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Balsamiq hits $100,000 in revenue

balsamiq.com

61–70 of 73 posts

Re: Balsamiq hits $100,000 in revenue

#61
post #47

Earlier quoted context omitted.

As the creator of a reasonably complex open-sourced research simulation code, I can point out a drawback with open-sourcing: The more successful you are, the more emails you will get with questions etc and responding to them can easily take quite a lot of time away from your real work. Of course, in that this is an increased incentive to document your code extensively, it might be a good thing, too... ;-)

responding to them can easily take quite a lot of time away from your real work After writing a book about an open-source project, I get a lot of questions by e-mail. My usual answer is "Ask the mailing list." This is much better for everyone -- the answer becomes google-able, and they can draw from the experience of the entire community, not just me.

Yes, I think the answer to the "too much mails" problem is opening a mailing list or forum. It works for medium to big projects, but for small ones I'm not sure it would be enough.

Re: Balsamiq hits $100,000 in revenue

#62
post #20
post #14

Earlier quoted context omitted.

I had this discussion with a (huge) US corporation, and they weren't interested in escrow, saying it was too complex. They wanted source code; and I had the impression that with appropriate license restrictions (i.e. they couldn't sell/distribute it) it wouldn't be a problem (actually, having source would help them give me bug reports). A secondary reason (or perhaps the true one?) was a sense of reassurance that the…

Personally, I feel that we worry way too much about keeping our source code top-secret. One reason people think source code is valuable is because "the resulting product is valuable, so therefore the source code is even more valuable, right?" ... well, no. The product is valuable because of the thousands of small decisions you made as you were developing the product. The source code is just the manifestation of those…

" The source code is just the manifestation of those decisions. In other words, the product is valuable because of its design, not because of the source code that describes that design. "

In many cases, this is true. However, there are many types of software (and, games being on of them) where its not true.

You may be able to see how the graphics are rendered on screen. But without the source code, you have no idea what kind of clever hacks and tricks the author put into the engine to make it work. These kind of things are invaluable and in many cases (like Id software) are what separates their game from others.

Id Software, incidentally, does release the source code to their game engines, but only after enough time has passed that it doesn't make economic sense to license the engine out.

Re: Balsamiq hits $100,000 in revenue

#63
post #20
post #14

Earlier quoted context omitted.

I had this discussion with a (huge) US corporation, and they weren't interested in escrow, saying it was too complex. They wanted source code; and I had the impression that with appropriate license restrictions (i.e. they couldn't sell/distribute it) it wouldn't be a problem (actually, having source would help them give me bug reports). A secondary reason (or perhaps the true one?) was a sense of reassurance that the…

Personally, I feel that we worry way too much about keeping our source code top-secret. One reason people think source code is valuable is because "the resulting product is valuable, so therefore the source code is even more valuable, right?" ... well, no. The product is valuable because of the thousands of small decisions you made as you were developing the product. The source code is just the manifestation of those…

i don't see how distributing the code of your engine could aid your game be more successful.

Re: Balsamiq hits $100,000 in revenue

#64
post #60
post #55

Earlier quoted context omitted.

Be very careful about open sourcing a game, especially if it is multi-player. Because people cheat. A lot.

Yeah, very true. I have an idea about how to detect cheaters, if you want to hear about it. Basically, I think the way to detect whether someone is cheating in an online game is by applying spam filtering techniques. First consider that every server-side game state (like a player's position in the game world) can be considered a statistic. So for example, a history of a player's speed at points in time would have cer…

I think it would still be hard to catch cheaters who pushed the limit in ways that are difficult to measure, for example, 'map-hacks', or 'aim-bots'. How can you tell if someone is cheating or is merely so good that they have a preternatural sense of the game? And if people know what the statistical checks are, by virtue of them being open source, why can't they push the limits while still staying well away from what's detectable as 'bootable cheating?'

Re: Balsamiq hits $100,000 in revenue

#65
post #60

Earlier quoted context omitted.

Yeah, very true. I have an idea about how to detect cheaters, if you want to hear about it. Basically, I think the way to detect whether someone is cheating in an online game is by applying spam filtering techniques. First consider that every server-side game state (like a player's position in the game world) can be considered a statistic. So for example, a history of a player's speed at points in time would have cer…

I think it would still be hard to catch cheaters who pushed the limit in ways that are difficult to measure, for example, 'map-hacks', or 'aim-bots'. How can you tell if someone is cheating or is merely so good that they have a preternatural sense of the game? And if people know what the statistical checks are, by virtue of them being open source, why can't they push the limits while still staying well away from what…

They could. And cheaters using "sensor hacks" or "map hacks" can't be detected server-side because those hacks just provide information to the cheater client-side, without actually affecting gameplay directly (they don't alter the cheater's speed, aim, etc). But the way to beat those type of hacks is to minimize the amount of information the server sends to the client. If an opponent is just around the corner, then that fact shouldn't be transmitted to the client until the client is just about to turn that corner. So the client-side "sensor hacks" aren't very useful in that regard because the cheater isn't actually receiving extra information until it's basically too late to act on it.

But here's the thing. The goal is not to detect all cheaters. That's not really possible. The goal is to eliminate all seriously disruptive cheaters. For example, the guys who run around with a speedhack plus an aimbot and annihilate every opponent in just a few seconds. That would quickly ruin the game, so those are the most important type of hacks to prevent. And I could just let the community report each offense then ban the cheater afterward, but that doesn't really scale, and at that point the cheater might have already ruined the game for a lot of people. So it would be advantageous to implement a way to detect cheaters realtime.

The server-side anti-cheat code would remain closed-source, so it wouldn't be known which probabilities were being monitored. Other parts of the server code also have to remain closed-source, actually, because otherwise people would be able to examine the game's rules to gain tactical knowledge. (i.e. a player could read the game rules source code to learn where and when creatures will spawn, then that player would go around and camp all the right spots to gain maximum benefit.) However, that's a fundamentally different motivation for keeping the source code closed. At that point, it's not closed because we're worried about the competition; it's closed to ensure that the game will stay enjoyable. So that type of thing doesn't seem like it would go against the spirit of open-source.

Consider this -- if people are cheating by pushing their statistics to the point just before they would get banned, then those cheats don't actually impact other players very much, because the cheater's statistics are still within acceptable ranges. At that point, the cheaters are using the cheats so infrequently that they don't statistically affect gameplay. So in that regard, it isn't necessarily worth the extra effort to stop them, because the goal of enforcing reasonable gameplay statistics has been achieved, so the overall game experience is mostly fine from other players' point of view.

Also, your blog posts are great. Please keep on writing them. One specific part of your writing I'm interested in is this:

"Increasing my effective working memory has an impressively super-linear effect on my problem solving ability, how fast I can learn things, and also how much fun I’m having."

I have working memory problems, so it would be really fantastic to learn how you improved yours. I didn't know it was even possible to do that.

Re: Balsamiq hits $100,000 in revenue

#66
post #58
post #39

Earlier quoted context omitted.

Some other options: You could open source the engine, but not code that is specific to the game (then people couldn't run the game). For a legal distinction, you can also make source available , without making it open source. e.g. "look, modify but don't redistribute." See the creative commons licenses. Or make it available only to buyers of the software. A benefit to open sourcing the engine: it would make it possib…

Thank you for the insightful reply.

Sorry about the inflammatory "hydrogen bomb" example - I couldn't think of a better way to express the thought (though maybe that's no excuse), but now I can: when looking for examples of companies that were harmed by opening sourcing their product, it's not the number of examples (find just "one"), but the proportion harmed, of those who open sourced their product. The thing is, not many companies have done it.

Netscape open-sourced their browser... that didn't work out too well for them (but there were other factors). Several companies are based on open source (Firefox, Red Hat), but it was open source before they came along. Some companies do open source their product, once it's old (your id e.g., there's also ghostscript). Cynwin open source their stuff, but they do it by selling services.

BTW: as the poster you replied to: I began as open source, but switched to closed source. Why? I found it very frustrating and disrespectful when people said they would buy a commercial license (I dual licensed), and then took three months to buy it. I clearly wasn't a priority - they didn't need to do anything; I was dependent on their goodwill. (I wouldn't have minded if they didn't tell me they were going to buy until later - I just found the waiting very difficult. Maybe this is a character defect, or I wouldn't have been affected if I had many many sales going at once... ). Anyone, I switched to closed (at the same time as a complete rewrite that was needed anyway), and immediately started getting several times as many sales.

Open source is tantamount to giving it away for free - make no mistake. (you've said you don't want to give it away for free; and that you don't believe open source necessarily means that - this is just my opinion here) You need a business model that works with that, such as: sell a service/maintenance; sell add-ons/upgrades; advertising (e.g. TV; google; firefox).

Your point about "pay it forward" gestures of goodwill - or just plain doing something worthwhile and good - does not mean you have to give it away for free. If you have created something great, or made something people want, or improved people's quality of life, or made something better, or righted a wrong, or fixed something that was broken, of helped people to do what they need to do - you have done something that is good. It's not just a gesture of goodwill, it's actual good. I think the focus needs to be on making something worthwhile in the first place - price comes afterwards.

I think their are two very basic pricing concerns, with respect to social good: (1). price it low enough so it's worth buying for the values it gives, and it's affordable for anyone who needs it. Too high, and you prevent some good you could have done - you can have different prices for different value given (e.g. per seat, functionality); and for different people (e.g. zero for charities); (2). price it high enough so that it's worth your own investment in doing it, and that you can afford to devote the needed time to it without starving etc (same arguments as above).

Within those two limits, anything goes, including giving it away for free if that helps.

Lastly, an exception: another way of doing good is just by price - Microsoft's DOS was cheaper; PC clones were cheaper than IBMs; web apps are cheaper than desktop apps. Often, a new conception of the whole business can reveal a cheaper way of doing it. These things are good because they make them affordable to more people, for more purposes. I'm not sure on the goodness of making something even cheaper that is already affordable to everyone... I guess it is good, but not as good as making it cheap enough to be worth buying in the first place; or, more importantly, creating the valuable new thing in the first place. Maybe it's just because I think the latter is exciting and cool.

for one discussion of "be good": http://www.paulgraham.com/good.html

Re: Balsamiq hits $100,000 in revenue

#67
post #51
post #28

Earlier quoted context omitted.

I think the important criteria it takes to build a successful startup: 1. Make something people 2. Lots of hard work sometimes gets lost within the criteria investors (e.g. YC) look for before funding a startup.

I'm not sure what you're trying to say. You seem to be saying that investors won't fund companies that both make something people (want), and who work hard, and implying that YC also has that problem. But, YC is almost always investing in companies that have yet to make anything . Their entire business plan is about trying to predict which founders will have these two qualities.

Not a full rebuttal, but just a point to make: How many "founders" does Balsamiq have? 1. How many single founder startups does YCombinator fund?

Re: Balsamiq hits $100,000 in revenue

#68
post #65

Earlier quoted context omitted.

I think it would still be hard to catch cheaters who pushed the limit in ways that are difficult to measure, for example, 'map-hacks', or 'aim-bots'. How can you tell if someone is cheating or is merely so good that they have a preternatural sense of the game? And if people know what the statistical checks are, by virtue of them being open source, why can't they push the limits while still staying well away from what…

They could. And cheaters using "sensor hacks" or "map hacks" can't be detected server-side because those hacks just provide information to the cheater client-side, without actually affecting gameplay directly (they don't alter the cheater's speed, aim, etc). But the way to beat those type of hacks is to minimize the amount of information the server sends to the client. If an opponent is just around the corner, then t…

My working memory improved with a simple idea: get other things to remember for me. :-) Paper and machines do a great job. Tabs in particular are a way to expand one's working memory; the browser can keep track of what you meant to check out or do, leaving you to think about other things. This takes discipline, though. Also, I find I can store some things in muscle memory; if I've copied some text for example, I feel like I'm holding something.

With deliberate practice and the right techniques, people can learn to expand certain areas of short term memory by associating it with other, more solid knowledge. This used to be called 'chunking', but the process seems entirely different. There was a paper (referenced by Ericsson et. al. on expertise) on a group that increased their digit span memory from 7 to 80 in just a few sessions.

Some people (e.g. Ericsson) think that with deliberate practice and effort, experts route around the standard short term memory entirely: in a blink they can remember information just presented to them, in a field that they know about, in the long term. For fields outside their expertise this ability doesn't kick in, however.

Re: Balsamiq hits $100,000 in revenue

#69
What makes me sad is that balsamiq spent 5 month of hard work to make $100000, and most internet marketers in the top tier need only launch an email to their list to get the same amount. No tech knowledge, no brilliance, no incredibly original idea are needed. Just skil on the noble art of 'bullshit'.

We starup people cannot compete.

balsamiq is an astounding success in the startup world, and a silly example of how not to do things for internet marketers (who, by the way are the plage!).

Maybe there are millions of people gullible enough to buy most crap internet marketers throw at them, but only a few thousands of us who are interested in the product balsamiq offers. Sad.

Re: Balsamiq hits $100,000 in revenue

#70
post #65

Earlier quoted context omitted.

They could. And cheaters using "sensor hacks" or "map hacks" can't be detected server-side because those hacks just provide information to the cheater client-side, without actually affecting gameplay directly (they don't alter the cheater's speed, aim, etc). But the way to beat those type of hacks is to minimize the amount of information the server sends to the client. If an opponent is just around the corner, then t…

My working memory improved with a simple idea: get other things to remember for me. :-) Paper and machines do a great job. Tabs in particular are a way to expand one's working memory; the browser can keep track of what you meant to check out or do, leaving you to think about other things. This takes discipline, though. Also, I find I can store some things in muscle memory; if I've copied some text for example, I feel…

For other readers of this thread, there's also this, apparently.

"Improving fluid intelligence with training on working memory"

http://www.pnas.org/content/early/2008/04/25/0801268105.full...

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