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

We sit down Benchmark’s legendary gaming investors Mitch Lasky and Blake Robbins (now also of the excellent Gamecraft podcast fame) to discuss the history and future of gaming business models. This episode is the perfect bookend to our Nintendo/Sega gaming series this season on Acquired — no one is more qualified than Mitch and Blake to breakdown how the business side of the industry has evolved so radically from the Periscope quarter-drop days to the forever games and platform based publishers of today. Regardless if you’re a gamer, understanding the incredible innovation that’s taken place over the past two decades in gaming and what it portends for other industries is critical for any founder and investor to understand. Tune in! ACQ2 Show + LP Program: Subscribe to our interview show, ACQ2! https://pod.link/acquiredlp Become an LP and support the show. Help us pick episodes, Zoom calls and more! https://acquired.fm/lp Sponsors: Thanks to our fantastic partners, any member of the Acquired community can now get: All of your product growth powered by Statsig https://bit.ly/statsigacquired Up to 10% off your first year of business insurance with Vouch https://bit.ly/acquired-vouch A free trial of PitchBook + links to research reports! https://bit.ly/acquiredpitchbook Links: The Gamecraft Podcast https://www.gamecraftpod.com Mitch and Blake on Twitter https://twitter.com/mitchlasky https://twitter.com/blakeir The Genius of the System https://www.amazon.com/Genius-System-Hollywood-Filmmaking-Studio/dp/0816670102 Mitch’s old “Investing in Content” blog post https://web.archive.org/web/20131013193226/http://mitchlasky.biz/investing-in-content/ That Game Company and Sky https://thatgamecompany.com https://thatgamecompany.com/sky/ Riot and the League of Legends dota-allstars.com growth hack https://www.hotspawn.com/dota2/guides/dota-allstars-com Note: Acquired hosts and guests may hold assets discussed in this episode. This podcast is not investment advice, and is intended for informational and entertainment purposes only. You should do your own research and make your own independent decisions when considering any financial transactions.

Mitch LaskyguestDavid RosenthalhostBen GilberthostBlake Robbinsguest
Apr 25, 20232h 15mWatch on YouTube ↗

At a glance

WHAT IT’S REALLY ABOUT

Gaming’s business models shape creativity, distribution, and enduring platform power.

  1. Mitch Lasky and Blake Robbins explain that the history of gaming is best understood through business-model shifts that constrain and enable creative output, from packaged goods to free-to-play and from retail to digital platforms.
  2. They break down why “forever games” and platform-based publishing create today’s durability, why distribution leverage beats “great content” alone, and how platforms like Steam and Tencent accrued power.
  3. The conversation also covers cloud gaming’s demand moment, esports as game marketing (and why many team businesses struggle), and why Web3 gaming only becomes promising when real game makers use it to enhance—not replace—traditional models.
  4. They close with practical perspectives on reinvestment in live ops, why paid acquisition can become addictive, and where AI may meaningfully reduce costs and expand capabilities (art pipeline, QA/balancing, live ops, and AI-assisted dungeon mastering).

IDEAS WORTH REMEMBERING

5 ideas

Creative “genius” is real, but business models set the boundaries.

Lasky argues designers are constrained by monetization and distribution: packaged goods required planned obsolescence and repeat purchases, shaping what could be put “on the disc” and how franchises like FIFA iterated annually.

Free-to-play didn’t just change pricing—it changed what games must be.

Free-to-play demands different design: retention loops, social play, economies, and ongoing content. The shift is compared to other media step-changes (TV for film; television’s impact on sports rights).

Durability now comes from two distinct forces: forever games and platform-based publishing.

Forever games extend play patterns through live ops; platform-based publishers aggregate demand and use it to reduce CAC and launch new products. These dynamics can reinforce each other but aren’t the same thing.

Distribution is king; “great game” is table stakes, not a plan.

They stress most venture-backed games must assume quality is expected; without a credible distribution wedge (community, platform leverage, pre-qualified audience), “launch on Steam and pray” rarely yields venture-scale outcomes.

Steam won by starting as an updater, then compounding features into a platform.

Built to patch/validate/piracy-proof Valve games, Steam gradually added community, storefront, mods, and network effects—becoming the default PC distribution channel even for companies with their own launchers.

WORDS WORTH SAVING

5 quotes

In the packaged goods era… it’s gotta have a degree of planned obsolescence to it.

Mitch Lasky

Distribution is king… today, in 2023, distribution is king.

Mitch Lasky

You fish where the fish are.

Mitch Lasky

You should just assume every venture-backed studio is an amazing game.

Blake Robbins

Most of [esports]… is accruing benefit to the League of Legends… because that’s really what it’s functioning as.

Mitch Lasky

Business models constrain creativityPackaged goods era and planned obsolescenceFree-to-play revolution and forever gamesPlatform-based publishers (Steam, Tencent, Riot)Distribution advantage vs. studio/content investingCloud gaming and subscription bundles (Game Pass)Esports economics and marketing flywheelWeb3 economies: ownership, speculation, pay-to-winAI in game production: art, QA, live ops, narrative/DMNintendo strategy: backward compatibility and app-store upside

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