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CRV’s Saar Gur wants to invest in a new wave of games built for VR, Twitch and Zoom

Saar Gur is adept at identifying the next big consumer trends earlier than most: The San Francisco-based general partner at CRV has led investments into leading consumer internet companies like Niantic, DoorDash, Bird, Dropbox, Patreon, Kapwing and ClassPass.

His own experience stuck at home during the COVID-19 pandemic spurred his interest in three new investment themes focused on the next generation of games: those built for VR, those built on top of Twitch and those built for video chat environments as a socializing tool.

TechCrunch: We’ve been in a “VR winter,” as it’s been called in the industry, following the 2014-2017 wave of VC funding into VR drying up as the market failed to gain massive consumer adoption. You think VR could soon be hot again. Why?

Saar Gur: If you track revenues of third-party games on Oculus, the numbers are getting interesting. And we think the Quest is not quite the Xbox moment for Facebook, but the device and market response to the Quest have been great. So we are more engaged in looking at VR gaming startups than ever before.

What do you mean by “the Xbox moment,” and what will that look like for VR? Facebook hasn’t been able to keep up with demand for Oculus Quest headsets, and most VR headsets seem to have sold out during this pandemic as people seek entertainment at home. This seems like progress. When will we cross the threshold?

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All product creators can learn something from Jackbox Games’ user experiences

Jason Shen
Contributor

Jason Shen is a three-time startup founder and the CEO of Midgame, a gaming technology company backed by Techstars and Betaworks.

During this period of shelter-in-place, people have had to seek out new forms of entertainment and social interaction. Many have turned to a niche party series made by a company best known for an irreverent trivia game in the ’90s called “You Don’t Know Jack.”

Since 2014, the annual release of the Jackbox Party Pack has delivered 4-5 casual party games that run on desktop, mobile and consoles that can be played in groups as small as two and as large as 10. In a clever twist, players use smartphones as controllers, which is perfect for typing in prompts, selecting options, making drawings, etc.

The games are tons of fun and perfect for playing with friends over video conference, and their popularity has skyrocketed, as indicated by Google Trends. I polled my own Twitter following and found that nearly half of folks had played in the last month, though a full third hadn’t heard of Jackbox at all.

Have you played Jackbox Games in the last month?

— Jason Shen (@JasonShen) April 9, 2020

How do these games work?

There are more than 20 unique games across Jackbox Party Packs 1-6, too many to explain — but here are three of the most popular:

  • Fibbage: A twist on the traditional trivia game, players are asked to invent an answer to a question of obscure knowledge (e.g. “a Swedish man who works as a dishwasher receives disability benefits due to his unusual addiction to ____.”) Then all the invented answers are mixed in with the truth and players must select the real answer while avoiding fakes. You earn points for guessing correctly and for tricking other players (the answer is “heavy metal”).

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Streaming service Hooq shuts down, ends partnerships with Disney’s Hotstar, Grab and others

Hooq, a five-year-old on-demand video streaming service that aimed to become “Netflix for Southeast Asia,” has shut down weeks after filing for liquidation and terminated its partnerships with Disney’s Hotstar, ride-hailing giant Grab, and Indonesia’s VideoMax.

Hooq Digital, a joint venture among Singapore telecom group Singtel (majority owner), Sony Pictures, and Warner Bros Entertainment, discontinued the service on Thursday. It had amassed over 80 million subscribers in nearly half of the dozen markets in Asia.

“For the past 5 years, we gave you unbelievable thrills, heartrending drama, roaring laughs, awesome action, and more. Our goal was to bring you the best entertainment from here to Hollywood. Our hearts are full of gratitude for all of you who shared the journey with us,” it says on its website.

Hooq publicly disclosed that it had raised about $95 million, but the sum was likely higher. News outlet The Ken analyzed the regulatory filings last month to report that Hooq had raised $127.2 million, and its losses in the financial year 2019 had ballooned to $220, suggesting that it had received more capital.

The streaming service said last month that it could not receive new funds from new or existing investors.

Homepage of Hooq

The service counted India, where it entered into a partnership with Disney’s Hotstar in 2018 and telecom operators Airtel and Vodafone, as its biggest market. The company also maintained a partnership with ride-hailing giant Grab to supply content in its cab, and VideoMAX in Indonesia.

Hooq brought dozens of D.C. universe titles including “Arrow,” “The Flash,” “Wonder Woman” and other popular TV series such as “The Big Bang Theory” to its partners. In India, users began noticing last week that those titles were disappearing from Hotstar.

A spokesperson of Hooq told TechCrunch today that its tie-ups with all its partners including Hotstar have closed. A Hotstar spokesperson did not respond to a request for comment.

Mobile operator Singtel first unveiled Hooq’s liquidation in an exchange filing last month. The Ken reported that the filing left hundreds of employees at Hooq stunned who thought the firm was doing fine financially. Nearly every employee at Hooq has been let go, with select few offered a job at Singtel, according to The Ken.

In an interview with Slator earlier this year, Yvan Hennecart, Head of Localization at HOOQ, said that the company was working to expand its catalog with local content and add 100 original titles in 2020.

“Our focus is mostly on localization of entertainment content; whether it is subtitling or dubbing, we are constantly looking to bring more content to our viewers faster. My role also expands to localization of our platform and any type of collateral information that helps create a unique experience for our users,” he told the outlet.

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7 VCs talk about today’s esports opportunities

Even before the COVID-19 shutdown, venture funding rounds and total deal volume of VC funding for esports were down noticeably from the year prior. The space received a lot of attention in 2017 and 2018 as leagues formed, teams raised money and surging popularity fostered a whole ecosystem of new companies. Last year featured some big fundraises, but esports wasn’t the hot new thing in the tech world anymore.

This unexpected, compulsory work-from-home era may drive renewed interest in the space, however, as a larger market of consumers discover esports and more potential entrepreneurs identify pain points in their experience.

To track where new startups could arise this year, I asked seven VCs who pay close attention to the esports market where they see opportunities at the moment:

Their responses are below.

This is the second investor survey I’ve conducted to better understand VCs’ views on gaming startups amid the pandemic; they complement my broader gaming survey from October 2019 and an eight-article series on virtual worlds I wrote last month. If you missed it, read the previous survey, which investigated the trend of “games as the new social networks”.

Peter Levin, Griffin Gaming Partners

Which specific areas within esports are most interesting to you right now as a VC looking for deals? Which areas are the least interesting territory for new deals?

Everything around competitive gaming is of interest to us. With Twitch streaming north of two BILLION hours of game play thus far during the pandemic, this continues to be an area of great interest to us. Fantasy, real-time wagering, match-making, backend infrastructure and other areas of ‘picks and shovels’-like plays remain front burner for us relative to competitive gaming.

What challenges does the esports ecosystem now need solutions to that didn’t exist (or weren’t a focus) 2 years ago?

As competitive gaming is still so very new with respect to the greater competitive landscape of content, teams and events, the Industry should be nimble enough to better respond to dramatic market shifts relative to its analog, linear brethren. A native digital industry, getting back “online’”will be orders of magnitude more straightforward than in so many other areas.

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Puppet names former Cloud Foundry Foundation executive director Abby Kearns as CTO

Puppet, the Portland-based infrastructure automation company, today announced that it has named former Cloud Foundry Foundation executive director Abby Kearns as its new CTO.

Current Puppet CTO Deepak Giridharagopal will remain in his role and focus on R&D and leading new projects, while Kearns will focus on expanding the company’s product portfolio and communicating with enterprise audiences.

Kearns stepped down from her role at the Cloud Foundry Foundation earlier this month after holding that position since 2016. At the time, she wasn’t quite ready to reveal her next move, though, and her taking the CTO job at Puppet comes as a bit of a surprise. Despite a lot of usage and hype in its early days, Puppet isn’t often seen as an up-and-coming company anymore, after all. But Kearns argues that a lot of this is due to perception.

“Puppet had great technology and really drove the early DevOps movement, but they kind of fell off the face of the map,” she said. “Nobody thought of them as anything other than config management, and so I was like, well, you know, problem number one: fix that perception problem if that’s no longer the reality or otherwise, everyone thinks you’re dead.”

Since Kearns had already started talking to Puppet CEO Yvonne Wassenaar, who took the job in January 2019, she joined the product advisory board about a year ago and the discussion about Kearns joining the company became serious a few months later.

“We started talking earlier this year,” said Kearns. “She said: ‘You know, wouldn’t it be great if you could come help us? I’m building out a brand new executive team. We’re really trying to reshape the company.’ And I got really excited about the team that she built. She’s got a really fantastic new leadership team, all of them are there for less than a year. they have a new CRO, new CMO. She’s really assembled a fantastic team of people that are super smart, but also really thoughtful people.”

Kearns argues that Puppet’s product has really changed, but that the company didn’t really talk about it enough, despite the fact that 80% of the Global 5,000 are customers.

Given the COVID-19 pandemic, Kearns has obviously not been able to meet the Puppet team yet, but she told me that she’s starting to dig deeper into the company’s product portfolio and put together a strategy. “There’s just such an immensely talented team here. And I realize every startup tells you that, but really, there’s actually a lot of talented people here that are really nice. And I guess maybe it’s the Portland in them, but everyone’s nice,” she said.

“Abby is keenly aware of Puppet’s mission, having served on our Product Advisory Board for the last year, and is a technologist at heart,” said Wassenaar. “She brings a great balance to this position for us – she has deep experience in the enterprise and understands how to solve problems at massive scale.”

In addition to Kearns, former Cloud Foundry Foundation VP of marketing Devin Davis also joined Puppet as the company’s VP of corporate marketing and communications.

Update: we updated the post to clarify that Deepak Giridharagopal will remain in his role.

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Fortnite hosted a psychedelic Travis Scott concert and 12.3M people watched

The idea of an in-game Travis Scott concert might seem a little silly — particularly if, like me, you’re not really a Fortnite player.

Yes, the popular multiplayer game has hosted other promotional events for movies and music. But even if all this COVID-19 imposed isolation has left you hungry for live performances, why not watch actual footage of Travis Scott in concert?

What Scott and Fortnite-maker Epic Games delivered, however, is a gloriously surreal “astronomical” event, with an enormous, kaiju-sized Scott avatar looming over players and teleporting around the venue while the visuals around him get increasingly psychedelic. It’s something that could only happen in a virtual concert, and that’s what makes it delightful.

Plus, the event was viewed by far more people than could ever pack into even the largest concert venue. Epic Games said 12.3 million concurrent players participated, a new record for the game.

You can watch for yourself in the video above, but if you want to actually interact with a giant Travis Scott while he sings “Sicko Mode,” Epic Games is planning encore events throughout the weekend.

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Players Ntwrk launches celebrity gaming channel backed by WME, Daylight and Stratton Sclavos

Emerging from the smoldering wreckage of Echo Fox and Vision Venture Partners, the investor Stratton Sclavos is rising again to launch a new esports-related venture — a gaming-focused digital network also backed by the WME talent agency and Daylight Holdings.

Tapping Daylight and WME’s roster of talent, Sclavos has created Players Ntwrk, a new gaming-focused production company that will look to compete with other upstarts angling to tap into esports and competitive gaming’s newly dominant place in the entertainment firmament.

Players Ntwrk will feature original programming, unscripted series, celebrity gameplay and live events tapping talent from music, traditional pro-sports and the esports gaming world.

Sclavos and the multifaceted talent manager and president of Daylight Holdings, Ben Curtis, dreamed up Players Ntwrk as a way to tie together disparate groups of athletes and entertainers around their shared love of gaming and entertainment. The network will initially leverage relationships with WME and Klutch Sports Group, the agency founded by LeBron James’ longtime manager, Rich Paul, to find talent for programming.

The network will launch on Tuesday at 5:00 pm Pacific for two hours of gameplay featuring the New Orleans Pelicans Guard/Forward Josh Hart and Sacramento Kings point guard De’Aaron Fox on the Players Ntwrk Twitch channel. Additional live streams will be broadcast Friday and Saturday, the company said.

Over the next 12 weeks the network will add live programming featuring all of its “First Squad” talent and experimenting with different gaming and unscripted formats. Ultimately, the network will produce between 12 and 15 hours of original programming per week by the end of the second quarter and will ramp up to 20 to 24 hours of programming per-week by the end of the year.

Initial programming is going to be devoted to charity fundraising, with proceeds going to designated charities based on direct audience donations, the company said.

Players Ntwrk’s First Squad talent roster includes:

  • Professional athletes: De’Aaron Fox (Sacramento Kings), Josh Hart (New Orleans Pelicans), Jarvis Landry (Cleveland Browns) and Alvin Kamara (New Orleans Saints)
  • Music and Entertainment: PARTYNEXTDOOR, Murda Beatz, producer Boi-1da, actor/former athlete Donovan Carter (Ballers)
  • Creators/Streamers: KatGunn, Sodapoppin, Cash, Jesser, Jericho, Octane, Sigils, Sonii and DenkOps

Players Ntwrk joins companies like Venn, which are angling to gain a slice of the roughly 37.5 million monthly viewers that are expected to watch live streams on Twitch by the end of 2020, according to research done by eMarketer.

“The number of viewers and subscribers consuming gaming entertainment across YouTube and Twitch tops other entertainment services such as Netflix, HBO, Spotify and ESPN combined,” said Sclavos, in a statement. “Entertainment spectacle is trumping hardcore gaming competition. That kind of engagement makes it clear; gaming entertainment is the next pop culture phenomena. PLAYERS NTWRK is the only platform embracing and executing this new reality by creating original content with the most influential people who also happen to be fans themselves.”

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Will podcast ad revenue bounce back after COVID-19?

There are early signs that media will be one of many industries to take a huge blow from the COVID-19 pandemic, with sharp declines in ad revenue and significant layoffs. Podcasting is unlikely to be an exception; Podtrac recently reported that downloads have fallen 10% since the beginning of March, while unique listeners fell by 20%.

A different picture emerged when I spoke to Ross Adams, CEO of podcast advertising company Acast, which works with both bedroom podcasters and large publishers like the BBC and PBS NewsHour.

Adams said listenership isn’t down — it’s just that audiences have changed when they’re listening and what they’re listening to, with Acast seeing its largest weekends ever in recent weeks. And plenty of people want to start new podcasts; signups for the Acast Open platform increased 49% month-over-month in March.

“What we’re seeing now is an opportunity for people to discover podcasting as a medium,” he said. “And once you discover it, you stick with it.”

Advertising may be a separate issue, with Adams admitting that the downturn is likely to affect “every business that has the majority of their revenue from ads.” But even then, he sees opportunity as marketing dollars move from traditional industries like radio and out-of-home advertising.

We also discussed Acast’s financials, the podcast discovery process and tips for new podcasters. Read a transcript of our conversation, edited for length and clarity, below.

TechCrunch: Let’s start with the good news. One of the prompts for this conversation is the fact that you guys announced some financial numbers — you doubled the revenue last year to $38 million. So first of all, congratulations.

Ross Adams: Thank you.

And secondly, there’s a lot of different factors at play and different conversations about podcasting breaking through in 2019. But when you look back, what do you see as the biggest factors that contributed to your growth?

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Recap: Roblox, SuperAwesome and Fingerprint execs discuss kids’ media

Consumption of all types of kids-focused digital media has soared with a large portion of the world’s children home from school right now. At all times of day, children are playing games, watching shows and using edtech tools — often in a social context with friends online.
This only accelerates the normalization of virtual spaces as social hubs, and it makes protection of children’s data a more pressing concern for entertainment and communications platforms (like Zoom) that haven’t built a product specific to this demographic.
During last week’s TechCrunch Live session on the state of kids’ media, I had an engaging discussion with three industry leaders about how COVID-19 is impacting companies in the space and what long-term changes could result from it:

  • Craig Donato, chief business officer of Roblox, the $4 billion gaming platform that counts the majority of U.S. kids age 9-12 among its active users.
  • Nancy MacIntyre, co-founder and CEO of Fingerprint, the company behind Kidimo, a leading subscription video and gaming service for children.
  • Dylan Collins, co-founder and CEO of SuperAwesome, the London-based creator of “kid-safe” adtech and privacy tools.

Below is the recording of our conversation as well as the full transcript (with minor edits for clarity):

TechCrunch: The COVID-19 crisis has put families all at home together and changed a lot for your businesses. I want to set context first by looking at the couple years leading up to this. What have been the two biggest changes in the kids’ media space from your perspectives?

Craig Donato: One huge shift that we’ve seen over the last five years is the evolution of games into social places — experiences where kids hang out with their friends, do things with them versus these narrow competitive environments. We really see Roblox as a medium of shared experience. That’s a pretty significant shift, and it’s really benefited platforms like Roblox, but also Minecraft and Fortnite.

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Quibi is the anti-TikTok (that’s a bad thing)

It takes either audacious self-confidence or reckless hubris to build a completely asocial video app in 2020. You can decide which best describes Quibi, Hollywood’s $1.75 billion-funded attempt at a mobile-only Netflix of six to 10-minute micro-TV show episodes. Quibi manages to miss every trend and tactic that could help make its app popular. The company seems to believe it can succeed on only its content (mediocre) and marketing dollars (fewer than it needs).

I appreciate that Quibi is doing something audaciously different than most startups. Rather than iterating toward product-market fit, it spent a fortune developing its slick app and buying fancy content in secret so it could launch with a bang.

Yet Quibi’s bold business strategy is muted by a misguided allegiance to the golden age of television before the internet permeated every entertainment medium. It’s unshareable, prescriptive, sluggish, cumbersome and unfriendly. Quibi’s unwillingness to borrow anything from social networks makes the app feel cold and isolated, like watching reality shows in the vacuum of space.

Quibi

In that sense, Quibi is the inverse of TikTok, which feels fiercely alive. TikTok is designed to immediately immerse you in crowd-vetted content that grabs your attention and inspires you to spread your take on it to friends. That’s why TikTok has almost 2 billion downloads to date, while Quibi picked up just 300,000 on the day of its big splash into market.

Here’s a breakdown of the major missteps by Quibi, why TikTok does it better and how this new streaming app can get with the times.

What Hollywood thinks we want

Quibi feels like some off-brand cable channel, with a mix of convoluted reality shows, scripted dramas and news briefs. Imagine MTV at noon in the mid-2000s. Nothing seemed must-see. There’s no Game of Thrones or Mandalorian here. While the production value is better than what you’ll find on YouTube, the show concepts feel slapdash with novelty that quickly fades.

Chrissy Teigen as a small claims court judge? The tear-jerking “Thanks A Million” does skillfully multiply the “OMG” gratitude moment from makeover programs to happen 4X per episode. But a cooking show where blindfolded chefs have to guess what food was just exploded in their faces…(sigh)

The catalog feels like the product of TV writers being told they have 10 seconds to come up with an idea. “What would those idiots watch?” The shows remind me of old VR games that are barely more than demos, or an app built in a garage without ever asking prospective users what they need. Co-founder Jeffrey Katzenberg may have produced The Lion King and Shrek, but the app’s content feels like it was greenlit by, well, Hewlett Packard Enterprise’s leader Meg Whitman, who indeed is Quibi’s CEO.

Quibi CEO Meg Whitman

Quibi CEO Meg Whitman

Despite being built for a touch-screen interface, there’s little Bandersnatch-style interactive content so far, nor are the creators doing anything special with the six to 10-minute format. The shows feel more like condensed TV programs with episodes ending when there would be a commercial break. There’s no onboarding process that could ask which popular TV shows or genres you’re into. As the catalog expands, that makes it less likely you’ll find something appealing within a few taps.

TikTok comes from the opposite direction. Instead of what Hollywood thinks we want, its content comes straight from its consumers. People record what they think would make them and their friends laugh, surprised or enticed. The result is that with low to zero production budget, random kids and influencers alike make things with millions of Likes. And as elder millennials, Gen Xers and beyond get hooked, they’re creating videos for their peers, as well. The algorithm monitors what you’re hovering over and rapidly adapts its recommendations to your style.

TikTok is fundamentally interactive. Each clip’s audio can be borrowed to produce remixes that personalize a meme for a different demographic or subculture. And because its stars are internet natives, they’re in constant communication with their fan base to tune content to what they want. There’s something for everyone. No niche is too small.

TikTok screenshots

The Fix: Quibi should take a hint from Brat TV, the Disney Channel for the YouTube generation that gives tween social media stars their own premium shows about being a grade school kid to create content with a built-in fan base. [Disclosure: My cousin Darren Lachtman is a Brat co-founder.)

Take the Chrissy’s Court model, and shift it to stars who are 20 years younger. Give TikTok phenoms like Charli D’Amelio or Chase Hudson Quibi shows and let them help conceptualize the content, and they’ll bring their legions of fans. Double-down on choose-your-own-adventures and fan voting game shows that leverage the phone’s interactivity. Fund creators that will differentiate Quibi by making it look like anything other than daytime TV. And ask users directly what they want to see right when they download the app.

No screenshots

This is frankly insane. Screenshots of Quibi appear as a blank black screen. That means no memes. If people can’t turn Quibi scenes into jokes they’ll share elsewhere, its shows won’t ever become fixtures of the cultural zeitgeist like Netflix’s Tiger King has. Yes, other mobile streaming apps like Netflix and Disney+ also block screenshots, but they have web versions where you can snap and share what you want. Quibi never should have structured its deals to license content from producers in a way that prevented any way to riff on or even let friends preview its content.

TikTok, on the other hand, defaults to letting you download any video and share it wherever you please — with the app’s watermark attached. That’s fueled TikTok’s stellar growth as clips get posted to Twitter and Instagram — and drive viewers back to the app. It has spawned TikTok compilations on YouTube, and a whole culture of remixing that expands and prolongs the popularity of trending jokes and dances.

The Fix: Quibi should allow screenshots. There’s little risk of spoilers or piracy. If its deals prohibit that, then it should offer pre-approved screenshots and video clips/trailers of each episode that you can download and share. Think of it like an in-app press kit. Even if we’re not allowed to set up the perfect screenshot for making a meme, at least then we could coherently discuss the shows on other social networks.

Sluggish pacing

On mobile, you’re always just a swipe away from something more interesting. It’s like if you watched TV with your finger permanently hovering over the change channel button. Ever noticed how movie trailers now often start with a fast-forward collage of their most eye-catching scenes? Quibi seems intent on communicating prestige with its slow-building dramas like The Most Dangerous Game and Survive, which both had me bored and fast-forwarding. And that’s watching Quibi at home on the couch. While on the go, where it was designed to be consumed, slow pacing could push users with a minute or two to spare to open Instagram or TikTok instead.

None of this is helped by Quibi not auto-playing a trailer or the first episode the moment you scroll past a show on the home screen. Instead, you see a static title card for two seconds before it starts playing you an excerpt of the program. That makes it more cumbersome to discover new shows.

Where TikTok wins is in immediacy. Creators know users will swipe right past their video if it’s not immediately entertaining or obviously revving up to a big reveal. They grab you in the first second with smiles, costumes, bold captions or crazy situations. That also makes it easy for viewers to dismiss what’s irrelevant to them and teach the TikTok algorithm what they really want. Plus, you know that you can score a dopamine hit of joy even if you only have 30 seconds. TikTok makes Quick Bites feel like an understaffed sit-down restaurant.

The Fix: Quibi needs to teach creators to hook viewers instantly by previewing why they should want to watch. Since tapping a show’s card on the Quibi homepage instantly plays it, those teasers need to be built into the first episode. Otherwise, Quibi needs a button to view a trailer from its buried dedicated show pages to the preview card most people interact with on the home screen. Otherwise, users may never discover what Quibi shows resonate with them and teach it which to show and make more of.

Anti-social video club

Quibi neglects all its second-screen potential. No screenshotting makes it tough to discuss shows elsewhere, yet there’s no built-in comments or messaging to discuss or spread them in-app. Pasting an episode link into Twitter doesn’t even display the show’s name in the preview box. Nor do shows have their own social accounts to follow to remind you to keep watching.

There’s no way for friends to follow what you’re watching or see your recommendations. No leaderboards of top shows. Certainly no time-stamped, live-stream style crowd annotations. No synced-up co-watching with friends, despite a lack of TV apps preventing you from watching with anyone else in person unless you crowd around one phone.

It all feels like Quibi figured advertising would be enough. It could run contests where winners get a Cameo-esque message or chat with their favorite stars. Quibi could let you share scenes with your face swapped onto actors’ heads, deepfake-style like Snapchat’s (confusingly named) Cameos feature. It could host in-app roundtables with the casts where users could submit questions. It’s like if Web 2.0 never happened.

TikTok, meanwhile, harnesses every conceivable social feature. Follow, Like, comment, message, go Live, duet, remix or download and share any video. It beckons viewers to participate in trending challenges. And even when users aren’t itching to return to TikTok, notifications from these social features will drag them back in, or watermarked clips will follow them to other networks. Every part of the app is designed to make its content the center of popular culture.

The Fix: Quibi needs to understand that just because we’re watching on mobile, doesn’t make video a solo experience. At first, it should add social content discovery options so you can see which friends opt in to share that they’re watching or view a leaderboard of the top programs. Shows, especially ones dripping out new episodes, are more fun when you have someone to chat about them with.

Eventually, Quibi should layer on in-app second-screen features. Create a way to share comments at the end of each episode that people read during the credits so they feel like they’re in a viewing community.

Can Quibi be more?

What’s most disappointing about Quibi is that it has the potential to be something fresh, merging classically produced premium content with the modern ways we use our phones. Yet beyond shows being shot in two widths so you can switch between watching in landscape or portrait mode at any time, it really is just a random cable channel shrunk down.

Youths act in front of a mobile phone camera while making a TikTok video on the terrace of their residence in Hyderabad on February 14, 2020 (Photo by NOAH SEELAM / AFP) (Photo by NOAH SEELAM/AFP via Getty Images)

One of the few redeeming opportunities for Quibi is using the daily episode release schedule to serialize content that benefits from suspense, as Ryan Vinnicombe aka InternetRyan notes. Bingeing via traditional streaming services can burn through thrillers before they can properly build up suspense and fan theories or let late-comers catch up while a show is still in the zeitgeist. Cliffhangers with just a day instead of a week to wait could be Quibi’s killer feature.

Suspense is also one thing TikTok fails at. Within a single video, they’re actually often all about suspense, waiting through build up for a gag or non-sequitur to play out. But creators try to rope in followers by making a multi-minute video and splitting it into parts so people subscribe to them to see the next part. Yet since TikTok doesn’t always show timestamps and surfaces old videos on its home screen, it can often be a chore to find the Part Two, and there’s no good way for creators to link them together. TikTok could stand to learn about multi-episode content from Quibi.

But today, Quibi feels like a minitiaturized and degraded version of what we already get for free on the web or pay for with Netflix. Quibi charging $4.99 per month with ads or $7.99 without seems like a steep ask without delivering any truly must-see shows, novel interactive experience or memory-making social moments.

Quibi’s success may simply be a test of how bad people are at cancelling 90-day free trials (hint: they’re bad at it!). The bull case is that absentminded subscribers among the 300,000 first-day downloads and some diehard fans of the celebs it’s given shows will bring Quibi enough traction to raise more cash and survive long enough to socialize its product and teach creators to exploit the format’s opportunities.

But the bear case is already emerging in Quibi’s rapidly declining App Store rank, which fell from No. 4 overall when it launched Monday to No. 21 yesterday after just 830,000 total downloads according to Sensor Tower. Lackluster content and no virality means it might never become the talk of the town, leading top content producers to slink away or half-ass their contributions, leaving us to dine on short video elsewhere.

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