In this special episode of "Acquired," hosts Ben Gilbert and David Rosenthal, along with guests Mitch Lasky and Blake Robbins, unpack the evolution and impact of the gaming industry. Mitch, a former executive at EA and Activision and investor in Riot Games and Discord, shares his journey from law to gaming, emphasizing the importance of distribution leverage in the business. Blake reflects on his transition from playing games to investing in them, highlighting the potential of AI in revolutionizing game development, particularly in art pipeline, quality assurance, live ops, and balancing. They discuss the historical stigma around gaming, its deep roots in the toy industry, and the shift towards recognizing its social and cultural significance. The conversation also touches on the emergence of esports and web three gaming, with skepticism giving way to cautious optimism as traditional gaming companies begin to explore blockchain's potential in enhancing in-game economies and player experiences.
"I have so much trust in your podcast because the stuff that you do that I was a part of, and there are many things you've done that you don't know that I was a part of, that I was a part of. You guys are so good. It's so accurate. It is really remarkable. Somehow you're able to tell a story that is actually as close to true as true exists."
The quote emphasizes Mitch's trust in the podcast's ability to tell accurate stories, highlighting the podcast's reputation for truthfulness in storytelling.
"So today our conversation is with Mitch Lasky and Blake Robbins. Mitch is perhaps the best games investor of all time, generating literally billions of dollars of returns from early investments in Riot games, Discord, and that game company, not to mention Snapchat."
The quote introduces Mitch Lasky as a highly successful games investor and provides context for his significance in the gaming industry.
"And Mitch and Blake just launched an incredible podcast called Gamecraft that chronicles the history of the gaming industry from the business perspective."
The quote explains the core concept of the Gamecraft podcast, which focuses on the interplay between business strategies and creative development in the gaming industry.
"And so I thought it might be fun to do something in that vein where we showed what was happening on the business side and how it was informing what was happening on the creative side."
The quote reveals Mitch's motivation to showcase the significant role of business strategies in shaping the creative output of the gaming industry.
"So just to give you an example, in the packaged goods era, your goal was to sell a disc and then get somebody to come back a year later and buy another disk. And that's a business model choice."
The quote highlights the direct influence of business models on the design and marketing strategies of video games during the era of physical game distribution.
"I mean, there were a few, obviously, electronic Arts had gotten started and interplay existed and there were a couple of others, but it was primarily pc publishers."
The quote provides a snapshot of the gaming industry's landscape during its earlier stages, where pc publishers were prominent, and the market was less diverse than it is today.
"We do an episode on the change in publishing from a packaged goods at retail business to an online distribution business. Really, the rise of Steam would be kind of indicative of that particular part of it."
The quote outlines one of the significant themes of the Gamecraft podcast, which is the transition from traditional retail distribution to online platforms like Steam.
"So they're now back to aggregating supply in order to have enough viable ip on the platform such that you will continue to subscribe, which is really interesting."
The quote discusses the strategy of aggregating supply as a means to attract and retain subscribers, drawing parallels to other subscription-based services.
"I do think, however, that the audience has expanded, really in the last twelve to fifteen years, and that this next generation of kids who've grown up on Fortnite, who've grown up on harder core games, but are still casual in their self-identification, I think that's the real opportunity for the cloud gaming."
The quote addresses the growth of the gaming audience and how cloud gaming can serve the needs of players who do not identify as hardcore gamers but still engage with complex games.
"I want to bring it back a little bit to your question though, David, around the platform based publisher stuff and where those might fall because Mitch was involved with Riot, and Riot is another spin of what that looks like today."
The quote emphasizes the shift in gaming platform strategies, using Riot Games as an example of a company that has created a successful ecosystem for launching and managing games.
"So you've got this audience there that's pre-qualified, where you've got their credit cards, hundreds of millions of users, and so you just use it as a way to lower your customer acquisition cost effectively to zero for the next products that you launch in the pipeline."
This quote discusses the strategic advantage of having a pre-qualified audience with payment information on file, which can significantly lower the cost of acquiring customers for new products.
"The console business has been essentially the same business since 1985, really since 1975, right. I mean, it's sell a box and sell some physical hardware for that box and grudgingly allow it to be played online and grudgingly allow communication between users."
This quote reflects the speaker's view that the console business model has remained largely unchanged and is not as dynamic as other business models in the gaming industry.
"I would not counsel any of my portfolio companies to launch on the console because the hoops that you have to jump through for approvals for manufacturing, et cetera, et cetera, just in general are dire."
This quote conveys the speaker's advice against launching games on consoles due to the complex and challenging processes involved.
"I invest in businesses, not in studios, right? And those businesses have to have a strategy that transcends. I want to make a game and put it on Steam, or I want to make a mobile game and put it in the App Store, right?"
The quote highlights the speaker's investment philosophy, which focuses on businesses with a clear and scalable strategy beyond simply creating and releasing games.
"I would rephrase it. Right. Which is my opinion, is that why QQ was successful was that they didn't just decide that they were going to be a platform based publisher, they embraced being a platform based publisher."
This quote explains that Tencent's success came from fully embracing the role of a platform-based publisher, rather than simply deciding to become one.
"Statsig is a feature management and experimentation platform that helps product teams ship faster, automate a b testing, and see the impact every feature is having on the core business metrics."
This quote describes the services offered by Statsig, emphasizing the importance of using data to drive product decisions and measure impact.
"For example, the survival genre, right? Which started with arma mods like Day Z and H1Z1 and sort of evolved into PUBG and then into Fortnite, right?"
This quote highlights the evolution of the survival genre in video games, demonstrating how a genre can grow from mods to major hits.
"And then there's these three guys in Finland made basically the same exact game, pushed it on mobile. It's called Stumble Guys. And then it gets acquired by... the biggest game in China is this game called Eggy Party on mobile. And that is actually literally just a Fall Guys clone."
This quote emphasizes the replication and adaptation of successful game concepts across platforms and regions, leading to acquisitions and significant market presence.
"World of Warcraft basically does this, right? They find the product market fit and just embrace it and blow it out. And it's 17 years later, it's still a number one product."
This quote illustrates WoW's success in capturing a broad audience by finding the right product-market fit and highlights its longevity in the market.
"I resist as long as possible going paid... But what I do love is doubling down on the organic stuff."
This quote discusses the preference for organic growth over paid customer acquisition in the context of game development and marketing.
"I think you can expect to spend as much or more on an annual basis than you were spending in development. In live ops."
This quote highlights the significant ongoing investment required for maintaining and updating live service games, often equating to or surpassing development costs.
"Esports is marketing. Right."
This quote simplifies the role of esports in the gaming industry, identifying it as a form of marketing rather than an independent revenue stream.
"It's way better than golf and tennis because the barriers to entry are so much lower. You don't need the money."
This quote contrasts esports with traditional sports, highlighting the lower barriers to entry in esports and the potential for any player to compete against the best.
"This new crop that we're starting to see now... You saw Eve Online just raise 40 million, led by Andreessen Horowitz to make a crypto-enabled version of Eve."
This quote indicates a shift toward more legitimate and thoughtfully designed crypto-enabled games by established developers.
"The dream of the web three space is that this can be more broad than even that."
This quote conveys the aspiration for web3 technologies to enable more expansive and dynamic in-game economies and player interactions.
"So all of these incredible people came through that same program and what it must have been like. And Evans and Sutherland had a big impact in the games community because former employees of theirs started up a bunch of games companies."
This quote reflects on the influence of Evans and Sutherland on the gaming industry and the legacy of its employees.
"I think it's always been true."
This quote challenges the notion that the gaming industry's dominance is a new phenomenon, suggesting that it has always been significant when considering all revenue sources.
"And the thing that always stands out when you look at it is just not only how big the arcade business was, but how long it persisted."
This quote emphasizes the surprising size and longevity of the arcade business within the video game industry's history.
"They're literally making billions of dollars in the 70s. Like billions of dollars in revenue in the course. You're not going to stop doing that."
This quote highlights the enormous revenue generated by the arcade business in the 1970s, which explains why companies were reluctant to move away from it.
"So, yeah, like Space wars. You played Space wars at a Woolworths in Fort Lauderdale, Florida, where I was miserably consigned to grow up."
Mitch Lasky describes his first encounter with video games, highlighting the influence of early gaming experiences on his life.
"My brother just loved single player, narrative type creative games. And when Xbox came out, I was like, oh, I can finally get something that my brother's not going to take all the time with."
Blake Robbins shares his experiences with video games growing up and how it shaped his preferences in gaming.
"We wrote a game together, I programmed and she designed."
Mitch Lasky discusses the collaborative effort with his wife in creating a game, which was a pivotal moment in their transition to the video game industry.
"Neither of us were totally into it. She actually was a district attorney in the hardcore gangs unit in LA."
This quote reveals the professional backgrounds of Mitch and his wife before they fully committed to the video game industry.
"You had a captive audience who really wanted a community, who really wanted multiplayer play. And basically they said, yeah, there's one way to do it. You can pay us $5 a month."
Mitch Lasky explains the business strategy behind Xbox Live and its appeal to the gaming community.
"The number of people that wanted to get online services for their game that had to pay Xbox in addition to their console that they're buying. It's just insane."
Blake Robbins emphasizes the financial impact of Xbox Live's subscription model on gamers who wanted online services.
"The first dedicated gaming machine I owned wasn't until I was in law school in 1987."
Mitch Lasky recalls the first gaming machine he owned, indicating a later adoption of dedicated gaming consoles.
"Halo was the thing that changed my life. I was like, what is this? This is amazing."
Blake Robbins reflects on the impact of the game Halo and how it influenced his passion for gaming.
"I've just been incredibly surprised by how universally positive the feedback has been."
Mitch Lasky expresses his satisfaction with the positive reception of the Gamecraft podcast, which was a new venture for him.
"We probably wouldn't have done it if you guys hadn't existed, we probably wouldn't have done it."
Mitch Lasky acknowledges the influence of other successful podcasts on the decision to create the Gamecraft podcast.
"I do believe that making games is really hard. Right. And I think making a coherent, narratively satisfying journey in a game context, in an interactive context, is not necessarily going to fall to AI early."
Mitch Lasky expresses his view that while AI will have many applications in gaming, creating a full game experience may not be one of the early achievements of AI.
"We can now train an AI to play these things. And we were talking to a senior executive who has done so and reported back that the AI can now describe an activity as fun."
Mitch Lasky discusses the advancements in AI that allow it to play and evaluate games, which could revolutionize game testing and balancing.
"It's a moral judgment. Yes."
Mitch Lasky and others discuss the moral judgment implicit in the idea that playing video games can be "too much," questioning why it's viewed negatively compared to other social activities.
"I think there's also the subtle shift of games becoming really social."
Blake Robbins notes the shift in gaming towards social interaction, comparing it to other social activities like playing golf.
"It's better than it used to be. It used to be you had to write your own engine in order to make a game work, right?"
Mitch Lasky discusses the past challenges of game development and how the industry has become more accessible over time.
"We still haven't fully reached maybe the iPhone moment for your camera, but we're getting there."
Blake Robbins compares the current state of game development tools to the transformative impact of the iPhone's camera on photography, suggesting that a similar moment is approaching for games.