~/talk

Longevity and innovation

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Argues that live free-to-play games — exemplified by Candy Crush Saga five-year anniversary — drive the market: 8 of top 10 live games older than one year on charts, so teams must plan for decades not launch weeks. Recommends dedicated, long-running squads, invest in paying down technical debt to raise long-term productivity, and build succession by training specialists (the “grape painter” model) rather than hiring one-off rockstars. Notes there is no blueprint for managing games beyond year five, so iteration and measurement guide choices.

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  1. 0:00Start
  2. 5:15Movies versus Tv Shows
  3. 7:41Callum Giles
  4. 16:43How To Structure the Teams To Support Multiple Games
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