The $200 billion games business isn’t one industry. It’s four.
Two classics of the real-time strategy genre are Age of Empires and StarCraft. In both, winning requires seeing the map clearly — where the bases are, where the resources are, where the chokepoints lie. If you misread the map, you lose — either fast (you get blindsided) or slow (you bleed out by wasting your resources). What’s true in RTS games is just as true in any arena where strategy and analysis are required to succeed. So if you’re in the business of games the question is: “Am I fully understanding the map?”
Game software is a $200 billion industry that is widely misunderstood — because it isn’t one industry, it’s four. And those distinct businesses work almost entirely differently. Understanding those differences is crucial — whether you're building or investing.
Here’s one way to think about the industry we found useful:
This graphic didn’t come from an expensive consulting engagement — it’s from a white board at Nexon in 2019. We were having a very difficult conversation about a company-wide reorganization we were doing, and we needed to decide what projects we would continue and what we were going to step away from.
Here’s how the map looks when you break it down:
Once you spend just a few minutes recognizing how different the user experiences of these four quadrants are, it becomes easy to recognize the $200B “games business” is actually 4 highly distinct industries. They differ in nearly every way. To name just a few:
At Nexon, getting clear on these four industries helped us to make hard choices based on our strengths and weaknesses. Nexon benefitted from having some of the very best live game operators in the world – led by Junghun Lee (who later became my successor as CEO/President) and Daehyun Kang, surrounded by a small army of the best in online virtual worlds.
So we stopped trying to be good at everything. We exited projects that didn’t fit — even when it was painful — and focused entirely on the areas where we knew we could win. Clear thinking gave us clear strategy, and clear strategy helped us to align our teams, our board, and our investors.
For example, we quickly determined casual (the lower half of the map) didn’t play to our strengths, while it was also overflowing with sophisticated casual games companies for whom acquiring customers for pennies and/or monetizing them rapidly before they churned out was their core strength. So for the most part we exited those businesses by selling them off or shutting them down and moving those developers to other projects that were higher-and-better use of their talents. As in any situation that involves saying “no”, a lot of people disagreed with this decision, but it enabled us to focus our limited attention to the area where we felt we were world-beating.
USING THE MAP
So is there a useful takeaway for game developers in this map? I would argue it’s important in two ways.
And smart investors frequently get lost on the map. Analysts trained in one quadrant often misapply its rules to the others. These mistakes create some of the best investing opportunities I know.
A simple example: Analysts trained on the “packaged goods” model (upper-left quadrant) expect a classic Product Lifecycle: a game launches, sells well for a quarter or two, then steadily declines. They fixate on where a game sits on that curve. But online games — especially live services — don’t behave that way. Revenues often dip, then grow again as new content launches, developers fix balance issues, or communities deepen.
The wrong model makes analysts panic at the first dip, dump the stock, and miss the next wave. Investors with the right map see the dip for what it is: a buying opportunity.
In the real world this happened frequently while I was at Nexon. The smart money would ask us some difficult questions (usually about retention, our content plan, etc), knowing that our game would do well if we were on top of these issues. They’d happily buy the newly-cheaper stock from the panic sellers.
Even today, many analysts struggle to understand online games. That misunderstanding continues to destroy value — and create opportunity. They look at product launches as all-important catalysts, even though a well-managed online game company can double its revenue over a few years without ever launching a new game. Some of the strongest games didn’t explode onto the scene — they grew patiently, compounding users and revenue over years. RimWorld, Warframe, Path of Exile and even Minecraft were examples of this phenomenon. Understanding that difference is where the real money is made.
Misreading the situation leads to wasted years, missed opportunities — and sometimes disaster. When people talk about strategy, they usually start with ambition. But real strategy starts with clarity — clarity about your resources, and how they match the world around you. That clarity is what a good map gives you.