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Podcast Summary: The Future of Gaming with Brian Cho
Podcast Information Podcast Title: Consumer VC Episode Title: The Future of Gaming: Game Economies, New Business Models, Gamification, Blockchain Technology & AI Innovation with Brian Cho, Co-Founder of Patron Host: Mike Gelb Guest: Brian Cho, Co-Founder and General Partner at Patron Episode Length: Approximately 1 hour Release Date: TBD
Episode Overview In this episode, Mike Gelb engages in a deep conversation with Brian Cho about the evolving landscape of the gaming industry. They explore various topics such as gaming economies, business model innovations, the influence of generative AI, and the role of blockchain technology in shaping the future of gaming.
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Key Discussion Points
- Gaming vs. Other Entertainment Forms
- Interactivity in Gaming:
- Gaming is characterized by high interactivity, allowing players to control outcomes and progress, unlike passive media such as movies or books.
- Mastery and progression are integral to the gaming experience.
- Social Media as Gaming:
- Social media shares elements of gaming, such as mastery and randomness resembling game mechanics.
- Business Models in Gaming
- Centralized Models:
- Current gaming ecosystems prefer centralized models to prevent economic leakages (e.g., players trading currencies outside the game).
- Openness in Future Games:
- Future games may shift towards more user flexibility and openness in currency exchanges.
- Innovations in Game Development
- Generative AI:
- Generative AI is enhancing software development efficiency, allowing smaller teams to create compelling gaming experiences.
- The full potential of AI in game development has yet to be realized, particularly in achieving high-quality outputs.
- Blockchain Technology:
- While blockchain has potential for ownership and cross-game currency, centralized models prevail in traditional gaming.
- Application of stable coins may facilitate smoother transactions in gaming economies.
- Investment Perspectives
- Timing and Trends:
- Successful gaming ventures often emerge when they challenge existing norms (e.g., free-to-play models).
- Investors should focus on the intersection of new consumer behaviors and technology advancements.
- The Importance of IP:
- Strong intellectual property (IP) can drive significant success, evidenced by companies like Pokémon and Riot Games.
- Startups should carefully consider how they handle IP to maximize its potential.
- Future Predictions
- VR and AR Technologies:
- Current VR technology is compared to early PDA devices; a breakthrough is necessary for widespread adoption.
- Future consumer experiences may evolve towards AR applications, potentially enhanced by AI.
- Cultural Impact of Gaming:
- Gaming has achieved mainstream cultural acceptance, as seen in the success of franchises like Mario and events like esports.
- Foundational Lessons for Startups
- Importance of having a clear vision alongside market awareness.
- The necessity of gathering and nurturing a community of passionate early users.
- The need for conviction in founding teams while remaining adaptable to market feedback.
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Key Takeaways
- Interactivity is a defining feature of gaming that sets it apart from other entertainment forms.
- Business models in gaming are evolving, with potential shifts towards decentralized economics and user autonomy.
- Generative AI and blockchain are poised to transform game development and monetization, but practical applications are still in nascent stages.
- Cultural relevance of gaming is expanding, making it a fertile ground for investment and innovation.
- Investor focus should be on identifying trends and understanding consumer behavior to find unique opportunities.
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Recommended Books
- The Hard Thing About Hard Things by Ben Horowitz: Insightful guidance on the challenges of founding and operating startups.
- Shoe Dog by Phil Knight: A compelling narrative on the founding of Nike and the trials faced in building a successful brand.
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Closing Remarks Mike Gelb thanks Brian Cho for sharing his insights and encourages listeners to subscribe for more episodes focused on venture capital and consumer innovation trends.
For more information, visit [Consumer VC](http://www.theconsumervc.com) and subscribe to the newsletter for updates on consumer deals and new episode releases.
Written by AI. May contain mistakes. Listen to the episode to check what was said.
Transcript
Automatic transcript. May contain errors.0:00I think it's actually really hard to have cross currency games. you know the reason why big gaming companies do that is so there is no leakage meaning like hey if you're going to spend a hundred dollars on virtual currency you want them to spend those like you know quote-unquote tokens inside of your ecosystem right you don't want any leakages and people like trading that or selling it to other places so i think for a very long time you're just going to see more of the centralized model where people care more about just like having everyone in their walled ecosystem and walled gardens and not having that kind of escape you might see more games in the future just be more open towards that kind of philosophy.
0:39And mostly it's to basically give flexibility to the users rather than try to control the economy, which I think a lot of big companies have always done with their digital currencies. Hello, I'm your host, Mike Gelb, and this is The Consumer VC, where we discuss the intersection of venture capital and consumer innovation. This show is brought to you by Propeller Industries, the leading strategic finance and accounting partner for venture stage companies. Now, I know this is free content, but it doesn't mean I don't have a favor to ask you. If you're enjoying the show, please subscribe on YouTube or whichever channel you're listening from.
1:12And if you love the world of emerging consumer, I highly recommend checking out our newsletter at the consumer bc.com, where we send a weekly digest of all the consumer deals that are happening, all the product launches and expansions that are happening in the world of consumer. And you'll be the first to know when a new episode drops. So sign up today at theconsumervc.com. All content episodes are for informational and entertainment purposes only and is not investment advice. Our guest today is Brian Cho, who is the co-founder and general partner at Patron. Patron is an early stage venture capital firm that invests in the future shaped by games.
1:53Previously, he was a founding member of A16Z's investment team and held senior leadership positions at Riot Games. We discuss business model innovation within games, the impact of generative AI on games, when blockchain makes sense, and his learnings from Chris Dixon when he was at Indreason Horowitz. Without further ado, here's Brian.
2:21Brian, thanks so much for joining me here today. How are you? Good. How's it going, Mike? Thanks for having me. Thanks so much for coming on. I really, really appreciate it. So let's start from, I guess, the beginning. What in your mind is the difference between, I know that you're very focused on gaming and your career has been a focus on gaming and also consumer technology, consumer innovation. What is different about gaming versus other forms of entertainment in your mind? What actually makes a game a game? Yeah. Well, gaming is highly interactive, right? I think if you think about just the history of media format, it's been very much focused on consuming.
2:59So in the case of books, radio, television, movies, music, it's very much focused on consumption. And when you think about gaming, it adds the layer of interactivity. So now you can actually be part of the experience. There's certainly sense of input. So when you're actually playing a game, you're putting in inputs that actually control the character, what's happening in the game. And I think the most interesting thing about gaming is there is a mastery that's baked into the experience as well. So when you're playing a game, you progress with the game. In the case of games like Super Mario and some of these other things that have been historically defined as a game, you kind of progress through the game and you end up leveling up and there's a sense of mastery and progression.
3:38And I think those are some of the key attributes that differentiates a product like a game from your typical mass consumption media experience. Do you consider social media a version of gaming? I think so. You know, I think, I mean, if you break down life, like you can probably argue that there's elements of gaming, right? If you think about how we go about our day to day and, you know, a lot of ways. I think Paki McCormick wrote this great story about how the internet's a giant game. You know, a lot of people are just leveraging the internet to like level up and you think about how we go about just creating our lives and the economy there.
4:15But I think with social media, there's elements of it that certainly taps into this. I think one layer is certainly around like the mastery component potentially, right? So you think about a lot of people, you know, like even like a podcaster yourself, I'm sure when you first started, you had like tens of hundreds of followers. And then now you're like one of the most successful podcasters out there in the vertical that you focus on. And it took time, right? It's certainly like, I'm sure you've leveled up in terms of your skills and how you built the audience. um so i think there's that component you know with social like the ability to get followers and build out like a community um there's something that is parallel to video game and then i think from more of a social media perspective you think about just like the feed on instagram and tiktok and i think you can argue that a lot of the experiences there are similar to like a loot box where you kind of don't know what you're going to get right and maybe that's some of the darker side of social media but there's that mechanic where you don't know what you're going to discover next and you've seen a lot of this mechanics that's been highlighted in games where there's the randomness and that rng and randomness creates a lot of fun so i think you can't argue that there is components of games that certainly show up on social media and um and vice versa i think a lot of games are turning out to be more like social social media platforms yeah that's a fair point that that that's a really fair point in terms of also just how games there are becoming I mean, also social media platforms, even, you know, social media platforms around gaming as well has become such a big business.
5:45Right. What when you look at what's what's gone on with, you know, Discord or what have you? Yeah, exactly. Roblox. Exactly. Great, great, great examples. How from from an investor lens? I mean, I guess going back, what what got you really curious about gaming? and as well as kind of, I know when you were at Andreessen, you sourced Oculus and we kind of very, very focused on games, but what was that drive or what was the reason what attracted you to the category itself? Yeah, I think, you know, for me, I've been a lifelong gamer. I was fortunate enough to be raised in South Korea during like the late 90s and early 2000s.
6:29And this was a time when like the government was investing a lot into the internet infrastructure. And if you recall, Korea actually had one of the first online, massively played online games called Lineage. And because they had T1 internet in this really populated city, Seoul versus everyone else, they were able to build that experience out. So I got to spend a lot of my childhood playing online games. And that was my, I would say, introduction into software and internet in general. It was through that lens. And if you think about gaming, it's always been a great... Games have always created a great early consumer adoption experience.
7:07You think about things like the mobile phone, social networks, certainly the internet. It's one of the first usual consumer applications that gets built out and gets a lot of people to try. and in the case of Andreessen you know I think a lot of the we never when I started this was like around fund two, fund three it was during the early years working closely with Chris Dixon we didn't have a good gaming fund as we do now a lot of the focus was on general consumer and enterprise and in the case of Oculus like that wasn't necessarily a gaming investment we saw that as a new competing platform for what VR and AR could be and gaming was certainly one of the use cases initial use cases but you know I think you can argue that some of the most valuable companies today, they initially started off as a gaming company, right?
7:50I think NVIDIA is like the prime example where they started building GPUs for gamers and graphic designers. And now it's something that's obviously a lot bigger. And I would say like, that's how we look at a lot of consumer companies. It's less about like, hey, is this like a fun game? But are they using mechanics from games that could become really interesting venture-scale companies? Or is gaming the right wedge to start? I think one last example I'll give is Tencent. I don't know if you're familiar with the Chinese internet company, but they were the parent company of the company that I used to work for.
8:23Yeah, WeChat, Riot Games was actually fully acquired by Tencent. And gaming was one of the biggest initial wedges that they leveraged to build out their massive empire and business. Can you, are you able to give us some examples in terms of, I love what you say, what you said about how it doesn't necessarily have to be a game itself to be interesting. It's more so about the mechanics of games that actually could be interesting in terms of building, maybe building reality, building people to achieve mass adoption or to actually just honestly build a pretty big business that's interesting. Can you talk to me a little about some of the mechanics of gaming that you find quite interesting that could be applied to other circles?
9:07I think one of the most interesting companies in the last 10, 20 years that have gotten built out is Duolingo. So, you know, prior to Duolingo, you had like learning language was not fun, right? You had the Rosetta Stone and like you had to hire like language instructors. And there was nothing about it that made you want to come back and just it felt like a chore in a lot of ways. And Duolingo flipped that on its head, right? And, you know, like debatable on like how good the efficacy has been. I think people have certainly learned like new languages and certainly have probably got more out of that and got them to practice.
9:46But I think the point is that's like a great product where it has actually helped people learn a new skill set. And the thing about games is like no one wants to learn a new language. But when you put a mobile game in front of them, and I think Duolingo is probably a closer comp to a Candy Crush in terms of the user experience. If you ever tried Duolingo, it's like these bite-sized kind of quests, daily quests that you have to do, right? And you see that in other games like Candy Crush and some of the Clash of Clans type of products. The sessions are super short. And there's instant feedback that you get, you know, in terms of when you actually complete like a Duolingo lesson.
10:21You're able to see that you're progressing. There's like a map. So I think they use a lot of the mechanics that you find in games to make that product more compelling. And I think in other verticals and fitness, like that's probably another great example, like products like Strava, as an example, one of the most popular consumer fitness apps today, it turns running into a multiplayer game. And it's not just about the leaderboards and achievements and badges. I think gamification, it implies a very, I would say, surface level adoption of game mechanics, not necessarily something that goes deep.
10:54And in the case of Strava, if you see the product, it's one of the most highly engaged products. And it turns something mundane as running into more of a competition. You can see how fast you've done in a segment. And the last thing I'll talk about more recently is, I don't know if you've been following what's been happening with Pokemon Sleep. But Pokemon Company put out the sleep product that helps people go to sleep, right? And in its first year, it did$100 million in revenues, which is pretty insane to think about in terms of the business traction and how well that product's doing. So, yeah, there are certainly applications of games that goes into other verticals that I think people are sleeping on today, no pun intended.
11:32When you realize a company, how also do you think about IP? You mentioned Pokemon, for example, and maybe there's a company out there that actually could leverage current IP to actually create new games or new experiences, rather, or actually generate their own IP in order to create new games. Is there a preference in terms of what actually is interesting to you versus when it comes to actually creating your own IP versus using other IP when it comes to actually making new games? yeah i think if you're building a game studio um there's there's games that have certainly gotten like really big without a very strong ip like an example of that would be like um you can argue something like counter-strike right where like when you play the game there isn't necessarily like characters and deep universes with like a lot of the character players that you play in many cases fortnite i think that's been helpful that they're more of a platform that's free of like a central ip like a counter to that would be something like a league of legends or like blizzard games where there's like very deep lore in ip i think it just depends on what type of gaming company you're building but that's the beauty of investing into more of a game studio and game startup is aside from like the technology and the user base you can actually build a massive company from ip in the case of pokemon i mean we just talked about this um i didn't realize this but they're actually the most valuable ip in terms of dollars generated in terms of revenue it's like double the size of Disney in terms of like Mickey Mouse and Marvel.
13:01Yeah. Number one IP in the world is a video game IP, right? You would think it's actually Star Wars or some of like Disney characters and princesses. But despite having started in the 90s, it's generated more revenue than many of those properties, lifetime revenue. And it also goes to reach. Like in the case of Riot, where I worked, a lot of people, especially in China, were more familiar with our ip like the legal legend champions than the marvel characters like they actually knew more about our characters and than some of the stuff that you would find in the west so um i think it does it does play a lot into the value of like some of these companies and why that's important when since you worked at obviously since you were to riot for for a while and they obviously invented their own ip they had their own characters that you know became in in in some parts of the world more popular than, than, than maybe Disney characters or other characters.
13:57What did that, and, and, and now since you're back to being a, you know, a investor with, and, and starting your own fund, what did that experience teach you in terms of how to actually analyze IP and actually characters and see if these are actually could be compelling characters or ip that could actually could actually catch on and be and and and become uh uh interesting or or valuable yeah i think a lot of um gaming companies start off not just thinking too much about the ip they think more about the gameplay and like you know the just the single game that they're making and i think that's fine to a certain extent because like who would have thought like super mario like you know like uh like a plumber well or like pokemon right would become what it is today right like if you if you pitch somebody that today you would just basically call them like pretty insane in terms of like would it actually resonate with users and what have you so i think until you have a hit game is generally pretty hard to tell now i think what nintendo and riot and blizzard like what they've done really well is actually they cared a lot about IP in terms of like what it represents.
15:11They cared a lot about not diluting their IP, meaning that they weren't willing to like throw their IP and every other game out there, do a bunch of collaborations. And more importantly, we were as a league of legends was like, you know, scaling and doing really well. We had opportunity to actually like bring in other characters from very popular other movies and TV shows into the game. but we decided not to because we cared more about growing and posturing our IP. So to answer your question, I think it depends on the company, but I would say that for startups, it is very important to think, even from like the earliest days, you know, if you actually, this game ends up being a hit, what are you going to do with IP?
15:51And I think generally companies that do well are the ones that think a lot about protecting their IP. And that doesn't necessarily mean like, you know, you go after with like every copyright type of thing, but like, how do you build out? because League of Legends, by the way, when we started, it wasn't like we thought about creating the IP on day one. We actually had a hodgepodge of random universes and characters and fantasies. But eventually it got to a point where it made sense for us to hire a team that focused a lot around building the IP. So yeah, I would say it does matter. But for a startup, maybe not so much.
16:24I think it's more about how thoughtful you are from the onset. How also do you think about for games? because of course games they take a long time to build and you have no idea really if they're going to be successful i had on uh one of the most recent episodes was with uh vanessa larco who's an investor at at nea and she spent time at uh xbox and also at playdom uh and and she said i actually don't even though she comes from a gaming background she doesn't invest in games because it's so hard to actually know if if if a game will go viral if it will actually catch on it It could be the most well-produced game.
17:01It could be incredible. But of course, if you have a hit, oh my gosh, is it lucrative? Oh my gosh, is it incredible? How, from an investor perspective, from an operator perspective, how do you also analyze companies, especially at the very early stages? Because you don't know. I mean, obviously no one has a crystal ball here for anything, but it's really hard to know if it will actually take off and actually become, go viral and actually become, turn into a big business. Yeah. Totally. Yeah. I think for that reason, we don't underwrite IP or like game ideas. I think it's really hard to invest that way.
17:46I think the thing that we think about a lot is trying to answer the question of why now. And if you think about some of the biggest gaming companies in the last 10 years, whether it's like Riot, Supercell, even in the case of like Zynga, like companies that have gone public and have done well. Like, I think the secret there was they started at a time when they were doing something that was counterculture. You know, in the case of Riot, like no one was building free-to-play games when we first started. You know, the idea of free-to-play was actually seen as kind of, if you're like a talented game developer, you were working on Xbox and, you know, Playstations.
18:22You were not on PC. You're not building on mobile or social, right? So I think for us, we think about like, what are these companies and new consumer behaviors that are getting built out that a company can go build on top of? And is it like the right time? Are they thinking about the right way? Do they have it? Like Riot was actually a lot of people labeled it as like an e-sports and free-to-play company. But in many cases, it became big because it figured out direct-to-consumer distribution. Like before Riot, there wasn't any company that was doing that where they were going straight to the consumers.
18:52They typically have to sell a box product, be on Best Buy, on Circuit City, and what have you. To answer your question, I think we think a lot about what are the things that are enabling this startup to get created today? And then also, is the team building a game or are they building a company? They're very different things. So we don't actually underwrite single games also. Meaning you might be able to start off as a game and that's the initial wedge, but there needs to be something that goes much beyond that. and i think that's why riot ended up doing really well right riot had one game league of legends on the surface but if you looked under the hood we had multiple business lines that scaled way beyond that including we traded on sports around esports um we had like a merchandise and licensing business uh we certainly spent a lot of time around tv and movies as well that was very successful and then we had multiple IPs it just wasn't league so um i think that's an example of a company that scaled beyond just the gaming but uh i think it is important to time the market very very well so in the case of riot you you obviously in terms of timing you had this new monetization um uh way to monetize with you know free to play not that there hasn't been you know past uh past companies that that did free to play but riot games were the first one that kind of made it made it um made it made it big and a lot of people i'm sure questioned if free to play and actually purchasing skins, if that could actually be a real business model.
20:19I know that there's obviously, as you said, there's other lines of businesses too with it, but free to play. How does, when you're looking at a company, does it have to be a business model innovation like Riot was or not really? It can be other innovations too. It can be a technology innovation, right? I think in the case of AI, you're certainly seeing new types of companies, new experiences that weren't possible before some of the introduction of stuff that we're seeing today. Certainly in crypto, things that we saw during the last cycle, which again, I think timing-wise, we got a little bit ahead of the skis, but a lot of the experiences in crypto were not possible prior to the last cycle.
21:02So I think it just depends on what type of games that you're building and i just think that usually the biggest outcomes every cycle in games that ends up being like a startup to a public outcome it doesn't look like anything that it came before it and and that's you know many cases why we don't invest in companies that are going to directly compete with like a riot and supercell what we just think that's um it's very hard to compete in that red ocean so you have to basically put bet on blue ocean opportunities for these startups in the game. So how, how do you think, I didn't mention crypto and you have a few, you know, crypto web three investments.
21:39How do you think it seems like the hype cycle of crypto, if it's fair to say it's, it kind of came and went. Obviously crypto is still around, blockchain is still around and there's folks building blockchain. There's just, it's just in terms of maybe valuations for many of them, they really weren't, aren't valued maybe as they once were. How do you think about crypto and blockchain and maybe part of that hype cycle and what you get in hype cycle and not just by the way, crypto or blockchain, this happens and, you know, every, anytime there's a hype cycle, but you get a lot of use cases that aren't really use cases, right.
22:10And actually ended up, you actually maybe don't need blockchain technology in order to create what you're trying to create. How do you assess for crypto blockchain, if it actually makes sense for a company to actually use that as a base to actually build a gaming or consumer company on top of? It goes back to the user experience and what kind of company they want to build. I think generally speaking, we've passed on a lot of companies that were trying to launch a token really quickly and monetize off that token and basically built on an economy where it felt like a house of cards. It wasn't sustainable.
22:45It was clear even from evaluation. but on the flip side like you know in in the physical world there's been games that have lasted 20 30 years that's built around collecting and ownership i think the two games that come to the least my mind is magic the gathering and what pokemon company has done with their trading cards right like in that case ownership makes sense and there is some speculation built into pack opening sure like there's that analogy but i think there should be more experiences like that that get built out. Now, I think going back to the free-to-play example, I think there's some analogy there where if you remember a lot of the free-to-play games that got funded and failed, they were games where they were punishing users for free-to-play.
23:26So basically, to progress in a game, you had to keep paying money. And a lot of these early free-to-play games, especially the social games that existed, if you remember on Facebook, some of the platforms were super spammy. It was not a great consumer experience. The companies that did really well in free-to-play were companies that had a long view. And that was the case of Riot, right? For us, like, we explicitly did not try to squeeze every penny and dollar from every one of our users. In fact, you could play League of Legends for free as long as you wanted and have this exact same experience.
23:56And skins were optional, by the way. Like, you actually didn't have to pay for it at all to actually enjoy the game. And it ended up being, like, one of the most profitable and highly engaged businesses because what we cared about, our metric wasn't actually about monetization at Riot. It was about engagement. and how long are these folks actually staying on? And are they going to, you know, it's less about like LTV, right? It's like, are they going to be a player that's going to play league for the next 10 years? And, you know, how do we service these type of players and audience? So going back to your blockchain question, I think those are the companies that excite us or folks that are thinking long-term about the application of crypto that's less built on, like, I would say building a casino and more around how do you actually build a new type of user experience that adds benefit to the players that is sustainable and not going to be a spike.
24:45How also, I know we mentioned free-to-play a lot. Also, we've certainly had maybe another innovation with free-to-earn. And of course, I think of Axis Infinity, for example, is probably the big name that gets thrown around when it comes to free-to-earn. What do you think about maybe the future as well in terms of that format when it comes to game monetizations? for gaming monetization? I just believe that, because again, it's already happening, right? There's a lot of people that already play video games for a living. And today, one case of that is the game streamers where you stream for views and then you get paid on Twitch.
25:28There's a lot of these people that actually do the work inside of an online game. Unfortunately, they're called boosters, which in League of Legends, you would actually get someone to, you would pay someone to boost your account. meaning someone that's more skilled than you would come in, play on your account, and you would actually get a higher ranking, right? I mean, a lot of, I think, like kids did this, and you would go in your social circle and tell people like, hey, I'm like a really highly skilled player type of thing, which sounds ridiculous, but that was kind of this economy in its own.
25:57And then in the case of MMO, it's like, wow, people were like farming gold, and that was a huge industry. So the point I'm trying to make is like, I also think, you know, when you think about the future of work and how that's going to happen in the internet like there will be a future where we spend just a lot more time you know not going into the office but we're going to be you know probably the next evolution of zoom and maybe that's going to look more like a virtual world where it's not just like video but um again i just think the timing was like way too early but this the concept of eventually like something like a metaverse i don't think that's like the right term but something like that should exist in the future and i think in that world where we spend more time virtually, where we're spending just a lot of our working hours connected to the internet, there should be a better way to earn money and potentially earn digital objects and virtual objects.
26:50And I think in that reality, that's when the idea of ownership through blockchain makes sense. But it's hard for me to predict that too. I think as VCs, our job is less about trying to predict the future. It's like understanding what's happening today very clearly, right? I think Matt Kohler actually said that from Benchmark, but it's one of these things where we care a lot about what's happening now. And the blockchain bets that we have made are folks that are thinking long-term, but they also understand what is working today and what consumers care about today. This episode is brought to you by Propeller Industries.
27:25If you run a high growth business and you're focused on profitability, extending your runway and improving your operational efficiency, you probably need a finance and accounting whiz that will grow with you. Well, instead of hiring someone full time, what would be cost effective is working with Propeller Industries. Propeller Industries is a leading strategic finance and accounting partner for venture stage companies and has partnered with over a thousand startups and high growth businesses across consumer products, consumer tech, and enterprise. Some of the brands that they've worked with are Liquid Death, Olipop, Hims, Farmer's Dog, Away, MoviePass, and Giphy.
28:00Propeller also provides specialized support for fundraising and M &A with transaction advisory services. Propeller's TA team of former investment bankers and investors can step in on more of a project basis when pursuing full-scale financing and M &A. There's a link to Propeller Industries in the show notes if you want to learn more information. so could we talk about a bit about platform too because you know thinking about of course you're early investor in oculus think about you know the vr headset for example and how vr went what you know was interesting then it wasn't interesting and kind of went down and then and then and then and maybe oculus maybe it was was was one of the companies that that reignited some interest and as well as obviously what um obviously apple as well with with their headset how do you how do you talk to me a little bit about what you think about a bit about the future of VR when it comes to, I mean, we can call it metaverse or just more, but more experiential, I would say, relation in terms of being connected and also really into gaming.
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29:00And do you also think that the platform for VR will come from, obviously we've seen Facebook, we've seen Apple invest a lot of money in terms of creating their own platforms. Do you think that the winner will be from an incumbent or do you think that actually it could be a startup that will actually win out the day when it comes to platform i think it's gonna be a new company because i just feel like the things that again let's just talk more of the software side first right the things that i think a lot of the bigger platforms have promised on this like virtual quote-unquote metaverse world is it just feels very like old school right it just feels like uh like it's like an app store 2.0 or something or like it's like you know it's like an app store it's just it's just visual you know like yeah exactly it it feels like what kind of like you know when people talked about social media back in the day it was like yahoo like or like people on the internet like um photocopying newspapers and like uploading or something right like there isn't like a native experience that just seemed really compelling so um i think generally with these kind of new platforms like i would always bet on the startup i think you have to take it from the first principles and not be tied down by what's going to come before it and um you know obviously a lot of the politics that comes with working for a big company i think you ask a really great question which is around hardware like are we there yet and to me it feels like we're still in the palm pilot days of these like vr headsets where you see sort of pda right like you see the potential like you know where this thing is headed you know it's going to eventually turn into an iphone but like from a user experience perspective, teaching people how to actually use some of these controllers.
30:40I think one of the best things that Vision Pro did was remove the controllers. I just don't think it's intuitive at all to get the handset controller through VR. That doesn't make a lot of sense to me. And I think most people just don't want to wear the headset for more than 15, 20 minutes at a time. It's cumbersome. It messes up your hair. It's really tiring. There's the fatigue. so eventually i think it's going to be cracked i think the thing that is most promising and the reason why we're excited about vr and personally i think there's some interesting companies that are being built here is um i don't know if you followed what's been happening with oculus but the number one game is a it's a game called guerrilla tech i think it's like flying under the radar right but it's this game that like i want to say like 13 to like kids around 13 like teenagers they play with their friends and it's a simple game it's like a social game where you're like tagging friends using your vr headset and um it's like really taken off and i would say it's probably one of the most engaged apps on oculus period and i think that's like something to kind of think out look out for is when you have a lot of these like teenagers that are going to eventually grow up to be adults and spend a lot of time on the internet like what are they growing up with I think that's for us why Roblox is super fascinating and Discord.
31:56Like, what's the evolution of that product, right? Like, what are these kids going to grow up to that they're going to want something deeper than like a news feed or what we're used to as the consumer internet? So there's, I think, a lot of promising tailwinds around the space. The question is, like, what's the right time? And until I think hard work gets figured out, it is going to be very hard because that's just a hard barrier to getting people to adopt the platform. If we are in the PDA in a life cycle, if we are very early or maybe the PDA version of VR headset, when do you think from your lens we'll get to, let's call it the iPhone version of what headset is?
32:42Do you think 10 years? Do you think it's going to be longer, shorter? What are your kind of projections if you have any? I would think it's going to be in 10 years and maybe the form factor is going to be looking closer to the meta ray bands, something to that effect. And maybe it doesn't have to be like, again, AR and VR are very different things, but maybe AR takes off first, right? Because now you have AI that can actually work with some of these devices and just really supercharge what's happening real time and people are going to get a lot of value out of it. On the VR side, I think the reality is is like, you know, some of the biggest companies in the world and some of the smartest people, especially on the hardware side, are spending a lot of time in this category.
33:25You know, some of the greatest companies in the world, obviously, right, that are building consumer electronics. So you would think that in the next 10 years, there is a step function in terms of product, in terms of price, in terms of form factor, it all comes down. But hardware is hard, you know. it's also uh one of those spaces where um it is very tough to invest for that reason and i i think there is promising trend but um you know we're still maybe like two three cycles out at least from the apple headset to getting there but i do think it's one of the most underappreciated space to invest in and it's a space that personally i i like a lot because i also think it's one of those spaces where it's around the corner where you know vcs may not get excited about it by it today, but perhaps, you know, four or five years from now, there is actually some interesting companies that get built out here.
34:18What do you think the general kind of perspective is around, you know, VCs when it comes to VR? Is it, hey, Apple and Facebook, Apple and Meta are going to win in this space. We're not really that interested in VR from an innovation or startup lens. Is it, we're just not really interested in VR in general? Just what's your general perception in terms of talking to people? Yeah, I think because there hasn't been a massive consumer application breakout or a hardware evolution yet, there just hasn't been massive VC excitement around it. But there are some, I think, smart VCs that are tinkering a lot.
34:56And I think the Vision Pro was the early signal to think about what can be possible here. But it's one of these things where yeah i think you do have to care a lot about like does it make also does it even make sense to go to b2c right now right it's better to actually go b2b and i think there's going to be interesting pockets of companies um my co-founder jason he he uh angel invested in sandbox which was a you know consumer vr company that has physical locations and they've like done pretty well like they've survived through covid um you know they've opened a ton of locations around the world and um but that i think was like a smart move right it's not like they're trying to build a mass mass market consumer VR headset, they're actually building these centers for people to come in and play.
35:39And, um, so I think, yeah, I think it just depends on, um, where the investors focus, but it is again, like as investors, I think you have to think about where's the pool that no one's fishing from. And then also from like a timing perspective, is it actually the right time to invest into these categories? Yeah, that's, that's a fair point. Um, how, How also do you think when it comes to, I know we talked about free-to-play a bit. And of course, one of the monetization streams, of course, is you have these in-game currencies and you certainly purchase digital products within games. How do you think about shared economies and sharing currencies across different games?
36:25And will that be the future of gaming? Does it have to be part of the future of gaming to actually be able to actually cross? If you have earned some money in one game, can you actually flip that into a different game, that currency? I think it's actually really hard to have cross-currency games. So the reason why big gaming companies do that is so there's no leakage, meaning like, hey, if you're going to spend$100 on virtual currency, you want them to spend those quote-unquote tokens inside of your ecosystem, right? You don't want any leakages and people trading that or selling it to other places.
37:08so i think for a very long time you're just going to see more of the centralized model where people care more about just like having everyone in their walled ecosystem and walled gardens and not having that kind of escape but i think that's where also cryptocurrency can be interesting is you have things like stable coins where it's reflective of like the u.s dollar or more of a stable currency it's not like a you know cryptocurrency that has its own kind of value like this is actually pegged to like a us dollar um and there are probably places around the world where it makes a lot more sense to uh like as an example um if you created a mod like a ugc mod and you want to get paid in usd or like whatever currency you're in like that might be really hard right in the in the place that you're in but like by leveraging stable coins perhaps that's like a lot easier to do so um i think to answer your question i i generally think it's not a prerequisite it, nor is it important, but you might see more games in the future just be more open towards that kind of philosophy.
38:07And mostly it's to basically give flexibility to the users rather than try to control the economy, which I think a lot of big companies have always done with their digital currencies. Got it. Now, that's helpful in terms of also why there still is the walled garden around these games from the major gaming companies. I know that I've heard one of your colleagues say about generative AI and how the gaming industry is going to be a big part of generative AI. I'm just in terms of costs. Have you seen generative AI bring down the costs in terms of creating new games so far? Or are we still too early in terms of from that perspective?
38:52I think it's impacting just all of software development, not even just purely games, in terms of efficiency gains that's happening. So whether it's games or not, I think you're going to see that kind of spike and value creation that happens. So I think more on the engineering side, things like GitHub Copilot, things like that, I think it's really helping. I think what we're seeing is it's a lot harder for major studios to tap into the new AI innovation and resources and some of the technologies there. And the reason why is, you know, they've hired a ton of people. They have their own work processes.
39:23It's really hard to introduce like a new variable. And in their mind, the technology isn't like necessarily 100 % there yet. I think what we're seeing is more of new companies and studios that are getting built out lean into it more. And they're certainly leveraging it a lot more. I think the challenge has been is there just hasn't been a company that can necessarily get to like the 100 % quality output. meaning like you know to actually get to a level that a 3d artist in terms of asset generation like will it get will it get there eventually sure but i think the quality there hasn't been there yet so um you're seeing the early adoption but i do think it's a very interesting category and it's good enough where it becomes like the scaffolding for a game where people can go and build on top of it but certainly not there in terms of actual people if if it does get there or when it does get there, do you, is that a good thing for as an investor?
40:18Since I would imagine it's then becomes a lot easier when it comes to building games, a lot cheaper building games. Maybe there might be even questions if they need venture capital funding, but also that there might just be a lot more games in the market that it's even harder to go viral. It's even harder to actually monetize or get the number of users that you need to in order to create critical mass. So just curious. I think it's great for early stage investors like ourselves. Because again, the theme of startups holistically right now is capital efficiency. Like the era of 2021 is over, right?
40:55Whether you're like a venture stage startup or seed stage startup today. So I think from that perspective, like I do believe you're going to see more very interesting and exciting companies with potentially billion dollar IPs that get created from much leaner and efficient teams. And they probably don't need to take on as much venture dollars to be able to launch their product. And it just goes back to like, I'm less excited about like, hey, we're going to build like League of Legends 2, leveraging AI and just like build kind of that kind of game. Like personally, I'm more interested in like what comes after video games, right?
41:31Leveraging AI, like what are the new types of games? We talked about this earlier on the show, but like I just think the things that's going to actually work and get new consumers excited and get consumer adoption. It's not going to look like video games of the past. It might look like something that we've, again, it will definitely look like something that we've not seen before. And those are the things that I think we're leading into. I'd love to learn about how did you start Patreon? What was, and also, I guess, what actually led you to leave, you leaving Riot Games in order to found the firm?
42:06Yeah. So, so, you know, for me, I've been around, I just, again, going back to like my history, been a lifelong gamer. And I think the realization for me actually was back at, back at Andreessen, where I started seeing a lot of these like really exciting gaming companies get created that were venture scale, like during my time there. And after I, like right after I left. So you've looked at companies like Discord, Twitch, Riot, Crafton. I mean, even the rise of Tencent. It's just been crazy to see how massive that company has gone. And then, I mean, everyone's talking about NVIDIA, right? How just massive that company has gone over the years.
42:49So it just opened my eyes towards the potential of, can there be just massive venture outcomes where the companies, on the surface may look like a gaming product or they start off as a game or they start off as a consumer app like Duolingo. Who would have thought Duolingo would be what it is today, right? I think a lot of venture investors definitely slept on that idea and product. So the thesis around Patreon is like, there's going to be a lot of these really exciting companies that get created that's going to not necessarily look like the video games that we're used to or your traditional gaming companies.
43:23How do we capture some of these opportunities? So it was never actually about starting a gaming fund or investing purely in games. Our strategy is actually more generalist. We have a very sharp gaming thesis. Like the three of the partners at our firm, myself included, we have very deep operating experiences, but not just from like pure gaming perspective, but companies like Riot and Discord where they went beyond games, like beyond just being serving gamers and that audience. So with that lens, we wanted to build a firm that was going to go after not necessarily a bunch of game studios, but how do we find the next generation Tencent, the next generation NVIDIA, some of these really massive outcomes that can get interesting.
44:03And I think the biggest tailwind that we saw was actually during COVID, or half of US teens, I don't know if you're familiar with the stat, but half of US teens during COVID were playing Roblox, which is insane metric, right? 13-year-olds just blocking it every day. And the way that they were using Roblox, by the way, they weren't playing a game. That's where they actually went out to hang out with their friends. That was their version of social network, right? The next version of Facebook may actually look closer to that product. I think Discord has 600 million users. League of Legends, just as a metric to throw out there, 500 million people play League of Legends worldwide.
44:40That's 1 in 13 people have played League, which sounds insane, right, around the world um so and by the way it's like a lot of kids that are growing up on this stuff right so the entire thesis of the firm is the next evolution of the internet where a lot of the early iterations of the internet was built around like reading consuming watching we think the next iteration is going to be centered around interactivity and play much more akin to a game and you know that that was a genesis for patron and how we invest is less about let's go look for a bunch of gaming studios or gaming companies or content but how do we find these companies that start off looking like a game but but you know in terms of the potential it's much bigger post have you seen the penetration of games kind of reverse the other way um by people you know not being locked up and i'm just thinking because we covered a lot as well as um e-commerce um as as well in this show and it's interesting like the the e-commerce uh penetration rate um has you obviously increased quite dramatically during COVID, but then it actually dropped and actually came back down to what it should have been.
45:45Of course, it's been increasing comparatively to retail over the past 10, 20 years, but at a pretty constant rate. And then of course, spiked during COVID, but that actually has now come down post-COVID to what it should have been if COVID ever happened. I'm just kind of curious in a post-COVID environment, if we've seen the same in terms of gaming? I think you saw a lot of hours spike during COVID because people had to stay home and they didn't have much to do. But dollar-wise, in terms of the industry dollars, it's grown over time. Roblox, if you look at the stock price, continues to crush, right?
46:23There's a lot of engagement. A lot of users that still use the product. So I do think gaming was one of these businesses uniquely built that did well during COVID, but also coming out of it. it still was able to retain and the reality was gaming was already growing anyways pre-covid right and it certainly continues to grow i think what's also helped with gaming is now you're seeing a lot bigger i would say like mass mainstream cultural adoption if you think about even even the last year um like things like the super mario brothers movie being one of like the most popular movies you know out there and some of the tv shows that got created like last of us just one of these things that I have a hard time believing it's going to go away.
47:06And it's like a COVID spike and drop type of thing. That's helpful in terms of, you know, hours of consumption might go down because of course there's other things to do. And of course, kids obviously are attending classes in person and, you know, just back to kind of normalcy in that way. But yeah, certainly understanding it too from like an IP perspective, what you can do when it comes to shipping it out to The Last of Us on Amazon, which was amazing. Yeah, Fallout 2. That's one of my most recent favorite shows. Yeah, oh my God. Fallout was so good. So good. Fallout was awesome. While you're at Andreessen Horowitz, what did you learn from Chris Dixon?
47:45I think the most valuable thing from Chris was it goes back to understanding timing. and just, again, like being contrarian, but not for the sake of being contrarian, but digging in places where no other VCs were like that interested or excited about, right? I think if you're an investor and you just follow everyone else's kind of tune, it is really hard to create alpha and generate returns. So when I was working with Chris, he was actually the GP that I spent the most time with. I think while a lot of VCs in general were really looking for like, what was exciting about Uber for X and marketplaces and a lot of the consumer stuff that was hot back then.
48:28We were digging into crypto and AR and VR and drones and these things that people didn't want to touch. But at the same time, those were the places where I think you had founders that were not just like the... They were like the counterculture founders, right? That were truly trying to build something unique. And even ideas like Coinbase and Oculus, It sounded insane when they first came in. You think about pre-Ethereum, what's the use case of Bitcoin and how Bitcoin could get. I think that was one of the most valuable things I learned from Chris is building conviction in places where a lot of people are not digging.
49:10Also, understanding and having the foresight to understand. Again, you can predict the future all you want if you don't get the timing right. You're never going to get to the right company. That's where I think a lot of VCs tend to miss is they invest in the wrong time. And I think generally, Chris, you know, understood that world very, very well. And, you know, we try to think a lot about that as well when we invest. And the same thing with Benchmark. It's the reason why they're the best Series A firm. I think generally, historically, they've done a really good job of timing the market. As in understanding like the why now question, we do spend a lot of time thinking about that as we invest.
49:45Yeah. And I think I like that. And also, I really appreciate that. I also think it's really interesting, you know, I guess, to two of the sectors that that you both were very interested back then and continue to be is, you know, back then, at least crypto and hardware businesses, which crypto, it was very maybe controversial back then in terms of if it was legal, it was not legal. And then, of course, hardware, it seemed like no one really wanted to, you know, software is, you know, the ultimate business, right? Because from a margin perspective, if you can, you know, have, if you can be a marketplace like Uber, or if you can be, you know, a SaaS business, it's the ultimate business.
50:21But you were also focused, which I appreciate, on hardware businesses like drones and, of course, Oculus headsets, which I feel like a lot of VCs maybe didn't want to touch just because from a model perspective, the margin profile is much different. And also, hardware is just really, really freaking hard, much harder than software. So I also appreciate that, even though, of course, VC originated from hardware. So it's all kind of funny. I mean, you know, Peter Thiel famously said, like, competitions for losers, right? Like, if you're building in a red ocean with everybody else and doing everything everyone else is doing, I think that's also very hard to build a valuable company, too.
51:02So it's really about, I think, like, the timing, and Chris called it, like, the idea maze and, like, the building, earning the secret. And, you know, just understand, going through the idea maze as a founder, that's the hard part. It doesn't matter if you have a great idea. It's really about execution and trying to work with the market to be able to get there. Well, speaking of ideas, when you talk to founders, how important is it to have very opinionated founders who have a very clear vision in terms of what they want to achieve, what the company's vision is, versus one who iterates and reacts towards market feedback, customer feedback, and iterates their product based off of those things?
51:42I think you need both. You need conviction. You need courage. That's probably the one attribute that we look for in founders is just extreme courage. Because oftentimes you're going to be going against the grain, whether it's against your investors and against your own employees. In some cases, even your co-founders, right? In terms of what you believe in and what can be possible. So I think conviction is really important. But I do think the best founders, at least from my experience, they truly understand the market and who they're serving and their customers, especially in B2C. I think that is critical.
52:14especially like in the beginning where you're serving the power users right like the most passionate people that are helping you build this product um so people that are obsessed about uh what's happening like at the at the one one unique player level i think that's that's very important so um but all said i think it goes back to to navigating the idea maze right i think it's it's i think actually to answer your question i think the most important thing is like having a north star that people can align around and in the case of riot it was like we want to be the most player focused company in the world so every decision that we made it was around serving the player like we were zigzagging obviously in terms of like how we built the product and the company but because everyone was unified around this one vision and that is i think a very important job of a ceo is setting that foundation in north star for what people should be achieving and what they're trying to build um so i do think it's important but it also goes back to your reactivity point, which again, if you're not working with what's happening in the market, I don't know many startups that have been successful just brute forcing it.
53:18Do you find that you almost have to build a product towards one type of player, one user type or profile? And that's kind of like your North Star? I think in the beginning, it's not even just about single, but you need like hundreds or you know it could even be thousands but you just need those core users that just like love your product and as seed investors like as a seed investor that's what we kind of look for is less about like absolute metrics in terms of like you know d30 like d15 like it's more about you know for the small set of users that you have today like how passionate are they about like staying on your product are they using it every day like you know there should be some there should be able to show some level of magic there.
54:05And that's where we like to invest is when there's already a product in the market, even if it's a prototype for us to get acquainted with and spend time with. And I think that is critical if you're building a consumer company, whether it's games or a consumer app is, can you try to capture some of that early magic up front and then scale, right? And then you also have to have the conviction that it is venture scale. Like, and that's the hard part because I think a lot of companies that ended up being venture scale initially didn't feel that way because they started off in like a market that was just getting created.
54:37So that's a separate topic, but at least at the stage that we invest in, we really do try to build conviction around the actual, the 100 ,000 people that they have already on the platform. Like what are they doing and how active are they? And can we extrapolate that out into something bigger? What's one book that's inspired you professionally and one book that's inspired you personally? I think the one that really impacted me as an investor and operator was, I was working at Andreessen when Ben wrote this, but it was The Hard Things About Hard Things, right? I think that's one of the books that just kind of opened my eyes towards how hard it is to be a founder and build a company and startup, but also what are some of the things that does matter at the early stage.
55:24So I think that that had a pretty big impact in terms of how I think about things and, you know, like how we evaluate companies and how we build out patron too, right? Because we're a startup in many ways. We're a pretty young firm. So we think about that a lot. And I think, yeah, more personally, I've really enjoyed like, you know, more like business books. I think Shoe Dog is a good one in terms of like the Nike founding story, how they went and built a really interesting, not just a shoe company, but something that went beyond that and like the business challenges there. So, yeah, I would say more personally, that's probably a book that I enjoy.
55:59Amazing. Awesome. Really, this is great. We've had a few people recommend both those books and they're both great. Brian, thank you so much for your time. It's been a lot of fun. Yeah, thanks, Mike. I really appreciate it. It was a lot of fun and I appreciate you making time for me. Thank you. And there you have it. Thanks again, Brian, so much for coming on the show. If you enjoy this podcast, if you enjoy this episode, please hit that subscribe button and please like this episode. if you're watching on YouTube. And if you really like the show and you want to dive more deep into the world of venture capital and the world of fundraising, highly recommend checking out the ConsumerVC.com's newsletter.
56:34You'll get a weekly digest of all the consumer deals that are happening. And you'll be the first to know of all new episodes when they're released. That's at the ConsumerVC.com. Thanks for listening.
56:54Thank you.
From the publisher
In this episode with Brian Cho, co-founder and general partner at Patron, we explore the intricacies of the gaming world's future. From the complexities of cross-currency games to the delicate balance of control and user flexibility within game economies, Brian offers his invaluable perspective. We delve into the sustainability of centralized models and the transformative potential of generative AI and blockchain technologies on the gaming landscape.
Thank you to our Partner –– Propeller Industries https://www.propellerindustries.com/
Propeller Industries is the leading strategic finance and accounting partner for venture-stage companies.
(0:00:01) - Future of Gaming and Innovation
(0:03:47) - Gamification in Social Media and Investment
(0:09:08) - Building IP and Gamification in Gaming
(0:17:46) - Evolution of Gaming Business Models
(0:25:29) - Future of VR Platforms
(0:34:53) - Emerging Trends in Gaming Innovation
(0:46:10) - Gaming Industry Growth and Investment

