AI transcript
0:00:05 Hi, everyone. Welcome to the A6nZ podcast. I’m Sonal. I’m here today with the third
0:00:10 episode of our new short-form news show, “16 Minutes,” where we cover recent headlines
0:00:14 the A6nZ way, offering expert takes on the trends involved and more. You can follow the
0:00:19 show in its own feed in your favorite podcast player app. Our other episodes cover multiple
0:00:24 news items and topics, but this week we’re doing two separate, short-but-deep dives connected
0:00:32 to recent headlines. One on the opioid crisis, which you can find in this feed, or at a6nz.com/16minutes,
0:00:36 and this episode, which is on eSports, gaming, and entertainment.
0:00:40 So here’s the news. The Fortnite World Cup just happened this past weekend. It’s the
0:00:43 first time ever it was the inaugural World Cup, and it actually took place in the same
0:00:49 exact stadium in New York that the U.S. opened for tennis takes place. And the news was that,
0:00:53 besides the fact that this is a big new thing, was that a 16-year-old named Kyle Gearsdorf
0:00:59 won $3 million, and that is actually the largest prize ever for a single person in eSports history.
0:01:02 And by the way, his nickname or his player name is Booga, and that’s actually the name
0:01:05 he got from his grandfather calling him Booga Booga Booga, and he was a baby, which I think
0:01:09 is really cute. Just to put this in an even more context before I introduce our experts,
0:01:13 what’s also really interesting about this is that this prize money is not that different
0:01:17 from traditional physical sports. Everyone’s talking about how Booga earned more money than
0:01:22 Tiger Woods did for winning the Masters, and it’s not even the biggest prize pool overall.
0:01:27 Dota 2’s The International is the largest ever so far, with over $30 million. And that’s
0:01:31 what everyone’s talking about. To me, the real big news here is that 2 million people
0:01:37 concurrently live-streamed this past Sunday on Twitch and YouTube. My friend Angela Watercutter,
0:01:40 Wired, pointed out that this is not as big as Game of Thrones, but that’s a hell of
0:01:44 a lot, so it’s slowly mainstreaming. I’m going to introduce our A6NZ experts, Andrew
0:01:50 Chen, general partner, who covers our consumer vertical and Darcy Kuliken on the investing
0:01:54 team for consumer. I want to hear from you guys, what’s a broader category that this
0:01:58 fits in, what’s hype, what’s real, and how are you guys thinking about this in the context
0:02:01 of the future of entertainment and tech? That’s a big question.
0:02:05 Awesome. I think when we look at esports, the most fascinating thing about it is it
0:02:12 is the most publicly visible phenomenon of the much broader trend, which is the emergence
0:02:20 of gaming as a new form of entertainment at a peer level to TV and movies and music and
0:02:25 so on. It’s inevitable that it’ll get there. Just the hours that consumers are putting
0:02:29 in really show that. For years, people have said, “Well, gaming, it’s this hits-driven
0:02:34 business and you build a game and you release it and you get all your sales in year one
0:02:40 and then that’s it.” I think what we’re seeing is that in this new style of hyper-social gaming
0:02:45 properties that have esports leagues around them, that have multiplayer built in, that
0:02:49 these properties like League of Legends Riot Games is their flagship game has now been around
0:02:53 for 10 years. It’s still doing over a billion in revenue. There’s still a ton of people
0:02:59 playing EverQuest. There’s still a ton of people playing World of Warcraft.
0:03:04 This is a new way that consumers are coming together and interacting with each other in
0:03:08 a big way. Esports is the natural outcome of all that.
0:03:12 You’ve alluded to the fact that people have been talking about this for a while. Why now?
0:03:17 What’s different that this is finally starting to compete with TV and other forms of entertainment?
0:03:20 There’s a couple different trends that are coming together. I think the very first one
0:03:26 is that video has just become such a huge thing. Streaming has become such a huge thing.
0:03:29 That is very much to do with the fact that we have phones, we carry these supercomputers
0:03:34 in our pocket, we have the bandwidth ability to be able to do it. When you look at these
0:03:39 stats around Twitch and YouTube, there’s literally billions of monthly actives that
0:03:44 are consuming video. What that means is that creates this new medium for any product that
0:03:49 produces lots and lots of visual content to live on top of that video.
0:03:54 We often will talk about this in the context of gaming or the context of education or the
0:04:00 context of many other of these things. Gaming is clearly the one that has very much benefited
0:04:06 from that. That’s one really big piece. The second piece here is that there’s steam, there’s
0:04:10 all the new consoles, there’s cloud gaming that’s coming out. I think all of these new
0:04:16 trends really serve to bring gaming that maybe back in the day, you would have had to buy
0:04:20 a $3,000 PC rig in order to run the top end.
0:04:23 Fully load up all the graphic processors and all these different things to really enjoy
0:04:24 the game.
0:04:29 Exactly. Now it’s like, wow, actually, the iPad plays Fortnite pretty well. They have
0:04:34 to modify the controls a little bit and this and that. That is such an amazing experience
0:04:38 to be able to play one of these massively multiplayer games without needing to spend
0:04:43 thousands of dollars. I think those two things and we’re also just seeing that kids that
0:04:48 are growing up playing Minecraft and Roblox, they’re graduating to Fortnite and there’s
0:04:51 a very good question like, are they going to graduate from Fortnite and what else are
0:04:56 they going to do? Are these kids going to find that in a world where they’ve been immersed
0:05:01 with all of their friends in these insane 3D environments that they’re going to go to
0:05:07 a 2D feed with static images and think that that’s actually the coolest way to hang out
0:05:08 with their friends.
0:05:11 That’s new for us, but for the kids growing up like that with that native worldview, that
0:05:14 you’re right. That’s their new, that the baseline has shifted.
0:05:18 If you grew up on AOL Instant Messenger, you would not have been able to guess that a system
0:05:22 of profiles and feeds and this and that would be the dominant way to hang out with your friends,
0:05:27 not Instant Messenger. And now for many of us that are in the Facebook or Instagram kind
0:05:32 of generation, I think it’s going to be hard to extrapolate like, maybe actually the next
0:05:37 way that all the humans in the world want to get together isn’t going to be also feeds
0:05:41 and following and photos and all this other stuff. It might look more like Minecraft,
0:05:42 might look more like Fortnite.
0:05:46 Yeah, that’s so fascinating because it has interesting implications for where the future
0:05:48 social network comes from, which is from games.
0:05:52 Yeah. I mean, I think you’re already seeing this, like the product experience of a Facebook
0:05:56 or a chat group is now the product experience of a game itself and the social network layers
0:06:01 around it. Fortnite then becomes the place where people hang out. We say why now and
0:06:05 it’s this idea that games entered the cultural zeitgeist and that’s driven by a lot of technology
0:06:08 and it’s driven by video and it’s driven by bunch of other things. But then once your
0:06:12 friends are playing it, you want to play it. It’s kind of like reaches this gating point
0:06:16 and then it hits a tipping point and then everybody wants to be playing and then they
0:06:17 want to be where their friends are.
0:06:20 So just to bring it back to the news then, because that’s where the trends are going
0:06:24 and how to think about the big picture, let’s talk about eSports for a minute in particular.
0:06:27 So you guys are saying that this is part of the larger trend and what’s happening with
0:06:31 gaming, technology, social networks, the future of entertainment really. But first of all,
0:06:35 when I was at where I did an op-ed in 2013 that argued that eSports was quite a long
0:06:38 time ago is no different than other sports. It was from Kevin Morris who was at the Daily
0:06:42 Dot at the time. And it was really interesting because I had to fight the headline desk because
0:06:45 they were like, “What the hell is eSports?” They were like, “You can’t say that.” And
0:06:49 just to give people context who are not familiar with that category, eSports is big business.
0:06:52 What really struck me is that it has a lot of the same features as traditional sports.
0:06:56 You’ve got training, like Buga in particular was playing for only two years, but he played
0:07:00 six to eight hours a day. He’s been training for two years like entirely. He has a management
0:07:04 company. There are sponsors. There are fans. There’s all these things in the regular sports
0:07:08 ecosystem that play out with eSports. I’m actually curious for your thoughts in particular
0:07:11 around eSports about where does this fit and how to think about this?
0:07:14 So I actually think the eSports term is maybe a little bit tortured. Maybe not necessarily
0:07:18 the best term, but you can just think about this as like eSports is another form of entertainment.
0:07:21 Sports is one form of entertainment. You want to watch the people that are like the highest
0:07:25 skilled people at any particular sport. And it’s kind of like a performance-based form
0:07:30 of entertainment. You also have like personality-driven forms of entertainment. That’s everything
0:07:36 from like reality TV. You can call that like some sort of eSport in and of itself. I think
0:07:41 eSports sits somewhere in the middle of that kind of like performance-based entertainment,
0:07:44 personality-based entertainment. Like Fortnite is much more kind of cartoonish. It’s much
0:07:48 more driven off the personality of the streamers. Ninja is probably the most famous and the
0:07:52 most highly compensated streamer. And he’s kind of like personality-based.
0:07:57 That’s super interesting. How do you think about this along the spectrum of sports entertainment?
0:08:00 From your vantage point and tech and like the future of entertainment, like why does
0:08:01 that matter?
0:08:07 I mean, one aspect of it is that right now, when we think about sports and eSports, inevitably
0:08:11 it’s the player versus player competitive type genre. And I think what we’re going
0:08:15 to very quickly find is that, you know, if you just go to YouTube and search for Minecraft,
0:08:20 there are so many things that people want to watch that are not this PVP competitive
0:08:21 kind of format. And so I think-
0:08:22 Pillar versus player.
0:08:25 Right. And so I think what we’re going to see instead is we’re going to end up seeing
0:08:31 a, you know, vast set of, you know, new genres of very watchable, very streamable entertainment
0:08:36 experiences ultimately that have as much to do with, you know, creativity and creative
0:08:40 expression. You know, you can imagine playing rock band or, you know, dance sense revolution
0:08:41 or whatever.
0:08:42 Oh my God, I love-
0:08:43 Imagine that as a-
0:08:44 I’ve always loved dance sense revolution.
0:08:47 Or like, you know, even if you take the metaphor as game shows, right? Game shows are some
0:08:52 of the most widely watched forms of entertainment. We don’t call them sports, right? But people
0:08:55 love watching them. And there’s going to be competitive versions that aren’t going to
0:09:00 be about shooting somebody. It’s going to be like, who can, you know, make the best
0:09:04 virtual garden, you know, who can cook the best virtual recipes. That’s going to be
0:09:05 a thing.
0:09:07 You’re right. What I love about that is things that are very native to what people already
0:09:11 do and love, since like there’s a whole cult around the great British baking bake off.
0:09:12 Yeah, totally.
0:09:16 Imagine that and like to your point, and you’re like in sports form, that’s super interesting.
0:09:18 Yeah. Well, it’s funny because people are like, oh my gosh, I can’t believe people watch
0:09:22 other people play video games. But we watch like other people answer trivia questions.
0:09:27 We watch other people play real physical sports. We watch other people like fix homes on reality
0:09:33 TV in like quasi competitive situations. That entire world exists. And it’s just bringing
0:09:35 that world into a place where people can do that more digitally. And then you’re just
0:09:38 creating the entertainment layer that sits on top of that interaction.
0:09:43 So this is good to talk about Fortnite specifically. It’s made by Epic Games. It allows up to
0:09:47 100 players to play at a time. And some people argue that’s a thing that sort of made it
0:09:51 really work. And a lot of games are now adding, you know, a battle royale mode where people
0:09:56 can fight and compete in like a confined space, et cetera. Fortnite was a top rank free game
0:10:01 last year. It made $2.4 billion in revenue according to Nielsen owned super data research.
0:10:04 And I think people only focus on the fact that it’s been around for two years, but it
0:10:09 wasn’t really a sudden overnight success because it has a longer history. And I’m just curious
0:10:12 for your guys’s view on sort of this trend of a lot of these games starting to add a
0:10:14 battle royale mode in particular.
0:10:19 Yeah. One of the really fascinating patterns that’s been happening in the games world has
0:10:23 been that, you know, oftentimes there’s, there’s a whole ecosystem of modders. These are people
0:10:24 that, you know,
0:10:25 Oh yeah. Like I love the modding community.
0:10:26 Right. Yeah. Exactly.
0:10:27 Modify games.
0:10:30 Exactly. That’s right. They’re modifying games or adding new assets, adding new rules,
0:10:35 you know, et cetera, et cetera. And, you know, League of Legends was originally derived from
0:10:41 Dota, which was a mod of Warcraft three. And similarly, Fortnite had had a bunch of predecessors,
0:10:44 I mean, there was Part PUBG, there was, you know, a mod that was built on, you know, Arma,
0:10:45 you know, et cetera, et cetera. And so,
0:10:48 And modding goes all the way back to Doom and even before that.
0:10:49 Well, yeah, exactly.
0:10:54 And so I think what we see is that, you know, many of these genres are taking time to kind
0:10:59 of incubate and kind of evolve in the indie gaming community and in the moderate community.
0:11:04 And then you have a new entrepreneur that then comes out with a fully integrated AAA type
0:11:08 level kind of thing. And that kind of, you know, brings it forward. And I think what
0:11:12 they end up tapping into, especially this kind of new generation of games is bringing
0:11:13 network effects into the games industry.
0:11:15 What do you mean by that?
0:11:19 What I mean is that it used to be that game was just a piece of content and you’d play
0:11:20 it and then you were done.
0:11:23 Right. A lot of the times these games are great, the tradition you’re describing a modding,
0:11:25 it actually leads to quick games being built and then dying.
0:11:29 Right. Right. Exactly. And so what ends up happening is in a world where you can mod
0:11:34 and then also ultimately create these full games that are multiplayer intrinsically and
0:11:38 have competition, have these different elements, what these are tapping into is they’re able
0:11:42 to create video and streaming communities around the game that kind of keep it going.
0:11:43 Hence the network.
0:11:47 That’s one form of a network. Another form of a network has been the e-sports leagues
0:11:51 and the teams and this whole ecosystem of folks that that are…
0:11:52 Management, sponsors, everything.
0:11:56 Right. Right. Who all have this very strong incentive to like keep the game going and
0:12:00 continue marketing it, et cetera, et cetera. And then, you know, third one, which we haven’t
0:12:04 talked about is, you know, user-generated content in the context of games.
0:12:06 I’m actually very interested in that because that’s actually been a trend in every media
0:12:10 wave where there’s always like a central established player that makes the content and then there’s
0:12:13 a user-generated phase that kind of comes right after that.
0:12:16 That’s right. Yeah. And I think, you know, as much as we’re talking about Fortnite’s
0:12:21 Battle Royale, you know, a lot of what the company Epic has been, you know, emphasizing
0:12:26 is their creative mode, which is just being able to like make cool structures and new
0:12:31 types of gameplay, et cetera. And that’s another form of how you can build a network
0:12:35 effect, the same one that’s propelling Minecraft and Roblox as well as, you know, kind of this
0:12:40 entire modding community. That’s obviously been one of the most powerful forces in the
0:12:44 internet consumer product sphere. And I think it’s inevitable that that all makes its way
0:12:49 into the game’s world. That’s absolutely right. And I think the focus you’re seeing on games
0:12:53 companies trying to build, whether it’s eSports, whether it’s kind of Battle Royale or multiplayer
0:12:58 modes, whether it’s UGC, like user-generated content, user-generated content, you know,
0:13:03 like Epic didn’t get Fortnite, like the eSports of Fortnite right on the first try, right?
0:13:06 It took iterations. That’s to me the interesting story here. It’s not an overnight success.
0:13:10 It’s not an overnight success. And like the game itself is not an overnight success. Like
0:13:14 the eSports, it is not an overnight success. But the idea of building towards network effects,
0:13:18 I think you’re seeing more and more games companies focused on that as the kind of ultimate
0:13:20 end goal. So how does this play out with the real
0:13:23 world? Because another really interesting article that actually the Wall Street Journal
0:13:27 did this past week, and we’ve seen this as well, which is that real estate developers
0:13:31 all over the country are trying to convert malls, convention centers, et cetera, into
0:13:36 destinations for eSports. They’re doing stuff like adding locker rooms, like broadcast studios,
0:13:41 higher speed connectivity, massive LED video walls, like in Times Square. And some of the
0:13:45 cities involved here like Baltimore, Philadelphia, Arlington, Texas, Los Angeles, New York and
0:13:49 Las Vegas, of course. So how do you guys think about this in this context?
0:13:53 So I think that’s a really interesting trend, which is around this idea of like what’s happening
0:13:57 in real life versus what’s happening in the digital world. This division between like
0:14:03 atoms and bytes and gaming and this kind of genre is like this really fascinating transition
0:14:07 point. You literally have people sitting in New York in a stadium watching something happen
0:14:12 online. You also have people within the game watching the event happen within the game itself.
0:14:16 And then you have like these characters and it’s got this like Disney World feel to it.
0:14:18 But then you also have this stuff where they announced Marshmallow was going to do a concert
0:14:22 at the World Cup. And there’s this moment where you’re like, is that happening in the
0:14:26 game? Is that happening online only? Because like Marshmallow had that concert, you know,
0:14:30 a couple of months ago that had millions of people, the cell membrane between like what’s
0:14:34 happening in real life and what’s happening in the digital world in this game’s context
0:14:37 is getting super, super thin. People are now building stadiums for people to have eSports
0:14:42 competitions and it’s just this blending of the physical world and the digital world.
0:14:45 Yeah. Nathan Juergensen used to talk about this concept of digital dualism that it’s
0:14:50 kind of a false dichotomy to separate in real life, IRL and the online world in many ways.
0:14:54 You’re saying that games is the bridge between them, which I think is super fascinating.
0:14:58 The other thing that is happening if you look at it from the real estate end of things is
0:15:02 that, you know, what are we going to do with all of this mall space, right? And what are
0:15:05 we going to do with all these, you know, restaurants that are, you know, kind of the
0:15:08 three star Yelp restaurant is just there, you know, but like really you could order
0:15:13 from your favorite place on, you know, Uber Eats or DoorDash or whatever. And like, you
0:15:17 know, that’s even better, right? So it’s, you know, cities are changing a lot and there’s
0:15:20 a lot of space that’s opening up that we’re going to have to figure out what to do with
0:15:24 it. You know, that very naturally leads to all these new forms of entertainment, especially
0:15:29 when they’re things that can drive foot traffic. Consumers are going to go to these locations
0:15:34 when they’re deeply experiential, when they’re very Instagrammable, when it’s something that’s
0:15:35 fun to do together.
0:15:38 What’s going to drive people to go to the mall and these spaces versus doing it in their
0:15:39 home?
0:15:43 Yeah, I think there’s a bunch of different reasons why people will ultimately want to
0:15:47 go to these experiential places. The very first thing is, you know, if you’ve ever been
0:15:52 to Oracle Arena while they’re playing League of Legends in a group of like, you know, tens
0:15:56 of thousands of people, it is a very different experience than doing it at home. Or you’re
0:16:01 going with your family to a, you know, a sandbox VR, you’re putting on all the latest gear
0:16:03 and you have, you know, haptic feedback, you have like…
0:16:06 You can actually feel the moves, not just play it in VR visually.
0:16:09 And you have fans, you have this and that, you know, and you’re in a thousand square
0:16:13 foot space, like how many folks in San Francisco have a thousand square feet of playing space
0:16:19 and, you know, five VR headsets, you know, and all the gear and custom software and content.
0:16:22 When you’re talking about the highest end cutting edge experience, you know, that is
0:16:26 going to be something that, you know, you’re going to have to do outside in a system that
0:16:30 costs hundreds of thousands of dollars. We also are very excited about the in-home experience
0:16:35 as well, but that will always be a more casual type of, you know, experience than what you
0:16:36 can get out in the field.
0:16:38 Ultimately, I think it’s going to be both.
0:16:41 This is a very hopeful future. Sounds like we’re going to have a lot of fun and interesting
0:16:45 entertainment and it’s going to creep into other areas of our lives, education, et cetera.
0:16:50 So we’ve covered everything in this episode from, you know, the recent milestone, Fortnite,
0:16:55 gaming, eSports, the future of entertainment, real estate, bottom line it for me. Like,
0:17:00 how should we think about the recent news of Booga, Booga, Booga, Booga, making, you
0:17:04 know, $3 million and in this context of these larger trends.
0:17:08 So I think there’s three things I can bottom line. One piece of it is, you know, it just
0:17:12 reflects Fortnite’s kind of status within the current zeitgeist at the top of the stack
0:17:15 right now. I mean, obviously these things shift around, but for right now it’s at the
0:17:19 top. The second thing is it’s the importance of eSports competitive play to gaming more
0:17:24 broadly. You know, publishers are going to continue to push this, Fortnite push this,
0:17:30 you know, the importance of events like this, the publicity they get, live events, the retention
0:17:35 it drives, the kind of engagement it drives from players is just going to kind of continue
0:17:38 to grow and it’s going to be more and more important to publishers as they develop these
0:17:39 games.
0:17:43 The third thing is just it shows the size and scale of what happens when games meets
0:17:48 network effects, right? Which I don’t think is a surprise, but I think what these events
0:17:52 do is they crystallize it for the outside world. It gives you that point where you can
0:17:57 now compare it to, you know, how big is Booga relative to Tiger Woods or Roger Federer or
0:17:58 anything like that.
0:17:59 Exactly.
0:18:00 Exactly.
0:18:03 Yeah, you literally put it in the Earth or Ash stadium and now you have this nice contrast
0:18:07 point which for people outside of the gaming industry gives them something tangible about
0:18:10 how big this is as a force in the world right now.
0:18:12 Fantastic. Thank you guys for joining this segment.
0:18:13 Awesome. Thank you.
0:00:10 episode of our new short-form news show, “16 Minutes,” where we cover recent headlines
0:00:14 the A6nZ way, offering expert takes on the trends involved and more. You can follow the
0:00:19 show in its own feed in your favorite podcast player app. Our other episodes cover multiple
0:00:24 news items and topics, but this week we’re doing two separate, short-but-deep dives connected
0:00:32 to recent headlines. One on the opioid crisis, which you can find in this feed, or at a6nz.com/16minutes,
0:00:36 and this episode, which is on eSports, gaming, and entertainment.
0:00:40 So here’s the news. The Fortnite World Cup just happened this past weekend. It’s the
0:00:43 first time ever it was the inaugural World Cup, and it actually took place in the same
0:00:49 exact stadium in New York that the U.S. opened for tennis takes place. And the news was that,
0:00:53 besides the fact that this is a big new thing, was that a 16-year-old named Kyle Gearsdorf
0:00:59 won $3 million, and that is actually the largest prize ever for a single person in eSports history.
0:01:02 And by the way, his nickname or his player name is Booga, and that’s actually the name
0:01:05 he got from his grandfather calling him Booga Booga Booga, and he was a baby, which I think
0:01:09 is really cute. Just to put this in an even more context before I introduce our experts,
0:01:13 what’s also really interesting about this is that this prize money is not that different
0:01:17 from traditional physical sports. Everyone’s talking about how Booga earned more money than
0:01:22 Tiger Woods did for winning the Masters, and it’s not even the biggest prize pool overall.
0:01:27 Dota 2’s The International is the largest ever so far, with over $30 million. And that’s
0:01:31 what everyone’s talking about. To me, the real big news here is that 2 million people
0:01:37 concurrently live-streamed this past Sunday on Twitch and YouTube. My friend Angela Watercutter,
0:01:40 Wired, pointed out that this is not as big as Game of Thrones, but that’s a hell of
0:01:44 a lot, so it’s slowly mainstreaming. I’m going to introduce our A6NZ experts, Andrew
0:01:50 Chen, general partner, who covers our consumer vertical and Darcy Kuliken on the investing
0:01:54 team for consumer. I want to hear from you guys, what’s a broader category that this
0:01:58 fits in, what’s hype, what’s real, and how are you guys thinking about this in the context
0:02:01 of the future of entertainment and tech? That’s a big question.
0:02:05 Awesome. I think when we look at esports, the most fascinating thing about it is it
0:02:12 is the most publicly visible phenomenon of the much broader trend, which is the emergence
0:02:20 of gaming as a new form of entertainment at a peer level to TV and movies and music and
0:02:25 so on. It’s inevitable that it’ll get there. Just the hours that consumers are putting
0:02:29 in really show that. For years, people have said, “Well, gaming, it’s this hits-driven
0:02:34 business and you build a game and you release it and you get all your sales in year one
0:02:40 and then that’s it.” I think what we’re seeing is that in this new style of hyper-social gaming
0:02:45 properties that have esports leagues around them, that have multiplayer built in, that
0:02:49 these properties like League of Legends Riot Games is their flagship game has now been around
0:02:53 for 10 years. It’s still doing over a billion in revenue. There’s still a ton of people
0:02:59 playing EverQuest. There’s still a ton of people playing World of Warcraft.
0:03:04 This is a new way that consumers are coming together and interacting with each other in
0:03:08 a big way. Esports is the natural outcome of all that.
0:03:12 You’ve alluded to the fact that people have been talking about this for a while. Why now?
0:03:17 What’s different that this is finally starting to compete with TV and other forms of entertainment?
0:03:20 There’s a couple different trends that are coming together. I think the very first one
0:03:26 is that video has just become such a huge thing. Streaming has become such a huge thing.
0:03:29 That is very much to do with the fact that we have phones, we carry these supercomputers
0:03:34 in our pocket, we have the bandwidth ability to be able to do it. When you look at these
0:03:39 stats around Twitch and YouTube, there’s literally billions of monthly actives that
0:03:44 are consuming video. What that means is that creates this new medium for any product that
0:03:49 produces lots and lots of visual content to live on top of that video.
0:03:54 We often will talk about this in the context of gaming or the context of education or the
0:04:00 context of many other of these things. Gaming is clearly the one that has very much benefited
0:04:06 from that. That’s one really big piece. The second piece here is that there’s steam, there’s
0:04:10 all the new consoles, there’s cloud gaming that’s coming out. I think all of these new
0:04:16 trends really serve to bring gaming that maybe back in the day, you would have had to buy
0:04:20 a $3,000 PC rig in order to run the top end.
0:04:23 Fully load up all the graphic processors and all these different things to really enjoy
0:04:24 the game.
0:04:29 Exactly. Now it’s like, wow, actually, the iPad plays Fortnite pretty well. They have
0:04:34 to modify the controls a little bit and this and that. That is such an amazing experience
0:04:38 to be able to play one of these massively multiplayer games without needing to spend
0:04:43 thousands of dollars. I think those two things and we’re also just seeing that kids that
0:04:48 are growing up playing Minecraft and Roblox, they’re graduating to Fortnite and there’s
0:04:51 a very good question like, are they going to graduate from Fortnite and what else are
0:04:56 they going to do? Are these kids going to find that in a world where they’ve been immersed
0:05:01 with all of their friends in these insane 3D environments that they’re going to go to
0:05:07 a 2D feed with static images and think that that’s actually the coolest way to hang out
0:05:08 with their friends.
0:05:11 That’s new for us, but for the kids growing up like that with that native worldview, that
0:05:14 you’re right. That’s their new, that the baseline has shifted.
0:05:18 If you grew up on AOL Instant Messenger, you would not have been able to guess that a system
0:05:22 of profiles and feeds and this and that would be the dominant way to hang out with your friends,
0:05:27 not Instant Messenger. And now for many of us that are in the Facebook or Instagram kind
0:05:32 of generation, I think it’s going to be hard to extrapolate like, maybe actually the next
0:05:37 way that all the humans in the world want to get together isn’t going to be also feeds
0:05:41 and following and photos and all this other stuff. It might look more like Minecraft,
0:05:42 might look more like Fortnite.
0:05:46 Yeah, that’s so fascinating because it has interesting implications for where the future
0:05:48 social network comes from, which is from games.
0:05:52 Yeah. I mean, I think you’re already seeing this, like the product experience of a Facebook
0:05:56 or a chat group is now the product experience of a game itself and the social network layers
0:06:01 around it. Fortnite then becomes the place where people hang out. We say why now and
0:06:05 it’s this idea that games entered the cultural zeitgeist and that’s driven by a lot of technology
0:06:08 and it’s driven by video and it’s driven by bunch of other things. But then once your
0:06:12 friends are playing it, you want to play it. It’s kind of like reaches this gating point
0:06:16 and then it hits a tipping point and then everybody wants to be playing and then they
0:06:17 want to be where their friends are.
0:06:20 So just to bring it back to the news then, because that’s where the trends are going
0:06:24 and how to think about the big picture, let’s talk about eSports for a minute in particular.
0:06:27 So you guys are saying that this is part of the larger trend and what’s happening with
0:06:31 gaming, technology, social networks, the future of entertainment really. But first of all,
0:06:35 when I was at where I did an op-ed in 2013 that argued that eSports was quite a long
0:06:38 time ago is no different than other sports. It was from Kevin Morris who was at the Daily
0:06:42 Dot at the time. And it was really interesting because I had to fight the headline desk because
0:06:45 they were like, “What the hell is eSports?” They were like, “You can’t say that.” And
0:06:49 just to give people context who are not familiar with that category, eSports is big business.
0:06:52 What really struck me is that it has a lot of the same features as traditional sports.
0:06:56 You’ve got training, like Buga in particular was playing for only two years, but he played
0:07:00 six to eight hours a day. He’s been training for two years like entirely. He has a management
0:07:04 company. There are sponsors. There are fans. There’s all these things in the regular sports
0:07:08 ecosystem that play out with eSports. I’m actually curious for your thoughts in particular
0:07:11 around eSports about where does this fit and how to think about this?
0:07:14 So I actually think the eSports term is maybe a little bit tortured. Maybe not necessarily
0:07:18 the best term, but you can just think about this as like eSports is another form of entertainment.
0:07:21 Sports is one form of entertainment. You want to watch the people that are like the highest
0:07:25 skilled people at any particular sport. And it’s kind of like a performance-based form
0:07:30 of entertainment. You also have like personality-driven forms of entertainment. That’s everything
0:07:36 from like reality TV. You can call that like some sort of eSport in and of itself. I think
0:07:41 eSports sits somewhere in the middle of that kind of like performance-based entertainment,
0:07:44 personality-based entertainment. Like Fortnite is much more kind of cartoonish. It’s much
0:07:48 more driven off the personality of the streamers. Ninja is probably the most famous and the
0:07:52 most highly compensated streamer. And he’s kind of like personality-based.
0:07:57 That’s super interesting. How do you think about this along the spectrum of sports entertainment?
0:08:00 From your vantage point and tech and like the future of entertainment, like why does
0:08:01 that matter?
0:08:07 I mean, one aspect of it is that right now, when we think about sports and eSports, inevitably
0:08:11 it’s the player versus player competitive type genre. And I think what we’re going
0:08:15 to very quickly find is that, you know, if you just go to YouTube and search for Minecraft,
0:08:20 there are so many things that people want to watch that are not this PVP competitive
0:08:21 kind of format. And so I think-
0:08:22 Pillar versus player.
0:08:25 Right. And so I think what we’re going to see instead is we’re going to end up seeing
0:08:31 a, you know, vast set of, you know, new genres of very watchable, very streamable entertainment
0:08:36 experiences ultimately that have as much to do with, you know, creativity and creative
0:08:40 expression. You know, you can imagine playing rock band or, you know, dance sense revolution
0:08:41 or whatever.
0:08:42 Oh my God, I love-
0:08:43 Imagine that as a-
0:08:44 I’ve always loved dance sense revolution.
0:08:47 Or like, you know, even if you take the metaphor as game shows, right? Game shows are some
0:08:52 of the most widely watched forms of entertainment. We don’t call them sports, right? But people
0:08:55 love watching them. And there’s going to be competitive versions that aren’t going to
0:09:00 be about shooting somebody. It’s going to be like, who can, you know, make the best
0:09:04 virtual garden, you know, who can cook the best virtual recipes. That’s going to be
0:09:05 a thing.
0:09:07 You’re right. What I love about that is things that are very native to what people already
0:09:11 do and love, since like there’s a whole cult around the great British baking bake off.
0:09:12 Yeah, totally.
0:09:16 Imagine that and like to your point, and you’re like in sports form, that’s super interesting.
0:09:18 Yeah. Well, it’s funny because people are like, oh my gosh, I can’t believe people watch
0:09:22 other people play video games. But we watch like other people answer trivia questions.
0:09:27 We watch other people play real physical sports. We watch other people like fix homes on reality
0:09:33 TV in like quasi competitive situations. That entire world exists. And it’s just bringing
0:09:35 that world into a place where people can do that more digitally. And then you’re just
0:09:38 creating the entertainment layer that sits on top of that interaction.
0:09:43 So this is good to talk about Fortnite specifically. It’s made by Epic Games. It allows up to
0:09:47 100 players to play at a time. And some people argue that’s a thing that sort of made it
0:09:51 really work. And a lot of games are now adding, you know, a battle royale mode where people
0:09:56 can fight and compete in like a confined space, et cetera. Fortnite was a top rank free game
0:10:01 last year. It made $2.4 billion in revenue according to Nielsen owned super data research.
0:10:04 And I think people only focus on the fact that it’s been around for two years, but it
0:10:09 wasn’t really a sudden overnight success because it has a longer history. And I’m just curious
0:10:12 for your guys’s view on sort of this trend of a lot of these games starting to add a
0:10:14 battle royale mode in particular.
0:10:19 Yeah. One of the really fascinating patterns that’s been happening in the games world has
0:10:23 been that, you know, oftentimes there’s, there’s a whole ecosystem of modders. These are people
0:10:24 that, you know,
0:10:25 Oh yeah. Like I love the modding community.
0:10:26 Right. Yeah. Exactly.
0:10:27 Modify games.
0:10:30 Exactly. That’s right. They’re modifying games or adding new assets, adding new rules,
0:10:35 you know, et cetera, et cetera. And, you know, League of Legends was originally derived from
0:10:41 Dota, which was a mod of Warcraft three. And similarly, Fortnite had had a bunch of predecessors,
0:10:44 I mean, there was Part PUBG, there was, you know, a mod that was built on, you know, Arma,
0:10:45 you know, et cetera, et cetera. And so,
0:10:48 And modding goes all the way back to Doom and even before that.
0:10:49 Well, yeah, exactly.
0:10:54 And so I think what we see is that, you know, many of these genres are taking time to kind
0:10:59 of incubate and kind of evolve in the indie gaming community and in the moderate community.
0:11:04 And then you have a new entrepreneur that then comes out with a fully integrated AAA type
0:11:08 level kind of thing. And that kind of, you know, brings it forward. And I think what
0:11:12 they end up tapping into, especially this kind of new generation of games is bringing
0:11:13 network effects into the games industry.
0:11:15 What do you mean by that?
0:11:19 What I mean is that it used to be that game was just a piece of content and you’d play
0:11:20 it and then you were done.
0:11:23 Right. A lot of the times these games are great, the tradition you’re describing a modding,
0:11:25 it actually leads to quick games being built and then dying.
0:11:29 Right. Right. Exactly. And so what ends up happening is in a world where you can mod
0:11:34 and then also ultimately create these full games that are multiplayer intrinsically and
0:11:38 have competition, have these different elements, what these are tapping into is they’re able
0:11:42 to create video and streaming communities around the game that kind of keep it going.
0:11:43 Hence the network.
0:11:47 That’s one form of a network. Another form of a network has been the e-sports leagues
0:11:51 and the teams and this whole ecosystem of folks that that are…
0:11:52 Management, sponsors, everything.
0:11:56 Right. Right. Who all have this very strong incentive to like keep the game going and
0:12:00 continue marketing it, et cetera, et cetera. And then, you know, third one, which we haven’t
0:12:04 talked about is, you know, user-generated content in the context of games.
0:12:06 I’m actually very interested in that because that’s actually been a trend in every media
0:12:10 wave where there’s always like a central established player that makes the content and then there’s
0:12:13 a user-generated phase that kind of comes right after that.
0:12:16 That’s right. Yeah. And I think, you know, as much as we’re talking about Fortnite’s
0:12:21 Battle Royale, you know, a lot of what the company Epic has been, you know, emphasizing
0:12:26 is their creative mode, which is just being able to like make cool structures and new
0:12:31 types of gameplay, et cetera. And that’s another form of how you can build a network
0:12:35 effect, the same one that’s propelling Minecraft and Roblox as well as, you know, kind of this
0:12:40 entire modding community. That’s obviously been one of the most powerful forces in the
0:12:44 internet consumer product sphere. And I think it’s inevitable that that all makes its way
0:12:49 into the game’s world. That’s absolutely right. And I think the focus you’re seeing on games
0:12:53 companies trying to build, whether it’s eSports, whether it’s kind of Battle Royale or multiplayer
0:12:58 modes, whether it’s UGC, like user-generated content, user-generated content, you know,
0:13:03 like Epic didn’t get Fortnite, like the eSports of Fortnite right on the first try, right?
0:13:06 It took iterations. That’s to me the interesting story here. It’s not an overnight success.
0:13:10 It’s not an overnight success. And like the game itself is not an overnight success. Like
0:13:14 the eSports, it is not an overnight success. But the idea of building towards network effects,
0:13:18 I think you’re seeing more and more games companies focused on that as the kind of ultimate
0:13:20 end goal. So how does this play out with the real
0:13:23 world? Because another really interesting article that actually the Wall Street Journal
0:13:27 did this past week, and we’ve seen this as well, which is that real estate developers
0:13:31 all over the country are trying to convert malls, convention centers, et cetera, into
0:13:36 destinations for eSports. They’re doing stuff like adding locker rooms, like broadcast studios,
0:13:41 higher speed connectivity, massive LED video walls, like in Times Square. And some of the
0:13:45 cities involved here like Baltimore, Philadelphia, Arlington, Texas, Los Angeles, New York and
0:13:49 Las Vegas, of course. So how do you guys think about this in this context?
0:13:53 So I think that’s a really interesting trend, which is around this idea of like what’s happening
0:13:57 in real life versus what’s happening in the digital world. This division between like
0:14:03 atoms and bytes and gaming and this kind of genre is like this really fascinating transition
0:14:07 point. You literally have people sitting in New York in a stadium watching something happen
0:14:12 online. You also have people within the game watching the event happen within the game itself.
0:14:16 And then you have like these characters and it’s got this like Disney World feel to it.
0:14:18 But then you also have this stuff where they announced Marshmallow was going to do a concert
0:14:22 at the World Cup. And there’s this moment where you’re like, is that happening in the
0:14:26 game? Is that happening online only? Because like Marshmallow had that concert, you know,
0:14:30 a couple of months ago that had millions of people, the cell membrane between like what’s
0:14:34 happening in real life and what’s happening in the digital world in this game’s context
0:14:37 is getting super, super thin. People are now building stadiums for people to have eSports
0:14:42 competitions and it’s just this blending of the physical world and the digital world.
0:14:45 Yeah. Nathan Juergensen used to talk about this concept of digital dualism that it’s
0:14:50 kind of a false dichotomy to separate in real life, IRL and the online world in many ways.
0:14:54 You’re saying that games is the bridge between them, which I think is super fascinating.
0:14:58 The other thing that is happening if you look at it from the real estate end of things is
0:15:02 that, you know, what are we going to do with all of this mall space, right? And what are
0:15:05 we going to do with all these, you know, restaurants that are, you know, kind of the
0:15:08 three star Yelp restaurant is just there, you know, but like really you could order
0:15:13 from your favorite place on, you know, Uber Eats or DoorDash or whatever. And like, you
0:15:17 know, that’s even better, right? So it’s, you know, cities are changing a lot and there’s
0:15:20 a lot of space that’s opening up that we’re going to have to figure out what to do with
0:15:24 it. You know, that very naturally leads to all these new forms of entertainment, especially
0:15:29 when they’re things that can drive foot traffic. Consumers are going to go to these locations
0:15:34 when they’re deeply experiential, when they’re very Instagrammable, when it’s something that’s
0:15:35 fun to do together.
0:15:38 What’s going to drive people to go to the mall and these spaces versus doing it in their
0:15:39 home?
0:15:43 Yeah, I think there’s a bunch of different reasons why people will ultimately want to
0:15:47 go to these experiential places. The very first thing is, you know, if you’ve ever been
0:15:52 to Oracle Arena while they’re playing League of Legends in a group of like, you know, tens
0:15:56 of thousands of people, it is a very different experience than doing it at home. Or you’re
0:16:01 going with your family to a, you know, a sandbox VR, you’re putting on all the latest gear
0:16:03 and you have, you know, haptic feedback, you have like…
0:16:06 You can actually feel the moves, not just play it in VR visually.
0:16:09 And you have fans, you have this and that, you know, and you’re in a thousand square
0:16:13 foot space, like how many folks in San Francisco have a thousand square feet of playing space
0:16:19 and, you know, five VR headsets, you know, and all the gear and custom software and content.
0:16:22 When you’re talking about the highest end cutting edge experience, you know, that is
0:16:26 going to be something that, you know, you’re going to have to do outside in a system that
0:16:30 costs hundreds of thousands of dollars. We also are very excited about the in-home experience
0:16:35 as well, but that will always be a more casual type of, you know, experience than what you
0:16:36 can get out in the field.
0:16:38 Ultimately, I think it’s going to be both.
0:16:41 This is a very hopeful future. Sounds like we’re going to have a lot of fun and interesting
0:16:45 entertainment and it’s going to creep into other areas of our lives, education, et cetera.
0:16:50 So we’ve covered everything in this episode from, you know, the recent milestone, Fortnite,
0:16:55 gaming, eSports, the future of entertainment, real estate, bottom line it for me. Like,
0:17:00 how should we think about the recent news of Booga, Booga, Booga, Booga, making, you
0:17:04 know, $3 million and in this context of these larger trends.
0:17:08 So I think there’s three things I can bottom line. One piece of it is, you know, it just
0:17:12 reflects Fortnite’s kind of status within the current zeitgeist at the top of the stack
0:17:15 right now. I mean, obviously these things shift around, but for right now it’s at the
0:17:19 top. The second thing is it’s the importance of eSports competitive play to gaming more
0:17:24 broadly. You know, publishers are going to continue to push this, Fortnite push this,
0:17:30 you know, the importance of events like this, the publicity they get, live events, the retention
0:17:35 it drives, the kind of engagement it drives from players is just going to kind of continue
0:17:38 to grow and it’s going to be more and more important to publishers as they develop these
0:17:39 games.
0:17:43 The third thing is just it shows the size and scale of what happens when games meets
0:17:48 network effects, right? Which I don’t think is a surprise, but I think what these events
0:17:52 do is they crystallize it for the outside world. It gives you that point where you can
0:17:57 now compare it to, you know, how big is Booga relative to Tiger Woods or Roger Federer or
0:17:58 anything like that.
0:17:59 Exactly.
0:18:00 Exactly.
0:18:03 Yeah, you literally put it in the Earth or Ash stadium and now you have this nice contrast
0:18:07 point which for people outside of the gaming industry gives them something tangible about
0:18:10 how big this is as a force in the world right now.
0:18:12 Fantastic. Thank you guys for joining this segment.
0:18:13 Awesome. Thank you.
with @andrewchen @dcoolican and @smc90
This is episode #3 of our new show, 16 Minutes, where we quickly cover recent headlines of the week, the a16z way — why they’re in the news; why they matter from our vantage point in tech — and share our experts’ views on these trends as well.
This week we do a short but deep dive on esports, given recent news of the inaugural Fortnite World Cup champion, and how this all fits into the broader trends in gaming, social networks, and the future of entertainment.
Our a16z experts in this episode are general partner Andrew Chen and investing team partner D’Arcy Coolican, both of the consumer vertical, in conversation with host Sonal Chokshi.