Deconstructor of Fun

Deconstructor of Fun

By Deconstructor of FunLeisureVideo Games
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Deconstructor of Fun episodes

  • TWIG #405: Gears of War E-Day Flops, EU Comes for Virtual Currency and Turkey Wins the Puzzle Race
    Xbox has a franchise problem, and Gears of War E-Day just made it obvious.This week we look back on Mobidictum in Istanbul and argue about why Turkey became the puzzle capital while Sweden didn’t. Then we pull apart Aream’s Q3 report: the M&A number is inflated by the EA deal, the IPO window stays shut, and seed funding is at a five-year low. We also cover the EU’s new action against ten game companies over virtual currency and dark patterns, the panic over US console sales, and Xbox’s new XP division. We finish with the Aniimo launch and why FunPlus held back on monetization.Topics Covered:• Mobidictum takeaways and the Sweden vs Turkey debate• US console sales hit record lows ahead of GTA VI• EU targets ten companies over virtual currency bundles• Aream Q3 report and the real M&A numbers• No IPO market for gaming• AI infrastructure money counted as gaming VC• Steam growth and new IP winning on PC• Mobile installs down and the frozen top charts• Turkey stands out in IAP growth and early stage deals• Gears of War E-Day and the cost of losing the console war• Xbox launches XP for film, TV and products• Aniimo launch numbers and its core loop• Why Aniimo skipped direct creature gachaCHAPTERS:01:58 Istanbul Takeaways04:18 Sweden vs Turkey Debate08:02 Cyprus Event Plug13:47 EU Targets Virtual Currency19:00 Areem Q3 Report34:59 Gears E-Day Franchise Autopsy41:31 Xbox XP48:21 Aniimo Launch and Core Loop52:38 Aniimo Monetization and Costs
    1 hr 1 min
  • 352. AI Made Every Team Faster. Then It Got Messy.
    Retrofitting AI into a 1,300-person company and building one around it from day one are different problems. Mishka Katkoff sits down with Liaz Kamper, AI Experience Architect at AppsFlyer, and Maor Cohen, CTO of Vibes, to compare the two.00:00 — AI-first vs. AI-native companies06:19 — Transforming an established company with AI16:22 — Building an AI-native organization20:40 — Coordination and shared context26:12 — Building the company’s “AI brain”32:27 — Earning customer trust in an AI-powered world37:40 — Success in AI-native teams45:03 — AI as a tool, not the goal51:48 — Token costs58:56 — How AI is changing jobs66:02 — Closing thoughts on the two paths to AI transformation
    59 min
  • TWIG #404: AI Game Mashups Go Viral, Google Launches Playground and Mobile Studios Are Cheap Again
    AI-made mashups of games like Skate 3 and Modern Warfare II took over social media, and publishers responded with takedowns. Google launched Playground, joining Roblox and Meta in the race to build prompt-to-game platforms. New InvestGame data shows 2026 already has more deals than any year since 2022, but buyers are paying less for each dollar of revenue, and the market has reopened on their terms. We also look at whether the Resident Evil movie actually sold games, and where Xbox is headed after its latest “we’re not selling” statement.Topics Covered:• AI mashup mods go viral and publishers issue takedowns.• Jagex pulls a RuneScape trailer after players spot generative AI.• Google launches Playground, with Unity Spark coming soon.• Roblox Build, Meta Horizon Create and the race for AI UGC platforms.• Gaming M&A picks up, but it’s a buyer’s market.• Circle Games raises a $25M Series A led by Tencent.• Resident Evil engagement jumps 50% after the movie, but the back catalog gets the lift.• The GTA VI cloud streaming deal and Xbox’s “we’re not selling” statement.• SNL’s GTA vs Zelda sketch and Mike Tomlin’s Minecraft city.• Aion 2 is eating someone’s life.CHAPTERS: 00:00 Welcome and lineup02:30 Gaming hits pop culture11:10 Xbox sale talk and hardware woes14:36 AI Mods & Mashups23:14 Google Playground prompt games33:08 Marketing Versus Product Reality40:04 Investments54:07 Resident Evil Engagement58:01 Aion 2 MMO Recommendation59:18 Wrap Up And Next Week
    1 hr 1 min
  • 351. Why Great Hires Fail at Startups | Garry Hill, Makers Fund

    Most startup hiring mistakes come down to two things: hiring too fast and hiring too narrow. Garry Hill, head of talent at Makers Fund, sees both across a portfolio of 130+ companies. Before Makers Fund, he recruited at SpaceX, Amazon, Blizzard, PlayStation and Reddit.

    We start with the hires who looked perfect on paper and still failed, from pedigreed engineers who burned out at Blizzard to SpaceX's weekend interviews, and how those company cultures really compared. Then we get practical about hiring for game studios and startups discussing referral, interview processes, culture, and how to tell what a big-tech candidate is a fit or not for a startup.

    Garry also explains why senior talent should consider fractional roles, how talent needs change from seed to Series A to Series C, what good onboarding looks like, and the "truth serum" question he uses when interviewing co-founders.

    A vital listen to anyone hiring or getting hired in startups-

    chapters:

    00:00 Blizzard, SpaceX, Amazon: the hires who looked great and failed
    12:05 What a head of talent does at Makers Fund
    14:59 Too fast, too narrow: common founder hiring mistakes
    19:56 Culture add, not culture fit
    24:53 Vetting big-tech hires: what did you actually do?
    31:09 Startup life and going fractional
    35:03 Seed, Series A, Series C: how talent needs change
    44:36 Testing co-founders and the truth serum question
    52:26 Gaming founders vs. tech founders
    1:00:18 The tell that a co-founder will actually build

    1 hr 4 min
  • TWIG #403: The Market Only Grew 2%, Friendslop Hits the PC Charts and China Drafts Off GTA VI

    Strip out inflation and the games market has barely grown in a decade.

    This week we dig into Newzoo's latest numbers and what they say about where growth comes from: mature Western markets, existing players and five giant companies taking almost all of it. Then we look at how cheap social games like Big Walk and How to Fish cracked the top 10 PC revenue chart, what Naughty Dog's new Last of Us tease means, and why Chinese developers are rushing GTA-style mobile games out ahead of GTA VI.

    Topics Covered:

    • Mark Pincus and the $400M Supercell deal that almost happened
    • Why 2021 is the wrong benchmark for the market
    • Real growth after inflation is closer to 2% a year
    • Growth comes from mature markets and existing players
    • China's advantage at home and abroad
    • CPIs keep climbing while mobile installs fall
    • Five companies drove almost all of 2025's growth
    • Big publishers retreat to their core franchises
    • Friendslop games break into the PC top 10
    • Naughty Dog confirms more Last of Us
    • Chinese GTA-style games launch ahead of GTA VI
    • Why nobody can compete with GTA head on

    CHAPTERS:

    00:00 Intro
    01:01 Ethan Returns Industry Layoffs
    01:34 Upcoming Events and Newsletter
    03:15 Mark Pincus Interview Scoop
    09:45 Newzoo Outlook Beyond COVID
    11:37 Growth From Mature Markets
    15:58 Inflation and Real Growth Math
    23:28 Mobile Revenue vs Installs CPI Surge
    27:03 Growth Concentrated in Five Giants
    29:49 Publishers Retreat to Core Franchises
    31:04 PC Market Reality Check
    32:53 Friend Slop Breakouts
    47:43 Last of Us Future Talk
    01:00:54 Why GTA Has No Rivals

    1 hr 8 min
  • Shooter Monthly #10: War Dogs Sells 2.2M, Cash Economy Breakdown and the 1v1v1 Debate

    War Dogs sold 2.2 million copies in four days and nobody saw it coming.

    This episode we break down Bulkhead's early access hit. A hardcore milsim with three teams, no matchmaking and a $40 price tag beat Helldivers 2's launch curve on Steam, and its peak concurrents grew every day of launch week. We get into the persistent cash economy that might be the teamwork fix Battlefield never found, why the 1v1v1 format splits the panel, and whether a sub-100 person studio can pull off a live service with extraction and PvE modes on the way.

    Topics Covered:

    • War Dogs launch numbers and who is playing
    • The persistent cash economy and how it kills gear fear
    • How cash rewards fix Battlefield's teamwork problem
    • The 1v1v1 format debate
    • Metal Gear Solid V and the lineage of in-round economies
    • The risks of a cross-mode economy with extraction
    • Marketplaces and gambling mechanics in shooters
    • Bulkhead's go-to-market and the 5,000 player promise
    • Where War Dogs ranks on Steam a year from now

    CHAPTERS:

    00:00 War Dogs Shock Success
    01:42 Sales Metrics Breakdown
    08:03 Persistent Cash Economy
    16:19 Milsim Critiques and Vision
    33:46 Economy Lineage Discussion
    34:38 Progression Beyond Cosmetics
    35:25 CEO Vision And New Modes
    36:45 Cross Mode Economy Risks
    39:03 Stakes Gambling And Chaos
    40:36 Marketplaces In Shooters
    45:15 Launch Strategy And Trust
    51:20 Marketing Constraints And Nostalgia
    52:23 One Year Predictions Debate
    01:01:05 Wrap Up And Next Episode

    1 hr 3 min
  • 350. Zynga Founder Mark Pincus: Why Your Favourite Ideas Are Almost Always Wrong

    Mark Pincus founded Zynga that was later acquired of $12.7B by TakeTwo and still thinks he misplayed the hand. On this episode he unpacks the playbook behind Life at the Speed of Play: why all new fails, how to run a company as a democratic dictatorship why anyone lecturing you about culture has a team rolling their eyes behind them.

    Life at the Speed of Play: https://www.lifeatthespeedofplay.com/

    Key timestamps:

    00:00 — Intro
    1:30 — Why Mark wrote Life at the Speed of Play
    8:49 — How to test instincts: proven, better, new
    15:45 — “Know your goal or suffer death by a thousand compromises”
    20:36 — The “democratic dictatorship” approach to leadership
    26:59 — Getting people to do the right things when you’re not in the room
    29:34 — Getting teams to take bold risks and innovate
    36:14 — Why CEOs should spend time on product
    39:15 — What Pincus would do differently at Zynga
    44:04 — Reflecting on the games industry and missed opportunities
    50:40 — ADHD as a feature for product makers, anchored by a singular vision
    52:14 — Why most MVPs don’t succeed

    52 min
  • TWIG #402: Xbox Bets on Kojima, Halo Gets Handed to CoD and AppLovin Hits the Road

    Xbox is cutting niche studios and signing a niche Kojima project in the same month. We try to make it make sense.

    Sony pulled funding on Physint after budget concerns, and Xbox picked it up as a franchise with film and TV rights attached. Meanwhile Microsoft keeps restructuring into clean verticals, with Halo moving under Activision and Obsidian joining Bethesda, which has us asking whether Xbox is getting organized to sell. We also look at Build A Rocket Boy closing after roughly $250M raised and one troubled launch, Apple's new ATT prompt in Europe, and why AppLovin's CEO is suddenly on every stage talking about a $50B mobile ad market.

    Topics Covered:

    • Apple rewrites the ATT prompt in five EU countries.
    • Sony ends Physint funding and Xbox picks it up.
    • The transmedia bet behind Xbox's Kojima deal.
    • Halo moves to Activision in the latest Xbox cuts.
    • Is Microsoft packaging Xbox to spin off or sell?
    • Build A Rocket Boy closes after MindsEye.
    • What big gaming losses do to investor sentiment.
    • AppLovin's buyback, Axon and the fingerprinting debate.
    • Why AppLovin's CEO is on a speaking tour.

    CHAPTERS:

    00:00 Intro
    01:35 DICE Athens Hometown Events
    03:07 LA Games Conference Plug
    04:36 Roundtables and Global Meetups
    05:41 Newsletter and Founder Story Tease
    10:08 Apple ATT Prompt Changes EU
    13:30 Kojima
    27:41 Microsoft Restructure and Halo Shift
    30:06 CoD Studios Under Pressure
    33:45 Can Xbox Be Sold Off
    36:10 Halo Moved to Activision
    46:34 Build A Rocket Boy Collapse
    51:05 AppLovin Stock and Axon
    53:58 Fingerprinting Cheating Debate
    58:01 Why the CEO Is Touring
    01:02:25 Wrap Up and Sign Off

    59 min
  • Puzzle Monthly #6: Disney Solitaire's Big Win, Playtika's Earn-Out Trap and Solitaire vs Puzzle

    Disney Solitaire is one of the biggest launches of the year, and it might be too successful for its own parent company.

    This episode breaks down how SuperPlay turned a solitaire game into a Disney-powered hit, why Playtika's debt and earn-out deal could push it to sell, and how Disney Solitaire stacks up against Tiki Solitaire, Grand Harvest and Candy Crush Solitaire. We also look at the full solitaire market, the live ops gap between Disney and everyone else, and whether solitaire can ever rival puzzle.

    Topics Covered:

    • Why games that scale in tier two and three markets struggle in tier one
    • Playtika's debt, the SuperPlay earn-out and a possible sale
    • Revenue dropping slower than downloads as a health signal
    • How big the solitaire market actually is
    • MobilityWare and the ad-only solitaire model
    • Disney Solitaire as a reskin of Domino Dreams
    • Why the second game in an IP is half the size of the first
    • The social casino pay-to-play economy in Tiki Solitaire
    • Candy Crush Solitaire's hold slot and card design choices
    • How Disney Solitaire handles its IP and meta
    • Near wins and a puzzle-style level funnel
    • Disney's 25 to 30 live events per week versus competitors
    • Why IP owners may not be the best builders of their own games
    • Is solitaire coming for puzzle?

    CHAPTERS:

    0:00:00 Introduction & Tier 1 Market Performance
    0:03:12 Why Playtika May Have to Sell Disney Solitaire
    0:09:31 The History & Size of the Solitaire Market
    0:10:58 Why Solitaire Has Struggled to Monetize
    0:16:20 Disney Solitaire vs. Domino Dreams
    0:21:12 How Solitaire Games Monetize: The Casino Mechanic
    0:24:51 Tiki, Grand Harvest & Candy Crush Solitaire
    0:28:23 What Disney Solitaire Does Differently
    0:33:41 Live Ops, Streaks & the Disney Advantage
    0:36:51 Why IP Owners Struggle to Extend Their Games
    0:38:02 Is Solitaire Coming for Puzzle?
    0:40:00 Final Thoughts & Outro

    42 min
  • 349. From Zero Offers To Record Revenue I Michael Martinez, CEO of FunCraft

    Michael Martinez, co-founder and CEO of FunCraft, tried to sell his mobile game studio in 2025. Trusted people said "don't do it yet". He chose otherwise. A banker pitched the company to 40 buyers. Zero offers. Then the company doubled to a $50M run rate with just 15 people.

    Rejection like that either breaks a founder or forces a better business. For FunCraft, it did the second.

    In this episode, Michael breaks down what went wrong in the M&A process, what a failed sale really costs, and how a 15-person team shifted its focus from valuation to profit.

    Essential viewing for founders thinking about selling, buyers looking at lean and profitable studios, and anyone in mobile gaming, UA, or ad monetization.

    00:00 — Funcraft’s failed sale attempt
    06:27 — Why Michael wanted to sell
    13:37 — Building a successful business first
    18:16 — Launching games in just six weeks
    23:20 — Platform and user acquisition risks
    29:14 — Balancing growth and profitability
    34:45 — Building a high-trust remote culture
    43:12 — Rebuilding the game engine with AI
    46:18 — Staying focused while scaling

    52 min

About Deconstructor of Fun

From the publisher's feed

Deconstructor of Fun podcast is created by games professionals for games professionals. We explore the business side of the games industry with the goal of bringing listeners content that is relevant, insightful, and entertaining on a weekly basis.

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