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a16z Podcast | Gaming Goes Mainstream

Activision Blizzard Leadership and Strategic History

  • Bobby Kotick transitioned from college software development to founding a company creating Apple II peripherals (mouse, word processor, spreadsheet) with a GUI before the Macintosh release.
  • Steve Jobs offered Kotick a contract to develop software for the Apple III and the upcoming Apple II GS, explicitly ordering Kotick to drop out of college due to a conflict between his coursework and the deadline.
  • Kotick quit college the following day without informing his parents for approximately eight months.
  • In 1987, Kotick attempted to purchase Commodore to repurpose the Amiga computer as a 16-bit dedicated video game console following the Black Monday market crash, though the deal failed.
  • Kotick acquired a 25% stake in the then-insolvent Activision for $440,000 in the early 1990s, becoming the largest shareholder.
  • In Spring 2008, amid the financial crisis, Activision merged with Vivendi Games to acquire Blizzard Entertainment, resulting in the formation of Activision Blizzard.
  • As part of the Vivendi deal, Activision gave up 51% voting control to Vivendi in exchange for Blizzard, $2 billion in cash, and a commitment to Vivendi's long-term ownership.
  • Kotick later noted that Vivendi's lack of synergy with gaming operations led to a difficult partnership, culminating in Vivendi selling its stake back to Activision.

Industry Trends and Market Evolution

  • The video game market has shifted from a niche hobby on expensive consoles/PCs to a global phenomenon accessible in 196 countries to 400 million customers across all socioeconomic strata.
  • Kotick identifies the rise of mobile devices and social gaming (voice chat, global connectivity) as the primary drivers transforming the industry into a medium with the cultural impact of sports.
  • Esports are characterized by Kotick as a "great equalizer" similar to traditional sports, offering a sense of belonging, purpose, and camaraderie that allows mass participation compared to the limited availability of professional athletic careers.
  • Spectator engagement has grown significantly; in South Korea, StarCraft once had 5 million registered players (approx. 20% of the male population) with dedicated cable channels and professional players earning over $100,000.
  • Kotick predicts esports will not likely enter the Olympics soon, as the Games avoid endorsing specific commercial enterprises.
  • Fortnite is credited for broadening the appeal of gaming by utilizing a serialized "seasons" model similar to television, enabling cross-platform play and 20-minute engagement loops that fit casual schedules.
  • Pokémon Go is identified as the first successful broad-scale implementation of Augmented Reality (AR), creating a physical experience that Kotick believes will have more near-term impact than Virtual Reality (VR).
  • Kotick asserts that AR is poised to drive more innovation in the near term compared to VR.

Game Design and Community Dynamics

  • Kotick argues that video games command a higher level of user commitment (average 1 hour/day vs. 2 hours for a movie) and that this investment grants players a right to voice opinions and influence development.
  • The Overwatch League was structured around 28 independent city-based teams to leverage "tribalism," a key driver of traditional sports success.
  • Future game design is increasingly accounting for spectator experience, including camera angles and commentary, to appeal to audiences who may not be players.
  • Kotick advises developers to listen to user feedback to identify innovation opportunities, though he notes that mass views may not always be correct.

Product Roadmap and Recommendations

  • Kotick recommends Call of Duty: Black Ops 4 as the primary Activision release of the year.
  • The "Blackout" mode within Black Ops 4 is highlighted as a Battle Royale experience similar to PUBG, designed for short 25-minute engagement sessions.
  • Kotick cites Red Dead Redemption as the best non-Activision game of the year, praising its difficulty to execute within the Western genre and its high player satisfaction.
  • Pokémon Go continues to generate approximately $75 million in monthly revenue nearly three years after launch, sustaining a billion-dollar annual run rate.
a16z Podcast | Gaming Goes Mainstream — Summary