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a16z Podcast | Gaming Goes Mainstream

a16z2019-02-26
gaming#esports#entertainment#culture#games#videogames
916 views|5 years ago
💫 Short Summary

Bobby Kotick, CEO of Activision Blizzard, shares his journey from starting a software company inspired by Steve Jobs to merging with Vivendi Games and acquiring Blizzard. The video game industry's evolution, including the rise of eSports and spectator gaming, is discussed, emphasizing the inclusivity and engagement of gaming. The design of video games for eSports and spectatorship is evolving, with a focus on creating an engaging viewing experience. The impact of technology on gaming accessibility and the potential for merging physical and digital experiences in gaming are highlighted. The speaker predicts widespread adoption of Call of Duty among gamers.

✨ Highlights
📊 Transcript
Bobby Kotick discusses the evolution of Activision Blizzard, mergers, and gaming trends.
00:41
Kotick started a software company for Apple 2 in college, inspired by Steve Jobs.
Jobs convinced Kotick to drop out of college, recognizing his software talent.
Kotick's early entrepreneurial ventures are highlighted, influenced by tech giants like Jobs.
The conversation emphasizes the impact of Jobs on Kotick's career.
Steve Jobs invites the speaker to Cupertino to discuss a project involving the Macintosh prototype.
03:13
Jobs critiques the speaker's mouse design, pushing for a one-button mouse.
A debate on text formatting leads to a software development contract for the Apple 2 GS.
Jobs questions the work environment in the speaker's office above a Burger King and urges them to leave college to focus on the project.
Despite initial resistance, Jobs convinces the speaker to prioritize the Apple Computer contract over finishing college.
Creation of Video Game Hardware
07:29
In 1987, the speaker proposed the idea of creating video game hardware due to the absence of dedicated companies in the industry.
Despite the market crash in October, the speaker sought investment from a hedge fund, leveraging experience in software development for Apple and Commodore.
The speaker suggested purchasing Commodore, a company generating $900 million in revenue with a $150 million market value, famous for the Amiga computer.
The plan involved modifying the Amiga by removing the keyboard and disk drive.
Attempt to Persuade Chairman of Commodore to Enter Video Game Business.
08:40
Speaker invested in Activision after advice from Nintendo representatives.
Speaker becomes largest shareholder in Activision with a 25% stake for $440,000.
Despite Activision's insolvency, CEO initially avoids communication with the speaker.
After waiting in the lobby, the CEO agrees to talk but is dismissive of the speaker's game ideas and interest in revitalizing old properties.
Activision Blizzard merges with Vivendi Games in 2008.
11:39
Blizzard, creator of World of Warcraft, was a highly valued company.
Activision sought to acquire Blizzard due to their strong passion and belief in the company.
Vivendi, a former French water company turned conglomerate, faced financial struggles.
The merger with Activision provided stability for Blizzard and expanded Activision's reach in the gaming industry.
Negotiation between the speaker and Vivendi for the acquisition of Blizzard.
14:14
Multiple offers were made, including up to seven billion dollars, before settling on a deal where Vivendi would own 51% of the speaker's company.
The speaker almost jeopardized the deal by proposing to build condominiums on a beautiful French headquarters offered by Vivendi.
The chairman of Vivendi emphasized the importance of treating the building as a home and a place for Paris, highlighting its significance and potential for business operations.
Speaker's experience with a business deal and reflections on the video game industry.
16:40
The speaker originally planned to build ten stories but ended up with a 51 percent shareholder for five years.
Despite concerns, the deal worked out well, and the shareholder justified their value through synergy meetings.
The speaker eventually bought back the stake and reflects on the state of the video game industry today.
The video game industry is described as a global phenomenon with significant opportunities and changes, making it an exciting time for the industry.
The impact of technology on gaming accessibility and global reach.
19:56
Phones have expanded gaming opportunities for players of all backgrounds.
Social gaming experiences have changed the industry, enabling global connections and competition.
Video games now promote competition, belonging, and purpose, akin to Mandela's perspective on sports.
eSports are inclusive and engaging, with potential to drive passion and interest similar to traditional sports.
The rise of eSports and spectator gaming.
22:52
Success of StarCraft in Korea with 20% of male population being registered players.
Arenas filled with spectators, dedicated cable channels, and professional players earning over $100,000.
Impact of spectator experience on gaming, with titles like Overwatch bridging the gap between players and viewers.
Evolution of gaming culture into mainstream entertainment, with gaming competitions becoming as popular as traditional sports.
Evolution of video game design for eSports and spectatorship.
25:19
Games like Overwatch are being designed with spectating in mind, focusing on camera angles and commentary.
Overwatch League incorporates local affiliations to enhance fan engagement, similar to traditional sports.
Video games becoming part of the Olympics is unlikely due to the commercial nature of the event.
Video game industry shows a pattern of enthusiastic early adopters like other consumer properties.
The impact of early adopters on game development and the importance of user feedback.
27:58
Early adopters have the power to shape opinions and influence game development through protests and boycotts.
Gamers have high levels of commitment and engagement, spending hours on gameplay compared to film and TV viewers.
User feedback is crucial for modifying and improving games, driving innovation in the industry.
Companies benefit from engaging with their user base, incorporating feedback, and understanding the industry's evolution for success.
Innovations in the gaming industry have made games more accessible and shifted content delivery to seasons.
30:54
Pokemon Go brought in substantial revenue and expanded the appeal of games to a wider audience.
Nintendo is recognized for physical innovations such as the Wii's motion controls, offering transformative experiences.
Pokemon Go revolutionized the industry by introducing a large-scale physical gaming experience.
The advancements in the gaming industry highlight the potential for integrating physical and digital experiences in gaming.
Impact of AR vs. VR in gaming.
33:32
AR has potential for near-term impact in gaming.
Call of Duty Black Ops 4's blackout mode is recommended for its fun and accessibility.
Red Dead Redemption's gameplay is praised.
Widespread adoption of Call of Duty predicted among gamers.