This page contains a Flash digital edition of a book.
42: WGE MAG work together as a single unit.


We also decided to start on the Facebook social platform because any members we could drive to the games would have a much higher viral rate. Later we will extend it to the iPhone, Android and game portal markets.


So each game could be linked together, costs less, has a shorter development cycle, quicker to produce profit, and had its own independent revenue stream.


Then we share the business model to potential partners and other development teams in a revenue sharing model.


Now about the MyMe game platform itself. Well, it is really cool with a great storyline.


Long story short - an ocean-line cruiser filled with movie-stars, doctors, athletes (and, of course, fat tourists) crash on an unknown


This creates an additional built-in cross marketing feature that helps support a self-sustaining revenue model.


I have seen some information about your MyMe project. What is that exectly?


MyMe is our own branded social game series.


Lots of independent agencies are trying to create their own product. Many are now seeing the importance of diversifying their revenue stream.


Because we have developed a number of award-winning social games for clients, we figured we could use that experience and knowledge of the market to create our own product.


We have been toying with the idea and business model for a little bit. A few major concerns we had were the same as any other independent agency in our shoes.


These were cost (of production and maintenance), reducing time to market, and producing stable profits (through some sort of player payments).


We took a good look at the virtual world model targeting the kid market. After all, we have developed many of these types of systems for clients. We really liked how thousands of players could interact with each other in real-time and how they could jump to other games in a cohesive fashion. However we did not like the development time, cost and limited ways to market.


Although we had the experience in creating products for clients, we did not have the millions of dollars to develop it, nor the much larger required budget to advertise it once it was completed. It seemed very frustrating without an investor or partner of some type.


So I came up with a very specific plan to overcome some of these hurdles.


Instead of creating an entire virtual world at once we figured a way to create it one game at a time. Each game produced would automatically be tied to the system allowing members and their accounts to jump from game to game. After all, a virtual world is actually a bunch of games and systems that


ISO Interactive also created The Chamber of Chat for Harry Potter fans.


MyMeTM business model can be downloaded at: http://www.isointeractive.com/assets/uploaded_files/ SOWMyMeAdventure2DFlashPhaseI.pdf


Capabilities document and a few project case studies can be downloaded at: http://www.isointeractive.com/assets/uploaded_files/ISO_ Company_Overview.pdf


troy@isointeractive.com


With each island having its own time period we can make any kind game with any kind of avatar figure. For example if the ninja them is hot then we can create that. If the Viking’s become popular the system can support that class as well.


island in the Caribbean Trapezoid. Now later they figure out that there are a series of islands pulled from parts of time through out history. In addition, all these islands are on top of a giant turtle-like thing’s back. This giant turtle shaped thing travels through space and time, collecting islands, like bumper stickers, across its back.


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