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Colossus (Invest Like the Best / Business Breakdowns)Podcast6 Sep 2022Source: joincolossus.comHost: Patrick O'Shaughnessy

Mitch Lasky - The Business of Gaming - [Invest Like the Best, EP.293]

In plain words

This interview breaks down how the gaming industry makes money today. Veteran investor Mitch Lasky explains that games have shifted from selling $60 discs to free-to-play with in-game purchases, where success depends on keeping players engaged and paying. He favors 'forever games' like League of Legends (over $1 billion yearly revenue) and Steam (which evolved from a Half-Life updater into the biggest PC game store). He also warns that Meta's Oculus VR headset, despite $10+ billion in investment, has only sold about 14-15 million units and is essentially a failure.

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Benchmark partner Mitch Lasky, in an episode of Invest Like the Best, delved into the investment logic of the gaming industry. His core argument: the modern gaming business model has shifted from one-time sales to a "games-as-a-service" model based on the long-term operation of active users, with ke

~13 min full read · 10 sections
Deep Analysis

At a Glance

Mitch Lasky (Partner at Benchmark, 30-year veteran in the gaming industry) engages in an in-depth discussion with Patrick O'Shaughnessy on the investment logic of the gaming sector. The core thesis: gaming business models have fully transitioned from "one-time disc sales" to "games-as-a-service" (free-to-play + virtual item microtransactions), with key metrics being user retention and paid conversion. Lasky argues that the most overlooked dimension in gaming investment is "whether the most frequent action a player performs in the game is enjoyable" — this is the core aesthetic judgment for determining a game's success, not a purely quantitative metric.


1. Why the Gaming Industry Lacks Well-Known Investors

Lasky believes the historical reason is that gaming was once viewed as a "fleeting entertainment business."

  • Traditional games have extremely short lifecycles ("fruit fly-like lifespans"), making it difficult for investors to assess the continuity of value.
  • It was not until around 2000–2005 that "forever games" emerged—such as World of Warcraft, League of Legends, and Fortnite—which demonstrated unprecedented longevity.
  • Early gaming investors (Lasky, Bill Gurley, Bing Gordon) were mostly former industry executives with "aesthetic judgment"—the ability to gauge from experience whether a game would find an audience.
  • A new generation of gaming investors is rising, having grown up immersed in gaming environments and possessing a deeper understanding.

Key data point: Lasky notes that the current period is "the best time for gaming companies to raise venture capital."


II. Three Core Characteristics of the Modern Gaming Business Model

Lasky argues that modern gaming is essentially a "customer acquisition cost vs. customer lifetime value" business, but its monetization model is more diversified than subscriptions.

1. From "Inelastic Pricing" to "Elastic Pricing" — The Most Critical Shift

Old Model (Disc Era) New Model (Free-to-Play + In-App Purchases)
All users pay the same $60 Free to download, pay elastically based on usage depth
Heavy users (1,000 hours) and light users (10 hours) pay the same Heavy users ("whales") pay thousands of dollars; light users may pay nothing
High marginal costs (disc pressing, packaging, logistics) Marginal costs approach zero

Historical Milestones:

  • 2005, Nexon's Cart Rider (Korea) — First to offer a full game for free, monetizing through virtual items, proving that "free-to-play + in-app purchases" works among core gamers
  • Riot Games' League of Legends — Brought this model to the hardcore gaming space, overturning the industry consensus that "core gamers would not accept a free-to-play model"

2. The Rise of Platform Publishers

Lasky introduces the concept of "platform publishers": Traditional publishers controlled the distribution end (disc pressing → retail placement → advertising), while modern platforms (Steam, Epic Games Store, Tencent) shift the power structure by aggregating demand.

  • Steam began as merely an updater for Half-Life 2 but later became the world's largest PC game distribution platform
  • Tencent, leveraging its 1 billion user base from QQ/WeChat and layering games on top, became the highest-grossing game publisher globally
  • Key path: "A blockbuster title must be used to seed user aggregation" — this mirrors the logic of Disney+ using Star Wars/Marvel content to attract subscribers

3. The Monetization Experimentation Period Is a Necessary Phase

Lasky emphasizes that the 6–12 months after a game's launch constitute a "monetization experimentation period," during which the team must figure out which in-app purchase hooks are effective.

  • Early accidental discovery in League of Legends: Experience boost potions (allowing players to achieve the same progress in less time) became the most popular paid item — because they do not undermine game fairness ("pay-to-win" is what players hate most)
  • That Game Company's Sky: It took a year after launch to find the right monetization model; it once ranked fourth in revenue in China, generating hundreds of millions of dollars annually with nine-figure EBITDA

3. Platform Migration and External Shocks

The Double-Edged Sword of Mobile Gaming

Lasky believes that mobile (accounting for 50-55% of global gaming revenue) has accelerated the adoption of free-to-play, but has also fostered a dangerous user acquisition model.

  • Positive: Mobile has become a "laboratory" for monetization experiments.
  • Negative: Extreme cases have emerged where "92% of revenue is spent on user acquisition" (e.g., certain casino games) — Bill Gurley once warned about the fragility of this CLV/CAC model.

The Impact of Apple’s Privacy Policy Changes

Lasky notes that Apple’s IDFA restrictions have had a "catastrophic" impact on mobile gaming companies reliant on Facebook advertising.

  • Decline in installs: 10% (less affected) to 35% (severely affected)
  • Aggregator companies dependent on a single hit product have been hit the hardest.
  • Long-term positive: It forces the industry to seek non-paid user acquisition methods — Lasky recently invested in a Canadian company that plans to use a PC version as a user acquisition channel, guiding users to monetize on mobile.

VR/AR: Lasky Holds Strong Skepticism

Lasky is an "early VR skeptic" and believes Meta’s Oculus project, which cost over $10 billion, is "fundamentally a failure."

  • Cumulative Oculus sales stand at only 14-15 million units.
  • Claims of "120 apps generating over $1 million in revenue" — at a unit price of $20-30, this translates to only 30,000-50,000 sales, "which is a failure."
  • Core issues: Bulky hardware, primitive computing power, poor graphics quality, and user isolation from the outside world.
  • "I will not be lining up to buy a ticket for this ride as an investor."

4. Twitch and Discord: Underestimated Industry Drivers

Lasky argues that YouTube and Twitch are "the most important non-game drivers of the gaming industry."

  • Minecraft is essentially a YouTube phenomenon — billions of views, millions of creators
  • The symbiotic relationship between Twitch and League of Legends: In the early days, 50% of Twitch streams were League of Legends, creating an upward spiral of "stream → download → play → stream"
  • Savvy developers have integrated Twitch into their user acquisition strategies

Signs of a healthy community:

1. Users' sense of "ownership" over the game (e.g., user-generated content — Minecraft, Roblox)

2. Openness to new members (avoiding the exclusionary "first-comers pull up the ladder" phenomenon)

3. Community-driven organic growth, rather than paid user acquisition


5. Web3 and Game Monetization: Short-Term Pessimism, Long-Term Optimism

Lasky holds a "cautiously optimistic" view on Web3 games, drawing a parallel to his earlier skepticism of VR.

The "Three-Body Problem" – Core Challenge

Lasky cites Blake Robbins' framework: Traditional games operate on a "developer-user" binary relationship. Introducing Web3 adds "speculators" as a third body, rendering the system unstable.

  • Current issue: Developers replace venture capital funding with NFT land sales, prioritizing speculators over players
  • Axie Infinity has already demonstrated instability
  • Successful reference: EVE Online (CCP Games) – features a near-free virtual economy, but developers regulate it through an "invisible hand" and design a "safe zone to null-sec" layered mechanism, allowing advanced players to experience entirely different gameplay in fringe areas

Core Motivations Beyond the "Ponzi Incentive"

Lasky argues that Web3 games must find player motivations beyond "price appreciation → user acquisition":

  • Status signaling (e.g., the role of guild leaders managing hundreds of planets in EVE Online)
  • Sense of community belonging
  • In-game role specialization – "Simply owning an NFT is not enough"

6. Five Characteristics of "Evergreen Games" (Partially Retained by Lasky)

Lasky revealed that he has a framework for evaluating "evergreen games," but did not fully disclose it. The portion he shared includes:

1. Durable and replayable gameplay patterns — e.g., chess (14th century), poker (150 years), FPS/MMO (originating from DikuMUD in the early 1990s)

2. Active community — user-generated content (in-game, such as Roblox; out-of-game, such as Twitch/YouTube)

3. Openness to new members

4. (Not disclosed)

5. (Not disclosed)

Key insight: The consumption patterns of the gaming industry distort our understanding of game longevity — "Fun design patterns are extremely durable; stripping away companies and IP, the gameplay itself changes very little."


7. A Sober Examination of the "Metaverse"

Lasky argues that the "metaverse" concept is more of a "boy's fantasy," with a vast gap from reality.

  • The three waves of VR investment coincide with the publication of three novels: Neuromancer (1984), Snow Crash (1992), Ready Player One (2011)
  • "I already live in the metaverse" — we interact via video calls, without needing 3D avatars or haptic gloves
  • The interoperability challenge: "Can the gun you buy in Fortnite be used in Call of Duty? Absolutely impossible — it's extremely difficult at the code level"
  • Cross-game currency exchange: "Would make the international monetary system look like child's play"

Mentioned Positions

Position Analyst View Key Data
Riot Games (League of Legends) Bullish (early investor) Annual revenue over $1B, sustained for a decade; accounted for 50% of Twitch's live content in early days
Valve (Steam) Bullish Steam once held a double-digit percentage share of industry revenue; evolved from a Half-Life updater into the largest PC distribution platform
Epic Games (Fortnite) Neutral to positive Mentioned Tim Sweeney's skepticism on interoperability
That Game Company (Sky) Bullish (portfolio company) Ranked fourth in revenue in China at one point; annual revenue in the hundreds of millions of dollars, nine-figure EBITDA
Discord Bullish (early investor) Transitioned from a gaming voice tool to a community platform
Snap Bullish (Benchmark investment) Excellent AR filter experience
Niantic (Pokémon GO) Neutral to positive Phenomenal success in summer 2016, but subsequent products failed to replicate it
CCP Games (EVE Online) Bullish (as a case study) Free economy + layered security zone design
Meta (Oculus) Risk warning Invested over $10B, with only 14-15 million units sold
Microsoft (Xbox Game Pass) Bullish Praised Phil Spencer for "virtualizing" Xbox as a platform rather than hardware
Tencent Bullish (as a case) Largest game publisher globally (by revenue); aggregates 1 billion users via QQ/WeChat
Nexon (Cart Rider) Bullish (historical milestone) First successful case of a fully free-to-play model with in-game purchases

Judgments Worth Remembering

1. "Focus on whether the player's most frequently executed action is enjoyable" (Lasky) — This is the core aesthetic judgment for determining a game's success, not a purely quantitative metric. The problem with most failed products lies in "a mismatch between high-frequency actions and enjoyment."

2. "The shift from a uniform $60 price to elastic pricing is the fundamental transformation of the modern gaming business model" (Lasky) — In the disc era, heavy and light players paid the same, whereas the free-to-play plus in-app purchase model allows heavy players ("whales") to spend thousands of dollars while light players pay nothing.

3. "Web3 games face a 'three-body problem': the relationship among developers, users, and speculators is inherently unstable" (Lasky, citing Blake Robbins) — Most current projects prioritize speculators over players, requiring mechanisms that make speculators "more like players" (e.g., the guild leader role in EVE Online).

4. "Apple's privacy policy changes have caused mobile game installs to drop by 10-35%, forcing the industry to seek non-paid user acquisition methods" (Lasky) — Positive in the long term, but "catastrophic" in the short term for companies reliant on Facebook advertising.

5. "The VR investment boom coincides with the publication of three novels, essentially being a 'boy's fantasy'" (Lasky) — Meta's Oculus project, with over $10 billion invested, is "basically a failure," with only 14-15 million units sold and 120 apps generating over $1 million in revenue — "a failure, not a success."

6. "Fun design patterns are extremely enduring — chess dates to the 14th century, poker to 150 years ago, and FPS/MMO genres trace back to DikuMUD from the early 1990s" (Lasky) — Stripping away companies and IP, core gameplay changes very little; this is the foundation of "eternal games."

7. "The core path for platform publishers: aggregate seed users with one blockbuster content" (Lasky) — Steam originated from Half-Life, Tencent layered games on top of 1 billion QQ/WeChat users, and Disney+ used Star Wars/Marvel to attract new users — "content-driven aggregation" is the natural paradigm.

8. "The 6-12 months after a game's launch are a monetization experimentation period; the most successful strategy is 'design first, quantification second'" (Lasky) — League of Legends unexpectedly discovered early on that experience boost potions became the most popular paid item because they did not undermine fairness.