TopPodcast.com
Menu
  • Home
  • Top Charts
  • Top Networks
  • Top Apps
  • Top Independents
  • Top Podfluencers
  • Top Picks
    • Top Business Podcasts
    • Top True Crime Podcasts
    • Top Finance Podcasts
    • Top Comedy Podcasts
    • Top Music Podcasts
    • Top Womens Podcasts
    • Top Kids Podcasts
    • Top Sports Podcasts
    • Top News Podcasts
    • Top Tech Podcasts
    • Top Crypto Podcasts
    • Top Entrepreneurial Podcasts
    • Top Fantasy Sports Podcasts
    • Top Political Podcasts
    • Top Science Podcasts
    • Top Self Help Podcasts
    • Top Sports Betting Podcasts
    • Top Stocks Podcasts
  • Podcast News
  • About Us
  • Podcast Advertising
  • Contact
Not in our directory?
Add Show Here
Podcast Equipment
Center

toppodcastlogoOur TOPPODCAST Picks

  • Comedy
  • Crypto
  • Sports
  • News
  • Politics
  • True Crime
  • Business
  • Finance

Follow Us

toppodcastlogoStay Connected

    View Top 200 Chart
    Back to Rankings Page
    Games & Hobbies

    Deconstructor of Fun

    Deconstructor of Fun podcast is created by games professionals for games professionals. We explore the business side of the games industry with the goal of bringing listeners content that is relevant, insightful, and entertaining on a weekly basis.

    Hosts:
    Michail Katkoff www.linkedin.com/in/michailkatkoff/
    Eric Kress www.linkedin.com/in/erickress/
    Phillip Black www.linkedin.com/in/phillip-black-economist/
    Jen Donahoe www.linkedin.com/in/jenniferdonahoe

    Advertise

    Copyright: © Deconstructor of Fun

    • Apple Podcasts
    • Google Play
    • Spotify

    Latest Episodes:
    Puzzle Monthly #5: The Secret Behind Toon Blast's Success Jul 27, 2026
    Show notes

    Why is Toon Blast still growing while every other Blast game is fading away?In this episode of Puzzle Monthly, we break down Toon Blast's remarkable resurgence, from its early days challenging Toy Blast to its recent revenue explosion fueled by Super Light Ball, LiveOps innovation, and relentless experimentation. We explore why Peak Games continues to outperform the entire Blast genre, and what every puzzle developer can learn from it.Topics Covered:• The evolution of Blast games: Pet Rescue Saga, Toy Blast, and Toon Blast• Why Toon Blast continues to grow while the rest of the Blast genre declines• Super Light Ball and how it transformed engagement and monetization• How LiveOps, Collection Meta, Wild Journey, and new progression systems fueled Toon Blast's resurgence• Why Peak's continuous experimentation has kept the game relevant for over a decade• Whether there's still room for new Blast games or if studios should look elsewhere


    CHAPTERS:

    00:00 Meet The Hosts
    00:40 Why Toon Blast Still Wins
    02:33 Blast Games Origins
    02:56 Pet Rescue Vs Fun Luck
    04:06 Toy Blast Changes Everything
    08:26 Why Others Couldn't Copy
    11:43 Revenue Surge Explained
    12:33 Super Light Bulb Deep Dive
    17:13 ARPDAU Jumps And Data
    20:58 Live Ops And Collections
    25:39 Wild Cards And Monetization
    31:25 Events Cadence Overhaul
    34:13 Future Outlook And Wrap


    TWIG #393: GTA 6's Impossible Attach Rate, Playtika's Earn-Out Disaster, and Unity 7's Big Swing Jul 23, 2026
    Show notes

    Convoy says 85 million copies in 60 days. That means 63% of every console owner alive buys GTA 6, and the closest anyone has come without a bundle is half that.The crew digs into the Newzoo and Convoy numbers behind GTA 6 and finds projections that would require almost every active console owner on earth to buy it. Then Playtika, where a badly negotiated earn-out turned Superplay's success into a balance sheet problem big enough to put the studio on the block. Plus Unity 7's roadmap, Netflix throwing out gaming metrics that mean nothing, and what Township's match mode says about where mobile is heading.Topics Covered:• GTA 6 pre-orders skewing 89% to the $100 SKU• Why the projected attach rates are fantasy• The Ultimate Edition as soft price increase• UGC as the real GTA 6 story nobody is telling• Unity 7 roadmap, MCP integration and no-code web shops• Why Unity cannot scale against AppLovin• Tencent circling Superplay at up to $1.5 billion• The earn-out that broke Playtika's balance sheet• Disney Solitaire's trajectory into 2026• Netflix reporting 11x growth on numbers it will not disclose• Township bolting match onto a builder and printing money• Playable ads becoming actual game modesCHAPTERS: 00:24 Show Intro and Agenda01:38 Banter Marvel Trailers02:49 Announcements and Roundtables04:26 Xbox Hire Update06:14 GTA6 Preorders Pricing15:01 Ultimate Edition Strategy17:33 UGC and Online Upside19:15 Unity 7 Roadmap26:03 Playtika Superplay Rumor27:26 Superplay Earnout Breakdown28:11 Earn Out Math28:59 Tencent Deal Questions29:38 Disney Solitaire Outlook30:49 Why Sell Superplay34:48 Superplay Hits Breakdown36:02 Valuation Reality Check39:13 EA Predicts Winners40:49 Netflix Gaming Metrics43:26 What Metrics Matter46:49 Netflix Versus YouTube48:06 Township Versus Top Tycoon50:41 Match 3 Monetization Engine52:43 Hybridization And Playable Ads56:15 Fortnite Obsession Collab57:43 Wrap Up And Goodbye


    Shooter Monthly #8: The Bungie Eulogy, Why Destiny Fell Off, and Can Marathon Save the Studio Jul 21, 2026
    Show notes

    Bungie built the defining live shooter of the decade, then spent ten years surviving its own crises. This one plays like the eulogy.The crew runs the full ups and downs of Bungie from Myth to Marathon, with an ex-Bungie insider walking through every near-death moment, why Destiny endured far longer than anyone predicted, why it finally fell off, and whether Sony and Marathon can pull the studio back from the edge.Topics Covered:• The end of Destiny and whether Bungie is actually done• The hot take that Xbox is in decline and Bungie should return to make Halo• The full Bungie crisis history from the Myth 2 uninstaller disaster to Marathon• The internal Destiny Supercut that blew up 14 months before launch• The Taken King and Forsaken redemption arcs• Sony's acquisition, the Lightfall flop, and The Final Shape as the ending• Why Destiny survived when its narrative and monetization kept misfiring• The free-to-play misfit problem and DLC warbond monetization• Promising the future as the real retention engine• The maintenance mode debate for aging live service shooters• What Marathon actually needs to rebound


    339. The Most Honest AI Adoption Story in Gaming Jul 20, 2026
    Show notes

    InnoGames didn't reach for AI to chase a trend. They reached for it because the alternative was shutting down a game people love.Thomas Lehr walks through how InnoGames kept Sunrise Village alive after the business case stopped working, taking the team from 25 people down to 3 and stabilizing a title that was slipping. This is the rare AI adoption story told with actual numbers, actual workflows, and no hiding the parts everyone else leaves out. No people pushed out, no game handed to the agents, no hype. Just a methodical breakdown of where the time went and what AI could realistically take off the table.Topics Covered:• Why the game was declining and what options were on the table before AI• What happened to all 25 people on the team• Going from 25 humans to 3 humans plus AI without killing the game• Decomposing the production pipeline to find where time actually goes• The six-step AI stage designer covering story, quests, balancing, maps, placement, and cinematics• Why building custom tooling beats subscribing to 15 shiny products• Sticking with GPT-4o for years while the pipeline just worked• What it actually costs to run the pipeline every month• The 84% of developers who reject AI at any stage, and the pushback inside the company• A direct playbook for a stuck studio making 500k a month


    TWIG #392: Pokémon’s Gamble, World Cup WHAT & the Monetization Debate Jul 16, 2026
    Show notes

    Jen, Eric, and Phil break down a week where EA torched a premium launch, Sony declared the disc dead, and Riot reminded everyone that nostalgia is still the most reliable growth lever in games. Monetization is the throughline all the way down: who actually has a lever left to pull, and how badly you can blow it up when you pull it wrong.Topics Covered:• League of Legends Classic and the nostalgia playbook• Why WoW Classic and Fortnite OG print money• Whether a Classic mode can actually monetize• eFootball and FC Mobile riding the World Cup• FIFA leaving interactive money on the table• Ultra local live ops and the halftime spike• Pokemon Champions and Nintendo's monetization ceiling• EA College Football 2027 and its pay to progress disaster• The Battlefront II lesson EA forgot• Phil's gunpowder model for monetization backlash• Why premium publishers have no lever left but ARPU• Sony killing the physical disc by 2028CHAPTERS: 00:00 Welcome and Hosts00:23 Episode Agenda01:12 Euro Summer Banter02:42 Seattle Roundtable Plug04:20 Corrections and Clarifications05:27 Xbox Bethesda Strategy10:08 League Classic Nostalgia17:31 Classic Modes Monetization21:57 World Cup Game Boost27:40 Ultra Local Live Ops30:56 Pokemon Champions Reveal31:32 Pikmin and Pokémon Benchmarks32:17 Why Monetization Falls Flat33:42 Switch SKU and Tencent Playbook34:31 EA College Football Backlash40:02 Marketing vs Design Debate43:20 Phil’s Gunpowder Model48:10 Premium Games Need ARPU51:20 Sony Ends Physical Discs56:00 Digital Wins and Final Wrap


    338. The Mobile vs Web User Acquisition: What Nobody's Talking About Jul 13, 2026
    Show notes

    AppsFlyer just took attribution off mobile and put it on the open web, and it might be the biggest unlock D2C web shops have seen yet.Josh Chandley talks with Adam Smart, Global Director of Product for Gaming at AppsFlyer, about the company's new web attribution product and its bigger bet on becoming a "Modern Marketing Cloud" spanning web, PlayStation, Xbox, and Oculus.Topics Covered:• AppsFlyer's new web attribution product• The shift from MMP to Modern Marketing Cloud• Why D2C web shops are the biggest day one unlock• Mobile UA mindset vs web UA mindset• Fraud and accountability on mobile vs web• Connecting web attribution to in-app ad networksCHAPTERS: 00:19 Why Web Attribution Matters00:33 Modern Marketing Cloud Vision03:28 Web vs Mobile Measurement Basics03:59 Neutral Attribution and ROAS Truth05:59 Why Launch Web Now08:13 D2C Web Shops and Growth11:49 Day One Studio Changes13:38 Mobile vs Web Mindsets15:15 Accountability and Fraud Reality17:37 Connecting Web and In App Ads19:54 Modern Marketing Cloud Explained23:42 Future of UA with AI28:32 AI Agents and Automation in Outlier29:30 Wrap Up and Where to Learn More


    TWIG #391: Xbox's 4,800 Cuts, Apex Predator Playbook, and the 6% Problem Killing New Games Jul 09, 2026
    Show notes

    Xbox just got torched, and the math says new games can't win.Jen and Eric (two for TWIG this week) break down the biggest restructuring in Xbox history: 4,800 jobs cut, Asha Sharma unwinding Phil Spencer's entire studio buying spree, and King and Minecraft pulled in to report directly to her. Is this the setup for an Activision Blizzard 2.0 spin-out? Then they dig into fresh Newzoo data on why only 6% of the market is open to new IP, why forever games keep winning, and how growth has become an ARPU story instead of a new-player story.Topics Covered:• Microsoft cuts 4,800 jobs and 20% of Xbox's workforce• Sharma's memo and the "apex predator" restructuring playbook• King and Minecraft reporting straight to Sharma• Compulsion and Double Fine go independent with their IP• Helen Chang named Xbox's first COO, and what a single P&L signals• The spin-out theory and Activision Blizzard 2.0• Game Pass is stuck at 30 million and devaluing the $80 game• Why only 6% of the market is open to new IP• 60% of revenue coming from games five years or older• Growth as an ARPU story in the West and China• Last War, Whiteout Survival and Kingshot are proving the UA arbitrage gameCHAPTERS:00:00 - Werlcome & Agenda01:57 - World Cup Keeper Highlights03:35 - Kress's New Setup & Family Updates05:42 - NYT Games Shill07:30 - Xbox Rumors to Reality10:51 - Layoffs & Studio Shuffles13:26 - GamePass Stalls at 30 Mil14:45 - King, Mobile, and Minecraft Blindspots19:40 - Vanity Metrics Reality Check21:52 - COO PnL and Platform Model Critique24:22 - Booty Portfolio Shrinks & Next Steps25:46 - Gamepass Devalues Games27:01 - Publishers abandon Xbox28:25 - Spinout and Activision 2.030:04 - Microsoft & King Strategy32:29 - Embracer Parallel Lessons36:14 - Easy Cuts & Creative's Hard Work46:28 - Pipeline Worries for New Hits50:27 - ARPU & GTA Monetization53:11 - Mobile UA Arbitrage Reality54:58 - What Could Save the Industry


    337. Inside New York Times Games: Why Killing 96% of New Ideas Is the Win Jul 06, 2026
    Show notes

    Zoe Bell is the Executive Producer of Games at The New York Times. If you've played Wordle, Connections, Spelling Bee, Strands, Letter Boxed, the Mini, or the Crossword, you've played something she helped build or bring to life. NYT has nearly 13 million subscribers, which includes the game business that features some ads but no in-app purchases and no battle pass.The players run from your group chat to the Vatican. The Pope has mentioned doing the Wordle in interviews, and Carol Burnett's celebrity Wordle group, including Julia Louis-Dreyfus and Charlize Theron, went on Jimmy Kimmel to accuse her of cheating. Her defense: there's no way to cheat at Wordle, and solving it in one guess is just an accident.Zoe sits down with Jen Donahoe to explain how a newspaper that has run for 175 years became one of the biggest names in games. They get into why the team kills 96% of the games it tries, how a subscription model reshapes the way they design and measure success, and what it takes to launch Crossplay, a full multiplayer layer on games that are fundamentally solo.They also talk about making every puzzle by hand while the rest of the industry automates, and where AI earns a place when human craft is the whole point. For anyone building games, this one is a window into the economics and the discipline behind one of the most envied portfolios in the business.CHAPTERS:00:00 Welcome and Guest Intro01:03 From Zynga to Times03:40 Culture Shock at NYT05:53 Respecting Game Expertise07:36 Apps and Platforms10:13 Subscription Monetization14:13 Who Plays These Games18:31 Democratic Game Ideation21:13 Greenlight to Launch Pipeline24:36 Testing Markets and Kill Rate26:00 Killing Prototypes Fast26:37 Morale With Low Hit Rates28:43 Testing Before Soft Launch29:19 KPIs And Portfolio Fit30:31 UA In Subscription Games36:46 Streaks And Crossplay Bonds39:14 AI Human Puzzles First46:32 What’s Next And Submissions48:17 Hiring And Tech Stack


    TWIG #390: Destiny Ends, Xbox's Biggest Layoff Ever, and Google Play's New Fee Chaos Jul 03, 2026
    Show notes

    Destiny is dead, Xbox is about to make the largest layoff in gaming history, and Google Play just completely changed how it charges developers.In this episode, we break down:• Why Sony's $3.6B Bungie acquisition was doomed from the start• What Destiny's gradual player decline actually looked like on the data• Where hundreds of laid-off Bungie developers go from here• Which five Xbox studios are being closed or sold• Why Xbox raising the Series X to $750 might be the final nail in the coffin• The unionization debate: is now the worst time to organize?• Google Play's new fee structure explained • Why Kress thinks Apple and Google wasted 20 years of developer goodwill• How a 2-person team sold 10 million copies of Mecha Chameleon in 16 days with zero marketing spend• Why the Adidas x Brawl Stars collab may have just hurt Supercell's brand• Ubisoft's surprising new hire from Amazon GamesCHAPTERS:00:00 Mobile Giants Rant00:16 Show Intro and Agenda02:39 Soccer Sidetrack04:03 Quick Shills and Corrections07:04 Sony Cuts Bungie13:15 Destiny Trends and Mobile15:37 Where Talent Goes Next17:25 Xbox Layoffs Rumors19:51 Strategy Behind Closures26:03 Unionization Debate29:51 Xbox Price Hike Fallout33:21 Console Pricing Speculation34:24 Switch Sales And Price Hikes36:09 Google Play Changes Breakdown38:53 New Vs Existing Install Fees40:33 Web Billing And Rankings41:18 Why So Complicated44:08 Level Up Program Requirements45:26 Sidekick Overlay And Data46:24 Rollout Dates And Reactions49:20 Stores Value And 30 Percent53:22 Steam Viral Hit Mecha Chameleon55:49 VC Project Financing Debate58:50 Ubisoft Hires Amazon Games GM01:00:18 Adidas Brawl Stars Marketing Lesson01:03:30 Wrap Up And Next Topics


    Puzzle Monthly #4: $60M Marketing, $65M Revenue, What Happened to Good Job Games? Jun 29, 2026
    Show notes

    In this episode of Puzzle Monthly, we trace Good Job Games' path from two clean exits to a struggling Match 3 launch, and break down why the studio that built Zen Match and sold its hypercasual portfolio for billions in downloads can't get Match Villains to monetize like Royal Match.


    Topics Covered:


    • Good Job Games' history, from hypercasual hits to Zenmatch's $100-150M exit

    • Wonder Blast and why it never escaped soft launch purgatory

    • Match Villains' aggressive difficulty curve and the push to shorten payback period

    • Why polish alone didn't save Match Villains, and what Royal Match actually got right

    • Royal Match vs Royal Kingdom vs Match Villains vs Piggy Kingdom

    • Whether Good Job Games is actually out of money, and what comes next


    CHAPTERS:


    00:01 - Intro

    00:40 - Good Job Games' History and Two Exits

    09:11 - Match Villains Launches with $83M Raised

    13:27 - Wonder Blast and the Soft Launch Trap

    19:41 - Match Villains Gameplay Breakdown

    21:58 - Aggressive Funnels and Payback Period Pressure

    30:31 - Royal Match vs Royal Kingdom vs Match Villains

    41:14 - Sensor Tower RPD Data Comparison

    47:56 - Is Good Job Games Running Out of Money


    Previous 1 2 3 4 5 6 84 Next

    Related Podcasts

    The Joe Rogan Experience

    1

    The Joe Rogan Experience Comedy
    Casefile True Crime

    2

    Casefile True Crime Games & Hobbies
    Reply All

    3

    Reply All Games & Hobbies
    You Must Remember This

    4

    You Must Remember This Games & Hobbies
    Real Time with Bill Maher

    5

    Real Time with Bill Maher Games & Hobbies
    Last Podcast On The Left

    6

    Last Podcast On The Left Comedy
    footer-logo

    Contact Us

    Toll Free: 844-670-7747

    Links

    • Home
    • Top Charts
    • Networks
    • Apps
    • Independents Podcasts
    • Podcast Advertising
    • Podcast News
    • Contact Us
    • About Us
    • Analytics & Insights

    Stay Connected

      Privacy, Terms of Use & Our Code of Ethics Protecting Content Creators Copyrights