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Phillip Black

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Netflix Needs to Acquire the Jack-of-All-Trades

๐—ก๐—ฒ๐˜๐—ณ๐—น๐—ถ๐˜… ๐—ก๐—ฒ๐—ฒ๐—ฑ๐˜€ ๐˜๐—ผ ๐—”๐—ฐ๐—พ๐˜‚๐—ถ๐—ฟ๐—ฒ ๐˜๐—ต๐—ฒ ๐—๐—ฎ๐—ฐ๐—ธ-๐—ผ๐—ณ-๐—”๐—น๐—น-๐—ง๐—ฟ๐—ฎ๐—ฑ๐—ฒ๐˜€ Netflix Games finally has a coherent strategyโ€”hallelujah! Yet, despite this clarity, it's missing the most obvious acquisition opportunity since Sony scooped up Insomniac Games: Jackbox Games. Netflix pushes games to subscribers via a row within its mobile app, directing users to separate App Store pages for download. The strategy was flawed from the start, as 70%+ of Netflix consumption happens on TVs. The Games group desperately sought awareness, resorting to ๐‘โ„Ž๐‘ฆ๐‘ ๐‘–๐‘๐‘Ž๐‘™ ๐‘๐‘–๐‘™๐‘™๐‘๐‘œ๐‘Ž๐‘Ÿ๐‘‘๐‘  reading: "Wait, Netflix has Games?" A modest improvement, but still failing to meet subscribers where they areโ€”TV.While Netflix had an AAA FPS studio, it was dubious that it could ever solve distribution or input challenges. Netflix's sprawling device ecosystem and lack of a dedicated controller raised doubts from day 1โ€”unless another ill-fated game streaming service was planned (RIP OnLive, Stadia, GameFly, and xCloud).Enter […]

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Four Things from GDC

๐—™๐—ผ๐˜‚๐—ฟ ๐—ง๐—ต๐—ถ๐—ป๐—ด๐˜€ ๐—ณ๐—ฟ๐—ผ๐—บ ๐—š๐——๐—– ๐Ÿญ. ๐—ช๐—ฒ ๐—ต๐—ฎ๐˜ƒ๐—ฒ ๐˜๐—ผ ๐™ฌ๐™–๐™ฃ๐™ฉ ๐™ฉ๐™ค ๐™ก๐™ž๐™ซ๐™šThis revelation insight from former Machine Zone CEO Gabe Leydon spun my head throughout the conference. He's right: our passion isn't dead, but it's undoubtedly been crowded out. Mobile obsesses over acquisition, while HD fixates on fundraising. New platform dreamsโ€”web3, AR/VR, HTML5, UGCโ€”have largely fizzled. Yet these platforms persist, surviving but not thriving. Mock AR/VR as the "Dippin' Dots of Games" if you like, but at least those developers burn with genuine passion.The rest of the industry must reignite the will to surviveโ€”the kind we see from firms like Supercell, Lessmore, and Hypehype.๐Ÿฎ. ๐—”๐—œ ๐˜€๐˜๐—ฎ๐—ฟ๐˜๐—ถ๐—ป๐—ด ๐˜€๐˜‚๐—ฝ๐—ฝ๐—น๐˜†-๐˜€๐—ถ๐—ฑ๐—ฒ; ๐—ถ๐—ป๐—ป๐—ผ๐˜ƒ๐—ฎ๐˜๐—ถ๐—ผ๐—ป ๐˜„๐—ถ๐—น๐—น ๐—ณ๐—ผ๐—น๐—น๐—ผ๐˜„Michail Katkoff made an excellent observation about the absence of the "world-changing" bravado heard from SF founders intoxicated by Paul Graham essays. Instead, the talks were pragmaticโ€”topics like " 'Angry Birds' and AI […]

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U.S. Economy Shapes Mobile Gamingโ€™s Future

๐— ๐—ผ๐—ฏ๐—ถ๐—น๐—ฒ ๐—š๐—ฎ๐—บ๐—ถ๐—ป๐—ด'๐˜€ ๐—ฆ๐˜‚๐—ฟ๐˜ƒ๐—ถ๐˜ƒ๐—ฎ๐—น ๐—ถ๐˜€ ๐— ๐—ฎ๐—ฟ๐—ฟ๐—ถ๐—ฒ๐—ฑ ๐˜๐—ผ ๐˜๐—ต๐—ฒ ๐—จ.๐—ฆ. ๐—˜๐—ฐ๐—ผ๐—ป๐—ผ๐—บ๐˜†. ๐—œ๐˜ ๐—ฆ๐—ต๐—ผ๐˜‚๐—น๐—ฑ ๐—”๐˜€๐—ธ ๐—™๐—ผ๐—ฟ ๐—” ๐——๐—ถ๐˜ƒ๐—ผ๐—ฟ๐—ฐ๐—ฒ If you're European, you need the U.S. economy to grow. If you're Canadian, you need the U.S. economy to grow. This sobering reality underscores nearly every Western mobile development hub today: for mobile gaming to grow, the U.S. needs to grow. Although optimistic narratives from developing markets like India and Brazil are abundant, their growth rates still pale compared to the U.S.'s real spending power growth. For the foreseeable future, it's U.S. or bust in mobile gaming, a reality suggesting mobile gaming doesn't control its destiny. Political literature in the early 2000s enthusiastically promoted the BRIC nations (Brazil, Russia, India, and China) as future economic powerhouses. Since then, however, these countries have largely underperformed expectations. Rather than converging with the U.S., the gap has widened, […]

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Tripledot’s Big Gamble on nearly $1B Acquisition

๐——๐—œ๐—š๐—˜๐—ฆ๐—ง ๐—ข๐—ฅ ๐——๐—œ๐—˜: ๐—ง๐—ฟ๐—ถ๐—ฝ๐—น๐—ฒ๐—ฑ๐—ผ๐˜โ€™๐˜€ ๐—•๐—ถ๐—ด ๐—š๐—ฎ๐—บ๐—ฏ๐—น๐—ฒ Tripledotโ€™s nearly $1B acquisition of Applovin's studios is a massive gamble but reflects the shrinking pool in the hyper-to-hybrid publisher game. With this move, Tripledot radically shifts from 1% IAP to majority reliance. Meanwhile, peers like Voodoo and Homa slug through slow hyper-to-hybrid transitions. Rather than incremental growth, Tripledot opted for transformative growth overnight, betting they will learn, grow, and wield a zoo of studios and genres. Tripledot's filings reveal an astounding 98% ad revenue share, which brought in over $300M last year. Yet margins languished at a frustrating 15%, explaining the strategic necessity of shifting toward IAP and hybridcasual for better cost leverage and valuations. This is another reminder that gaming's unique economics differ significantly from traditional subscription models like Netflix or even software more broadly.Eric Seufertโ€™s recent "Economics of Mobile Gaming" highlights […]

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The Economics of Match Events

Nearly all economic activity in match-based or โ€œsagaโ€-based metas follows the fundamental relationship: Revenuei=Gold Sinki=Attemptsiโ‹…Gold Sink Per AttemptiRevenuei=Gold Sinki=Attemptsiโ‹…Gold Sink Per Attempti where, โˆ™โˆ™ RevenueiRevenuei is the revenue for the iith player.โˆ™โˆ™ AttemptsiAttemptsi is the number of attempts made by the iith player.โˆ™โˆ™ Gold Sink Per AttemptiGold Sink Per Attempti is the average of gold spent per attempt by the iith player. Holding Gold Sink Per AttemptGold Sink Per Attempt constant, an increase in AttemptsAttempts leads to higher RevenueRevenue. Similarly, increasing the Gold Sink Per AttemptGold Sink Per Attempt while holding AttemptsAttempts constant also raises RevenueRevenue. Many innovations in match economies operate within this framework. For instance, a โ€œsuper light ballโ€ mechanic increases AttemptsAttempts but reduces the Gold Sink Per AttemptGold Sink Per Attempt. Events follow the same structure. Basic Match Model At the aggregate level, revenue across all players is:Revenue=โˆ‘i(Attemptsiโ‹…Gold Sink Per Attempti)Revenue=โˆ‘i(Attemptsiโ‹…Gold Sink Per Attempti) Event Uplift Events affect revenue by shifting the number of attempts or the gold sink […]

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Fisherian Game Economy Tradition.

๐—™๐—œ๐—ฆ๐—›๐—˜๐—ฅ๐—œ๐—”๐—ก ๐—š๐—”๐— ๐—˜ ๐—˜๐—–๐—ข๐—ก๐—ข๐— ๐—ฌ ๐—ง๐—ฅ๐—”๐——๐—œ๐—ง๐—œ๐—ข๐—ก. Game economy designers have inadvertently revived the economic traditions of famed economist Irving Fisher. In Fisher's world, the economy is a hydraulic machine, with refinement or "productive process" occurring as resources flow. The impact of major institutions takes on a literal effect, where a tariff might slow the flow of liquid or capital from one chamber or country to another. It's a surreal approach and the early attempt at modeling game economies. Irving Fisher studied monetary theory and price levels at Yale, where his obsession with equilibrium led to an extraordinary invention. In 1891, he unveiled his hydraulic-mechanical computerโ€”a contraption of water, pulleys, and floats that physically demonstrated how prices find their level. The machine, described in his paper "Mathematical Investigations in the Theory of Value and Prices," became the first working economic model, translating abstract […]

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AI in Gaming Has Flopped

๐—”๐—œ ๐—œ๐—ก ๐—š๐—”๐— ๐—œ๐—ก๐—š ๐—›๐—”๐—ฆ ๐—™๐—Ÿ๐—ข๐—ฃ๐—ฃ๐—˜๐——. Humanity may be on a colossal technology frontier, but gaming is being dragged along with AI. Instead of surfing atop the wave, it's retreated to the wake. Gaming has historically been the first-best use case for new technology, so where did it all go so wrong? In the 26 months since ChatGPT launched, Web3 has made more tangible progress than AI gaming applications. Any technology outpaced by Web3's progress is in danger of irrelevance. And it's for good reason: so far, AI's visible footprint in games has been limited to a series of Cosmic Lounge press releases (I want my match-3 levels!) and a sixth finger in Call of Duty key art. Everything else appears to be cheap VC slideware or corporate investor day fantasies. It's true that gaming effectively subsidized the AI revolution by […]

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Q5 Steam Stakes

๐—ฃ๐—น๐—ฎ๐˜†๐—ถ๐—ป๐—ด ๐—ณ๐—ผ๐—ฟ ๐—ž๐—ฒ๐—ฒ๐—ฝ๐˜€: ๐—ง๐—ต๐—ฒ ๐—ค๐Ÿฑ ๐—ฆ๐˜๐—ฒ๐—ฎ๐—บ ๐—ฆ๐˜๐—ฎ๐—ธ๐—ฒ๐˜€ The fate of PC & Console's (HD) live-service model hangs on Q5's ambitious lineup: Strinova, Infinity Nikki, Path of Exile 2, Supervive, Marvel Rivals, and Delta Force. Should these titles fail to gain traction, the industry faces a cascade of down rounds, studio closures, and layoffsโ€”not to mention a wholesale reassessment of the HD live-service paradigm. Eric Seufert's meditation on "The last social media platform" may prove prescient; we might witness the same in HD live service.The warning signs are already apparent. Mountaintop Studios' venture-backed Spectre Divide has become a cautionary tale, with peak simultaneous users (PSU) dropping below 100. Supervive's trajectory is similar, maintaining 4,000 PSU despite years of development, encouraging playtests, and the backing of the former League of Legends leadership team. Its salvation may lie in the East, given that […]

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Arcane was a disaster and a function of IP narcissism

Yes, Arcane was a disaster and a function of IP narcissism. It's transmedia bingo 18 different ways. From the Bloomberg exposรฉ:โ€ข Riot spent about $250 million on two seasons of the seriesโ€ข Four people with knowledge of Arcaneโ€™s production said the company didnโ€™t have a robust plan to recoup the cost of the show before it launched.โ€ข Riot believed the show would be the first of many produced by its new entertainment division, which would transform the Los Angeles-based company into the next Walt Disney Co.โ€ข Netflix paid Riot $3 million an episode and Tencent an additional $3 million for the rights to show it in China.โ€ข Those payments amounted to less than half the total cost. โ€ข The company scaled back its Hollywood ambitions recently, ending Arcane and pausing development on other adaptations. โ€ข The pricey passion project, backed […]

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Riot can afford it??

Arguments justifying Arcane on the grounds that "Riot can afford it" are already lost. This framing positions Arcane as a cost center. Marketing heads are commonly called "Heads of Growth" because marketing isn't supposed to be a cost center; instead, it ought to be a profit center. It's a beautiful show (I loved it! Thank you for your subsidy!), and if Riot wants to spend $250M on IP narcissism, they can and should (they're also a private company), but that's different from justifying it within a cost-benefit framework.It's a common misconception that this framework requires easily observable evidence to be useful. Instead, it asks for higher rigor and a direct answer to "How could Arcane deliver over $250M of ROI relative to the best use of investment?" The higher the investment, the more intense the scrutiny level. Another way to […]

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Royal Kingdom to Grow Match-3 GDP

๐—ฅ๐—ข๐—ฌ๐—”๐—Ÿ ๐—ž๐—œ๐—ก๐—š๐——๐—ข๐—  ๐—ง๐—ข ๐—š๐—ฅ๐—ข๐—ช ๐— ๐—”๐—ง๐—–๐—›๐Ÿฏ ๐—š๐——๐—ฃโ€ข Royal Kingdom launching Nov 22; today!โ€ข Royal Match has run away with it, but Candy Crush has grown over the long haul!โ€ข Some of its best quarters over the last two years.โ€ข Royal explosive growth didnโ€™t come at anyoneโ€™s expense; Bezos and Paul Graham are right.โ€ข ๐— ๐—ผ๐˜€๐˜ ๐—ฐ๐—ผ๐—บ๐—ฝ๐—ฎ๐—ป๐—ถ๐—ฒ๐˜€ ๐—ฑ๐—ถ๐—ฒ ๐—ฏ๐˜† ๐˜€๐˜‚๐—ถ๐—ฐ๐—ถ๐—ฑ๐—ฒ, ๐—ป๐—ผ๐˜ ๐—ต๐—ผ๐—บ๐—ถ๐—ฐ๐—ถ๐—ฑ๐—ฒ.โ€ข Of the big threeโ€”Candy, Scapes, and Royalโ€”only Royal lacks the 2nd and 3rd+ spin-offs.โ€ข โ€œ2nd flagshipโ€ games do well, but that seems like the ceiling (Familyscape and additional Candy spin-offs struggled) ๐—ฃ๐—ข๐—ž๐—˜๐— ๐—ข๐—ก ๐—ฃ๐—ข๐—–๐—ž๐—˜๐—ง: ๐—ฆ๐—›๐—”๐—ฅ๐—ž๐—™๐—œ๐—ก ๐—ข๐—ฅ ๐—ฅ๐—จ๐—ก-๐—ฅ๐—”๐—ง๐—˜?โ€ข ๐—–๐—ผ๐—ฟ๐—ฟ๐—ฒ๐—ฐ๐˜๐—ถ๐—ผ๐—ป: Downloads were falling fast last time we checked (steady revenue pulled: Nov 5; Updated: Nov 14)โ€ข ๐—จ.๐—ฆ. ๐—ฑ๐—ผ๐˜„๐—ป๐—น๐—ผ๐—ฎ๐—ฑ๐˜€ ๐—ณ๐—ฒ๐—น๐—น ๐˜๐—ผ ๐—ฒ๐—พ๐˜‚๐—ถ๐—น๐—ถ๐—ฏ๐—ฟ๐—ถ๐˜‚๐—บ, ๐—ฏ๐˜‚๐˜ ๐—๐—ฎ๐—ฝ๐—ฎ๐—ป, ๐˜„๐—ถ๐˜๐—ต ๐—ฎ ๐Ÿฎ๐Ÿญ-๐—ฑ๐—ฎ๐˜† $๐Ÿฎ๐Ÿฐ ๐—ฅ๐—ฃ๐——, ๐—ต๐—ฎ๐˜€ ๐—บ๐—ฎ๐—ถ๐—ป๐˜๐—ฎ๐—ถ๐—ป๐—ฒ๐—ฑ ๐˜€๐˜๐—ฒ๐—ฎ๐—ฑ๐˜† ๐—ฑ๐—ผ๐˜„๐—ป๐—น๐—ผ๐—ฎ๐—ฑ๐˜€ ๐—ณ๐—ฟ๐—ผ๐—บ ๐˜๐—ต๐—ฒ ๐˜€๐˜๐—ฎ๐—ฟ๐˜. Actual UA reinvestment? With high RPD, should this be […]

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WTF Are These 3 Battle Pass Things

When I wrote, Economics of Battle Pass Are Broken. Letโ€™s Fix It in 2o21, I argued that designers needed to play with ADMC (average daily monetization cap) to transform the pass from an engagement to a monetization vertical. Since then, every subsequent โ€œinnovationโ€ has been a creative exercise in price increases. Fortnite realized this long ago, which is why the direct store has ballooned in content and uses โ€œthe vaultโ€ to sell past pass-specific content; the 67% direct store, 33% battle pass revenue split leaked from the 2012 Epic v. Apple trial likely skews harder direct store since. Two Options: d or fc In the original model, increasing spend depth may be achieved by decreasing dd or the pass length, thereby shipping more passes over a given period. averagedailymonetizationcap=Nโˆ‘i=1(yi)+fcdaveragedailymonetizationcap=โˆ‘i=1N(yi)+fcd Mobile games mastered this in months, using low marginal cost, fractionalized, and storable content (currencies! resources!). For example, this was the exact strategy Marvel Snap […]

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