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Stories filed under: "human"

Another 'Wordle' App Mixup Occurs, Only This Time Recipient Of Undue Rewards Builds Good Will

from the word-up dept

This post was written before the news today that the NY Times was buying Wordle. It will be interesting to see if suddenly “IP issues” start becoming a bigger deal to the NY Times than they were to the original developer…

Just a week or so back, we discussed how one man ripped off Wordle, a browser-based Mastermind style game who’s creator insists be free and unmonetized. In that instance, Zach Shakked copied the game with only a few minor additional features and released it as an app going by the same name, Wordle, only to find that the entire internet decided this was a dick move and helped get the app delisted from Apple and Google stores. That was a story about how one bad actor got dealt with without anyone having to go down intellectual property or legal routes.

Well, here we are again with yet another unaffiliated Wordle app syphoning off money from people who think they’re getting the browser game in an app… only this time the recipient of that undue income is building up a ton of goodwill by not being a jerk about it.

As spotted by GR+, Josh Wardle’s Wordle has led to squillions of confused players (hello!) accidentally downloading a five-year-old app with the same name to their mobile devices. The result being, creator of the other Wordle ended up receiving close to 200,000 downloads in a couple of days. More than it had received in total in the previous five years. And in turn, generating him a whole bunch of advertising revenue.

Steven Cravotta created that app five years ago as a teenager almost strictly to practice his coding skills. When he woke up the other day to suddenly find advertising revenue pouring in from the since-forgotten app, he didn’t simply sit back and start counting all the dollar signs floating before his eyes. Instead, he started tweeting about how weird this all was and how much he wishes that the media did a better job of differentiating between Wordle the browser game and any Wordle mobile app.

If you follow that tweet-thread all the way through, you’ll notice a couple of things. Cravotta spends a lot of time pointing out how weird this all is. Then he mentions that he is reaching out to Wordle creator Josh Wardle to find out what his preferred charity is so he can donate all of this money to the cause of his choice. The two apparently did speak and landed on Boost! West Oakland, an organization that empowers youths in Oakland, California through school tutoring. And, while he was at it, he pointed out that his more recent and professional apps are available.

In other words, he acted reasonable and human, recognizing that this was all a bunch of confused people accidentally downloading his game. As a result, just as the internet went off on what a jerk the Wordle copycat guy seemed to be, so too is it and a bunch of mass media sites reporting on how human and awesome Cravotta is. This is leading more people to his current apps.

Sometimes a little public reaction is all you need, rather than worrying about IP.

Filed Under: charity, confusion, human, intellectual property, josh wardle, steven cravotta, wordle

Game Developer Connects With Pirates, Sees Massive Support & Deletion Of Torrents

from the how-it's-done dept

One of the long-running themes here at Techdirt has been our insistence that the best way to combat any negative effects of piracy is for content creators to connect with fans, buyers, and pirates alike. If you treat people in a congenial, awesome way, the goodwill you garner will not only make up for any piracy negatives, but can actually propel your work to further success. Unfortunately, too few people seem to avoid the understandable but unproductive emotional response that comes with having your work show up on sites like The Pirate Bay. The vast majority of responses are vitriolic. Nevermind that some creators, such as when Hotline Miami’s developers decided to embrace pirates, have experienced the boon of goodwill and sales as a result. No, anger and threats of legal action tend to rule the day.

That’s why it’s so important to offer up every example available that shows how mistaken this methodology is. With that in mind, witness how the developers of an indie RPG called Anodyne embraced the uploader of their game and used the exposure to propel themselves into the internet limelight. It all started, as these stories so often do, when a Pirate Bay user offered up a torrent for the game. Instead of losing their minds, the game’s developers decided to be the second commenter on the torrent’s page, reaching out to anyone interested in downloading the game and instead offering a better way to do so. The text of that comment follows:

Hi, I’m Sean! I’m one of the two guys who made Anodyne. It’s neat that Anodyne’s ehre and I’m glad that means more people can play it, though of course we’d love it if you bought the game! We’re tryin’ to get Greenlit on Steam so we’d really appreciate it if you and your friends gave us an upvote over at http://steamcommunity.com/sharedfiles/filedetails/?id=92921739.

Most importantly let us know what you think of the game and if you like it or if it fills you with burning rage! – we’re on Twitter at @seagaia2 and @jonathankittaka.

Then they decided to go over the top in generosity by offering up free download codes for Anodyne and pointing readers to Desura.com to redeem them. They saw their game out there for free, reacted awesomely, and offered up their own way to download it for free. This response hits every major way I would have advised them to react to the torrent. They left all threats in their pockets, embraced those wanting to play the game (even for free), used it as a promotional tool as well as a way to crowdsource market and product data, and even threw in a bit of humor to boot. I don’t know that I could have crafted the response better myself.

The response to their actions has been as swift as it has been universally positive. A Reddit discussion broke out almost immediately and Sean Hogan, the developer above, immediately jumped in to prove that his forward-thinking Pirate Bay comment wasn’t some one-off bit of clarity.

“Yeah, piracy is inevitable so it’s better to embrace it – plus, it gives lots of people who couldn’t normally afford the game the opportunity to play it – and I think when you’re a small group of developers (only my friend Jon and I made Anodyne), it’s better to have lots of people able to experience your game,” he wrote.

The publicity is of course a wonderful thing. Anodyne can only benefit from the positive reaction this story is creating, potentially leading to placement within Steam. But the story doesn’t stop there. Because if you go searching for that original Anodyne listing on the Pirate Bay, you’ll find it doesn’t exist any longer. The site is notorious for refusing to remove such links, so the overwhelming likelihood is that it was taken down by the uploader. If so, this case no longer only serves as evidence that treating pirates well can be lucrative, but also that treating them well can cause them to second guess their decision to offer the content in the first place. Which, of course, throws the entire mantra that pirates are evil kids who just want everything for free into a logical tailspin. In any case, this is a textbook example of how to react to piracy.

Filed Under: awesome, connect with fans, developers, human, open, piracy, video games
Companies: anodyne, the pirate bay

DailyDirt: Looking At The Human Genome

from the urls-we-dig-up dept

The human genome contains an incredible amount of information that we are only starting to parse. Sequencing large amounts of DNA is getting cheaper and faster, so it’s only a matter of time before we’ll be able to collect a vast amount of genetic information and connect it with practical medical diagnoses and treatments. Here are just a few projects working on decoding our genetic blueprints.

If you’d like to read more awesome and interesting stuff, check out this unrelated (but not entirely random!) Techdirt post.

Filed Under: biology, biotechnology, dna, genome, human, medicine, science

Part Of Being More Open And Human Is Actually Holding Conversations With Fans

from the we're-all-connected dept

There is a lot that can be said about being open and honest with your fans. Sure those fans can be pushy and complain a lot, but amongst all that, there is a real opportunity to connect with your fans and help them build up greater love and respect for you and your brand. We have seen many cases in which doing so has helped build a stronger following and bring in a lot more revenue in the process.

Despite this strong evidence for the power of being open and honest, there are still some companies that feel the need to avoid talking to the public. Any time a fan asks a question about anything, most often the responses are either silence or some form of “No Comment.” When fans hit that kind of brick wall, they feel as if the company doesn't care about them and are less likely to be engaged in the future. Such responses can also lead to further complaints from the community as well as lost sales.

When the complaints reach a certain threshold, then it reaches the ears of those who have a platform in which to speak and reach a large group of listeners. So when a site like Kotaku gets on its soap box to complain about game publishers who will not engage with the community, then you know a lot of people are listening. The whole article is worth the read but I want to highlight a couple of the suggestions that Kotaku gives at the end.

They have a couple others that are a bit more specific, but these three cut to the heart. Answer questions, don't be afraid to tease, and just talk. All these things are important to fans and potential customers. These are all part of that process in getting people to not just like what you do produce, but like you as a person or a company. How can they like you if you don't engage with them? It is this engagement that promotes the transparency needed to increase sales, too.

On the other hand, by ignoring your fans you lose the power to control the conversation as well. We highlighted a story last year in which Nintendo made a very weak gesture at engaging with fans. Unfortunately, there was no such engagement and the fans took control of the conversation. Since Nintendo failed to control the conversation by being engaged, the fans began to complain about policy decisions they felt were not ideal. By not engaging, Nintendo lost a lot of good will that day. Had Nintendo actually taken the time to answer and ask questions as Kotaku recommends, they would have had a far better promotion at the time.

As more and more companies learn how to be properly engaged with their respective communities, we should see a lot more successes like those we highlight on a regular basis, such as Louis CK, Amanda Palmer and Double Fine. These people have taken the time to really build a relationship with their fans. A relationship that leads to those fans parting with their money to see more art created. Isn't that what is important?

Filed Under: awesome, connect with fans, honest, human, open

Finding Success In A Wasteland By Being Open, Human And Awesome

from the kick-it-forward dept

If there is one sure way to succeed in the modern age, it is by being open, human and awesome. This is something that we are learning over and over again in the entertainment world, and it is especially true for those running successful Kickstarter campaigns. What started with the success of Double Fine’s adventure game campaign has lead to the success of a number of other games. One of those games is inXile’s Wasteland 2 project. This project is on track to raise over $1.5 million and as Brian Fargo has learned, this is all because the people behind the project have been open, human and awesome with their fans.

In the opening statement of the latest project update, Brian expresses his gratitude for the outpouring of support the project has received.

I continue to be overwhelmed by the positive feedback and enthusiasm from the support I have gotten from Kickstarter. The groundswell of people cheering us on and the evangelism – people spreading the word – is unlike anything I have experienced. In fact, I would say the last week was the high water mark of my career.

This is one of the best statements of gratitude I have ever read from an artist. Brian recognizes that this success is due completely to those who have shown support by donating and sharing the project with others. Without those two actions, there would be no Wasteland 2. As Brian further notes, all this came from being open and human. He shares the story of two people in particular that show the power of that philosophy.

On the next day I get a short tweet from an individual that confesses he pirated Wasteland as a kid and was donating to help make up for it. I of course forgave not knowing he had donated $10,000 dollars. An incredible gesture… now if we could get every pirate of Wasteland 1 to donate we could really beat the Kickstarter all time record.

This is the true power of openness and humanity. The power to turn a pirate into a paying customer. While not all pirates will turn around and pay $10,000, many will turn around and pay full price for later content made by an artist they love as well.

In the next story, Brian notes just how long lasting this openness and humanity lasts in the hearts and minds of fans.

And just today I got an email along with a donation from a kid who lived down the street from me when he was a teenager. His note was as follows:

“This message is intended for Brian Fargo. Brian, I was your next door neighbor when you used to live in Laguna. I was a pesky 15 or 16 year old kid that would come around and ask you about games. You would sit down and take time to talk to me about games, and the industry, and I just wanted you to know how cool it was that you didn’t blow me off. It meant a lot to me. Recently, I found out about your Kickstarter movement for Wasteland 2, and I contributed to it because I believe in you and your ability to resurrect the glory of the franchise. I wish you the best of luck in your endeavors, and thank you again for creating some memorable memories for me during my teenage years. Take care!”

It shows that being nice creates goodwill 20 years later.

If that kind of attitude toward his fans created a lasting effect of 20 years, just imagine how much more goodwill he has built up during that time and what he will now build up. This is not some get rich quick scheme but a way to find lasting success. Success that will last 20 years and beyond.

All of this success has led Brian to further express his humanity and gratitude. Rather than hold to this success and keep it all for himself, he has decided to help fund future Kickstarter projects. In a plan he calls “Kick It Forward”, he will donate 5% of the profits made from Wasteland 2 toward other Kickstarter projects and asks that all other successful projects do the same. While the money he pledges won’t come until after the completion of Wasteland 2, there are many other Kickstarter projects already making money that can really get this campaign rolling. What a wonderful way for artists to further express their humanity and awesomeness.

Filed Under: awesome, brian fargo, human, open, video games, wasteland
Companies: inxile, kickstarter

More Comedians Following Louis CK's Path… But They Don't Need To Copy It Exactly

from the branch-out-a-little,-experiment dept

We’ve talked a lot about Louis CK’s success with being open, human and awesome in going direct to his fans with a DRM-free offering. It’s not surprising now to see a few other forward-looking comics follow suit. Last month a few folks passed along Jim Gaffigan’s plans to do something really similar to Louis (with a hat tip to Louis for inspiring him). The latest is that Aziz Ansari has decided to do the same thing (worth noting for our crowd: Ansari was also a vocal opponent of SOPA — and he’s been known to occasionally tweet Techdirt stories, not to mention the fact that he’s really, really funny).

In all three cases, while the “deal” is the same — $5 paid direct off the website — they’re also are done in a very personable and human way. They weren’t announced with press releases, but direct appeals to true fans. As I’ve been saying, that’s a big part of the reason why Louis’s offering was such a success. It also helps, of course, that all three of these guys are well-established comics who are known for being at the top of the game, and are widely considered some of the best comics out there.

The one thing that concerns me a little about this is the fact that the deal terms are identical. I can understand why they’re doing this. It’s basically “don’t mess with what worked for Louis.” But I worry that the message people are getting is “$5 direct offering off a website is the secret.” I don’t think that’s it. Lots of people have offered up a product for download off their website for a variety of prices. The key to making it work is not just the pricing. It’s the way the offering is presented. I think it would be even cooler if some of these comedians experimented a bit more with branching out creatively around this business model. It wouldn’t be hard, for example, to build on what various musicians have done, and offer up different tiers of support. Or something else. The real opportunity here is in how it’s presented — in a way that treats fans as fans, rather than assuming they’re criminals or that there needs to be a big impersonal gatekeeper in-between the fans and the artist. But, unfortunately, some are going to look at these experiments and say “the lesson” is “$5 off your website is the secret.” And when that doesn’t work for some content creators, they’re not going to understand why.

Overall, however, I’m really excited to see more content creators going direct, cutting out gatekeepers, and recognizing that treating fans well is a good start to any smart business model.

Filed Under: awesome, aziz ansari, business models, comedians, human, jim gaffigan, louis ck, open

Author Reveals Future Book & Series To Terminally Ill Fan To Fulfill His Wish

from the being-awesome dept

We’ve been talking about the value of content creators being awesome (and human), so it’s always nice to highlight a few stories of that in practice. Late last week a story made the rounds of how a terminally ill cancer patient, Nachu Bhatnagar, was disappointed that he might not find out how his favorite book series, The War That Came Early, by Harry Turtledove, would turn out. The next book in the series is expected to be released in July, but apparently Bhatnagar isn’t expected to make it that far. Bhatnagar’s friend, who’s known as kivakid on Reddit posted about the situation, wondering if he could get an early copy of the book. Within hours, he had a galley copy being sent to him, and also arranged for a phone call between Bhatnagar and Turtledove, so that the plans for the rest of the series could be revealed.

Beyond being yet another example of Reddit’s famed power to do good things, it’s another example of a content creator going out of his or her way to help out a fan (in this case, under somewhat unfortunate circumstances). In general, though, it’s just a heartwarming story that involves a content creator going out of his way to open up to a fan.

Filed Under: harry turtledove, human, kivakid, nachu bhatnagar, open, the war that came early
Companies: reddit

If People Like You And Your Work They'll Pay; If They Like Your Work, But Don't Like You, They'll Infringe

from the cthulhu-saves-your-games dept

With the massive success of Double Fine’s Kickstarter campaign (which has passed quadruple what it asked), a lot of people are commenting about just what it means to be successful in today’s digital climate. Among those talking are indie game developers who are taking the time to reflect on this phenomena and how they might be able to duplicate it for themselves. One of these indie developers is Robert Boyd, the creative mind behind retro JRPGs Breath of Death VII and Cthulhu Saves The World. After a series of tweets on the topic of Double Fine’s success, Robert closed with this profound statement:

If people like you and like your work, they’ll buy your games. If they like your work but don’t like you, they’ll pirate them.

The first half of this statement is at the heart of the idea of connecting with your fans. Part of this ability to connect with your fans is to be more open and human with them. We have seen repeatedly how artists sell more of their work and scarcities associated with their work as they become more human to their fan base. As fans come to trust you and feel that they can approach you directly, even if that is through email, Twitter or Facebook, they will be far more likely to trust you enough to part with their money. This trust is one of the keys to Double Fine’s success and a key to the success of any game developer. Similarly, it was seen in the way Louis CK treated his fans.

The second half of this statement is a lesson that many larger publishers, developers and others in the entertainment industry have forgotten. Because of that, they are suffering the fallout. DRM and other methods that show how little the developer or publisher trusts its fans breeds contempt within the fan community. While those consumers may still like the product, they don’t like the way they are treated. This is one of the driving factors behind piracy. To top off the problem, these creators and gatekeepers set up walls between themselves and their fans. They do everything to avoid contact with fans outside carefully orchestrated scenarios. This turns fans off and decreases the amount of trust they have for these individuals and companies.

It’s often said that people will just get stuff for free if they can. But, clearly, that’s not true. We’ve seen so many cases of content creators being supported by their fans at tremendous levels (such as the two cases mentioned above) that there’s clearly more to it. And it seems that a key element is whether or not fans actually like you. Some people suggest that the disconnect with piracy is that people value the work, but won’t pay for it. But a more accurate realization may be that people value the work… but don’t value the creator if the creator doesn’t value them. When the two sides value each other, it seems people are more than willing to pay.

Filed Under: awesome, human, infringement, likability, open, robert boyd

How Being More Open, Human And Awesome Can Save Anyone Worried About Making Money In Entertainment

from the make-it-happen dept

I’ve been pretty busy traveling and appearing at various conferences over the last month, including Midem, where I released our latest research report, The Sky is Rising!. I did so with a quick ten-minute presentation about both the state of the industry… as well as the fact that the challenges for anyone in the entertainment industry can be met by being more open, more human and (most of all) more awesome:

It’s basically a follow-up presentation to my 2009 presentation, which introduced the Connect with Fans + Reason to Buy formula. Either way, it was fun to be back on the Midem stage, and I was thrilled with the overall response to the presentation. I heard from a lot of folks at the show about how much they liked it and how it gave them a good framework for building out their efforts as artists or as labels. It’s always fun to be at Midem and talk to people on the ground about what they’re seeing in the industry as well. Two years ago, I had thought that perhaps the industry had reached the bargaining stage, but I may have been wrong (or the five stages of grief aren’t really applicable here). There wasn’t nearly as much talk about “evil piracy” at this year’s Midem… but there was plenty of lashing out about “evil Google” and how it was to blame for everything. If anything, it seemed to be a slip back into the “anger” stage. As we’ve explained time and time again, this anger seems entirely misdirected.

So it was nice to see so many people at Midem respond positively to my “totally positive” message about where some key opportunities were, by having them focus on how being more awesome to fans and treating them as human really has amazing results.

Separately, while I was at Midem I also did a much more technical “Midem Academy” session that was designed to be a hands-on interactive discussion about specific strategies for alternative business models that don’t rely on copyright. That session was 50 minutes long and didn’t have the same “entertainment” value, as I was told I had to use their limited Powerpoint format, rather than do my typical style (as seen above). Still, I quite enjoyed that discussion, and ended up spending almost as much time as we spent in the session talking to people and answering questions after the session. For some reason a lot of people were shy to ask questions to the whole group, but wanted to chat afterwards.

There was also a cool “open table” session I did at “Direct2Fan Camp” at Midem, where I got to talk with a bunch of folks who were interested in new business models. That was a lot of fun.

Finally, a couple weeks before that, I was in Washington DC for the Congressional Internet Caucus’ State of the Net event, where there was a panel discussion/debate over SOPA, which was recently put online as well. That panel has myself and Steve Crocker (head of ICANN) talking about problems with SOPA/PIPA… and the MPAA’s Paul Brigner and the US Chamber of Commerce’s Steve Tepp defending SOPA. The panel may seem out-of-date, but it actually took place the day before the mass internet blackouts that effectively killed the bills. So, when this discussion happened, the bills (even in reduced form, without DNS issues) were still very much alive. At this point, the debate might be more interesting in a historical context, rather than a present one:

Either way the discussion was also fun (and, at times, a little heated). I also found it kind of amusing that we were told that there were to be no “opening speeches,” and then everyone gave an opening speech. I don’t know if it’s a DC thing or what, but I had to create an “opening speech” on the fly, though I tried to keep it short.

Either way, it was great to meet many Techdirt community members around the globe at these various events as well, and I hope to see more of you at future events.

Filed Under: awesome, human, louis ck, midem, open, sky is rising, techdirt feature

The Sky Is Rising: The Entertainment Industry Is Large & Growing… Not Shrinking

from the let's-dispense-with-the-doom-&-gloom dept

Announcing the release of our new research report, The Sky Is Rising

Today, in Cannes, at the Midem conference, I did a presentation that was something of a follow up to the presentation I did here three years ago, about how Trent Reznor’s experiments represented the future of music business models. This time, the presentation coincided with the release of a new research paper that we’ve spent the past few months working on, sponsored by CCIA and Engine Advocacy, in which we did a thorough look at the true state of the entertainment industry. For years, we’ve been hearing doom and gloom reports about how the industry is dying, how customers just want stuff for free, about analog dollars turning into digital dimes… and (all too frequently) about how new laws are needed to save these industries.

Yet, what we find when looking through the research — from a variety of sources to corroborate and back up any research we found — is that the overall entertainment ecosystem is in a real renaissance period. The sky truly is rising, not falling: the industry is growing both in terms of revenue and content. We split the report up into video & film, books, music and video games — and all four segments are showing significant growth (not shrinking) over the last decade. All of them are showing tremendous opportunity. The amount of content that they’re all producing is growing at an astounding rate (which again, is the most important thing). But revenue, too, is growing. Equally important is that rather than consumers just wanting to get stuff for free, they have continually spent a greater portion of their income on entertainment — with the percentage increasing by 15% from 2000 to 2008.

This all points to the fact that what is happening within the industry is not a challenge of a business getting smaller — quite the opposite. It’s about the challenge of an industry getting larger, but doing so in ways that route around the existing structures.

The Sky Is Rising

Some of the key points:

Of course, some of this is a challenge for many existing players, but it should be seen as an opportunity. In fact, we conclude:

We’re hopeful that having this kind of evidence and data will shift the debate from how to stop the sky from falling (when it’s not) to one that looks at how can companies and individuals tackle the key challenge: succeeding in a much more competitive market.

Filed Under: awesome, business models, entertainment industry, growth, human, louis ck, open, sky is rising