The Wan Show
The Wan Show

Ding Dong the Witch is Dead - WAN Show December 22, 2023

Try Notion AI for free at https://www.Notion.com/wan Get hooked up with the latest and greatest audio gear at https://lmg.gg/Sweetwater Get $5 off your Magic Spoon order with code WAN at https://lmg.gg/magicspoon Timestamps (Courtesy of NoKi1119) Note: Timing may be off due to sponsor change: 0:00 C

Featured Speakers

Linus Tech Tips Host

Topics Discussed

Episode Summary

Executive Summary: The episode centered on gaming industry business models and platform control: Bobby Kotick’s exit from Activision, Sony’s rumored patent for dynamic difficulty and possible episodic pricing for AAA games, and broader questions about whether games should be “beatable” or adapted in real time. They also covered Apple/Beeper scrutiny, Google’s settlement payouts, VR market contraction, AI-driven workforce reshuffling, Steam privacy changes, merch updates, and a long tangent on food, pronunciation, and tech/product preferences.

Main Topics: Bobby Kotick’s departure and Activision’s legacy (Priority: 5/5): Kotick’s exit was framed as overdue and symbolically satisfying, but the hosts argued his management philosophy prioritized annualized, exploitable IP and shareholder line-goes-up economics over game quality and workplace culture. Sony’s rumored automatic difficulty curve patent (Priority: 5/5): The hosts debated a patent for dynamically adjusting game difficulty based on player performance, and whether hidden assist systems or adaptive difficulty erode the meaningful achievement of beating a game. Episodic game pricing vs full-game releases (Priority: 5/5): They discussed Sony reportedly considering selling major titles in multiple parts, comparing it to expansions, DLC, and episodic games, and whether this is a fair way to recoup rising development costs or just a more expensive fragmentation of a single game. Platform gatekeeping and Apple vs Beeper (Priority: 4/5): Apple’s repeated disruption of Beeper’s iMessage workaround prompted discussion of anti-competitive conduct, security arguments, and whether platform owners can justify blocking interoperability in the name of privacy. Industry economics and automation (Priority: 4/5): Several stories explored how scale and labor pressures are changing tech and gaming, including Deloitte using AI to redeploy employees instead of laying them off, and the continued consolidation and pricing pressure across hobby and computer retail sectors. Consumer services, privacy, and compensation (Priority: 3/5): Google’s $700 million settlement and changes to sideloading/billing were discussed as meaningful only if users actually claim their payouts, while Steam’s new privacy tools were welcomed for hiding embarrassing games and purchase activity. Merch, product updates, and community Q&A (Priority: 3/5): The show also included updates on LTT pins, the Precision driver correction, Fairphone 5 impressions, the Luxe backpack, BMX/Baja sponsorship, and assorted listener questions about audio, gifts, travel, and tech habits.

Key Arguments: Bobby Kotick’s legacy was financial optimization: the hosts argued he prioritized shareholder value and annualized releases over long-term creative or workplace health. Kotick’s departure matters symbolically, but the company culture and business structure he built will not automatically improve just because he is gone. Dynamic difficulty systems can be useful when visible or optional, but hidden auto-adjustment risks undermining player agency and the sense of accomplishment. Episodic game release can be acceptable for expansions or truly huge projects, but chopping a complete game into paid parts can feel exploitative. The industry is under pressure because development costs have risen dramatically while consumer purchasing power has not, making publishers search for higher effective price points. Apple’s behavior toward Beeper looks less like a pure security issue and more like anti-competitive platform control, especially if interoperability can be achieved safely. AI may be practical for huge organizations to identify skill matches and reassign employees instead of making blunt layoffs. Users must claim settlement money or they may effectively leave compensation on the table, since companies often benefit when people do not opt in. Steam’s private-library and private-purchase options reduce social embarrassment and improve user control over digital ownership. The hosts repeatedly emphasized that how a product is sourced should not change the review outcome, though they acknowledged some stories benefit from context about procurement. There is no universal safe business model for games: swinging for the fences can create hits like Baldur’s Gate 3, but fragmentation or cautious design can also reduce risk and revenue.

Data Points: Bobby Kotick tenure as CEO: 20 years - Kotick served as CEO of Activision for two decades before leaving the company on December 29. Bobby Kotick total Activision tenure: 32 years - He will leave Activision after 32 years with the company. Sony planned pricing example: $50 per part - The hosts discussed a rumor that the next Spider-Man game could be sold in three parts at $50 each. Development staff on GTA V: over 6,000 people - Used to illustrate how modern AAA production costs far more than older console games. Super Mario World end credits team size: about 10 people - Contrasted with modern blockbuster development teams. Game price floor in childhood: $59.99 to $69.99+ CAD - Discussion of how standard game pricing has risen over time in Canada. VR/AR market value change: down 40% - Industry research cited a sharp decline in sales this year. VR/AR market size last year: $1.1 billion - Estimated size of the AR/VR device market last year. VR/AR market size this year: $664 million - Estimated size of the AR/VR device market this year. Meta VR losses: over $3 billion per quarter - Referenced as ongoing losses in Meta’s VR division during 2023. Google settlement fund: $700 million - Settlement with all 50 state attorneys general over Play Store-related claims. Minimum Google payout per user: $2 - Users could claim at least two dollars, with larger payouts for higher spenders. Google service fee under user choice billing: 26% - Alternative billing still carries a substantial platform fee, down from 30%. Google Play Store fee: 30% - Used as the comparison point for the reduced alternative billing fee. Deloitte hiring: 130,000 new employees - The consulting firm’s scale was cited in the AI redeployment story. Apple Arcade subscription cost mentioned: $6 per month - Used while discussing the cost of Fantasian and subscription-based access. Fantasian spending estimate: $34 to about $70 - One estimate based on current spend and another based on a hypothetical billing fix. League of Legends skin spending example: over $2,000 - Illustrated how some players spend heavily on cosmetics. Other in-chat spending examples: $4,900, $6,000, $15,000, $24,000 - Audience examples of extreme game-cosmetic spending were mentioned during the discussion. Apple Arcade save retention: restored when resubscribing (uncertain timing) - Discussed as a limitation of the Fantasian experience and subscription model.

Pivotal Quotes: "His legacy for the finance bros is going to be line go up. His legacy for the gamers is going to be quality go down." — Linus: Summarizing Bobby Kotick’s impact on Activision and the industry. "I think there isn’t really like a safe bet here, because if you release and Act 1 is bad, you might be able to decide to just stop making the other ones." — Luke: On the risks of episodic game releases. "Because it turns out that was fing horse s the whole time." — Linus: Reacting to Apple’s security/privacy rationale in the Beeper discussion.

Implications: Publishers are searching for ways to raise effective game prices, but hidden difficulty systems and fragmented releases may trigger backlash unless they are transparent and valuable. Platform control and app-store fees remain major policy battlegrounds, while AI and privacy tools are reshaping both consumer and enterprise software behavior.

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Every week Linus and Luke discuss the most current happenings in the technology universe.

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