MiniGame (S.MG), September 2015 Statement

Wednesday, 07 October, Year 7 d.Tr. | Author: Mircea Popescu
S.MG incoming and outgoing
Incoming Outgoing
Description Value Description Value
Copper salei 0 Game server 2.28232957
Loot pool provisioningii 0
Total 0.0 Total 2.28232957
    S.MG assets
    Account 01.09.2015 Net change 30.09.2015
    Cash 8`658.056053533 2.28232957 8`655.773723963
    Tangiblesiii 68.59106489 0.24795619 68.83902108
    Intangibles and goodwill 69.162325217 0 69.162325217
    Total assets 8`793.77507026
    S.MG liabilities
    Account 01.09.2015 Net change 30.09.2015
    Player holdingsiv 15.40135779 0.31076074 15.09059705
    Shareholder equity 8`780.40808585 1.72361264v 8778.68447321
    Total liabilities 8`793.77507026

      S.MG has a total of 88`096`605 authorised shares outstanding. The shareholder equity per share implied value is thus 0.000099648 BTC.

      S.MG has Special Stock Warrants outstanding, as follows :

      # Fingerprint Shares BTC Par
      1 6160E1CAC8A3C52966FD76998A736F0E2FB7B452 88`096`605 8`809.6605 1
      2 AE3A51FA6C038A5B4D3FE80FBD7C5558DD9EFA14 10`850`000 1`302.0 1.2
      3 5015BD3D0AE659C8B8632F31CF2950F23C844002 192`307 25 1.3
      T 99138912 10`136.6605 1.0224

        Provisional statement, will be considered accepted within 24 hours. Make any observations or corrections below.


        The reason this report was two days late is that we have acquired significant graphics assets, which are in the process of being deployed on the test server (think a really long line of items, monsters etc, one can go by to inspect). I had hoped I will be able to post screenshots, but the sheer volume of the material was such that three weeks later (in between sparse maintenance work - the server is so pleasantly stable these days!) we're still hard at work with it. Nevertheless, it will get done.

        The plan here is to prepare a further Eulora release for sometime around Christmas. This is going to be a massive package - we are aiming at ~half a Gigabyte worth of art assets alone. My plan, which may or may not actually come to fruition, is to create about a dozen new spaces roughly the size of the current map, to put in the first parts of the land ownership system (in a process much similar to the recently added cemetery/ghost - the first steps towards the proper implementation of the death mechanics) as well as the first parts of the NPC/recruiting system (both of these major pillars of the Eulora as intended, to distinguish from the Eulora as currently seen).

        On top of this, we will also be releasing Diana's bot, either in its current version or as expanded and refined by then. In the interim you can download it as a patch (it will require recompiling the client, but really following the exact same steps you did in the first place). I have personally tested it and it works splendidly to automate both crafting and mining, if you feel the need (and have the budget to benefit) for either.

        We have also undertaken some minimal expenses (chiefly to recruit artists, and otherwise art related), which are too unsubstantial to introduce in the accounts. Nevertheless, once the art pipeline gets going I do expect we will make some significant expenditure, either in the form of cash or equity (and not really so much at our option which).

        1. We sold nothing this month. I do not think this is concerning, in terms of the financial health of the Euloran universe. As is perhaps readily intuited, there exists very little difference between Eulora and any other sovereign nation, from China to Peru. In this context, "sales" really represent capital inflows. While the people who try to make "world domination through investment" their business will readily pretend and try to persuade everyone in sight that capital inflows are the only way to go, that stance is nonsense for rather obvious reasons - such as the world being finite, universal capital inflow is not possible. (Yes the FED is trying to dream it into existence, but that doesn't actually do anything.) Moreover, the actual internal data as to demand and supply, trade, resource destruction and creation etc and time spent seems healthy, at least to my eye. This is of course one of those topics where every eye must form its own estimation.

          I will readily grant, however, that the absent inflows are proof positive of absent extensive growth. Eulora isn't gaining new players, in spite of very present incentives for new players (these arise out of an inbalance - Eulora is designed to be self-righting, and so it will naturally create ever increasing incentives for those activities, niches or angles that are relatively poorly supplied), which readily and by very far make Eulora the best way to gain Bitcents for a man and his computer. That someone would even consider (or imagine someone else would ever consider) throwing away hundreds of dollars for a glorified Raspberry Pi and its absent "Bitcoin generation" capacities in lieu of actually putting in the very little effort required to conquer Eulora's learning curve shows very readily the low value of money and the relatively high value of intelligence and mental effort in the bezzle world. As empirically judged by this limited datapoint, it would appear that the value of $400 is comensurate with the cost of about a tenth of one day's work. On this basis, fair average salaries would have to be in excess of a million dollars a year, meaning both that USD inflation has well exceed 10% a year on average for the past sixty-five years, as well as that the average working person extracts less than 1% of the fair value of their work currently. These sad properties of the bezzle world are generally known and generally avoided in discourse, which is why I think the very harsh light functioning economies such as Eulora cast upon them constitute significant public service.

          Looking at the retention data is very instructive, on the other hand. Of the 23 players that ever successfully signed in (this process is somewhat ellaborate, consisting of downloading, compiling and registering in the WoT) during the lifetime of Eulora (~4.5 months since late May), 19 spent more than one hour and 10 spent more than 20 hours playing Eulora. In a game market where a 20 hour gameplay has long been an untouchable high mark, Eulora's whopping 221 hours average gameplay over the entire 23 player strong population has got to be eye popping. In this sense, because grossly speaking player-hours are rather fungible, Eulora's 23 strong playerbase rather favourably compares this title to your average iPad game, where ten or twenty thousand installs average eight minutes of gameplay each. In fact, by the "a player is 8 minutes' gameplay" standard, Eulora's installed base reads like 38`160, which both puts it solidly in the success category as well as massively understates the plain obvious truth that Eulora is very, very, VERY far from having burned through its market.

          This entire experience is, at least to me, a very loud demonstration of long held principles, such that it is much better to create a product that inspires fanatical devotion than to create a product which is easy to pick up, or easy to advertise, or easy to anything else ; and that it is much better to focus on value and quality at the expense of marketing - the only employees on the premises that do not contribute to the bottom line, but merely inflate the costs ; and so on.

          Obviously, Eulora's publisher is not in the position where its financial health depends on Eulora succeeding quickly even if that success were to leave most money on the table. I squarely hang this fortunate situation in the nail of apt management, financial as well as operational. There is a lot to learn here. []

        2. No further provisioning this month. I remain ever watchful.

          In the "for the record" category, we've entered into preliminary discussions with F.MPIF (where we have an in through the fortunate happenstance that one of the S.MG board members is good friends with the GP) and we have an in-principle agreement to obtain additional financing from them to complement S.MG's ample financial resources, should we so desire. No concrete terms have been discussed as of yet, and I remain reserved on the wisdom of such a measure. []

        3. We made a small gain on player activity this month. []
        4. The nominal (ie, what merchant pays) of all owned items plus cash held. The value of skills is nominally 0. []
        5. The rate of capital destruction in the shareholder equity line is decelerating significantly. This is an excellent sign - even in a month with 0 income Eulora was capable to payoff about a fifth of its fixed costs out of the mommentum of its inside workings. This makes me very, very happy. []
        Category: S.MG
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        One Response

        1. [...] you're the Elliot type and imagine success = individual fixation, then Eulora reported 221 hours monthly average gameplay over its entire playerbase back in 2015, and 4.75 hours monthly average (2.5 median) for the least [...]

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