Something that came out of a morning prompt by Bertrand ; I wanted to touch on the moonshot investing of the past five years and why it’s generally not worked out so well.? In 2019 as COVID took hold and investors went crazy and we saw a lot of moonshot studios start up.? Generally pitched around as the best and brightest of Studio X, Y and Z - they collaborated across video streams, put together great pitches and sold a dream based on their experience of being part of multi-million selling franchises or billion dollar studios.
I saw a lot of these pitches and mostly wrote them off instantly.? No matter what you have worked prior, no matter what games you have shipped, unless you were all together as a cohesive team your next game is your first game.? There’s nothing to iterate on.? No code base.? There’s no experience of navigating the highs and lows together, there’s no knowing how you will react.? Beyond all of that, this was generally being navigated while at times not even in the same State or Country.
The best scenario for a developer in that situation would be to build something together.? Quickly.? Go through the process, learn the rhythms, strengths and weaknesses of the team, understand what works and what doesn’t.? Do something within a limited scope, limited time, $20-30m budget, prove out the core mechanics, the IP, create something to build and iterate on toward that original killer pitch.? But that’s not what happened because there’s no 10x return on a $40 single player/co-op game.? It had to be the Moonshot, it had to be the ever-lasting billion dollar game that would knock CoD, LoL, Fortnite, PubG off their perch.
Strangely enough this didn’t happen, and it's not because the talent involved aren’t capable.? Eventually.? But games rarely are exceptional on version one. Teams need stability and the ability to build slowly and grow organically and iterate to version two and beyond.? Building a one to two hundred person team because that’s what the pitch demands to be built is usually a path to disaster.
As an industry we need to step back from these Moonshots, we need to be realistic about growth.? Focus on profitability, yes, but team cohesion, long term stability and iteration of skills is key to long term growth. ? Boom and bust is a dreadful path and it's one we’ve taken far too often over the past ten years and we have paid and continue to pay a terrible price for doing so.? I’m hoping working with Adam, and with the teams and publishers that Vivrato engages with, we can restore this sense of balance to the industry.?
I’m not saying there’s no room for huge quad A products, with proven teams building on proven IP these aren’t anywhere near as risky as a start up Moonshot.? But the path to the next Quad A IP lies through investing in AA games today, smaller teams who can grow together, iterate together and scale over multiple titles.? Just as Naughty Dog, Insomniac, From, Team Asobi and many others have in the past.