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Colossus (Invest Like the Best / Business Breakdowns)Podcast30 Jun 2020Source: traffic.libsyn.comHost: Patrick O'Shaughnessy

Blake Robbins – Investing in Gaming - [Invest Like the Best, EP.180]

In plain words

This interview explains how gaming is shifting from $60-per-game sales to free-to-play platforms that make money from in-game cosmetic items. Guest Blake Robbins prefers investing in infrastructure (like game engines Unity and Unreal, and Roblox) rather than betting on hit games. Key holdings: Tencent (owns ~40% of Epic Games and all of Riot Games, maker of League of Legends); 100 Thieves (an esports brand whose apparel sells out in 10-15 minutes, backed by Drake); Valve (owns Steam and CS:GO, but its skin economy relies on gambling demand, posing regulatory risk).

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This episode of Invest Like the Best features a conversation with Blake Robbins, a partner at Ludlow Ventures, who delves into investment opportunities in the gaming industry. The core argument: gaming is the fastest-growing sector in consumer attention, yet it remains in the early stages of mainstr

~11 min full read · 7 sections
Deep Analysis

This Issue's Snapshot

Guest: Blake Robbins, Partner at Ludlow Ventures, focused on early-stage investments in the gaming industry.

Main Theme: The gaming industry is transitioning from "selling boxes" (a $60 buy-to-play model) to free-to-play platformization, with investment opportunities in underlying engines, creator economy infrastructure, and emerging esports brands.

Key Judgment: Blake Robbins believes that games have shifted from a "hit-driven" business to platforms, and there are still ample opportunities to invest in the underlying technologies that support the gaming ecosystem, rather than just betting on individual blockbuster titles.


Game Business Model: From 'Selling Boxes' to 'Platformization'

Blake Robbins argues that the biggest structural change in the gaming industry is the shift from a '60-dollar one-time purchase' model to a 'free-to-play plus in-app purchases' platform model. This shift is represented by Fortnite and League of Legends: they are completely free and have very low hardware requirements (Fortnite can even run on phones and Chromebooks). This significantly lowers the barrier to entry and transforms the business from "releasing a new title every few years" to a platform that is "continuously operated and constantly updated".

  • Traditional model: Activision Blizzard and Electronic Arts still primarily sell new games at $60 each, relying on physical and digital channels.
  • New platform model: Epic Games (Fortnite), Riot Games (League of Legends), etc., derive revenue from in-game purchases, primarily 'cosmetic' virtual items that do not affect game balance but allow player self-expression. CS:GO's skin economy is even more extreme: players obtain skins from loot boxes ($2 each), which can be traded on secondary markets, with values ranging from 1 cent to $5,000 or even more. After Valve banned gambling sites in 2016, almost all skin values halved, indicating that their value depends on external gambling demand.

Implication: Blake believes that game platformization is a long-term trend, but the success of the 'free-to-play plus in-app purchases' model depends on players' strong demand for self-expression and community belonging. Signal: If players' willingness to purchase virtual items declines, or if regulation tightens (e.g., classifying loot boxes as gambling), revenue could be impacted.---


游戏内经济:从虚拟物品到真实货币的桥梁

Blake Robbins 指出,游戏内经济已演变为复杂的“真实货币-虚拟物品”生态系统,且不同游戏的管理策略差异巨大。 他以《CS:GO》和《堡垒之夜》为例,拆解了两种模式:

  • 《CS:GO》:Valve 采取“开放API”策略,允许第三方赌博网站使用皮肤作为筹码。这导致皮肤价值飙升,但2016年因监管压力封禁赌博网站后,皮肤价值腰斩。关键机制:皮肤有“有限供应”+“官方市场价公示”,但实际价值由赌博需求驱动。
  • 《堡垒之夜》:Epic 采取“封闭经济”,V-Bucks 仅用于购买皮肤,用户无法交易或转售,仅通过灰色市场(账号出售)变现。独特点:皮肤代表玩家身份——免费皮肤=“新兵”,稀有皮肤(如“骷髅兵”)=“老玩家”,且Epic通过限时供应制造稀缺感。

推演:Blake 认为,游戏内经济管理的核心是“平衡消费与公平”。风险:若监管将开箱视为赌博(如《CS:GO》),可能重塑整个商业模式。信号:关注各国对“随机开箱”的立法动向。


Esports Ecosystem: Open vs. Closed Dynamics, and the 100 Thieves Case

Blake Robbins believes that esports can be divided into "open ecosystems" (e.g., CS:GO) and "closed ecosystems" (e.g., Overwatch), and that 100 Thieves' success lies in capturing the bargaining power of the "closed ecosystem." He breaks down the three models in detail:

Game Ecosystem Type Core Mechanism Key Risk
CS:GO Fully open Independent tournament organizers, amateur teams compete freely, similar to golf; Valve does not participate in revenue sharing Teams struggle to generate stable profits, rely on sponsorships
League of Legends Regional leagues + World Championship North America introduced "franchising" in 2018 (10 fixed slots); teams share league revenue Game aging could lead to viewer attrition
Overwatch Forcibly closed A league was directly established in 2018, with franchise fees of $25–30 million The game itself has declined in popularity, damaging team value

100 Thieves Case: In 2020, Blake (via Ludlow Ventures) partnered with the Dan Gilbert (founder of Rocket Mortgage) team to convince former Call of Duty pro player "Nadeshot" to relaunch his brand "100 Thieves." They wrote a 90-page application and went through 5–6 rounds of interviews before securing a spot in the League of Legends North America league. Today, the brand has become "the Supreme of esports"—its apparel sells out within 10–15 minutes of each drop, and it has attracted investments from celebrities such as Drake and Scooter Braun.

Extrapolation: Blake argues that team values in open ecosystems (e.g., CS:GO) are highly volatile, while closed ecosystem slots are more scarce but depend on the game's popularity. He does not explicitly state 100 Thieves' valuation, but notes that its value is reflected as a multi-asset combination of "brand + community + apparel."


Creator Economy Infrastructure: Invest in the "Enablers" Not the "Performers"

Blake Robbins' core investment logic is to invest in the "infrastructure layer" that underpins the creator economy, rather than directly betting on individual creators. He draws an analogy with companies like Stripe (payments), Twilio (communications), and Plaid (financial data) — platforms that allow other entrepreneurs to "pay to use rather than build from scratch," thereby lowering the barrier to entry. Key insight: These infrastructure companies "grow as their customers grow" and are "not the customer's core competency, making them difficult to replace."

  • Example from gaming: Unity and Unreal Engine are the "Stripe of game development," letting developers avoid building their own graphics engines; Roblox is the "Webflow of the creator economy," enabling teenagers to create games without coding.
  • Other sectors: TruePill (pharmacy fulfillment) provides backend services for telehealth companies like Hims and Roman, allowing them to focus on marketing and customer experience. He also mentions: Daily.co (video API) lets companies like Tandem avoid building their own video calling features.

Extrapolation: Blake believes that every industry will eventually have its own "verticalized Plaid" — for example, a "data transfer layer" for health insurance, home rentals, and so on. Core investment opportunity: build API layers around "non-core functions" that other companies pay to use. He specifically notes: The "infrastructure layer" of the creator economy is still in its early stages, such as "game creation tools" and "white-label content platforms."


Mentioned Positions

Target Guest Attitude Key Data
Tencent Bullish Holds about 40% of Epic, fully acquired Riot Games (League of Legends)
Epic Games Bullish (indirectly via 100 Thieves) Fortnite player base covers mobile phones, Chromebooks, etc.
Activision Blizzard Risk Warning Still relies on the $60 buy-to-play model, annual new release pattern
Electronic Arts Risk Warning Same as above
Sea Limited Neutral Emphasizes its mobile games rising in Asia
Valve Bullish Owns Steam platform (third-party game distribution), CS:GO open skin economy
Riot Games Bullish (acquired by Tencent) League of Legends introduced franchising in North America in 2018
100 Thieves Bullish (direct investment) Apparel sells out in 10–15 minutes; wrote a 90-page application to secure a slot
Unity Bullish Game development engine, infrastructure layer
Unreal Bullish Same as above, under Epic, latest demo approaching live-action movie quality
Roblox Bullish Economy where teenagers create games and items
Vudu Neutral Paris mobile game studio, 10–20 games consistently in the iOS top 100

Judgments Worth Remembering

1. “Gaming is the fastest-growing area of consumer attention, and it’s still early” — Blake Robbins

Support: Gaming has shifted from a “hit-driven” business to a platform, becoming a “third place” for consumers (e.g., Fortnite replacing Facebook/Twitter as a place for friends to gather).

2. “In-game cosmetic items are about self-expression, not pay-to-win” — Blake Robbins

Support: Free skins = “newcomers,” rare skins = “veterans”; CS:GO skins had real value due to gambling demand, but that value was cut in half after gambling was banned.

3. “The open vs. closed ecosystem in esports is the key to the future” — Blake Robbins

Support: In open ecosystems (e.g., CS:GO), team values are highly volatile; in closed ecosystems (e.g., Overwatch), teams depend on the game’s popularity but the slots themselves have scarcity value.

4. “Creator economy infrastructure is an investment opportunity” — Blake Robbins

Support: Analogous to Stripe, Twilio, Plaid; game engines (Unity/Unreal) and Roblox are the “infrastructure layer” that lets creators build without starting from scratch.

5. “100 Thieves is a successful case study in brand building” — Blake Robbins

Support: Apparel sells out in 10–15 minutes; investments from Drake, Scooter Braun; brand value comes from the “esports + streetwear + media” triangle.

6. “Investing in the underlying platform of gaming is more viable than investing in individual games” — Blake Robbins

Support: Game studios carry extremely high risk (e.g., betting on just 1–2 titles); investing in tool chains (e.g., Unity, Roblox) or the “platform publisher” model (e.g., Vudu) is more sustainable.

7. “The modern lemonade stand: a new form of creator economy” — Blake Robbins

Support: Young people are more likely to become YouTubers/Twitch streamers; in the future, “white-label product” platforms will emerge, allowing creators to directly sell coffee, clothing, etc., rather than relying solely on advertising.

8. “PC Picker is an example of a ‘niche community’ becoming a big business” — Blake Robbins

Support: A PC parts compatibility website, initially a “niche tool,” later became a core community; he emphasizes that he is “always looking for overlooked subcultures” to anticipate trends.