Gamecraft

Mitch Lasky / Blake Robbins
Gamecraft
Nieuwste aflevering

36 afleveringen

  • Gamecraft

    R32 Update: World Cup Consumer Guide

    28-06-2026 | 1 u. 22 Min.
    Mitch and Blake look back at the group stage and talk about the main themes from the tournament so far.
    They review their picks for matches to watch from the last episode and what they got right and wrong.
    Then they turn to the knockout stage and break down the road to the quarter-finals for each of the 8 mini-brackets, before walking through their picks for what to watch in the Round of 32.
  • Gamecraft

    World Cup Consumer Guide (Ep. 34)

    12-06-2026 | 1 u. 24 Min.
    Football nerds unite! Mitch & Blake are back with a special episode on the 2026 FIFA World Cup. In this episode they provide a very opinionated "Consumer Guide" to the most watchable matches of the Group Stage of the tournament.
    Show Notes:
    Mitch's previous World Cup Consumer Guide blog on Medium
    AFCON final controversy (Morocco v. Senegal)
    Brazil v. Morocco (6/13) A-
    Ecuador v. Ivory Coast (6/14) B+
    Netherlands v. Japan (6/14) B+
    France v. Senegal (6/16) A-
    England v. Croatia (6/17) A-
    Mexico v. South Korea (6/18) B+
    Argentina v. Austria (6/22) B+
    Japan v. Sweden (6/25) B+
    USA v. Türkiye (6/25) B+
    Norway v. France (6/26) A-
    Uruguay v. Spain (6/26) A
    Colombia v. Portugal (6/27) B+
  • Gamecraft

    Holy Grail, or Poison Chalice? (Ep. 33)

    27-05-2026 | 51 Min.
    Mitch and Blake conclude Season 4 with a review of a new kind of games company that is getting significant attention from investors: casual game portals with integrated AI game generation engines, seeking to become a "feed" for games akin to social media platforms like TikTok or YouTube. They show how these companies sit at the intersection of several of the most significant topics the hosts discussed throughout the season: artificial intelligence, casual games at scale, threats to the games industry from the feed-based "attention drains," and the human experience of play.
    After discussing some key examples of this new company type, they show how this strategy is just a new spin on an old idea. They talk about the early in-browser portals like MiniClip and Kongregate 20 years ago, which got to large user scale but failed to monetize commensurate with their reach.
    They then discuss how some modern attempts to do similar feed/portal UGC strategies pre-AI failed to work out, and why. They theorize that the friction of re-learning game mechanics and play patterns works against the idea of a game-feed -- and how the successful user-generated content platforms like Roblox and UEFN route around that friction with constraints.
    They return to the new AI portals and talk about the bull and bear cases for their longer-term success. 
    The episode, and the season, concludes with the hosts saying farewell and thanking the audience for listening.
  • Gamecraft

    Funding & Founding (Ep. 32)

    20-05-2026 | 55 Min.
    Blake and Mitch discuss the current environment for funding games and some of the challenges and opportunities for founders in the games space. They begin with a short survey of the current venture capital environment and the difficulties presented by industry consolidation, which has taken several of the important buyers out of the market. They also look at the pivots of some of the major game-specific venture funds, and how their investment strategies are changing to meet the current moment.
    They turn to discussing the need to do more work, to show more proof, with less cash. They talk about the need for founders be prepared to answer questions about AI (and its implications for reducing costs). Regardless of whether AI will actually make games less expensive to create, venture capital investors will assume AI leverage in a new studio. They warn against trying to hand-wave or finesse the AI question, and instead argue for a purposeful, first-principles approach to this new, disruptive technology.
    Your hosts turn to a look at the history of Stardew Valley and show how it has become a shining example of an independently-developed Forever Game that reached extraordinary success in an incredibly capital-efficient manner. They talk about how Stardew Valley (and Jenova Chen's Sky) might be templates for a low-burn, long-iteration approach to making a successful Forever Game.
    Mitch and Blake close the episode with a look at how intellectual property has changed from marketing and customer acquisition leverage to a stand-alone value creation opportunity itself. They look at Hollywood's current obsession with games, and how some of the most successful movies in recent years have been based on game IP. They also look at the recent deals where game companies licensed their telemetry data to AI companies for training purposes, and how the new General Intuition company is using game telemetry from their previous Medal clip business to train AI models.
  • Gamecraft

    A Theory of Fun

    13-05-2026 | 1 u. 5 Min.
    Blake and Mitch discuss the possibility that games -- mainly mobile and live service games -- have concentrated on providing fun through progression and engagement mechanics rather than fun in the game experience itself. They point to signs that the market is showing signs of a backlash -- and a re-focus on fun game play -- and the potential implications of that backlash in the marketplace.
    They discuss a working "theory of fun" based on three core elements: mechanics that elicit emotions, elegance, and enjoyable experiences at each temporal layer of gameplay.
    The hosts look at examples of good and not so good design from the perspective of this theory of fun. They highlight the way Nintendo's games succeed at delivering fun. They also look at one of the best examples of progression-based fun, Royal Match, and how it "solves" a fun but repetitive gameplay pattern with various meta-game challenges and incentives.
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Over 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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