Back
Bing Gordon
Partner at Kleiner Perkins, Kleiner Perkins

The Sims' Bing Gordon is Specifically Right

🎥 Jun 12, 2025 📺 The Fourth Curtain ⏱ 75m 👁 251 views
💠Season 3 Episode 12: Bing Gordon💠 Our guest Bing Gordon has had a long successful run in videogames and tech. From marketing lead to Chief Creative Officer at EA, he helped shaped NASCAR, The Sims and other huge titles. We discuss pitching, two beer strategies and Speilberg's smoke test - this week! Don’t forget to like, subscribe, and let us know in the comments about your favorite Sims game! Thank you to our amazing sponsors for helping make this video possible: 🔥Amber Studios: https://amberstudio.com 🔥Curse Forge: https://www.curseforge.com 🔥IGDA: https://igda.org 🔥High Vibe PR: https...
Watch on YouTube

About Bing Gordon

Bing Gordon, a partner at Kleiner Perkins and former chief creative officer at Electronic Arts, has continued to speak publicly about the evolution of the gaming industry, the metaverse, and investment strategy. In a June 2025 podcast appearance, he discussed his early career at EA, including writing the company's business plan in 1982 and raising $2 million from Kleiner Perkins and Sequoia. He stated that his metric for a board is "one valuable idea received by the management team per hour of a board meeting" and that "companies go astray when the boards don't ask hard questions." In a March 2024 keynote at the Game Developers Conference, Gordon argued that the game industry has historically been underestimated by investors, stating that "75% of the time investors could prove that the game business would always suck." He also described the metaverse as a "fundraising tool" similar to the "Information Super Highway" of the 1990s. In a January 2024 interview, he predicted that the law will eventually "start recognizing virtual worlds as physical real estate." Gordon has also emphasized the importance of founders as "learning machines" and noted that venture capital firms like Kleiner Perkins seek "every now and then 100X return" over a seven- to ten-year period.

Source: AI-verified profile updated from Bing Gordon's recent appearances. Browse all interviews →

Transcript (103 segments)
N
Narrator0:00
Welcome to the video edition of The Fourth Curtain featuring this week's interview. Catch the extended audio version with Alex and Aaron's commentary wherever you get your podcasts. On with the show.
H
Host0:23
All right. Well, welcome to this week's edition of The Fourth Curtain, friends. And oh my gosh, I'm having an 'I'm not worthy' moment today as we're joined by the incredible Bing Gordon. Bing joined Electronic Arts when it was still considered a scrappy little startup. His journey began as the marketing guy. Did anybody call you the marketing guy? This is from your Wikipedia too. You were the one-person marketing department according to Wikipedia, which I kind of believe. And eventually took on the role of chief creative officer.
B
Bing Gordon0:54
We wrote a business plan in September, October '82 and raised money from Kleiner Perkins and Sequoia in November '83: $2 million on a $3 million pre-money.
H
Host1:13
I don't know what that means. What does that mean?
B
Bing Gordon1:17
It means the investors put in $2 million and own 40% of the company.
H
Host1:25
Oh, okay. That's a lot. Because they can prove it. That's why Kleiner offered you a job, huh? 'Cause you got them such a great deal.
B
Bing Gordon1:32
Yeah, it's kind of a make. But I was going to say, the one-person marketing department, my first hire named Nancy Fong, March 1st, '83. She had a nickname in the graphic arts in San Francisco: the Dragon Lady. And I almost hired her sight unseen on the recommendation of a friend, Michael John, who ran Pacific Lithograph at the time, went on to be a great investor. He was a sixth man on the Oregon basketball team that broke Bill Walton's UCLA unbeaten streak at like 90 games. But anyway, in February, we're about to launch the first five games in May, and Trip Hawkins, the founder CEO, comes to me and goes, 'How are the manuals coming?' And I went, 'Manuals?' And he goes, 'Yeah, games ship with manuals.' I went, 'Manuals?' And he goes, 'Yeah.' And I go, 'Um, yeah, they're in good shape. They'll all be done on Monday.' So that weekend I wrote a bunch of manuals.
H
Host2:38
Okay. So you weren't just marketing, you were also operations and production apparently. How many folks were at the company then? You, Trip, and how many other folks?
B
Bing Gordon2:49
In September there were seven, and when we launched in May '83 I think there were 11.
H
Host2:58
Wow. Okay. Scrappy little startup at that time. But that was back when 100,000 unit sales for a computer game was a mega hit.
B
Bing Gordon3:08
Mega hit. Yeah.
H
Host3:11
Okay. Well, I was going to say that run there lasted 26 years. Aaron and I just came off a run at EA. Not quite 26 years, but maybe it seemed like it.
B
Bing Gordon3:31
We had a studio, we were never in either. We got the studio and then pandemic hit.
H
Host3:38
Oh yeah.
B
Bing Gordon3:40
Yeah. That would have been brutal. Especially when you're creating stuff or including a company, intuition and kind of flying by the seat of your pants is so important. I've learned there are people who can manage at scale because they have so much attention to detail. My favorite person managing remotely is Jeff Wilke, who was CEO of consumer at Amazon, and he had what he called 'mechanisms.' He introduced Jeff Bezos to the concept of mechanisms, and he could run a whole complicated business with tens of thousands of employees off of worksheets. But very few founders can. Most founders you want them to walk into a room and look around. I got to the point where I felt I could walk into a studio and walk on the floor and sense whether the game was going to be on time and whether it was going to be any good, just the vibe in the room. And by the way, the retailers that I met way before e-commerce, the great retailers all believed they could walk into their store, look around at customers, and tell you what that person was going to buy before they left that day. There's anecdotal evidence, a little like Nostradamus probably believed 100% of his predictions were right. Many high-ego people probably didn't pay attention to the wrong calls with no downside, but they did have that sense. I learned a lot about psychology by listening to retailers talk about the psychology of customers in the store. I was never in the casino business, but my sense is casinos figured that out a long time ago with body language. There's a book called Competing on Analytics that talks about Harrah's Casino's first move into a VIP program where they gave people extras for basically giving them all the data about how they bet, drank, and went from table to table. So the retailers were... My business hero is David Ogilvy, who founded a famous ad agency but started out as a door-to-door salesman and researcher for Roper Research, then became a copywriter, founder, and author. Some of my favorite books he wrote on advertising, like Confessions of an Advertising Man. The one thing he did in his career that I don't aspire to is he bought a castle in France and retired.
H
Host7:02
That sounds really cool though. You worked at Ogilvy, did you?
B
Bing Gordon7:10
Uh oh. That's probably my end. What happened? Did you get a notification?
H
Host7:12
No. Just, I'm in Idaho, and you know that Idaho is a mega state. So the connection only happens 98% of the time.
B
Bing Gordon7:26
Well, it probably depends on what you say. Yeah, you can make America great again, but you can't make the internet great again.
H
Host7:34
Yeah. Let's not go there. But you did work at Ogilvy, is that right? Like in your early...
B
Bing Gordon7:42
Yeah. I went to Stanford Business School where I met Trip Hawkins and a professor named Peter G.W. Keane taught a math class called Decision Science. In one class he said, 'We got 10 minutes to go. Let's talk about important decisions. If money were no object five years from now, what would you do?' And we went, 'Money no object? We're all living on credit card credit lines.' And he goes, 'No, you're Stanford MBAs. In five years, money is going to be the least you're worried about. Go as if.' And he went around the room and asked everybody. A third of the people said, 'I'd like to take the company public on Wall Street, the biggest IPO of the year.' That was their fantasy. A third said they wanted to start a small business or a restaurant, and those people were all out of business 10 years later. A third had various alternative approaches. And I said, 'I'd like to create an adult Disneyland in virtual space.' And everybody looked at me like, 'What?' And he came up to me afterwards and said, 'I'm sorry, that was embarrassing.' I said, 'What do you mean embarrassing?' He said, 'Didn't you notice how awkward it seemed to everybody?' I said, 'No, I didn't notice at all. I've been thinking about this for a while.' And he said, 'Okay, I have no idea what you're talking about, but in the other class is another kid who wants to use computers to put a Dyson card football game on a computer. You should go meet him.'
H
Host9:21
Huh. Okay. That's how you met Trip, huh?
B
Bing Gordon9:24
That's how I met Trip.
H
Host9:27
And then did you guys kind of go separate ways after Stanford and then reunite later?
B
Bing Gordon9:30
We did. He said, 'Do something cool, 'cause in five years I'm going to start a software company.' And I said, 'I'll be your ad agency.' I was working at Intel my second year of business school part-time, and Intel's ad agency at the time was also Apple's ad agency, called Regis McKenna. He was an early genius helper to some of the founders, and I thought he was great at PR but not good at advertising. I said I could be better than that, so give me five years. Trip and I spent a lot of time together. We lived together. We did the first consumer research project ever for a cartridge video game system for the Fairchild Channel F, which was the first cartridge video game system before the Magnavox Odyssey and before the NES. The day we walked in, the head of marketing, Mike something, had to grade us. We go in to see him the last week of the semester with our research. For the research, he'd handed us a box of postcards. Could you imagine there was a time when people bought video games and sent in postcard warranty cards to get registered? He said, 'Here, I got a shoebox full of postcards. You figure it out.' We sent him a survey asking what's wrong with the system, what games do you like, etc. So we were fired up. We go in to see him and he says, 'Not now. I can't talk.' I go, 'What do you mean can't talk? You have to grade us.' He goes, 'I can't talk. My CEO of Fairchild, Wolf Corgan, just walked in, put a pink slip randomly on every second desk, and I have to say goodbye to half the employees.' And we go, 'Well, we got to get a grade.' And he goes, 'Give me it.' And he writes 'A' and said, 'Now get out of here.' A week later, he called us up and goes, 'I feel bad. Sorry, I got a new job. I'm the founding head of marketing for this little pizza video game parlor. So I'm sending you a bunch of credits for Chuck E. Cheese.'
H
Host11:57
Chuck E. Cheese? We know. That's Nolan. We had Nolan on a couple years ago. That's amazing. Such a small world. Yeah, that's cool. Nolan was already a grown-up when we were kids, so he was a generation ahead. He was on his second career then, but Chuck E. Cheese, yeah. I was just going to say I didn't get halfway through your intro. I'm just going to bail on it because I don't think we'll ever get all the way through. When did games come on your radar? Like, you get out of Yale, you're B school, you meet Trip, then you're in advertising. Was games part of that?
B
Bing Gordon12:41
No. After I went to the Masters with my brother and we talked about this. He was my best friend growing up, and from him I learned about love. We played one-on-one sports. We made up games all the time. We made up weird home run derby, slow motion football, two-on-one football. We just made up game after game. And then he said, 'Well, Bing, you did a lot of puzzles and played cards.' But there was a guy in our neighborhood named Greg Oxford who was a bookshelf game guy, a hex game guy. Those were always too complicated for me. So I didn't get into those. I got into all other kinds of game-like things. And I got fascinated with games because of virtual worlds. I worked my summer out of high school at Disneyland, and they used to do inter-real sports, all these bright-eyed and bushy-tailed kids about to go to college. We did inter-real sports before the park opened, and I would see the audio-animatronics like Abraham Lincoln on Main Street and imagine, if I had gotten here a few hours earlier, I wonder if they'd get up off their pedestal and wander around. That would be so cool. That idea later became a movie and a TV show and another movie. I realized later I've thought about death almost since I could remember. We're in this one life, but life is serial. I think we're living life like a tape drive, and I want to live like I have a hard drive or better yet with flash memory. I want to save and restore it. I want multiple tracks going on. So to me, the idea captured in the brand name Second Life, but virtual worlds is you can save or restore, try stuff out, compress time, elongate time, and set up simulations as you go. That was the draw for me. I just wanted to live multiple lives in my hundred years. People now call it the metaverse, but for me, books was a metaverse. Theater was a metaverse. Watching TV was a metaverse. Any one of these worlds that you're inhabiting, either following along as a spectator. Steven Spielberg was interesting. We worked with him when he first started trying to do video games, and he was fascinated. He said, 'Movies we make to wash over you. It's a hot medium, but you sit back. TV is a cold medium, and you sit back. But video game is a hot medium, and you're leaning in.' That fascinated him, basically watching the players, the audience. He was less interested in game mechanics, but really interested in what it did to the players. Spielberg has a formula for every movie he did. He has a beat chart where every movie the same beat happens the same minute. He said something about quality, an offhand joke: 'Banning smoking from movie theaters was the worst thing that ever happened to Hollywood.' We go, 'What? Unpack that one, Steven.' And he goes, 'Here's what happened. I'd go into a preview house and watch my cut movie. If one person got up to get a smoke, I'd feel disappointed. Three people got up to get a smoke. At the moment they did it, I needed to recut the movie.' He said, 'Now we have infrared cameras and we watch for fidgets. There's something like 51 body languages that people make in movie theaters when they're bored, but it's just not as compelling as seeing somebody stand up and walk out of the theater.'
H
Host17:42
That was his quant. Those were his KPIs. Simple.
B
Bing Gordon17:49
Yes. In the world for the last 15 years, we've had people connected to servers and we can actually see stuff going on. But the great artists of the past did it by watching body language. Steven Spielberg did it in the movie theater. John Sullivan, the buyer at Toys R Us when Toys R Us was the leading vendor of video games around the world, did it by walking in the store.
H
Host18:20
Right. And now Amazon does it by all sorts of digital KPIs. Incredible. It's become a little more of a science that once was a craft. You guys both reach for the drink at exactly the same time. I don't know if that's a stand-up-for-a-smoke thing. It's like, we come to the end of that chapter. Let's both take a drink. All right, let's talk a little bit about Electronic Arts. And we have to talk about your investment career, too. That was the other half of the intro. There's this list of household names that you've been involved in that just boggles my mind. But before we get to that, EA. So, EA 26 years, eventually chief creative. What does chief creative officer at EA mean?
B
Bing Gordon19:09
I made up the title. At the time, the internet was nascent, but I haven't found the use of chief creative officer any time before kind of '95. That turned out to be a non-operating role after operating in marketing and then trying to run a studio for a while and not being able to reverse engineer the lives of engineers. So my job as chief creative officer was for about 10 games a year, make them 5% better. A guy named Mike Maer did the analytics on this, but it turned out for about 10 years in the video game business, Metacritic for video games was a much better measure of quality than Rotten Tomatoes is in the movie business. In the movie business, there are very few '9s on Rotten Tomatoes that become box office hits. The exceptions are Godfather one and two and Pixar movies. The reason is Paul and Kale didn't have popular tastes. The movie critics became artsy-fartsy, and what people liked and what critics liked didn't match. But in games, they matched. For about a decade, after a game got to an 80 Metacritic, every five percentage points would increase sales 50 to 100%. So my job was to add 5%. We didn't know it at the time; that was intuitive. From a marketing point of view, sometimes you add the 5% by working from the customer backwards, helping them see what they expect to see. An example of that was a game called NASCAR Racing. The year before, we had done a game called Andretti. So we took the NASCAR license and wanted to get out in a year. We took the Andretti engine, put NASCAR on it with brands on all the cars, and suddenly you're always making left turns. We showed it to reviewers. I was a big fan of showing stuff to reviewers, and they went, 'You [expletive]! This is a repackage. You just put a couple logos on it.' I go, 'Well, no, there's some new physics and new engineering.' They go, 'Yeah, yeah, you suck.' All right, give us a week. We went back and said, 'We won't suck next week.' I have a concept I call 'menu toys.' So we went back and said, 'What's unique about the game?' The engineering team said, 'We built in draft.' In cycling, if you're at over about 18 miles an hour, if you have a perfect draft, you can keep speed at 27% less energy. You can see that in NASCAR when somebody can slingshot because they've got the free ride. His guy said, 'We built this in.' I go, 'We just showed it to people. Nobody sees it.' He goes, 'But it's in there.' I go, 'Oh, this is new.' So we invented something called a draft meter. It's in the lower right-hand corner. For anybody who ever played The Sims, the Sims puck was in the lower left. That was a late invention. The draft meter in the lower right showed zero to 100%, looked like a vacuum up to the perfect vacuum. Now you're playing the game, looking at the car and the controls, but you're looking at the draft meter the whole time. We went back and showed it, and the reviewers go, 'But this is awesome. This is NASCAR.'
H
Host24:01
What year was that one? 2003? Or before that?
B
Bing Gordon24:07
It's lookupable. I'm pretty sure it was on PlayStation, so it could have been earlier than that.
H
Host24:16
Okay, so that's positioning. Basically, 'Hey, I'm going to calibrate your expectations here.'
B
Bing Gordon24:22
It's already in there. If you find it, you're going to love it. But we want to make sure you see it. Sometimes in marketing you want to let people discover stuff. I'm a big fan of doing that with logos and brands. Make your logo smaller than anybody thinks it should be to make people lean in a little bit. Be modest about your logo. Similarly, we found out a long time ago that brands that said they were quality, what it means to the customer is you're cheap. So we did this with Electronic Arts. Why don't we make the logo bigger? Well, we want people to feel like they're discovering us. When people discover you, they're more likely to talk about it to their friends.
H
Host25:19
I don't know how we got there.
B
Bing Gordon25:23
Is that too big?
H
Host25:29
It depends how close you get to it.
B
Bing Gordon25:35
No, I think something about the size of a chyron on the bottom of the screen is modest enough. But anyway, there's other stuff you want to make sure that people see. We wanted to make sure that people appreciated the engineering in here. We did the same thing with The Sims. Lucy Bradshaw and I were trying to take it to market, and we thought, well, this is positioned as a doll simulator, but it's actually a story maker. So we changed the menu system and put a camera icon on it. In Sims 2, we did a wants and fears meter and went even further, made it look like a slot machine with the first, so you can't ignore it. There's some stuff you want to make sure people don't ignore, and other times you want people to lean in. It's judgment about when is right, usually do one or the other, and you watch how the audience reacts.
H
Host26:57
I was going to ask, how did you describe it as 10 projects a year, 5% better? But you're not on any of these development teams making these 10 games. You were one step outside the studio, saying, 'Hey, you should add a leader for that.' How did that go?
B
Bing Gordon27:21
I learned a long time ago I like influence more than power. I found out in my career, I keep track of my business and product catastrophes. In the first part of my career, my catastrophes usually came from taking shortcuts. An example: we did a sequel to Dr. J and Larry Bird One-on-One, and it was Jordan and Irving One-on-One. I took a shortcut and didn't mock up the package and show it to people. We made that package. Instead of looking like two famous guys down at a school playground, it looked a little more Hollywood against a big red background. I took for granted how bad could it be? What I found out with sequels, people's instinct is it can't do worse than half of the last time. The answer is it can do zero. So I've had a couple zeros. This game, the first time we went to a consumer show back when they were consumer video game shows, a little retailer had game boxes on a card table. I went over to watch what was happening. I was so proud there was our game, and watched about five people in a row touch the game to the left, go across ours, and pick up the other red package right next to it, which was Tetris. After about five of those in a row, I thought, 'Oh crap.' That was a total goose egg. Another one: we did a sequel to a game, the conquistador game, which is actually an inspiration for SimCity. It was called Seven Cities of Gold by Danny Button and Ozark Softscape. That was awesome. It had so much technology, started out with randomly generating tectonic plates and building a new world. In the game, if you headed west from Spain, you didn't know what you were going to find. Sometimes you'd find nothing but open ocean, get scurvy, run out of food, and die. Danny did a sequel called Heart of Africa, Dr. Livingstone, I presume. You start out heading down the Nile, trying to find the source. That sold, I think, three copies in the US in the first month. It turned out it was top five in Germany. Germans cared a lot about dominating Africa; nobody in America in the '80s cared about Africa. It was findable, but this is a long answer to your question. In the second half of my career, my catastrophes usually came when I couldn't convince other people of the right answer.
H
Host30:36
And is that on you or on them?
B
Bing Gordon30:44
It's on me. I think it's my fault. I generate so much conversation that many people can tell my ideas are at one end of the bell curve; they just can't tell which. I learned in management you got to say things three times before people think you mean it. I had to propose to my wife 11 times before she said yes. Persistence is one of the three key qualities for success. So what I learned early on with game developers, the first thing to get them to listen to you is play their game. In games, they can see where your score is this month. I think I'm on a 70-day Duolingo streak, and I was on a five-year Farmville streak and a five-year Words with Friends streak. They come in to meet him, and just like somebody can listen to your last podcast and show up and go, 'Hey, Bing, we like your opinion, but where have you been lately?' And I can say, 'Well, your game bored me.' And they kind of go, 'Yeah, well, you told me that last time.' I don't know anybody who's a parent, you learned this as well. I think girls up to about age seven and boys up to about age four believe in their parents as authority figures, at least with games. We used to think girls would play the games parents bought them up to about age eight and boys up to about age four. There is an art form to get listened to. I never really was the great Santini, 'Do what I say, not what I do.' I think it's kind of fun to get in there and see how the creative people think. It was fun with Peter Molyneux, where his ideas come from, and with Deus Hassabus, where his mechanics come from, and Sid and Will and Brian Reynolds, and Matrick and Hannah Limkkey, and Neil Young. After a couple beers, 'Where are your ideas coming from? What are you frustrated about?'
H
Host33:37
Was that about Neil in particular or was that the whole group?
B
Bing Gordon33:42
In business, I try to tell people to drink two beers fast and then tell me what your business strategy is. Let's do it.
H
Host33:57
And we'll be right back. If you like what you're hearing, like and follow the show wherever you get your podcasts. And now a word from our sponsors.
N
Narrator34:07
Great games aren't just made, they're crafted. Pixel by pixel, idea by idea. Amber doesn't just develop games. Amber forges the future of play, one project at a time. From the magic makers at Disney to the tech giants at Amazon and Warner Media, the biggest names in the industry trust Amber to turn their wildest ideas into reality. Why? Because the talented teams at Amber believe in pushing every boundary, breaking every mold, and having a bit of fun while they're at it. Need a partner who knows the game and plays to win? Amber has the talent, the passion, and a global network that's ready to roll. So, let's skip the loading screen and get straight to the action. Discover how Amber can power up your next project at amberstudio.com. Do you want your game to live forever? To supercharge it with immense powers of endless content, a buzzing gamer community, immortality, and coin. CurseForge for Studios, an exclusive service for visionary game developers, allows you to add safe cross-platform mods to your game and enjoy all the benefits of user generated content without any of the risks. With CurseForge for Studios, you can harness the creativity of our 165,000 devoted creators and the traffic of 43 million monthly gamers. You can also level up with premium mods and grant your game new revenue streams. Trusted by AAA studios, CurseForge for Studios is an immortality potion for your game. Enter studios.curseforge.com and join the UGC era. Leveling up your gamedev career, but not sure where to start? Maybe you're trying to break into the industry, looking to connect with other people who are making games. Consider joining the International Game Developers Association, the IGDA, the world's largest nonprofit member-driven professional association serving all individuals who create games. I was in the IGDA in Chicago, met a lot of people. Great way to network. The IGDA exists to support and empower game developers around the world in achieving fulfilling and sustainable careers, discounts, educational and advocacy-based resources, mentorship, and solidarity across 160 plus chapters. To join the IGDA, visit igda.org/membership and use the code IGDA4thcurtain15, no spaces there, to get 15% off one and two-year memberships as well as a student membership. Joining the IGDA is a great move for your career. And as a nonprofit supporting everyone making games, it's a great move for the whole community. Join today.
H
Host36:51
Hey listeners, it's Alex from The Fourth Curtain and Darren here. We want to give a quick shout out to the team at HiVi PR. HiVi PR is our boutique communications firm. They're all about companies and brands defining their story. Check them out.
N
Narrator37:04
of gaming, entertainment, and culture. Look, when you're doing something big, you need the right people to help you tell your story. And H Highvi PR, they're the best at making it happen.
H
Host37:14
Absolutely. They've helped us at Look Northorld level up our messaging, connect to the right audiences, and stay ahead of the curve in this ever-changing industry. So, if you're looking for a PR partner who gets gaming and entertainment like no one else, check them out at hhighivvi.com. That's hhighvi.com. Go give them a look. You won't regret it. And now back to the show.
B
Bing Gordon37:34
And you know, you get rid of all the long-winded stuff. And by the way, I tell people if you're doing marketing, be a door-to-door salesman. Have somebody else sit beside the door. Knock on the door, try to get them to light in your house. You can only use your marketing words and see how that goes. And strategy is either a two-beer strategy or a six-inch strategy. The six-inch strategy is get your face six inches from the other person's nose and tell them what your business is. And you get really succinct really fast. I think every Fuller brush salesman in history learned how to get the door open. At worst, they'd come in with a bag of dirt and throw it on the house owner's floor and go, 'I can clean this up for you,' and hope the cops don't get called. But when you're trying to get people to get on this, you kind of need a good one-liner. It's like we do a podcast. We've been doing it a while. I don't know. We're kind of guys. It's like, 'Hey, Frank Chi thinks we're awesome.' So you're in the door. But if you said, 'Here's a 150-page thesis written by two MIT PhDs about why podcast participation can increase your health span,' and you got it. We better get rid of that doc.
H
Host39:17
Yeah. I was just working on it this morning. If you go, 'Hey, did you know Peter Attia says podcast will give you a golden decade?' It's like, 'Okay, if somebody's a Peter Attia fan, they might come. Better try that. It's cheaper than subscribing to a health doctor.'
B
Bing Gordon39:35
Yeah.
H
Host39:40
All right. So, when do you want to start this interview? I'm gonna ask you a question. You got a question. I have a question. When you guys stop and you're by yourself, do you ever just say, 'Let's practice laughing. We got to make sure our laughs are good enough.' Does it sound like we practice? Because I'm taking that as a compliment.
B
Bing Gordon40:08
Yeah. You got a sound guy saying, 'A little more Aaron. Come on, a little more Aaron. Bring it up a little bit. A little more timber, Aaron.' You want people to laugh with you, not feel slightly humored.
H
Host40:24
That's right. I've learned to lean back when I really laugh because otherwise it's too loud. It's too offensive.
B
Bing Gordon40:33
I can't tell if it's... All right, bro. Stop laughing. It's too loud.
H
Host40:39
Oh, sorry. Do it some more. Well, do you ever notice how singers can sometimes eat the mic? They do this thing. It's just amazing. Golf tournament, seeing what the pros can do, what pros can do in music, what they can do in acting, what they can do in game design. It's kind of otherworldly.
B
Bing Gordon41:06
Yeah. Don't look at this performance right here as podcast hosts as any indication of what the pros can do. The pros at Augusta only hit the fairway 67% of the time.
H
Host41:23
Huh? Really? And they're all playing at par. Yeah. I did read that everyone in the field including the qualifiers get prize money. $25k is the minimum even for the qualifying group. That probably pays their airfare maybe.
B
Bing Gordon41:48
They probably bring a crew. Yeah. The Augusta National Golf Course as a private course does not charge the US TV network a fee for broadcasting. They let them do it free.
H
Host42:03
Really? Did you get a pimento sandwich? I heard they were only $1.50.
B
Bing Gordon42:08
I did get a pimento sandwich and they're only $1.50. Incredible.
H
Host42:13
Okay. What's really good there? The pimento sandwich. I don't know if you like cream cheese maybe. But what's good?
B
Bing Gordon42:20
They have a beer that you can only get there called Crow's Nest, which is named after the second story on their clubhouse. That's a great beer.
H
Host42:31
Crow's Nest. Where is this at?
B
Bing Gordon42:34
The Masters at the Augusta National. I think you can only get that beer on the grounds.
H
Host42:40
Bing, next year. If you would, I would accompany you to the Masters, drink two of those beers, and tell you my business pitch. Then you can kick me out. I'll just go for the beers.
B
Bing Gordon42:54
Well, I've been drinking beer this whole time, so I think I drink this whole time.
H
Host43:00
Okay. All right. I just want to list some of the companies that you've been involved with because I read this list and this isn't even the whole list. It includes like, and these are businesses that you've invested in or been an adviser to, and some of these you're on the board or were on the board. It includes Duolingo. You mentioned Duolingo already. I use it. Audible, I use it pretty much every day. Magic Leap, never used it. Zazzle, all the time. Niantic, almost daily. Zynga, almost daily. Spotify, daily. Take-Two, almost daily. And Amazon, maybe hourly. So that group of companies have had a huge impact on me. You were on the board of Amazon for what, 14 years?
B
Bing Gordon43:41
Yeah. Then another six years as a board observer. I did that so that they could pay me to spend more time with management.
H
Host43:55
Okay. I have kind of two questions on that whole bit. Question one is, what's it like? You're on the board of Amazon, you go to a board meeting. What is a board meeting for a Fortune 5? I've never been in a Fortune 500 company board meeting. What's it like? Is it like succession?
B
Bing Gordon44:20
Well, there's two kinds of boards. There's the boards where the CEO wants to stay out of trouble, and there's the boards where the CEO wants expensive consulting. Because your board is about the most expensive consultants you can get. But many CEOs think of their board as kind of adult supervision, take you out behind the woodshed. That's kind of a rookie move. But I do think in corporate boards, companies go astray when the boards don't ask hard questions. I worked at Intel a little while, and Intel probably the board didn't do the right thing. With Uber, I think that's understandable, but Travis became unmanageable. It is hard as a board member when a founder raises more money than you think they're worth. You kind of lose your moral authority. But my metric for a board is one valuable idea received by the management team per hour of a board meeting. And you could move out of the sun slightly. You got some nice afternoon sun coming in. And Amazon got to a point where the board book would end up being kind of 10 hours to read twice and get your list of questions together because it was so densely detailed. And we hate board meetings that are just show-and-tell. You can tell when it's death by PowerPoint. Sometimes CEOs will use the board to reward their direct reports, make them feel like they have to talk to the board, and the board sees that coming from a mile away. Those meetings are also not very interesting. The right way to run a board is at the end of the board meeting, management and the directors all feel energized. It's hard to feel energized if somebody's droning on. If you remember a TV show called The Wonder Years, they had this droning middle school teacher, and it reminded me of my old middle school where you're sitting there trying to stay awake, you look at the clock, count to a thousand, do word games in your head, count all the branches on the tree outside the window, and you look at the clock again and one minute has passed. There are some board meetings like that. I'm on the board of a company called Truecaller in Sweden, and the board meetings were pretty interesting because the founders, Allan and Nami, would ask pushy questions and actually upgrade the board. If the board would have private conversations, I'd tell them as the chairman afterwards, 'Here's what everybody's really thinking.' They'd come in the next meeting and say, 'Why didn't you just say that to us? We were here. You wasted our time.' In the annual shareholder meeting, by Swedish law, the whole meeting has to be done in Swedish. So imagine the experience of being chairman of the board sitting on the dais for two hours while everything is in Swedish and you don't speak Swedish.
H
Host48:22
I'm guessing you don't.
B
Bing Gordon48:22
I don't. And I don't hear it either. The only Swedish I know is from the Muppet Show, and I don't think that's real Swedish. Nobody asked. I can say 'Swedish meatballs.' That's about it. I didn't know this was going to be the case, so I didn't do any Duolingo in advance.
H
Host48:48
Nobody warned you. What language do you do on Duolingo?
B
Bing Gordon48:51
I'm on Spanish. I just started chess. They just started a new chess line, which I saw a few months ago. I think it's great. Wait, chess? Like the game chess? Yeah, they just started doing chess. I think it's probably beta, it's limited. I do French for a week before going over to Paris just to get used to the accent. But Spanish I'm at like 1,700 days, and I do math. I like the math. The math I could all do in my head, but I kind of like to keep my streak going. It's a five-minute brain teaser. For me, the math isn't what's hard. What's hard is making sure I don't misunderstand the problem presentation. The times when I screw up by adding when I should have subtracted. Even at 99, I'd like to be 99.9% doing what I intended to do. Every now and then I get wrong in Duolingo. I think I've sent Luis von Ahn five times a screenshot and said, 'Is this a bug?' Every time he goes, four out of five times he said, 'No, Bing, you suck.' And then one time he said, 'Oh, yeah, it's a bug.' So there you go. There's your one good idea per hour. You earned your board seat right there.
H
Host50:48
So anyway, there's another question about investing, which is how do you decide who's a founder who's going to go the distance? Everybody talks about it and nobody knows. It's a little like, if you're a sports fan, first-round draft choices, it's only like 3 to 5% ever make the Hall of Fame. I love the Athletic or Bleacher Report, they go back and do a redraft, and you see even two years later how many people got drafted wrong. I worked with one company that used to count what percent of their summer hires were offered full-time jobs, and the ones that weren't are considered failures. So you think maybe you have a 20% failure rate, which is probably about coming out of college, probably 20% of the people you hire two years later you wish you hadn't. My sense is 50% of the execs you hire into a company two years later you wish you hadn't. So even with founders, their Series A is done, and 50% of the founders who get Series A don't make it through $100 million in revenue, which is kind of a good first step. I've heard all sorts of theories. Some people say, Andy Jassy says it's all about learning skills and meta skills about learning. I think Mamoon Hamid at Kleiner would say it's all about resiliency. And Ilya Fushman at Kleiner really likes attention to data. But even there, there's this book called In Search of Excellence. That was a famous book of the '80s, and they mentioned 10 companies, and 10 years later five of them look crap. So it is... I think the wisdom about founders is at a seed level, the founders are the most important part of the investment, and at about a Series A level, the numbers are the most important. In between, who knows? What I discovered is, and I tell founders, when you're going to pitch for money, when you leave the room, the first question asked is, 'Did you like the founders?' It's kind of that 5% extra quality. If the founders are great, you can always get your money back because somebody will want to hire them. If the founders are great, they're going to get more press, they're going to recruit better. Whether they can build a business or not... Is that kind of what you look at? Is it what you think of the founders? Is that primary?
B
Bing Gordon54:03
Yeah. I found that I really like founders who give me an insight about their business or customer I've never heard before. My favorite was Jennifer Hyman, the founder of Rent the Runway. She said, 'We're in the compliments business.' I said, 'What?' She says, 'No, here's the deal. Our sweet spot is the wedding year, kind of 27 to 32 in America. Women in those years have something like about 10 events per year. In the social media era, they all get photos taken. In the old days, they'd have one dress and they'd accessorize, but you wear a black dress 10 times. In the modern days, you wear the same dress. Here's what happens: you get half a compliment per event. When you rent the runway, you get 11 compliments per event. So we're in the compliments business.' I go, 'Holy crap, that's such a good insight.' Powerful. So you want founders to have a unique knack one way or another. Somebody like Daniel Ek, by the time he did Spotify, I think it was his third or fourth company, and he started doing companies in his teenage years. Sometimes founders, I'm involved with a company called Tact, which is hand robotics, and they previously did a genius 4x brighter LCD that they sold to Apple. So imagine: engineered it, built it, monetized it, exited. And sometimes it's people who are successful once. Did you learn the right lesson or the wrong lesson? Are you still hungry? I mean, you guys can even tell there's days where you go, 'Oh crap, we got to do this again. We better get somebody interesting because we're kind of bored with ourselves.'
H
Host56:19
Never.
B
Bing Gordon56:20
All right. I got one. We've kept you kind of long. I don't know if you're still good on time. I had one question. One last question, I guess.
H
Host56:30
Can I ask a question, too, actually, before you ask your last question? So, your last two questions. Two questions. I'll be quick. This one. So, you know how sometimes you have a person that has a company that has a product, but the product doesn't sell or it doesn't pick up, but it's still a genius thing? Is that something that you could see like, 'Oh man, if enough people saw this'? What is that perspective there? Because I feel one thing is in the world of creativity all the way back to Michelangelo, half the job was finding a path to money.
B
Bing Gordon57:15
At an extreme, there's an artist named Jeff Koons whose father was a door-to-door salesman. I think that guy could sell ice cubes to Eskimos, and he happens to get into art, which is a better business than selling igloos. The first Game Developers Conference was mostly Chris Crawford and about 80 developers complaining that retailers didn't do a good enough job selling their games. I'm like, 'You understand? Retailers don't feel responsible. The retailers aren't even going to pay you until it sells. So they think they're renting you space.' So that's kind of the first thing. David Ogilvy says it isn't genius if it doesn't sell. It isn't creative if it doesn't sell. So there is that. But again, if it's going to sell, it sells better if it's higher quality. So that's back to if it's not 80%... These days, caveat emptor, but at 80%, genius matters. So is it hard work or genius that gets it at 80%? I don't know, but I think it is hard work and genius that gets past the 80%. Steve Jobs' 'insanely great' or Elon Musk getting people to work 100-hour weeks. Or Thomas Edison saying genius is 99% perspiration and 1% inspiration. I did have a discussion with somebody working in an AI app lately, and I said, he said hundreds of people are using this for hundreds of hours, and I go, 'I've had this disaster experience before when I've been generally right and specifically wrong.' To some degree, that just means you're doing market research for somebody else who's going to get it exactly right. Electronic Arts really early on, we bought a company and a product that I named Get Organized, which is an integrated productivity app. I did my homework. I showed it in focus groups to people, and they said, 'I love this. I want this so badly.' It was a mail list manager, a database, and a word processor. I want this. This is before Excel, 1-2-3. I want this so badly. The day it launched, a crappy little company called Borland brought out something called Sidekick, which was a hack-together organizer that some of their engineers had done to keep track of their calendar. I think that thing outsold Get Organized maybe a thousand to one. I went back to some of these people and said, 'You said you wanted this.' They said, 'Yeah, I told you I wanted this.' So we were generally right about an integrated productivity app to save time, but it didn't have quite the fit and finish of Sidekick, which was just hacked together by some engineers who then used it for six months. Generally right and specifically wrong. You're doing market research for somebody else. I love that phrase. It's like ideas. By the way, if you wear an Oura ring, I wear a Garmin watch, but Oura is specifically right. The first company that did the sensor wearable ring was called Motive. Kleiner invested. It turned out customers didn't like it. They had all the same stuff. The app didn't have the same fit and finish. The ring was a little too big on the finger. It was kind of horsey. They sent you the ring finder, then they sold their IP to a company called Proxy, and then Proxy sold it to Oura, or Oura bought Proxy. Think about fitness bands now: it's Whoop, and Whoop came after Fitbit and Jawbone. I worked with Jawbone. Remember Jawbone? Generally right, had like a 95% D30 usability, but it was manufactured. When you twisted it, the electronics broke, so they had a mean time between failure of about 90 days, which eventually killed that company. Fitbit kind of survived, but Whoop has a better app, and they charge a subscription. Turns out subscription with a slightly better app and the same data is the winning approach. So generally right and specifically wrong. So that's a question of it's genius but it doesn't sell. Go read David Ogilvy. It's not great if it doesn't sell.
H
Host1:02:45
I know. I love that. And David Ogilvy learned as a door salesman. All US advertising all started out as door-to-door sales. Incredible.
B
Bing Gordon1:02:58
Maybe religion did too. You know, the Jehovah's Witnesses. I don't know if Christianity started out as door salespeople, but certainly if somebody came up to you and said, 'I can turn your water into wine,' you'd let him into the house. 'Sure, Jesus. Come on in and show me what you got.' The product management of Christianity starting out with door-to-door sales of turning water into wine. Yeah, miracles.
H
Host1:03:29
All right. I had one other...
B
Bing Gordon1:03:34
Yeah, we've gone long. We've gone long.
H
Host1:03:38
That's all right. Just cut out every other sentence and it'll still make as much sense. Well, there's two of you. You can do every question that one of you asked. Do one. This is you know, Aaron make it a two-parter. The venture business and the games business. I didn't realize this until I was specifically reading about you because you've had basically two careers in each industry, but they have some similarities.
B
Bing Gordon1:04:17
They're both hits businesses. Hits businesses and kind of been around since the '70s. So relatively new careers. Now the magnitude of hits in both are bigger than anybody ever imagined. I think in the '99 internet era, there were $5 billion tech companies, which we now call unicorns. I think in the last decade, there's something like 2,500 or something like that. There are trillion-dollar companies right now. Trillion-dollar value, multi-trillion-dollar companies right now, where a billion-dollar valuation... I don't think Blackberry ever got valued at a billion dollars. In games, when we in the music business, before Saturday Night Fever, albums only sold a million copies. That was kind of the ultimate. Saturday Night Fever with the Bee Gees went to 10 million. Now we have games like Grand Theft Auto that are doing 25 to 50 million. I think Pokemon Go peaked at about 130 million DAUs. FarmVille peaked at 32 million DAUs. To somebody who started out at 100,000 was the gold standard. We wrote the Electronic Arts business plan and said, 'Someday there's going to be some million-unit sellers.' It was like, 'Yeah, yeah, sure, sure.' The first time I was carrying an EA Sports briefcase or something that I got in a cab in New York, the cabbie looks at me and goes, 'EA Sports, it's in the game.' I go, 'That's... we've reached a mass audience.'
H
Host1:06:16
That's so good. So there's a million, and there's a New York cabbie telling you your slogan. That's a much better KPI right there. But does this growth continue forever? I was just thinking about the games industry where it is today and the trajectory. We've had so much growth in geographies and in age. You don't grow up without playing games today, which is different. My generation, my parents' generation is different. Are we getting to some sort of maturity, like the music business or the film business?
B
Bing Gordon1:06:58
Well, there's the hours of game time. For years, the hours of TV time in the US, the average US household had the TV on 7 hours a day. Do you guys look at your phone screen time? Wouldn't you feel happy if you took your phone time and your computer time and got it down to seven hours a day? I never get anything done. We keep manufacturing time. One of the ways you do it with music in the '90s, I used to go out and talk to customers and ask how many hours of media do you use. What we found is people were doing 40 to 50 hours of media per week for a decade. The total hours spent would stay the same, but the number of hours of media would grow. So you would multitask. I think people play mobile games multitaskable. They certainly do TikTok multitaskable. They do Twitch multitaskable. TV, which used to be you'd either watch TV or you'd watch TV and do your ironing at the same time, but it wasn't a whole lot of multitasking. Screen entertainment now is highly multitaskable. Music is highly multitaskable. Books aren't multitaskable. Text is multitaskable, quick switch. I haven't seen any data on this, but my instinct is that humans read probably 50% more words now than they ever used to, but they don't buy more books. People watch more video now than back in the TV era because that was seven hours per household, probably 5 hours per person. So there's more screen time, but it's UGC, it's TikTok, it's Instagram. It's not just Hollywood. In games, we've had amazing growth in AAA games. To see some of these top games reaching 50 million people is astonishing. But mobile games are even bigger, and that's astonishing. I like gamification outside of games, something like Duolingo. People ask what am I playing? I include Duolingo in that. I think there's going to be gaming outside core gaming, just as we're videoing outside of going to movie theaters and watching TV. I think there's probably a limit to the number. It's very difficult to get past 40 to 50 hours of media per week of elapsed time. But you can cram more stuff into it. In mobile, the surprise of mobile is it added a billion and a half players, but originally it added a billion and a half players at a penny to two pennies an hour, and over about 10 to 15 years we got that up to 20 cents. The flip side is the AAA business and the movie business have gone the other direction. Netflix right now monetizes about the same as 24/7 cable TV in the US. Cable TV has a lot of bad hours in there and a lot of junk. The movie business in theaters used to be $3 an hour, Blockbuster used to be $2 to $2.50 an hour, now Netflix makes it 18 cents an hour. Record albums used to be $10, then iTunes took it to 99 cents, and Spotify. The music you listen to is probably cheaper now than it ever was. I'm a big fan of what I call remonetizing the creative class. It's merch, live performance, and fan clubs. The AAA game business, the movie business, the TV business has not yet figured out analog pricing. The TV business kind of did with advertising, but the rest of the TV business hasn't figured it out. It turns out the same hour has different value to different people. Anybody who sells their product at one price for everybody, even books, the big innovation was paperbacks. Paperbacks took books from $3 an hour to about $1 an hour. A 300-page book takes five hours to read. A paperback costs you $9, a hardback costs $25. So $5 an hour for the paperback, $1.80 for the hardcover, and Kindle probably makes that a little less expensive. Interesting. Podcasts have figured out how to get monetized. I don't know if you have subscribers, but I'll send you our Patreon link, Bing.
H
Host1:12:58
I'll send you our Patreon. I saw you had Patreon on the thing. I didn't know.
B
Bing Gordon1:13:05
Jack Conte is a pretty interesting character. That is a really fascinating... Yeah. And Zynga does this with VIPs. The people who figured out the VIPs are casinos. Exactly.
H
Host1:13:27
And maybe some presidential families.
B
Bing Gordon1:13:29
[Laughter]
H
Host1:13:32
This guy's riding the edge, man. Yeah. Okie dokie. Well, thanks for having me. I look forward to doing the interview.
B
Bing Gordon1:13:48
We kept you way. There's a whole other topic about let's talk about how this game got designed, how that game got designed, and how this product got designed. Very few historians create an accurate 'you are there.' They tend to have a backward-looking bias. So yeah.
H
Host1:14:14
Thank you so much for spending your afternoon with us. You used up your late afternoon sunshine. But we very much... Where are you right now? What city?
B
Bing Gordon1:14:28
I'm in Ketchum, Idaho. Sun Valley, Idaho.
H
Host1:14:34
Oh, Idaho. Right. You said that earlier. Okay, cool. It's the last day of winter, so I'm heading back to California tomorrow.
B
Bing Gordon1:14:41
Oh, no. Good for you. Good for you. But thanks again. We'll see you around. What a thrill. Thrilled to get to meet and chat with you.
H
Host1:14:51
Nice meeting you and happy in your ears as loud as...
N
Narrator1:14:58
Thank you for listening to the Fourth Curtain podcast. Visit us at thefourthcurtain.com to find our monthly newsletter and support the show via Patreon. The Fourth Curtain podcast is a production of Fourth Curtain Media. Lovingly edited by Brian Hensley of Noise Floor Sound Solutions. Production support by May Lee with community management by Doug Artman and art production by Paul Russell. Thanks again for listening.