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Nick Fajt23 March 2021

Rec Room Part II (with CEO Nick Fajt)

3Frameworks
13Insights

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Frameworks in this episode

Insights & moments

The myth-busts, hot takes, explainers, and tools worth keeping.

Myth Buster· 1

Myth Buster1:22:00

Rec Room vs. Roblox: Instagram vs. Photoshop, Not a Direct Rival

Nick dispels the assumption that Rec Room directly competes with Roblox, arguing the two serve very differently structured creator/consumer relationships.

  • Roblox splits creators (often adults using a game engine) and consumers (often 9-12 year olds) by a wide age and skill gap
  • Rec Room collapses creator and consumer into the same person, same session, more like Instagram than Photoshop
  • This structural difference, not direct feature competition, defines Rec Room's position

“Roblox has sort of more of like a two-sided marketplace where there's like two kind of independent groups, like creators and and consumers, and those…”

Nick Fajt · 1:22:30

“Instagram is very different than Photoshop, right? Like Photoshop has a more powerful tool set, but you know, the people that are looking at the…”

Nick Fajt · 1:23:00
#competitive positioning#Roblox#creator economy#market structure

Hot Take· 1

Hot Take59:00

Why Performance Marketing Has Negative Returns to Scale

Nick argues performance marketing gets worse with every incremental dollar, making creator-led growth a far better investment than paid ads.

  • Unlike creator-led growth, paid performance marketing has no economies of scale
  • Each incremental ad dollar buys progressively less-interested users
  • Rec Room prefers paying creators over buying ads because creators self-select engaged audiences

“everyone who's been in the venture game knows that performance marketing is not, you do not get economies of scale”

Nick Fajt · 59:00

“you're paying incrementally more and more to attract these users that want your thing less and less.”

Nick Fajt · 1:00:00
#marketing#growth#creator economy#paid acquisition

Explainer· 3

Explainer14:30

What Rec Room Actually Is: A Single Shared Virtual Universe

Nick explains Rec Room as one continuous world made of millions of user-built rooms, contrasted with Roblox's separate creator-tool app.

  • Rec Room is one virtual universe made of millions of unique rooms
  • Users build socially, inside the game, Minecraft-style, without needing to code or 3D model
  • Unlike Roblox Studio, there is no separate creator app — building and playing happen in the same world
  • Described as 'the Wikipedia of games'

“it's a virtual universe. It's made up of millions of different rooms, and all these rooms are unique experiences.”

Nick Fajt · 14:30

“it's just this it's like the Wikipedia of games.”

Nick Fajt · 16:30
#product explainer#UGC#Rec Room#Roblox comparison
Explainer46:30

Designing an Avatar for Infinite Player Actions

Because Rec Room began in VR, players could do literally anything with their hands, forcing a fundamentally different, more flexible control scheme than button-based games.

  • In VR, player actions are effectively infinite (backflips, juggling, crawling) since there are no buttons limiting movement
  • UGC rooms constantly required unanticipated actions (e.g., crawl while lighting a candle)
  • This forced independent left/right hand control rather than fixed action buttons like Fortnite

“For Rec Room, because we started in VR, the player actions were always infinite.”

Nick Fajt · 46:30

“we can't have a crawl plus like whip out lighter button. Like, that's not gonna work, right?”

Nick Fajt · 47:30
#game design#avatar control#VR#UGC
Explainer53:00

The UGC Marketplace Advantage: Scalable Revenue Without Headcount

Nick explains why letting users build monetizable content scales revenue far better than Rec Room building every item and room itself.

  • Building every new item/service in-house requires proportionally more headcount to grow revenue
  • Giving creators the tools to build and sell their own content scales the catalog without added headcount
  • Lower margin per transaction is worth it because creators evangelize and grow the platform themselves

“it's hard to grow your revenue by being like, I am going to continually come up with new services and new items.”

Nick Fajt · 53:00

“you just get a much more scalable catalog.”

Nick Fajt · 53:00
#UGC#monetization#scalability#creator economy

Story· 5

Story07:00

From HoloLens Reorg to Founding Against Gravity

Nick recounts how a HoloLens team reorg toward enterprise use cases pushed him and dozens of colleagues out, and how a group of them formed Against Gravity with no product idea at all.

  • Microsoft's HoloLens consumer game team was reorged toward enterprise/military use cases
  • Nick applied to Oculus, Magic Leap, Google, and Epic and was rejected everywhere
  • ~30-50 people left Microsoft around the same time, forming various companies
  • Against Gravity started with no product idea, borrowing an HTC Vive from friends at Valve

“So I was working on the HoloLens team at Microsoft and I'd been working on it for I don't know maybe like four or five…”

Nick Fajt · 07:00

“the reason the company wasn't called Rec Room was we didn't have the idea of Rec Room. We had no idea.”

Nick Fajt · 10:00
#founding story#HoloLens#Microsoft#origin story
Story19:30

The VR 'Trough of Sorrow': Two Years With Zero Hardware Growth

Nick describes realizing in early 2018 that VR hardware growth had completely stalled, capping Rec Room's growth and forcing a strategic reckoning.

  • VR headset growth was flat for 24 months starting December 2017
  • Rec Room's growth was directly capped by headset sales since it was a free app
  • The team quickly recognized their 5x holiday growth wasn't sustainable given the flat market

“from like December 2017, for the next 24 months, VR did not grow like at all.”

Nick Fajt · 20:30

“this growth is good, but it this is not this is not a venture scale business.”

Nick Fajt · 20:00
#VR market#growth#pivot#startup challenges
Story24:00

Community Backlash When Screens Entered VR Rooms

Opening Rec Room to non-VR players caused a painful community backlash, teaching the team a lesson about the community's 'metabolism' for change.

  • Rec Room launched flat-screen (non-VR) play on PlayStation and PC first
  • VR loyalists felt the shared identity of headset-only rooms was being diluted
  • Dumping all players into shared rooms regardless of interest was, in hindsight, the wrong move
  • Early UGC tools were low quality, compounding the abruptness of the change

“I think the big mistake we made out of the gate was we were like, we're just dump like one big community.”

Nick Fajt · 25:00
#community management#platform expansion#backlash#VR
Story49:00

A Costly Design Mistake: Forcing Third-Person View on Screens

Nick admits personally insisting on a third-person camera for screen players, a decision that broke room experiences and wasted months of dev time.

  • Forcing third-person view made it impossible to read small in-room details built for first-person VR
  • Nick takes personal blame for the decision
  • It cost roughly six months of engineering time to correct

“I was really adamant that the game on screens be third person for a while. Like that was an example of like really bad design…”

Nick Fajt · 49:00

“That was my design contribution that probably wasted like six months of dev time for somebody.”

Nick Fajt · 50:00
#product design#mistakes#engineering#screens
Story1:09:00

The Unsolicited $100M Raise and the Decision to Stay Independent

Existing investors approached Rec Room to invest $100M at a $1.25B valuation, prompting a deep internal reflection on building a decades-lasting standalone company instead of ever selling.

  • This was the first raise where investors approached Rec Room instead of the reverse
  • The round forced a 'gut check' on whether they could build something lasting decades
  • Nick frames selling to a big company as giving up 'the community's Rec Room' for someone else's agenda

“I think it was a it was an internal gut check for us of like do we think we can build something that's gonna last…”

Nick Fajt · 1:09:30

“the moment that you accept that you you're giving up your agenda for someone else's agenda. It's no longer like our rec room, it's no…”

Nick Fajt · 1:26:00
#fundraising#independence#acquisition#long-term thinking

Q&A· 1

Q&A1:34:30

Why Rec Room Avoided NFTs and Crypto Tokens

Nick explains that Rec Room deliberately avoided decentralized currencies/NFTs because centralized control over the economy is precisely what lets them fix mistakes and evolve incentives.

  • Decentralization's core value proposition is the opposite of what Rec Room needs from its economy
  • Centralized control let Rec Room evolve its currency system through multiple stages over years
  • A decentralized token would lock the company into early design mistakes forever

“the value of those uh entities is that they are decentralized. Like, that's the value. And the value that rec room derives out of its…”

Nick Fajt · 1:35:00

“we would be throwing that away for a buzzword, right?”

Nick Fajt · 1:35:00
#crypto#NFTs#virtual economy#centralization

Tool· 1

Tool1:15:00

Applying Hamilton Helmer's 7 Powers to Rec Room

The hosts walk through Hamilton Helmer's Seven Powers framework live with Nick, identifying network economies, scale economies, and switching costs as Rec Room's strongest moats.

  • The seven powers discussed: counter-positioning, scale economies, switching costs, network economies, process power, branding, cornered resources
  • Rec Room's network economy is amplified by a high user-to-creator conversion rate
  • Scale economies benefit creators directly since a bigger platform means bigger potential rewards
  • Switching costs exist for creators who've built an audience and unique skill set inside Rec Room's tools

“the seven are counter-positioning, scale economies, switching costs, network economies, process power, branding, and cornered resources.”

David Rosenthal · 1:15:00

“the coefficient, I think is actually really quite high because you have such a high conversion rate from user to creator.”

Ben Gilbert · 1:16:30
#7 Powers#competitive moats#network effects#strategy analysis

Takeaway· 1

Takeaway1:54:00

Startup vs. Big Tech: The 'Are You Average?' Career Test

Nick's advice for engineers weighing a startup job against staying at a big tech company hinges on honestly assessing your own percentile of ability and ambition.

  • Most people evaluate startup risk using the 'law of averages' without asking if they're actually average
  • If you believe you're top 10%, your upside is capped at a big company in ways it isn't at a startup
  • Startup downside is often overestimated since you can typically return to a similar or better job

“when most people are calculating like what is gonna happen at a startup or what is gonna happen to me at Microsoft, like they're using…”

Nick Fajt · 1:54:00

“your career is capped in some way, I I you know, I think people I tell them, like, hey, the risk is really worth it.”

Nick Fajt · 1:55:00
#career advice#startups#risk-taking#recruiting