Fighting Words
December 11th, 2008 by JonIn a recent interview, Sandy Duncan, CEO of YoYo Games, was asked about his opinion of upcoming competitors. While he didn’t name us directly, he said that none of the ones he’s seen is “adequately staffed or funded to pull it off.” Clearly, he’s referring to us and a few others, though technically, we’re not open source, nor are we a project in the sense that this is a hobby.
Sandy is quite right about the staffing and the funding. We are a self-funded venture, which means that everything is paid out of our pockets. We’ve put in a low 5 figure amount right now, which squarely puts us in the real business category (as opposed to a project) but is still a very small amount compared to the $2 million that YYG has, or the $10 million that Kongregate has gotten. Because we’re self-funded, we’re unable to hire employees or to work on this full time. This is why it’s taken 10 months to get to a near-beta state. To our credit, we know peripherally related competitors, in beta, that have taken 1 or 2 years working full time to reach that state (with paid employees), so we’re doing awfully well for part-time workers on such an ambitious effort. So while we boast having fixed 130 bugs last month on top of substantial feature work, the reality is that if you aren’t at least that productive, Sandy is right, you’re a non-starter. You literally need to be as productive as several full-time employees to even be competitive
In the world of startups, money and staffing aren’t the only considerations for success. They certainly make it easier, but it comes down to having the right vision, execution, business plan, and a good dose of luck. If you have a lot of happy users (read: at least 100,000) and can do that while making money, you are a success (business wise at least), no matter what others say.
Sandy is definitely right about one thing - it takes an immense amount of time, dedication and knowhow to make a good game creation platform. That’s why most quit midway through, restart many times over or finish and end up with something that nobody cares to use because it has poor usability. Or sometimes, it has great usability but just wasn’t solving the right problem and is now a whole bunch of work spent for naught. You know, like all those niche creators where everything you create feels the same?
I can feel why Sandy is dismissive of his competition - most competitors I’ve seen are non-starters. Nobody has really come up with a viable alternative to Game Maker (besides Torque, but that costs $100 and is irrelevant to us on cost alone). We’re aware of several other startups too, but of the ones that are out in the wild, we still see nobody who’s offering something that’s any better than Game Maker. There are occasional fragments of really good ideas, but the overall execution isn’t there, and this isn’t my opinion - the traffic numbers show that these startups aren’t gaining traction.
In the end, while competition is an inevitable part of any business, let’s remind ourselves that we’re not out to “beat” Game Maker. We’re here to execute on our vision and make the best product for our target audience. That’s how a successful product is made, and if we’re to be competitive, it’s by doing that. It’s not done by staring at the competition, copying features or engaging in a war of words. I surely hope that this is the last time I have to do that!





