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Gamecraft

Gamecraft

By: Mitch Lasky / Blake Robbins
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Summary

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.2023 Economics Personal Finance Science Fiction
Episodes
  • A Theory of Fun
    May 13 2026

    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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    1 hr and 5 mins
  • Navigating the AI Future (Ep. 30)
    May 6 2026

    Mitch and Blake offer their thoughts about how to navigate the introduction and impact of large language model AI in the video game business. They begin by discussing their opinion that AI represents a significant technological innovation with potentially profoundly disruptive implications. Beyond even a simple technology innovation, AI is likely to be a paradigm-changing event, that calls into question many of the accepted methods and ideas underlying current game production and marketing.

    After discussing their intentions in recording this episode -- that this is very real and very threatening to the competitive positioning of western developers -- they introduce their thesis that AI is going to hollow out the middle of the game development cost stack, and in so doing, potentially put the middle tier of games under even more pressure than it's been under lately. It will reduce the costs of prototyping, but perhaps not the overall cost of development and go-to-market. And it will cost jobs, just as every previous paradigm change in gaming has done.

    After a brief interlude to discuss the often ill-considered backlashes against AI from inside the games business, they finish the episode by discussing in great detail the five categories of companies and professions that they think will be outside the immediate reach of LLMs -- categories that may actually get more valuable and defensible in an AI-dominated world.

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    1 hr and 18 mins
  • How Istanbul Won the Mobile Puzzle Wars (Ep. 29)
    Apr 29 2026

    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 Türkiye 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.

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    1 hr and 6 mins
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