Gamecraft

Mitch Lasky / Blake Robbins
Gamecraft
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  • Gamecraft

    How Istanbul Won the Mobile Puzzle Wars (Ep. 29)

    2026-04-29 | 1 h 6 min.
    Mitch and Blake discuss the rise of the Istanbul gaming scene, which has exploded in the last 15 years and come to dominate the incredibly lucractive "match 3" mobile puzzle genre -- a genre which represents a significant percentage of global mobile game revenue. They discuss some of the important metrics that demonstrate just now important mobile game development in Istanbul has become -- not just to the global mobile games business, but to the nation of TĂŒrkiye itself, as a source of foreign currency and tax revenue. 
    In order to interrogate how Istanbul rose to dominate this genre, the hosts discuss the creation of Peak Games and the importance of Sidar Sahin and  Rina Onur, two of Peak's founders and two important figures in the development of the Instanbul scene. They trace Peak's development through its sale to Zynga in 2020 for $1.8 billion. They discuss how Peak alumni were directly responsible for the formation of 65 new game studios, including Dream Games, which ultimately eclipses Peak as the most valuable game company in Istanbul.
    The hosts turn to the four factors that contributed to the success of the Istanbul scene: dollar/euro currency leverage; local government subsidies; local talent -- both a source of talent specifically adept at the Match 3 genre as well as a magnet for Turkish tech talent broadly; and the distribution advantages that flowed from the choice to work in the globally-relevant Match 3 genre.
    They conclude the episode with a look at the Dream Games transaction that cashed out investors and injected $1.25 billion of debt financing into the company. They then discuss some potential challenges to Istanbul's position in the future, and the overall durability of its current competitive advantages.
  • Gamecraft

    The Attention Drain (Ep. 28)

    2026-04-22 | 1 h 8 min.
    Blake and Mitch discuss the thesis that the games business is losing share of attention to non-game interactive applications. They discuss whether there is actually a defined market for interactive entertainment, and whether applications like TikTok should be considered "interactive." 
    They discuss and try to quantify the impact of game-like retention and engagement mechanics being adopted by such disparate applications as Snap, Duolingo, Strava, Fan Duel, Polymarket, Tinder, and OnlyFans. They conclude that it is not only a problem of "share of day" -- the hours that are being devoted to these addictive, interactive apps -- but also "share of wallet" -- the disposable income they are harvesting. 
    They discuss the structural change that they noticed coming out of the pandemic: that children in the pre-teen and teenage cohorts sought a different kind of pleasure in gaming during lockdown -- the pleasure of sociality. Mitch and Blake both feel that this change is endemic, and as this cohort has now aged into the key 18-34 demographic, that change is being reflected in gamer taste. They riff on some of the games and games-adjacent companies that anticipated or reacted quickly to this audience change, and reaped rewards for doing so. 
    They conclude by discussing how these new non-game interactive competitors are tapping into ancient human interaction patterns around things like gambling, social competition, and sex that have been part of human culture -- and important categories of human spending -- for millenia. They warn that the games business needs to react to this current attention drain as an on-going competitive threat, and learn back some of the lessons these new competitors learned from games.
  • Gamecraft

    Roblox (Ep. 27)

    2026-04-15 | 1 h 21 min.
    Mitch & Blake discuss one of their favorite companies in games, Roblox.
    They start by outlining Roblox's core competitive advantages, and how they are unique in providing creation, consumption, aggregation, and monetization in a single platform. They also discuss how unusual it is for a company to get to Roblox's scale with a pure platform strategy and no first-party games.
    They then discuss the history of the company, and what it was doing for the decade before it appeared on the radar screens of most game industry observers. Mitch talks about hearing the pitch from CEO Dave Baszucki back in 2007. They discuss the period of inflection when they simulatenously launched on mobile platforms and significantly invested in upgrading graphics and the overall experience. 
    After reviewing Roblox's enduring advantages, they turn to the "bear" case for the company as a public stock and address some of the company's perceived shortcomings.
  • Gamecraft

    2026 Trends & Specific Predictions (Ep. 26)

    2026-04-08 | 1 h 9 min.
    Blake and Mitch return! They begin with a discussion of the "Great Inflection" in software in the last several months.  They then do some follow-up to last season, particularly their "deadpool" episode that turned out to be way too kind to the companies they profiled. 
    The hosts then "draft" six trends that were visible in 2025 that they think will continue and define 2026, alternating picks. Remarkably, they don't pick overlapping trends despite choosing blind and not disclosing pre-show. 
    Finally, they each offer three specific predictions for 2026.
  • Gamecraft

    The EA "LBO" (Ep. 25)

    2025-10-15 | 37 min.
    In this Special Edition of the GameCraft podcast, Mitch and Blake discuss the $55 billion leveraged buy-out of Electronic Arts by the Private Investment Fund of Saudi Arabia, Siliver Lake Partners, and Affinity Partners -- the largest LBO in US history, and the second largest transaction in the history of the video game business after Microsoft's $69 billion acquisition of Activision.
    They discuss the deal itself (and how to properly characterize it), some of its immediate implications, and why Mitch's take on the possibilities created by EA going private went from excitement to disappointment in the two weeks following the deal's announcement.

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Om Gamecraft

Gamecraft is a limited series about the modern history of the video game business. Beginning in the early 1990's, the video game business began a radical transformation from a console and PC packaged goods business into the highly complex, online, multi-platform business it is today. Game industry legend Mitch Lasky and game investor Blake Robbins go on a thematic tour of the last 30 years of gaming, exploring the origins of free-to-play, platform-based publishing, casual & mobile gaming, forever games, user-generated content, consoles, virtual reality, and in-game economies across the eight episodes of Season 1. In Season 2, Mitch and Blake are back with a new series analyzing the state of the video game business in 2024. They start with a macro view of the current business, before looking at some hot topics in gaming: the rise of powerful independent game studios, emerging markets for games around the world, how innovations in artificial intelligence will change game creation, and the renewed importance of intellectual property in the game business.
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