After the Games Industry

15 theses on post-industrial playful media.

The end of the industrial production line. In the age of amusement, games are a subset of play, tools are cheap, distribution is everywhere and attention is your banker.

Act I: The Turn

  1. The industrial era of games is over.

    Empires are dying under the weight of fixed costs and low returns. Breakouts are rarer while a handful of evergreen titles hoover up attention and revenue. Headcounts shrink, studios close, development deprofessionalises and distribution is everywhere yet nowhere. What remains is not a smaller, wiser version of the industrial model - it's a post-industrial frontier where big teams and antiquated pipelines give way to cheaper tools, new routes to market and a sharper fight for attention.

  2. Distribution is infinite. Attention is scarce.

    The industrial problem was getting onto the shelf; the post-industrial problem is getting into someone's day. Available hours are fixed, but competition is infinite. Every strategy built on distribution scarcity is broken - as is any assumption that ignores the new kingmakers: algorithms, creators, curators and communities.

  3. The middle of the road is dead on arrival

    Attention and capital pull to the extreme edges:

    • Blockbuster: High-production spectacle. (Universal reach & sensory awe)
    • Prestige: High-production stature. (Creative ambition & cultural weight)
    • Pop: Mass-market comfort food. (Frictionless familiarity)
    • Artisanal: High-status craft. (Trusted curation & crossover appeal)
    • Cult: Deep-niche devotion. (Affinity & identity)
    • Punk: DIY immediacy. (Self-expression, experimentation & energy)

    The middle of the road is too expensive for word-of-mouth and too square to inspire conviction. There is no market for 5/10.

  4. Everything is a games platform now.

    Wordle habits, Duolingo streaks, Strava heatmaps, prediction markets, dopamine simulators, parasocial playthings. Retention-seeking apps have stripped game mechanics for parts. While non-game derivatives win quick attention battles, they struggle to replicate intensity, unfakeable identity and enduring affinity. That is the game maker's remaining high ground.

  5. Attention is your banker. Platforms are your landlords.

    Games are often not the business. They are the engagement engine making someone else's ecosystem more valuable. The vital question isn't "can this game make money?" but "whose rails does it run on, and what toll do they exact?" Selling a product, feeding a platform and creating collateral require distinct strategies, yet studios routinely confuse them. Owned communities, direct payments and portable identity are the only real defences against landlord economics.

Act II: The Shape

  1. Games are dissolving into amusements.

    The opposite of work is play, not games. Amusements are the broader category: personalised, contextual, participatory playthings across media, software, commerce, sport and culture. With prompt and play, experiences adapt instantly to individual intent. A daily sports-play format isn't competing with EA Sports FC - it's competing with Strava, TikTok and Polymarket on behavioural efficiency: instant reward, clear progress and social status signalling.

  2. Slop is what high-status incumbents call low-status leisure.

    From the inside, it's texture, companionship, belonging, drama, play and a place to be. Industry incumbents waste time arguing about their own taste while audiences vote decisively with their time and money.

  3. Participation is the product.

    The atomic unit of value has shifted from the packaged product to active participation. Play is just one vector; watching, clipping, predicting, collecting, remixing, backing and belonging matter just as much. The core design challenge is no longer just getting people to play but giving the lurker, the regular and the obsessive distinct ways to participate.

  4. Every plaything is an attention engine that leaks.

    Attention draws people in; engagement gives them reason to stay. A functioning engine converts attention into participation, participation into affinity and affinity into patronage. With the top 20% of players driving ~60% of playtime and 73% of spend (Bain, 2026), most games don't have a content problem - they leak attention before it hardens into affinity.

  5. Feel is the floor. Status is the moat.

    How it feels - and how it makes people feel - decides whether anyone stays past first contact. Anticipation decides whether they return. Status decides whether leaving carries a cost.

    • The Loop (Play): Fundamental feel that makes it remarkable and rewarding from the first minute.
    • The Ladder (Progress): Mastery and momentum that give a reason to return.
    • The Moat (Participate): Identity, expression, status and recognition that create affinity.

    People don't just play. They signal.

  6. Your IP is now an API.

    The world is the durable asset; the experience is a pop-up inside it. In an age of game decompilation, everything is a remix: source code and assets are raw material for fans. Worldbuilding isn't just lore - it's the aesthetics, status signals and social codes that turn fandoms into living spaces. Give players, partners and AI agents the code, tools and permissions to play in your sandbox, or they'll build their own.

Act III: The Practice

  1. The scarce thing is judgement.

    Machines got cheap, then generative - making is a solved problem. What's left is human judgement: knowing who an experience is for, why they should care and how to convert attention into affinity. Cheaper machines don't just speed up production; they make flawed judgement catastrophically expensive.

  2. The audience is evidence.

    Usage is oxygen for ideas. Telemetry beats opinion; observed behaviour beats blind assumption. Maker mode lies: it overweights production preferences and underweights actual user habit. Small, fast probes into real desires beat large, slow bets informed by internal conviction. Trust where audiences cluster and return, not what they claim they want.

  3. Orchestration beats authorship.

    Create the conditions for value to circulate. Fewer cathedrals, more culturematics. Fewer polished products, more participatory probes. Authorship still plants the seed, but execution is gardening: you don't dictate what grows, you choose what gets watered.

  4. Culture and collateral beat commodities.

    The thing is not always the thing. The customer is not always the customer. Commodities compete on price and convenience; culture and collateral compete on identity and affinity. Capture value through mementos, memberships, status and access that signal belonging rather than extraction. Money becomes meaningful when it expresses belief.