made businesses in...
made businesses in this area, like Ofoto, Shutterfly, and Snapfish. Basically
their model was that photo sharing was a loss leader for photo finishing services.
It was all about the funnel to get you into buying prints. Photo sharing
Catarina Fake 259
wasn’t seen as a valuable enough activity that people would pay for that itself.
So I think that our na?vet? was what made the whole thing possible.
Other things were happening too. Stewart and I were longtime bloggers. I’d
started blogging back in 1999, and had had a personal site on the Web since
1994. At the time when we were developing Flickr, social networking services
had been bursting onto the scene. The Friendsters, MySpaces, and the Tribes
were all happening around that time. So it was a convergence of all of this personal
publishing stuff, as well as social networking and the rise of camera
phones.
One of the things that I think was new about Flickr was the idea of publicness
that hadn’t been there when Ofoto and Shutterfly were being built, which
emerged from blog culture. There’s no such thing as a public photo on those
sites, whereas on Flickr and a blog, the default is for it to be public.
Social networking got people used to this idea that they could make an
online digital identity. They could put up photographs online and talk about
who their friends were and what their interests were. And social networking as
social networking pretty briskly showed itself to be a fairly pointless activity.
People would go in and collect up all their friends and then there was nothing
to do; there wasn’t any sort of core interest. But when you tied it to a very specific,
very connective activity like photo sharing, it really flourished.
Livingston: So Flickr was taking off. How did you, as a company, respond?
Fake: We tried to do both Flickr and Game Neverending in parallel. It was
really tough because we were only six people, and that just wasn’t enough
resources to do both. Eventually, I think in July of 2004, we had to put the game
on hold and stop development on it because Flickr was really taking off.
We were sad to do that because we all really loved the game. It had a lot of
avid fans and we already had 20,000 people signed up to test the prototype. It
was hard to let it go; it was the thing that we had started the company to do. But
you couldn’t argue with the momentum and growth that we were seeing with
Flickr.
Livingston: What were some of the next turning points? Did anything go wrong
down this new path?
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