2024 Big Ideas: Voice-First Apps, AI Moats, Never-Ending Games, and Anime Takes Off

15 Dec 2023 · 1 h 1 min

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a16z Podcast Episode Notes: 2024 Big Ideas - Voice-First Apps, AI Moats, Never-Ending Games, and Anime Takes Off

Episode Overview In this episode of the a16z Podcast, the hosts discuss transformative ideas expected to drive innovation in 2024, as shared by over 40 partners at Andreessen Horowitz (a16z). This episode focuses on four significant concepts: Voice-First Apps, AI Moats, Never-Ending Games, and the rise of Anime in gaming.

Key Topics and Ideas

  1. Voice-First Apps Will Become Integral to Our Lives
  2. Introduction of Voice Technology: Voice has been a natural communication method but struggled as a tech interface until now. Recent advancements make voice interaction more viable, particularly with the advent of large language models.
  3. Potential Applications:
  4. Companionship and Productivity: Voice technology can enhance user experience in productivity apps, making them more accessible.
  5. Examples:
  6. *Tab*: An app that passively captures conversations and allows users to interact with contextual information.
  7. *ChatGPT's voice module*: Demonstrates user-friendly interaction.
  8. Challenges: Current systems often have rigid workflows that do not support dramatic shifts to voice-first applications.
  1. The Consumer AI Battleground Moves from Model to UX
  2. Shift in AI Focus: The competitive landscape of AI applications will increasingly emphasize user experience (UX) over foundational models.
  3. Historical Context: Similar to the mobile paradigm shift, the focus will transition to user engagement and unique experiences.
  4. Opportunities:
  5. Apps delivering exceptional UX could create moats that differentiate them from competitors.
  6. Shared experiences and multiplayer modes will enhance user engagement.
  1. AI-First Games That Never End
  2. Concept of AI-Native Games: These games leverage AI to create dynamic, user-driven experiences—engaging players for prolonged periods.
  3. Innovations Expected:
  4. Generative AI characters (NPCs) that adapt to player behavior.
  5. Real-time world generation based on player interactions.
  6. Current Trends: 87% of game studios are already using generative AI tools, indicating a significant trend in the gaming industry.
  7. Game Development: Encourages developers to iterate quickly and embrace new AI capabilities to create unique gaming experiences.
  1. Anime Games Go Mainstream
  2. Anime’s Unique Appeal:
  3. The art style of anime accommodates various player types and genres (e.g., action, romance).
  4. High engagement driven by diverse storytelling and relatable character archetypes.
  5. Monetization Strategies:
  6. Gacha mechanics allow users to spend money on character acquisition, creating high revenue per user (ARPU).
  7. Many anime games generate significant monthly revenue, demonstrating commercial viability.
  8. Industry Growth: As anime crosses over into mainstream consciousness, opportunities for both new and existing developers are expanding.

Conclusion and Future Implications

  • The discussions highlight a landscape ripe for innovation and transformation spurred by advancements in technology.
  • Entrepreneurs are encouraged to engage with these trends and explore how they can contribute to the evolving landscape of tech and gaming.

Key Takeaways

  • Voice-first apps may redefine user interaction, particularly for productivity and companionship purposes.
  • User experience is becoming a critical differentiator in the AI space, potentially creating competitive moats.
  • AI-driven games could revolutionize player engagement through personalized and dynamic gameplay experiences.
  • The mainstream acceptance of anime creates ample opportunities for developers to innovate within this vibrant medium.

Resources

  • Full list of big ideas for 2024: [a16z Big Ideas 2024](https://a16z.com/bigideas2024)
  • Follow a16z on [Twitter](https://twitter.com/a16z) and [LinkedIn](https://www.linkedin.com/company/a16z).
  • Subscribe to the a16z Podcast on your favorite platform: [Spotify](https://open.spotify.com/show/5bC65RDvs3oxnLyqqvkUYX?si=3E8B3qT9TyiwAHJ7JnaKbg), [Apple Podcasts](https://podcasts.apple.com/us/podcast/a16z-podcast/id842818711).

This episode sets the stage for an exciting year ahead in tech and gaming, encouraging innovation and exploration of new ideas.

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Transcript

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0:00Voice is the way that humans have communicated with each other since really the day that communication was born But voice has never really worked as an interface for technology Ten years ago I probably would have called that experience magical the exciting thing is that this first wave is Oh, buddy happening right now. It's not a theory. It's reality Anime is just able to combine many different types of player profiles because like a lot of people like anime there's a lot of different player types. An awesome user experience can raise, switch -and -cost, strengthen network effects, and empower brand.

0:35You've just got to start building. Trome Swarming. Reinventing early education with AI. Plus AI Companions going 3D and games that may never end. We asked investment partners across A16Z to preview one big idea that they believe will spur innovation in 2024. And from this exercise, our team compiled a list of 40 -plus builder -worthy pursuits that you can find at a16z .com slash Big Ideas 2024. Or you can click the link in our show notes. But today, we continue our three -part series as we look forward to 2024 together, with our partners across all our verticals, from bio and health to games to American dynamism and more.

1:19So in part one, we covered what it'll really take to democratize quote, miracle drugs like GLP ones, but also programmable metastins final frontier and AI interpretability. On deck today, we discuss how AI and other tech trends are being applied to the world of consumer and games. For example, is voice finally having its moment and will foundational models or UX win in the AI battleground? Plus, what made the games of a future look like? Listen in to find out. As a reminder, the content here is for informational purposes only. Should not be taken as legal, business, tax, or investment advice, or be used to evaluate any investment or security, and is not directed at any investors or potential investors in any A16z fund.

2:04Please note that A16z and its affiliates may also maintain investments in the company's disgust in this podcast. For more details including a link to our investments, please see A16z .com slash Discochars.

2:20First up, after over a decade of heavy investment, our large language models finally the unlock that we needed for voice for saps. And if so, what will this shifting interaction modality mean for both new and existing products? Hi, I'm Anisha Tarya. I'm a GP on our consumer investing team looking at all things AI apps. My big idea for this year is that voice will actually be a new sort of emerging way to interact with technology and at the heart of a new set of productivity apps. So the theory here is that voice is the way that humans have communicated with each other since really the day that communication was born.

3:00But voice has never really worked as an interface for technology. And I think one of the reasons for that is that when you interact with a product using voice, you sort of have the unconscious expectations that you would have of a human. So you expect it to actually be pretty flexible, cognitively sophisticated, and really be able to interact with you. And most of the systems that exist today, or at least have historically existed, are very inflexible. There's just these sort of logic trees, and if you don't navigate them perfectly, then they just don't work. and we both experienced that with Alexa and some of the past generation voice assistance.

3:33So I think the go forward ideas that AI and large models really unlock humans' ability to interact with technology. I think the other thing that's very interesting for productivity apps is that you could imagine some of the incumbent productivity providers, Gmail for email, for example, they're going to build a lot of the obvious AI features for those apps and experiences, but it's less obvious that they would prioritize something that's voiced first because it requires you rethinking the entire experience from the ground up. So I really think it's an interesting area because it has previously never worked, and now this technology allows it to work, and it's not something the incumbents are obviously going to build.

4:09So that's what I expect to see, hope to see, and invest in in 2024. All right, so Nish, I feel like that sounds really exciting, but voice has been pending for quite some time. You address this a little bit, but I actually went back. I looked up the Gartner hype cycle over the last decade, speech recognition popped up in 2010, and that was actually in the plateau of productivity. And yet, despite a lot of investment from a lot of big companies, we're talking Amazon, Google, Apple, feels like we're still waiting. And you address that maybe there's some new technology on the horizon, but what would you say has been the limiting factor thus far?

4:44I mean, it's simply that the old technology architecture doesn't allow you to get to the level of fidelity that you need. So if you look at it, kind of the last 10 % is where 99 % of the effort goes. And this is true of a lot of AI problems that were built on the old architecture. So self -driving is a great example of this. True interactive voice is a great example of this. You can get to 90%, you just can't get to 99%. And the student technology really lets you get to 99%. And you can see that if you've interacted with chat, GBT of the voice, it's very compelling. If you use 11 labs, I mean, their work is very compelling.

5:16So it's clear that this now works and really what we needed was a technology shifts, not a sort of set of like financial resources that incumbents have historically provided to make this work. Yeah, and you mentioned that existing apps aren't necessarily equipped to build these experiences. Maybe you could just elaborate on that and maybe also think through what would a voice first app even look like? So first, existing apps are built with a set of existing workflows. And anytime you modify the workflow, you have to think about how that affects all of the existing users. I'm sure there's a lot of creative people at Gmail, but it's very hard for them to go to a dramatically different paradigm like a superhuman.

5:55And of course, we will try this with inbox and end up shutting it down. But there's a set of consumer expectations and a huge audience that just expects a product to work a certain way. And to do something like a voice first inbox, for example, you're just going to need a completely different set of workflows. So if Google does decide to do that, they're going to have to start from scratch along with everyone else. So it's not obvious to me that an incumbent will build this. In terms of what the experience would look like, a great example is a lot of executives that I know when they're driving into work in the morning, they'll phone their executive assistant.

6:27And they'll say, hey, let's go through my inbox together. Let's talk about what seems like it's a priority, what seems like it's important, but not urgent, what's clearly spam, what are internal versus external and they will together sort of prioritize so that when that executive arrives, they're sort of ready to go with everything they need to do. So an experience like that I think would make enormous sense, except now it's available to everyone, not just executives who have a dedicated assistant. Yeah, definitely. And you mentioned two specific areas that you're looking to in 2024, including companionship and productivity.

7:00Kiersten, know what you're already seeing built there? Are you already seeing builders, create apps that are live and working in our voice first. Yeah, there's a lot of cool exploration that's happening in the voice space. So one of the ones that I'm the biggest fan of is a product called Tab. So Tab has gotten a bunch of heat online and it's a very interesting founder and a very interesting product idea where it's appendent that you wear that sort of passively captures your conversations throughout the day. And then it allows you to interact with all of that context, ask questions, ask it to summarize.

7:31So it's a great example of someone who's really thinking about this from a first principal's perspective a voice first perspective The second most interesting product outside of something like 11 is Actually just chat GPT's voice Module and their voice sort of interface so I encourage everyone to go take a walk and just have a chat with chat GPT And you'll be amazed at how quickly you sort of forget that you're talking to an AI And you fall into the fall of a conversation So I'd say between tab, JGPT, and certainly what the team at 11 is doing, there's a lot of cool stuff to check out. Yeah, and as this tech gets better, I think what I'd love to hear your perspective on is really like the unexpected type of experiences that right now don't seem obvious.

8:16But I mean, I think it's easy for people to imagine, oh yeah, I can send an email, oh yeah, I can start a song with my Alexa. But if we're really talking something foundational, where voice becomes the primary potential modality for interacting with some of these applications, what might we imagine to be on the horizon? That's a little more significant than what we imagine with voice today. I mean, it's tried to cite this, but I will anyway, which is simply the movie, her. Like that's it, which is a passive sort of experience that has all the context that you have where voice is the primary modality of interaction and then you can fall back to a screen if and when needed.

8:54So if we look back in 10 years and that's the way that we interact with technology, it won't feel like such a leap. I think the important question then is that currently is not the primary modality. And so you have all of these companies who really rely on a website or an app or a graphical user interface which may become moot if we really are moving in that direction. I mean, curious to know your perspective there on how builders should be thinking about that potential paradigm if it really is voice first. Like how do existing companies integrate this thoughtfully? I don't know if it is mood.

9:29I think that there's room for both. There's a lot more technology penetration to be had. So if you're a developer and you work in an IDE, you're probably faster hands -on keyboard with screen than you're gonna be with voice, at least for now. And maybe the answer is some combination of the two. So I think that there is a lot of room for existing products and existing sort of modalities for interaction. On the other hand, if you're maybe a senior citizen, are you simply, I mean, maybe you're interacting with the technology, but you're really struggling with it, and this unlocks every product for you potentially.

10:00So I think it's a market expansion positive, some story, not a zero sum story, but I tend to always think that. Yeah, no, I agree. I think it's positive sum, but how would you, for example, if you're an application that does not have a voice first interaction mode? Should all builders be thinking about that incorporation? or how would you think about that if you're an existing builder without this on your roadmap? I think the customer and the sort of interaction pattern is so different that if I had an existing product I would probably focus on playing from my place of advantage which has non -voice workflows rather than trying to rethink my product from the ground up around this and look the answer maybe in the middle where there actually are some workflows that are voice enabled that that extend the existing workflow.

10:49But again, I think this is a sort of like a market expansion that new customer story rather than someone taking existing. Yeah, and if founders are thinking about creating in this new environment, are there any challenges you'd call out from your experience with some of these tools like 11 labs in terms of just maybe where we are in this arc and what can and can't be done? Look, I think you have to retrain people. They need to know how to interact with these systems. and by default their expectations are going to be very high. It's going to be like, look, I should be able to interact with this in the exact, with the same level of fidelity and responsiveness and sort of flexibility that I can with a human.

11:27So if that's not what you're able to offer or what you intend to offer, then it will require sort of training your customer to interact with you in the right way. So I do think that there's an onboarding question, and then look, I think there's also just sort of a social patterns question, where is it going to be socially acceptable to be sort of talking into thin air? Now, arguably people are already doing that with their sort of Bluetooth and AirPods. And so maybe we'll all change quickly together as a society, but I think there'll be some period of time for which the early adopters are going to feel a little crazy or that they look that way.

12:00You know, it's so funny you mentioned that my husband's grandmother said the first time she ever heard someone talking on a cell phone. She thought they were crazy because they were doing it in the supermarket. market and she was like, why are they talking to themselves? So maybe there's an element of that now again. To run things out, seems like there's a lot of opportunity on the table. We're talking about potential change and interaction modality. If you're an entrepreneur, how would you even think about starting? What would you look at? Tell me a little bit more about where you would begin.

12:30Obviously, it's total logical that you could only begin at the beginning. I think it's impossible to infer what the end product is going to look like and you've just got to start building. So I think I would try to build something useful and interesting and just iterate from there. That's it. Look, I think the other thing that's interesting here is that some of these technologies, if you're too pointed at the beginning in terms of product design, then it can constrain you. I think that if you introduce the capability in an intelligent way, your customers will pull you in a direction. I think some of the best product builders I've seen have been willing to try to offer the capability in a way that is relatively neutral and allow the customer said to pull them.

13:09Yeah, and per your advice earlier, for people to play around with this tech themselves, and to use VoiceMore. 100 % always. Just use the products. Just use the products. Awesome. Well, this has been fascinating and I cannot wait to use more voice in the technologies we use daily. So thank you so much for sharing this, Amish. You got it. Thanks, Steph. Next up, we address the quickly evolving AI battleground. Since ChatGPT came out just one year ago, builders are constantly asking where moats will arise. And A16C partner, Alex Zimmerman, thinks the differentiator may actually lie in user experience, not the foundational models.

13:51Hi, I'm Alex Zimmerman, partner on our growth fund here at A16C and my big idea for 2024 is is the consumer AI background is going to move from the model to U .S. Overheard in 2023, a minute not spent building the model is a minute wasted. Build the best model and the users will come. The most popular consumer AI companies thus far have been the producers of their own models, such as Chatsubit, Character, Bard, and Midjord. Differentiation has come from being the best model in their domain. Make journey with images, character on entertainment, chat GBT on overall text. UX has largely been determined by the fastest way to get the models in the hands of users.

14:43But thanks to a combination of factors, the likelihood that chat shortage is, is the availability of most foundation models via API, and increasingly powerful open source models. The groundwork is there for breakout consumer apps to be built on someone else's month. In 2024, consumer AI apps will break out by delivering the best user experience around unique use cases, less unmodeled performance alone. I'm particularly excited for consumer AI apps that figure out how to include shared experiences in a multiplayer mode, aggregate multiple models into a single interface, or build more focused solutions where workflow and process drive value.

15:32LLMs can be a source of differentiation. Today they might provide a first mover advantage, but old -fashioned modes like network effects, It's high switching costs, scale and brand will likely win long term. All right, Alex, since last year's AI Consumer Boom, people are constantly asking this question of where Moats will arise. I feel like every podcast we do on the topic, I have to ask that question really, where is the differentiator? And a lot of people did talk about models, but you're saying that here UX really might be the moat. So why do you think that is? And also, what would you say to pushback that maybe it might not be a mode given that design or UX feels like it can be copied easier than ever?

16:17Sure. Over the history of technology paradigms, we often see technology progress and features first and then a movement toward prioritizing design and experience. I expect user experience to contribute toward the building of MOTS. And awesome user experience can raise switching costs, strengthen network effects, and empower brand. So maybe if you think about the last paradigm shift with mobile, if we were to rewind the clocks to 2010, people were taking photos with their new powerful phones. There were many photo filtering apps. I remember hip -stematic. There were social media apps like Facebook, but there wasn't a great experience that bridged the two.

17:07Instagram came along. It brought a slick interface. It was simple to take photos, edit, share photos. 10 years ago, I probably would have called that experience magical. My photos, my friends, they're all there. And suddenly the likelihood of me switching to another application that doesn't have that information is lower. Why would I switch? The experience is so good that my friends and I will use the application more, which in turn makes it better, strengthening the network effect. In AI, we're starting to see consumers build really exciting applications on top of this new technology. And I think they will leverage user experience UX to establish similar modes to their predecessors.

17:57I think that makes sense, but I think what some other people might ask is if everyone has access to all of the same models as they do become more accessible, how do new players really win in this environment? It's important to point out that virtually everyone already has access to open AI or anthropic, but there are real costs associated with using these models. So unless you're very well capitalized, it's difficult to run a free consumer app and afford the associated inference requirements. For this reason, many of the current AI consumer apps actually use the subscription or transaction model to cover the costs.

18:40They are beholden to charging consumers. What's changing now is we expect the costs to access quality models, whether a closed source or open source to fall. Developers will be able to build more affordably for a broader set of consumers. It widens the top of funnels for these developers and presents a much broader opportunity. One framework to consider is that models are just a new primitive to build applications on top of. the same way storages or geo location or payment rails are today. So if you believe in the commoditization of models, you could argue that models are similar to ACH rails and financial services.

19:29A Fintech company has to distinguish itself with user experience and workflows around ACH just like consumer apps will need to with these models. Yeah. So in a way, you're saying a lot of people think that as this becomes more democratized than the incumbents win because they have the financial resources and the existing users. But really, you're saying that we expect those economics to change. Maybe another piece of pushback from folks would be how do you avoid, as folks say, just becoming a rapper, right? And being displaced by certain model providers like OpenAI, I think on the meme on the internet as every time OpenAI has a demo day, a bunch of startups get wiped out.

20:11I don't know how factual that is, but how should builders really think about differentiating through model versus experience? A classic investor question for many years has been, won't Amazon do this? Now it's quickly becoming, won't OpenAI do this? Entrepreneurs should focus on where they are uniquely best positions. That's not specific to AI but in general for company building. A recent historical parallel would be with cloud computing. Should entrepreneurs build their own infrastructure, or should they work with AWS GCP Azure? For most founders, they should work with a third party. If founders believe that their team's core strength is their ability to build a truly differentiated model.

21:01Sure, that is a worthy endeavor. But there are a few companies with that caliber of a research team today. It's true with character AI, ideogram, the list is short. For most companies, that's not going to be the case. But fortunately, building a defensible business does not have building a model as a prerequisite. There are other ways to make it difficult for your users to never want to leave your application. With regard to wrapper companies, most wrappers today are just providing a user interface to call a model API. You really need to add value on top of the underlying model. My colleague, Jamie Sullivan, would say it's the difference between being one of the hundreds of compass apps in the App Store and Uber.

21:56using the geolocations of a smartphone to build an application that wasn't possible for and for which underlying infrastructure is not a threat. In the AI context, I'm a fan of perplexity, which is an AI -powered research assistant. It does work with third -party models, but it also offers a lot of seemingly small features that add up to a compelling user experience. Low -erlainty, providing sources, suggesting follow -up questions, giving multimodal responses. This results in a fun, a different search experience that users can't find with just using a model. Yeah, I love that Uber example. I feel like it really cements the idea that a model is not the starting point for many, and you can actually add value on top of that.

22:48If folks are convinced by that and they're saying, okay, I don't have to create my on model, but I can create something of value with a differentiated user experience. You mentioned a couple ideas there, like multiplayer modes, interfaces that aggregate several models. Could you maybe elaborate on that? What are you seeing as it examples of really creative experiences like the equivalent of Uber with geolocation that you've seen already and also maybe some breakout use cases that you'd like to see in 2024? I'm really excited about this. First example, Quora's AI product, Po, covers both multiplayer modes and model aggregation.

23:28So on the aggregation front, Po brings together leading models like GBT, Claude, Bard, for Text, stable diffusion, Dolly, for Image, and many others. And so if you want a central place to access the many models that are popping up each every day. Poe is that web browser for AI. But then I can also use it with friends. So when I ask a question of GBT4 on Poe, I can then share with you Steph and you can continue the conversation in Poe. Looking ahead, these shared experiences are going to go from just being text to being multimodal. So imagine Steph, you and I, we're having this conversation, but we're having it with an AI as well.

24:17And the AI is not just answering and listening to the text, but it's also listening to our speech. It's responding with their own AI voice. Poe actually recently added voice input. We're going to have more realistic AI friends. This should also translate to gaming. So you and I were playing Fortnite. We're playing Roblox and all of a sudden the non -player character, the NPC who's listening in, watching our gameplay, starts having a unique personalized conversation with my friends in me. I think that's just going to be a lot of fun. It's going to be so fun. And what's also going to be fun is we can only dream up a fraction of these experiences, right?

25:02And as all these builders go out and explore, I think we're going to see all types of things that we never could have imagined today. One other thing you've mentioned in your big idea is the powerful nature of open source models and I just love to get your take on how key that will be to driving some of this change. To what extent do you really feel like open source may become the industry norm underpinning many of these products that are soon to come? Clim, CEO at HuggingFace, a few days ago forecasted that in 2024 open source models are going to reach the level of the best closed source models.

25:39That may be aggressive for 2024, but they are headed towards parity. Several of the leading open source models like Lama and Mistral are already competitive with the closed source equivalents. It's early to call how the open closed source will split, but the better the open source models get, the more pressure it will put on the closed source models to lower costs. What I'm confident about is the cost to access models going down and they're being broadly accessible. There is so much early activity happening already on top of open source, which I mentioned can be much more affordable and allow for free and broad consumer adoption.

26:25Two fun image applications are Everart and Can of Soup the product size fine tuning to a specific style or people? Yeah, like we said, I think there's going to be a lot on the horizon and I feel like open source really democratizes that and the more entrance the better as we really think about how the product layer may be increasingly delineated from the infrastructure layer Can you maybe think through some second order effects there and that could be applying to existing or new companies that we're referring to? So as the application and infrastructure layers are split, that will make it a lot easier for new companies to be built.

Read the full transcript

27:09Founders can just build for applications and not have to worry as much about the underlying model as an input to their own company creation. This is akin to the mobile phone being introduced and making it so much easier for gaming companies to handle distribution via the App Store. If there's one last major feat to building a big company, it attracts that many more builders. Beyond that, much like Uber and Snapchat could not have been predicted when the iPhone came out. We don't know what Gen AI will bring, but we're excited. It's gonna be some fun, sometimes weird, hopefully always impactful new behaviors.

27:53AI will save the world. What a place to end off. No, I think if we were to take one thing away, if it's true that you do not need to build a foundational model to participate, there are just so many more people that can participate, which is what we want. Right. We want more entrance. We want more people exploring this new technology. And what will widespread economically sound AI mean for games? Could it mean highly personalized real -time rendered games that actually never end? Well, A16z partner Jonathan Lai thinks that may be the case. Hi everyone, I'm Jonathan Lai, I'm a general partner on A16z games and my big idea for 2024 is AI First Games that never end.

28:41So in 2024, I believe we'll see the first cohort of AI First Games from creators that buy which large language models to enable novel game systems and mechanics. And while much of the early discourse on the generated AI in games is focused on how our AI can make game creators more efficient, I actually believe the largest opportunity the long term is unlabaging AI to reinvent the nature of the games themselves. So creating never ending games that engage in the pan users for a very, very long time. A couple of examples of this, generated agents powered by large language models, can create incredibly light -flight companions in emerging social behavior, total charging games that heavily utilize non -player characters or NPCs.

29:28Postalized character builders and narrative systems will enable every player to have a fully unique and postalized playthrough of their favorite game, and in the game world, themselves will no longer be rendered but actually generated at runtime using neural networks. A new player onboarding itself is posed to be reinvented. I'm in my idea set every game will potentially be designed around an AI co -pilot of the mantra of good alone, great with AI and best for friends. All right, great. So Jonathan, you mentioned several opportunities or even you could say fundamental shifts in game development from never ending worlds to convincing NPCs to personalize real -time rendering.

30:12I don't know which of these upgrades you are already seeing built perhaps and also which you're most excited about. Yeah, so we generally think of the AI evolution in games is happening in two waves. The first wave is building the same game, but faster and higher quality, with AI tools and infrastructure to empower game developers. But the exciting thing is that this first wave is already happening right now. It's not a theory, it's reality. So we surveyed 230 game studios earlier this year. I mean, it turns out that 87 % of them are already using generative AI tools. And so some of the products that they named include ChargeEBT, Mid -Johnie, 11 Labs, K -Dem, Adobe Firefly, GitHub, Co -Pilot, et cetera.

30:57And the majority of these studios rated the impact that these tools is transformational, which is pretty incredible. The second wave, which we consider even more exciting, is building entirely new sets of AI -native games that are uniquely enabled by AI. And those are the examples I write about in my big idea for 2024. And so dynamic worlds that can be generated in real time based upon a player's actions, life like AI companions, never ending to the choose your own adventure games, we're still very early in seeing what there's new AI native game experiences might be like. And so you've seen a couple of prototypes, some interesting sort of proof of concepts, but in general, the plan field is wide open and that's the exciting thing.

31:40for the folks that do get it right, like these are the ideas that can potentially create entirely new genres that captivate hundreds of millions of people, and that's what we're incredibly excited about like in out in 2024. Yeah, I think what you're picturing is really important because what you're saying is we're not just incrementally optimizing existing games, you're really describing a fully new game environment, fully new way of thinking about games, and I love this mantra that you included, which is good alone, great with AI, and best with friends. Can you elaborate on what that means and maybe how it shifts or has the potential to shift the way that people currently think about both building games and also playing games?

32:22So many of the biggest games in the world that you think about Fortnite, Call of Duty, League of Legends, they utilize AI primarily for onboarding and practice. And so before you play against real human opponents, you might play against AI bots. And they enable you to practice, build confidence, learn all the controls, get your hand out coordination down, and set sort of a warm up before you jump into the real game, quote, unquote. I think one of the promises of generative agents is an elevating agents like the AI agents from a warm up into the core game itself. And so one example of that that I find fascinating, this is concept of an AI companion for every game.

33:00So let's say at the beginning of the game, like you're starting Call of Duty, for example, you might customize your character and let's say you also customize an AI companion that you can bring with you into the game. This companion can play the entire game with you, where it items on the same team or against you if needed. And it might comment on the experience and understand the world around it. It keeps you company. When your friends aren't there, the play with you, it learns from all of the preferences of a time and helps you out and generally tries its best to make sure that you have a great time.

33:32But it's such an agent, wouldn't the place playing a human's, but it would certainly be better than playing by itself. And so that's what I mean by designing games that are good alone. They can be played single player, they can also be played with an AI and it's great with an AI. But of course it's best if you have human friends to play with. And those different modalities can be mixed and matched right depending on the game and depending on the time. What gives you the confidence, though, that these are the type of games when we're talking about the inclusion of AI, becoming hyper -personalized potentially?

34:07What gives you the confidence that those are the type of games that people want? And I'm asking that as it relates specifically to community and the fact that games really are these communal interactive environments where people have somewhat of a shared reality. And so if everything is hyper -personalized, curious to know your perspective about how that shifts people's ability to build community. You mentioned some of this is already being implemented. What are you seeing that gives you the indication that this hyper -personalization or inclusion of AI is something that people really want? So the interesting thing about games is that the games industry has actually embraced AI for decades.

34:45And so in a way, the latest discussion with the technology by language models is new, but the consumer behavior at a patterns around it are actually already existed at. And so that's what gives me confidence that there's demand for some of the new types of gameplay that we talked about. So take AI companions, for example. It might sound like a crazy idea at first blush, but so many iconic games already have AI companions that are prescripted and they don't use large language models, but players have still developed the attachments with them. A great example is the Halo franchise. does. There's an AI companion in that game called Cortana, and she talks to Master Chief, comments on what he's doing basically like is a chip that rides in his helmet, and she tells them where to go next when he's lost.

35:31It's there from the beginning to the end of almost every Halo game. And there are millions of people all over the world that adore Cortana, great fanfiction about Cortana and the Halo universe, the point where I believe Microsoft artist integrated Cortana into its core Windows search function. And in another game, a favorite of mine, the last of us, which is a famous naughty doc franchise, which was recently turned into an HVS share, you play as Joel, but then you have Ellie as an AI companion, and she follows you around for basically the entire game. She adapts to your behavior. If you're sneaking somewhere, she'll also sneak with you.

36:06If you're just in a firefight, she helps you out in combat situations. And she has a fully fleshed out personality that you learn more about over the course of the game. And so for now, perspective, AI companions have already existed and are very, very popular. And so the idea of just total charging this of large language models to make the more life like enabled them to have a wider range of expression and behavior, I think is going to be very well accepted by players. On hyperpositionalization, which is the question that you were asking around storytelling and how that works with communities, I think I'm optimistic based on the fact that the personalization of what happens to a large degree in games and so low -plane games like Baldur's Gate 3 have incredibly detailed character daughters where you can customize everything from your skin color that highlights your hair, that tattoos in your face, and people spend hours customizing their avatars, like their entire YouTube channels, dedicated to how to create the most life -like, what are the most badass character for each of these games.

37:10And let's not forget that a huge portion of the revenue in games like Fortnite and Vega Vlogins comes from selling skins, which are post -aligned virtual clothing for how your character might look in game. And of course, be written about this before, but one of the oldest IPGs of all time is Dungeons and Dragons, which by definition is a post -aligned adventure that is told by a human narrator, a dungeon master, a game master, who basically crafts an improv adventure with you and your group of friends. These are just two examples of personalization in games and AI -containing in games, but I'm optimistic that players have already embraced money at the concepts that generate AI as terrible charging.

37:51So, for now, for the perspective, we're not inventing entirely new consumer behavior, we're just making it easier for players to do what they already want. Yeah, absolutely. And you mentioned a few, you could say age old games, Halo, Dungeons and Dragons, they've been around for quite some time. Do you see this new technology, or as you said, a technology that has been ingrained in games for also some time? Do you see that really benefiting the incumbents who already have these large player bases? Or do you see this kind of fundamental shift where you're going to see completely new winners in this completely new era?

38:24How do you think about maybe some of the new entrance versus the incumbents and who really wins. So I think the incumbents, that's called them sort of the big triple -way game developers and publishers. They are already going deep into the way one AI tools and infrastructure that I spoke about and so I think almost all of them are using chat GVT mid -journey, Adobe Firefly, onto these software tools earlier and I think they will benefit hugely from them as they're enabled on the make higher quality games faster, get more shots and goal and so on. I am skeptical, however, that the largest developers were the ones that created incredibly innovative AI native games of the story that we spoke about as the wavecube games.

39:06But no many reasons, but one of them is that if you're a large developer, your business revolves around IP. So you typically have a few key franchises, a halo, guns and dragons, waterboard, craft, colorivity, and your business revolves around launching sequels that it franchises every three years. And so you don't actually need to take that much risk and Shipping these sequels and in most cases the players themselves actually aren't looking for something too different Like the next call of duty title was like conflict dude. You know, it's exactly what you're going to get and that's why you enjoy it So I think the business model of these large encampments.

39:42I think doesn't support taking too much risk So I think that's one reason And second, I posit that the first generation of these AI native games might end up actually walking really silly to traditional game developers, and so they might not actually take them seriously at first. And so take mobile games, for example, which was the last sort of major sort of paradigm shift in games. The winners of mobile games were mostly new companies, SuperSoul, King, Zingha, and not the PC console and companies, right? There wasn't electronic arts or activision or Microsoft. are. And I better avoid reason for this is that if you were an executive producer and Activision and you look at the game like candy crush in the beginning you probably thought hey this is really silly right?

40:24Graphics are really bad but there's not multiplayer and this thing right? It's a really really simple puzzle game and so how can this possibly be good right? How many people will play to stay? But what I think they underestimated is that with each new paradigm of games a new set of players also comes into the ecosystem. So the folks that played Candy Crush were, for the most part, older women, and there was an entirely different demographic from the young men that played Call of Duty, for example, ready. But in that effect, it expanded the total pie for games, like the gaming team increased and over the course of that, it created several valuable companies.

40:59I've got a lot of movies into examples. Take a product like Character AI, where you have millions of people to chat with, like their favorite sort of AI characters. I would guess that the majority of the users of character AI don't describe it as a game, but you could squint and say, hey, this is a consumer experience that is just as engaging as playing the game. But it's probably not on the radar of any of the traditional game developers, the incumbents that we just talked about. That's such a good point. So I think in that same vein, I think the most innovative AI native experiences are more likely to be created by startups and teams that are just getting down and are bringing that fresh perspective, I suppose, to coming out at work with a lot of history and baggage around the existing IP that they need to shepherd.

41:44Yeah, I mean, I think that's such a good point about just the things that are emerging that people just would not even describe as a game, but if you really think about it, are not so different fundamentally from games. Maybe super quickly, can we touch on the business model? Because as these things fundamentally take new shapes and forms so to do the things that people are willing to pay for, but also when we think about AI, the cost structure is a little bit different too, right? If you're rendering things in real time, that has a real inherent cost to it. And so maybe you could just speak quickly to how you might see the business models evolving, just like we saw at with mobile.

42:22And then also maybe things that developers should keep in mind if they are building these new games and are considering completely new business models. So what the challenge is is that games as a business model have trended towards two models. So one is for you to play what a majority of users actually around 90 to 95 percent on average play a game for free and in a minority five to 10 percent actually monetize. And so the free users entertain the monetizing users instead of pay off their time even if they downspend money. And so, some of the biggest games in the world, like League of Legends, like Fortnite, are free to play games.

43:00And then the second business model is a premium game. And so a game that is just sold for 20, 30, 40, 50 bucks, you pay for that game up front, and then you never spend again, basically after that. The challenge is for an AI game. If you have a game that's running a large language model in the cloud, the influence costs us serving users, the dynamically generated worlds or tax would probably make either of these models unprofitable right off the bat, because you're monetizing the user right up front for 50 or 60 bucks, and then you're not an premium game sale, and then you're not getting any more revenue going forward.

43:36Well, in a free -to -play model, like 90 % of the users are actually just a cost, because they're not actually spending any money in the game. My guess is that companies like Mid -June or Character AI have been able to address this of a subscription model. And so basically every power user pays for around sort of like Empholins cost to to speak. And we could see that subscription model also become the default business model AI games. And I think the game moves would be okay with it as long as they proceed with the value risk there. And it's an interesting sort of side point. Subscriptions have actually become more popular in games over the last sort of called five years, but device services like Xbox Game Pass, Apple arcade and even inside individual games like Fortnite, they now have season subscriptions like the Battle Pass where you play for a certain period of time and you subscribe up front and then unlocks to the pokes over the course of the season.

44:29So my guess is that subscriptions become more popular for AI games. Yeah absolutely. One follow -up question there is if people are more linked to their game play as in the time that they're spending in game as it relates to inference. Do you think that creates a negative feedback loop? Whereas right now, you can kind of, like, you choose to play a game and you can play it for quite some time and really get ingrained in it. And you could say obsessed or addicted to it without additional cost. Do you see kind of adverse relationship there where all of a sudden, if my inference is linearly tied to cost that I may not be as likely to get as deeply involved in a game?

45:10Yeah, no, I think that's a great point that games will need to design around. I think the good news is that that same trade -off of time versus money also currently exists in free -to -play games. So if you've a call the early days of Facebook games, take for example Fondle like the Xingha games, they actually attempted to get the amount of time that you spend in the game behind an energy meter. And so every day you would get called 20 energy, and every action in the game would cost two or three energy. I don't know when your energy was gone, you could either take a break, and it come back and play again tomorrow.

45:46That's how the term appointment gaming came about. Or you could monetize, and you could actually spend the refill your energy meter, and that means that it never should keep going. But once you can imagine a similar thing happening with Wafer AI Games, where he has some measure of the influence cost for players, and that's approximated by a virtual currency inside the game. And so I think it's just something that game developers when you get designed around, but I think that paradigm of hate. Let's balance time versus money. I think you're ready. What do you exist? Why? Yeah, that's a great point.

46:17And you're bringing me back because I spent far too much time like a farm bill back in the day. But to close out, clearly there's opportunity on the table. And I think it really does feel like there is this new era potentially of games. That's exciting. So with that opportunity, where would you start if you're a builder in the ecosystem? what would you be looking at in 2024? I would suggest that if you are excited about games, take your favorite game genre, whether it's a sports game, like an MMO, even chess or poker or dungeons and dragons, and try to re -imagine on first principles, what it could look like if you were to introduce the genre to AI into the core game, probably.

46:57I don't see if you can hack together a prototype or team up with friends to hack something together, and then come on over and share it to us, like we love playing crazy games and loud ideas and the reality of the games in the series that some of the best games got started by several developers or as mods and fashion projects that are built by small team data like PUBG, Counter Strike, like some of the most iconic games are built by various small teams and I think an even more exciting thing is that anytime you have a new paradigm chef like we talked about mobile early on I think the playing field advantage goes to new teams the folks that are coming in with a brush perspective.

47:36And my gassist at the AI game teams that get it right might actually end up working very different from the traditional game developers of the data. If you get it right, I think the potential was you can disrupt a $200 billion market and the fastest -growing category of media data. It's very exciting. Amazing. I agree. It's super exciting. Jonathan, thank you so much for going through this and excited to see what games are built in 2024. Likewise, thank you. Speaking of games, data shows that anime is going mainstream. But what is it about the style that makes anime games so uniquely accessible?

48:12And as the games industry continues to grow, what can these not -so -neesh games tell us about what's to come? I'm Robin. I'm on the A6NZ games team. My big idea for the year is on anime. So anime is a uniquely accessible art style for both kids and adults. The media allows for many different story archetypes and player profiles. There are venture components, romance hooks, social loops, many other things with an anime game to lead to the deep player engagement. We're excited because things like Genshin set the new standard for a fully cross -platform -performing game, across multiple device types, GPUs and frameworks.

48:48And there are now many passionate developers that are building new experiences for players everywhere. And so we believe that anime will be a medium that transcends both different games, genres, art styles, and we're excited to invest across that ecosystem. And we see this in the data too, where anime has become one of the highest grossing genres in the ecosystem, one calculated by average revenue per user, Arpus, for instance, Mahoyo, generating over $3 .8 billion for releases like Genshin Impact and Hawkeye Star Railage from the 22, and early this year, Nintendo launched Zelda Conceas of the Kingdom, which is on track to be one of the highest grossing games this year, and in 2024, I expect anime is momentum to continue for too.

49:27All right, so Robin, I love this big idea. And I'm sure many of our listeners are familiar with anime, but for those who aren't or just a set of foundation, what actually constitutes anime and maybe how does it differ from other formats like manga or webtoons? Anime is unique because it started from Japanese comics, right? And so it's defined by a few different types of art styles. So one is solid outlines, exactly the features, blocked out colors and textures and lines, things like enlarge eyes and so forth. It's a little bit different than webtoons because webtoons are produced in Korea. And so there's slight artistic differences such as webtoons tend to be a little bit more pastel and shaded.

50:12They also tend to have more rounded shapes and so the hard lines like anime. But there's no real hard and fast lines for what defines anime rights. So some people consider out of the last Airbender, which is like an American Cartoon or RWBY, which is the American cartoon anime too. And so I think the genre is like pretty broad, I'd say it's more defined by like its fan base, because most of the core anime fan base likes a wide variety of things across these different archetypes. Definitely. And you mentioned that anime specifically is able to incorporate different components, like adventure components or romance hooks or social loops, and that generates this really deep engagement.

50:51And we see this in the data. We'll get to the revenue in a second, But what do you think it is about anime style that actually sets that genre apart and allows for some of those components and some of that engagement in the gameplay? Yeah, so I think in general different art styles are very targeted at different audiences and so for instance if you take something like Elden Ring It's a very hardcore dark fantasy audience or if you take something like Fortnite or Vowblocks Those tend to be more cartoony or lego -y and so that tends to skew a way younger And so you only have a certain sub -segment of experiences that's available because your art style is tailored to that specific experience.

51:29Whereas with anime, like many different types of people and many different age groups and many different demographics really like it, right? So you can make a casual game, like a match -through game that has like anime components or you can make a romance game where people feel very deeply about the characters or you can make like an action game. And you can see that even with Getshin, right? It's both like an action and romance dating game. And so many of these genres can basically combine. And so I think in general, like anime is just able to combine many different types of player profiles because like a lot of people like anime and there's a lot of different player types that just like wrap it towards the video.

52:05And there's a lot of people playing. I mean, some of the data that you shared and your big idea really surprised me. I knew anime was popping off, but some of these games are making tens of millions of dollars per month, that's not per year. And so how are these games monetizing and is the monetization strategy any different from other genres of games? Yeah, so there's typical things like battle passes or IAP or progression loops that you can put in and so they have like standard monetization techniques that are pretty common in all mobile games Oh, you buy some boost or you buy the battle pass for the mother so forth The one thing that's distinguishing about anime gives it in particular which tends to drive the high arpu is the gacha component.

52:47And so this evolves from gacha pods in Japan, where basically you used to put like a hundred yen coin into the gacha pond machine and get a random character out. And so this is the same idea with gacha, where I spend five dollars, I roll the gacha, and I try to get like my favorite character, my favorite like, husbando or waifu, essentially. And so I think there are fair critiques that like this is like similar to gambling in certain ways, but basically a lot of the best studios have tackled this by making it so that there's a lot of pity techniques and that Earth race and the drop rates for five star characters are like decently reasonable and so you Basically have a lot of different emergent behavior that comes from that too because basically people post YouTube videos of like drop openings and box openings And hey, I got my favorite character and so it makes for great content Plus it allows for people to have like very high spend depth in the game And so that's why you see like Arpus is high as $30, $40, $50, whereas like some other games that Arpus might be more than like $10 to $20 range.

53:47So it's potentially two or two to three X, what like a regular game makes. Right. And just to clarify, Gacha is those almost like bending machines in Japan where you like insert money and then you get those like round balls with something in it. Okay. Just wanted to clarify that for anyone who wasn't familiar. It does feel like certain companies, I think Netflix is announced certain investments in anime. So large companies are, I guess you could say waking up to this opportunity, but I'd love to just get your take on why it felt like maybe at least from the outside people were sleeping on this trend and maybe still are in a way.

54:23Do you think that'll change? And what do you think maybe has not been capitalized on by the masses yet? Yeah, I think in the past when I was growing up, anime was definitely a weird otaku like dirty thing that people tend to like to talk about and so you have to figure out who also watches anime and only talk about their friends because you didn't want to come off as like uncool watching this weird Japanese cartoon thing right and so I think anime has changed a lot on way more mainstream so you see things like jujitsu kaisen or attack on titan or even the old like Naruto leech series or one piece okay really big these days and I think there's just like way more anime viewers right if you look at stats I think something like 50 % of millennials and now like 70 % of Gen Z watch anime and so like more and more young people are watching, converting to the medium and I think that's why people were sleeping on it before is because people were just like oh it's just like little side -jotter and hobby that like some people like but actually now it's something that like a lot of people will actually really enjoy because there's just many stories it can tell through the medium and then the other thing I think people didn't realize is the fan base kind of keeps to itself and so anime fans are extremely extremely passionate and you can just look up the numbers of like how much Emmy fans spend on like figure reans, merch, and games and so forth.

55:37But they keep it to themselves, right? And they spend it within their community rather than bringing it out to wider community because I think there was still that stigma before. Whereas now it's changing. It's sort of a similar gaming, right? Like when Fortnite got big and football players started doing Fortnite dances, then you know like gaming is also going mainstream. I think the similar thing is kind of happening to anime now. Yeah, definitely. And I'm curious to hear your take on who you think you could say wins or really dominates this genre as we move forward. There's obviously big giants like EA or Tencent that have been around forever.

56:07I think you mentioned Moio, which has been around since 2011. So a little newer, but still around for a decade or so. But then I assume there's still room for new developers. How would you think about that? And also what lessons can developers learn from the success or the rise of anime? Yeah, I think one, it's important to be a devout follower of the medium to be successful and I think one of the reasons Mahoyou was so successful is their tagline is literally otaku saved the world. It was started by a bunch of college kids who are just super passionate about the medium and they're very specific things about the genre that you have to get right.

56:44Such as I think Mahoyou really gets right. The specific character design of a lot of its characters, it gets right on a lot of the like archetypes of Tunduta. This is a little sister type of character. There's a lot of archetypes that you have to get right to make sure that you're like doing right by the genre essentially and doing right by its fan base. And so I think Mahoyou was super successful at that. And then they also built up its capabilities over time. Right, so some of the first Han Kai games did progressively better, but nothing at like billion dollar scale. And eventually they built up the technical capabilities, the built Genshin, which is now billion dollar scale, but took like several hundred million dollars to make.

57:20And so it takes a while to build up to that genre and that scale. But I think what's also great about anime is not as expensive and so medium to develop, because a lot of it isn't even about the gameplay, a lot of it's about the art and the story and so forth. And so you're not building something as deep as an MMO per se, which might cost you several hundred million dollars. You can build more casual mobile things that are cheaper to develop and cheaper to put out to market. And it's just like an art style, right? And so you can put out many different types of things. And so I think to answer your question, I think both big players like Mahoyo will continue to generate new hits, such as Hawkeye Starro, launches here.

57:56But then also I think there's a lot of opportunity for innovation and we've been on a few companies in that space similar to so Ponda labs and also Odyssey interactive or both building like an versatile games What is building a anime action RPG and other one logic mega strikers? Which is like table hockey League legends and so we're pretty excited for both We believe that both startups devs and large companies kind of a lot of potential space Just to close that out The style itself can probably be enabled by some of the new technologies that are coming online or becoming more omnipresent. So AI, XR, what are your thoughts on how those new technologies impact the system and maybe help us invent the new next wave of anime?

58:38Yeah, I think AI is definitely an obvious one for anime because it's a 2D art style and it's a very known art style. And so the AI is very coherent and can generate very good assets for the medium. And so you can look at things like Nege journey, which is a fork of mid -journey and probably the most common anime to the art asset generation right now. And so I'm pretty sure that many people will be generating both like mods and fan art, but also people will be using this production setting to get anime games out for cheaper and getting them out at like very high quality. So I think that will definitely happen for sure.

59:13on XR, I mean, you can look at the success of Pokemon Go, for instance. I think XR is like an interesting medium and we'll have to see what kind of games come out of the medium, but you know, for large brands such as like Pokemon, that I think it's like a very innovative use case for like, hey, like we got out of the wild, we collect Pokemon anywhere, and it's just like living your core fantasy that you had when we were child. I'm not sure exactly what will come of XR because we don't know what we don't know, and I'm sure people will come up with way more inventive things than I can come up with.

59:42So I'm just excited to see how the platform develops and see what new tabs make the cool new game moves on the platform Totally. Well, this has been super interesting. I mean, it's incredible how many people are engaged with anime games And then as we talked about earlier the revenue is just shocking like tens of millions per month for some of these games So super excited to see how this trend evolves in 2024 and thanks for sharing your big idea Yeah, thanks for having me stuff I hope you enjoyed part two of this series. We do have part three on the way where we've got three more big ideas featuring partners from our American dynamism and fintech teams.

1:00:20And if you can't wait and want to see our full list of 40 plus big ideas today you can head on over to k16z .com flash big ideas 2024. It's time to build.

From the publisher

Voice-First Apps, AI Moats, Never-Ending Games, and Anime. We asked over 40 partners across a16z to preview one big idea they believe will drive innovation in 2024.

Here in our 3-part series, you’ll hear directly from partners across all our verticals, as we dive even more deeply into these ideas. What’s the why now? Who is already building in these spaces? What opportunities and challenges are on the horizon? And how can you get involved?

Timecodes:

00:00 - Big Ideas in Tech 2024

01:39 - Big Idea: Voice-First Apps Will Become Integral to Our Lives

04:14 - The limiting factors of voice technology

05:27 - What would a voice-first app look like? 

06:52 - Voice tech for companionship and productivity 

08:05 - The primary modality voice applications

10:08 - How builders and founders can integrate voice technology

13:31 - Big Idea: The Consumer AI Battleground Moves from Model to UX

15:49 - How user experience can contribute toward building a moat

17:57 - The commoditization of models

19:55 - How should builders differentiate between model and experience?

22:58 - Breakout examples for 2024

25:10 - Open source vs closed source

26:44 - The impact of applications splitting from the infrastructure layer

28:14 - Big Idea: AI-First Games That Never End

29:59 -Generative AI in gaming and AI native games

31:12 - Introducing generative agents as game companions 

33:57 - Does the gaming community want hyper personalization?

38:00 - New entrants vs the incumbents

41:57 - How business models and cost structures are evolving

46:21 - Advice for game builders in 2024

48:03 - Big Idea: Anime Games Go Mainstream

49:28 - What defines anime?

52:05 - Anime’s monetization strategy and how it differs from other genres

54:04 - Why are we seeing a rise in anime?

55:56 - What is required to be successful in anime

58:20 - AI, XR and inventing the next wave of anime

 

Resources:

View all 40+ big ideas: https://a16z.com/bigideas2024

 

Stay Updated: 

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