This article dives into the challenges of creating a virtual goods economy, particularly focusing on the user-generated content (UGC) model. It utilizes insights shared by Charles Hudson, formerly of Gaia and currently at Serious Business, in an email exchange with Andrew Chen.
The article highlights three key decisions to be made when designing a virtual goods economy:
The article focuses on the first decision, exploring the advantages and disadvantages of UGC.
Charles Hudson emphasizes the potential risks of adopting a UGC model, particularly for startups like IMVU.
Charles Hudson suggests starting with a "do-it-for-me" (DIFM) approach, where the platform controls the creation of virtual goods. This allows the platform to establish a foundation for the virtual world and its economy before introducing UGC.
Charles Hudson argues that building a successful application first is the best way to become a platform. By focusing on creating a high-quality application, the platform can naturally attract third-party developers and creators who want to build on top of it. This approach is exemplified by Facebook, which evolved into a platform organically rather than being explicitly designed as one from the start.
Charles Hudson uses Second Life as an example to illustrate the challenges of relying solely on UGC. Second Life struggled to grow its user base because the burden of creating content fell heavily on a relatively small group of dedicated users. This created a barrier for newcomers, who found it difficult to find engaging content and experiences.
Charles Hudson's insights highlight the crucial role of economic management in virtual worlds. The success of a virtual economy depends on a balance between platform control and user-generated content. While a UGC model offers potential for creativity and innovation, it also presents challenges in managing pricing, inflation, and the overall stability of the virtual economy.
The challenges of building a successful virtual goods economy are complex and evolving. Understanding the trade-offs between UGC and platform control is crucial for creating a sustainable virtual world. Platforms like IMVU and Gaia, along with the insights of Charles Hudson, offer valuable lessons for developers and creators looking to navigate the exciting world of virtual goods.
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