Showing posts with label Business Models. Show all posts
Showing posts with label Business Models. Show all posts

Friday, December 3, 2010

Disruptive Business Model: Level Editing

In my work I have lots of conversations with companies that consume 3D visualisation technology. I am noticing that these companies have a habit of investing in such systems using a business approach of purchasing the visualisation as one large artifact, lock stock and barrel, and in the process being charged exorbitant amounts of money for every modification and new feature to be adde. In addition, some of the extensions are to me trivial, and not worth the money paid.

This reminds me of the old school processes used in software production, when I was a callow youth at La Trobe University in the late eighties. It was noted then that bespoke creation of software was prohibitively expensive, and that new packages were being created to facilitate the easier and cheaper process of "configuring" a shrink wrapped package to be the company's information system, especially for small enterprises.

I teach a lot of students in games project units at QUT, where students will take the position of a level designer for the project team. Once content is created by the animators/artists to fulfil the look and feel of a game design, it can then be reconfigured via simple(r) scripting by the level designer, who may have limited programming skill sets, but can develop event models of gameplay for the environment.

So why are companies purchasing such enormously expensive bespoke systems, when they could hire a graduate to reconfigure present systems for a potentially cheaper price? Strikes me that there is a disruptive style business opportunity due to three reasons:
  1. Cheap technology can cope with this task - there are lots of game engine level editors out there that can do this work easily, which contain low barrier to entry scripting languages.
  2. Skilled workforce is available - universities are teaching this technology as part of games and simulation degrees. Lots of non-programming people have also participated in modding communities, doing similar tasks with games like Half Life 2.
  3. Content is much more easily available - Google Sketchup Warehouse et al. has delivered a lot of content for people to use, at cost or even free.
We'll see what happens over the next few years in the business visualisation/simulation space, but I expect these forces will bring about an even greater dispersion of such technology, to the point that 3D virtual worlds and related components will become affordable to SMEs in many new application domains. Might make a good research topic for an IS PhD. :-)

Ross




Saturday, December 26, 2009

Virtual Worlds Shakeout

Forterra systems, a major player in the Virtual World space, is now having some troubles, layoffs included.

It has been commented by some that these companies burnt up loads of venture capital, and then proceeded to struggle, with their business models struggling in these times of economic difficulties.

For my two cents worth, this has been expected anyway. Second Life is still a major leader in this space (discounting the WoW and Eve online games and others), as it seems to have an economic critical mass to survive the effects of the GFC, for the moment.

So, what will be the business models of the future that will survive? Aside from pure business factors, my gut instinct tells me that maybe it is to do with the server client model and the clunky nature of some of the content creation tools. In my research, the first thing that tends to be shot back at me by skeptics (of my BPM VE ideas) is the level of work required to set these simulations up. Server systems are laggy, containing complex 3D interfaces that are clunky and hard to learn, and it all just seems too complex to engage with as a business person with little background in 3D environments or games.

My usual response back to these points are the following:

1. We need to create tools that work more like a word processor, and less like 3DS Max. People are used to word processing simple documents, not detailed work. Word processors years ago were beasts to use, drawn from document formatting systems like TeX. Now we routinely use word processors with much better interfaces, to easily create documents for our own business and personal needs.

2. We need to treat worlds as a document, not as a cloud service per se. Sure, run the world in a cloud when you need to, but allow the world to be down loadable for localised interaction and secure/lag free collaboration, just like I do with a word processed document when I work with my colleagues. This is that way we all tend to collaborate, at the moment.

3. We need to implement the levels of quality control that the games companies use. Remember, if the world stutters at all, then the immersive experience is broken, and will put people off using the environment. The iPhone is popular, in part, due to its smooth interface. People's aggression to software is roughly proportional to K x Lag in the user interface, where K is a very large integer.

Possibly, when the user experience of such tools is much better, we will see greater uptake of such systems, and a better business climate for them.

Ross