Ask YC: Is there a market for 2D virtual worlds?
So, is there a market for 2D virtual worlds that span the web? And what types of people would choose 2D over 3D? How do I cater to them?
So, is there a market for 2D virtual worlds that span the web? And what types of people would choose 2D over 3D? How do I cater to them?
By the way, despite the existence of these other worlds, only Google's Lively matters. None of the others have any ACTIONABLE advantage over Google's, so Google will win. Consider Google Video vs. YouTube. YouTube had several actionable advantages, the biggest of which was the ability to capitalize on copyright infringement. So YouTube won the 'eyeballs' war, and Google had to buy them. I know, it also doesn't hurt when dad-in-law is a big shot in the Valley, but give credit where it is due. The decision to ignore IP law was decisive in YouTube's case. VWs don't have the ability to take advantage of copyright infringement in a similarly simple fashion, so in this case Google wins. If you can think of an actionable advantage then use it. That said, many have thought long on the subject and come up with very little.
The other VWs are, at this point, deciding whether to try to find a niche, or whether they want to enter the pool of VWs that will try to get bought by Yahoo. If you want to enter the 'get bought buy Yahoo or Microsoft' sweepstakes, then write your 3D engine using DirectX. Bonus points for utilizing DirectX 10 ONLY features. Of course, this means you won't be able to compete against Google. It's get bought . . . or bust. If you want to find a niche, then you had better become a game designer, and quickly. What Google's entry does is ensure that, in the future, consumers will be paying only for the gaming components. The 'stand around and talk to people' part they will offer for free. Also, I am 99% certain, that the typical microtransactions will be free as well. You know, the dress your avatar in snazzy clothes, get that cool car, and get that outdoor pool for your penthouse apartment stuff. They can do this because they have advertisers to pay for it. So your niche will need to be a game that people are willing to pay for. Think teenage boys, currently under-served on the web. Look at Jagex and RuneScape.
'To be certain you take what you attack . . . Attack only that which is undefended.'
-Sun Tzu (Military Adviser to the Emperor of Wu)
More importantly, a VW like that might be a hit for a year or two before people lose interest or something better comes along. But that sort of faddy thinking doesn't interest Google. They're entering the VW sector as groundwork for a service that people will find necessary in 5-10 years time.
My guess is that it'll be Maps, Earth, Street View, Android, Lively, AdWords and many more services all rolled into one big Augmented Reality (in this view it also makes sense for them to take over Wikipedia and Flickr - which they've recently incorporated into Maps).
Also, if we consider the possibility that you are correct, and 'Lively' will be a hit for a year or two before people move on, this young man will still have trouble. You see during that time he will need to run his own service for free. Additionally, all of Google's users will be learning that everything should be free. When they are bored with Google, they will come to him looking for free entertainment. See the problem?
Lively's just a tech demo. Google are competing with Metaplace and Metaverse, not the VWs that are built on them.
There's no shortage of 2D games at the moment - think of the success of the Nintendo DS. Your VW competitors aren't WoW or LotR Online, they're Habbo Hotel and Club Penguin.
I'm sure there's a SVG->VML javascript toolkit out there somewhere.
No! if you are going to have the same features as in 3D VWs. Because features borrowed from 3D VWs don't look the same everytime.
Yes! if you are developing something very nice and that its going to be uber-cooler than a 3D world that already exists. The first thing is the creativity of the features in the VW. So it all depends upon your creativity.
And for the audience to cater to... It's all upto you. But since kids nowadays seem to have the statement "3D is cool" engraved in their minds, you need to develop something too coooool for them to forget the fact that they are paying something 2D. If you feel tough to do this, then I suggest you first develop a prototype with the coolest feature you think your VW is going to have and open it up to your close friends and colleagues. Ask them to play with you when they return from office or college. They might be tired and might be interested to play/hang on the VW for some fun. There starts your road to fame/shutter. It all depends how you carry it. Surely go niche first to an audience you think you can get easily(people you know) then open up.
the 3D worlds are just a fancy gimmick -- come on, you all recall criticisms of 3D games these days not having the gameplay ingenuity and values of the older 2D games which, while having less eye candy, were at their core just plain better. It's possible that a 2D world can be more popular...
Look at Habbo. It seems extremely successful an was built on shockwave in 2D.
Ask yourself: is there really a critical function in virtual worlds that an extra dimension buys you?
It would be pretty easy from a programmatic and art level.