The DeanBeat: The accelerated change of the game industry

sound waveIt used to be that video game industry cycles were predictable. The waves were big, but you could see them coming. In 1994, when I moved to Silicon Valley, Netscape had gone public. I witnessed the whole dotcom boom and all of the hopes that arose around massively multiplayer online games, which was the game industry’s version of the dotcom cycle. Dozens of titles were born, but only World of Warcraft came to dominate that new piece of the game world.

The era of 3D graphics created a revolution in gaming that more than 70 graphics chip startups helped serve. Of those, only Nvidia, Intel, and Advanced Micro Devices survived. With each new game console cycle, game publishers and developers came and went. The cycles were so familiar that everybody thought a cycle had to last five years. (Microsoft changed that and shrank the cycle to four years with the original Xbox, and now it is going past seven years with the Xbox 360). Price cuts became an annual tradition.

Unlock premium content and VIP community perks with GB M A X! Join now to enjoy our free and premium perks. 

Join now →

Sign in to your account.

Dean Takahashi

Dean Takahashi is editorial director for GamesBeat. He has been a tech journalist since 1988, and he has covered games as a beat since 1996. He was lead writer for GamesBeat at VentureBeat from 2008 to April 2025. Prior to that, he wrote for the San Jose Mercury News, the Red Herring, the Wall Street Journal, the Los Angeles Times, and the Dallas Times-Herald. He is the author of two books, "Opening the Xbox" and "The Xbox 360 Uncloaked." He organizes the annual GamesBeat Next, GamesBeat Summit and GamesBeat Insider Series: Hollywood and Games conferences and is a frequent speaker at gaming and tech events. He lives in the San Francisco Bay Area.