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Benchmark’s Mitch Lasky and Blake Robbins on The Art of Business in Gaming

Benchmark’s Mitch Lasky and Blake Robbins on The Art of Business in Gaming

Released Wednesday, 26th April 2023
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Benchmark’s Mitch Lasky and Blake Robbins on The Art of Business in Gaming

Benchmark’s Mitch Lasky and Blake Robbins on The Art of Business in Gaming

Benchmark’s Mitch Lasky and Blake Robbins on The Art of Business in Gaming

Benchmark’s Mitch Lasky and Blake Robbins on The Art of Business in Gaming

Wednesday, 26th April 2023
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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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when you do, just tell them you heard about them from Ben

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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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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

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50:27

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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

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After she raised an angel round, her

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of course, she called other great friend of the show, Vanta,

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This acquired cinematic universe is blowing my mind.

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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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