• Early MMOs like Ultima Online and Everquest were not ambitious enough and failed to reach beyond their core 500,000 users, while World of Warcraft found the product market fit and became a top product for 17 years.
  • The speaker looks for something that can have a distribution advantage upfront, gain differential profits versus competitors, and then reinvest.
  • The strategies discussed are relevant beyond just games, as some investors are looking to invest beyond the gaming industry.

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