Don’t let gentlefolk try to diagnose business failures (or successes)
Posted by adam.dada on 7th July 2006
For those families with my political sites, I’m a fairly extreme capitalist of the anarchist variety — I believe in unrestricted markets because I feel that people won’t make transactions unless they see value in what they’re getting for what they’re giving. Sure, there are suckers in the world, maybe many, but I believe that all the laws and regulations that supposedly protect consumers do nothing of the sort — they just make it harder for the average Joe to start a business or grow one.
Lately I’ve been getting a lot of advice from what I call gentlefolk — I used to call them lefty treehuggers but it wasn’t the kindest label. These gentlefolk are all about living in what I consider a dreamworld — trying to make big corporations care more about the consumer than about their own bottomline, trying to force everyone to live 100% post-consumer-recycled, trying to only buy organic or fairtrade or the rest. It is very annoying to me that these “gentle” people want to do all of this by way of force — let’s create laws to force people to be “good” rather than be personally involved. For me, my own “greed” has helped more people around me (employees, customers, suppliers, family, friends and those I don’t even know) because I know that treating someone well means a better relationship in the future. Those who run cut-throat businesses that harm more than help their customers or their market are quickly destroyed — bankruptcy comes very quickly if you don’t know what your customers want and how they want it. The market corrects itself for bad companies and individuals!
The advice I’m getting from the gentlefolk in my life is often wrong to the extreme — they just don’t understand that running a business is all about watching your own bottomline today and in the future. If you can’t keep the cash flowing, you won’t be around. That is pretty simple. For most businesses, keeping the cash flowing means keeping your customers happy so that they return for more and so that they’ll tell their friends so your market grows. It is such a “duh” statement that I always get frustrated when the gentlefolk can’t seem to graps the basics.
With the explosion of blogs and OpEd sites, I’m seeing the gentlefolk advice market grow every day. Entrepreneurs and people with absolutely no understanding of the business cycle are starting to be read — in huge amounts. Their opinions are starting to be regarded as fact, and I’m amazed at how often a pro-business attitude is shut down by the masses who think that wanting a profit is a bad thing. Here’s a little secret: profits are the only way to gauge if a company is successful because it means that others are willing to give up their cash for a product or service that saves them more time and money than just sitting on that money. Profits are also the only way for a company to work hard to develop new and better technologies and ways to save themselves more money, which then allows prices to fall as these new efficiencies and market competition butt heads to drive prices lower.
One such site that seems to offer gentlefolk advice for a business failure is Next Generation. They had an article that was linked to on slashdot yesterday titled Five That Fell.1 The article is about 5 gaming companies that are now gone, no longer in business. While the article has a great topic and the coverage is spot-on in terms of which 5 gaming companies are missed the most (in my opinion), they’re completely wrong in how they’re covering the failures. Instead of realizing why the companies are gone, they use business terms that seem to portray the market itself as evil and wrong.
Here’s one line from their first part of the multipage article:
As it happens, in 1989 – the year of Tetris – Time-Life bought out Warner, forming the first of our modern way-too-big media conglomerates.
Way-too-big media conglomerate? This sentence reads as a negative, but we have to look at the reality in the market. The company that was bought out was Atari, a company that repeatedly made horrible business choices. They didn’t adapt, they didn’t modernize, and they didn’t give the market what it wanted. In the beginning days of the video game market, Atari was the Microsoft of its day — the gentlefolk would have been crying about how Atari was a big-bad-monopoly if they had a forum to complain back then. The way-too-big media conglomerate that bought Atari did those employees a favor; no one else really wanted to take a financial risk on a company that had no real hope of rewarding them. If it wasn’t for Time-Warner, the company would have been gone. Why didn’t the gentlefolk who wrote the article just offer their normally favorite solution for a failing business — the employee buyout? Maybe it is because Atari was owned by their employees since 1986 and the employees had no business sense for 8 years — leading to the buyout and saving of the business why “big-media-conglomerate” Time-Warner.
Their next article segment also slaughters any hope that a business-savvy writer was speaking:
The first game was such a success that Origin nearly went bankrupt acquiring enough floppy discs to meet demand.
If a company has a product that is under huge demand, there is absolutely zero chance of bankruptcy in the proper business cycle. Why? Because the only way demand can be considered a successful demand is if the product is being supplied at a profit! If you’re selling items below cost and people are buying the item only at the discount price, you’re really not seeing a demand for the product at its true market price. Low prices can create a real demand for a cheap product, but in no way can you consider this a feasible demand — it would never hold up over time. There are companies that use loss leaders in order to drive traffic to their business in hopes of selling a profitable product in addition to the loss leader, but again we can’t look at the product by iteself as a financial success. If you’re selling your item at a loss but you’re gaining profitable traffic from it, you can look at the demand for that item as a success in terms of marketing, but the item itself is definitely not a success on your bottomline. If you go bankrupt because of a high demand for a loss leader, you’re not looking at the big picture.
The same article continues:
Until money came into the picture, Origin was almost a dream come true – for Garriott, for his employees, and for the game industry as a whole.
What are they talking about, a dream come true before money was involved? How is it a dream come true as a business if there is no money? The open source “work for nothing” market is pretty amazing, but it is no different than shareware was 20 years ago — these are hobbyists, not business people. You have yet to see any “work for cheap” companies succeed over the long run, and Origin was definitely not a success before money came into the picture. On very rare occasions you’ll see a shareware product explode in popularity, but almost always you’ll find that the hobbyist can’t maintain good service and support unless they focus on the bottomline — making sure that people are willing to compensate you for your time.
I’ll make a big forecast here — open source and free software won’t make a dent in the proprietary and costly software market. I use Wordpress, which is free, but none of my customers that hire me to support their blogs use it. They don’t want free software with zero on-time support. I wouldn’t want it for my company if my income relied on it. Companies that want to succeed pay for what they use because they want support if things go wrong. You can hope and think that the business world would change, but it won’t. I’ve watched for 20 years how businesses repeatedly will “over” pay for an item that they could get free or cheaper from another supplier, but the choice ends up making sense when there is a crisis. Origin would never have made the games they made, in the long run, if they were a hobbyist co-op that made games. How would the hobbyists spend the 60-100 hours a week each perfecting the games if they couldn’t eat? Money is not the cause of Origin’s failure — it was the lack of money from people who were sick of waiting for a game that continuously promised but never released on time. EA attempted to set deadlines on the programmers, but this ended up causing EA to release games that were buggy and imperfect. Guess what? That means that the games were never meant to be — the programmers were not able to create a product that the market demanded, so the programmers were out of a job. Simple supply and demand here, nothing more.
The article portion on Origin finishes with this:
Our industry has switched leaders from a man who dresses up in a cape and crown to men with shiny shoes who “do lunch”. If videogames today seem like they’re lacking something, perhaps there’s good reason.
I really can’t even comment on this ridiculous statement. When a market of customers wants something, they want a product that works, in the right time frame and at the right price. Origin under the “man in a cape and crown” could not meet the market’s needs. Origin under men who “do lunch” could not meet the market’s needs. There is no conspiracy here, there were just a bunch of programmers who had no business sense — they tried to create a market that would never exist no matter what they did. Markets are created ONLY when the 3 demands are met TOGETHER — timeframe, price and quality. If any are missing, the market may never exist.
The next part of the article focuses on Sierra, a company that made games that occupied much of your early teens:
They started the fads, they grew fenced in by them, then they got blinded by their own self-importance and snookered by the hype of the mid-’90s. Even so, it’s a real shame they never found salvation.
This is actually very good business sense for once. Many companies believe that the market caters to them, not the other way around (which is the reality). There are no monopolies (not Microsoft, not Comcast, no one) that exist for long in any business market — except when they’re mandated by law (like your electric company or your water company). If a market is not mandated by law to only be one company, other companies will constantly bite and tear at the biggest company’s market. Eventually there is a shift. Sierra failed because they kept doing what they were good at during one small period of the gaming market’s existence. This is proof that you should always be developing for the future markets — no company can stay the same and continue to exist. Not even Microsoft or Google. You either grow or you shrink, even if your income seems to stay the same over a long period of time.
I’ll wrap things up with one last line in the article:
Everyone fired; years of hard work up to the highest bidder.
It happens. The reason that everyone gets fired is because a business had no market to sell their items to. We usually call it “junk” when a company can’t release something that anyone wants. In this case, the market corrects by making sure that no one gets paid, and then people get fired. Years of hard work are meaningless if you aren’t making something productive and profitable. Why don’t we all just move bricks around a yard for 5 years and complain about it? These programmers were the equivalent of people moving bricks around for no reason - they wasted their time, and the market gave them exactly what they were worth: nothing.
In the end, the article lists 5 companies that all made big mistakes of trying to chase a market that didn’t exist. I could sit here and start charging $500 for every article I publish, but no one would pay it. That means the market doesn’t exist. We see business failures every day, but if we let gentlefolk tell us why the businesses failed, we’ll never learn the realities of the business cycle. The business cycle is met only if the following items magically cross paths:
1. An item is made at the time it is needed
2. An item is priced in such way that a buyer of the item sees a money or time savings from the item’s use
3. An item is made to last as long as the buyer needs it, and the item works as the buyer expects it to
In the gaming market or any entertainment market, we buy products in order to save ourselves the time and money we’d have to spend in order to create our own entertainment. I’ve been called a funny guy, but telling jokes to myself is a huge waste of time. I would rather pay US$50 for a game that is available when I want it if the game can entertain me and not aggravate me. None of these companies met that magical cycle that we call success. All were failures because they wasted their time without offering value for it to others. Don’t let the gentlefolk fool you into believing anything else.
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