Apple is cracking down on blatant Wordle clones in the appstore right now but there is demand there, there is going to be a different app with a different name with a different ui with some added features like multiplayer that is probably gonna make some good money for a few months.
If someone is gonna inevitably end up benefiting from it, I'd rather the guy who made the original rather than an app cloning team in China or some bay area tech bro. I am putting myself in his shoes and even if I had the vision that he has, I would not be able to stop myself from monetizing it even if just to not let the copycats make as much of a windfall.
What do people here think of this situation?
I don't like ads, on the internet or TV, and therefore refuse to inflict them on anyone who plays the little game apps that I release, otherwise I'd be a hypocrite.
Well done to Josh for having the humanity for just making a thing that people enjoy, and stopping there.
He may not monetize it by selling it on the app store (honestly, who would buy? I think most people would just fizzle out rather than pay $1), but he'll definitely end up monetizing it in a unique way... the gigantic success of this will set him up for a huge number of opportunities (awesome job offers! promotions! raising money for a company! higher consulting rate!) that will last long after Wordle does.
I immediately recognized Wordle as a clone of 'Lingo' [0], a popular TV game show that started somewhere in the 80's, and is still broadcasted today. It's very popular here in the Netherlands.
> But I can't help but feel that the guy is about to let someone else benefit from his creation and am not sure how to feel about that
I'm not sure how the creators of Lingo must feel about this Josh Wardle getting credit for 'creating' a game that they have been broadcasting for over 40 years.
Or pretend Wordle is one of the countless examples of freeware (https://en.wikipedia.org/wiki/Freeware) that exist online.
Would we be having the same conversation?
It's strange to me that many folks can't accept some people release things and don't necessarily care how it's further used, when the exact thing happens for many other examples of software and software products.
My two cents is don't think too hard and just enjoy the game. Let it be. Que sera, sera.
Isn't it said in startup circles that ideas are nothing and execution is everything? Isn't it also said elsewhere that money doesn't buy happiness?
Someone else's viral fad doesn't need to fit neatly into some preconceived idealistic notion of success. It's literally a viral fad; the whole point is to not fit neatly into predictable molds.
More importantly I don't want to taint my things by selling out. It would destroy the soul of the project.
I threw it online for other people to use, and it quickly gained traction. I'd estimate that it has had over ten thousand users, possibly multiple tens. Some of these users expressed, unprompted, an interest in giving me money for providing this tool. I simply set up a page on a payments website that caters to creators, and linked it from the tool. I provide no benefits for contributions; it is purely to provide an avenue for those that wish to do so.
If you total up the amount of work I've put into the project, and the total amount of money I've received, I would estimate I've earned somewhere in the vicinity of $1/hour for my work.
I didn't do the project for the money. I did it because I wanted the thing I made. It is an entirely selfish project. That others find it useful is gratifying, but the motive wasn't profit, and to try to pivot to a profit motive would be nonsense to me. (Not to mention, I don't want to insult the developers of the game for which the project is an aid, by charging money off the back of their work.)
Some things just aren't businesses, you know?
Well done Josh Wardle!
Note: I'm not saying that the same thing is happening here.
Different people have different situations and different priorities. Maybe he doesn't need money cause he's already rich? Maybe money isn't a particularly important objective for him? Maybe this is part of a long-term strategy to get recognized as a leading viral game dev?
Who cares? His situation his his situation. I neither think much better of him nor any worse of him depending on whether he monetizes or not. (Though there's something "romantic" about just creating a thing because you like it existing.)
> If someone is gonna inevitably end up benefiting from it, I'd rather the guy who made the original rather than an app cloning team in China or some bay area tech bro.
Why? If people want to play this on iOS, and the creator chooses not to provide it, or even makes an inferior version, why not let some other team create a "clone" of it that satisfies a need people have?
For a forum in which so many people hate IP and copyright, this is a funny sentiment :)
Differences:
* Deduce uses 6-letter words * Deduce just tells you the number of correctly placed letters, it doesn't show you where they are or give you wrongly placed letters. * Deduce can be played as often as you like * You can take as many guesses as you need * Deduce is paid, but reasonable and one-time
I've played Wordle a couple times, and Deduce is much harder.
I have missed a lot of opportunities in my life, but that is the biggest one.
The thing is monetization isn't just about making money. The money is used for improvement so when you monetize you can possibly create something even more amazing.
It's definitely not my place to judge that.
I don't know how much money he could expect to make? But obviously he values his principles and convictions higher than whatever amount he estimates he could make - thus he choose the option that provides the most value to him personally. I see no problem with that - it's totally within his rights to do whatever he wants with his game.
There are many possible reasons to not monetize something. Like for example, if you do something and enjoy doing it - and then start monetizing it, you will be exposed to certain pressures and responsibilities. For example, once you enter a seller/buyer relation-ship, you have to treat your fans as customers, which comes with a set of expectations that you can dodge as long as the app remains free. These new pressures and responsibilities turn a hobby into a profession - and can totally suck the fun out of it. If you want to keep your hobby a hobby that you do just for fun, without big commitments, then it's probably better to not monetize it.
At least not in a way that creates any responsibilities. Maybe there's a way to accept donations as pure gifts, without any strings attached. But many people would still feel like they had to give something in return, when receiving donation money. Like that little nagging thought, that they should put out an update, since many people donated for it... that sort of thing.
I feel that when people say "He's stupid for not taking the free money he could get!" - there might be a bit of jealousy behind that kind of statement. To someone who's trying hard to come up with a startup-idea that could generate money, it must of course feel maddening to see someone sitting on such an idea and not generating money from it. Makes you feel: "I wish I had a viral sensation app like that...", doesn't it? ;)
If people play once per day and it takes a few minutes, _any_ amount of advertising would probably kill the game.
I think its awesome to not monetize something. Not everything needs to get on that hamster wheel. Whats next? multiplayer? private games? corporate events? More versions that are just like it - 6 character words, then 7, etc. Maybe the person just wanted to create a fun game. His best bet is a tip-jar, if Apple allows that.
Hopefully it works out for the creator. Maybe helping to spread the word that 'app X is not the original Wordle' might help to give him more visibility among people playing the game.
[1] https://arstechnica.com/gaming/2022/01/wordle-and-ip-law-wha...
He's going to be competing with clones that will flood the app stores either way, and users aren't going to necessarily know which one is the original (a past drama about 2048 comes to mind), so it's going to be down to whoever does the most marketing and manages to get featured in the app store, which is a lot of work and stress, and may not be worth it in the end.
I guess he decided that the risk/reward is not worth it.
I think I'm also disappointed that numerous clones are coming out and they're all going to cash in on the craze and will probably eclipse the original.
The solution to this, of course, is to set up a (government) service to pay artists, such as game developers, for their work.
Congrats on the viral hit and all the free press. Josh is a great guy.
I doubt there's much value here to squeeze. People lose interest in these things pretty fast. By the time it's productionized, it might be too late, and it ruined a fun hobby. The big value is he has a platform to launch something else, or enough attention to land a pretty good next gig.
Recently I ported it to Android, it has 23 active users at the moment. ¯\_(ツ)_/¯
[0] https://play.google.com/store/apps/details?id=air.com.gameva...
On the other hand, when it comes to your side projects, it truly is once in a lifetime that something becomes a global hit. A company or even a non-profit wouldn't hesitate to monetize this, and yet individual is the one who is given more scrutiny when they "sell out."
This simple little app being popular is something that could make a single developer financially independent (or just bring in a steady side income that gives you more career options). The author isn't exactly independently wealthy, he's still doing salaried work for a company. He is still (trapped, depending on your perspective) in the 9 to 5 like the rest of us.
It's not like Wordle is healthcare, something that is monetized that shouldn't be. It's just a game. A lot of people love it so much that they would gladly pay for some premium version of it.
Another way to keep the original product 100% free would be to open a store with merchandise or use something like Patreon.
I think of the Open Source movement not being about "freedom as in beer." It's 100% okay to sell open source software, but the point of open source is "freedom as in speech."
Monetizing is not the same as selling out or being predatory or immoral, because how you monetize is a very important detail.
Zach could stick to some kind of principles like those while still monetizing. Consider this as well: there's a good argument that not monetizing something as popular as Wordle is doing his family a disservice. All of our families, especially in a capitalist system to which we are subscribed with no opt-out, are basically little kingdoms that have to do their best to secure the stability of their future. Giving up a low-effort income source like this is kind of like turning away 10,000 soldiers who want to join your kingdom's army – it can only hurt you in the long run.
But I also don't judge the copycats. Video games get copied all the time. In the beginning, we will get blatant clones which share the same ui and name.
Give it some time and we will see clones which add their own twist. The game will evolve.
(My wife and I play it, as does our 9yo. It's a morning (LOL, 00:01...) ritual of sorts, playing and then later discussing our tactics and the logic involved.
I work part-time, 32 hours a week, and I'm reasonably well paid. I don't want to run a business, and becoming financially independent doesn't particularly appeal to me. I've already tried not working. Seems like a great idea until you do. Just took a year off and lived off savings doing whatever the heck I felt like. Turns out that gets kinda boring in the long run.
He should monetize it, and donate the proceeds to a good charity if he really doesn’t need it and doesn’t think anyone in his immediate family or social circle needs help either.
I understand he has a personal feeling that this was not meant to be monetized, and I can respect that.
But even so, it would make a lot of sense for him to put a tip jar on the site. He’d probably make $100,000 over the next weekend, and he’s certainly earned it.
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Awesome game! Got it on the fourth try. Maybe the guy can put a donation box somewhere. I'd buy him a coffee.
You can see the official apps here: https://apps.apple.com/gb/app/lingo-official-mobile-game/id1... https://play.google.com/store/apps/details?id=uk.co.twowayme...
There's tonnes of clones of those too in both app stores.
I also made a web based version recently, with unlimited words and choice of words lengths between 4-8 characters.
On top of that someone else is already rushing to monetize it. (presumably)
There is nothing admirable about working for free while someone else takes your money.
Literally nothing.
He made a thing. People enjoy it.
I mean, maybe they'd have a leg to stand on if it was like that guy who didn't patent that vaccine in order to make it more publicly available, but these are games.
I say that a touch light hearted but it’s kinda true.
Eschewing money on the outset seems taking the high-road, but from a value creation and compounding perspective, it is pretty dumb.
If you create value, you better capture the value that you have created, so that you can compound it and give back the goodness 10000x.
Gates / Buffett can deploy Billions to large-scale charity because they captured value.
Elon Musk can deploy his Billions to revolutionize exploration.
If you think Josh is good with no-money, imagine how much good he can do with $10,000,000,000 money.
Paradoxically, Nice people should build wealth. Else, someone else will build wealth and they will deploy it in a not-nice way
After reading about Wordle, this very being thinks that guy should take every bloody buck out of their pockets, without any remorse but pure heartless greed, and donate them to whomever or whatever he thinks needs it the most.
That'll teach them.