Mention Shawn Fanning, and most people picture a teenager
at Northeastern University in Boston cooking up Napster, the
file-sharing website that triggered a financial tsunami in
the music industry. Fanning, now 28, has moved on. His third
company, Rupture, is related to one of his passions: gaming.
Fanning shared his thoughts on games and music with Alex
Pham.
Q: What is Rupture?
A: It's Twitter for gamers. Our focus is to build a platform
to automatically track your game accomplishments on all the
different platforms, including consoles and PCs. But being
able to track what your friends are playing is the beginning.
It's also the social interactions between gamers. We're
trying to create a framework around these interactions, like
a metagame.
Q: Sounds like what several sites are attempting to do,
including GGL.com. How is Rupture going to be different?
A: It's definitely a space that's heating up. We feel we have
a unique and compelling approach. The key challenge is
creating engagement. News feeds of what your friends are
doing are interesting. But most of the time, it's just
overwhelming. We need to make sure that the service we're
building is focused on maximising engagement. Just
aggregating game data is not enough to create an engaging
social experience.
Q: What about pulling in user-generated content like
Machinima, where players stitch together an original movie
using game-play footage?
A: Machinima focuses on entertainment. There's tons of other
content out there, too. Game guides that have tips and tricks
on playing a game can provide value. There are YouTube videos
that help players go through levels in games. And getting
credit for producing the stuff is very interesting.
Q: Do you use Facebook?
A: We're on just about all the big social networks.
Q: How many Facebook "friends" do you have?
A: Let me check. I have 1603 friends. That's the problem with
Facebook. The nature of a friend on Facebook is dubious at
best.
Q: Since Napster came out in 1999, the music industry has
undergone a seismic shift. How do you think that industry is
doing now?
A: I definitely think it's in rough shape. The margins for
digital music are awful for everyone other than the record
companies. Ultimately, the industry doesn't look at
technology as an opportunity. One of my biggest personal
disappointments is that the ability for people to discover
interesting and obscure talent has faded. That was one of the
reasons I made Napster.
Q: Do you think the same thing will happen to the game
industry?
A: No. Where the music business saw technology as a threat,
the gaming industry embraces it. From a business model, I
think games are moving towards a subscription model or a
service-based model where it's less about the up-front
purchase than about the monthly fees or the microtransactions
people make to buy virtual goods. The gaming industry has
handled the transition to online a lot more gracefully than
the music industry.
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