Insights

Writing on product, growth and the AI that runs them, for live games and consumer products

Patrick McGrath writes these. Mostly about the distance between an AI demo that works and a system your team will actually run.

Published
09

Churn prediction is the easy part

Most players decide to leave in their first sitting, so a churn score that fires after a week of silence reports a decision already made. Three games this year showed us how to find that moment, and how to prove a fix worked.

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05

Live ops after AI

The AI that paid off in live ops sat under the calendar, in churn and LTV forecasting, where it puts a decision in front of a person days sooner. The talking NPCs and self-filling calendars vendors pitch first are the wrong place to start.

Read the essay

03

The 7% problem

Half the game industry thinks generative AI is harming it, and only 7% think it is helping, down from 13%. What that means if you run a studio and still have work to get done.

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02

Nobody checked the 95%

The most-quoted statistic in enterprise AI comes from 153 survey responses, describes something other than failure, and is now used to end conversations it should start.

Read the essay

The list

Read them before they are public

Pieces go to a small list first. Nothing else is sent to it, and no cadence is promised.

If you would rather talk than read, that is the better use of your time.

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