Saturday 12 May 2012

Start Small, Get Huge

The larger a vehicle is, the more fuel it consumes, the more power it needs to move, the more costly it becomes. This is no different to businesses or their products. Thanks to the ever-changing internet, it's possible for a lone man to do more than what entire businesses could twenty years ago. Smart organisations have noticed this, and adapted to exploit it. By changing to a smaller business model that utilises the internet, an organisation can cut costs and for more efficient solutions.


However, becoming lightweight isn't the entire solution. For example, an exploding demographic can easily overwhelm a service, or the competition may change their system to one that's more efficient. Indeed, a business needs to be flexible and scalable to remain competitive. Seth Godin described it best when he said "Get small. Think big." It means to deliver a big product or service, but in a way that minimises cost and resources.

 Some methods that enforce this behaviour include:
  • Outsourcing whenever appropriate - Do calculations off-site or direct specific tasks to specialist services.
  • Using loose coupling - Be able to change methods without changing the end result.
  • Operating fast - Finding and solving problems earlier.
  • Avoid restrictive solutions - Open-ended or remixable solutions enable flexibility.

It's interesting to note that this pattern often overlaps with the Perpetual Beta pattern. A beta may start small, allowing it to grow to fill its audience's tastes. Or a program that continues to evolve may adapt to its competition, or try to appeal to a newly-found niche audience.

There's a lot of roles that can be delegated off-site.
Finding the right methods and services to produce them can save
a fortune, which means success or failure to smaller businesses.
One organisation which "started small, thought big" was Mojang, founded near the end of their first project: Minecraft. Before Mojang was founded, it was just Markus "Notch" Persson, a lone programmer and developer.  Minecraft at this stage was a simple java game embedded in the browser, limited in features and especially buggy in multiplayer.


As Minecraft progressed, so too did its environment. In fact, the website could not keep up with the explosive growth of its user base: repeatedly the servers collapsed from the sheer number of users trying to play the online game. Quickly, Mojang changed its act: Minecraft was altered so people could play the game offline (albeit limited with some features) and found a different plan for its servers so it could cater for the increasing demand.

This quick action allowed Mojang to recover from an unfavourable scenario and averted complete disaster. If the group didn't rely on their host or act quickly, the interest in the game would have dwindled and possibly stopped altogether. As of today, Mojang has since "completed" Minecraft, and has grown both in number and in projects.

References:
OpenText, Low Cost Enterprise Scalability, retrieved 11th May 2012
Seth Godin (), Small is the new big
Mojang Homepage

10 comments:

  1. Minecraft is a perfect example for this week, it is certainly lightweight; being able to be played on laptops, desktops and web browsers has been proved popular.

    In terms of scalability, It has also proven to be very cost effective. Not much is needed for users to host their game: simply find a reliable content host and away they go.

    Good post, you continue nailed this pattern on the head!!

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    1. Thank you, it's notably easier to see this pattern in the smaller companies. Larger organisations may very well be outsourcing when they can, but it's not too hard to believe that they are supplying their own needs too.

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  2. Havent played Minecraft but it is true how this guy started really small and its an excellent example of " light weight " . Just proves that maybe you can get outside help from users to help increase the game's audience .

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    1. Advertising, hosting, processing fees, there's a good number of service providers that will happily do these things for you, taking a lot of the hard work off your shoulders. It's extremely competitive too: some plans being free if your business is small enough.

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  3. Minecraft, heard but haven't played before. are those cute pictures come from Minecraft? i can see how much you like it :)
    it is a good example as a game in light weight model and cost effectively as well. and as i know, people can edit the world map by themselves is that right?
    good post! thanks for let me know the funny game in this pattern

    welcome to visit my blog at http://acacker.wordpress.com/

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    1. Although Minecraft does boast a stylistic "retro pixel feel", those cute pictures are mine. :)
      Minecraft allows people to easily manipulate the world in-game, and it develops a random world for every new game. While that's not quite development, some people have released mods and tools which do extend the game in some form.

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  4. Minecraft was a very interesting choice for your example. I completely agree on your points regarding the "offline decision".

    I found that the link to the perpetual beta pattern was not something I would've found. Good job!

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    1. Thanks, It can also have a connection to Innovation in Assembly, as development can be mitigated somewhat by the community's progression. That is not to say that all the Quality and Assurance should be left TO the community however.

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  5. Never heard of Minecraft before :) Pretty cool how they implemented and offline playing feature though (and quickly) - that's impressive.

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    1. Indeed, the fact it was such a lightweight model allowed it to quickly adapt. Or...perhaps being able to adapt quickly was what defined it to be lightweight.

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