I haven’t posted here for a while, as I’ve been focused on other business, but thought I’d make a pass now at a comprehensive look at issues I see with bitcoin in light of Jason Calacanis’ recent, strongly positive, statements. I’m not an economist, but I do have a fair amount of experience in implementation of a wide variety of alternative transaction scenarios and business models, in scale, and tend to be on the bleeding edge of these things, so my perspective may have some practical use, whether on not you agree with me:

1. “Bitcoin is a technologically sound project.”

It depends how you interpret this statement. There are two respects in which it is probably not true:

a. Fragility. If Bitcoin is ever illegitimately manipulated, even a little, it likely ends up with no value whatsoever, as there’s nothing behind it. -No full faith of the government, no productive community. The entire value lies in its complete imperviousness to attack and its fixed quantities, which seems irrational to expect. If it is hacked in such a way that a few more bitcoins are produced, faith in the system will perish, as it has no recourse to external cross-checks or substantive value. If it is hacked in a way that a few less bitcoins are available, that will only accelerate the inevitable deflation issues of the system. Something that’s very important to remember is that while with most technologies (even with something like PGP, on a message by message basis) it’s not worthwhile to put a huge amount of effort into hacking a system, and one can safely say “that would take too much effort to be worthwhile;” this is absolutely not the case with large scale currency. Both criminals and governments will find it to be well worth such extensive efforts were scale ever actually achieved. Significantly, if you scan the internet for discussions of PGP hackability, the exception always given is that “you’re absolutely secure unless the NSA decides it’s interested.” -As I describe below, I think they eventually would be interested here.

b. Appropriateness. Bitcoin is an attempt to create a structure of value without human influence. There are a fixed number of units that can ever be generated. It can only be an inflexible and stagnant economy; if you look at the history of those who followed these sorts of strategies (ie: Andrew Jackson ), you’ll see that it leads to something worse than the economic downturn we’re seeing now. Dogmatic belief in the evil of debt or of human intervention leads to very bad things. -The fractional reserve system for increasing available US currency has a lot of detractors at the moment, but it’s part of a clever and dynamic true fiat system.

In deflecting claims that BC value is derived from a synthetic fiat system that actually mirrors a commodity system in functionality, or is even a truly commodity-based system (derived from use of power and cycles in mining coins), there’s a proposition put forward by some BC supporters that the only thing behind BC is the community of users. In saying this, though, they are simply adopting the language of complementary currency (such as LETS and Ithaca Hours), without taking on its structure or character. The reason that these other currencies can truthfully claim to have value from their communities is that they are structured to grow in ways that reflect such active participation: more users means more currency in play, as each individual joining the system is eventually reflected in quantity of currency units. More users of Bitcoin simply means more deflation. Hence, it has an inherently pyramidal structure, with early adopters effectively paying less per unit.

I’d throw in here that I’ve read a few postings by BC supporters that BC isn’t actually subject to deflation as conventional currency is, because it can be split into infinitely smaller pieces. For these folks, I’d just suggest that chopping up bitcoins has nothing to do with deflation:

Moderate inflation means that a unit of my money will probably be worth a little less tomorrow than it is today, which inclines me toward actively investing it in growth. But, why, you may ask, is rampant deflation a bad thing? I’d suggest that it’s bad because it’s anti-dynamic; however I chop up a bitcoin, if I am holding a bitcoin and think it will be worth a lot more tomorrow, I’m unlikely to invest it. Why should I invest it? It grows in my wallet. The wealthy holding onto their money is one of the biggest problems the US faces at this moment; why in God’s name would anyone actively attempt to replicate that situation in an alternative currency? For a currency to help its users it should be moderately inflationary and incredibly liquid. Deflation isn’t just another way of measuring the same growth effect in an economy as inflation; it’s absolutely entirely different, both in what it means and the action it drives.

2. “Bitcoin is unstoppable without end-user prosecution.”

Untrue, it’s very easily stoppable. Bitcoin, in scale, is entirely dependent upon the existence of entities that will allow conversion of Bitcoins to dollars. -There will never be retailers (and by this I mean professional retailers, with something to lose) participating in Bitcoin transactions. What will happen if Bitcoin ever gets scale is that banks, PayPal, Visa, etc., will shut these conversion sites down. Why would they shut it down? The problems with Bitcoin will largely derive from tax reporting issues, and the impossibility of an integrated relationship with the United States’ national taxation authority (IRS). A core element of Bitcoin is that there is no central tracking of transactions (or rules for usage); unfortunately for BC, though, for transactions involving sales of commercial services or physical goods with value of a dollar or more executed via a virtual currency, the IRS specifically requires reporting from the transaction-authorizing entity, via form 1099b. Since there are no controls on usage of Bitcoins, all transactions would need to be considered commercial (commercial will contaminate non-commercial if they’re in the same system), and subject to a $15 per transaction fine, in addition to taxes. There are other alternatives for integrating physical currency (like community currencies) into the overall economy, and bypassing this issue, but I don’t see how they could do it online.

If bitcoins cannot be used with conventional retailers or converted to dollars they will certainly not be liquid enough to scale and compete with dollars. I would suggest that alternative currencies can do incredible things for all sorts of communities, but that believing that a currency can or should compete with dollars is often, and certainly in the case of BC, taking a leap away from the useful and dynamic, and into the bitter and non-viable.

So, you start with this piece (that it will inherently be out of compliance with regulations) and then you add to it that, as with egold, even if you start out with great intentions, these sorts of anti-fiat-currency initiatives aren’t really interesting to citizens outside of a committed core group, you can see that usage will veer toward those for whom the negatives of inconvenience and a lack of liquidity are less important than is secrecy. And while a lot of the best people could fall into this category (Richard Stallman, etc.), there are a lot more of the worst sort of people, with a lot more reasons to participate in the system. And this latter piece is where they will come into most direct conflict with authorities, especially in this era.

Aside from these issues, there’s a structural difference between bitcoin and online credit card transactions that implies additional risk. Credit card transactions are representative of the transfer of money, while Bitcoin is built on the actual transfer of currency through the network. If Bitcoins are lost, it’s the same as cash being lost, but it lacks the tangible benefits of cash. If Bitcoins are lost or stolen (either literally or via non-performance), there is no recourse. Credit card transactions have significant recourse built in to the model, as several entities are responsible for tracking and confirming the transfer, and if one breaks, there are redundancies built into the system.

3. “Bitcoin is the most dangerous open-source project ever created.”

It’s basically toothless. Remember when Assange needed money and there was a cry to raise funds via Bitcoin? The project leader told them not to do it. Why? Because it’s inherently fragile and easily shut down. When you know that you really need cash, that currency needs to be liquid in the way that cash is. This is a structural problem with BC; that it wants to be cash, but it can never be liquid enough to fulfill that function well:

a. Its deflationary aspects and inherent instability in value need not be problems in other contexts, but being reliable enough as a transaction vehicle for external communities is a major issue here.

b. Governments don’t fear Bitcoin as a threat to national currencies. Truly they don’t, there’s no way it could scale to be a threat, either technically, or in desirability (are folks on the street crying out for new currencies to replace the $?) However, hidden transactions convertible to cash will be extremely concerning to them because of fears of terrorism, crime, and tax evasion. -At the very least, they will be inclined to shut down the system for the first reason.

4. “Bitcoin may be the most dangerous technological project since the internet itself.”

Dangerous in the sense that it could blow up and make a hideous mess?

5. “Bitcoin is a political statement by technotarians (technological libertarians).*”

Well, sort of. In a way it’s the modern version of the gold standard that Ron Paul adores. It’s mined and of fixed limited quantities. Hence it appeals to those who see the fractional reserve system as vile and corrupt.

6. “Bitcoins will change the world unless governments ban them with harsh penalties.”

As I mention above, conversion to dollars is an easy choke point, and, in addition, nobody is saying that you can’t track who’s transacting via Bitcoins. Hence, while it could conceptually work for unaffiliated individuals to participate; an entity with anything to lose wouldn’t be likely to participate if any sort of legal rulings went against Bitcoin users and transactions.

 

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Jeremy Wagstaff recently posted a very positive analysis regarding Skype, with which, as a heavy user of Skype for IM, I quite empathize.  However, his take on voice functionality is a tad euro-centric; not to say that he’s wrong, but I think that Skype’s journey back from years of neglect is a harder trek than he posits. The audience isn’t quite aligned as he suggests, and the typical usage isn’t quite right for a widespread integration with social nets. Read More »

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Since Gamestop is having a few issues with sales at this point, it seems like perhaps an appropriate time to look at issues in the game retailing business and the timeline for some upcoming changes. For a number of years, folks have predicted the death of games on physical media, and certainly it does make sense that a button click to purchase is a better distribution model than sending folks to a store to pick up something that could simply be downloaded. There have been a few barriers to the transition: Read More »

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There seems to be quite a bit of interest in the game developers cooperative, and I’ve been having a number of conversations about building such a thing. This being the case, it’s likely worthwhile to get into an overview both of what a cooperative is, and why it’s such a good solution for developer needs at this time. Read More »

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I was asked the other day by an interviewer about the past and future of manifesto games, with which I have been glad to have been involved. As I was telling him, though, that a portal dedicated to indie games is redundant by definition in the current environment, where a thousand flowers are definitely blooming, it occurred to me that what is needed now isn’t a distribution channel, but cooperative representation for marketing and business development. Read More »

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Bijan Sabet followed up a tweet pondering the future of libraries with a post including the feedback he had received. Some of the responses were interesting visions, while  some simply crowed the death of the printed word as the end of libraries. A fair amount of what I’ve been called upon to do since 2001 is evaluation of how physical retail can continue to have value in a world of digital distribution. -I dealt with this specifically as VP of Business at Electronics Boutique, and since then in a consulting role for various initiatives. Amusingly, the redundancy of libraries and of video game retail stores ends up being sort of the same issue at this point in history: Read More »

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It’s been interesting to watch as Microsoft and Sony simply decided to copy Nintendo’s philosophy and execution of a ten-year console cycle, rather than come up with an entirely new strategy. Nintendo was slightly more sophisticated in execution, as they gave their technology an initial release as “GameCube,” then a secondary release of basically the same hardware with the addition of of a groundbreaking controller interface, as Wii, giving an effective 10-year life to the technology. In the current economic environment, it is probably best not to try to push another round of console hardware down user’s throats (especially at the price points they want to remain at), so, in this way MS and Sony are adapting the model, but it’s no great stretch. Microsoft’s Natal or Sony’s unnamed PS3 technology will probably form the Wii part of their respective cycles. Back in 2006, Sony was saying that PS3 would have a 10-year lifecycle, and at E3 this year Microsoft was saying the same thing of 360. Read More »

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I’ve seen this coming for a bit; game trade-in machines in Walmart. I think this could be more significant than plays like Amazon and TRU getting into used titles, and even than Best Buy (as they’re unlikely to be too wholehearted in such initiatives); because what this does is potentially provide visibility into pricing, and availability in a high traffic location that will be competitive with GameStop’s broad footprint. Neither the NCR machines nor the e-play technology that runs on them seem to work all that well, but perhaps NCR, which owns a big chunk of e-play may put some money into getting it all together. I think that the broader concept of trade-ins at Walmart is more interesting and important than the kiosk bit, but the kiosk probably makes it worthwhile for them to indulge in an activity outside of their core interest.

The shortcoming of not being integrated into the Walmart system for credits is likely a short term concession to publisher sensitivities, until Walmart can see if the project is worth the bother; they’re likely also looking at whether they want to get involved in this and/or other sorts of pawn-broker-y activities. The name frustratingly eludes me, but I know there’s a small chain of big boxes down south that focuses on re-selling small consumer electronics and media (games and music, I believe); they also have a cafe involved in the model. I really like that sort of combination, and it seems well suited to these times.

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I like the idea of Apple acquiring EA, and contrary to what 1Up says, EA has suffered enough lately to make that a bit more viable. Apple could really use some high quality content for the iPhone/touch line of devices (which is now effectively competitive with game platforms like the DS), and perhaps upcoming tablets. -I’m sure Apple think it wonderful to be so successful with the App store, but knowing how Apple values user experience, you’ve got to think that they’d be happier setting some content quality benchmarks on their platforms, as that business grows. And EA nurtures their brand in much the same way that Apple does; so bringing that marque in, and living with it would likely be a happy marriage.

EA is actually in a rough position; unlike Activision/Blizzard and others that have been successful in creating/acquiring succesful alternate distribution and models, they are sort of in the process of another re-start of such efforts. Apple would largely get them out of this bind, as they could grow and learn on Apple’s digital distribution platform from a privileged position, while also growing their IP base and sales generally.

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Kotaku, which is usually a sensible and practical bunch of folks, has fallen into a germaphobe mindset in which they proclaim it a scandal that GameStop allows employees to take new games home and return them as new. InsideTech weighs in with the concern that employees may steal single-use activation codes that will hobble the customer’s enjoyment of gameplay. -Well, since many games are already cracked open in order to place cases on the floor, I hardly think the latter matters. Read More »

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…Well, actually, it’s a bit difficult to discern cause from effect here, but either way, not a bad thing, in the long term. Just as the old media bulwarks of the game industry didn’t prosper with the growth of the business they nurtured (with the notable exception of Game Informer), neither are the game publishers. And I think that it was to some extent a symbiotic death spiral. The whole model of $60 games is daft, but the print magazines, and, to almost the same extent, online sites (IGN and Gamespot) always pushed publishers in that direction, as they rated games based upon core-gamer expectations of game depth and play duration that aren’t actually sustainable. -Despite all of the complaining that developers and publishers have done about GameStop’s used game model, and I can see the valid reasons for that, GameStop has done a bit to ameliorate the lameness of the frontline game pricing model on the console side, as digital distribution is doing on the PC side. Read More »

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It was nice to get out to SF and meet with friends at the Game Developers Conference, but there were no really compelling tech stories, in terms of either vision or product, and that’s what I show up for. This may well come largely from the state of the economy and its near term effect on innovation. It seems to me that GDC now serves two primary purposes; training for big conventional PC and console games (for which it really does make sense to have a centralized function like this), and a massive game industry career-fest. Read More »

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Since folks continue to ask questions about OnLive, I thought I’d follow up a bit on my earlier post, and include the information I gathered from discussions with OnLive at their GDC booth.

I liked the guys I spoke with, and they seemed open and forthright about the product, giving me the feeling that OpenLive isn’t bunk so much as the product of good technical people creating something moderately useful. But that product has, for strategic purposes, been positioned by their marketing and biz dev folks as something it truly is not; competitive with existing products or in any significant way market changing. Read More »

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Today, Dean Takahashi wrote up a new game distribution technology, called OnLive, that’s announcing at the Game Developers Conference this evening. He feels that it has the potential to destroy retail, with a new technical model of games executed on the server side, enabling gameplay (video) instantly streamed back to the player. This may be a valid threat to retailers, and it’s a danger I’ve warned retailers about for years. Specifically, I first warned of it because PS3′s cell technology seemed focused on the fast video decompression necessary to this sort of system. But, despite the breathless adoration of Venturebeat, I would point out three things: Read More »

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I’m a bit too harried to post as I prepare to depart for GDC, but will no doubt be prolific next week. -I still have a couple of meeting slots open for later this week, if anyone wants to chat.

-Nathan

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I posted last week about the apparent entry of several retailers into the business of buying-in and selling used videogames, and someone very insightful in this area mentioned that it would be interesting to see whether someone trading in games at Amazon would put their credit back into new game purchases. He’s right, because this could be pivotal to next steps, if these retailers are successful. -GameStop’s argument is that buying-in pre-owned product is part of a healthy cycle driving new games sales, and generalist retailers getting involved in the model does sort of dilute that benefit.
Read More »

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It seems to be getting an awful lot of press today that Toys R Us, Best Buy and Amazon are all buying-in used games for re-sale, and hence endangering GameStop’s revenue from this element, but:

Read More »

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We all know that games sold quite well over the holidays and continue to do so. In addition to the conventional product (weighted toward console titles), we’re seeing good volume for casual and online titles. So everything should be great for developers and publishers…but somehow it’s not.

Read More »

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GigaOM has a piece up today positing the impossibility of a massively-multiplayer game that can “kill” World of Warcraft. Instead, it suggests that smaller MMO titles, with other revenue models, will nibble away at WoW’s market share. It’s certainly true, and has been for some time, that niche competitors have been the primary ongoing competitors to the big guys, first to Everquest, then WoW. And, it’s more true now than ever that alternate payment models, like that of MapleStory, are attractive and drive a significant audience.

Read More »

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I remain a big fan of EA. They have a lot of smart and forward-looking people, but it’s hard to stay as flexible as this industry demands with that large a company, and that has been an ongoing challenge for them. They recently announced Q3 results showing unfortunate results, apparently as a result of three elements: Read More »

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As AdWeek points out, these days it’s hard to justify a relationship with a conventional ad agency based upon its understanding of media and how to drive a successful campaign. And some of the worst efforts these days come from agencies trying to go “creatively outside the box,” without understanding that the box itself no longer exists, while some agency folks simply miss the entire point. Read More »

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Last week, there was a pretty specific analysis of GameStop’s used game business in the WSJ (with the slightly annoying flaw that the writer seems to have conflated “gross” and “net” in the sentence emphasizing high gross margin on used games vs. single digit retail expectations).

I like the Gears of War 2 model that’s mentioned, of including in new games a single-use code for a map pack download with value approximate to the discount the user would get from buying the title new. This should be quite good for the publisher and the retailer. For the publisher, it simply feels fair, as the game that’s bought, played for a week, then sold back to GameStop has a value that’s slightly diminished, in proportion to the lower re-sale price of the used title. -The newer used title is still $5-$10 cheaper, but it’s diminished by $5-$10 worth of content. The publisher/developer still doesn’t make money on the used product sale, but this has to feel better for them than having the exact same title at retail, costing less and providing no revenue to them. Read More »

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I remember in the early ’90s relying on dedicated and proprietary “black box” digital technology hardware, like the Synclavier, for post-production. That was also the beginning of the transition to desktop solutions, so it was a pretty exciting time for technology, but still not so far advanced that we couldn’t justify shooting film and mutilating it with alternative processing. -The first Avid setups we used were so low-res that we had to refer back to tape to check eyeline. Coincidentally, it also was about that time that I heard Strauss Zelnick give a speech about how interactive entertainment would change the world that convinced me that it wasn’t worthwhile to use this great non-linear tech in service of linear end-product. Read More »

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I have been pondering today the question of why it so bothers me that Gabo!, by Yoot Saito (of Seaman fame), was rejected by Apple for iPhone.  The obvious issue is that it’s a curious and problematic situation when corporate entities own the tools of creative expression, and can stop distribution of an individual’s work. And this case is pivotal, as I don’t believe you can argue that his work isn’t art on some level, which could make it the Lady Chatterly’s Lover of the digital/hardware-approved content era. But, for me, it’s also more subtle, as I have long argued with more indie friends that the game console model of content control is fair because a) the hardware is subsidized, and hence the manufacturer is giving you better hardware than you’d buy for yourself for this use, in support of software sales and b) it’s focused primarily on commercial games, and not really a common carrier, as the PC serves as such an appropriate and parallel vehicle for content transmission. From a functional perspective, it never seemed to me that a non-commercial developer would bother putting in the time to learn the tools to put out a product onto a platform so customized to expensive development, and having an installed base so focused on gamers. This situation has changed slightly with xna and digital distribution, but still, developing for the console remains something that is logically targeted at gamers, under firm existing expectations on the part of creator and end-user. Read More »

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Hellforge has an interesting post up now about the causes of several subscription MMOs tanking in the past year. The author posits poor execution as the cause, and while I don’t disagree that that was an element in sales numbers, I’d suggest that even if these efforts had been supported by adequate execution it would have been a pyrrhic victory. These games simply could not have succeeded on the business model under which they were conceived. Read More »

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