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Phil Askey has a point

June 23, 2006 13 comments

While I’m still upset about the tone and method of dpreview’s message to us, I have to admit, after thinking about it a little bit and exchanging some private emails with Phil, he has a point.

We’re a ‘no ads, no spam‘ company, and would hate for our brand to be associated with any sort of spammy tactics. On the other hand, we feel like people should be able to recommend products they enjoy. I love the Canon 30D, for example, and I’m not afraid to tell everyone I meet. But there’s a line, and it looks like some of our customers may have crossed it. (Why on earth a few customers crossing the line results in the banning of an entire photo community, I don’t know, though.)

To that end, we’ve added some language to our referral information in our users’s Control Panel, and in the referrals help section on SmugMug. Specifically, the text reads: “Please: As you know, SmugMug hates spam, as we’re sure you do. We know you’re thrilled with SmugMug, but please refrain from using your coupon code in a pushy way that could be construed as spam. Thanks!”. I think that about sums it up, and it helps us and our customers be better Internet citizens.

To be clear: We never intended for our referral program to be some ‘free ride’ on forums or anything. The original intent was for friends and families to hook each other up. We’re happy to pay for advertising on message forums and websites.

I guess we’re just cursed with zealot customers. Oh darn. 🙂

Categories: business, smugmug

Between a rock and a hard place with dpreview

June 23, 2006 5 comments

One of my all-time favorite sites on the net, dpreview, home to all worthy camera news, isn’t happy with us. And I’m not sure what to do about it. Here’s the deal, and I’m hoping maybe someone has some ideas on what we can do:

SmugMug customers are foaming-at-the-mouth rabid zealots. Ever been cornered at a party by a TiVo subscriber who wouldn’t let you leave until you’d promised to buy one? Yeah, they’re like that. Four years ago, when we realized what was going on, we thought it’d be great to have a referral program that lets them get discounts at SmugMug and save their friends a few bucks. Not all that different from any other customer referral program, online or off, in the world. (We do give bennies to both parties, though, which isn’t unique but is fairly rare).

It took off like gangbusters and everyone got warm-and-fuzzies because they were saving themselves andtheir friends money. So they started posting their referral codes in blogs, email signatures, and forum posts. No biggie, right?

Apparently to dpreview, it IS a biggy. Thousands of SmugMug customers are also dpreview forum members. And now Phil Askey, dpreview owner, dropped a bomb in our laps: all SmugMug links in the forums will be blocked. Why? Because he’s upset at our ‘viral marketing’ technique (aka referral program). Here’s the message we got (with no warning whatsoever):

Just to let you know that we will be blocking linking to smugmug from our forums due to the rapid increase in your ‘viral marketing’ technique of using ‘account codes’ for discounts. Numerous of our regular posters are now inadvertently promoting your site by placing such account codes in their signatures, this is considered to be commercial advertising and is against our posting rules. As we have no interest in banning such members we will instead be blocking any external linking or mention of your site.

As I mentioned, we have thousands of shared customers (likely tens of thousands, but I don’t know for sure), so with the flip of a switch, Phil will be pissing off a large portion of his user base. Lots of camera reviews in the forums come from SmugMug customers, complete with both links to their galleries and embedded links to images directly on SmugMug. They’ll all disappear in a heartbeat. If I were a non-SmugMug customer at dpreview, I’d be wondering “What’s to stop him from doing this for Flickr or Pbase or anyone else he chooses in the future?”.

I’d be tempted to say that it’s because we don’t pay him to advertise at dpreview, but the sad truth is we’ve tried numerous times to buy ads there. Phil simply ignored every single one of our requests.

So I have no idea what the motivation here is. You see paid plants for other photo sharing sites (something we’ve NEVER done) running amok over there, posting like crazy with no useful information other than a link to “the GREATEST photo sharing site in the world! Way better than [Flickr|Pbase|SmugMug]”.

I’d really like to be fair here. We owe our customers at least some effort to rectify the situation before their ability to use dpreview disappears. So, help me out here. Are we doing something wrong? Is our referral program somehow harming dpreview and/or the internet as a whole? Is there something we could do to change the program that would make things better?

Are are we just stuck?

Here’s a thread on dpreview [NOW DELETED. New thread, from which I’ve been banned.] to discuss the topic. And here’s one on our sister forum, dgrin.

Categories: business, smugmug

U.S. Patent Number 6,985,875

May 23, 2006 1 comment

As a gesture of good will towards a possible settlement with Peter Wolf, I’ve removed this post.

I believe the terms of the settlement will let me explain why I removed it, what this means to SmugMug’s photographers, and what you can do about it. We’ll see, though. Stay tuned.

Categories: business

TechCrunch says we're not 'Web 2.0'

April 7, 2006 2 comments

UPDATED: Michael just got back to me and has removed our mention in the article. We’re scheduling a time for us to do a more in-depth look at SmugMug, which I appreciate. It was obvious from his entry on it (which was mostly positive) that he liked what he saw – and it’s probably our fault for not making it obvious that we have all of these so-called ‘web 2.0’ features. In general, we don’t really feel they’re all that special – every site should just have them – so we may miss out on a lot of press compared to sites that do buzz about those things. Oh well.

Michael Arrington at TechCrunch has some nice things to say about us – except he’s ‘urging them to add the obvious web 2.0 features to round this out, starting with RSS feeds for photos and tagging’ because we’re not ‘very web 2.0’. Right. Here’s the comment I posted, in its entirety, in reply:

As the CEO at SmugMug, I feel compelled to comment.

SmugMug has had RSS, Atom, and even Google Earth feeds since before any of these other companies were even announced. Ditto for tagging. And do any of them have a public API? We do.

How about completely democratic, friction free, no login required ranking of popular photos? Look what’s bubbling to the top already.

I could go on and on about our AJAX’d interface for much of the UI, robust search engine, Google Maps integration, etc…

But maybe I just don’t get this ‘Web 2.0′ term. Maybe it’s that we’re a bootstrapped, self-funded, profitable-for-three years company, so we don’t qualify for the name. Does it only apply to those companies without business models?

75% of our customers are refugees from other sites. Flickr is easily our largest “switcher” demographic, followed by most of the other big boys: Kodak, Shutterfly, Yahoo Photos, and Snapfish. We must be doing something right – even if it isn’t ‘Web 2.0′.

Don

Categories: business, smugmug, web 2.0

Microsoft more relevant than Google?

March 3, 2006 1 comment

So they claim. Only problem with that? At 8pm on a Friday night, the parking lot at Google is packed and there are throngs in every visible conference room.

Guess whose parking lot & campus a few blocks away is a ghost-town? That’s right – Microsoft.

Categories: business

Best. Commercials. Ever.

February 25, 2006 23 comments

Volkswagen recently released a series of commercials called “Un-Pimp Your Ride”. Check them out:

Part I:

Part II:

Part III:

I was afraid they might be internet-only, but I’ve heard from people that they’re showing on TV. Way to go Volkswagen – if more companies would make commecials like this (or the FedEx SuperBowl one, for that matter), maybe people wouldn’t always fast-forward on their TiVos.

Categories: business, personal

Hands-on with SiN Episodes

January 27, 2006 9 comments

As some of you may know, I worked on the video game SiN back in the day. We loved making it, and everyone involved has wanted to make a sequel ever since. Ritual’s finally doing so, and I spent all of last night looking under the hood of the game. I’ve got some goodies to share. (And so does my brother). Also, I can get details on just about any aspect of the game you’d like. Post your stuff in the comments and I’ll do a follow-up entry with answers (UPDATE 1/30/06: Answers!).

Before getting into the details, though, I wanted to quickly touch on just how important this game is for the entire video game industry. Everyone wants episodic games. Developers want it because they get to make better games (by listening to their fans suggestions every 6 months and incorporating it directly into the next chapter) and do it more cheaply (6 months of game development vs years. Do the math). Gamers want it because their favorite games will be more frequent, higher quality, and more innovative since developers can now take some risks with different & new gameplay.

But figuring out if it’s a money-maker is a big risk. Someone’s gotta put their hard-earned dough on the line and try it out. Traditional publishers don’t want to jeopardize their revenue stream (just like the music and movie industries, they’re terrified of new distribution models.) Luckily, Ritual’s putting their money where their mouth is and self-funding this little experiment. If they succeed, the market will shift and we’ll all get what we want. Valve did an excellent job proving online distribution works (last I heard, 50% of Half Life 2’s ~5,000,000 copies were sold online via Steam)… now we just need Ritual to prove that episodic games make money. I know I’ve got Steam fired up and my $20 ready. Bring it on. 🙂

Let me get to the game itself. If the game sucks, this whole episodic thing could get set back 5 years. Luckily, the game looks awesome. (Bear in mind it’s not complete yet, and things may change, so don’t lynch me if everything’s not exactly as I described) It’s a true sequel to the original, and the art style manages to both remain consistent to the original and extend it. In fact, I saw some of the exact same geometry from the first game in one of the first sequences. 🙂

The thing that struck me first was how strong the AI is. They watch where you’re waving your gun and react accordingly. Aiming at their head? They’re gonna duck. Aiming at their torso, and there’s cover nearby? They’re gonna use it. Are there some garbage cans in the alley with you? They’re likely to pick them up and throw them at you before shooting. They help each other, too – we loved kneecapping guys and laughing at them as they fell to the ground, unable to walk. That is, until they still continued to shoot at us and called over a buddy, who helped them get back up. Oops!

Easily my favorite thing about the game is the adaptability. The game adjusts the difficulty on-the-fly, which we’ve all heard before. I thought that’d be sweet, but probably a little one-dimensional and easy to “game” or use to your own advantage. It turns out it’s not one-dimensional at all, but actually 5-dimensional. It utilizes a spider-chart to track your progress along multiple different game axis – things like how fast you’re moving through a level, your accuracy with your weapons, how much damage you’ve been taking, etc. The game then adjusts all sorts of variables to try to keep everything balanced just so. It’s got a great visual (I’ll get a screenshot for everyone) which looks remarkably like a spiders-web. The game tries to keep you dead-center on each axis, if that makes sense.

The reactions from the game aren’t just “oh, ok, we’ll spawn more guys” or “let’s make more health canisters”. Instead, they’re things like more helmets on enemies if you’re getting very good at headshots. Feels more immersive than just piles of health everywhere. 🙂

The weapons are great. Blade’s magnum still feels and sounds powerful and meaty. You can now look down the barrel to get a more accurate shot, and it has an alternate fire which shoots a wall-piercing antigen round. The antigen round, when used on certain mutants, can make them grow or shrink. His shotgun now has an alternate fire with a ricochet. Bounce shots around corners and things. All the weapons have a melee attack, so you can beat SinTEK to a pulp. There’s an assault rifle, a sniper rifle, and off-hand grenades. The grenades have great effects, with sweet particle sparks and nice flames which affect the environment and enemies.

From time to time, Jessica (JC’s hot sidekick) will drive Blade around the city and Blade’s on gunner duty. She’ll take different courses each time, based on her decisions, so there’s a little extra replayability for the “rail shooter” portions of the game. The car is totally destroyable piecemeal, so parts (doors, windows, the trunk, the hood, etc) can fly off as Blade takes heavy fire. Oh, and for a funny easter egg, stare at Jessica’s assets a bit sometime. 🙂

Ritual’s built an amazing skybox with the complete city all laid out. So as you progress from location to location in the game, all of the scenery totally matches up. Further, one of the buildings is an enormous skyscraper, from which you look down on all the other places you’ve visited during this chapter.

As SiN fans will know, Ritual has ABOs, or Action-Based Outcomes, which let the player change the direction the game takes based on how you accomplish tasks. One thing we talked about was the possibility of meta-ABOs where this episode gathers data on how everyone killed the final boss, for example. They can then take that information and start the second episode in such a way that it matches up with the way most people played the first. It wasn’t clear whether this would make it in this first episode or not, but I truly think the most powerful aspect of episodic game design is something like this. When fans can tell the developers what parts of the game they did and didn’t like, and the developer can incorporate that into a brand-new game within 6 months, everyone wins. Automatic stat gathering could help this a great deal and keep the story seamless.

There’s TONS of interactivity, and as a result, tons of easter eggs. You can use almost everything the world, including pay phones, and there are tons of numbers to call all over the place. If you see it in the world, you can probably do something fun with it.

The physics stuff is present and works well. It looks like they’ve extended Valve’s base physics to include things like oxygen tanks that have accurate velocity when shot. The game remembers which portion of item you picked up, so when you drop or throw it, it spins naturally as if you’d grabbed some corner of something, rather than the whole object.

There’s a massive amount of stat-tracking in the game. They keep track of everything you’d imagine, like your hit percentage, time playing, shots wasted and lots you wouldn’t. There are dozens of different metrics the game tracks and you can take a look anytime. If you’ve got a Logitech G15 keyboard, the game will show you your stats on the built-in LCD display.

We saw one boss fight, and he was sweet. Didn’t seem to have multiple stages or anything, but he did have a variety of attacks (huge melee fists, and a great glowing ball of stuff) and his skin showed all the damage we were laying on him. During the fight, we discovered that you can blow up any of the health containers in the game and they’ll make volumetric clouds of health. Likewise, the antigen containers will make coulds of antigen. And it turns out that antigen harms you but heals the mutants (and vice versa). So we could blow up health canisters as a means to injure the boss and other mutants. Pretty sweet.

Whew. I could go on-and-on, but the game really looks like a winner. Ritual, like Valve, has a full-time writer on staff and it shows. The game feels cohesive. It’s story-driven without getting bogged down in the details. The world exists already and you just happen to be in it. Some lame video game story isn’t shoved down your throat, whether you like it or not. You don’t know everything that’s going on, and it doesn’t matter.

Oh, yeah, and before I forget: All SiN Episodes buyers will get all of SiN 1 as a free bonus. So when you pre-order SiN Episodes, you’ll immediately get to play SiN 1. Pretty great, if you ask me. (Long live SiN-CTF!)

Post any questions in the comments (or over on my brother’s Shacknews thread) and I’ll try to answer any questions you have. I think I’m at liberty to talk about just about anything.

Categories: business, video games

Video via iTunes – almost a hit!

October 12, 2005 2 comments

Apple announced some neat things this morning, but the thing that really got me excited was the opportunity to buy TV shows right from iTunes. $1.99 per episode? Sign me up! Bye bye TiVo, hello iTunes! Thank you Apple!

Oh, wait, this is the real world, and companies rarely deliver what consumers really want. Even Apple. The stupid shows are in 320×240! Not 480×720 (SDTV & DVD) or 1280×720 (HDTV 720p) or 1920×1080 (HDTV 1080i). In other words, nothing anyone actually watches. Yes, ok, so the Video iPod only has a 320×240 screen – but some of us would actually like to watch things we buy on our TVs, PCs, projectors, whatever.

So, let me get this straight. The new Macs come with a spiffy remote so you can watch movies and stuff on your Mac from your sofa. They also come with big, gorgeous high-res displays. But you can’t buy and watch the videos and TV shows from Apple on them, because they’d be postage stamp sized.

Does the hardware team not talk to the iTunes team or something? Get with the program, Apple. You’re almost there – everyone wants to be able to buy [TV shows | Movies | Music Videos] on a case-by-case basis right from their home. But they’d like to watch it on all the devices they own, including shiny new Video iPods.

Categories: business, personal

Bubble 2.0: Buckle up!

October 8, 2005 16 comments

So I just got back from the Web 2.0 conference and there’s definitely a new bubble in the making. Let me first say that the conference was great, the organizers did a good job, I learned a lot and networked plenty. I achieved my goals, and the organizers achieved theirs. It’s not their fault that we’re watching The Return of the Bubble.

But that doesn’t stop the conference from feeling like Bubble 2.0 is coming. Marc Hedlund at O’Reilly seems to think we’re all wrong for thinking that there’s a bubble, but his rationale doesn’t address the biggest indicator: no real business models.

There were a lot of neat ideas at the conference. No killer apps, but the truth is that killer apps take time and they begin as neat ideas. eBay didn’t happen overnight. So lots of neat ideas = cool.

There was a lot of money at the conference. I ran into more VC than I could count, all looking for neat ideas that could become killer apps. That’s good, too, because neat ideas often need capital to become killer apps. Not always, and I think less often these days than in the 90s, but still fairly often. So lots of money in search of neat ideas = cool.

But after talking to at least a hundred guys with ideas and a hundred guys with money, I didn’t hear a single solid business model. Furthermore, there were no speakers on the agenda who even addressed this vital issue.

Most common business model? “Grow fast, get acquired.” (Heard that one before, have you?). Second most common business model? “Slap Adwords on it.” Third most common? Oh, wait, that was as far as it went. I’m sure there were companies there who were selling things to consumers, or doing subscriptions, or doing added service and support. I was there, afterall, and I’m sure there were others. But they weren’t a blip on the radar, let alone the majority.

So my bottom-line takeaway from the conference is that smugmug is even more special than I’d realized. We not only have a business model that works, but it’s been working for years. We have our hedgehog strategy and we’re sticking to it.

Categories: business, smugmug, web 2.0