Hello X, allow me to reintroduce myself:
- I started @Arkadium in 2001 with my wife Jess. $2,500 in savings, both of us 24, after an argument over who was better at Ms. Pac-Man.
- Built Arkadium the old-fashioned way - no VC money, no Private Equity, and no debt, just passionate entrepreneurs learning from our mistakes and getting better every day
- Since then we’ve built over 100+ different games, and 22 million players enjoy our content every month
- Partnered with Microsoft Xbox, EA. Mattel, Warner Bros, Sony, and NASA. Our games have shipped on more than 800 million devices
- I’ve hired over 1,000 employees. I’ve seen the best, the worst, and a lotta in between
- June 2026: launched @GamelabAI. 150B human decisions from 25 years of gameplay, now used by frontier labs to find where models break on planning, memory and judgment.
- Syracuse '96. Three boys in NYC. Marathons, Full Ironmans, DIYer, Weekend Gardener. Forever Fan of the NY Jets and NY Knicks (for better or worse).
@alightinastorm@jsnnsa Not sure if the $200+ billion of gaming revenue can be considered a dead industry - but I’ll agree the value chain is actively being disrupted in a major way
@dwr Slightly different take - the PE firm buys up a bunch of dead games from the past. They get the IP and the source code. They now sell the source to the Frontier Labs and make a killing.
@NOENDSTUDIO1 The COO wants you to launch (you’ve already missed two deadlines) - the CFO wants revenue generation to begin (you’re already over budget) - the CEO wants you to release the best game possible without bankrupting the company
@GonGonFromSMB2@alightinastorm I agree - one shotting a clone is not the way - putting deep care and passion into the creation is the differentiator - the game needs to make an emotional connection with the player - otherwise it’s just click bait
Yes they will make money when the core game loop resonates with the player. The majority of players won’t care if it was made by AI or not / “is it fun” and “do I want more” will be the questions - and if the answer is yet - then theee games will make plenty of money. I see the biggest challenge is of getting the quality of games distributed to a wide audience as the bigger issue
The labs are buying code bases of unreal engine, gadot, unity and html5 repositories from game developers who didn’t have a hit game and the code is just sitting on the shelf collecting dust. The labs learned their lessons when they scraped the entire internet of text. They now spending billions on code bases and environments. Not saying they don’t still scrape / but they have agreements to prove they trained from legit licensed materials
Distribution is definitely one of the many lenses to think about for any new game or d2c product. The answer can’t be your own social media account. The main game distribution channels are so overloaded (steam, app stores) that it’s hard get any organic awareness) - even betting on viral features in the game is a long shot - I’m thankful I’ve been building my own distribution over the last decade and have 22 million users @Arkadium - I think partnerships with non-gaming products that have a high overlap with your target demographic is a pretty good bet.