I met Zao at BetterWorks, and he's one of the smartest guys I know -- quick, action-oriented, and no-BS. He's the founder of MyMiniLife which became FarmVille and the engine behind most of Zynga's social games after it acquired his company.
Notes on the talk are below.
FarmVille story
- Was working on MyMiniLife on side while doing CS grad degree at UCLA
- Goal was virtual self-expression through online artwork + interactions w/ others
- Was turned down by 8 angels
- Dropped out of grad school
- Wasn't getting traction for a while
- Got 2 part-time jobs in Bay Area to bootstrap company
- Finally got some distribution and traction
- Raised first round
- Scaled 1st product to 4M registered users
- They were the cust serv dept
- Realized ppl thought of this as a game, wanted simulation + game mechanics
- Took 5 weeks to re-skin it (FarmVille was just first re-skin); basically pivoting
- Grew 20-30% per week after
- Had a bidding war between multiple companies, 4 acquisition + 1 investment offers
- Consumer internet so fast that core competency is UX, product design, tech execution, not IP protection
- Consumer internet going more towards bite-sized consumption
- WWW first started as publishing medium
- Became bite-sized publishing w/ social feedback
- Second era from social communities
- figured out how to do bite-sized gaming
- Most play FarmVille at work
- Virality
- Broadcast (1 to 1), multicast (1 to many), unicast (one to all)
- Built in gifting
- Used newsfeed
- "Lonely cow" published and others click to help you
- Different incentives for ppl to interact
- Virtual goods not gotten unless through others
Psychological tricks
- appointment gaming
- psychological bias towards commitment
- "get in the door" in sales
- giving you a bunch of virtual currency in the game and telling you to plant seeds and wait
- you invest it in something and then get reward
- mechanics map directly to brain reward mechanisms
- humans have tendency to complete task
- progression/progress bar
- hidden/next levels
- concept of gifting/reciprocity
- guilt tripping
- reward mechanisms in brain light up on tweets
- at the time there were lots of farm games
- just about execution
- how cute the character, how big the eyes, camera angle, perspective, onboarding user experience
- hipstamatic had all instagram features but was too complicated and mimicked old features of filter cameras
- game mechanics
- social mechanics
- art style
- user experience
- farmville was not the first social app
- they launched in 2009
- FB platform launched in 2007
- a lot centered around experimentation
- lots of product pivoting in consumer startups
- certain element of taste and judgment
- he plays around w/ a lot of apps to understand new/returning user experiences
- in early days it's extremely manual
- nuances are lightweight, 1-click feedback mechamism for publishers
- most social media consumers are women
- nurturing crops, animals appeal to women
- males want to challenge and kill each other, competitive
- females equally competitive in diff. way
- nice shoes and handbag are decorating yourself by comparing against other females by posing
Gaming
- gaming companies: playfish, outfit7, zynga, pocketgems, machinezone
- 4 aspects of gamification: (not just about adding points and leaderboards and badges)
- 1. figure out what aspirational item of community is
- in social community, there's always aspirational item
- youtube: fame
- facebook: popularity
- quora: respect
- 2. seed it with the right community
- don't get viral off the bat
- when yelp started, there were 4-5 major competitors, better funded; others did national campaign
- yelp was UGC site, just wanting SF restaurants to start
- cultivate community, throw parties and events, reward members
- do it geography by geography
- 3. design ego statistics around it
- for some, badges and points
- want stats to fit community
- want 2-3 stats that are the aspirational items for top guys
- from 100 ppl, 80 will be lurkers, 19 will comment, 1 will post
- must design around that 1% that posts
- to create a lot of social feedback, reputational items, lightweight mechanics to provide it to them
- 4. figure out social feedback loops
- little feedback mechanisms to publishers: likes, upvote, downvote, comments, endorsing, tagging
- in social communities, incentive is not economic
- mostly amateur pro's who want to share expertise
- incentive cannot be economics
- encourage and design around intrinsic motivation
- pinterest pivoted like 6 times because he knows # of investors that said no
- pinterest was flat for a long time because none of their friends wanted to use it
- ben silverman went to design conference, a bunch of designers really loved it
- loved aesthetics and UI
- from core community then ballooned
- reward and recognition software
- perks
- in retrospect didn't understand B2B software
- underestimated sales & marketing side of it, headed by paige craig
- realized it couldn't scale in early May and laid off half the company in early May
- # of lessons from it
- was able to raise money effectively
- money caused a lack of discipline
- ironic part of it
- in 1st company, raised a total of $380K, not a lot when paying salaries
- were able to raise $2.5M in 1 week and $8M in another week
- didn't prove out the model before they scaled
- should've proven out the model earlier
- should've figured out sales side before scaled
- MyMiniLife wasn't easy either
- learned different lessons, brought closer to earth
- soft pivot from hearing customer feedback about which area to go into
- hard pivot which is completely new idea
- exploring both options
- #1 thing that dictates success is "running back" analogy: very persistent and can pivot and roll w/ punches
- correlates w/ success
- no one knows the actual stories of the startups
- very deep domain expertise
- ability to recruit people
- steve jobs' reality distortion field: allows you to attract ppl to the cause
- problem w/ that is you have 2 types who can do it: delusional and actual operators
- most w/in their domain can execute
- problem w/ startup is it's emotionally challenging; your social circles won't accept it
- family was calling him weekly to change; embarrassment of failure; most underestimate pressure from these
- higher order bit is if want to do startup or not, not whether have great idea
- all the companies pivoted a lot
- Sony started as rice cooker co
- Toyota wasn't car company
- valley of disappointment w/ voice recognition techniques
- certain verticals and communities will take to it but most not
- still early stages of voice
- key to voice is the HCI part, not the actual POS recognition
- Dragon and Nuance have done well there
- dialog manager
- how you interact w/ device in smooth manner
- can you make a game out of voice? not quite there
- MMO/RPGs
- probably not for mobile devices
- should be possible but execution hard
- can produce games teaching math concepts, but less scalable
- needs to be different format
- not sure how
- social community around ppl curating edu content; put reputation points and authority and aspirational levels w/in diff areas (math, etc.)
importance of curation
- research on experts showed 10K hours/5 years, etc. but this research is old
- life cycle from academic research, to being well known, to magazine publication, to Malcolm Gladwell book is long time
- Dumbing down content, thinking of it in diff. way
- Create a community modeling and speeding this process up
Gathering market data using gamification
- Carnegie Mellon prof/grad student story: machine vision, image recognition were too hard for machines to process and needed correction from humans
- Approach was creating a game around posting an image and allowing ppl to recognize objects and interact
- facilitated image classification and recognition
- Google acquired the tech
- Can incentivize social community
- really depends on the nuances, what community, how seeded

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