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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 26, 20232h 15mWatch on YouTube ↗

CHAPTERS

  1. Why Acquired brought in guests: capping the Nintendo/Sega deep dives with Gamecraft’s creators

    Ben and David set up a special guest episode to conclude their gaming series, introducing Benchmark’s Mitch Lasky and Blake Robbins and their new podcast, Gamecraft. They frame the conversation as a business-history lens on gaming rather than a purely creative-history lens.

    • Mitch’s background: EA/Activision exec, Jamdat IPO, Benchmark partner and major games investor
    • Blake as a leading thinker on modern gaming and current Benchmark principal
    • Gamecraft as a business-focused history of the games industry
    • Audio vs. full video version recorded at Benchmark’s Woodside office
  2. From “write a book” to “make a podcast”: the origin story of Gamecraft

    Mitch explains his post-retirement desire to be useful to the industry and his initial plan to write a book inspired by The Genius of the System. After drafting a manuscript and getting feedback that books weren’t the right medium, Gamecraft emerged as a dialogue-driven podcast.

    • Inspiration: elevating the business side as a partner to creativity (film analogy)
    • Business models constrain creative design (planned obsolescence in packaged games)
    • Gamecraft’s structure: eight topical lenses retelling the same era from different angles
    • Malcolm Gladwell’s push toward podcasting (and Pushkin’s rejection as “too niche”)
  3. Business model constraints shape game design (and even retail tactics)

    The group discusses how industry economics shape what games become, from annualized disc sales to modern live services. Mitch shares Nintendo’s “luxury brand” style scarcity tactics at retail as an example of business strategy affecting outcomes.

    • Packaged-goods model required repeat purchases (sequels/annual franchises)
    • Durability historically lived in franchises, not a single persistent game
    • Nintendo’s controlled Black Friday inventory and pre-Christmas restock strategy
    • Parallels to other creative industries (LVMH, Hollywood)
  4. Gaming becomes universal: the rise of casual play and who counts as a ‘gamer’

    Mitch recounts how early games felt like a niche hobby, then rapidly broadened with casual hits and mobile ubiquity. The conversation emphasizes that massive gaming consumption exists even among people who don’t self-identify as gamers.

    • Early 90s: games seen as ‘for nerds’ before casual expansion
    • Early casual milestones (Barbie’s Fashion Designer; board-game digitizations)
    • Mobile ubiquity stories from Jamdat (hotel clerks, travelers, kids playing everywhere)
    • Casual gaming likely >50% of the industry by 1990s definitions
  5. The eight ‘lenses’ of Gamecraft: free-to-play, distribution shifts, economies, forever games

    Mitch and Blake outline Gamecraft’s core themes and why the lenses matter more than chronology. They position free-to-play as a transformation as significant as television’s impact on film or broadcast’s impact on sports.

    • Free-to-play as a fundamental reset of consumption and game design
    • Distribution revolution: retail packaged goods → online distribution (Steam as emblem)
    • Game economies evolving toward sophistication (including Web3 discussions later)
    • Forever games as a new durability model enabled by modern business mechanics
  6. Steam’s ‘updater’ becomes a platform: how distribution power consolidates

    Mitch explains Steam’s origins as a patching, licensing, and anti-piracy tool shipped with Valve games, then its gradual feature expansion into the dominant PC distribution platform. The group discusses why even major publishers and Microsoft still ship on Steam.

    • Steam started as an updater/patcher installed from the disc with Half-Life
    • Incremental platform build: community, store, mods, network effects
    • Publisher launchers (EA Origin, Activision) still can’t escape Steam’s gravity
    • “Fish where the fish are”: Microsoft and others distributing on Steam
  7. Platform-based publishers, Game Pass, and the next platform paradigm

    The conversation moves from classic platform aggregation (demand aggregation to influence supply) to a new phase where subscription bundles like Game Pass aggregate supply via exclusive content. They debate whether platforms are ossifying and what could break through next.

    • Steam/Tencent as archetypes of platform-based publishing advantage
    • Epic’s challenge building the Epic Games Store despite Fortnite’s scale
    • Nintendo as a potential next ‘app store’ unlock with low third-party revenue per user
    • Game Pass as a shift back toward supply aggregation (Activision acquisition logic)
  8. Cross-play and consoles: why openness changes venture viability (and monetization)

    They discuss how Fortnite catalyzed cross-platform play and how Nintendo/Microsoft aligned against Sony’s walled-garden stance. The group explains why consoles still have uniquely valuable monetization rails and why founders should approach consoles only after PMF elsewhere.

    • Pre-Fortnite: consoles were isolated ecosystems; cross-play changed expectations
    • Sony’s strategy: friends as leverage to drive PlayStation hardware adoption
    • Console users monetize differently (stored payment rails; high commitment)
    • Cross-play players monetized heavily (as revealed during Epic v. Apple filings)
  9. Investing philosophy: ‘distribution is king’ and why content alone isn’t enough

    Mitch lays out his long-held rule: he invests in businesses with durable distribution leverage, not studios shipping a single title into crowded storefronts. Riot’s early Dota audience and website acquisition ‘growth hack’ are used to show what real advantage looks like.

    • Venture-scale outcomes require value aggregation beyond “make a game and ship it”
    • Riot’s wedge: pre-existing Dota demand + customer acquisition advantage
    • Buying Dota community sites and redirecting attention to League of Legends
    • Why even strong platforms (Discord) can fail at becoming a game store
  10. Case study: Thatgamecompany, Jenova Chen’s pitch, and building ‘forever games’

    Mitch recounts Jenova Chen’s emotional-spectrum pitch that won Benchmark’s conviction despite breaking typical ‘content bet’ rules. They explore how Thatgamecompany evolved from Journey’s indie success to Sky as a scalable, profitable forever game with global revenue.

    • Jenova’s pitch: games should explore more human emotions than violence/anger
    • Benchmark’s response: immediate term sheet despite unconventional framing
    • Sky’s business reality: massive revenue (including China) with a small team
    • From ‘make Journey again’ to live-service durability and cross-platform strategy
  11. Esports: marketing engine, league models, and why some bets failed

    Blake and Mitch present esports primarily as a reinforcement loop for games (engagement, skin sales, longevity), not as standalone profitable team businesses. They contrast Valve’s hands-off model with publisher-run franchising and dissect Overwatch League as a cautionary tale.

    • Esports organizations’ financial struggle vs. brand/merch upside (few winners)
    • Esports as ROI-positive for the game (viewership → playtime → cosmetics sales)
    • Valve’s ‘sanctioned majors’ vs. Riot/Activision franchised leagues
    • Overwatch League mismatch: boxed product economics vs. forever-game incentives
  12. Web3 gaming: from ‘tourists and scams’ to credible game-native implementations

    Mitch shares his skepticism about early Web3 gaming as crypto-first and game-second, then outlines why newer efforts led by real game teams feel more promising. EVE Online’s forthcoming Web3 iteration is discussed as a potentially ideal testbed given its economy-first gameplay.

    • Early Web3: NFT marketplaces with thin ‘game modes’ and poor design
    • Promise: optional layers that extend endgame status/economy without pay-to-win
    • EVE as a natural fit due to being fundamentally an economic simulation
    • Hard problems: speculation, ‘Bitcoin pizza’ spending regret, incentive alignment
  13. AI in games: practical near-term wins (art pipeline, QA/balancing, live ops, D&D-style DMing)

    Responding to listener demand, they argue AI won’t instantly ‘generate complete games’ but will reshape production workflows and live operations. Mitch proposes four high-impact areas where AI can reduce cost, increase iteration speed, and create more dynamic experiences.

    • Art pipeline automation: generating asset variations and accelerating 3D content creation
    • QA and balancing: AI playtesting, arbitrage discovery, and even describing ‘fun’
    • Live ops personalization: dynamic quests/events tuned to player capability
    • AI-assisted ‘Dungeon Master’ storytelling for emergent narrative experiences
  14. Closing reflections: stigma, personal gaming origins, and what’s next for Gamecraft

    They reflect on gaming’s lingering stigma, how the industry moved from ‘toys’ to mainstream social and cultural relevance, and share personal origin stories as players. The episode closes with plans to keep Gamecraft as a ‘special project’ and potentially bring in guests for new arcs.

    • Why games were long seen as toys (and how violence/content shaped moral backlash)
    • Mitch’s early gaming path (arcades, Apple II, Amiga) and his wife’s transition into games
    • Blake’s formative experience: Halo, Xbox Live, and online multiplayer’s power
    • Gamecraft future: more content later in the year, leveraging Mitch’s industry network

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