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Simula Scenario Analysis

George Singer edited this page Apr 30, 2018 · 1 revision

Simula Scenario Analysis

Here we analyze Simula from the perspective of an outsider (i.e., an investor). The scenarios proceed from worst case to best case.

Scenario 1: Simula fails to launch MVP.

  • MVP difficulties (or future technical issues) never get solved.
  • Team issues cause us to give up.
    • Fundraising stagnates
  • Immediate competition causes us to give up (unlikely).
  • Team pivots to something else (“graceful exit”; also unlikely).

Scenario 2: Simula is a fringe success.

VR fails to take off within the next 5 years.

  • VR remains too expensive for too long
    • Unlikely since AI, crypto-mining, and gaming industries are all pressuring improvements to GPUs
  • VR will need a prohibitive amount of technological improvement before it can take off (i.e., headsets need to become significantly less bulky; resolution needs to improve by too large a margin).

VR takes off, but Simula remains fringe.

  • VR ∩ Linux remains fringe
    • 2D Apps: Network effects from Windows/Apple/Android platforms will dominate in VR.
    • 3D Apps: Windows/Apple/Android will develop 3D work apps before Simula.
    • Linux driver support is historically worse than Windows
    • Linux ∩ VR is tiny (in 2018); if Simula itself cannot change this, then the monetary value derived solely from products and services using Simula will also be tiny [fn:1]
  • VR ∩ Linux takes off, but Simula is out-competed by another entity.
    • Simula team lacks execution speed.
    • Simula is forkable, and lacks open-source durability.
    • Startup competition
      • Abandoned projects: Motorcar, Ibex
      • New projects: SafeSpaces
      • VC backed companies: Magic Leap (appears to be making its own VR OS)
      • Windows-based projects: BigScreen, Virtual Desktop, etc.
    • Corporate competition
      • Microsoft Holographic
      • Valve (i.e., SteamVR evolves into a viable VR Desktop environment)
      • Facebook/Oculus (i.e., Oculus Desktop)
      • Google/Android (i.e., Google Daydream evolves into a viable VR Desktop environment)
      • Cannonical (i.e., Cannonical develops a VR window manager for Ubuntu)
  • VR ∩ Linux takes off, but Simula is bought by another entity.

[fn:1] David Kraeutmann provides some additional counter-points to this scenario:

  • Linux has tighter integration with alternative WMs than Windows
  • Power users are more likely to use Linux and Simula, and benefit a lot from the added screen space
  • [Simula will foster] more goodwill with the community [being] open source, etc

VR takes off, but Simula’s thesis that VR will be a major office work platform is incorrect.

“Worse is better”:

  • Screen real estate. Consumers will get rapidly decreasing gains to marginal utility for increased screen real estate; dual monitors are enough, and the fact that VR Desktop gives a user 10x the screen real estate won’t matter.
  • Freedom. Consumers won’t care that working in VR allows them more freedom to (physically) move around while working; VR headset portability won’t matter to them either.
  • Immersion. VR’s work focus/immersion factor won’t matter to consumers.
  • Headset friction. Headset friction (i.e., the friction of having to mount and unmount an HMD just to access your OS) will prohibit VR Desktops from taking off.
  • Text resolution. Good VR text resolution will be too hard to achieve within the next 2-10 years; without good VR text resolution, VR Desktop will fail to take off.

Scenario 3: Simula is successful as a platform, but fails to capture much value.

  • Simula is successful as a non-fringe software project (with more than 1MM users), but still fails to capture much value.
    • High costs. Simula dumps profits into failed future projects, eating away profits. (Ex: Cannonical had $126M in 2017 revenue but -$521K in profit).
    • Durability failure. Simula loses to latent competition, despite being a successful project.
  • We have specific business model ideas for how to capture value; so this scenario seems unlikely.

Scenario 4: Simula sells proprietary apps on its own platform.

  1. Simula platform is successful, leading to an influx of new Linux VR office apps.
  2. Simula monetizes by making proprietary apps on its own platform.
    • Analogy: Android is free; Google apps are proprietary.
  3. This scenario assumes we are unable to control an app marketplace.

Scenario 5: Simula becomes a license distributor.

  1. Simula becomes successful as a VR platform.
  2. Simula monetizes by offering a dual license bundle: (i) free license for private usage; (ii) fee-based license for commercial/team usage.
    • This causes an antogonistic relationship between Simula and manufacturers/corporate users.
    • Fights Simula’s growth engine: manufacturers should be maximally incentivized to install Simula on their HMDs.
    • Feels like an outdated business model.
    • We don’t plan to do this; it’s hard to see how it’s better than other options.

Scenario 6: Simula becomes a service provider for its own platform (i.e., RedHat model).

  1. Simula becomes successful as a VR platform.
  2. Simula monetizes by offering paid technical support for large users (i.e., corporations, manufacturers).
    • Similar to RedHat (~$2B valuation) business model
    • This model incentivizes creating complicated software.
    • Service-based business models are also hard to scale.
    • We don’t plan to do this; it’s hard to see how it’s better than other options.

Scenario 7: Simula becomes an advertising platform.

  1. Simula becomes a successful VR platform.
  2. Simula monetizes via advertising.
    • Ex1: Charge businesses for default app status (i.e., JanusVR pays Simula to be the default VR browser).
    • Ex2: Show Amazon affiliate links when users search the OS for apps (this is how Cannonical monetizes Ubuntu).
    • Ex3: Simula advertises/sells “VR real estate” (see, i.e., Decentraland).

Scenario 8: Simula launches a (potentially blockchain-based) marketplace.

  1. Simula as a platform is successful, leading to an influx of new Linux VR office apps.
  2. Simula monetizes by creating a (potentially blockchain-baesed[fn:1]) marketplace for VR apps.
    • Simula will start this marketplace by first making its own VR office applications. It will then need a strategy to attract other distributors to its platform.
    • If Simula creates a centralized marketplace, stakeholders will take a percentage of all app sales.
    • If Simula creates a decentralized marketplace, stakeholders will own tokens that increase in value as the marketplace grows.
    • In either case, Simula takes a fraction of the entire VR app market, giving it a valuation upper bound comparable to, i.e., the Android/Apple app stores.

Scenario ε

  • This is the error scenario, where Simula captures value in unforeseen ways.
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