MODERN HISTORY OF THE VIDEO GAME BUSINESS

MODERN HISTORY OF

THE VIDEO GAME BUSINESS

MODERN HISTORY OF THE VIDEO GAME BUSINESS

Gamecraft is a limited series about the modern history of the video game business.

Gamecraft is a limited series about the modern history of the video game business.

Gamecraft is a limited series about the modern history of the video game business.

Season 1

—

Episode 04

The Forever Games

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades.

Description

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades. Mitch outlines his five attributes of long-term engagement and provides examples of each from games like Ultima Online, World of Warcraft, Age of Empires, and League of Legends.

They look at the two distinct strands of long-duration play that emerged in the 1990s -- the massively-multiplayer online role-playing game and the session-based online competitive game -- and how those genres evolved and cross-pollinated to produce multi-billion dollar online games that have remained viable for a decade or more.

Transcript

-

Season 1

—

Episode 04

The Forever Games

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades.

Description

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades. Mitch outlines his five attributes of long-term engagement and provides examples of each from games like Ultima Online, World of Warcraft, Age of Empires, and League of Legends.

They look at the two distinct strands of long-duration play that emerged in the 1990s -- the massively-multiplayer online role-playing game and the session-based online competitive game -- and how those genres evolved and cross-pollinated to produce multi-billion dollar online games that have remained viable for a decade or more.

Transcript

-

Season 1

—

Episode 04

The Forever Games

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades.

Description

Mitch and Blake discuss how the rise of games-as-services has privileged durable, long-duration play-patterns -- leading to the modern idea of the "Forever Game" which can persist for decades. Mitch outlines his five attributes of long-term engagement and provides examples of each from games like Ultima Online, World of Warcraft, Age of Empires, and League of Legends.

They look at the two distinct strands of long-duration play that emerged in the 1990s -- the massively-multiplayer online role-playing game and the session-based online competitive game -- and how those genres evolved and cross-pollinated to produce multi-billion dollar online games that have remained viable for a decade or more.

Transcript

-

© 2026 Gamecraft

© 2026 Gamecraft

© 2026 Gamecraft