[HN Gopher] How Y Combinator made it smart to trust founders
       ___________________________________________________________________
        
       How Y Combinator made it smart to trust founders
        
       Author : spacemarine1
       Score  : 83 points
       Date   : 2026-01-05 17:20 UTC (5 hours ago)
        
 (HTM) web link (elbowgreasegames.substack.com)
 (TXT) w3m dump (elbowgreasegames.substack.com)
        
       | spacemarine1 wrote:
       | Y Combinator forged a long-term, high-trust ecosystem to the
       | benefit of all tech founders. The video games industry needs to
       | do the same.
        
         | daedrdev wrote:
         | I feel like this is impossible given how many games flop each
         | year.
        
           | psawaya wrote:
           | As a YC founder turned gamedev, I can tell you that failure
           | is the norm in both pursuits. As with YC, the question is:
           | can we create more outsized outcomes when we succeed?
        
             | daedrdev wrote:
             | Great point, I think I'm just being overly pessimistic
             | 
             | Related, I find it interesting is that gacha games seem to
             | ahve the highest possible returns but almost none are made
             | by western game companies.
        
               | trueismywork wrote:
               | You're right though. Industrial software/hardware in
               | general always has money in all times. But gaming is
               | essentially entertainment and people only spend on
               | entertainment last. So gaming industry has a lot of
               | failure but even if you're successful in a huge way, you
               | won't earn huge money. There's a big cap there.
        
               | awkward wrote:
               | Games are a zero marginal cost industry driven by hits.
               | The cap is pretty high. The floor is what you should be
               | worried about.
        
               | dpoloncsak wrote:
               | Aren't games like CSGO, FIFA, and Overwatch almost
               | exclusively run on gacha-profits?
        
               | jsheard wrote:
               | Yes they are. The implementation tends to differ from how
               | eastern-developed gacha games work, but they're making
               | billions from virtual slot machines nonetheless.
        
               | dpoloncsak wrote:
               | Yeah, I still indulge in video games, and understand that
               | on the surface CSGO skins feel different than Genshin
               | summons, but from 100 feet up it's all the same crap, imo
               | 
               | I do kinda get what you mean, though. Gacha mechanics
               | feel expected in anything western, while 'loot boxes' are
               | still a 'feature' of some games in the east. Eastern
               | studios have definitely noticed, though, and are running
               | the same playbook.
        
               | dpoloncsak wrote:
               | ...I think I mixed up East and West oops
        
               | modwilliam wrote:
               | Overwatch is not
        
               | dpoloncsak wrote:
               | Didn't they bring back loot boxes?
        
               | modwilliam wrote:
               | Yes, but you basically can't pay for them. Revenue is
               | basically all from direct cosmetic sales or the battle
               | passes
        
               | dpoloncsak wrote:
               | I see. You can remove 'Overwatch' from my original
               | comment and the point still stands, but I do appreciate
               | the fact check. I know Blizzard from HearthStone and
               | Diablo....not great experiences with gacha there haha
               | (Diablo Immortal, atleast), but those are far from the
               | most popular Eastern games
        
               | spacemarine1 wrote:
               | I think it is possible to be successful in games without
               | being predatory. Humble Bundle was a demonstration of
               | that.
               | 
               | I don't believe that ultra-predatory mechanics are long-
               | term sustainable. They usually yield a "ring of fire"
               | effect that creates a growing ring of users for a while
               | but really you're burning out all your core users and
               | will implode. This is how many describe the original
               | Zynga model.
               | 
               | Supercell (founded around the same time) has cultivated
               | longterm ecosystems and IP by respecting their players.
               | 
               | EGG takes a similar long-term perspective.
        
               | YetAnotherNick wrote:
               | > Humble Bundle was a demonstration of that.
               | 
               | No idea what it is, but it has double digit million in
               | revenue, across everything. How is it being successful.
        
               | Loughla wrote:
               | It's successful in my opinion by offering really good
               | value with fair practices. It's not a secret, I think.
        
               | dpoloncsak wrote:
               | >I don't believe that ultra-predatory mechanics are long-
               | term sustainable
               | 
               | I don't think they're trying to be. I think they're whale
               | hunting, find a few high spenders, and milk them for all
               | they're worth. Then they spin up a new IP (or license one
               | out), rinse and repeat
        
             | Analemma_ wrote:
             | I don't think that's possible and frankly I'd much prefer
             | capital not even try. To the best of my knowledge, the only
             | games which generate the really outsized outcomes you'd
             | need for a VC portfolio do really gross, anti-player shit
             | (gacha, lootboxes, whale fishing, etc.) to get it. Or they
             | become distribution monopolies like Valve, which is fine-
             | ish when Valve is private but would be a ongoing
             | catastrophe if it had been VC-funded. I'd rather not
             | encourage that.
        
               | mikepurvis wrote:
               | I agree. I'm not the moral police, but video games
               | ultimately have to walk a line where they serve up
               | entertainment that is engaging/addictive without being
               | all-consuming and abusive, and do so for an amount of
               | money for which there is general consensus is
               | "reasonable".
               | 
               | Trying to ride that to the moon is a very different
               | proposition from a B2B play where you sell some service
               | that concretelt delivers $X/mo recurring value to each
               | customer for a $Y/mo price tag, and X > Y, but Y - your
               | costs still turns a healthy profit. If you do that right,
               | everyone is winning and the economy as a whole grows, not
               | at all the same as the zero-sum game that is soaking a
               | few whales and ruining their lives.
        
               | 7777777phil wrote:
               | I appreciate this perspective.. but I think there might
               | be a false dichotomy here. Some of the biggest gaming
               | success stories didn't rely on exploitative mechanics -
               | Minecraft, Among Us, even Fortnite's initial success was
               | based on solid gameplay before the monetization kicked
               | in. The question is whether you can build sustainable
               | platforms that create genuine value rather than just
               | extracting it. Steam takes 30% but provides real
               | distribution value. Maybe the trick is focusing on
               | companies that help other developers succeed rather than
               | trying to create the next Genshin Impact
        
               | jsheard wrote:
               | > Fortnite's initial success was based on solid gameplay
               | before the monetization kicked in.
               | 
               | Fortnite is a bit of weird backwards example because the
               | early PvE iteration had paid lootboxes, but they were
               | scrapped in the Battle Royale spinoff which actually got
               | popular, and eventually removed altogether. They still do
               | things like engineering FOMO to drive sales but
               | ironically the games monetization was the most
               | exploitative when nobody was playing it.
               | 
               | But now the siren song of lootboxes is calling to them
               | once again... https://kotaku.com/fortnite-loot-boxes-
               | gambling-roblox-20006...
        
               | spacemarine1 wrote:
               | Agreed. It is possible to make money in video games while
               | treating customers with respect. This is the way! (and
               | what EGG looks for because it builds stronger IP and
               | longterm retention and good will)
               | 
               | I helped Indie Fund Hollow Knight back in the day and
               | look a them now!
        
           | mikepurvis wrote:
           | On some level it's the role of the publisher to pick winners
           | and guide them over the finish line. See for example the hit
           | machine that is Devolver:
           | https://www.devolverdigital.com/games
           | 
           | I'm not an indie dev, but if I was I would _happily_ give up
           | a chunk of my potential profit to be listed on there, knowing
           | the size of the market that says  "oh yeah... a Devolver
           | title, I would blind-buy this, it's probably pretty good."
        
           | mrdataesq wrote:
           | I suspect games are like movies: for every 100 movies, around
           | 20 of them make enough money to cover the losses of the other
           | 80. But predicting which movies those will be is extremely
           | difficult (Goldman's Law: Nobody knows nothin'). Any studio /
           | label / distributor which can do better than the average is
           | probably headed for greatness.
        
           | guywithahat wrote:
           | My thought too, the bar is higher and the rewards are so much
           | smaller. People don't appreciate how incredibly difficult it
           | is to make a mediocre game
        
           | seizethecheese wrote:
           | VC math follows a power law and expects almost all
           | investments to flop, and the one winner to pay for it all.
           | The question here is not about the flops it's: are the
           | winners big enough?
        
             | conartist6 wrote:
             | And now that they're eliminating diversity in their
             | investments are you still certain they will pick the next
             | generation's winners? All they're investing in are AI
             | companies...
             | 
             | Once upon a time someone like me for whom engineering
             | competence is a core aspect of my identity would have never
             | considered turning my back on YC. But now I'm just
             | embarrassed by them. The things they now think are the only
             | things worth investing in mostly make me want to vomit,
             | like the vibe coding casino-IDE startup. As someone who
             | still espouses their old values rather than their new ones,
             | I'd rather succeed on my own.
        
           | bob1029 wrote:
           | Making a game that will sell well on Steam is typically much
           | harder than finding a bunch of boring business leaders and
           | pitching them a SaaS or consulting package. On the surface it
           | might seem simpler to do a game, but once you get into the
           | mechanics of building, testing and publishing something for
           | the masses, the fear of cold calling or emailing total
           | strangers begins to evaporate quickly.
           | 
           | About 99% of the work you do on a game will wind up in the
           | trashcan. Doesn't matter what kind of work it is. Code,
           | audio, textures, models, map layouts, multiplayer balancing
           | work, etc. are all susceptible in the same way. No one is
           | safe from the chaos. It takes a lot of human energy and
           | persistence to produce sufficient 1% content to fill up a
           | player experience.
           | 
           | I'd estimate for a B2B SaaS product, the ratio is
           | approximately the same, however you don't need such a broad
           | range of talent to proceed. One developer with a desire to do
           | the hard things constantly can be all you need to make it to
           | profitability. Going from one employee to N employees in a
           | creative venture is where things go bananas. If you
           | absolutely must do an indie game and you need it to succeed
           | or your internet will get cut off, you will want to strongly
           | consider doing it by yourself. Figuring out how to split
           | revenue and IP with other humans when you can't get _the_
           | customer on the phone is a nightmare.
        
             | spacemarine1 wrote:
             | Many people agree that being a video game founder is harder
             | than being a tech founder. Staying small and being as
             | resourceful as you can is a good way to mitigate risk.
        
         | WhereIsTheTruth wrote:
         | YC works because B2B can survive early with a few paying
         | customers
         | 
         | Gaming is pure B2C: hit driven, capital intensive, and
         | unforgiving
        
           | spacemarine1 wrote:
           | Fair point though Humble Bundle was B2C.
           | 
           | There are clever gaming platforms out there and the best
           | games seem to turn into platforms effectively.
        
           | doctorpangloss wrote:
           | It's a little more nuanced than that. B2B offerings cost
           | money, video games cost time haha
        
           | api wrote:
           | B2B isn't as hit driven as gaming but it's still hit driven.
           | Most startups fail.
        
           | FloorEgg wrote:
           | That doesn't sound right to me. A lot of b2b comes with high
           | barrier to entry.
           | 
           | Also I know of many successful indie games, some of which
           | were built by one person.
           | 
           | I can think of so many exceptions to your point on both sides
           | that I question your thesis as a rule.
        
       | conartist6 wrote:
       | I wonder how long this can survive now that their priority is to
       | fund AI users to use AI
        
         | spacemarine1 wrote:
         | AI tech has the spotlight right now for sure amongst VC's. But
         | I believe AI is also a huge tailwind for video games.
         | 
         | Namely, small, clever teams will be able to do big and
         | entertaining things that were not possible before.
         | 
         | (But yes there will also be tons of slop.)
        
           | conartist6 wrote:
           | It can't be a tailwind for a whole industry. It can only take
           | from some and give to others.
        
             | spacemarine1 wrote:
             | The industry has experienced slowed growth and is
             | restructuring which is scary for many people right now.
             | There have been continuous layoffs and studio closures.
             | That sucks (though is not all caused by AI).
             | 
             | But a few quick thoughts: Video games have always been
             | about cutting edge technology. Because they are
             | interactive, they are best positioned to leverage AI tech.
             | (unlike static media)
             | 
             | Prototyping tends to be the most important but most
             | neglected process for finding the fun. AI is a catalyst for
             | rapid prototyping such that a studio can more quickly build
             | and assess game loops and de-risk the rest of their dev
             | cycle before staffing up or pulling team members off other
             | projects.
             | 
             | AI may long-term create more leisure time macro-
             | economically for everyone, meaning more consumer time that
             | may be consumed playing games. (Owen Mahoney thinks the
             | industry will soon triple in size)
        
               | conartist6 wrote:
               | 1. "More leisure for everyone" is utter bollocks. We know
               | it doesn't work like that. If it did we would all be
               | doing nothing but leisure because of how much leisure we
               | gained by switching to email.
               | 
               | 2. Games are just code that's fun. How does this sounds
               | as a process for making something fun: "Start by de-
               | risking." Hmmm OK, yes, this tracks with my experience of
               | private equity companies being the most innovative and
               | successful creators of games.
        
               | zmmmmm wrote:
               | > "More leisure for everyone" is utter bollocks.
               | 
               | it's fascinating how this delusion persists.
               | 
               | More leisure will only occur if it becomes true that the
               | marginal return of doing additional work falls almost to
               | zero. So to say people will have more leisure time
               | actually suggests more that they will lack opportunities
               | to do things of value than it does that they will choose
               | to have more leisure time. Which is depressing.
        
               | conartist6 wrote:
               | If everyone could live a life of leisure, the logical end
               | result would be roving gangs engaging in street warfare
               | for funsies. If money is no object for anyone, what else
               | is there to do but to seek fame, even infamy?
               | 
               | Each gang member could be running their AI value-miners
               | at home, but of course since they're the only kind of
               | value in the new AI-communist society they'll be the
               | obvious target for the other leisure gangs. So after
               | enough rounds of violence each leisure gang will run a
               | fortified, paramilitary "intelligence mining" operation,
               | and oh by the way indie software dev is punishable by
               | death in these territories.
               | 
               | Is this scenario, like, 9 kinds of insane? Sure! But so
               | is the idea that we'll all be at the beach doing Idunno
               | what, fucking? All this to say yeah, I'm with you that
               | anyone who describes that AI will make a future defined
               | by a lack of productive work is describing a depressing
               | future...
        
               | mrguyorama wrote:
               | >Because they are interactive, they are best positioned
               | to leverage AI tech.
               | 
               | You have not supported this argument.
               | 
               | On the contrary, I think LLMs are not a big help.
               | 
               | We've already been here. Procedural generation was the
               | magical solution that was supposed to help a single dev
               | make giant worlds. And it did. It helped you make giant,
               | _utterly empty and soulless_ worlds.
               | 
               | Great for minecraft. Not so great for No Mans Sky, as
               | there were significant limitations. Useless for anything
               | that depends on a story or immersion in that story or
               | characters.
               | 
               | This idea that you can wire an in game character up to an
               | LLM is misguided and doesn't seem to understand what
               | players want a character to be.
               | 
               | In Mass Effect 2, a fan favorite character infamously had
               | little content for most of the game. Garrus was a very
               | loved character, including being the love interest for a
               | lot of people who played the game, but during 2 he just
               | sits in a part of your ship and says "Sorry, can't talk,
               | running some calibrations" for almost the entire game.
               | 
               | Put the entire game's script into an LLM as context and
               | have it pretend to be Garrus and try and talk to it. Will
               | the LLM take a strong stance that Garrus would take? Will
               | it correctly figure out that Garrus would rather kill a
               | bad guy than let him get away, and then have him make
               | convincing arguments about that in reference to the
               | previous mission, and then in the next mission put you in
               | a situation where you have to decide whether Garrus is
               | right and whether you should dome that "Bad Guy" instead
               | of letting the police fail to aprehend him? Will that
               | Garrus make you think about this world and your place in
               | it and whether your personal or chosen morals are right?
               | 
               | Probably not.
               | 
               | People don't want to chat about the weather with random
               | NPCs. People want characters that have character notes
               | and integrate into the story and make you _feel_.
               | 
               | So far LLMs can't really write that well, and certainly
               | are not cohesive and multidisciplinary enough to be able
               | to build that into a game in a convincing way.
               | 
               | There's a famous game called "Facade" which plays up this
               | big fanfare about how it uses "AI" and Natural Language
               | Processing to bring two characters to life for you to
               | talk with and navigate a crisis with, but it's almost
               | entirely lies. The actual logic of how it works is almost
               | identical to old fashioned text adventure parsers in
               | their heyday. It's a heavily scripted sequence, with
               | fairly few actual paths it can take, and the script is
               | not that big. It got so much press for what was basically
               | done in the 80s. I think some people have tried to hook
               | LLMs into it, but it just doesn't feel good. The problems
               | that AI dungeon adventure game always had still exist,
               | just under more paint.
        
             | psawaya wrote:
             | I wouldn't say that for sure. Here's a take that says it'll
             | create a lot of growth for the games industry:
             | https://www.owenmahoney.ai/owen-mahoney-blog/size-matters
        
               | conartist6 wrote:
               | It bases this entire chain of assumptions on "AI is
               | really big and everyone agrees".
               | 
               | But I don't see the games industry as all that vulnerable
               | to AI at all. Game engines already drive constantly-
               | improving dev efficiency through improved abstractions.
        
             | Hammershaft wrote:
             | None of this is necessarily zero-sum. I'm skeptical AI is
             | going to be a meaningful tailwind for games, but if I'm
             | wrong it could absolutely benefit customers, studios, and
             | labs through boosting productivity.
        
         | iwontberude wrote:
         | I don't know why but I keep having recurring nightmares of our
         | government giving AI human rights
        
       | Zak wrote:
       | Talking about the shift raises the question of why it used to be
       | the other way. Were VCs bad at picking founders who were honest
       | and/or competent, or were VCs always wrong to mistrust founders?
        
         | spacemarine1 wrote:
         | It was all of the above in my opinion.
         | 
         | VC's raised easy money (ZIRP era) and they wanted to deploy
         | fast. Founders told VC's what they wanted to hear to secure
         | capital.
        
         | seizethecheese wrote:
         | I think it just seems like a bad idea? If you believe in
         | expertise in business, giving someone with little of it a bunch
         | of money seems a recipe for disaster. (And YC showed that in
         | fact it's not a disaster.)
        
           | Zak wrote:
           | Taken to its logical conclusion, that idea suggests hiring
           | business experts to start companies from scratch rather than
           | investing in existing startups.
        
             | seizethecheese wrote:
             | Yeah, and Graham showed this is folly.
        
       | throw-12-16 wrote:
       | Its never smart to trust people who have a vested interest in
       | lying to you.
        
       | mattmaroon wrote:
       | " Some say YC is now big enough that it has a self-fulfilling
       | distortion effect where the best founders in the world know they
       | should all apply to YC first before they talk to any other
       | startup accelerators or investors."
       | 
       | That's an interesting point but I have to imagine all the worst
       | founders know it too so the filtering may not have gotten easier.
       | I'd be curious to hear from them.
        
         | YetAnotherNick wrote:
         | They majorly select a kind of founders as a first filter (good
         | engineers from good companies, ivy league, ex founders etc.),
         | and then they look into the ideas as a second filter, and the
         | third and the least important is the process in which they just
         | spend 15 minutes interviewing and maybe another 15 minutes
         | looking into the application.
        
       | intalentive wrote:
       | This mirrors the military doctrine of "mission tactics" which
       | entrusts subordinates with wide latitude in executing orders. But
       | it requires a high degree of alignment and competence, which
       | explains why YC focuses on founders over product or idea.
       | 
       | This makes sense in a dynamic environment with sensitive local
       | conditions and "network lag" in the chain of command. But in more
       | static or settled market environments it may be wiser (for
       | investors) to focus elsewhere and restrict founder autonomy. We
       | see this pretty commonly with successful founders who get "phased
       | out" and replaced with more experienced managers.
       | 
       | I wonder how much this sort of "distributed decision-making" has
       | been formalized and studied.
        
         | baxtr wrote:
         | There is a good book on that subject by Stephen Bungay called
         | "The Art of Action". He explains the concept of
         | _Auftragstaktik_. Great book, although a bit hard to read.
        
           | Grosvenor wrote:
           | There's also Franz Osinga's book Scince, strategy, and war,
           | which covers John Boyd's work in detail.
        
             | MaysonL wrote:
             | John Boyd, describer of the "OODA" loop:
             | https://en.wikipedia.org/wiki/OODA_loop
        
       | neilv wrote:
       | Besides that, is YC building _new_ trust?
       | 
       | One recent concern I have is (anecdotally) how poor a deal YC
       | startups I've seen are offering for founding engineers.
       | 
       | Before YC started, early hires who helped make a startup
       | successful could get rich on stock.
       | 
       | YC may have changed the investment scene for the better in some
       | ways, such that founders are less likely to screwed by investors.
       | But today, early hires are the ones who seem to be getting
       | screwed.
       | 
       | In cases I've seen recently, even if the startup has a nice exit
       | for founders and investors, employees would have been better off
       | as a worker drone at a FAANG-like.
       | 
       | Do we need PG to write an essay (or the richest managing partners
       | to make a video), about the value of incentivizing early hires?
       | 
       | Or, don't even talk about the _value_ of it (since some aspiring
       | founders are aggressively confident now, that they know how all
       | the ducks are lined up), but talk about _new criteria_ : YC looks
       | for a respectable pool to incentivize early hires as positive
       | signal, when determining who to fund.
        
         | moomoo11 wrote:
         | Because the truth is that recent batches are filled with nepo
         | founders and companies that are not really at the caliber of
         | those that carry these VC names from the past (like pre-2015).
         | Lots of fraud-aligned people/companies too.
         | 
         | Now its just a way to sell these companies to those OGs.
        
           | dang wrote:
           | It's so easy to post substanceless slurs, but I've been
           | around YC since 2009 and it hasn't changed much from my
           | perspective. The primary difference between pre-2015 and now
           | is that those earlier startups have been around for over a
           | decade longer. Of course the ones who turned out to be
           | successful are better known.
        
         | neilv wrote:
         | This got downvotes, after getting upvoted.
         | 
         | I wonder who thinks that a practice of combining sub-market
         | salary with miniscule ISO grants (not even real equity) for
         | early hires is a good idea for startups that want to win big.
        
       | neilv wrote:
       | A related but slightly different impression of early YC that I
       | mentioned the other day, touching on the "disingenous and
       | exploitative finance" aspect this article alludes to:
       | 
       | https://news.ycombinator.com/item?id=46437148
       | 
       | > _This reminds me of when YC seemed to be a response to the
       | dotcom boom environment, a bit "by hackers, for hackers", to help
       | hackers start Internet businesses. Rather than mostly only the
       | non-hackers starting dotcoms (such as with affluent family angel
       | investors and connections). Or rather than hackers having to
       | spend their energy jumping through a lot of hoops, while dealing
       | with disingenuous and exploitative finance bro types._
        
       | bix6 wrote:
       | I don't understand this post as it seems more about Sequoia being
       | helpful? And then starts talking about the game industry.
       | 
       | YC is all about the network. You burn the network and you're in
       | trouble (but I bet you could still find people to raise cash
       | from).
       | 
       | Giving founders money on SAFEs was an easy way to jump the line
       | and do a bunch of early stage quickly which is the technique that
       | statistically works best. Unfortunately this article doesn't
       | mention any of the numerous SAFE issues or situations where
       | founders take advantage of loopholes.
        
       ___________________________________________________________________
       (page generated 2026-01-05 23:00 UTC)