Chris Dixon

Designing products for single and multiplayer modes

The first million people who bought VCRs bought them before there were any movies available to watch on them. They just wanted to “time shift” TV shows – what we use DVRs for today. Once there were millions of VCR owners it became worthwhile for Hollywood to start selling and renting movies to watch on them. Eventually watching rented movies became the dominant use of VCRs, and time shifting a relatively niche use. Thus, a product that eventually had very strong network effects* got its initial traction from a “standalone use” – where no other VCR owners or complementary products needed to exist.

I was talking to my friend Zach Klein recently who referred to products as having single player and multiplayer modes. I like Zach’s terminology because: 1) it is borrowed from video games where a lot of thought has gone into making these modes compelling in distinct ways, 2) the word “mode” reminds us that people can switch from moment to moment – that even when a product is primarily social or networked and has reached critical mass it might still be useful to offer a single player mode.

Many products that we think of as strictly multiplayer also have single player modes. In many cases this single player mode helped adoption in the early stages when the network effects were not yet strong. For example, you could use Flickr just to store photos privately if you wanted to. I thought of Foursquare as strictly multiplayer until my Hunch cofounder Tom Pinckney told me he uses it solely to keep track of restaurants he’s gone to so he’ll remember which ones to go back to. For some products it’s really hard to imagine single player modes. This is true of pure communication products like Skype and perhaps also social networks like Facebook (although apps like games seem to have provided single player modes for Facebook).

* Products with so-called networks effects get more valuable when more people use them.  Famous examples are telephones and social networks.  Network effects can be your friend or your enemy depending on whether your product has reached critical mass.  Getting to critical mass in network effect markets is sometimes called overcoming the “chicken and egg problem.”  More here.

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  • http://hassy.posterous.com/ Hasan Veldstra

    Joshua Schachter (creator of Delicious) has said that your webapp *has* to be useful even when you are the only user for it to ever have a chance to have millions of users.

    • http://www.cdixon.org chris dixon

      what about skype? the first fax machine? facebook?

      • http://hassy.posterous.com/ Hasan Veldstra

        I don't know about history of fax machines or Skype. Facebook had a predecessor of sorts, a HotOrNot-like thing for Harvard students which made Mark Zuckerberg famous on campus, which resulted in a rush of people checking out Thefacebook right after it launched, overcoming the chicken-and-egg problem overnight.

      • http://twitter.com/dave_blanchard Dave Blanchard

        Skype has massive single user value – cheap, one way international calling to landlines. That's why I first signed up, moving me off of AIM. Now I'm a huge skype to skype video junkie.

        • http://www.cdixon.org chris dixon

          True- good point.

  • http://hdemott.wordpress.com Harry DeMott

    Funny your partner should mention Foursquare as a single player mode app. I checked into a restaurant with my kids this morning for breakfast and on the way home thought that while I could care less if anybody knew I was there (I'm not going out and meeting up with friends etc…) it was a good reminder of where I had been and when – and then started thinking of all the other opportunities Foursquare has ahead of it for this sort of single player mode functionality. Imagine you are out shopping and see a great shirt – why can't you check in at the store and write a note with the name of the shirt – along with a picture of it – or even better check in with the brand of the shirt at the store – and have information waiting for you when you get back home about the brand, the shirt, the store, whatever you want.

    Actually, I do think Facebook works as a single player mode service. It is a fantastic digital scrapbook and while it is perhaps the ultimate network company – it is pretty functional as a repository for your digital life. (I'm now going to share this comment through Facebook)

  • Roko

    Well said. Your product should definitely be useful to one user without the need to interact with others. Otherwise you must get significant traction, which is the hard to achieve. For example people always share great dating site ideas, but not a single person can really tell you how they will get the right amount of men/women to make it work.

    Also it is important to build products that do not change user behaviors. Groupon as an example works with your email. If you must require users to come to your website, you had better have a great reason.

  • http://caterpillarcowboy.com dlifson

    My friend Josh Porter (@bokardo, now co-founder of Performable) wrote about this in 2006 – http://bokardo.com/archives/the-delicious-lesson/

    I'm a huge supporter of this kind of thinking.

  • http://joelaz.com Joe Lazarus

    Yep, Foursquare and all the location services are great examples of apps that could use more single player features. I don't have much use for Foursquare since few of my friends use it yet. I'd be willing to share a lot more of my location data with a service like that, though, if there was an easy way to automatically track my location throughout the day, search my history, see a heat map of where I spend my time, get recommendations on related places to visit, and whatnot.

  • Chris Clark

    What about ebay, craigslist or etsy? Marketplaces routinely run into the problem of a 'required network.'

  • Ken

    A great new product that functions well in single-player & multi-player is Hunny Do. It's an iPhone app and web service that allows you to share lists to collaborate. My wife and I use it in a multi-player way to track errands, chores, shopping, birthday gifts/reminders, etc. Anything she adds to one of our shared lists is synchronized to my phone. And it has location functionality like Foursquare, so I can input how much we spend as we shop, dine, etc. We can track all the places we've been and how much we spent.

    In single-player mode, I have lists that I don't share with anyone, mostly for personal stuff I need to track. But I do share another list with a co-worker for a project we're working together on.

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