"AAA game’s marketing budget is ~75-100% of its development cost. In mobile, it’s not uncommon to ... set aside three to ten times the development budget for marketing..." Interesting to ponder how aligned incentives are changing marketing realities
I’m actually surprised that no one has developed game interfaces for running a business yet. When you start to think about all of the disparate, 2D tools we use to work as compared to the rich, contained environments in which gamers play, the way we do things seems bland.
Education is positive sum—when I learn something, I can share with others.
But Harvard etc are zero sum—the more people that go, the less valuable the credential is.
When it comes to class size, the tradeoff is "signal" vs "utility". Signal itself has utility, but there are diminishing returns to it. You want to increase utility as much as possible without sacrificing signal. In other words, admit enough people to provide the value, but not enough to kill the signal.
(3) Competitive advantage - do you have something unique which is hard for others to replicate? (note: brand positioning/messaging can be a feature of this, and first-mover advantage definitely helps if it gets traction, however ideally it will have novel features or capabilities that are challenging to replicate and solve an unmet consumer need)
0/ One theory of the metaverse is that the company that controls the social graph, will have the strongest influence on the Metaverse
So I’ve been thinking a lot about how to get the social graph data out of Facebook and Twitter, etc