Knotwilg wrote:Fundamentally, one stop shops are a dead end in the Internet era. People are finding an enormous amount of quality content for free. Unless you are a professional go player offering teaching, there is no way of competing on quality content, let alone if you make people pay for it. Either you find yourself a niche, or a framework that gives a particular access or binding to all that available content.
Secondly and most importantly, you talk a lot of meta, promising it will be great but we don't get to know how exactly it will be great. Show, don't tell. Right now it looks like a shiny but empty box.
Paul Graham says: start-ups will only succeed if they make something people want. Do you know what your target audience wants?
- one frustration of people is that they don't easily find games; a supra-server could solve that
- another frustration online is that opponents are anti-soial; can you make something online that mimics the cozy atmosphere of a real club?
- the abundance of material may be a concern: where to start? I think your "USP/mission" comes closest to this, but it's not clear how
Your marketing includes part of your strategy, like "automation". Automation can be a good strategic measure, but it's not exactly a compelling marketing argument. Or "gamification". I don't want to be gamified. And gamifying a game sounds pointless.
On a minor note, in the introduction video, Vadim underlines every syllable with a hand gesture. Hard to watch.
Bottom line: Why would anyone care? What's the immediate value? What can I do NOW that I can't do elsewhere? Except ... "my first move" = paying!
On the upside: you seem to have a lot of enthusiasm and a great web developer. Good luck.
Hello and thank you for your feedback.
This current landing page was mostly made to tell the world that we are working on this massive undertaking and hopefully get some people interested in helping with this in one way or another, because we are a very small team right now.
You're right, there is a lot of free content out there these days but in many cases it lacks a motivational element, it's hard for a beginner player to stay focused when watching countless 40-minute lectures. And this is where we hope gamification might help. Not gamifying the game itself, but the learning process to make it more fun and upbeat.
Even though this video was clearly meant for people who are already familiar with the game, our primary target audience will be people who want to learn the rules of Go and complete beginners. Certainly we hope that some time later we'll have lectures for dan level players as well.
As for "show, don't tell" part, we're working on it. As soon as we have something for people to try out, we'll share it with the whole community.