Invest Like the Best with Patrick O'Shaughnessy
Invest Like the Best with Patrick O'Shaughnessy

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

My guest today is Mitch Lasky. Mitch is a partner at Benchmark and one of the leading figures in the video game industry. Over the last 30 years, he has built, led, and invested in a number of the best gaming companies in the world, including Activision, EA, Riot, Snapchat, and Discord. I couldn’t t

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Mitch Lasky Guest

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Episode Summary

Executive Summary: Patrick O'Shaughnessy interviews Mitch Lasky on how gaming evolved from boxed products to live, platform-based, free-to-play ecosystems. Lasky explains why great games are hard to invest in, how distribution, community, monetization, and creator tools reshaped the industry, and where VR, Web3, and metaverse hype still fall short.

Main Topics: Why gaming investors are rare (Priority: 5/5): Games were long seen as hit-driven entertainment with poor continuity of value for investors. Modern game economics (Priority: 5/5): Games are now customer acquisition and lifetime value businesses with diverse monetization. Platform-based publishers (Priority: 5/5): Steam, Tencent, Epic, and Game Pass aggregate demand and reshape the publisher role. Free-to-play and whales (Priority: 5/5): Elastic pricing lets power users subsidize the rest of the player base. Community and forever games (Priority: 4/5): Durable titles depend on ownership, UGC, openness, and vibrant social ecosystems. Tech, distribution, and hype cycles (Priority: 4/5): VR, Web3, and metaverse ideas face major design and infrastructure hurdles. Creator tools and new channels (Priority: 4/5): Unity, Unreal, Twitch, Discord, and YouTube lower friction and amplify growth.

Key Arguments: Games became investable when long-lived 'forever games' replaced fruit-fly lifespan hits. The business is fundamentally CLV/CAC, but aesthetics and design judgment still matter early. Platform-based publishers aggregate demand online, not supply, changing industry power. Free-to-play replaced flat $60 pricing with elastic monetization across very different users. League of Legends proved core games could monetize like casual games through virtual goods. Mobile accelerated free-to-play and ad-driven acquisition, but also worsened dark patterns. Twitch and YouTube act as major non-game growth engines by turning play into media. Web3 may work only if speculators are integrated invisibly into gameplay, not as outsiders.

Data Points: Podcast / company revenue estimate: 180, 190 billion worldwide - Lasky estimates current global games revenue at this scale Mobile revenue share: 50 to 55% - He says mobile now represents the dominant share of gaming revenue PC revenue share: 20% - Approximate share of worldwide gaming revenue after mobile Console revenue share: 25% of the remaining revenue - Approximate share of worldwide gaming revenue after mobile League of Legends revenue: a billion dollars a year in revenue for a decade - Used to illustrate the power of free-to-play monetization in core games App / install volume: 2000 games are being launched in the app store every month - Explains why upfront payment is hard in mobile Customer acquisition spend example: $92 million - Casino game company pitched with $100 million run rate and $92 million acquisition spend Historical ad spend benchmark: 25% of expected revenues - He contrasts current mobile acquisition spending with the shiny-disc era VR investment cited: $10 billion - His estimate of Meta/Oculus-style investment in VR Oculus units sold: 14, 15 million units - He uses this to argue VR has underperformed expectations Beat Saber / app success threshold: 120 apps have made a million dollars - He argues this still implies small unit economics at typical VR pricing Monthly active users example: a million monthly active users - Used to show that VR scale is still modest relative to major games League of Legends early team size: maybe 20 people - He describes the early investment meeting context Publishing volume: 250 video games - He says he published about this many games in his career

Pivotal Quotes: "It's never been a better time in the history of venture for games companies to raise private money." — Mitch Lasky: On the improving investability of the games sector and the new generation of investors "This is, in my opinion, the key insight for understanding the modern games business. This change from an inelastic pricing model to an elastic pricing model." — Mitch Lasky: On the shift from boxed pricing to free-to-play and variable monetization "I believe that the successful product is going to create a gamification experience around the speculator such that their sole motivation isn't growth." — Mitch Lasky: On why Web3 games need to integrate speculation into play rather than bolt it on

Implications: The next wave of winners will likely combine organic community growth, invisible monetization, and platform leverage; investors should avoid models that depend on heavy paid acquisition or overt speculation.

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