21-year-old computer geek makes £1m with online game (Torn)
telegraph.co.uk
telegraph.co.uk
"Its just php scripts", "I could knock that up in a weekend".
These are pretty poor arguments.
Not that many of you care but im slightly surprised at some off the negativity.
What exactly is the difference between people paying him 3 quid and neopets, facebook ( the list goes on ) which sells virtual goods.
One side, comments regularly complain about sites with ads.
Here is a guy, who has an income stream on a website which is not purely ad based. Yet half of you guys are ripping it apart as a simple knocked up site.
I wish I could knock a text-based game up in the weekend, yet we all know there is a lot more to building an app ( yes this would be an app in my eyes ).
As rightfully pointed out, he has somehow found a huge userbase. Tapped it and has made something which gives value ( i'm guessing in the form of entertainment and escapism ) to his users, so much so that they come back everyday.
As for his actual site, I read the article and signed up, took me less than 5mins to leave. Thats just me. His site is shocking and thats polite. Yet it works for him very well.
These are my thoughts I accept I might be in the minority here and most of the people who comment on HN own / run websites which have turnovers of more than 100,000 pounds / month.
Commence downgrading of my karma;)
Don't you guys just love how easy it is to be successful at making money on the Interweb?
Now you know why I still have to use COBOL quite a bit :(
Step 1) Make [Facebook game | iPhone app | social network]
Step 2) ????????????????????
Step 3) Profit !
[Edit: Obviously not. Will leave this here in case someone else has the same question.]
4,500 more are in "beta", which means they didn't finish making it.
400 more were built by people who didn't understand CSS, and so are ugly and Times New Roman'd.
70 are blatant copies of other existing games.
20 are played by a small group of friends, but didn't spread beyond that.
5 thought they would make money by selling t-shirts or something silly like that.
4 make money, but not a million dollars worth.
That is like saying you won't succeed because 99% who went into martial arts never made it to black blet because they never took martial art seriously.
I haven't even introduced the premium features yet - people get very addicted to these games and are happy to pay for UI enhancements. Hell, I've ever had multiple people contribute designs, graphics and JS to the site wanting nothing in return.
It's been running less than a month in beta and has had 0 public advertising (this being the very first time) and has 150 active players purely from word-of-mouth. Admittedly its not making any worthwhile money currently despite me putting hours and hours of work into it but its been great fun and a great learning experience so its worth it never the less - so long as it breaks even I'm happy. - http://islandor.com
Games like this are based solely around a community, people get friends on these games so don't wish to leave - the game itself is just an addon to the community.
Oh, and its more than $20, I think people must just be clicking as they want the game to survive or something - I've no idea. Not to mention I'm getting spammed with evony ads. I also suspect having a very direct advertising target helps, compared to other sites which often have a very broad market and thus struggle to advertise.
But I think Torn's TOS (http://www.torn.com/tos.php) says it all:
Torn accepts no responsibility for the actions of its members i.e. Self harm, Vandalism, Suicide, Homicide, Genocide, Drug abuse, Changes in sexual orientation, Bestiality. Torn will not be held responsible and does not encourage any of the above actions or any other form of anti social behaviour. Although Torn is highly addictive we encourage you to spend time with your family and loved ones, do not forget them. Remember Torn is just a game, if you hit someone with a hammer in real life, they may not just go to hospital.
As far as I know, there isn't any statistically valid data in favor of the concept "letting people try it out in another reality decreases crime rate" or the opposite. I tend to think trying it out virtually does decrease crime rate. It has the same effect as an experience of a vaccine injection, where one gets an infection in low dose, which helps them gain immunity to it.
- Civilizations
- The Sims
- Snood (Not talked about much but used to be installed to many many computers, I would suspect it means revenues)
- World of Goo (Sure it is not super big but if you consider the cost compared to popularity, it is interesting)
- All the EA sports games
- All the poker and board games
or many more where violence is not the main topic.
And the big ones like Grand Theft Auto are very popular. Back in 2007 they had already sold 50 million units, making over a billion in revenue. And that was two years ago. With a cursory check I couldn't find recent sales stats.
Btw World of Goo is a great game and really shows that fun doesn't have to be violent. ;)
Seven of the top ten best-selling PC games are violent (the exceptions are Myst and Sims 1 and 2).
Four of the top ten best-selling console games are non-violent, five have the cartoonish violence of Pokemon and Super Mario Brothers and Mario Kart, and one is the definitely violent Grand Theft Auto.
Source: http://en.wikipedia.org/wiki/List_of_best-selling_video_game...
Note: I don't actually think that there's a causal link between violent media and crime: it takes an already marred individual to go out and commit atrocities, which the media are happy to scapegoat. 99.999% of people playing or watching violent games or movies would never even dream of replicating scenarios in real life.
Without actual data, all we have to run on are intuitions, probably-broken metaphors, and guesswork. I don't generally trust any of those to result in a rational decision.
(Update: I signed up and played for several minutes so far. It's a handful of PHP scripts with little to actually "do" - at least at the intro level - training is merely clicking on some JavaScript buttons. This guy must be a Derren Brown-like master of persuasion if he really has 40k regular players - wow, hats off to him.)
It is ability to gain a community rather than design that matters for this type of web-service.
It's a handful of PHP scripts with little to actually "do" - at least at the intro level - training is merely clicking on some JavaScript buttons.
What difference for the player does it make what technology was used for scripting and buttons? An average guy from these 40k users might not even know such words as JavaScript/PHP/Flash.
Yeah, I get that, but the front page is just a signup form. If I set up a page like that, it wouldn't magically get signups. There must be some marketing involved someplace.
Because if it were just handful of PHP scripts, hey, I can code them in a weekend :)
and then the leaderboard as you point out would be a strong motivator as well.
Although, I admit that complaining about sensationalism in journalism isn't very interesting in itself. Maybe I'm too young to buck the trend and complain about something, and seek change, in an interesting fashion.
It's not a matter of personal ego (graying geekster though I may be) but helping more people doing more things get the attention they deserve.
It's about broadening people's scope of the world they live in.
I gotta think one of the keys here is that our MUDs were fantasy-based and these more successful MUDs are crime-based.
oh hello, a one sentence explanation of life hiding in a gaming article.
It's one thing to hit on something that works, once. It's another to actually be an entrepreneur and know what needs to be done to sustain growth. Not very easy in the gaming industry because people get bored and move on pretty quick.
I wonder what the retention rate for new users is, and whether the experience will deteriorate as more people sign up to try it out and it moves from a friendly 'niche' community towards something more reflective of the wider internet (youtube comments anyone?)... or whether the fact that it is a text-only roleplaying game will pose a sufficient barrier to entry to those that wouldn't hesitate to act like trolls, and they'll rapidly lose interest, thereby preserving the atmosphere?
To be honest, my gut reaction was initially "there's no way this game has 40k active users", but then I clicked the online tab and sure enough there were that many people listed in the last 24 hours. Colour me impressed.
Finally, I just want to let you know that I have always been pretty impressed by the online chat functionality that you implemented for the INICIT game.
I think you're hitting on something pretty profound though - so much of what is out there says that casual/web games need to be inclusive to the point of genericism. This instead is pretty exclusive by today's standards in that you need to interact with the computer in a non-graphic interface. So maybe this shows that one can be successful even without catering to everyone (in online games).
I used to play way way way back, and it was pretty addictive (to me, although I was like 16). Most of the people paying are literally paying to win, since you get direct benefit in-game by paying (unless it was changed).
It's been through quite a lot including horrible lag and a month-long server fuck up, but I'm glad to see it turn out well for him.
And if a newspaper writes that he says he's making £50K, it doesn't mean he actually is. He could be all part of the PR campaign.
"But Joe claims the game is about 'meeting people' not committing crimes and revealed one couple have even married because of Torn."
Hilarious! What's next? Torn-dating.com? Stay tuned...