly.
For example:
- Most people will lose after fewer than half the questions have been asked and have little reason to stick around.
- The chance of having a meaningful "win" is so low as to be nearly pointless. I won a round that, like, 100-ish people out of 50,000 won. That's too low. Games can also have multiple flavors of winning.
- Money is not a useful incentiviser. In fact, it can ruin the experience. Again, I won a round (along with about 100-ish people). Won about $15. Which after all of the hooting about $5k or $10k in prizes felt pathetic. (Also I can't withdraw until I get $20, which felt sort of insulting or borderline scammy and tainted the experience.) Good games create their value without extrinsic prizes -- or, at least, the extrinsic prizes have to be valuable enough to add significant drama to the game.
- Straight multiple-choice trivia is the unflavored ice cream of game design.
I could probably come up with a few more things, but it's late and I've got this third glass of half egg nog/half whiskey blend that I need to finish before bed. (Not a Christmas thing, just my year-round nighttime ritual.)
It'd be nice if you could still win 'points' or have some other reason to stick around. But I still do feel fulfilled even dropping out early. I think it makes getting further feel even more special, because you're simply in the game longer than normal.
Money is a great incentivizer to get people excited / interested. It's already fun but the _potential_ of actual cash makes it feel more exciting. It's also a better word-of-mouth hook.
The simplicity of multiple choice makes it easier to play with multiple people and still select an answer. It gives framing (you know one is correct), but 3 choices is still enough drama after it starts to get hard.
I'm not saying there's no possible improvement, but I feel like they've really hit the nail on the head with this one, and their growth curve seems to agree.
It's natural but probably wrong to assume that a product's success means it's getting nearly everything right. I agree with the original point: they've hit upon a really exciting concept in getting everyone around the world together at certain times to play a game, but the specific game is not very good.
I think you could even plug in traditional TV game show formats (something more like Jeopardy, for example) and do quite well. That would keep much more of the initial audience around for the whole game, and watching the inevitable forthcoming ads that will be required for the company to make any money from this growth.
Anyway I thought hn had a no paywall rule.