Episode Transcript
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0:00
I will say, I want to give you guys just a
0:02
pre-recording compliment. I
0:04
forget what it's called. There's a name for it. But basically,
0:07
it's where you're reading something in the newspaper
0:09
about something that you were a part of, right?
0:12
And you go, people don't know anything,
0:14
right? This is so damn stupid. And then you turn
0:16
the page and there's something about foreign
0:19
affairs. And you're like, wow, super interesting.
0:21
Like the thing you know about, you don't apply that
0:23
same logic to the second thing. And I have to say,
0:25
I have so much trust in your podcast
0:28
because the stuff that you do that I
0:30
was a part of, and there are many things you've done
0:32
that you don't know that I was a part of, that I was a part
0:35
of. You guys are so good.
0:37
Like it's so accurate. It is really remarkable.
0:40
Somehow you're able to tell a story
0:42
that is actually
0:43
as close to true as
0:45
true exists. Well, the secret is we don't have people
0:48
on the show. So this is
0:50
not going to be that.
0:53
Who got the truth? Is
0:56
it you? Is it you? Is
0:58
it you? Who got the truth now? Is
1:00
it you? Is it you? Is it you? Sit
1:03
it down. Say it straight. Another story
1:05
on the way. Who got the truth?
1:09
Welcome to this special episode of Acquired,
1:12
the podcast about great technology companies
1:14
and the stories and playbooks behind them. I'm
1:17
Ben Gilbert. I'm David Rosenthal. And
1:19
we are your hosts. After our deep
1:21
dives into Nintendo and Sega, we
1:23
wanted to do something special to cap
1:26
off our gaming extravaganza.
1:28
And we wanted that something to be a special
1:30
with guests who are actually in
1:32
the belly of the beast of the gaming industry.
1:35
Fortunately, we knew just the people.
1:37
So today our conversation is
1:39
with Mitch Lasky and Blake Robbins. Mitch
1:42
is perhaps the best games
1:44
investor of all time, generating
1:46
literally billions of dollars of returns from
1:49
early investments in
1:50
Riot Games, Discord, and that
1:52
game company, not to mention Snapchat.
1:55
Mitch was also an executive vice president
1:57
at both EA and Activision. and
2:00
took his own gaming company, Jamdat,
2:02
public in 2004. Mitch,
2:05
of course, was a partner at Benchmark in
2:07
the Fab Five era that we chronicled
2:09
on our Benchmark episode. Which actually
2:12
we
2:12
stole that line from Mitch when
2:14
we were talking to him in the research, and that's how he
2:16
referred to it. So we are joined by Mitch and
2:19
Blake Robbins, Benchmark's current principal,
2:21
who has also come up on previous
2:24
episodes.
2:25
Blake is one of the best thinkers in the world
2:27
on the gaming landscape today, and Mitch and Blake
2:29
just launched an incredible podcast
2:31
called GameCraft that chronicles the history
2:34
of the gaming industry from the business
2:36
perspective.
2:37
And one other thing, if you are listening
2:39
to this on the audio feed, we did
2:41
a full video on this. It's up on YouTube.
2:44
You can find it on our website or there. We
2:47
did it at Benchmark's Woodside office.
2:49
And it turns out they have another
2:51
triangle table. So
2:54
we have now recorded acquired episodes at both
2:57
of the famous Benchmark dinner tables.
3:00
Well, listeners, as you know, we have an interview show called
3:02
ACQ2. We've
3:04
had back-to-back killer discussions with the CEOs
3:07
of Retool and AngelList. AngelList
3:09
in particular was like very mind
3:11
expanding for me on how to leverage AI
3:14
to get
3:14
huge, huge leverage in your business,
3:17
like specifically on the operations
3:19
side of the house. And I think Avlok
3:22
is one of the best thinkers about how to
3:24
apply AI to kind of turn
3:26
something that
3:27
looked more like a services business historically
3:30
into a true tech venture
3:32
scale opportunity. So you can find ACQ2
3:35
in any podcasting app.
3:37
Join the Slack. There's an incredible discussion of
3:39
gaming history going on right there right
3:42
now, including a bunch of episode follow
3:44
ups where David and I are learning from you all
3:46
in real time, acquired.fm slash Slack.
3:49
And without further ado, this show is not investment
3:51
advice. David and I may have positions in
3:53
the companies we discuss. As may our
3:55
guests and, of course, their firm, Benchmark Capital,
3:58
today. Yes.
3:59
And this show is for informational
4:02
and entertainment purposes only.
4:04
Well, I think an appropriate place to start
4:07
might be what inspired
4:09
the two of you to go talk
4:12
about this and create Gamecraft and create
4:14
this podcast. Well, I think after
4:16
I retired from benchmark a couple of years
4:18
ago, retired from active investing, obviously
4:20
the glide path out of venture is kind of a long
4:23
glide path. So I'm still involved
4:25
to this day. But after I retired
4:27
from frontline investing,
4:29
I really started to think about ways that I could
4:32
be useful and helpful in the video
4:34
game business and whether that was doing boards
4:36
without compensation and or whether it was helping
4:38
young entrepreneurs or
4:40
mentoring younger venture capitalists.
4:43
And I thought, you know, maybe
4:45
I should just write a book. So I
4:47
was very much inspired by a book
4:49
that I think you know as well. Right. The
4:52
Genius of the System by Thomas Schaff.
4:54
And that book is a remarkable
4:56
book, in my opinion, because it really takes
4:58
the business side of the film
5:01
business back from the 20s to say the 50s
5:03
and really elevates the business side
5:05
of the business and shows how
5:07
a lot of what we understood to be the
5:10
creative part of the business really was a collaboration between
5:13
creative people and business people. And
5:15
I've always had that same sense of the video game
5:17
business. And so I thought it might be fun to
5:19
do something in that vein where
5:22
we showed what was happening on the business
5:24
side and how it was informing what was
5:26
happening on the creative side. And I think the common
5:28
narrative is video games are something
5:30
created by creative geniuses, a Miyamoto
5:33
type person. And then
5:34
the business model sort of rearranged around
5:36
the creative vision, having consumers
5:39
that flock to it. And I think already
5:41
you're introducing this interesting wedge of
5:44
actually there are very clear business models
5:47
that guide where the water of creativity
5:49
can flow. And that has been for
5:51
the last 50 years what has defined the video
5:54
game industry, not the other way around. Yes, and not
5:56
to take anything away from people like Mr. Miyamoto
5:58
who...
5:59
I have infinite respect
6:02
for him. He's a legend. He's
6:04
a god amongst video game designers. I've
6:07
had the great pleasure in my career of working
6:09
with some incredible designers. They
6:13
are the leaders of the industry in many ways,
6:15
but they are constrained
6:18
quite a bit by the business models
6:20
in which they operate. So just to give you an example, in the
6:22
package goods era, your
6:25
goal was to sell a disk and then
6:27
get somebody to come back a year later and buy
6:29
another disk and that's
6:32
a business model choice. And therefore, what
6:34
you're going to put on that disk is going to
6:37
be informed by that business model. It's got to
6:39
have a degree of planned obsolescence
6:41
to it. Because if it doesn't, if you just bought
6:43
one game and played it forever, that's the end
6:45
of the video game business.
6:47
And that's how you get Final Fantasy 7.
6:50
Fourteen. Fourteen. Yeah.
6:53
I mean, think about how many FIFA's are called duties
6:55
there's been at this point. And it's still
6:57
firing on all cylinders despite sort
6:59
of the business models, which we'll
7:02
talk about rotating right underneath them.
7:04
And those still thrive even
7:06
to this day.
7:07
I think one of the super cool things
7:10
for me, and the reason why Gamecraft,
7:13
I think has been listened to by far
7:15
more people than just in the games industry, is
7:18
that this dynamic applies
7:20
to a lot of industries. Like when we did our LVMH
7:22
episode, the whole time I was thinking
7:24
that like it's the same dynamic in
7:27
any creative industry. Like if you want to achieve
7:29
success
7:30
either as a creator and have people use
7:33
and appreciate your work, or on the business side,
7:35
like you have to work together. You can't be at odds.
7:37
Yeah, it's interesting. I actually, I really admired
7:40
that LVMH episode. And there was a part
7:42
of it where in your Nintendo
7:44
episode that kind of reminded me of the LVMH
7:46
episode as well, because those of us
7:48
who had worked as competitors to Nintendo
7:51
in the console business, and I did for a part
7:53
of my career when I was running the studios at Activision.
7:56
They had this- It's interesting you considered yourself a competitor
7:59
to Nintendo.
7:59
Well, we'll come back to that. You know,
8:02
there's limited shelf space in Best
8:04
Buy, and so they were very much
8:06
a competitor for that shelf space. And so on
8:09
the software side in particular, and they would, for
8:11
example, if they had a new Metroid SKU or
8:13
a new Zelda or whatever, they were
8:15
very clever about only releasing a
8:18
limited amount of inventory for Black Friday.
8:20
And then the parents would go, because that
8:23
was on the kids' Christmas list, and they would go to
8:25
buy the disk, and they
8:27
would be sold out, and panic would ensue.
8:29
And then two weeks before Christmas, or
8:32
a week before Christmas, they would suddenly flood
8:34
the shelves with all of the inventory that was
8:36
available. And so everybody was back
8:38
to the stores, and it was just, it
8:41
was genius, but it's something that only they could
8:43
do because they had that sort of luxury good
8:46
kind of vibe. Yeah.
8:47
So to bring it back, you didn't write a book. I wrote
8:50
about a 200-page manuscript,
8:53
and the
8:54
idea, and those of you who haven't listened
8:56
to GameCraft, who are listening to this podcast,
8:59
it's basically eight episodes, but they're topical
9:02
episodes. And so we basically
9:05
retell the same story from 1990 roughly
9:08
until the present, but we look
9:10
at them through eight different lenses.
9:12
And I thought that was kind of an interesting and unique approach
9:15
because all the other histories of the video game business are
9:17
very chronological and very, like, and
9:19
then this happened, and then this happened, and while ours does
9:21
have a bit of that, and then this happened, and then this happened,
9:23
hopefully it's a little bit more interesting than that. So
9:26
I finished it. I sent it to some friends of mine. They read
9:28
it. They said, this is great, but, like, nobody
9:30
reads books.
9:31
And so I was like, well, that's unfortunate, but
9:33
I don't really know what to do with it. And I said, I could read
9:35
it. I could do it as an audio book. I could read it as a monologue.
9:38
I don't know what to do with it. And then I
9:40
had a fateful dinner in Boston
9:43
with Malcolm Gladwell.
9:44
And Malcolm, I'm
9:46
an investor in Pushkin, which is his podcasting
9:49
company with Michael Lewis, and Michael
9:52
and Malcolm are both acquaintances
9:54
of mine. And Malcolm was like,
9:56
dude, you really have to do this as a podcast. And
9:58
he was like, can't do this.
9:59
He tried to get you to do it as part of Pushkin. I did
10:02
submit it to Pushkin. They rejected me. Whoa!
10:06
Why? Two-nitches. Two-nitches. Yeah.
10:11
But he kind of got me to
10:13
rewrite it, essentially, as a dialogue.
10:16
And at the same time, I got
10:18
to meet Blake on Twitter, oddly.
10:20
That's kind of where we met.
10:22
I was admiring his thinking,
10:24
and he was tweeting about the games industry. They're
10:26
so precious, little, good public
10:30
commentary on the games industry. I was kind of attracted
10:32
to it. And so I kind of asked
10:34
him, you want to do this with me? And you want
10:36
to kind of be my interlocutor on this one?
10:38
And he foolishly agreed.
10:41
Yeah. It's funny, because Mitch
10:44
and I knew each other briefly
10:46
before I joined here.
10:48
And then I remember I was just down
10:50
in the office here one day. And
10:53
Mitch and I had asked Mitch if
10:55
he was willing to meet, because before
10:57
you join, you're like, OK, is Mitch actually still active?
10:59
Is he not? What does it actually mean to retire? Because
11:01
LinkedIn says partner. What does that mean? Yeah.
11:04
Is he actually retired? What is it? The
11:06
term for that is uncle's. Uncles. Yeah, you're
11:08
an uncle. Yeah. Mitch
11:11
never retired, and so
11:13
he still hangs out here all the time. And I convinced
11:17
him to meet with me,
11:18
and we were just chatting. And throughout the course
11:20
of those conversations, it just became clear. Like,
11:23
we were having so much fun just riffing on all
11:25
this. And I was learning so much. Like,
11:27
I thought I knew a lot about the games industry,
11:30
and Mitch's vantage point is
11:32
so unique and rare that the
11:34
moment that he shared the manuscripts with me, I was like,
11:37
oh my gosh, this is amazing. Like, I was just
11:39
like the perfect target audience of that.
11:42
And I think it became really clear over time,
11:44
like, oh, this would be a really fun podcast to do. And
11:46
it was really useful as well because there is
11:48
a kind of generational component to the
11:51
dialogue, right? Because we really are starting when I
11:53
started in the business in the 90s, and
11:56
we're ending when he's running the business,
11:58
basically, in the 2020.
11:59
And so I thought that there was some
12:02
nice symmetry to that actually, to have it
12:04
be multi-generational.
12:06
So Mitch entered the industry right
12:08
when I was born, and he's
12:11
telling these stories of all
12:13
of the games that he's worked on. And those are
12:15
literally the games that I played and the games that
12:18
he published and all this stuff. And I'm like, this is
12:20
insane.
12:21
Mitch, when you were on the business
12:23
executive side, did you
12:26
have a sense of like how
12:28
much you were impacting, like the work
12:30
of the industry was impacting this whole generation?
12:33
You know, it was kind of a boiled
12:35
frog type situation for me, because when I entered
12:38
the industry, my first gig really
12:40
was in the formation of Disney Interactive,
12:42
which was in the very, very early 90s. And
12:45
this was right around the
12:47
time Bobby was taking over Activision
12:50
when he and Steve Wynn basically, financed by Steve
12:52
Wynn, Bobby was buying Activision. I
12:54
forgot
12:54
Steve Wynn financed it. Yeah,
12:56
Steve Wynn. The famous story. I don't know if you guys have
12:58
done an Activision episode. Way back
13:01
before we went to research. Because there was a... Because
13:03
he basically, Bobby crashed the
13:06
Cattleman's Ball and
13:09
without an invite and basically did it so that
13:11
he could buttonhole Steve Wynn
13:13
and get him to put the money up for the act to buy
13:16
Activision out of bankruptcy. Wow.
13:19
And it was a genius deal because they renegotiated
13:21
all the debt into equity
13:23
in the new entity. Bobby
13:26
was
13:26
a brilliant, brilliant executive
13:28
even back then. So when
13:32
I worked at Disney and then subsequently
13:34
in my startup and at Activision, this
13:37
was still kind of the geeky era
13:39
of
13:40
the serious video game business. Obviously,
13:42
Nintendo had brought the console
13:44
business back in 1985, but
13:46
we were really only five, seven years into
13:48
that, right? It was still
13:50
a fairly recent phenomenon in other... And it was a corner
13:52
of the toys industry, as we've talked about. Dominated
13:55
by the Japanese too, in general,
13:57
right? I mean, there were a few, obviously, Electronic Arts
13:59
had gotten started.
13:59
and interplay existed and there
14:02
were a couple of others. But it was primarily- They were
14:04
PC publishers. Yeah, primarily PC publishers.
14:06
So that said, no,
14:09
I had no real idea of what the impact was because
14:11
I thought I was making games for myself
14:15
and other nerds like me. And
14:18
the notion of casual gaming hadn't really
14:20
hit its stride yet. I
14:23
think one of my big takeaways from Gamecraft is
14:26
gaming is not for teenage boys. Gaming is a
14:28
innately human activity that now
14:31
we see in full bore. I flew down here this morning
14:33
from Seattle and the amount of Candy Crush going
14:35
on around me on the plane. Gaming is a human
14:38
activity. And during
14:40
the era you're describing, it really hadn't
14:42
fully permeated yet absent maybe's snake
14:45
on some early mobile phones. Not even. I
14:47
mean,
14:47
you think about it, it was like probably 96
14:51
was Barbie's fashion designer and some
14:54
Hasbro games like Yahtzee and
14:56
the Game of Life and other things like that that they basically
14:58
did very lame digital
15:01
versions of. And that was kind of the beginning
15:03
of the casual game revolution really.
15:05
And it happened very
15:07
quickly and those titles did incredibly well. But
15:10
the mainstream video game industry always
15:12
viewed them as kind of, and frankly
15:15
to this day still views a lot of what's
15:17
happening in the casual game industry as like not the real
15:19
games business. And
15:22
yet, as we know, because we now know what the numbers
15:25
look like, it's like
15:26
most of the video game business, right?
15:28
It's probably more than 50% of
15:30
the video game business these days would be considered
15:33
casual gaming by 1990 standards. It's
15:35
interesting because those people who are playing Candy Crush
15:38
still might not even identify as gamers.
15:40
I'm sure they don't.
15:43
And what it means, like when we talk about the
15:45
games industry, it's so
15:48
all encompassing at this point that it does
15:50
include the Candy Crush, but also includes the consoles
15:52
and the hardcore PC games. And there's
15:54
a little bit of
15:55
like, how do you even frame what is
15:58
gaming? And I think for us, you know,
15:59
So a lot of the podcast was walking through
16:02
how that has evolved. That happened, yeah. I mean,
16:04
when I did my second startup, Jamdat,
16:06
which ultimately was the successful one, the one that went public,
16:09
we would be on the road, me and Michael Marchetti, my
16:11
chief financial officer, and we'd
16:14
check into a hotel and, you
16:16
know, we'd ask for a business card, we'd hand them the
16:18
business card, and they'd go, oh, I'm playing your
16:20
bowling game. And it was literally like, you know,
16:22
late night people on the desk at
16:25
a hotel or, you know, train
16:28
operators or people, you know,
16:29
we would just meet these randos all over
16:32
the place. A little girl will sat down on a
16:34
barge in Hawaii next to me
16:36
and whipped out a phone and started playing one of my games.
16:38
And it was like, that was when I really
16:40
understood kind of the ubiquity
16:42
of gaming in that human sense that you
16:45
described.
16:46
So we were going back and forth before recording
16:48
here on sort of big takeaways from Gamecraft,
16:50
and this is one of them. This feels like a huge beat to me.
16:53
What are some of the other big beats for those who haven't
16:55
listened yet? So I
16:58
mean, just to very quickly review what the eight
17:00
episodes are. So they're free to play, which
17:03
was one of the real revolutionary
17:05
business model changes in the industry. I mean,
17:07
it's the equivalent of the film business having
17:10
television introduced, right? Where
17:12
you went from, you
17:13
know, a very formal go buy
17:15
a ticket and sit in the theater to coming into
17:18
your home. Or even probably more apt
17:20
professional sports when television was introduced.
17:23
And like, it was only the upstart NFL
17:25
that embraced it instead of fighting it. So I think
17:27
that it was a revolution of that import. And
17:29
I think we're still feeling the reverberations of
17:31
it to this day, the impact
17:34
of free to play and how it's changed,
17:36
you know, how people consume games, how they play games
17:38
and how games are made, because it requires
17:40
a very different kind of game in order to be
17:42
susceptible to a free to play mechanic than the old
17:44
school stuff, everything onto a disc
17:47
and hope that it's worth 60 hours for $60.
17:50
That's one of the episodes we do an episode on the change
17:52
in publishing from a package goods
17:54
at retail business to an online distribution
17:57
business. Really the rise of steam would be
17:59
kind of.
17:59
indicative of that particular part of it. We
18:02
do an episode on game
18:05
economies and how they've evolved
18:07
from their very, very earliest stages
18:09
to these incredibly sophisticated and now even
18:11
Web 3 enabled economies
18:13
of our era. One of my favorite episodes
18:15
is the Forever Games, which is really
18:18
around this idea of with the shift
18:20
of free to play, can a game actually
18:22
endure forever and what do those play patterns
18:24
look like? Mitch has these amazing
18:27
sort of guidelines or just rules of how he thinks
18:29
about it.
18:30
Going into listening to Gamecraft,
18:33
I sort of had this high
18:35
level idea that there's
18:37
more durability in the video game industry
18:40
now than there used to be. It used to
18:42
be very hits driven. I think a lot of people still
18:45
believe or a lot of investors look at the category
18:47
as very hits driven, but there's two
18:50
different and very distinct
18:52
reasons why there's more durability now. One
18:55
is the concept of Forever Games. The other is
18:57
the concept of, Mitch, I think you coined this term,
19:00
of platform based publishers. Can
19:02
you talk a little bit about each of those
19:04
and how they sort of fuel each other
19:06
and how they're different, but how they both provide
19:09
durability in the industry? Sure. I
19:11
think the Forever Games
19:13
are part of a continuum. There was
19:15
durability in the early video game business. It
19:17
was just not the games themselves
19:19
that were durable, right? Either the franchises
19:22
were durable. I mean, you look at FIFA. I
19:25
started playing FIFA on Trip Hawkins' 3DO
19:28
back in 1993. I'd
19:31
been playing every year continuously for
19:33
the last 30 years. If
19:35
you think about it, that's a 30 year persistent
19:38
play pattern, very much kind of congruent
19:41
with what we've described in the Forever Games
19:43
episode with some of these long duration play patterns.
19:46
It's just that they packaged it very differently. You were playing
19:48
the same game, but you just had to go buy it again
19:50
and again and again and again and again. You look
19:52
at the Nintendo portfolio, which you
19:54
guys have done a really good job of exploring, and
19:58
you look at the continuity of their brands. where
20:00
they've been able to bring the same characters and
20:02
the same kinds of play patterns back
20:04
again and again as they shift from NES
20:07
to SNES to Cube to Dreamcast
20:10
to whatever, and that is, in a sense, durability.
20:13
To my
20:15
mind, one of the most genius things about Miyamoto
20:17
is that he came up with two
20:19
to three really good stories, and
20:22
they tell that story over and over and over. Every
20:24
Mario game is the same story. Every Zelda game is the
20:26
same story. Absolutely, and
20:28
they're fine, because as the graphics get better,
20:30
as their ability to tell that story improves
20:33
and is richer and deeper, then
20:36
you can go back and explore that story again, and
20:39
it has a kind of hero's journey quality to
20:41
it where you don't feel like you're seeing the same story
20:43
again. It feels new
20:44
and old at the same time. Yeah, I
20:47
think Grand Theft Auto is probably one of the best examples
20:49
of it. I think Grand Theft Auto V was probably
20:51
released eight or nine years ago, and
20:53
it still is a top game on
20:55
Steam, and everyone still plays
20:58
it, which is amazing. But when
21:00
they do an update, it's
21:02
to the new generations, and it really blows your
21:04
mind, but very similar play pattern, very similar
21:07
story overall.
21:08
And then to your point about the platform-based publishing,
21:11
I think that's really been more of the way
21:13
that the online distributors
21:15
have created competitive
21:17
advantage against their packaged goods rivals
21:20
and how they built
21:22
very similar businesses to a lot of the kinds
21:24
of businesses that we've seen emerge
21:26
and disrupt
21:27
incumbent industries across the
21:30
internet space. So Uber and the taxi
21:32
industry, or Airbnb and the hotel industry, where
21:34
you aggregate demand on
21:37
an online platform, and then you utilize
21:39
that demand to leverage the supply
21:41
side of whatever industry that you're
21:44
entering. And I think you look at Steam, and
21:46
Steam shares many of those attributes.
21:48
And I think that move, which was
21:51
essentially perfected by Tencent
21:53
with QQ and
21:55
the things that they did, sort of leveraging
21:57
their messaging platform in the games business.
22:00
That's been sort of the kill shot for
22:02
platform-based publishing in the industry. But that is essentially,
22:05
it's more about how you use
22:07
the internet in a jujitsu-like way to
22:10
massively disrupt the packaged goods
22:13
industry, which was up until that point,
22:15
up until maybe 2003 or 2004, absolutely dominant.
22:18
And in fact, I think
22:21
to your surprise, Blake, when we were discussing
22:24
some of the games in the early
22:26
2000s, you were like, oh my God, that game was actually
22:29
on a disk. Like it was surprising to him
22:31
to remember that some of these games that he grew up with
22:33
as downloads were originated
22:36
as packaged goods. The craziest thing is Steam
22:39
was on a disk.
22:40
Our first sponsor of this episode is a brand new
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to Statsig.com to get started. And
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when you do, just tell them you heard about them from Ben
24:50
and David on Acquired.
24:53
Can you share how Steam
24:54
got started? Sure. So
24:57
the Valve team, Gabe Newell in
24:59
particular, and his partner Mike
25:01
Harrington, they envisioned
25:03
that they needed an updater
25:06
essentially for their software because they were releasing
25:08
these games like Half-Life 2 and
25:11
CSGO. And they wanted
25:13
to be able to sort of affect the competitive
25:15
balance after they released them to fix
25:17
bugs to validate licenses because
25:20
piracy in this era was still a real
25:22
thing. Any time you're selling box
25:24
software, it's going to be a big thing. It's absolutely
25:26
the case. And so they thought,
25:28
hey, we could build this thing basically that would
25:31
function as a software updater for our products.
25:33
We'll put it on the disk and you'll be
25:35
go up, log in, and it'll download patches
25:38
and whatever, rebalance, rebalancing
25:41
for your game, et cetera, et cetera.
25:42
And so they went around to the rest of the industry.
25:45
They went to even their old employers at Microsoft
25:47
where they were early Microsoft employees, I think
25:49
among the first 25 or so employees at Microsoft.
25:52
So had good connections there. And they
25:54
asked if Microsoft would be willing to build this tool for
25:56
them. And they said no. So they built themselves. And
25:59
then very...
25:59
very incrementally after they released it originally
26:02
with Half-Life in the box, as you say, and
26:04
it just auto-installed when you installed the game.
26:07
And then, you know, very incrementally
26:09
over the next decade,
26:11
they just kept adding features, community,
26:15
an app store, mods, all
26:17
of these various features and just
26:20
ate the games industry. I mean, now it's an $8 billion a
26:23
year business, right? I mean, it's just a remarkable,
26:25
remarkable company. Completely privately held.
26:27
Yep.
26:28
And Steam itself is an $8 billion or Valve
26:30
all up? I think it's Valve overall.
26:33
When you think about actually the strategy that happened
26:35
there,
26:36
which is really the essence, and we talk about this in
26:38
episode two of GameCraft, where
26:41
it's actually releasing the game,
26:43
like we're talking about with Half-Life,
26:45
and it's like this sneaky route of, oh,
26:47
wait, like, I don't know how intentional
26:50
it actually was in hindsight, but they've
26:52
ended up building this platform and they're like, oh, wait,
26:55
now all these other developers want to use this and
26:58
now it's very clearly become, like,
27:00
it is the go-to place. Even
27:03
a lot of people have followed, right? You have Activision
27:05
having their own launcher. You have all these... EA
27:08
or... Yeah, EA as their launchers. They
27:10
all have launchers and they all
27:12
are still forced, well, not
27:14
forced, but really pushed
27:15
by the market to launch on
27:17
Steam as well. We had breakfast with Phil Spencer,
27:20
the head of Microsoft Games yesterday, and
27:22
we were talking about Steam and Phil was like, I
27:24
put my games on Steam. This
27:26
is Microsoft, which was the most market power of
27:29
any company, maybe apart from Nintendo and
27:31
Sony, to roll their own.
27:34
He's putting games on Steam and so you fish where
27:36
the fish are.
27:37
Yeah, I think there's a new
27:39
iteration of that or the latest attempt
27:41
of being a platform-based publisher would actually probably
27:43
be Epic, which Epic has
27:46
Fortnite, it does incredibly well. They've
27:48
launched that on their own launcher and now they've been
27:50
spending the past couple of years really trying to
27:52
build up the Epic Game Store. My
27:56
vantage point, it hasn't made nearly enough
27:58
like a dent, like relative.
27:59
to Steam because Steam still holds on to
28:02
power. That's one of the things I wanted to ask
28:04
you guys about, which is where
28:06
are we in the business
28:09
model journey of the platform-based publisher?
28:11
Like, it almost feels
28:13
like kind of like the rest of the internet. The platforms
28:15
are starting to ossify. Is
28:18
that fair? Or are there still
28:20
opportunities? You're saying gaming is not ossifying?
28:22
No, no, the gaming is. Like, you've got Steam.
28:25
You've got, obviously, the consoles. You've got
28:28
Microsoft.
28:30
And Epic is trying. But like, who
28:32
else could really conceivable, and Tencent has
28:34
done the best, but who could conceivably break in? Or
28:38
do we need a new paradigm? Well, I mean, I think the
28:40
next one to go is going to be Nintendo,
28:43
right? I think that's,
28:45
if you're looking for a reason to invest
28:47
in Nintendo as a company, I
28:50
think they're about to crack that nut, right, and
28:52
enter the app store business in a meaningful way.
28:54
I mean, they have the lowest
28:57
third-party revenue
28:59
per active user by an incredible
29:02
amount, right? I mean, like
29:04
hundreds of dollars to like $25, right, versus
29:08
the rest of their console competitors. So
29:10
they're waiting for that lid
29:13
to boil off there, I think. So that's on
29:15
the conventional platform-based publishing site. But I want
29:17
to return to the question, your
29:20
original question, which I think is very interesting. I
29:22
agree with you. And I think that Game
29:25
Pass from Microsoft is an interesting
29:28
harbinger of maybe the end of the
29:30
road for the platform-based publisher,
29:32
or at least the end of this road for the platform-based
29:34
publisher, because where they had historically
29:37
aggregated users in an attempt to collapse
29:40
the supply side, so aggregate demand to collapse
29:42
supply,
29:44
he's now filled with Game Pass aggregating
29:46
supply again. And you look at the Activision deal, $69
29:49
billion acquisition of Activision.
29:52
It's basically like Netflix
29:54
or Apple or one of these
29:56
other companies buying exclusive content.
29:59
And now I use the term.
29:59
exclusive somewhat guardedly because
30:02
this is currently in the European Commission
30:04
as a hot button issue. Clearly this
30:06
is Microsoft strategy. Absolutely. So they're
30:08
now back to aggregating supply
30:11
in order to have enough viable
30:14
IP on the platform such that you will continue
30:17
to subscribe. Which is really interesting. I
30:19
mean, just speaking for me personally,
30:22
as a gamer, that is an incredibly compelling
30:24
value prop of like,
30:25
I could, I don't have a gaming PC.
30:28
I don't really want to go make a gaming PC. I
30:30
don't really want to go go deep in
30:32
the valve ecosystem. I don't want to go deep
30:34
in the epic games ecosystem.
30:37
Microsoft is offering this really easy.
30:39
All you can eat option to me and streamable
30:42
in a lot of ways, right? So with the new X
30:44
cloud
30:45
platform and I was a pioneering
30:48
investor in this with guy Kai back in the day. And
30:50
it wasn't really economically viable, but now with
30:53
scale and
30:54
Moore's law and all these other things we've been bandwidth
30:56
improvements. We can now really do it
30:58
well. And so, you know, with a
31:00
device like a steam deck or something
31:03
like that, you know, you're able to really
31:05
avoid going down that path of building
31:08
your own gaming PC. It
31:10
is interesting that we're finally in the cloud gaming
31:12
era. Like this has been the dream
31:15
for so long. And of course, there's this tick
31:17
tock and computing to thin clients. Thin clients,
31:19
thick clients, thin clients, thick clients, but like the
31:21
whole thin client thing never
31:23
really made its way to gaming. I
31:25
remember I worked at Microsoft in 2012
31:28
and I was at our annual meeting in the old key arena
31:31
and I watched a demo of
31:33
cloud gaming on a Windows phone with an
31:35
Xbox controller. And I remember Steve
31:38
Ballmer coming out and being like
31:39
next year is the year we're shipping this. It's finally
31:41
happening. And here we are a decade later and now
31:43
it's it is finally happening. Tesla full self driving
31:46
this year is happening. Yes, my
31:48
question to both of you on this is
31:51
business models are inherently
31:53
intertwined with new technology
31:55
waves and how does cloud gaming
31:58
change the business model of the internet?
31:59
the games industry?
32:01
I think there's one thing that's interesting about the cloud
32:03
model and one of my thesis on why
32:05
it didn't work back when I first tried it
32:08
with GuyKine, when OnLive
32:10
was out as a competitor and some of these others. And
32:12
that was early 2010s? Early 2010s.
32:16
It was a mismatch between the
32:19
user and the technological opportunity.
32:22
So you could stream these games without owning
32:24
a gaming PC, but all the games
32:26
that were really viable to stream were
32:28
the kinds of games that gamers who already owned
32:30
a damn PC wanted to play. So
32:33
you look at Stadia from Google. Like
32:37
what were they, if you walked the floor of GDC and
32:39
the launch year of Stadia, they were showing Assassin's
32:41
Creed and like these other really high
32:43
fidelity. Everybody had this. Well, or
32:45
if you were gonna play that game, you had a PlayStation
32:48
or an Xbox or you had a gaming PC
32:50
that was capable of playing it. And so I
32:53
think with the real expansion
32:55
of the audience and those in that intervening
32:57
decade, you now have actually
32:59
the question that David
33:02
brought up, which is he doesn't wanna own
33:04
one of these devices and yet he wants to play
33:06
those games. And I think that didn't
33:08
really exist so much as a market back
33:11
in the early days of streaming. So you think it's
33:13
demand driven. I do. I do think,
33:15
however, that the audience has
33:17
expanded really in the last 12 to 15 years
33:20
and that this next generation
33:22
of kids who've grown up on Fortnite, who've grown
33:25
up on harder core games, but
33:27
are still
33:28
casual in their self identification,
33:31
who don't think of themselves as being core gamers.
33:34
I think that's the real opportunity for the cloud gaming.
33:36
Yeah, I think it's also a part of, you
33:38
think about all these people that are playing or used
33:41
to play Fortnite on mobile and it's like,
33:44
that's just what I expect at this point. And
33:46
there is a natural evolution that maybe will happen
33:49
with just the number of people that have grown up playing
33:51
games on mobile and just be like, of course I want
33:53
to play Assassin's Creed on mobile, whatever that might
33:55
be. But
33:57
I still think it's one of those things, again, But
34:00
for multiplayer, for those pieces,
34:03
it might take a little bit more time. But surely for the
34:05
single player stuff, it's quite magic right
34:07
now. I
34:09
want to bring it back a little bit to your question,
34:12
David, around the platform-based
34:14
publisher stuff and where those
34:16
might fall. Because Mitch was involved
34:18
with Riot, and Riot is another spin
34:20
of what that looks like today. In
34:23
theory, they could become an actual publisher of third-party
34:26
games at some point. But instead,
34:28
they've decided to aggregate all the demands
34:30
and really keep... It's sort of a social
34:32
network in that there's friends and all that within their
34:35
own universe. And they continue
34:37
to publish their own games incredibly
34:39
well. You have teamfight tactics through
34:41
their launcher and you have Valorant through their launcher. And
34:44
those have worked exceptionally well. And
34:46
it really begs the question, if you're a game today that is just
34:49
launching on Steam and you're a venture-backed
34:51
company, what does that mean? Is
34:53
that
34:53
enough to really endure and build
34:55
a real business? But it's really interesting because,
34:58
yeah, that's a different approach to the platform-based
35:00
publisher because you're really aggregating
35:02
that demand for yourself.
35:04
Right. It's like a Nintendo version of a platform-based
35:07
publisher. So you've got this
35:09
audience there that's pre-qualified where you've
35:11
got their credit cards, hundreds of millions of users.
35:14
And so you just use it as a way to lower
35:16
your customer acquisition cost effectively to zero
35:19
for the next products that you launch in the
35:21
pipeline. And it just gives you
35:23
tremendous competitive advantage. This
35:25
is the bull case on the Switch that we've been talking
35:28
about, which is like at some point,
35:30
Nintendo has to wake up. And I assume
35:32
it will be with the Switch line and say,
35:34
wait a minute, we shouldn't come out with a completely
35:37
new console and have to re-aggregate
35:39
our whole fan base again. We should iterate
35:42
the Switch and make it super backwards
35:44
compatible and bring that 100 million plus
35:47
person install base with us across all
35:49
the hardware we release in the future so
35:51
that we can make this incredibly
35:54
compelling thing to third-party developers,
35:56
Mitch, as you're talking about their sort of app store opportunity,
35:58
but also...
35:59
reserve this ridiculously durable
36:02
first party revenue thing that we've had,
36:04
especially for the last six years with the Switch, but basically
36:06
through Nintendo's whole life, once their
36:08
consoles get to scale. Absolutely.
36:11
I think we will learn a lot about what their strategy
36:13
is going to look like for the next decade in the
36:15
next 90 days. Because
36:18
I think if they do come to market with a non-backwards
36:21
compatible
36:22
device, it's back to
36:24
the Iwata era. We're
36:28
a hardware company and we have proprietary
36:30
software which helps us sell hardware and it's
36:33
back to the toys. If they come out with
36:35
a fully backward compatible Switch
36:38
and an open app store and they really try
36:40
and improve that position of third party revenue
36:42
on an active user basis,
36:45
that's the new Nintendo. That's the Nintendo
36:48
that's going to play in the modern industry. That is so compelling,
36:50
at least for me as a consumer if they do that.
36:52
A game like Hades, an
36:54
incredible game, indie game. The
36:57
Switch is by far the best platform to play that on.
36:59
I've
37:00
sat there for years staring at my Switch
37:02
being like, Nintendo, why do you not embrace
37:05
this dynamic? I think
37:07
you can see publicly in the way that they're going
37:10
with Microsoft against Sony that,
37:13
who knows what this actually looks like in the next 90 days,
37:17
everything we can tell of how they're siding with Microsoft
37:20
and embracing openness
37:22
gives a clue of maybe how this works.
37:24
Yeah, you mentioned that a little bit on the series, on the
37:27
Gamecraft series of Nintendo siding with Microsoft.
37:30
Let's talk a little more about that. Sure, we don't talk
37:32
about it that much on the series just because I'm avoidant
37:34
of talking about the console business and whatever.
37:39
Let me just try and explain why. The
37:41
console business has been essentially
37:44
the same business since 1985, really since It's
37:49
sell a box
37:50
and sell some physical hardware for that
37:52
box and grudgingly
37:55
allow it to be played online and grudgingly
37:57
allow communication between users. And
38:00
I don't find that interesting from a business model
38:02
perspective. I'm interested in revolutionary
38:04
business models, and Gamecraft is really about
38:07
that, right? It's about how these revolutionary
38:09
business models upended the industry. And
38:11
frankly, there haven't been a lot of those in the console
38:14
business. Now, there have been a lot of interesting developments,
38:16
and you guys explore the story
38:18
of Nintendo. It's a fascinating story, but it's
38:20
kind of a human story. And there's a...
38:25
Particularly your first episode where you go way
38:27
back, right? And you just talk about everybody
38:29
who's everybody
38:29
else's son-in-law. I mean,
38:32
it's an intensely human story in that regard. Well,
38:34
I feel like Nintendo had the...
38:36
In my mind, they did have one
38:39
revolutionary idea that they have
38:41
just run with for the past 40 years,
38:44
which was make incredible
38:47
games and get people who
38:49
are capable of making incredible games either
38:51
in-house or make sure they publish on the platform. I
38:54
don't think anybody else realized that at the time. No, I think that's right.
38:56
Blake put it really well when he was convincing me to
38:59
do the episode, which was he said, look, the
39:01
console, when it entered the market, was
39:03
a revolutionary business model. Because at the
39:06
time, the arcade was the dominant way, and it was
39:08
a quarter drop. And so in some sense, it
39:10
was almost like the equivalent of free-to-play.
39:12
Because instead of having to pay every time
39:15
you wanted to touch the controls,
39:16
now you had the thing in your living room and you
39:18
could play whenever you want. Yeah. You
39:20
talk about the $60 for 60 hours of gameplay.
39:23
That's literally the equation you were doing at the arcade,
39:26
right? You're like, I'm putting 25 cents in for a
39:28
minute. Well, it was in the arcades. It
39:31
was $6 for six minutes of gameplay.
39:33
Exactly. So I accept that, and
39:35
that's why we made that. And
39:38
I think we really end
39:40
that episode to bring this full circle
39:43
around cross-platform, which is sort
39:45
of the latest evolution
39:46
of where the console business has been,
39:48
where you had Microsoft and
39:50
actually Nintendo embracing, and
39:53
Fortnite was really the catalyst of this, to
39:55
let them be able to play across these
39:57
different platforms.
39:59
Up until this point...
39:59
I mean, up until Fortnite, if you had
40:02
an Xbox, you couldn't play with your friend who had a PlayStation
40:04
or a Switch.
40:06
And really, Nintendo and Microsoft
40:08
went to war against Sony. Yeah, I mean,
40:10
as Phil said in our conversation
40:13
yesterday, he said,
40:15
you know, Sony's perspective was
40:17
if you want to play with your friends, get them to buy a PlayStation.
40:19
Yep. Right. All
40:22
these different business strategies are about figuring out in what
40:24
way can you leverage an asset to get people
40:26
to do something that eventually generates profit
40:28
for you. And the way Sony was looking
40:30
at it was, well, you
40:32
want to play with your friends, so we're going to use that as
40:35
the carrot stick, whatever you want to call it, to get
40:37
you to buy our console, which we actually don't make
40:39
money on, to get you to buy our games, which
40:41
we do make money on. And God, it's like, hop,
40:43
hop, hop, hop. And
40:45
Nintendo and Microsoft ended up being
40:47
quite odd bedfellows, having
40:50
completely the opposite strategy. Now, you could be cynical
40:52
about it, and you could say that that is the result of
40:54
the fact that Sony has dominant market share, and
40:56
that if you were the dominant market share player, you
40:59
might not be so embracing of openness either,
41:01
right? Because you had a competitive advantage.
41:04
But I think it's going to come back to bite him
41:06
in the ass over time.
41:08
It's interesting, right? At one point, I think,
41:10
on the series, you guys say
41:12
that with your investor hats on, it
41:16
would be really weird if an entrepreneur approached
41:18
you today and said, I'm going to build a game for a console.
41:21
But everything we're talking about, if the era of
41:23
cross play really comes to bear, that
41:26
might change things. Would you agree? If
41:29
it truly is that you could build a forever
41:31
game with cross play across
41:34
console, PC, mobile? I mean,
41:36
as part of our Nintendo research, we talked to
41:39
the CEO of a very large venture backed gaming
41:41
company
41:42
that is not on the switch right now, that
41:44
is working very hard to come on the switch for this very
41:46
reason. So I will say,
41:49
yes, it is now viable.
41:51
I would not counsel
41:54
any of my portfolio companies to
41:56
launch on the console because
41:58
the hoops that you have to jump through.
42:00
for approvals, for manufacturing,
42:03
etc., etc., for just in general
42:05
are dire. And they're not the
42:07
kind of thing that I would sort of put in
42:09
front of a company that was struggling to find
42:12
product market fit. That said,
42:14
I have greenlit a Switch SKU
42:17
at that game company for Sky. And
42:20
that has now come to market and it is really meaningful.
42:22
And we have a PlayStation 5 SKU as well.
42:25
And so for an established
42:28
product where it's already found product market
42:30
fit on another platform on a more open platform,
42:33
sure, finding that adjunct, it's like as
42:35
Fortnite disclosed in the Apple lawsuit,
42:38
the cross-play players
42:41
monetized like the new whales. I
42:43
mean, they were monetizing it at multiples
42:45
of what the non-cross-play players were playing. And why
42:48
not take advantage of that as a startup? Yeah,
42:50
it turns out that actually like
42:52
the cross-play, there's
42:54
different moments in console where
42:56
console really was the package good. And then at some
42:59
point, the package good business for the games. And
43:01
at some point, free-to-play games were able to
43:04
thrive. And you have the Fortnites actually
43:06
do really well. And if free-to-play games
43:08
are really driven by social or playing with your friends,
43:11
which Fortnite was, it's
43:13
sort of you need to have it on console.
43:15
Yeah, and think about it demographically. If you've
43:17
got a game on the console, for example, we
43:19
were talking about this with one of our coworkers
43:22
about FIFA Ultimate
43:24
Team, which you may be familiar with, which is kind of a playing
43:26
card add-on to the underlying
43:29
FIFA scheme where you can buy card packs and
43:31
open them and then you can play with those players that you get
43:33
in the card pack in the sim. And
43:35
that is a massive business. Like
43:38
it is a greater than a billion dollar a
43:40
year business selling the card packs, literally
43:43
bits. I mean, it is like a 99% gross
43:46
margin. I mean, it's the most astonishing business,
43:48
right? And this person was saying, well, look
43:51
at the attach rates
43:52
for FIFA Ultimate Team, right? And can't
43:54
we accomplish those with a free-to-play game? And
43:57
we were like, whoa, slow down. You understand
43:59
that.
43:59
selling a $20 add-on to
44:02
somebody who's already paid $60 for the game and $500 for the console,
44:06
right? The willingness to
44:09
pay of that user, it cannot be compared
44:12
to getting somebody from zero to one on a
44:14
free-to-play game to put their credit card in
44:16
for the first time to buy a virtual
44:19
good on a free-to-play game. And I
44:21
think that nuance is lost on a lot
44:23
of people when they look at the industry. Well, that's the great pot
44:25
of gold with the consoles, right? You've got these
44:27
highly committed user bases with
44:29
all their credit card information stored.
44:32
You've got easy payment rails, easy distribution.
44:35
It's like the dynamic of iPhone versus Android,
44:37
but like a whole other level. It's, I
44:39
mean, literally you can look at it in the data with Fortnite. It's like
44:41
even better than iPhone monetization. It's
44:44
also exactly what we talked about on the Peloton
44:47
episode where Peloton, despite all
44:49
the problems,
44:50
has possibly the most incredible
44:52
consumer subscription business, at least from their
44:54
first five, eight years of customers
44:57
because they selected into buying a $2,000 exercise
45:00
bike. Of course they're not going to cancel
45:02
a monthly subscription. I think this is part
45:04
of why
45:05
Epic actually felt comfortable going to war
45:08
with Apple is if you look during those
45:10
filings, so much of their revenue is actually
45:12
coming from PlayStation and console. And
45:15
that to me is just like, okay, the
45:18
mobile gamers were not the same value
45:20
as the console and PC players.
45:23
Yeah. I mean, I've been thinking before we leave
45:25
platform-based publishers that I've
45:28
been sort of thinking about, but I don't have a clear
45:30
answer, is when does a company
45:33
have the right to leverage
45:35
their relationship with customers into
45:38
becoming a publisher?
45:41
And like QQ, it was very, I
45:43
mean, it's a chat app. How the heck did they become
45:45
successful in being the 10 cent we know
45:47
today, the most powerful
45:50
video game distribution on the planet?
45:52
Whereas you look at like Facebook has
45:54
made 11 different runs at gaming and
45:57
is not Steam, is not 10 cent.
45:59
Why does sometimes a
46:02
company have the right to leverage that relationship
46:04
to be a publisher and other times not? I would rephrase
46:07
it, right? Which is,
46:08
my opinion is that why QQ
46:11
was successful was that they didn't just
46:14
decide that they're going to be a platform-based publisher.
46:17
They embraced being a platform-based
46:19
publisher. They went out and did deals. They owned 49%
46:21
of Epic. They owned 51%
46:23
of Riot, now 100% of Riot. They
46:26
were one of the financiers of
46:29
resort in the games business for
46:31
AAA titles. They aggregated
46:33
products. They aggregated third-party
46:36
product as a pathway into
46:38
China because you needed a local partner because
46:40
of government regulation in order to publish in China.
46:43
They just ran
46:44
with that, right? They just embraced that. Instead
46:47
of
46:47
Facebook or some of these other American platforms
46:50
that have treated games as kind of a bad
46:52
smell over in the corner that they weren't too crazy
46:55
about, like, okay, yeah, the Zynga
46:57
thing they flirted with briefly,
47:00
but ultimately that didn't go that well and they decided
47:02
now we're just going to become a customer
47:04
acquisition vehicle for the games industry. Frankly,
47:07
it's been a very lucrative piece of their business,
47:09
but they really embraced it Tencent
47:12
and invested deeply in it. I
47:15
think that's the difference, right? It's like they were
47:17
credible as a platform-based publisher where
47:19
Facebook never was. Yeah, Tencent
47:22
and
47:22
QQ is they
47:24
had the games. They were committed and
47:26
they were so intentional. When
47:29
Mitch and I have talked about when we look at investing
47:32
in a studio, for example, it's actually
47:34
how intentional are they at the beginning of setting
47:36
out that you are going to try and become a platform-based
47:38
publisher because even just saying,
47:41
I'm going to launch my game on Steam as a new
47:43
company maybe is just
47:46
showing your ambition of what you want to build. I
47:48
think that when you're talking about Facebook,
47:51
Mitch and I talk about this part, a lot of the
47:54
executives in the Valley, they're
47:57
just not gamers and they're like, oh,
47:59
we can...
47:59
and maybe launch a game thing. But
48:02
they're sort of dipping their foot in the water versus
48:05
actually like really committing to it. Look at Google and Stadia. You're
48:08
saying just because David and I have a bunch of people that listen to
48:10
the podcast, we can't just decide like, all right,
48:12
you guys, we're now acquired games
48:14
now. And you're all going to start playing games.
48:16
And we're turning on the network. Yeah, we'd have to be
48:19
game craft today. Although
48:21
even then, it's difficult. It's like we tried this
48:24
at Discord. And we
48:26
tried to start a game store. This was obviously my
48:29
failure
48:29
because I pushed them very hard toward
48:32
becoming a platform-based publisher. Because I thought, hey,
48:34
man, this is a great way to leverage this audience. And
48:38
look, they already self-identified
48:41
primarily as gamers. This was earlier on before
48:43
the Discord audience broadened to
48:45
becoming the Bloomberg of crypto and now basically
48:48
the launch area for pretty much every AI chatbot.
48:51
But in those days, it was very gamer-centric.
48:53
And it seemed very logical to me that you could try
48:56
and leverage that intentionally into the games business.
48:58
And it didn't work. So it doesn't always
48:59
work. And look, Jason is as deep
49:02
a gamer as you can get. Discord was a failed
49:04
game company, right? And I invested in that failed game
49:06
company. I invested in it as a game company. I was trying
49:08
to blame them, not you. No, no, it was me. So
49:13
even with the best of intentions, it can
49:15
be a difficult proposition. This goes full circle
49:17
to your earlier question, though, David, of just like,
49:20
are the giants already just set on the platform-based
49:22
publisher side? And it's
49:24
really to be determined because you have
49:27
Discord attempt at it. You have Epic really
49:29
trying to do it. And they're sort
49:31
of everything brute forcing
49:34
that they possibly can to make it happen. And
49:36
it doesn't seem like it's sticking at all. And so there
49:38
is a little bit of a question of what does it mean to actually
49:40
try and build one today? And is it even
49:42
possible?
49:44
For our second sponsor, we have another
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49:51
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49:53
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49:55
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49:58
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49:59
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50:02
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50:04
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50:07
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50:09
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50:12
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50:14
This is cool.
50:15
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50:18
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50:20
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50:22
It's pretty wild. So at the top of
50:24
this list are companies you'd expect like Epic
50:27
Games, Niantic, and one of Mitch's investments,
50:29
that game company, high probability of
50:31
success. 97 to 99
50:33
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50:35
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50:38
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50:40
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50:43
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50:45
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50:47
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50:49
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50:52
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50:55
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50:57
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50:59
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51:00
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51:10
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51:12
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that landing page, they are currently offering
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51:25
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you sign up, just tell them you heard about them from Ben
51:29
and David at Acquired.
51:31
Thank you, PitchBook. How
51:33
do you think about
51:35
one of your other investments, that game company? Is
51:39
that game company a
51:41
platform based publisher or is it just like a
51:44
really, really great modern studio or
51:46
is it something else?
51:48
It's a great question. I think that the intention
51:51
is for it to be a platform based publisher. Game two was
51:53
already in development, as is the beginnings
51:55
of thinking about not only game
51:57
three, but
51:59
a sort of.
51:59
way to stitch the games together in a
52:02
more persistent and coherent way and with
52:04
more continuity. So I think Genova,
52:07
he wouldn't phrase it in that way. He wouldn't call
52:10
it a platform-based publisher. He'd call it a digital theme
52:12
park, right? But the idea
52:14
would be... Which is sort of Nintendo-like. Which is sort of Nintendo-like
52:17
in a way, right? And now Nintendo has a legit
52:19
physical theme park to go along with their
52:22
virtual theme park.
52:24
But I do think it
52:26
is in that same vein a... I
52:29
would call it a platform-based publisher. And
52:31
similarly, I think the greatest disagreement I had
52:34
with the founders at Riot was when they...
52:37
We sat down and I was like, okay, great. We got a hit. Now
52:40
we're going to leverage this audience into
52:42
another hit or into a third-party game or into
52:44
a licensed intellectual property. And they were like,
52:47
nah, chill, man. We want to be Blizzard. We want
52:49
to make a game every five years. And I'm like, I
52:51
don't want to fund a studio. I
52:53
want to fund... Now,
52:54
little did I know... As you pointed out on
52:56
GameCraft, only an independent company that
52:58
had to figure out its funding for three years,
53:01
the rest of its history, it's had, you know, Daddy
53:03
Warbucks somewhere figuring out how to fund
53:05
it. Absolutely. And I was wrong because
53:07
they just took their time to become a platform-based
53:10
publisher.
53:11
But they waited... It took them 10 years.
53:13
It took them 10 years. But they did it. I'm
53:15
not that patient. But there was an opportunity to start doing
53:17
it after three years. And I think their
53:20
strategy was like triple
53:22
down on League of Legends and let's make
53:24
sure that we can get it to all corners
53:26
of the globe and that we can really build a billion-dollar-plus
53:29
annual revenue base and the esports
53:31
component and the worlds and all these other things.
53:34
And then we'll go and release Valorant and
53:36
Tactics and some of these other things. Okay,
53:39
fine. But ultimately, they got to the place I wanted
53:41
them to go. It just took them seven years longer. I
53:44
think it'd be interesting if you're willing to
53:46
share a mix of just like what Genova actually pitched
53:48
for that game company back in the day. Because
53:50
I've talked to Peter. I've talked to other people. I still
53:53
remember that pitch being just so like
53:56
just an amazing, amazing pitch. Because
53:58
at the time, it's... This still
54:00
wasn't for you to invest in
54:03
a studio, right? That would have
54:05
been a big ask or a big
54:07
leap of faith. My understanding is you just
54:09
crush it on the page. By now, though... This is great
54:11
too because I bet a lot of people listening will
54:13
be like, what are you guys talking about? What is
54:16
that game company referring to a specific thing or... No,
54:19
it's a little confusing as in it's not my favorite name
54:21
for a game company, although it's
54:23
indicative.
54:24
I want to actually though take a pause
54:27
just because I don't like funding studios,
54:29
right? I wrote about this, I think... You
54:31
reminded me of this because you found it in some internet archive
54:34
somewhere. I blogged about this like 15
54:37
years ago. Yeah, I think it was like 2011
54:39
or something like that and it's amazing. The
54:41
title... I mean, Mitch has probably
54:44
removed all of his blog posts at this point. I think it was like investing
54:46
in content. And he's like, I don't invest in
54:48
content. I don't invest in content even
54:51
though I've done more content deals than
54:53
anyone else in the Valley, right?
54:56
What I meant by that is
54:59
that I invest in businesses, not
55:01
in studios, right? And
55:03
those businesses have to have a strategy
55:06
that transcends, I want
55:08
to make a game and put it on Steam or I want to make a
55:10
mobile game and put it in the app store, right?
55:13
And I'm really interested in that strategy
55:15
more than I'm interested necessarily. The content
55:18
is a means to an end, but the end
55:20
can't be, oh, then we're going to go make another game
55:22
and put it on Steam or put it in the app store. The
55:25
end has to be something better. It has to be something
55:27
more durable. It has to be something more value
55:29
aggregating. And so I've
55:31
had this philosophy since the very beginning
55:33
and I've tried to be very disciplined about
55:36
it. So Genova approached us, Genova
55:38
Chen.
55:39
I had met him
55:40
in the early 2000s when
55:42
he was a graduate student at USC and
55:45
he was making games there and
55:47
I was working at Electronic Arts and I had the license
55:50
for Spore, which was
55:52
Will Wright's kind of creature
55:55
evolution game. Very SimCity. After SimCity,
55:57
yep.
55:58
And...
55:59
I was doing the mobile version
56:02
of that, right? And so, Genova
56:04
had made this game
56:05
called Flow that
56:08
was
56:09
basically this game where little creatures ate bigger
56:11
creatures and evolved based on what they ate.
56:13
And it was just this unbelievably
56:16
cool thing, right? And so I wanted to kind of bring
56:18
him in and build sport, like this mobile version
56:20
of Spore with me. And of course he was way too clever
56:23
for that and said no.
56:24
But I kept up with him and we hung out and then he
56:26
went off into the Sony ecosystem and built Journey.
56:29
Journey is this amazing
56:31
kind of meditation on death where you're playing a
56:33
single player adventure game and you're climbing
56:36
a mountain and enduring all this hardship and
56:38
it's got all this crazy multiplayer play
56:40
where you don't know who you're playing with but you have
56:42
these deep emotional relationships
56:44
with the people. He's just an unbelievable game
56:46
maker. And the art for that game. It's just
56:49
beautiful. I mean you screenshot any frame
56:51
and you can put it up above your fire force. So
56:53
he came to me and said, hey, I wanna, like
56:56
I'm leaving the Sony thing. I wanna start
56:58
over. I wanna make a game
56:59
for the masses. Can you help me?
57:02
And I was like, yeah, I can
57:04
but like let's pitch the partnership. So he came
57:06
in and he did this pitch to the partnership where he basically
57:09
talked the whole time. He didn't talk about
57:11
the game he wanted to make at all. He just
57:13
talked about emotions and
57:15
how the video game business was
57:17
so stunted because it was only serving
57:19
this incredibly narrow band of the human
57:22
emotional spectrum of anger,
57:24
of violence, of
57:25
envy, of accumulation.
57:27
And there were all
57:30
these other emotions that were being explored
57:32
in music and in art and in poetry
57:34
and in the movie business. And
57:37
we should do that in the video game business. And he
57:39
finished his thing and he walked out and I literally
57:41
ducked because I thought that the blast radius
57:44
from my partner's like saying, what are you doing bringing
57:46
this into the partnership? Was gonna be so intense. We're
57:48
a venture capital firm and we're funding happy. Like, yeah.
57:51
Kevin Harvey turned to me and said,
57:53
chase that guy out in the parking lot and give him a term
57:56
sheet. He was like, we are in business
57:58
to fund people like that.
58:00
And it was, and I still get goosebumps
58:03
saying it now, because that's how I felt,
58:05
but I was too afraid to say it in the partnership
58:07
meeting, because
58:09
I didn't have enough juice to really do it.
58:12
That must have been relatively early in your career.
58:15
It was, because I'd been working on that thing forever.
58:18
But yeah, it was probably within
58:20
the first couple years that I was
58:22
at Benchmark. Before SNAP,
58:25
before Discord, before Riot?
58:27
Right around the same time as SNAP. Right
58:30
after Riot. But SNAP, you didn't
58:33
know it was gonna be SNAP yet. SNAP was still pretty small at that point.
58:35
Peter tells exactly the same story, by the
58:38
way, on our team, and he's like,
58:40
when he talks about the range of emotions that he was gonna
58:43
cover and how underserved it was, it
58:45
was just magical, like this moment
58:48
of, oh my gosh, this person's a genius.
58:50
And so in a lot of ways, Genova
58:52
is just like an exception to the rule. And
58:55
even still, he is on
58:58
the path to build this something much bigger
59:00
than just a content. And look, I'm
59:02
a very small contributor to the success
59:04
of it, but what I did help him understand was
59:07
that he can't make Journey again, right?
59:09
That if he makes Journey again, he's
59:11
gonna get the same result that he got from Journey,
59:13
which is he's gonna get a console-like
59:17
indie developer result. And
59:19
so I really helped him understand
59:21
how to build a forever game.
59:24
And he rose to the
59:26
occasion and just built an amazing forever game.
59:28
And that thing is now, I mean, it was in
59:31
the fall, the number four
59:33
grossing game in China by revenue.
59:35
What's the game called? It's called Sky. Sky.
59:39
And so we're talking about hundreds of millions of dollars
59:41
in revenue, and he does it with a tiny
59:43
team. So it's ludicrously
59:46
profitable.
59:47
I mean, I think it's got greater than 30%
59:49
net income margins. And
59:52
would you fund at this point,
59:55
the concept of Sky, even
59:58
if there wasn't a broader... platform-based
1:00:01
publisher strategy around it? Is
1:00:03
that a good enough investment? Or let me make it even sharper.
1:00:06
As a forever game without a... Yeah, let me make it an even
1:00:08
sharper example. If you got the pitch
1:00:11
for Riot Games and it was literally
1:00:13
just League of Legends and it was going to be
1:00:15
a League of Legends-sized impact on
1:00:17
the world, is that interesting as a venture
1:00:20
fundable opportunity? I have the great
1:00:22
benefit at the moment of not being a
1:00:25
venture capitalist in a firm, but having a lot
1:00:27
of dough. I am in a position where
1:00:29
I can make these investments personally, and
1:00:31
so the answer is yes. In fact, Blake and I
1:00:33
have made some of these investments in
1:00:36
things that maybe would have shaded
1:00:38
into the studio realm in my previous
1:00:41
life.
1:00:41
However, I would not have done them at Benchmark. If
1:00:43
I'm hearing you right, it's because it's just difficult
1:00:45
to accrue enough power over the ecosystem
1:00:49
to have flexibility in your business,
1:00:51
to have pricing power, to be able
1:00:54
to negotiate effectively with everyone
1:00:56
else you need to to reach your customers. Yeah, distribution
1:00:59
is king, right?
1:01:00
And if
1:01:03
you can't... Which is so funny, right? Like, everybody
1:01:05
says content is king. And like, nah, distribution
1:01:07
barriers have been removed and anybody can
1:01:09
make a game,
1:01:11
but like... Distribution is king. Today,
1:01:13
in 2023, distribution is king. And if you
1:01:16
don't have distribution leverage of
1:01:18
some sort, I'll invest
1:01:20
against any credible distribution
1:01:22
leverage.
1:01:23
But if you don't have that distribution leverage,
1:01:26
it's very difficult.
1:01:27
It's very difficult to aggregate enough value
1:01:29
to justify a venture investment.
1:01:31
Yeah, I would say the bar... You
1:01:34
should just assume every venture backed studio
1:01:37
is an amazing game. Like, it just should be.
1:01:39
It just should be one of the best games ever. It's
1:01:42
never been a better time to be a gamer. Yeah, like,
1:01:44
it should be an amazing, amazing game. But
1:01:47
like we know with apps and software, like
1:01:50
having a great app, unless it is truly
1:01:52
like top one app in
1:01:54
that category,
1:01:55
people will never even know it exists. And
1:01:57
I think that's
1:01:59
a lot of...
1:01:59
If people that are building studios today
1:02:02
are
1:02:02
much more in the camp of, I'm going to build the best game
1:02:05
ever and people will come. I think if we've learned
1:02:07
anything over the years,
1:02:08
unless it is truly the exception,
1:02:10
they won't come. I think
1:02:13
part of the pitch that Riot made to me that made
1:02:15
me convinced that it had a distribution advantage
1:02:17
that made me willing to invest in it was
1:02:19
the way they understood the existing
1:02:22
audience for Defense of the Ancients, which was the game
1:02:24
that they were essentially modifying in
1:02:26
making into a...it
1:02:28
was a game that was a mod of Warcraft 3
1:02:30
and they were going to turn it into a standalone product
1:02:32
and relaunch it online with its
1:02:35
own characters and own IP.
1:02:37
You could see that as a studio bet on
1:02:40
a certain level, but they had
1:02:42
identified this enormous
1:02:44
pool of users who were playing Defense of the Ancients
1:02:47
and there was this crazy pent-up demand
1:02:49
for exactly what they were going to do because modding
1:02:53
Defense of the Ancients and running it as a user.
1:02:55
I mean, you had to find an out-of-print copy
1:02:57
of Warcraft 3 and go through all
1:03:00
these machinations to like... The
1:03:02
Riot team
1:03:03
did some pretty awesome growth hacks in the
1:03:05
early days. We bought the
1:03:07
websites that...we bought the Defense of
1:03:10
the Ancients websites and just
1:03:11
turned their editorial to the lead of legends.
1:03:14
All the fan's content
1:03:16
on the internet. It still sits
1:03:18
on Reddit, by the way, if you like search. I forget what the name of
1:03:20
it is. I love this. This is even better than
1:03:22
the Airbnb Craigslist growth hack. Yeah,
1:03:25
if you search this company... You could call it a
1:03:27
growth hack. I call it a customer acquisition
1:03:29
advantage. It
1:03:32
gets you out of the
1:03:35
junk pile of
1:03:37
throw a game up on Steam and pray.
1:03:40
That was enough because I knew if I could leverage
1:03:43
that, it would give me enough of a profit
1:03:45
advantage that I could reinvest, maintain
1:03:48
that customer acquisition advantage and
1:03:50
build a platform-based publisher out of it. That's
1:03:54
how I roll.
1:03:54
Blake, what were you saying about the Reddit thread? I
1:03:57
was just saying, on the Reddit thread, if you
1:03:59
search it...
1:04:00
I forget what the name of the website
1:04:02
is that they bought.
1:04:03
It's all these people who were playing
1:04:05
defense of the agents and they're like, what
1:04:08
the hell happened? What happened to the
1:04:10
site? What's going on? And it was
1:04:12
like the top host of the
1:04:14
Dota subreddit at the time. And it's just like, what
1:04:16
happened? Who are these people? What
1:04:18
are they buying? What happened? They
1:04:20
killed this and they all just move over. It's like, oh, no,
1:04:23
Dota's still over there. But
1:04:25
the forums are all pointing to this very similar game with different
1:04:27
IPs. If you want to discuss something, you've got
1:04:29
to discuss this. I will
1:04:31
say it's incredible how there was a thing with
1:04:34
clear product market fit
1:04:35
that was kind of unloved and unmaintained
1:04:38
and hard to discover. In our world of
1:04:40
podcasting, that was Apple Podcasts and
1:04:43
the small team at Apple that
1:04:45
was sort of looking after it. They didn't turn it into a real
1:04:48
business. There wasn't
1:04:50
like prioritization at the company. And
1:04:53
as a podcaster, it was always hard to like get in touch
1:04:55
with someone or be like, can I get editorial
1:04:58
on this thing? I don't even know. It's this weird black
1:05:01
box. It's basically just like a directory where like
1:05:03
it's a key value store on the left side. They have a URL
1:05:07
and on the right side, it just points to my RSS feed. And
1:05:10
then Spotify comes along and is like, oh, well,
1:05:13
we have tons of users. We're just going
1:05:15
to expose this right on the main feed. We're
1:05:17
going to redirect. So much of our
1:05:20
growth in the last year or two years
1:05:22
has come from Spotify
1:05:23
specifically because
1:05:25
more people are listening to
1:05:28
podcasts on Spotify. There's some cannibalization,
1:05:30
but there's an enormous amount of brand new
1:05:32
market because it's easy to find. As
1:05:34
a total neophyte to this world, right? Like
1:05:36
we have both been just gobsmacked
1:05:39
by how, what percentage of our
1:05:41
users are coming from Spotify. I would never have
1:05:43
predicted how big of an audience was on
1:05:46
Spotify because it just didn't occur
1:05:48
to me, right? That Spotify had done that well in podcasting
1:05:51
until we started releasing these episodes. And we were like, wow,
1:05:53
like more than 50% of our audience is coming
1:05:55
from Spotify. If you had made Gamecraft two
1:05:57
years ago, that would not be the case. It's
1:06:00
actually really weird. It's wild. Yeah,
1:06:03
it's wild. It's like there's this really interesting
1:06:06
opportunity in capitalism where sometimes there's
1:06:08
clear product market fit, there's clear heat
1:06:11
around a use case, and yet there's still
1:06:13
massive economic opportunity for some new company
1:06:16
to come in and say, oh, that thing, And
1:06:19
by the way, it happens again and again in the video game business. I mean,
1:06:21
you look at, so for example, the survival
1:06:24
genre, right, which started with ARMA
1:06:27
mods like DayZ
1:06:29
and H1N1
1:06:30
and sort of evolved
1:06:32
into PUBG and then into Fortnite, right?
1:06:35
But these were dead genres, right? These
1:06:37
were super geeky, hardcore kind
1:06:40
of weirdnesses, right? Tarkov,
1:06:43
right? Which now is like a dominant play
1:06:45
pattern in the kind of moba shooter industry.
1:06:47
Yeah, it's basically these genres emerge, right?
1:06:50
And it gives product market fit. And
1:06:53
then they realize, oh, wait, if we just make this maybe
1:06:55
more casual or we change the business model,
1:06:57
whatever it might be, they expand the overall
1:06:59
audience. And one of the most famous
1:07:02
examples right now is Fortnite comes
1:07:04
from PUBG and sort of stole that
1:07:06
whole reign, is actually Fall Guys, which
1:07:09
Fortnite or Epic bought.
1:07:12
And Fall Guys was this amazing party
1:07:14
game that they couldn't publish
1:07:16
on iOS because of the Apple lawsuits.
1:07:20
And so they never built a mobile game for
1:07:22
it. And then there's these
1:07:24
three guys in Finland made basically
1:07:26
the same exact game, pushed it on mobile.
1:07:29
It's called Stumble Guys. And then it gets acquired by... I
1:07:32
mean, it's like one of the number one apps for the entire year,
1:07:34
number one games for the entire year and
1:07:36
gets acquired by Scopely. And then
1:07:39
Mitch was showing me the other day, the biggest game in
1:07:41
China is
1:07:42
this game called Eggie Party on
1:07:44
mobile. And that is actually
1:07:46
literally just a Fall Guys clone. It really
1:07:48
is. It is kind of remarkable. I mean, look,
1:07:51
you could argue World of Warcraft was
1:07:53
this, right? That like there
1:07:55
were, you know, you started with Ultima
1:07:58
Online and EverQuest and these
1:07:59
But they were all that we made a joke
1:08:02
in the video. They weren't ambitious enough. Well, and they
1:08:04
never, yeah, they weren't ambitious enough. They weren't, they
1:08:06
didn't reach out enough. Like they were very
1:08:08
content to serve that core 500,000 users. And
1:08:11
the joke at Activision back in the late 90s, early
1:08:14
2000s when I was working there was, there was a herd
1:08:16
of 500,000 users who just migrated
1:08:19
from one MMO to another, but the audience
1:08:21
never grew. And then boom, World of
1:08:23
Warcraft basically does this, right? They
1:08:26
find the product market fit and just like, and
1:08:29
just embrace it and blow
1:08:30
it out. And it's 17
1:08:32
years later, it's still a number one product.
1:08:35
I want to pick up on something Mitchie said a minute ago
1:08:37
about how you roll. And I
1:08:40
think it also might be
1:08:42
relevant far beyond games. And
1:08:44
some of you are investing beyond games too. You
1:08:46
said you'd look for something that can have a distribution
1:08:49
advantage upfront, gain differential
1:08:52
profits versus your competitors and
1:08:54
then reinvest. Yeah. How
1:08:56
do you, once something starts, let's take a game. Once a game starts
1:08:58
to work,
1:08:59
how do you think about the
1:09:01
reinvesting piece? Like that's the customer acquisition
1:09:03
piece, right? Yeah.
1:09:05
What's that calculus for you? I
1:09:08
resist as long as possible going paid.
1:09:10
Although sometimes you're so profitable that
1:09:12
you can and not really mess
1:09:15
your margins up too much, right? But
1:09:17
I think once you start down the paid path
1:09:20
for customer acquisition, it's kind of a slippery
1:09:23
slope and it's a very difficult thing to come
1:09:25
back from because you become almost like
1:09:27
an addict to it. And you're so reliant
1:09:30
on it and you start to twist your mental
1:09:32
model to believe that like you're in
1:09:35
this lifetime value return
1:09:37
on investment kind of thing that is
1:09:39
unhealthy, I think. But
1:09:41
what I do love is doubling down on the
1:09:43
organic stuff, right? So like
1:09:46
in the that game company case, it's like, okay, we got
1:09:48
this thing crushing on mobile.
1:09:51
Let's look at some other platforms where
1:09:53
a similar kind of user could be aggregated,
1:09:55
whether it's Switch, whether it's like casual
1:09:58
PlayStation, et cetera.
1:09:59
and let's go after those and then
1:10:02
Apple wanted us in the arcade, we couldn't do it because
1:10:04
we wanted to be cross platform, right? And
1:10:07
they wanted exclusives. So it's
1:10:09
also what you say no to
1:10:11
during that because it would have been easy to say, okay,
1:10:13
hey, there's a couple million dollars of minimum
1:10:16
guarantees. But you're not gonna expand your audience
1:10:18
by doing it. Not gonna expand the audience. So it's
1:10:21
making those kinds of key choices that
1:10:23
continue to reinforce
1:10:25
the competitive advantage. Yeah, I think there's another
1:10:27
piece of this, especially for free-to-play games, where
1:10:30
live operations, keeping the events fresh,
1:10:33
adding new cosmetics in a game like
1:10:35
League of Legends is actually
1:10:37
where most of the reinvestment probably goes
1:10:40
versus any of the marketing.
1:10:41
Let's keep this game fresh because
1:10:43
in a lot of ways, when you launch a game
1:10:45
like League of Legends, that's just the starting line. And
1:10:48
they're still on a 10-year journey of
1:10:50
keeping this game alive and fresh. And that's
1:10:52
where a lot of the reinvestment goes in these
1:10:55
studios. How does the
1:10:57
level of and capital intensity
1:10:59
of reinvestment in fresh
1:11:01
content for forever games compared
1:11:03
to the old world of building
1:11:06
new package games for a studio or
1:11:08
a publisher? Oh man, it is fast
1:11:10
becoming like
1:11:11
an annual amount equivalent
1:11:14
to what an annual amount during production
1:11:16
was. So I don't know if that makes any sense, but let's say that
1:11:19
you were spending $100 million, God forbid,
1:11:21
let's say you're spending $50 million, it's like I'm breaking
1:11:23
out in hives, you know, saying that number. But
1:11:26
to build a package game. Let's say
1:11:28
it took you three years, right? So you're spending roughly $15
1:11:30
million a year, right? Like
1:11:32
I think you can expect to spend as
1:11:35
much or more on an annual
1:11:37
basis than you were spending in development in
1:11:39
LiveOps.
1:11:40
In LiveOps, wow. Yeah, and
1:11:42
that can cover anything from the
1:11:44
support side of this of when people
1:11:47
report toxic users. But really,
1:11:49
you see it a lot in the events of, oh,
1:11:51
I need to make new skins. Content refresh. Yeah, it's
1:11:53
like, or I need a new champion
1:11:57
in League of Legends. And when you think about League of Legends,
1:11:59
so.
1:11:59
of that game is actually around balancing. And so
1:12:02
then you're investing all this time
1:12:04
in QA testing and balancing and making
1:12:07
sure things don't break. And Riot
1:12:09
updates League of
1:12:11
Legends every two weeks. And every
1:12:14
two weeks, they're putting out new content. They're balancing
1:12:16
everything. And so that's pretty much
1:12:19
the entire P&L of that game at this point is
1:12:21
just keeping it fresh. Plus story
1:12:23
content, too, right? Like people
1:12:25
have realized the IPs for this has become
1:12:28
incredibly valuable.
1:12:30
Where are we in the esports journey
1:12:32
in terms of that being a sort
1:12:34
of reinforcing marketing strategy? And
1:12:36
I asked Blake because you asked
1:12:38
Blake for good reason. Because
1:12:41
you're going to get a very different answer if he asked
1:12:43
me. Well, I want both your perspectives. Actually,
1:12:45
I think we'll be closer than you
1:12:47
think. And then I think
1:12:49
it's I believe you helped start
1:12:52
famous esports team. So
1:12:54
you thought it was a good idea at some point.
1:12:56
Yeah, well, I would say like the. Not
1:13:00
to lead the witness. No, I think I actually
1:13:02
think if you like for 100 Thieves, which
1:13:05
is an esports organization that has
1:13:07
three pillars of it, which is content
1:13:09
and immediate side, has an apparel
1:13:12
side, which is also a thriving business,
1:13:14
and then the esports side. And the view was always,
1:13:17
which is probably similar to Mitch's, is that esports
1:13:20
is marketing. And the view
1:13:22
was how do you start a brand in gaming was
1:13:25
let's try and we'll go and get
1:13:27
a spot in League of Legends, which was franchising
1:13:29
at the time, that will legitimize the brand.
1:13:32
And then we will be able to, and while
1:13:34
hopefully that eventually figures itself out
1:13:36
and becomes sustainable, it will be great
1:13:38
marketing and distribution for legitimizing
1:13:41
a new brand in the gaming space. And I
1:13:43
think there's all sorts of nuances around
1:13:46
League of Legends esports
1:13:48
and Counter-Strike esports. And really, when
1:13:52
you say the word esports, and this is probably the real struggle
1:13:54
of it, is it's
1:13:56
quite literally just saying, what do you think of sports and owning
1:13:58
a sports team? And it's like... Every
1:14:00
single sport actually has its own pros
1:14:03
and cons to it. And there's certain
1:14:05
leagues that maybe accrue more values than not.
1:14:08
But for the most part, they really are like a marketing
1:14:10
engine. And they can be a marketing
1:14:12
engine for your organization if you
1:14:15
have set it up that way. But
1:14:17
for the most part, it's a marketing engine for the game itself
1:14:19
and keeping it fresh. That's actually
1:14:21
what I'm more curious about. David took it to enterprise
1:14:23
value of esports organizations, which I'm less
1:14:26
like... That's less interesting because it's an
1:14:28
obvious failure. No, it is. But
1:14:31
is it a good idea for the game? With
1:14:34
all due respect, there are some, yours,
1:14:37
Team Liquid, there's a few of them that have kind of transcended
1:14:40
and that are now brands in and of themselves
1:14:42
of a certain sort and can
1:14:44
sell merch
1:14:45
and other stuff like that. And they compete in
1:14:47
the League of Legends worlds and get a lot of exposure
1:14:49
and sell skins and all that other stuff. 100 million viewers
1:14:52
on that? Yeah. But even those are struggling
1:14:54
financially. Those are still not
1:14:56
great businesses, but they're kind of viable
1:14:58
businesses. But
1:15:01
ultimately, all of this
1:15:03
is accruing benefit to the League of Legends,
1:15:06
to the Overwatchs, to the CSGOs
1:15:09
of the world because that's really what it's functioning
1:15:11
as. It's basically like you're getting 30 million
1:15:14
people to watch League of Legends streams
1:15:17
during the worlds and those people are going to go play
1:15:19
more League of Legends and buy skins and whatever. And
1:15:21
it's like when the Chinese team won
1:15:23
worlds, the Riot guys were like
1:15:26
throwing confetti because when the Chinese
1:15:28
win, it's like $150 million
1:15:30
revenue opportunity in
1:15:32
terms of increased unexpected
1:15:35
sales of skins.
1:15:37
When I think about why I was excited
1:15:39
or why I actually still am excited about
1:15:42
esports
1:15:43
is video games, especially a
1:15:45
free to play game like League of Legends,
1:15:47
it feels different than let's say
1:15:49
soccer or basketball. In
1:15:52
basketball, I know at a very young age, I'm
1:15:54
not going to go pro. And
1:15:57
I also don't have any real way
1:15:59
to even play with the players.
1:15:59
people of similar skill level of me, like in
1:16:02
my neighborhood. And I think when
1:16:04
I play League of Legends, there's clear signs
1:16:06
of progression. And I actually just think
1:16:08
the average person probably feels like it's more achievable.
1:16:11
It's more if I hadn't been at ours, I
1:16:13
could go pro in League of Legends. The
1:16:16
average person might actually say that. So more like golf
1:16:18
or tennis maybe than a team
1:16:21
sport? Yeah, I would just say you think so
1:16:23
much of the skill just feels more obtainable.
1:16:26
And because you're seeing another kid in
1:16:28
a town who's
1:16:29
making money, you're like, that could be
1:16:32
me if my parents just let me play. And
1:16:34
it's even better, it's way better than golf or
1:16:36
tennis because the
1:16:37
barriers to entry are so much lower. You don't need the money.
1:16:40
You gotta have a lot of money if you're gonna play golf or tennis. Yeah, and
1:16:42
you're immediately queuing up against the best in the world, right?
1:16:44
But I'm just thinking about it in terms of participatory
1:16:47
with a smooth continuity to pro. One
1:16:50
of my favorite examples is you
1:16:52
think about, there's a streamer named Tifu
1:16:54
in Fortnite.
1:16:56
He got famous because he ended up
1:16:58
in the same lobby as Ninja
1:17:00
and he just absolutely styled on Ninja
1:17:03
on a stream and his name was twitch.tv
1:17:05
slash Tifu. Truly
1:17:08
any given Sunday for everybody. Yeah, it
1:17:10
would be like imagine just being able to go and play pickup
1:17:12
basketball with LeBron and LeBron
1:17:15
wouldn't do that because he'd risk getting hurt and
1:17:18
all this stuff. Whereas Ninja's playing
1:17:20
all day and if you style on
1:17:22
him, there's a real chance for you to get famous. And
1:17:24
that part, there is just a difference of
1:17:26
like the dream is obtainable and
1:17:30
that is just so compelling to me. In
1:17:32
that way, I think it's very similar to what we saw
1:17:34
during the poker boom, right? Where
1:17:36
people were playing online and you
1:17:39
could play into the World Series of Poker,
1:17:41
right? Like from those online
1:17:43
games. And so there was like, I think that's
1:17:46
kind of an interesting analog. Yeah, yeah,
1:17:48
and actually
1:17:50
Valorant, for example, just recently
1:17:52
released this sort of semi-pro
1:17:55
mode where you
1:17:57
have a team and actually let you run tournaments.
1:18:00
And eventually, if your team gets
1:18:03
high enough up the ladder, they will play in
1:18:05
essentially the World Cup. And I think that
1:18:08
is just so amazing of selling
1:18:10
that dream. Because it's not even just selling
1:18:11
it. It's like sort of real, and
1:18:14
that there is going to be someone's life who's changed if they
1:18:16
get discovered. And that's just amazing. And
1:18:18
so back to the earlier conversation
1:18:20
about
1:18:21
reinvesting in the game over time,
1:18:24
like what an incredibly leveraged way
1:18:26
for successful forever games
1:18:29
to... like the ROI on
1:18:31
investing lots of capital in
1:18:33
your esports ecosystem is going to be very high.
1:18:36
Very high if it works. Yeah.
1:18:38
Yeah, and there's a lot of different approaches
1:18:41
for what it's worth. Like you look at Counter-Strike
1:18:43
and Valve, and they've taken a very... like
1:18:46
they just don't really care. Yeah, it's more like golf.
1:18:49
It's more like the PGA where they sanctioned
1:18:51
events, right? As opposed to basically
1:18:53
owning the league, right? They'll
1:18:55
co-sign like four tournaments a year.
1:18:58
They'll call them majors. But there's hundreds
1:19:00
of tournaments that happen outside of that. And
1:19:03
as a team, you choose which ones you go to. And
1:19:05
actually the real reason why the esports boom happened
1:19:08
from an investment standpoint is you
1:19:10
finally had the publishers like
1:19:13
League of Legends stepping in and saying, no, we're
1:19:15
going to try and run this like a sports league where
1:19:18
teams are able to buy a franchise spot. This
1:19:20
should be like the equivalent of a
1:19:23
token somewhere to an MLS team. There's
1:19:25
a lot of things. But really it goes
1:19:27
into... Can this
1:19:30
accrue value? And I
1:19:32
think that's really a different dynamic. And I
1:19:34
spent five years talking to those owners, like
1:19:36
the existing sports owners who had terrible
1:19:38
FOMO from like
1:19:40
dumping money into these things. And some of them took
1:19:43
my advice and some of them didn't and ended up in, you
1:19:45
know, with some really dead assets. But that's what... that
1:19:47
was Bobby's strategy. That was the League
1:19:50
of Legends strategy. Bobby got people so
1:19:52
whipped up. Whipped up because he was basically like, look,
1:19:54
I'm going to... this is the next NFL. Get
1:19:56
in now where it's still... where you can buy in for
1:19:58
tens of millions of dollars.
1:19:59
as opposed to tens of billions. And this is the Overwatch
1:20:02
League, indeed. Yes. Yeah. And
1:20:04
by the way, that's,
1:20:06
I think, even me at that time was
1:20:08
telling people that's probably not the wisest thing, especially
1:20:11
when you think about it's not even a forever game. And you were working
1:20:13
for a sports program. Yeah. Yeah. Right.
1:20:15
And that was a game that's a $60 package good
1:20:18
that's trying
1:20:20
to be an e-sport. And my brain
1:20:22
just sort of broke at that moment. I'm like, OK, at
1:20:25
least let's think about the incentives here. Like, we're
1:20:27
going to align this. That's a completely different business
1:20:29
model and game overall, at least
1:20:31
in League of Legends, incentive is still to keep this
1:20:33
game alive for hopefully forever. And
1:20:36
that could accrue differently than something like
1:20:39
an Overwatch League.
1:20:40
And now it is time to tell you about another one
1:20:42
of our favorite acquired companies, Vouche,
1:20:45
the insurance of tech. Vouche
1:20:48
is the fastest way to get business insurance
1:20:50
for your startup when you're getting started, and the
1:20:52
right way to ensure your company has
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you scale. This season, we're doing something really fun
1:20:57
with Vouche. We're doing actual client
1:21:00
case studies with them. Today, we're
1:21:02
going to talk about Seek, which is a generative
1:21:04
AI company founded by Sarah Nagy,
1:21:07
an astrophysicist turned data
1:21:09
scientist. One thing that
1:21:11
always annoyed her when she was leading data teams
1:21:14
was non-data scientist colleagues
1:21:16
would reach out to her team for a whole bunch
1:21:18
of simple one-off reports that they needed, but
1:21:21
would take focus away.
1:21:22
Then Chat
1:21:23
GPT came out, and Sarah realized
1:21:26
that it could write SQL and Python scripts
1:21:28
on its own. And aha, she was like,
1:21:30
generative AI can be my
1:21:33
team member that answers all the one-off requests.
1:21:35
So she left and started Seek.
1:21:38
After she raised an angel round, her
1:21:40
first priority was enabling revenue. So
1:21:42
of course, she called other great friend of the show, Vanta,
1:21:45
to get SOC 2 compliance certified.
1:21:48
This acquired cinematic universe is blowing my mind.
1:21:50
I know. It's amazing. This is so great. Through
1:21:53
working with Vanta, she realized she also
1:21:55
needed business insurance. So Vanta,
1:21:57
of course, sent her over to Vouch.
1:21:59
Vanta evaluated everyone in
1:22:02
the insurance space, and only Vouch really
1:22:04
can do the best job for startups and
1:22:06
tech companies. Sarah clicked over from
1:22:09
Vanta to Vouch and had her basic business insurance
1:22:11
done in minutes. Fast forward, Seek
1:22:14
is now scaling rapidly and have multiple
1:22:16
Fortune 100 clients. Vouch
1:22:19
is scaling right there with them. They added
1:22:21
directors and officers insurance to protect her
1:22:23
execs and board. Then they added errors
1:22:25
and omissions insurance coverage to protect Seek
1:22:28
from mistakes and customer disputes,
1:22:29
which, hey, guess what? In
1:22:32
generative AI, that's a real
1:22:34
risk and it's different from other companies. Vouch,
1:22:37
being the insurance of tech, is the only
1:22:40
business insurance provider that can really
1:22:42
understand all of these new frontiers,
1:22:44
like generative AI, that are happening
1:22:46
real time in our industry and put the
1:22:48
right coverages in place. They
1:22:50
anticipate risks and can underwrite effectively
1:22:53
when nobody else can or will.
1:22:55
So companies like Seek can get the insurance
1:22:57
they need, and just like with Vanta, enable
1:22:59
revenue with Vouch.
1:23:02
You can learn more about Seek at seek.ai and
1:23:05
when it's time for your startup to get
1:23:07
the best insurance that you need, you
1:23:09
can save 10% on your first policy
1:23:11
with Vouch just by going to vouch.us
1:23:14
slash acquired or telling them that Ben
1:23:16
and David sent you.
1:23:18
Thanks, Vouch. So we were talking
1:23:20
a minute ago about in gaming,
1:23:23
as in many corners of the internet and
1:23:25
investing, there are things that
1:23:27
have lots of usage but
1:23:30
have not attracted a lot of capital
1:23:32
or attention or care.
1:23:35
Perhaps we could talk about the
1:23:38
opposite of that with Web3
1:23:41
and crypto over the past few years and specifically
1:23:43
Web3 and crypto gaming.
1:23:45
You end Gamecraft, to
1:23:48
my mind, kind of on a hopeful note about that. Would
1:23:51
you agree? How are you feeling about it? I do
1:23:53
and I have been incredibly
1:23:55
skeptical, right? And I'm primarily
1:23:58
skeptical because it's...
1:23:59
It's a character flaw of mine that I am part
1:24:02
of the original tribe. I'm
1:24:04
part of that OG gaming tribe.
1:24:07
Maybe slightly younger than the real OGs
1:24:09
being in Tripp, but still
1:24:12
part of that generation. I still
1:24:14
am very protective of the video game business
1:24:17
because it was this kind of nerds
1:24:19
paradise back in that day. I'm
1:24:22
always resistant to tourism. I'm
1:24:25
always resistant to people coming in from
1:24:27
outside and claiming it as their own. It's
1:24:30
a character flaw because I should be big
1:24:32
tent and I'm just not.
1:24:35
At the same time, Riot
1:24:37
was that, right? They never made a game
1:24:39
before. They never made a game before, but man,
1:24:42
those kids were so down.
1:24:44
No, they were super hardcore. I
1:24:49
would have adopted them. They
1:24:52
deserved to be in the tribe. They embraced
1:24:55
the tribe. A lot of the early Web 3
1:24:58
gaming content came from
1:25:00
crypto people slumming in games,
1:25:03
who had no idea what they were doing, who
1:25:05
made really crappy games that were really
1:25:08
just
1:25:08
an opportunity to mint
1:25:11
and launch NFTs and participate in
1:25:13
an NFT
1:25:14
marketplace that had some lightweight
1:25:18
game mode that was associated with it. There's
1:25:21
a bunch of those out there and I don't want to go through them chapter
1:25:23
and verse, but they're hideous.
1:25:25
This new crop that we're starting to
1:25:27
see now, and I just actually invested
1:25:29
in one, oddly enough, just
1:25:32
recently, Supercell,
1:25:34
the Finnish game company,
1:25:36
and I made a joint angel
1:25:39
investment in a deal that has a
1:25:42
component of this. You saw Eve
1:25:44
Online just raise $40 million
1:25:46
led by Andreessen Horowitz to make
1:25:49
a crypto-enabled version of Eve.
1:25:51
Oh, I didn't realize that. Eve is like a long
1:25:53
running ... I mean, that's a 15-year-old. 15, 20-year, 18
1:25:55
years, I think. Icelandic
1:25:59
gaming company?
1:26:00
So now you're seeing game people who've
1:26:03
had a chance to kind of digest the technology
1:26:05
and see if they can find an organic
1:26:08
use for it, start to bring product to market. And
1:26:11
that gives me a bit of hope, right? Because
1:26:13
maybe because it aligns with my narrow
1:26:15
view of the games business, but maybe
1:26:17
also because we're going to get good games out of
1:26:19
it that don't seem like scams. And
1:26:22
so for our audience who's not been
1:26:24
paying attention to Web3 Gaming, how
1:26:26
is it mechanically different
1:26:28
than traditional game business
1:26:30
models or even let's just say that the
1:26:33
current most popular free to play business
1:26:35
model of gaming.
1:26:36
What new things does
1:26:39
blockchain unlock? The good news
1:26:41
is not that much, right? No, I
1:26:43
honestly believe this, right? I
1:26:45
think the best of them
1:26:47
adhere very closely to the conventional
1:26:50
models and they use the crypto
1:26:52
component really almost to maybe
1:26:55
improve or enhance an elder game. So
1:26:57
for example, if you've been playing for a while and you're kind of bored
1:27:00
with just grinding on the underlying
1:27:02
free to play progression mechanic, there's
1:27:04
another sphere where you could play, right? Where
1:27:07
you could take your character and mint it as an NFT.
1:27:10
It gives you certain benefits in the underlying
1:27:12
game, but it's kind of gives you status that
1:27:15
in the status competition that you and the other like
1:27:18
very advanced players are engaged in. Because
1:27:20
at some point, if you've been playing World
1:27:23
of Warcraft for 15 years, you're not
1:27:25
running around killing chickens for gold, right? Like
1:27:28
you're playing a very different kind of game and
1:27:30
you're playing kind of a social game, right?
1:27:32
And so I
1:27:34
think there's aspects of that that can be enhanced
1:27:36
and enabled with the Web 3 technologies
1:27:39
that actually are additive to the gameplay.
1:27:42
And I think that's exciting to me. What's
1:27:44
an example? I'm not going to tell you. You
1:27:47
could imagine Eve
1:27:50
with this. Yeah, I mean,
1:27:52
he's a good example. So they're going to have a token
1:27:55
and that token is going to be useful
1:27:58
in the game.
1:27:59
in a way that's not pay to win, right?
1:28:02
Which is the death of a free to
1:28:04
play game, right? And Blake
1:28:07
is almost a religious fanatic around play
1:28:09
to win. Why do people do pay
1:28:12
to win then?
1:28:13
Like it will kill your game. Because
1:28:15
it works. Because it works in the
1:28:17
short term. I was talking about this with someone
1:28:19
at SuperSew recently. And I think like
1:28:22
Clash Royale, if you play that game,
1:28:24
has some real pay to win mechanics. It's like
1:28:26
softer. Where you can
1:28:29
go from, you could probably spend 100
1:28:31
hours playing that game completely free to
1:28:33
play. And it's balanced and great. But
1:28:35
once you hit a certain point, it's like, oh you hit
1:28:37
a wall. Like it's
1:28:39
gonna take a while to grind out here. And so
1:28:42
either like spend or you're gonna be playing
1:28:44
this game like eight times longer than the person you're
1:28:46
playing against. And I think that's
1:28:48
one way that you see it. You typically see that more on mobile.
1:28:51
But if competitive integrity isn't
1:28:53
the goal of your game. Like from a multiplayer
1:28:56
standpoint, then it's way easier to do
1:28:58
more pay to win stuff. Fair enough.
1:29:00
So when social status is a key
1:29:02
component of the game, that's when pay to win
1:29:05
is the worst thing you can do.
1:29:07
Yeah, well I would say. Leaderboards.
1:29:11
Yes. I mean in progressive
1:29:14
status, yes. Yeah.
1:29:16
If your rank meant something
1:29:19
in League of Legends, which it does, if there
1:29:22
was a way for you to pie the highest
1:29:24
rank, that game would break. Like it would just
1:29:26
simply would break.
1:29:28
So wait, let's go back to the token notion.
1:29:30
So what is the token in Yvonne
1:29:32
Line? Okay, great. Now there's this like
1:29:34
crypto element. What can I do with it? So Hilmar hasn't
1:29:36
released the design yet. And because he
1:29:39
pitched Blake and I, I'm a little uncomfortable
1:29:41
discussing it. Of course. But let's just say abstractly,
1:29:44
it functions in a way
1:29:46
like a store of value,
1:29:49
almost like a super currency where you will
1:29:51
have the token as
1:29:53
well as an in-game currency. And
1:29:55
the token
1:29:57
isn't necessary and the token can
1:29:59
be acquired.
1:29:59
through play, but it has
1:30:02
some interesting properties that are
1:30:04
acquired through ownership.
1:30:05
And you're incentivized to buy
1:30:07
it
1:30:08
because it provides you with certain benefits
1:30:10
in the game that don't necessarily make
1:30:13
it competitively unbalanced,
1:30:16
but that
1:30:18
open up areas of gameplay that might be close
1:30:20
to you if you didn't own it. Interesting.
1:30:23
Very clever, by the way. Blake
1:30:25
and I have looked at a bunch of these things. Most of them are absolute
1:30:28
crap.
1:30:29
This one is really well thought out. He
1:30:31
has one of the best framings that I've ever
1:30:33
heard around this, which is, even
1:30:36
online the original, he's like, this is
1:30:38
Rome. And
1:30:40
you have broken sewage
1:30:42
and just no paved roads, all
1:30:44
this stuff. And he's
1:30:47
like, Web 3 and building it with
1:30:49
crypto rails actually makes
1:30:51
it look closer to New York City. And so he's
1:30:53
like, we'll still keep Rome, and that
1:30:56
version of the game will still be here. But now we
1:30:58
can build it with the right pipes and do
1:31:00
this the right way. And he
1:31:03
had this great line of, and you still
1:31:05
have Italians that moved to New York. And
1:31:09
he's like, it might take a bit, but they still
1:31:11
move over to New York. And I just think that's
1:31:14
the right way to think about it is there's very
1:31:16
different cities and people like them for their
1:31:19
own reasons. But in a New York example,
1:31:21
he just thinks there's a lot more you can do with the game.
1:31:24
And Eve is fundamentally an economic
1:31:26
simulation. Even though it has a veneer
1:31:28
of being a kind of space combat kind
1:31:30
of thing,
1:31:31
fundamentally 80% of the gameplay
1:31:33
is economic. Mining, trading,
1:31:36
manufacturing, et cetera. It is the perfect
1:31:39
vehicle. Yeah. Like,
1:31:42
if this game doesn't work,
1:31:44
it will be actually very telling of
1:31:47
the current. Because if it works anywhere, it should work
1:31:49
here. Exactly. Yeah, like it is a perfect
1:31:51
application. There's a real question of is this game
1:31:53
still a viable game that people
1:31:55
want to play in That's
1:31:57
maybe a different question, but it is the perfect.
1:31:59
vehicle for Web 3. I
1:32:02
ask these questions because my skepticism has sort
1:32:04
of come from ... There's all these egalitarian
1:32:06
notions of,
1:32:08
in the Web 2 world, it's awful
1:32:10
because you have to pay the gaming company
1:32:13
for the items. But in
1:32:15
Web 3,
1:32:15
you can actually own your own loot, and
1:32:17
then you can all trade that around, and you don't have
1:32:19
to go ... Not everyone has to go back to the store to buy
1:32:21
the thing. You can buy it peer to peer. And in my head,
1:32:24
I'm always like, well, that sounds nice, but why would
1:32:26
a gaming company ever enable
1:32:28
peer to peer sales when their
1:32:30
whole business model is having them buy the goods
1:32:33
from you? Because they
1:32:35
can hopefully increase the size
1:32:37
of the pie,
1:32:38
incentivize you to trade at a
1:32:42
much greater volume and harvest
1:32:44
transaction costs. Look at Roblox.
1:32:48
Roblox doesn't have a Web 3 component, or at least not
1:32:50
yet, but man, it's got
1:32:52
a very viable peer to peer economy
1:32:55
in it, and Roblox is the most highly
1:32:57
taxed app store on Earth. Because
1:33:01
you get paid as a developer
1:33:03
in Robux, so when you're
1:33:05
extracting those, they're taxed. Right. It's
1:33:08
not Roblox isn't
1:33:08
Web 3, but it might as well. It might as well be. It
1:33:11
might be the most successful Web 3, quote unquote,
1:33:13
Web 3 application out there. Absolutely. And
1:33:15
so I think the last time I calculated the total
1:33:18
tax, the gross tax, was somewhere close
1:33:20
to 60%. It was like 57% of ... Yeah. I was
1:33:22
going to say, the last I heard is
1:33:24
like 55% to 60%. Yeah. Because
1:33:27
it just keeps compounding. Every time that Robux
1:33:30
moves between parties, it just keeps getting ... And
1:33:33
like Twitch and like
1:33:35
YouTube gaming and other things, where there
1:33:37
was this incredible feedback
1:33:38
loop, and we talk about this a bit in our user-generated
1:33:41
content episode in GameCraft, Minecraft
1:33:43
for example, where they just crossed
1:33:45
the one trillion view
1:33:48
mark on YouTube
1:33:49
of Minecraft related videos.
1:33:52
You know what? The company that made that, Mojang,
1:33:54
didn't make any of those videos. They
1:33:57
were 100% made by the community. Right? Yet
1:34:00
that community was highly incentivized because
1:34:02
they had an economic incentive because they became
1:34:04
famous. They became rich by becoming
1:34:07
Minecraft streamers, by becoming Minecraft
1:34:09
YouTubers. And the same
1:34:11
thing is happening inside of Roblox in
1:34:13
a certain way. And I think the dream
1:34:15
of the Web3 space is that this can be
1:34:17
more broad than even that. I would say even
1:34:20
you look at a game like Counter-Strike and a lot
1:34:22
of people don't look at Steam and view
1:34:24
it like an open sea or one of these marketplaces.
1:34:27
But in
1:34:29
Team
1:34:29
Fortress 2 and in Counter-Strike,
1:34:32
they introduce these virtual goods and they're literally
1:34:35
just cosmetic. But you open a loot box, you
1:34:37
get the skin, and those
1:34:40
skins have real value because it costs $2
1:34:43
to open up that crate. And you might have just got something
1:34:45
that's super rare. And in the public
1:34:47
market that is hosted on Steam, where
1:34:50
they take, I think it's 10%, they
1:34:53
are double dipping and triple dipping on the content that
1:34:55
they primarily issued. And they're getting all the secondary
1:34:58
sale of just recycling through of, oh, you
1:35:00
got a knife? I want a knife skin. That's like $400
1:35:02
is what those go for on that market. So Valvin
1:35:06
is actually the closest to probably Web3
1:35:08
being just open, where they
1:35:10
actually let you take these things off and you can transact
1:35:13
for US dollars if you want to. They'll
1:35:15
eventually shut down that site maybe. But it's
1:35:18
there. People use these accounts.
1:35:20
People spin up Steam accounts as escrow services.
1:35:23
And it's like they're bots. And there
1:35:25
are sites that just literally will transact for US
1:35:27
dollars. So I think there's
1:35:29
a lot to study there. And one thing
1:35:32
that Mitch and I always talk about is there is
1:35:34
a speculator problem in
1:35:37
a Web3 example, where if you truly
1:35:40
were looking at Counter-Strike and you wanted to buy,
1:35:42
in theory, you wanted to speculate, is Counter-Strike
1:35:44
going to be bigger over time? I should just buy
1:35:46
all these skins in the open market.
1:35:49
And that just raises the price.
1:35:52
And it's what we saw in crypto, where the
1:35:54
people who are owning these NFTs were never even playing
1:35:56
the game and you just priced out your average user. That's
1:35:59
one sort of thing.
1:35:59
unsolved or to
1:36:02
be determined problem. Yeah, I mean, Blake and I, Blake
1:36:04
and I talk about this, we call it the, you
1:36:07
know, the Bitcoin pizza problem, right? Which
1:36:09
is, you know, you have the person who
1:36:11
spent three Bitcoin back in the early
1:36:13
days on a pizza and that those
1:36:15
three Bitcoins are in today's dollars worth 75
1:36:17
grand. And so
1:36:20
you feel like a fool because you spent
1:36:22
that currency. And so when you're when
1:36:24
we're looking at web three related deals,
1:36:27
like solving that problem, like incentivizing
1:36:30
you so that you don't feel like an idiot
1:36:32
for utilizing the token
1:36:34
is a key, key factor in these games.
1:36:37
And I think it was one of the things that got me over the hump
1:36:39
on Hill Mars, you know, new
1:36:41
Eve game, right? Awakening, because
1:36:44
he actually had a really interesting solution
1:36:46
to that problem. And we've seen so
1:36:49
precious few good solutions to that problem.
1:36:51
And it's a double solve because
1:36:54
when something goes up a lot in value,
1:36:56
there's a problem because you don't want to spend it. And
1:36:59
the goal of creating any economy is dynamism
1:37:01
to create a lot of transactions and turnover.
1:37:05
Then there's the second problem of speculation.
1:37:08
When things go up a lot in value, it encourages a lot
1:37:10
of people to speculate, brings in the wrong sort of people, makes
1:37:12
the game not fun, messes up the incentives for everyone. So
1:37:15
if it doesn't have that problem, then you solve
1:37:17
two issues. Yes.
1:37:18
Yeah, it's really tricky. And
1:37:21
I don't think anyone has solved
1:37:23
it yet. But we're certainly finally starting to see
1:37:26
some people have theories around how to solve that. And
1:37:28
it will be really interesting to see it play out because if
1:37:31
you can solve it, then there's no reason why
1:37:34
these things shouldn't exist in games moving
1:37:36
forward.
1:37:37
Yeah. So when we were going
1:37:40
back and forth on what to talk about on this episode,
1:37:43
Mitch, I think it was you in our shared doc
1:37:45
here, had quite a few thoughts
1:37:47
that you wanted to add on to our Nintendo
1:37:50
episode.
1:37:52
Specifically, I thought the most interesting was around
1:37:55
our assertion that the NES was the
1:37:57
first consumer device.
1:38:00
with a GPU architecture. Right, your PPU
1:38:02
discussion. Yeah. Yeah. And yeah,
1:38:06
tell us what we got wrong. I
1:38:08
don't think you got it wrong necessarily, but I just wanted
1:38:10
to, I'm fascinated by the history
1:38:12
of this company, this Utah-based company called Evans
1:38:14
and Sutherland.
1:38:15
And I was really just teasing
1:38:17
you guys because this felt like such an acquired
1:38:21
mini-episode, right? Because these guys were
1:38:23
like the Fairchild semiconductor of computer
1:38:26
graphics. So these two
1:38:28
professors, you guys talked a little bit
1:38:31
about this in the Atari context,
1:38:33
right? The U of U mafia of computer graphics,
1:38:35
Alan Kaye, and at Catmull,
1:38:38
and Nolan. But what you get wrong about that is that
1:38:40
Nolan was like 10 years senior
1:38:42
to the rest of those guys, right? So Nolan went through
1:38:45
as an electrical
1:38:45
engineering student. And then
1:38:48
Evans and Sutherland came in and formed the
1:38:50
computer graphics practice at the University
1:38:52
of Utah. And so Nolan had already graduated.
1:38:56
But they got Catmull, Alan
1:38:58
Kaye. So Catmull, who goes to Pixar, Alan
1:39:00
Kaye, who basically goes everywhere. I mean, he's
1:39:03
part of the Apple user interface
1:39:05
thing. He starts the Atari research
1:39:07
groups that basically invent virtual reality.
1:39:10
I mean, he is pollinating flowers
1:39:12
all over the computer business.
1:39:15
He's credited with the best way to predict the
1:39:17
future is to
1:39:18
invent it. Yes. So incredibly
1:39:20
important figure. You have John Warnock,
1:39:22
who goes on to found Adobe, one of
1:39:25
the most important companies in the computer graphics
1:39:27
business. He was the other guy on the Nintendo
1:39:29
episode that we were trying to think of. Oh, yeah. Jim
1:39:32
Clark, right, was a student
1:39:34
of Evans and Sutherland. So all of these incredible
1:39:37
people came through that University
1:39:39
of Utah computer graphics program. And so the
1:39:41
professors then spun out with
1:39:44
a absolute bucket of
1:39:46
DARPA money and started
1:39:48
this company that basically started to build in the
1:39:50
late 1970s, early 1980s, the
1:39:53
first commercial flight simulators.
1:39:55
And so with
1:39:58
very high fidelity.
1:39:59
Of course, flight simulators
1:40:02
required the kinds of advanced
1:40:04
graphics that just weren't available on desktops,
1:40:07
even in the workstations of those days. This
1:40:09
is pre-silicon graphics. This is pre-any
1:40:12
of that stuff. They had
1:40:14
developed a bunch of this proprietary
1:40:17
silicon during those days and ultimately ended up in the
1:40:19
supercomputer business later on
1:40:21
in the 1980s. Then ultimately, in the 1990s,
1:40:25
we're in the console business. They helped develop Ridge
1:40:27
Racer for Namco,
1:40:28
the very advanced
1:40:31
racing sim. You put this in the notes and
1:40:33
I was like, what? It comes back full
1:40:36
circle to the video game business. I
1:40:38
just find that whole episode incredibly
1:40:40
fascinating. It's
1:40:43
so interesting to think about
1:40:45
all of those people coming through that
1:40:47
same program and what it must have
1:40:49
been like. Evans in Sutherland had a
1:40:51
big impact in the games community because former
1:40:53
employees of theirs started up a bunch
1:40:55
of games companies. Again,
1:40:59
just one of those incredibly seminal,
1:41:01
and really the true sense of that word, technology
1:41:05
companies.
1:41:06
There was another thing we brought up on the Nintendo episode
1:41:08
where I'm curious for both of your fact check
1:41:11
on, which I was shocked to
1:41:13
learn that the gaming industry
1:41:15
has always been larger than TV
1:41:18
and Hollywood if you include the
1:41:20
total coin drop in arcades. I
1:41:22
always just thought this was this new phenomenon of like,
1:41:25
wow, video games have become so much a part of the fabric
1:41:27
of our society. Our research was basically
1:41:30
like, I think it's always been true.
1:41:32
Could be. I don't know as much about what
1:41:34
they count when they count the Hollywood revenues
1:41:37
or the music industry revenues, whether
1:41:39
it's ticket prices or what.
1:41:42
I think regardless, the really
1:41:44
interesting fact is how big the arcade business
1:41:47
was. If you go back and look, some people
1:41:49
do these really clever little graphical
1:41:52
drawings where they show sort of how we got from early
1:41:54
games business to the 180 billion of today. They
1:41:57
show like sectors by market
1:41:59
share as they...
1:41:59
they ebbed and flowed. The thing that
1:42:02
always stands out when you look at it is just not
1:42:04
only how big the arcade business was, but how
1:42:06
long it persisted.
1:42:07
Yeah. You think about Sega and when
1:42:10
we were researching for the Council Castles episode,
1:42:13
it was so clear that these
1:42:15
Council manufacturers really were wrestling
1:42:18
with, do we risk it? Do we risk
1:42:20
our coin-op business? In
1:42:23
a lot of ways, that's probably why Sega isn't
1:42:25
what it was or isn't
1:42:27
Nintendo is they were trying to protect
1:42:29
what they had. They're literally making billions of dollars
1:42:32
in the 70s, like billions of
1:42:34
dollars in revenue in the 70s. Of
1:42:36
course
1:42:36
you're not going to stop doing that. Yeah.
1:42:39
I grew up in that era, so I was one of those Rugrats
1:42:42
who was camped out with a handful
1:42:45
of quarters in a video game arcade. I
1:42:48
remember that. They were important social loci
1:42:51
for kids in those days. Yeah,
1:42:53
let's talk about it. I'm curious for both of
1:42:55
you. Let's start with Mitch because you're talking about it.
1:42:58
What was your entrance into
1:43:00
video games before you got
1:43:02
into the business side of things? Yeah, like space
1:43:04
wars. You played space
1:43:06
war? At Woolworths in Fort
1:43:09
Lauderdale, Florida,
1:43:11
where I was miserably consigned
1:43:13
to grow up. Did you have a
1:43:15
PDP-1 or how did you get access to space war? Well,
1:43:18
it was the console successor
1:43:20
to it. It was like they took that
1:43:22
idea and they made a box out of it basically.
1:43:25
Maybe a few of them, but somehow one of them ended up
1:43:28
in ... It was not
1:43:30
the PDP version that you guys talk about in your episode,
1:43:32
but it was a cabinet. Yeah,
1:43:35
like a cabinet version of it that
1:43:38
was propagated in somehow this
1:43:40
Woolworths in ... Or Walgreens,
1:43:43
I can't remember what, in Fort Lauderdale in a mall
1:43:46
had one of them outside of it. That
1:43:48
was literally the first video game I ever played. Then it was Robitron
1:43:51
and those kinds of games were sort of my GM growing
1:43:53
up. You would have been in the Atari 2600
1:43:55
era? Yeah, except that we
1:43:57
were Apple II family.
1:43:59
My dad was one of these guys who loved technology
1:44:02
but couldn't
1:44:03
understand how any of it worked. So he would buy this
1:44:05
stuff and then my brother and I would inherit it.
1:44:07
My brother ends up at the MIT Media Lab and then
1:44:09
goes to Hollywood and invents video assist
1:44:12
essentially in Hollywood. So both of us
1:44:14
ended up kind of techno geeks. What
1:44:16
is video assist? So in the old days with
1:44:18
film cameras, the only person who could
1:44:20
see what was being shot was the cinematographer
1:44:23
who literally looked through the eyepiece. And
1:44:25
now if you go on a film set, there's a video
1:44:27
village where the
1:44:30
producers, God forbid, can come
1:44:32
and watch what's being
1:44:33
shot in real time, right? And that technology
1:44:35
transition basically involved this intermediate
1:44:38
step called video assist, which was my brother's thesis
1:44:41
at the MIT Media Lab in the late 80s. Hey,
1:44:43
you always see those, you know, George Lucas
1:44:46
in Tunisia shooting in the desert in 70, what
1:44:49
was it, 76 when they were shooting A
1:44:51
New Hope. Like they've
1:44:53
got the tent. They've got video monitors. Sometimes
1:44:55
point in their watching dailies. I mean, it's a camp out.
1:45:00
Yeah. So that was, again,
1:45:03
we would inherit these technologies, whether they were like,
1:45:05
you know, early video cameras
1:45:07
or whether they were computers in the case of the Apple
1:45:09
IIs. And then we would screw around
1:45:11
with them and try and figure out how to make it work. And of course, because we
1:45:13
were children, most of the time we turned them into games.
1:45:16
What was your first dedicated gaming
1:45:18
machine? The first
1:45:20
dedicated gaming machine that I owned, because
1:45:22
I wasn't an early console adopter. So
1:45:25
the first dedicated gaming machine I owned wasn't until
1:45:27
I was in law school in the, in 1987, my
1:45:32
wife, who is a game designer and worked
1:45:34
at Activision for 15 years, but was a lawyer
1:45:36
also. And we were in law school together,
1:45:38
but we just basically like,
1:45:40
you know, played video games all the time. So we bought
1:45:42
an Amiga, a Commodore Amiga,
1:45:44
which was a very famous device inside the video
1:45:46
game business, but largely unknown
1:45:49
by most people. But it was
1:45:51
an incredible device. This
1:45:54
is after the Commodore 64. Yeah. And
1:45:57
so that was my first, I would call that my first dedicated
1:45:59
computer. a gaming device.
1:46:01
Blake, what was your first gaming experience?
1:46:04
My brother is three years older than me, and
1:46:06
so he was always in the games. And he
1:46:09
loved Nintendo more than anyone.
1:46:11
And I was always the meme of just
1:46:13
being player two. And so
1:46:16
it was so bad growing up
1:46:18
of we would play N64. We
1:46:21
had an NES, and I think that's really the first console
1:46:23
that we had. And I remember just
1:46:25
being stuck playing the crappy other character.
1:46:29
It was bad. We would play Sonic, and I'd be like, Tails.
1:46:33
I just remember hating that
1:46:34
experience. And it became
1:46:36
really clear that my brother just loved single player
1:46:38
narrative type creative games. And when
1:46:41
the Xbox came out, I was like, oh, I
1:46:43
can finally get something that my brother's not going
1:46:45
to take all the time with. And I got
1:46:48
an Xbox, and really, Halo
1:46:50
was the thing that changed my life. I
1:46:52
was like, what is this? This is amazing.
1:46:55
And then really, the 360, when Xbox 360
1:46:58
came out, and Xbox Live just really
1:47:00
took off.
1:47:01
Xbox Live was such a, you
1:47:03
talked about it a little bit in the console castles that will sit.
1:47:05
Yeah, only just because of what an incredible
1:47:08
business proposition it was. Because you had a
1:47:10
captive audience who really wanted a
1:47:12
community, who really wanted multiplayer play.
1:47:15
And basically, they said, yeah, there's one way to do it. You can
1:47:17
pay us $5 a month. Yeah, talk about
1:47:19
the number of people that actually
1:47:21
upgrade. It was the number of people
1:47:23
that wanted to get online services
1:47:26
for their game that had to pay Xbox.
1:47:28
In addition to their console that they're buying,
1:47:31
it's just insane. The numbers, I forget what it actually
1:47:33
ends up being. But it's certainly billions
1:47:35
of dollars in revenue, even. And it's not like they
1:47:37
weren't your ISP. They weren't giving you the internet.
1:47:39
It was just the right to get online with the Xbox.
1:47:42
Yeah, yeah. It was just they controlled that hardware. And
1:47:44
I just remember playing Call of Duty online for the first
1:47:46
time, and being like, oh my gosh,
1:47:48
my life has changed. And my
1:47:51
parents wouldn't buy me a gaming PC, because they
1:47:53
just knew I'd be a total degenerate. And
1:47:55
they were probably right. And I
1:47:58
now have a gaming PC.
1:47:59
I'm a total degenerate, so I get it. But
1:48:02
I loved just Call
1:48:05
of Duty and all of the competitive
1:48:07
games, really. But we missed, my wife
1:48:09
and I, the console era really in a lot
1:48:11
of ways because we went from
1:48:14
PC,
1:48:16
like during
1:48:18
that entire era basically, the
1:48:20
first consoles really that would have been viable, the 2600
1:48:23
and stuff, we kind of missed because they came out
1:48:26
right as we were graduating from high school and we
1:48:28
were more in the arcades. And then we
1:48:30
went straight to the computer. I remember we
1:48:32
were playing some of the early EA games like Star
1:48:34
Flight on a compact portable that
1:48:36
had an RCA out that we could
1:48:38
plug into a television. And so we were watching,
1:48:40
we were playing it. That was our monitor to play. But
1:48:43
that compact portable was that 30
1:48:45
pound
1:48:46
sewing machine. I remember those
1:48:48
old boxes for the mouse. They
1:48:51
had like a trackball mouse. Oh,
1:48:54
wow. And then we
1:48:56
bought our first console actually when she was interviewing
1:48:58
for the job at Activision. I
1:49:00
was at Disney and she needed to
1:49:02
play. So she got into the games business first. Oh, yeah,
1:49:04
yeah, yeah. She needed to play MechWarrior on a
1:49:07
great game, 2047. I
1:49:10
forgot what it was. I played that on the Mac. Yeah,
1:49:13
yeah. So we had to buy SNES
1:49:15
so she could study
1:49:16
the Activision games
1:49:18
before she went in for her interview. Wow.
1:49:21
And then she got hired and worked there for 15 years.
1:49:23
Wow. And then
1:49:25
she decided to transition her
1:49:27
career from lawyer to game developer. When
1:49:31
we were in law school together, we wrote a game
1:49:33
together. I programmed and she
1:49:35
designed. No way. Yeah, it sucked.
1:49:38
But still, we just
1:49:41
sort of knew that was our calling. We
1:49:43
practiced law for a couple of years, but neither of us were totally
1:49:45
into it. She
1:49:46
actually was a district attorney in the
1:49:48
hardcore games unit in LA. And so she
1:49:51
had a much sexier job than me who was just doing
1:49:54
representing Atari games against Nintendo.
1:49:57
Wow. So this is wild.
1:49:59
you decided that it was economically
1:50:03
better for, I don't want to say decided, you went
1:50:05
to law school rather than go into making games. Is
1:50:08
it because you thought there was no money in making games? There
1:50:10
was no... You know, it's just one of these things where you don't
1:50:12
know that it's possible, right? I mean,
1:50:16
I think that it's true. And you find this to be
1:50:18
the case in Hollywood quite a bit, right, where kids
1:50:21
who've grown up in Kansas or
1:50:23
whatever,
1:50:23
they'll say when they're
1:50:25
interviewed, like, you know, well, why didn't you choose
1:50:28
this profession? Why did you go do something else first? And they were like,
1:50:30
I didn't know you could do this for a living. And
1:50:32
I kind of didn't know you could do this for a living, right, it just
1:50:34
seemed so out of touch. But
1:50:37
slowly but surely, like, you know, partly
1:50:39
it was through the Atari Games Nintendo
1:50:42
lawsuit where I had to go around
1:50:44
and take depositions of all of these early
1:50:47
box console guys who made cabinets.
1:50:50
The electrical
1:50:52
instruments, scientific
1:50:55
instruments department at UC
1:50:58
Santa Barbara
1:50:59
was like where Nolan was hiring
1:51:02
all of his top engineers, right, because those
1:51:04
guys knew how to make multiplexers
1:51:06
and, you know, these, like, because remember these box console,
1:51:08
they were making what we would now think of as
1:51:10
software in hardware. Yeah, there was no software. There was
1:51:13
no software.
1:51:14
Wow. and I was like,
1:51:16
these people are so cool. Like, what
1:51:19
am I doing? Like, there's another
1:51:21
world out there. And so I left
1:51:24
and went to Disney.
1:51:25
Yeah, I think it's funny. You mentioned like the
1:51:27
kid in Kansas has no idea this
1:51:29
is even possible. I always joke like I had a double
1:51:32
life, right? I played video games and
1:51:34
I still play video games, probably way too much.
1:51:36
And it wasn't even until I entered venture
1:51:39
capital that I realized, oh, you could like invest
1:51:41
in games? Like, that's a thing. And I learned about Mitch
1:51:43
and Bing and all these people. I'm like,
1:51:45
whoa, that's like, I didn't even think that's possible.
1:51:48
And that's even after I ended up in venture capital,
1:51:50
I was like, I didn't even realize that was a thing. And
1:51:53
that's today. Imagine like the games business in
1:51:55
the late 80s. Yes, this is another
1:51:57
great thread. You said, even you said I play
1:51:59
video games.
1:51:59
games way too much. There's this stigma
1:52:02
around this industry. Still, why is there this
1:52:04
stigma? Oh, I
1:52:07
mean, I definitely just objectively
1:52:09
play too many games. The
1:52:13
statement too much requires ...
1:52:16
It's a moral judgment. Yes. Yes. Yes.
1:52:18
It requires some standard by which someone has to hold themselves.
1:52:20
Let's remove it from playing games. I
1:52:23
think a lot of people in the business world think
1:52:25
of the
1:52:27
video game industry as like, whatever,
1:52:30
that's for kids or that's not real.
1:52:32
That's not real business. You
1:52:34
I think addressed this quite well in the
1:52:37
first Nintendo episode when you talk about sort
1:52:39
of the roots of this business and
1:52:41
the toy business, right? Even Nintendo making the
1:52:43
glove for the Magnavox
1:52:45
Odyssey, if I'm remembering that correctly. The light gun. Yeah.
1:52:48
I'm sorry, the light gun. Yes, indeed. That
1:52:50
was real, right? I mean, it personally persisted
1:52:56
long into the 90s. I mean, that it was still
1:52:58
kind of considered kind of part of the toy business,
1:53:01
right?
1:53:02
Hasbro made a run at Activision,
1:53:04
little known fact, right, in the late 90s
1:53:06
when I was running the studios there. I remember
1:53:09
going to Toy Fair in New York,
1:53:11
which is a trip, man. Yeah.
1:53:14
Back in those days, and we went actually
1:53:16
to the Hasbro pre-toy fair
1:53:20
thing in Boca Raton, Florida, of
1:53:22
all places where they were, they'd taken
1:53:24
over a hotel and in every ballroom in the hotel,
1:53:27
one of the brands was showing their stuff. So like
1:53:29
Super Soaker was in one room and, you know,
1:53:32
the whatever,
1:53:34
like Nerf was in another room or whatever.
1:53:36
And you just went from room to room to see all the toys
1:53:38
and the deal never ended up getting done. But really
1:53:40
in those days,
1:53:41
it wasn't that much of a stretch to think of the
1:53:43
video game business as basically being really a pertinent
1:53:46
to the toy business. And now
1:53:48
we don't think of it. Now we think of it more as a pertinent to Hollywood.
1:53:50
I mean, you look at The Last of Us or, you
1:53:53
know, things like that where, you know, we're
1:53:55
supplying IP to like serious drama
1:53:57
and whatever, but like that wasn't always the case.
1:53:59
Yeah, I think there's also the subtle shift of
1:54:02
games becoming really social. There was maybe
1:54:05
hanging out with your friends, they would come over and you'd
1:54:07
have a little LAN party or you'd play Mario Party,
1:54:09
whatever it was. But obviously games
1:54:11
today now, I play League of Legends with my
1:54:13
friends online that I actually probably
1:54:15
haven't seen some of those people in person in years.
1:54:19
But I still play with them all the time and I know
1:54:21
what they're up to and it's sort of the
1:54:23
equivalent of playing golf on some level
1:54:25
of like, oh, I'm catching up and I'm sure the games
1:54:27
itself are a way to facilitate.
1:54:30
I'd also say that the content itself and
1:54:32
our choices early on in the business was
1:54:34
somewhat self-limiting, right? In the sense that, I
1:54:37
mean, we made a lot of really
1:54:40
violent stuff, right? We made a lot of games
1:54:44
that,
1:54:45
to Genova's point, perhaps didn't
1:54:48
explore all of the spectrum of human emotion.
1:54:50
And as a result, I think it was easy
1:54:52
for moralists to look
1:54:54
at it and say, oh, this is a deviant activity,
1:54:57
much the same way that comic books were viewed maybe
1:54:59
in the 1940s, right? Or
1:55:04
certain kinds of independent film or sexually
1:55:07
explicit content or whatever has been viewed
1:55:09
historically, right? Whereas maybe those things change
1:55:11
over time as they get more mainstreamed or whatever.
1:55:14
But I think that had something to do with it as well.
1:55:17
It is interesting that you say this is how I hang
1:55:19
out with my friends, Blake, because
1:55:21
you wouldn't say I hang out with my friends way
1:55:23
too much, but you say I play video
1:55:25
games too much. And it's like
1:55:27
there's nothing wrong with being social and
1:55:30
there's nothing wrong with having fun and
1:55:32
enjoying your life. So why is it that there's
1:55:34
something wrong with playing video games with your friends?
1:55:38
Maybe it's just the games I play that they're really competitive
1:55:40
and so they make me very upset
1:55:42
and feeling
1:55:45
very tilted after I play those games. So it's
1:55:47
more that feeling. And it isn't the case in my family. I mean,
1:55:49
my wife just played Elden
1:55:51
Ring through finished it, right?
1:55:54
So
1:55:54
good. Those of you who do not
1:55:56
know what I'm talking about, Elden Ring to finish
1:55:58
Elden Ring is
1:55:59
Not only do you have to be hardcore, but
1:56:02
you have to expend 100 hours or more. I
1:56:05
finished Elden Ring with a one-year-old. Oh
1:56:07
my God. I'm still married. So
1:56:09
explain why. She finished. She was like, OK, now I got to
1:56:11
play it as a different character. Played it again.
1:56:14
OK. Whoa. Finished it. We started watching
1:56:16
Craig Mason's The Last of Us on HBO.
1:56:19
And she was like, oh, I haven't played these games. Sat
1:56:21
down and played one and two back to back all
1:56:23
the way through. So this is the family
1:56:25
I live in. Wow. Where I'm like
1:56:28
the non-gamer.
1:56:29
So what's your drug of choice
1:56:32
here, FIFA? Currently, well, it has historically
1:56:34
been FIFA, which then
1:56:36
I had a son who grew up to be a very,
1:56:38
very accomplished soccer player before becoming
1:56:41
a musician. And so he and I played
1:56:43
a lot of FIFA together, which was kind of our dad-son
1:56:45
bonding stuff. Then he became too
1:56:47
good and ended up making a career
1:56:50
out of it. It's like the backyard basketball trope.
1:56:53
Where your son turns out to be LeBron. And
1:56:55
then, but I've always also been a real-time
1:56:57
strategy enthusiast and grew up in the era
1:57:00
of Command and Conquer and
1:57:02
Starcraft and Warcraft and currently I'm playing
1:57:07
Age of Empires IV pretty obsessively. Well,
1:57:09
a way that we wanted to kind of bring
1:57:10
this episode home is you guys recorded Gamecraft in full before
1:57:17
getting any input
1:57:18
from the outside world. Acquired basically
1:57:20
only ever has
1:57:22
one episode in the can. And so when we
1:57:24
release it, we get feedback. We incorporate
1:57:26
it into the next episode. I'm sure you've gotten a flood
1:57:28
of feedback since releasing
1:57:30
the whole series. Is there
1:57:33
any sort
1:57:34
of mailbag or things people have brought up where
1:57:36
you might want to address things from
1:57:38
the series?
1:57:39
Yeah.
1:57:41
I mean, I think broadly, it was a bit scary, right?
1:57:43
Because we did release eight episodes pretty much just
1:57:46
sort of back to back to back. And as you said, they were
1:57:48
all in the can when we recorded basically the first episode.
1:57:51
Or when we released the first episode. And I've just
1:57:54
been incredibly surprised
1:57:56
by how
1:57:58
universally we've been able to get that. Conversely,
1:58:02
positive the feedback has been. I think there
1:58:04
really wasn't much like it on the market
1:58:06
in terms of like deeply
1:58:09
researched, very much I think inspired
1:58:11
by what you guys have demonstrated is that
1:58:14
there is an audience for this kind
1:58:16
of well-prepared intellectually
1:58:19
rigorous kind of exploration of
1:58:21
a nichey industry that most
1:58:23
people wouldn't consider interesting, but you can make
1:58:25
interesting. And I think that was partly our
1:58:27
goal when we started and so we did have
1:58:30
some inspiration from I think if you guys
1:58:32
hadn't existed, we probably wouldn't have done it.
1:58:35
But yeah, we've got... Sounds like Malcolm Gladwell
1:58:38
helped a little bit. He just
1:58:40
told me not to write a book, which I think he's
1:58:43
been on that for a while that podcasts
1:58:45
are the future. I think he's done a couple episodes with Bill
1:58:48
Simmons who calls
1:58:50
himself the pod father. And he
1:58:52
is. It's true though. We've
1:58:55
been asked many times, we've thought about writing a book many times,
1:58:57
it
1:58:58
never pencils like it's never
1:59:01
a good decision, which is kind of sad, but is
1:59:04
just the reality to me.
1:59:05
Yeah. Yeah. I
1:59:07
just echo what Mitch has said, which is the feedback
1:59:09
has just been amazing. It's the
1:59:11
most common feedback, the mailbag
1:59:14
stuff is just
1:59:15
you lead us right to the current time and
1:59:17
they're like, we want you to talk about it now.
1:59:20
What's happening now? What about AI and games? Exactly.
1:59:23
Talk about that, because we have gotten that as a question.
1:59:26
This is a brave new world. And I think one of the things
1:59:28
that's kind of fun about AI and games is
1:59:31
that we've had AI and games. Like, this
1:59:33
is... AI started in games. Exactly.
1:59:35
I remember Danny Barry when she was making
1:59:39
Mule back in the old EA
1:59:41
days. She was basically
1:59:44
like, oh,
1:59:45
I would make the characters behave randomly
1:59:48
because they seemed more intelligent. And
1:59:50
so every once in a while I would get my NPCs
1:59:53
to make mistakes. And then people were like, oh my God, they're
1:59:55
alive because that just seemed so
1:59:57
human compared to the computer like behavior. It
1:59:59
started...
1:59:59
there. I mean, and it's kind
2:00:02
of evolved all the way to the very
2:00:04
sophisticated kind of computer-impaired AI.
2:00:06
There was at least what, a five-year period, I think,
2:00:08
where Microsoft's AI was called Cortana. Yeah.
2:00:11
After Cortana from Halo. So
2:00:15
now we obviously, you know, you can't...every
2:00:18
rock you turn over in Silicon Valley these days is
2:00:20
an AI pitch, right? So... Yeah, we're
2:00:22
at Benchmark and I can see like 15 founders lying
2:00:24
outside with decks. Literally,
2:00:27
the parking lot was full. We had to drive around
2:00:29
to like the town hall to park. There's only
2:00:31
eight spaces, so it's not that
2:00:34
big. But...and we
2:00:36
get asked a lot about, you know, where we
2:00:38
see the technology being applied. And I think there
2:00:40
is a kind of...there's
2:00:42
a train of
2:00:44
thought that has been advanced that, oh,
2:00:46
wow, this is really going to democratize the game industry
2:00:49
in a way where now, kind of like you're seeing
2:00:51
with Mid-Journey, for example, where you can just
2:00:53
describe a piece of art and it
2:00:56
magically appears that people will be able
2:00:58
to describe a game and it'll magically appear.
2:01:00
I don't subscribe to that. I think...and
2:01:03
again, maybe it's just my narrow-mindedness,
2:01:05
but I do believe that making games is really
2:01:08
hard, right? And I think making a
2:01:10
coherent, narratively,
2:01:12
satisfying, you
2:01:14
know, journey in
2:01:16
a game context, an interactive context is not
2:01:19
necessarily going to fall to AI early, right?
2:01:22
That may be one of the later things that happens. But in the
2:01:24
interim,
2:01:25
man, there is going to be some really cool stuff to happen.
2:01:27
So I would...I think we're talking about
2:01:29
this with some senior executives
2:01:31
in the video game industry recently, and I think we kind
2:01:33
of agreed on that there were going to be four
2:01:36
really interesting areas of investment early on.
2:01:38
I think one is
2:01:41
art pipeline, clearly, right? Because
2:01:43
just the amount of money that's spent
2:01:46
on art in video games is mind-boggling.
2:01:48
It's just staggering. Because when you think about it, it's like you're
2:01:50
making an MMO, you got a town, one
2:01:52
of many. There are buildings in the
2:01:54
town. Every building has a table.
2:01:57
Every building has a chair. Every building has a piece of art. art
2:02:00
on the wall. Every character has clothing. Every rug has a different pattern
2:02:02
or whatever, or
2:02:06
it gets monotonous. Like you have to change it. Every
2:02:08
event themes these things for Halloween and Christmas
2:02:11
and New Year's. I mean, hopefully you guys played Breath
2:02:13
of the Wild. Absolutely magnificent.
2:02:16
I mean, it is a magnificent
2:02:18
achievement. But man, when
2:02:20
you're playing it, think about what it took to make
2:02:22
it,
2:02:23
right? Every one of those characters, the dialogue,
2:02:25
all of that stuff, and so I
2:02:27
think it's not going to replace
2:02:29
the need to design those
2:02:32
things, but it may replace the need to
2:02:34
hire an artist to go and bang out 30 different
2:02:37
variations of a chair, right, for example.
2:02:39
So I think that's a... The art pipeline feels like
2:02:42
a no-brainer. Yeah, that's like the lowest hanging fruit,
2:02:44
I think. And
2:02:46
right now we're in the 2D phase
2:02:48
of that. Will we have
2:02:50
a 3D phase? Absolutely. Yes. For sure you
2:02:52
will. Number two, I think,
2:02:54
is quality assurance and balancing,
2:02:57
right? Because we can now train
2:03:00
an AI to
2:03:02
play these things. And we were talking to a senior executive
2:03:04
who has done so, and it reported
2:03:07
back that the AI can now
2:03:09
describe an activity as fun.
2:03:13
Wow. Which that has been a hot
2:03:15
topic of debate in the video games industry forever
2:03:17
to define fun. So we have an AI who can tell
2:03:19
us if something is fun or not when I don't
2:03:22
think there
2:03:22
is a consensus view on what fun means. True.
2:03:25
I mean, I have my own theory of fun,
2:03:28
right, which I talk about quite a bit.
2:03:30
But yeah, to have an AI that
2:03:33
could describe their experience of playing
2:03:35
the game in those terms is
2:03:37
extraordinary. Wow. So I think that's
2:03:39
going to be really cool. Balancing
2:03:42
is really hard because balancing is essentially
2:03:44
an arbitrage
2:03:46
activity, right? It's like you're trying to find
2:03:49
little advantages that the game engine,
2:03:51
the spreadsheet, if you will, the game allows.
2:03:53
So for example, I'm playing Age of Empires,
2:03:56
right? The Chinese cavalry
2:03:58
under certain circumstances, right?
2:03:59
has an advantage that I
2:04:02
can exploit in an arbitrage-like
2:04:04
way, right? And so finding counters
2:04:07
to those or whatever is a really interesting potential
2:04:09
use of artificial intelligence that we haven't
2:04:11
explored really
2:04:13
very much. And I think that's going to be really cool. It's
2:04:15
like to bring in the thing we've all,
2:04:17
I think at least three of us have mentioned as a pillar
2:04:20
of our life, to bring
2:04:22
in Halo. I mean, when dual wielding first came
2:04:24
out and Halo 2, so overpowered.
2:04:27
And it was one of these things that took a
2:04:29
whole new disk shipping
2:04:32
to fix the fact that all you should
2:04:34
ever do is run around dual wielding, fully charged,
2:04:36
and then run your enemy. And if
2:04:38
we can do that, of course, through playtesting
2:04:40
and it gets fixed quickly now, that's one thing,
2:04:42
but AI can catch that way earlier. Absolutely.
2:04:45
And find potentially new ones that we hadn't even thought of. And
2:04:48
as we move into this era of more and more sophisticated
2:04:51
game economies, being able to sort
2:04:53
of play out those game theory
2:04:55
kind of scenarios, right, where
2:04:57
hoarding
2:05:00
of various resources and what that does to the
2:05:02
economy, etc. Yeah, you had
2:05:04
a funny line yesterday of like, you just write the prompt of
2:05:06
like,
2:05:07
get rich, like to someone, like
2:05:09
to this bot, right? And you're like,
2:05:11
what does the bot do? And you're like, that was not
2:05:13
at all what we were thinking of how they're going to break
2:05:15
the economy. So I think those things are going to be really, really
2:05:18
exciting. And then I, the
2:05:20
one I'm particularly excited about is, is
2:05:22
LiveOps,
2:05:23
because we're spending boatloads of money
2:05:25
on LiveOps. It's really hard. And, and
2:05:28
it's a very delicate thing because you've
2:05:30
got a game that's already working, right? And so
2:05:32
you don't want to make those kinds of nerfs and
2:05:34
buffs that, that, that rip
2:05:36
out the competitive balance on the one hand, but
2:05:39
you want to continue to introduce new content into
2:05:41
the game. And so I think that's
2:05:43
really interesting. And also just adding a sense
2:05:45
of dynamism to that, where let's say if
2:05:47
we were all playing together, it understands
2:05:50
kind of
2:05:50
what our capabilities are,
2:05:53
what our characters are like, and it designs
2:05:55
quests that are kind of challenging
2:05:58
to us, but accomplishable.
2:05:59
or whatever, that you can have a real-time
2:06:03
quest system or narrative system that you could build
2:06:05
into a live game that would be really exciting. And
2:06:07
then the last one, which
2:06:09
is particularly interesting also, is
2:06:12
an adjunct of that. It's sort of
2:06:15
analogous to that, which is live
2:06:18
DMing for Dungeons
2:06:21
and Dragons-like experience, where
2:06:23
if you've ever been a DM. Like Dungeon
2:06:25
Master. Dungeon Master, yeah. Not live direct
2:06:27
messaging. Not direct messaging. I'm pretty sure OpenAI
2:06:29
does that. You're among geeks here. So
2:06:32
we have a different kind of acronym. But
2:06:34
the Dungeon Master is a role in, if
2:06:38
you've ever played Dungeons and Dragons with your friends,
2:06:41
it's like somebody's got to play that role. And it's a very difficult
2:06:43
role to play. I mean, you are a storyteller.
2:06:45
You have to some, you're
2:06:48
one of your players enters a tavern. You've
2:06:50
got to figure out a non-player character
2:06:53
to interact like the tavern wench or whatever,
2:06:55
to interact with that character. And
2:06:58
that requires
2:07:00
storytelling and narrative. And if you
2:07:02
could have an AI assistant that
2:07:05
could supply you with narrative in the background
2:07:08
and sort of help you tell that story, I
2:07:10
think that's super exciting. And I think there's going
2:07:12
to be a lot of interesting things that are going to
2:07:14
happen in that space, particularly now where we're in the middle
2:07:16
of a massive Dungeons and Dragons renaissance.
2:07:19
Yeah, I think there's also this inherent
2:07:23
tension within the games industry of
2:07:26
if you are maybe an incumbent studio,
2:07:28
are you comfortable using
2:07:31
AI arts and doing the asset generation?
2:07:33
And what does that mean maybe as an innovator's
2:07:35
dilemma type scenario?
2:07:37
But then there's also maybe like a working
2:07:39
theory that I have is
2:07:41
the UGC platforms like the Fortnite
2:07:43
creatives or the core or the Robloxes
2:07:45
of the world might actually be the ones that accrue
2:07:47
the most value in this AI asset
2:07:50
generation time, where if
2:07:52
you can spin up these 3D assets and you're
2:07:54
letting the users go and do that, that
2:07:56
should be just a really more
2:07:58
obvious way that this evolved.
2:07:59
than having your artist
2:08:02
push back and be like, hey, don't use my
2:08:04
art style. And that's going to be a whole other sort
2:08:06
of work. It certainly seems from
2:08:08
the mostly outside that
2:08:11
a problem in the games industry
2:08:14
right now is the amount
2:08:16
of resources and capital required to
2:08:18
make a great game. Would
2:08:20
you agree with that?
2:08:22
That it stifles innovation? I
2:08:24
mean, again, as
2:08:27
a former studio boss, I would say
2:08:29
yes and no. In one sense,
2:08:31
yes, because it doesn't fully democratize
2:08:34
the ability to make games. And we're
2:08:36
getting there. It's better than it used to be. It used to be you had
2:08:38
to write your own engine in order to make a game work.
2:08:41
And so you couldn't make games unless
2:08:43
you were John Carmack or unless you were Tim Sweeney.
2:08:45
That's no longer the case. Now you can go and license
2:08:48
Tim Sweeney's engine, the Unreal Engine, and
2:08:50
you can build a game on top of that.
2:08:52
That's already somewhat democratized it. It's
2:08:54
like we didn't, in the old days, to create
2:08:57
bitmaps by hand to try
2:08:59
and wrap around 3D characters. It's like now
2:09:02
you've got incredible
2:09:05
tools in technology, Maya and advanced
2:09:07
Photoshop tools and all of these other things that are just
2:09:09
capable of accelerating that process.
2:09:12
They're a little bit expensive, but they're accessible
2:09:14
to individuals in a way that
2:09:16
you used to. When I started in the business, you needed
2:09:18
literally a Silicon Graphics Workstation. In fact,
2:09:21
when I started, companies were being valued
2:09:23
on the number of Silicon Graphics Workstations
2:09:26
that they had available to them. So you talked
2:09:28
about this in the series. It was crazy. It was
2:09:30
crazy. Rocket science games. Go
2:09:32
look them up. It's like they were literally valued
2:09:35
in their Series A on the basis of the number of
2:09:37
Silicon Graphics Workstations they have.
2:09:39
Definitely was like an arbitrage. So I think
2:09:41
that that democratization, on the one hand,
2:09:43
is fantastic. And we've seen with things
2:09:46
where that has happened, like YouTube. Let's take that as
2:09:48
an example, where all kinds of
2:09:50
interesting new content that we never expected before.
2:09:52
If I had told you 15 years ago
2:09:54
that unboxing videos were going
2:09:56
to be like a billion dollar business on YouTube,
2:09:59
you'd be like, yeah. out of here, right? It's like, there's
2:10:01
not the unboxing videos? Come on,
2:10:03
man. But they are, right? And
2:10:06
all of these... These are new
2:10:08
kinds of narrative experiences
2:10:10
that we would never have really found valuable. So
2:10:12
I think there's great value in that, and I'm a
2:10:14
big proponent of that. On the other hand,
2:10:17
not everybody is good at
2:10:19
this.
2:10:19
And that's also something you
2:10:21
see on YouTube, right? Which is, there's thousands
2:10:24
and thousands of videos. You don't get fed to
2:10:26
you in the algorithm, which suck,
2:10:28
right? And that's going to be the same in the video
2:10:30
game business. Yeah, I think that's right. I think
2:10:32
there's...
2:10:33
We still haven't fully reached maybe the
2:10:35
iPhone moment for
2:10:38
your camera, but we're getting there. And
2:10:41
there is this parallel track within games that
2:10:43
we know modding is such a key part of innovation
2:10:46
and how these games evolve and new
2:10:48
genres are created, that
2:10:50
we're getting so close to those
2:10:52
moments of with UGC
2:10:54
getting better and you can have the
2:10:57
random kid maybe come up with a new genre or a new
2:10:59
game and it looks like a mod
2:11:01
or whatever it is, but it might just be in Fortnite Creative or
2:11:03
Roblox. The
2:11:05
old Hiroshi Yamaguchi maxim
2:11:08
that there are a handful of Shigeru
2:11:11
Miyamoto's in the world that can make games
2:11:13
like that and we want them all making games for
2:11:15
Nintendo is probably still true. It's
2:11:17
true. Absolutely true. Same thing, but Spielberg
2:11:19
is still amazing. Spielberg
2:11:20
didn't get any worse.
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