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2 postsA nice summary from Gokul but you should still read the book! My esoteric reading is that it is a great argument for Sarasvathy-style effectuation but for the great founders it is critical that they DO NOT know about Sarasvathy-style effectuation beforehand.
WINNING INSTINCTS, LOSING IDEAS Mark Pincus (@markpinc), founder and former CEO of @Zynga, interviewed by @ShaneParrish (@TheKPPodcast) Summary: Mark Pincus has launched more hit consumer products than almost anyone, and he argues the skill is mostly a system you can learn. His core claim: founders fail with the right instincts and the wrong ideas, because they try to reinvent every part of a product instead of isolating one bet. The method is Proven, Better, New, paired with a failure machine that assumes every new idea is wrong until fast, cheap testing proves otherwise. 1. Winning Instincts, Losing Ideas. Founders almost always have the right instinct and the wrong idea. With Tribe, Pincus had three winning instincts (the social web, peer-to-peer connection, the "cocktail party" Napster started) and one losing idea: he got user trust completely wrong. The lesson he carried out was to hold the instinct that pulled you into a market tightly and the specific product idea loosely. Most founders do the reverse and go down with the idea. 2. Proven, Better, New. Copy what is proven, improve the one thing every user wants better, then add a single new element. For Zynga Poker the proven was real poker, so they left the rules alone; the better was no download, because you lose roughly 90% of users at "download this"; the new was photos of your actual friends at the table. You do not have time to make every part of a product better, so you pick one area to innovate. Teams lose when they try to reinvent every component at once. 3. All New Fails. Treat every new idea as a failure until it finally works. Zynga's internal mantra is still "all new fails," and Pincus uses it to change how teams test. If you assume any single new idea will fail, you never bet the company on one idea or one version of it. You run many small variants of many ideas and watch which one gets real traction. 4. Earn the Right. Before you do better or new, become a PhD in what is already proven. When a Zynga PM proudly showed Pincus a redesigned poker profile, Pincus asked to see his "PhD in profiles," the best game profiles ever shipped and why they worked, and the PM had nothing. You have not earned the right to change something until you understand it at the pixel level. Deconstructing proven products is a career-long craft. 5. Heat and True Signal. When an idea is working you feel heat, and you stop needing data to confirm it. Pincus compares it to finding your person: when it is right you know, and when it is not you go hunting for stats to convince yourself. Real heat shows up everywhere at once, and its absence is itself a signal that the idea is not there yet. Founders burn months interrogating click-through rates when the honest read is "no heat." 6. Play Offense. Get into a "what if everything goes right?" state before you build. Starting from what could go wrong is defense, and Pincus is blunt: you have lost before you are out of the gate. He watches founders, especially men, attach to an early failure and let it define them. The fix is to ask what "everything goes right" looks like and whether you are ready for it. 7. Build It Wrong, Fast. Viable is the dangerous word in "minimum viable product." Teams burn months getting to something shippable that is probably wrong anyway, and with AI you can now vibe-code the gist of an idea and get a reaction today. The worst reaction is not "no," it is "meh," a 5 to 7 that wastes everyone's time. Pincus's rule: build it wrong before you run out of time to build it right, then build it right once something proves out. 8. The Failure Machine. The fastest path to a winning idea is a machine that generates and kills ideas at the top of the funnel. Turning around Words With Friends, Pincus's team click-tested hundreds of ideas a day against one question, "what will our players thank us for?", and learned players wanted to feel they were improving each week. The game was projected to drop from 120 million to 79 million in revenue; it did 180 million instead. The original team of 20-something men had been building a fast, high-adrenaline mode for an audience of middle-aged women who wanted a calm escape. 9. Death by Compromise. Know your goal or suffer death by a thousand compromises. Pincus's pattern, and most founders', was compromising to land the next engineer, CTO, or brand-name investor, then waking up at a company they did not want to work at. His correction: the founder is the most valuable player, and if the company stops being the right place for the founder, the company has failed. Take half the valuation for all of the control. 10. Democratic Dictatorship. A company is not a democracy, and running it like one corrodes it. Pincus uses what he calls a democratic dictatorship: every voice gets heard, then he casts the single vote. A good CEO pulls intellectual honesty from everywhere and then makes the call, not the call that polls best inside the building. There is one chef. 11. The Moral Contract. If your builders take the hill you asked for, you owe them work as hard as theirs to turn it into value. Pincus watched engineers kill themselves to ship a product the CEO then abandoned or sales failed to sell. The contract runs both ways: show you are in the trenches unlocking the value of their work, and they will do more next time. Honoring it also means firing weak performers, because false democracy and "paying your dues" erode a meritocracy. 12. Mature Markets Are Not Mature. Pincus looks for markets everyone treats as finished that have barely started. Search looked mature before Google, which was the 56th search engine; the global video game industry was about 23 billion dollars in 2007 and considered slow. His bet with Zynga was latent demand from people like him who would play if a game asked very little and gave something back. The shift he names next is voice, because we will look back amazed at how much time we spent typing.
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