Tumgik
#whether or not they can 'feel' is a bigger existential question about what qualifies as feeling but
absurdfuture · 5 years
Text
'How can I complain?'
An essay about mental health by musician James Blake, from It’s Not OK to Feel Blue (And other lies).
James Blake 09 OCTOBER 2019
It’s especially easy to poke fun at the idea that a white man could be depressed. I have done it myself, as a straight white man who was depressed. In fact, I still carry the shame of having been a straight white man who’s depressed and has experienced suicidal thoughts. And still, when discussing it with most people, I will play down or skirt around how desperately sad I have been; instead I emphasize how much happier I am now. I emphasize the work I had to do to get to a better place, and how it was hard work and fruitful work, and how I empowered myself by doing it. I usually focus on how I regained control and an enthusiasm for living (‘Nice one, mate!’), not on how I lost it. That is the last of my defensiveness.
I remember doing an interview with the New York Times where the interviewer asked me why my childhood was painful, and how I got to such a dark place in my late twenties. I told him, ‘You know, other kids, bullying, etc.’ – and instantly regretted my brevity. He said something like, ‘Right, so a pretty standard childhood then.’
Fuck. After all this public talk of depression and anxiety, and many albums of expressed pain, I felt exposed as a fraud, but I was relieved not to have shown my cards and revealed how pathetic and weak I must have been when I was younger. Maybe he was right. He’d probably been through worse and wasn’t complaining about it.
I picked up a resentment towards other people from school. My parents were very loving and supportive and, unusually for my generation, still together. I went to school completely unequipped to deal with certain kids who were taking their fractured and in some cases abusive home lives out on me. I know that now. I was ‘too sensitive’, and I never learned how to act. I was a baby who’d been kept away from germs, and now I was getting ill from anything and everything. (I should say now that I have many happy memories of childhood, especially of my parents and of certain friends who I could count on, and that my inability to focus on those positives probably didn’t help.)
During my school years I spent thousands of hours walking on my own with headphones on or playing piano in the practice rooms, often going there first to cry in private and then occasionally with a mind to play. I was addicted to video games from the age of twelve, rarely going out to socialize. I had a few ‘best’ friends over the years who, looking back, I didn’t know well. But I’m grateful for having had them.
I put girls on pedestals and worshipped them, but only ever remained their friend. I fell in love many times and it was never reciprocated. I had no automatic right to them of course, but they kept me around for years and allowed me to be bullied and humiliated by their friends, accidentally betraying me out of awkwardness. I resented their understandable, youthful inability to know what to do with a sensitive boy who made them laugh and feel good about themselves, but whose body they did not want.
Boys would see my sensitivity as weakness and, while I was sharp and quick-witted, I wasn’t sporty, which was my first mistake with them, I think. Again, I didn’t know how to act. I wondered for years whether I had some behaviour disorder. I still wonder. In any case, year upon year of capricious bullying and humiliation followed.
These feelings of betrayal, persecution and rejection I kept to myself. In the crude gender stereotypes I was aware of at that age, I thought I had the sensitivity of a female but in a male’s body. I joked my way through it and made sure nobody ever saw me cry. I remained a virgin until the age of twenty-two, because I was awkward and unable to be natural around women. I was afraid of the vulnerability of sex after so many embarrassing attempts at it. (The song ‘Assume Form’ is, in part, about finding the ability to feel safe during intimacy.) It seemed to me that it had taken my success as a DJ for women to pursue me, and then I distrusted them for their sudden, transparent interest, so I pushed them all away. Slowly the face of every woman morphed into the faces of the girls who I felt had betrayed and humiliated me. And the face of every man became a bully who would underestimate me and try to kill my spirit.
Becoming relatively famous, my persecution complex turned into a self-serving narcissism, and my obsession with proving my worth to people who’d underestimated me was now being rewarded financially. To those ends, my first emotional language – music – had been the vehicle. I wanted to show everyone what they’d missed out on for all those years.
To some extent I succeeded in that, but I became so self-obsessed and isolated that I wasn’t the success I seemed to be on paper. And so the chasm grew between my alias – the guy with the ‘Pitchfork best new music 8.0+’, with the uncompromising and flourishing career, who seemed in control of everything – and the man-child who for many years was hurting, spiralling, never leaving the house, wasting away in an ego prison, refusing to collaborate, allowing himself to be bled financially and taken advantage of by his friends and their extended family, playing video games and smoking weed fourteen hours a day and not taking any care of himself what-so-ever until he was in a black depression, experiencing daily panic attacks, hallucinations and an existential crisis. I was asking questions like ‘What is the point of me?’ and saying I didn’t want to live. I became afraid of the growing fog of war outside my house because of what I knew people expected of me if I entered it: a normal interaction and, even more impossible, a new album.
I wanted people to know how I felt, but I didn’t have the vocabulary to tell them. I have gone into a bit of detail here not to make anyone feel sorry for me, but to show how a privileged, relatively rich-and-famous-enough-for-zero-pity white man could become depressed, against all societal expectations and allowances. If I can be writing this, clearly it isn’t only oppression that causes depression; for me it was largely repression.
I’m still not sure I fully believe I am entitled to be depressed or sad at all, because I’m white and cisgender and male, and life for people like me is undoubtedly the easiest of any group. But my privilege didn’t make me want to stick around, and it makes me feel even more embarrassed for having let myself go.
When the delusional mental force field of whiteness finally popped (the ‘psychosis’ of whiteness, as Kehinde Andrews puts it, which most white people are still experiencing – I was still able to reap the now obvious benefits of being white, straight and male but without the subconscious ability to ignore my responsibility to the marginalized), I started having the uncomfortable but rational thought that my struggle was actually comparatively tiny, and that any person of colour or member of the LGBTQ+ community could feasibly have been through exactly the same thing and then much, much more on top of that. A plate stacked until it was almost unmanageable. For me it became embarrassing to mention my child’s portion of trauma and sadness.
Combining that thought with the normalized stigmatization of male musicians’ emotional expression in the media, I felt like I must be the ‘Sadboy Prince and the Pea’.
But my girlfriend verbally slapped some sense into me, saying it does not help anybody, least of all oneself, to compare pain. And that was good advice to hear from someone who’d been through what she has. I can only imagine how frustrating it was for this Pakistani woman to watch me – with all my advantages in life – self-sabotage and complain like I have. Fuck.
And then you look at the statistics: according to the Yale Global Health Review, ‘in 2015, the crude suicide rate [in the USA] for white non-Hispanic males aged 40 to 65 was 36.84 per 100,000 people – more than twice the rate in the general American population’. If it wasn’t already clear that we have more than enough representation, we’re huge in suicide too.
Given this, I think it’s worth examining why many privileged white men can end up feeling they have no legitimate claim to pain, and then never deal with what they can’t lay claim to.
Even while writing this I’m visited by the thought ‘Who even cares? There are much bigger problems in the world than white men who feel sad.’ (This is a bloody laughable thing to write your first piece on – get some perspective, arsehole, and put away your tiny violin.) But you know what? I’ll continue because I think we need to advance the conversation around mental health for everyone, and it’s the only experience I feel qualified to talk about.
From systemic toxic masculinity (‘Boys don’t cry’, basically) and an ostensibly homophobic fear of sensitivity being beer-bonged into us by our friends, family and the media from as early as we can remember (‘Chug, chug, chug!’) to the slow realization as we get older that the world is actually stacked towards our success, we end up thinking that our individual psychological decline is shameful.
I believe it is psychologically dangerous for our egos to be built up as much as they are; for the importance of success to be so great; for the world to open its doors more to us than to others (most of us willfully ignore that those advantages exist, though we feel them deep down, and subconsciously know that it is unfair and that we must capitalize on them).
It is dangerous for us to be made to feel we can do anything and be anything, to gain an understanding of women as a resource rather than a lesson in empathy and love – and then find in all our capitalistic and egoistic fervour that we have neglected to take care of that other muscle that enables our survival: the mind.
I for one felt like Donald Trump, starting with $413 million and ending up broke and lying about my tax records. Maybe then it’s no surprise that so many disaffected white men identify so deeply with him. (It should be noted that I absolutely don’t.) That and our shared love of doing anything we want and saying whatever we like without consequence to ourselves.
That shared love has rightly led to a debate about what white males are entitled to say and do. I believe we’re entitled to no more than anybody else, which at this point requires a lot of listening and rebalancing. I also believe everybody is entitled to pain, no matter how perceptibly or relatively small that pain is. I don’t want the shame around depression and anxiety in privileged people to become worse any more than I want it for the marginalized. Because without addressing that pain we end up with more cis-gendered white male egomaniacs who bleed their shit on to everybody (and some of them will write albums about it).
James Blake's essay is from It's Not Ok To Feel Blue (And Other Lies), a collection of writing about mental health, curated by Scarlett Curtis.
1 note · View note
onett199x · 7 years
Text
Yes, video games are art, but are they artistic?
This is another essay I wrote - I don’t do this super often, but I was feeling particularly inspired on this topic tonight, so here it is.
A question I often see asked, usually by someone with an obvious bias or conflict of interest, is this: Are video games art?  These days, the prevailing attitude towards that idea seems to be that they are, although that could easily just seem to be the prevailing attitude from my perspective because most people I  know have a generally favorable attitude towards video games.  At least from where I'm sitting, it seems like a tired, silly question - I imagine a college freshman pointedly answering "VIDEO GAMES!" when his Introduction to Art teacher asks about different mediums of art, and then being slightly disappointed when that professor doesn't try to argue with him about it.  Of course, there are different definitions of what 'art' is and isn't, so I'll start by defining my own terms.  To me, personally, there is no threshold of quality in art.  In other words, anything made by anybody can be art, whether that person has a talented bone in their body or not - macaroni glued to construction paper by kindergartners is art, and Michelangelo's Sistine Chapel ceiling frescoes are art.  By my definition, then, of course video games are art - they have design and controls, they have images designed by visual artists, and they have music composed by musicians.  Any and all video games are art - it didn't just happen when presenters at E3 started trying to target the Self-Important College Freshmen demographic.  So Asteroids is art, Custer's Revenge is art, those battery-operated Game And Watch handhelds are art, and Flappy Bird, Neko Atsume, and Pokemon Go are art.  Some of those are art in the same way that Tijuana Bibles or 'Spot the Difference' games in the funny papers are art, but by my definition, they're still art.  In my mind, at least, that much is simple.
               Where this discussion gets instantly a thousand times more complicated is whether they are artistic.  This is what I think many people mean when they have conversations about whether video games are art - the implied question is not 'Is this something humans made to express themselves', but 'What is the value of this expression?' and, underneath that, 'Can we say it is as valuable as, for example, books, film, or visual art?' And THAT is a hairy, complicated question with a lot of different arguments to unpack and address.  
               I think, to take the previous thought just a little further, many people really want to discuss whether video games can teach us something about the human condition the way that literature or some movies or television can.  This is what makes it a fun debate for people, because when video games were first invented and popularized, that answer was almost universally a resounding 'No'.  At their inception, video games largely served the societal purpose of relieving children and older nerds of their pocket change - Jumpman's plight to rescue Paulina from Donkey Kong had no metaphor, allegory, or social/political commentary.  Everything about its premise, down to Jumpan's mustache and large nose, was the direct result of working within the limitations of primitive hardware.  As video games moved into the home market, they were still primarily targeted towards children (and nerds), with mostly bright, colorful mascots and cartoony aesthetics.  So while they still met my (admittedly generous) standards for the definition of 'art' listed above, they did not pretend to probe the depths of the human soul.  I imagine that changed sometime in the decade that saw the advent of text-heavy role playing games and the transition from two dimensions to three within the game space. In Search Of Lost Time these games were not, however - the closest analogue I could provide would be a Saturday morning cartoon show with action figure marketing tie-ins.  It's only been in the last ten years or so that it seems like some people have really started to push that particular envelope, and, in my eyes, a lot of these efforts are pretentious or heavy-handed.  I'm sure somewhere, someone has written a Thinkpiece on how those games with ~serious moral choices~ (see: Bioshock's decidedly unsubtle 'Will you rescue this innocent child or harvest their organs?') are advancing the artistic merit of the medium, and I hate that thinkpiece.  Attempts to be more subtle with these ideas have certainly surfaced since the whole 'Would you kindly...?' thing, and some of those have, admittedly, presented much more interesting questions for debate.  Much of these more interesting ideas in the 'commentary on the human condition' wheelhouse of video game design comes from indie developers who are setting out specifically to make us ask those questions. Just to name a few, Papers, Please puts us in the role of a government official in a bureaucratic dystopia and encodes its morality-based commentary in the actual gameplay;  Undertale takes Bioshock's simple 'this or that' morality and flips it 180 degrees to be about how we consume video games.  In fact, many of these games ask us what we can learn about ourselves based on the choices we make when we play video games, which makes for fun conversations but, in my mind, they lose a lot of their academic merit as soon as you try to apply those lessons to just about any other scenario.  As much as I loved and bought into Undertale's unique take on video game morality, it has almost no real-world application.  Outside of these examples, the bigger, more mainstream games have certainly become more cinematic, or, to perhaps narrow it down a bit, more like blockbuster films.  Naughty Dog's Uncharted series has all of the genre hallmarks, snarky witticisms, and epic symphonic soundtracks of Marvel's Cinematic Universe, while their critically-acclaimed The Last Of Us puts us in approximately the same head space as AMC's The Walking Dead television adaptation.  It's work that engages us mentally, in other words - we don't simply sit and absorb it, because it isn't so much statements as questions.  Something that engages us, though, isn’t necessarily high art just for that fact.  The works that are the most discussed and revered among narrative-driven mediums frequently have stories that affect many people on a deep, personal level, perhaps even altering their world view.  To contextualize it, I’d put the artistic merit of most video game storylines/premises/scenarios somewhere in the middle of the scale that ranges from Antonio Banderas's performance as the Nasonex bee to Brian Cranston's performance as Walter White on the scale of 'what does this teach me about myself' - they're fun to think about and talk about, but I'm not expecting many academic texts on the intricate socio-political subtexts of Mass Effect 2.  
                That's my admittedly complicated answer to the question of whether video game storylines/scenarios can pose powerful existential questions - you might unsatisfyingly condense it down to 'sometimes, I guess'.  I think even the most artistic video games have a hard time truly transcending the threshold of 'high art' because, at some point in almost any game with a serious message to it, that message is encoded in the game's very gameplay, even if it's not as obvious as 'X to save, Y to harvest'.  It is a message that you cannot complete the game without at least hearing, even if you aren't thinking about it as hard as perhaps those game developers wanted you to.
               This is my caveat to all of this, though - I don't think all art has to ask us deep, probing questions about humanity, society, politics, or history.  Even high art does not need to ask us that.  When people frame the debate of The Artistic Merit of Video Games, they often use literature, film, or television as a reference point, all of which are art forms that almost universally present a narrative, the presentation of which provides a message of some kind.  It seems, on a surface level, that these mediums are the most relevant comparisons to video games, because a very sizeable chunk of video games also present a narrative, and maybe even a message.  To imply that something must have a narrative to it in order to qualify as art, though, is to discount work like J. S. Bach's keyboard music or the paintings of Piet Mondrian from a discussion of what is and isn't art.  Obviously, then, that definition is not a functioning definition of art.  Even film and books are not solely artistic because of their narrative or because of their underlying message.  Many of cinemas great auteurs are considered great not solely because of the stories they told, but because of their innovation with finding new ways to tell those stories through the use of cameras, lenses, lights, sets, props, and actors.  Alfred Hitchcock told compelling thriller stories, but he also once presented an entire movie in what appeared to be a single unbroken shot.  William Faulkner presented the history of a troubled Louisiana family by telling it through the eyes of a mentally-handicapped character with no concept of the passage of time.  These are not just compelling stories, but compelling stories that could not have been told to us any other way.  In the 'uniqueness of presentation' discussion, video games certainly have a strong horse.  I am surely not the first, second, or hundredth person to point out that video games are special because we must actively participate in them.  More so than a stage drama with audience participation or a music performance where the crowd claps and sings along, video games cannot and will not engage us without our input.  They even prevent us from experiencing them if we aren't skilled enough, a subject that has come more into debate in recent years with the rise in popularity of extremely challenging games like Dark Souls.  In that (admittedly somewhat extreme) circumstance, we must learn the language, dynamics, and flow of the game in order to experience it.  Any person can listen to Liszt or Chopin and enjoy themselves without understanding the complex music theory that went into the composition of their music, and anyone can watch Mulholland Drive without grasping its experiments with narrative structure, but to play a video game requires a base level of comprehension.  Where the bar of that comprehension is set and the ways the video game works to impress that comprehension upon us is an artistic choice on the part of its creator.  I've heard it said that people learn best by teaching themselves, and that great teachers excel because they identify well the methods their students learn by, and are better equipped by that to provide the students with the tools they need to teach themselves.  Video games are a potent example of this principle - there are some excellent YouTube videos of people breaking down the ways in which video games allow us to teach ourselves how to interact with them.  It's through careful attention to this instruction that even punishingly difficult games like Dark Souls can be enjoyed by a large community of fans - I would contrast it with games whose difficulty is based purely in muscle memory or in trial and error.  
               To delve into this a little further, a commonly discussed element of game design that is hard to put exactly into words is called the feel.  My best definition I can give is how well the game gives the player the impression that they are in direct control of their avatar on the screen - a game with good feel can be as effortless to play as it is to move one's own body, and a game with bad feel can completely ruin the immersion, like bad acting or an out-of-tune musician.  To me, game feel is another of the more important facets by which a game's artistic value can be judged.  Video games are, like I said, unique for their symbiotic relationship with their audience/consumer, and the games that do the best job of immersing their audience do it by feeling the most natural.  I think perhaps the ur-example of this connection is with that omnipresent man, Super Mario (who I mentioned above in his previous identity as Jumpman).  As his original moniker implies, Mario is a guy who jumps, and he jumps in many different ways (exponentially more since his transition to 3D).  This concept is so simple it can be reduced to two words. It works so powerfully and connects to so many people, though, for two reasons: first, that it feels very natural and responsive to do, and second, that it can be done however the individual consumer wants to do it.  Mario can jump everywhere all the time, or only as often as he needs to.  He can do a regular jump, or a long jump, or a backflip, or kick off of walls.  Game Maker's Toolkit's Mark Brown describes this as 'player expression' - I don't know whether he came up with that term or if it was someone else, but it perfectly illustrates that element of video gaming.  The ability to bring such a versatile array of experiences from so simple an action demonstrates the technique of video game design that is there just as surely as there is film technique, writing technique, or music technique.  Regardless of the message of what is on the screen, we can tell a well-shot film from a poorly-shot one, even if we don't necessarily know the terminology to explain to someone else what the difference is between the two.  We can also instantly tell the difference between trying to control Mario and trying to control Superman in Superman 64.  While it might seem strange out of context to say that, in this sense, Mario games are an example of an exceedingly technical, artistic accomplishment in video games, that is absolutely a point I will stand by, much the same as Dark Souls or Half-Life 2.  
               There are other common points of comparison between video games and other mediums in the debate about artistic merit, but I think what my general argument is boils down simply to the fact that video games can do the most for us artistically when they do for us what nothing else can. I think using interactivity in an artistic medium to push the boundaries of narrative is one powerful way that artists can do that, but the very most basic idea of what a video game is - a world you can interact with - presents the widest possibility for artistic expression, narrative be damned.  Almost all of the truest artists in video games - whether they are Shigeru Miyamoto creating games that any preschooler or retiree can pick up and play, or whether they're Hideo Kojima crafting an experience that demands a comprehensive understanding of a detailed game world - exceed at what they do not because they ask themselves how they can tell a great story.   They exceed at it because they ask themselves what can be done in a video game, and the artistic merit of the medium grows and expands best with the exploration of new ideas.  Like blockbuster film franchises and copycat musicians, there's certainly money to be made and entertainment to be had from presenting another angle on something familiar and comfortable, and like those mediums, innovation isn't always world-changing or popular.  Any form of art succeeds by connecting in some way with its audience, and it's so exciting to think about the ways we still haven't yet discovered to connect with art - when a good book or film truly engages us, it's nothing short of a revelation, and to me, the surest sign of artistic merit in video games is that I can feel that revelation from them, too.
1 note · View note
magzoso-tech · 4 years
Text
Startups Weekly: Where social startups will get funding in the future
New Post has been published on https://magzoso.com/tech/startups-weekly-where-social-startups-will-get-funding-in-the-future/
Startups Weekly: Where social startups will get funding in the future
[Editor’s note: Want to get this free weekly recap of TechCrunch news that startups can use by email? Subscribe here.] 
While consumer tech has matured as a startup category in recent years, many investors continue to be bullish on specific trends like online gaming, voice, and the unbundling of platforms in favor of focused social networks. That’s the key takeaway from a survey that Josh Constine and Arman Tabatabai did this week with 16 of the most active investors in key social product categories over on Extra Crunch. Here’s an excerpt of the responses, from Olivia Moore and Justine Moore of CRV:
“Unbundling of YouTube.” You can build a big company by targeting a vertical within YouTube with a product that has better features and more opportunities for creator monetization. Twitch is a great example of this! We’re also watching early-stage companies like Supergreat (in beauty) and Tingles (ASMR).
Voice as a social medium. Voice continues to pick up steam as a broadcast medium via podcasting, but we haven’t seen a lot in social or P2P voice yet. We think a successful platform will leverage the fact that voice content can be created and consumed while doing other things. We’re big fans of companies like TTYL and Drivetime that are making strides here!
Flexible digital identities. Gen Zers are online constantly but have different preferences across platforms/friend groups about how they want to “show up” digitally. The rise of “Finsta” accounts is one good example of this. Companies like Facemoji already help users create social content using a curated digital avatar — we’re excited to see what else founders build here!
Synchronous, shared mobile experiences. We’re bullish on apps that connect users in real time to have a shared social experience. Most apps now are “single-player,” which creates scroll fatigue. HQ Trivia was an early example more on the entertainment side, while companies like Squad help users browse the internet and watch TikTok together.
Other respondees include: Connie Chan (Andreessen Horowitz). Alexis Ohanian (Initialized Capital), Niko Bonatsos (General Catalyst), Josh Coyne (Kleiner Perkins), Wayne Hu (Signal Fire), Alexia Bonatsos (Dream Machine), Josh Elman (angel investor), Aydin Senkut (Felicis Ventures), James Currier (NFX), Pippa Lamb (Sweet Capital), Christian Dorffer (Sweet Capital), Jim Scheinman (Maven Ventures), Eva Casanova (Day One Ventures) and Dan Ciporin (Canaan).
EC subscribers please note: a second part of this survey will be running this coming week, focused specifically on social investing in the COVID-19 era.
Are VCs investing — or maintaining?
Speaking of financing, who is actually writing checks right at this moment in time?
“I’ve seen a lot of VCs talking about being open for business,” Eniac Ventures founding partner Hadley Harris proclaimed on a fundraising-trend panel this week, “and I’ve been pretty outspoken on Twitter that I think that’s largely bullshit and sends the wrong message to entrepreneurs.” Instead, as Connie Loizos covered for us on TechCrunch, he said he didn’t have time to talk to more founders because he was so busy helping existing portfolio companies.
Not every investor agrees with that viewpoint —  VC Twitter features many an anecdote about fresh companies getting funding. 
Let’s just hope that both things are true, because it is already rough out there. 
Does your startup qualify for a PPP loan? (And should you apply?)
Two debates have been raging around government support for startups. First, the big, messy new Paycheck Protection Program — designed to cover expenses for small businesses — does seem to be somewhat available to startups, based on revisions published by the Small Business Administration late last week. But things get complicated quick depending on your fundraising and cap table, as Jon Shieber covered last weekend for TechCrunch. Venture firms typically have controlling interests in a portfolio of companies that total more than 500 people, so if such a firm also has a controlling interest in your startup, you may not be eligible. Even if the VC stake is under 50%, preferred terms that came with the fundraising may your application afoul of the rules.
To help founders work through their own situations faster, startup lawyer William Carleton wrote a quick guide for Extra Crunch. Here’s where he says you need to start:
Do you have a minority investor which controls protective covenants in your charter, or which controls a board seat afforded certain veto rights on board decisions? If the answer to either fork of that question is “yes,” you almost certainly have confirmed that you will need to amend your charter and/or other governing documents before proceeding with a PPP application.
The other aspect, of course, is whether startups should be applying for this in the first place. Congress broadly intended the money to go towards small to medium sized businesses, most of whom would never be considered for venture. Shieber’s article is full of comments on that topic, if you feel like weighing in….
The commercial real estate comeuppance
If you’re like me, and you’ve started companies in the Bay Area and struggled to find office space you could afford, enjoy this bit of schadenfraude as you plot your remote-first future. Because the commercial real estate industry is facing an existential crisis after many, many years of rent-seeking upon the Silicon Valley tech economy (and everyone else).
Connie explored this exploding topic with a range of startups, investors and CRE agents in a big feature for TechCrunch this week. One analyst “expects the market to come down by ‘at least 10% and probably 20% to 30%’ from where commercial space in San Francisco has priced in several years, which is $88 per square foot, according to CBRE. Driving the expected drop is the 2 million square feet that will come onto the market in the city as soon as it’s possible — space that companies want to get off their books.”
It’s quite possible to imagine even bigger declines, given the broader hits that most any possible tenant is also taking to their budgets. Who knows, maybe this whole process will even help make the Bay Area and other wealthy metros a little more affordable again.
Edtech gets hot again, according to investors
After lots of money and lots of struggle over the past decade, edtech is suddenly hot again thanks to the pandemic. Natasha Mascaranhas has been covering the trend recently, and dug in this week with a big investor survey on the category for Extra Crunch.
“One investor pivoted from spending a third of their time looking at edtech companies to devoting almost all their time to the sector,” she tells me. “Another, who has been bullish for years on edtech, says its business as usual for them, but that competition may arise. An ed-tech focused fund thinks the sector has been underfunded for a while, so the moment of reckoning has begun.”
Respondents include:
Jenny Lee, GGV
Tetyana Astashkina, LearnLaunch
Jean Hammond, LearnLaunch
Marlon Nichols, MaC Venture Capital
Mercedes Bent, Lightspeed Venture Partners
Jennifer Carolan, Reach Capital
Shauntel Garvey, Reach Capital
Jan Lynn-Matern, Emerge Education
Lesa Mitchell, Techstars
Tory Patterson, Owl Ventures
Ian Chiu, Owl Ventures 
Tony Wang, 500 Startups
Across the week:
TechCrunch
Economists haven’t thrown out the models yet (but they will)
Five CEOs on their evolution in the femtech space
Equity Monday: Hunting for green shoots amid the startup data
Extra Crunch
How SaaS startups should plan for a turbulent Q2
Fintech’s uneven new reality has helped some startups, harmed others
Fast-changing regulations give virtual care startups a chance to seize the moment
Twilio CEO Jeff Lawson on shifting a 3,000-person company to fully remote
Amid unicorn layoffs, Boston startups reflect on the future
#EquityPod
From Alex:
We started with a look at Clearbanc  and its runway extension not-a-loan program, which may help startups survive that are running low on cash. Natasha covered it for TechCrunch. Most of us know about Clearbanc’s revenue-based financing model; this is a twist. But it’s good to see companies work to adapt their products to help other startups survive.
Next we chatted about a few rounds that Danny covered, namely Sila’s $7.7 million investment to help build technology that could take on the venerable and vulnerable ACH, and Cadence’s $4 million raise to help with securitization. Even better, per Danny, they are both blockchain-using companies. And they are useful! Blockchain, while you were looking elsewhere, has done some cool stuff at last.
Sticking to our fintech theme — the show wound up being super fintech-heavy, which was an accident — we turned to SoFi’s huge $1.2 billion deal to buy Galileo, a Utah-based payments company that helps power a big piece of UK-based fintech. SoFi is going into the B2B fintech world after first attacking the B2C realm; we reckon that if it can pull the move off, other financial technology companies might follow suit.
Tidying up all the fintech stories is this round up from Natasha and Alex, working to figure out who in fintech is doing poorly, who’s hiding for now, and who is crushing it in the new economic reality.
Next we touched on layoffs generally, layoffs at Toast, AngelList, and not LinkedIn — for now. Per their plans to not have plans to have layoffs. You figure that out.
And then at the end, we capped with good news from Thrive and Index. We didn’t get to Shippo, sadly. Next time!
Listen to the full thing here!
0 notes