『Gamecraft』のカバーアート

Gamecraft

Gamecraft

著者: Mitch Lasky / Blake Robbins
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このコンテンツについて

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 SF 個人ファイナンス 経済学
エピソード
  • The EA "LBO"
    2025/10/15

    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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    37 分
  • The Sum of the Parts (Ep. 24)
    2025/05/21

    Mitch and Blake explore the role of consolidation -- primarily through mergers and acquistions -- in building some of the biggest and most durable companies in gaming.

    They begin with a discussion of the four major strategic uses of mergers and acquisitions: economies of scale, entry into new markets, control of talent and intellectual property, and new technologies. They provide many examples along the way.

    Mitch argues that M&A is so important to the business that it's actually difficult to avoid ending up on either side of that equation, as an acquirer or as a target of aquisition. Mitch and Blake map that idea onto their dictum that venture backed companies need to decide whether they are building a product or a company.

    They talk briefly about the financial engineering side of M&A, particularly in the form of the "roll-up" -- where companies are entirely build from acquisitions with a (usually mistaken) hope that the value of the whole will exceed the sum of the parts. They discuss why this rarely works, and try to explain why Embracer is in such trouble as a result.

    They close the episode with a closer look at EA, Activision, Sony, Microsoft and other companies and show how their acquisitions map clearly onto the four main consolidation strategies. They argue that leverage is the key component of M&A success -- that buying companies against some pre-existing competitive advantage (rather than just buying randomly) results in a much higher likelihood of success.

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    1 時間 10 分
  • AI as a Platform (Ep. 23)
    2025/05/14

    Last season, Mitch and Blake discussed the implications of new Large Language Model Artificial Intelligence in games. In this episode, they return to the topic, this time focusing on games that are using AI as a platform -- meaning, the games are predicated on the use of LLMs to manage gameplay in some way.

    After introducing the central ideas, they list a series of games they have encountered that make use of these new technologies, from relatively modest text-based adventure and role playing games, to more sophisticated games involving dialog with digital characters, dynamic narratives, and adaptive game systems.

    They briefly discuss the vibe coding phenomenon, and offer some encouraging comparisons to the early PC modding communities as well as the vibrant Nordic "demo scene" they discussed in GameCraft S1:E3.

    Finally, they take a sidebar to discuss the labor implications of AI in gaming, and argue that the business is at a crossroads -- and that the choice of the path forward has massive implications for future growth and relevance. They end with a discussion of the highly relevant exchange on this issue between the great John Carmack and a Quake fanboi over the use of AI in game production.

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    53 分
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