briefs
Topic · across the network

Strategy

Deciding what not to do, which is the part everyone skips.

70
briefs
3
subjects
9:52
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691 min
in total
Abstraction 407Absurdism 137Acoustics 220Acting 65Adaptation 372Addiction 95Adolescence 202Advertising 77Age of exploration 14Ageing 113Agriculture 100Algorithms 114Ambition 46Anarchism 38Ancient Egypt 17Ancient Greece 38Ancient Rome 30Animals 172Anthropology 23Apartheid 12Architecture 165Archives 32Argentina 10Art Deco 26Artificial intelligence 78Astronomy 81Attention 42Australia 32Automation 73Avant-garde 164Aviation 79Banking 72Banned works 40Bauhaus 12Beer 5Behavioural economics 22Berlin 16Big tech 6Biodiversity 136Biography 86Birds 41Black holes 20Blockchain 12Boxing 14Branding 77Brazil 43Bread 29Britain 131Brutalism 4Bubbles 3Buddhism 28Byzantium 10California 17Canada 18Capitalism 94Cars 468Celebrity 59Censorship 110Cheese 24Chefs 9Chemistry 104Chess 2Childhood 87China 109Chocolate 8Christianity 49Cinematography 343Cities 90Class 485Climate change 107Club culture 100Cocktails 2Coffee 11Cognitive bias 14Collecting 16Colonialism 284Colour 42Comedy 89Community 52Complexity 21Computing 309Consciousness 16Conservatism 14Conspiracy theories 8Cooking 178Corruption 38Cosmology 31Cover versions 64Craft 116Crate digging 42Creativity 8Crime 234Cryptocurrency 8Cryptography 24Cuba 10Cybersecurity 30Dada 12Debt 38Decision-making 28Decolonisation 46Deep time 80Democracy 45Denim 16Deserts 45Detroit 17Dinosaurs 12Directing 168Disasters 59Disease 109DJ culture 89Dreams 32Drones 5Drum machines 96Dystopia 69East Africa 28Ecology 337Economics 36Editing 72Education 92Egypt 12Electric vehicles 59Emotion 22Empire 92Endurance 49Energy 120Engineering 541Entropy 8Epidemics 13Equality 9Espionage 31Ethics 44Evolution 174Existentialism 106Expertise 2Exploration 49Extinction 23Failure 37Family 240Fandom 22Fascism 45Fashion 215Fast fashion 12Fear 34Feminism 122Fermentation 126Film music 81Fishing 12Folklore 71Food history 588Football 16Forests 31Forgery 7France 163Fraud 15Free will 13Freedom 16French literature 15Friendship 24Furniture 36Gambling 14Gender 63Generations 28Genetics 87Geology 96Germany 66Globalisation 74Gothic 32Greece 5Grief 126Habits 6Happiness 2Hardware 709Haute couture 22Headphones 8Hi-fi 12Hinduism 12Hoaxes 1Human history 23Human nature 41Identity 138Illustration 8Impressionism 6Improvisation 249India 89Indonesia 15Industrial design 342Inequality 13Inflation 4Information 34Infrastructure 280Insects 29Intelligence 8Interiors 31Internet culture 88Invention 329Iran 41Islam 40Islands 17Israel 9Italy 52Jamaica 10Japan 114Jewellery 5Journalism 34Judaism 13Justice 42Korea 41Language 70Law 90Leadership 20Learning 6Liberalism 1Libraries 6Literary criticism 26London 12Loneliness 61Los Angeles 62Lost works 9Love 67Luxury 55Machine learning 15Management 10Maps 5Marketing 21Markets 51Mars 6Marxism 26Masculinity 46Materials 138Mathematics 79Meaning 6Medicine 124Memory 82Mental health 70Mesopotamia 4Mexico 38Migration 95Minimalism 68Mining 30Misinformation 9Modernism 63Money 24Monopoly 32Mortality 61Motivation 2Mountains 16Museums 27Mysticism 11Mythology 60Nationalism 40Neuroscience 23New York 36Nigeria 7Nihilism 10Noise 31Nostalgia 33Nuclear 29Nutrition 17Oceans 48Oil 42Open source 45Painting 18Palaeontology 29Parenting 14Paris 18Partition 6Patents 71Patronage 14Perception 44Personal style 27Personality 2Persuasion 8Peru 10Philosophy 77Photography 37Physics 206Plants 26Platforms 89Podcasting 1Poetry 25Poland 17Policing 34Pop Art 16Populism 2Portraiture 6Portugal 18Postmodernism 23Power 91Prehistory 24Preservation 28Printmaking 21Privacy 11Probability 6Productivity 1Programming 54Prohibition 1Propaganda 35Protest 75Pseudoscience 17Psychology 80Publishing 22Punishment 16Quantum mechanics 44Race 145Radio 30Railways 35Rave 17Realism 47Record labels 19Recording 810Relativity 23Religion 154Resilience 15Restaurants 30Restoration 2Retail 94Revolution 58Risk 18Ritual 96Robotics 26Romance 96Russia 58Salt 9Sampling 246Satire 84Scandinavia 28Scientific method 186Screenwriting 26Sculpture 7Secularism 2Self-deception 14Semiconductors 73Sexuality 102Ships 18Silence 24Silicon Valley 17Slavery 35Sleep 2Smartphones 27Sneakers 15Social media 58Socialism 9Software 68Songwriting 180Sound design 332Sound systems 20South Africa 19South East Asia 30Space exploration 84Spain 18Special effects 41Spices 62Spirits 12Sport 82Startups 21Statistics 10Status 9Stoicism 4Storytelling 68Strategy 70Street food 99Streetwear 16Studio craft 508Subcultures 59Sugar 12Supply chains 115Surrealism 53Surveillance 21Sustainability 30Synthesis 232Tailoring 37Taxation 14Tea 24Textiles 97Thailand 11The American Revolution 19The American South 88The Arab world 41The Arctic 19The Balkans 17The Belle Epoque 13The body 29The brain 26The Caribbean 28The civil rights movement 62The Cold War 160The eighties 268The Enlightenment 29The financial crisis 19The First World War 39The food industry 157The French Revolution 9The Gilded Age 9The Great Depression 18The Holocaust 20The Industrial Revolution 93The internet 61The interwar years 135The Middle Ages 35The Moon 4The music business 169The Netherlands 10The nineties 26The Olympics 10The pandemic 13The Reformation 1The Renaissance 16The Russian Revolution 19The Second World War 102The seventies 58The sixties 28The space race 5The United States 19The universe 7The Victorian era 37Therapy 20Tokyo 11Trade 48Tragedy 22Translation 5Trauma 85Travel 5True crime 2Turkey 18Typography 54Uniforms 23Unions 8Urban planning 66Utilitarianism 1Utopia 5Vaccines 10Vegetarianism 15Venture capital 6Video games 291Vietnam 12Vintage 65Vinyl 6Virtual reality 11War 169Watches 4Water 11Weather 29West Africa 29Wilderness 10Wine 3Work 22Workwear 19Worldbuilding 121

books.briefs Books

All 1 in books →
9:21

Zero to One

Peter Thiel · 2014

A short, contrarian book built from a Stanford course. The brief covers the monopoly argument, the seven questions every startup should answer, and the parts that read better in 2014 than they do now.

games.briefs Games

All 60 in games →
9:13

Advance Wars 2: Black Hole Rising

Intelligent Systems · 2003

Advance Wars 2: Black Hole Rising is a Game Boy Advance turn-based strategy game released in 2001 by Intelligent Systems. It refines the Wars series’ core loop with non-linear campaign progression, Super CO Powers, and terrain-specific objectives like capturing Black Cannons. It asks players to sequence actions across turns with precision, not flair. Its rigour is its strength—and its limit.

9:22

Arma 3

Bohemia Interactive · 2013

Arma 3 is a military simulation released for PC in September 2013 by Bohemia Interactive. It runs on expansive, photorealistic terrains spanning hundreds of square kilometres. Its realism is systemic: weapons obey ballistics, diving requires dedicated equipment, and electronic warfare or disguise can replace combat entirely. Nearly all gameplay systems—including AI, HUD, and assists—are adjustable via custom difficulty settings. Players pursue fixed mission objectives through self-directed tactics, from solo stealth to squad coordination. It supports extensive modding and user-generated content via the Eden Editor. It is not a narrative-driven shooter. It is a toolset for tactical problem-solving under self-imposed constraints.

9:56

Command & Conquer (1995 video game)

Westwood Studios · 1995

Command & Conquer (1995) is a real-time strategy game developed by Westwood Studios. It builds on Dune II’s interface and adds pre-rendered 3D sprites, FMV briefings, and a streamed pop/rock/techno soundtrack. Players command GDI or Nod in a Tiberium-fuelled war. They deploy an MCV on flat land, gather Tiberium via harvesters, convert it to credits at refineries, store excess in silos, maintain power with plants, build units in faction-specific production structures, and advance along a tech tree. GDI prioritises firepower and armour at higher cost and slower speed; Nod prioritises speed, numbers, and unconventional tactics at lower durability and weaker weapons. Campaigns feature branching mission selection, FMV briefings, and objectives to destroy or capture enemy forces and bases. The DOS release supported up to four-player multiplayer; the Gold edition expanded this.

9:44

The King of Fighters '94

SNK · 1994

The King of Fighters '94 is SNK’s inaugural team-based fighter, released in 1994 on the Neo Geo arcade system. It abandons round-based combat for sequential 3-on-3 matches using eight fixed teams. Players choose entry order, gain life restoration after each KO, and may call sidelined teammates for support attacks. A power gauge charges via blocking or damage — or manually, at high risk — and briefly strengthens basic attacks. It builds directly on SNK’s prior 2D fighting work in Fatal Fury and Art of Fighting, but shifts focus from individual mastery to team curation and structural rhythm.

9:58

League of Legends

Riot Games · 2009

League of Legends is a five-versus-five MOBA where two teams push lanes, level champions via XP, spend gold on items, and destroy the enemy Nexus. It launched free-to-play on 27 October 2009. It has no single-player mode. It draws from Defense of the Ancients and Asian free-to-play design. It asks for sustained attention, team coordination, and adaptation to constant change.

9:36

Overwatch (2016 video game)

Blizzard Entertainment · 2016

Overwatch is a team-based, online multiplayer first-person shooter released by Blizzard Entertainment in May 2016. It reuses assets from the cancelled Titan project but builds a new near-future world around the Omnic Crisis and the Overwatch peacekeeping force. Two teams of six select from over two dozen heroes—categorised as Damage, Tank, or Support—each with unique kits and an ultimate ability charged by combat actions. Players switch heroes mid-match to adapt to objectives like capturing control points or escorting payloads, all within time limits and asymmetric attacker-defender framing. Custom game modes are possible via limited scripting tools. Progression yields only cosmetic loot boxes. The setting is bright, cartoonish, and optimistic.

9:44

Overwatch (2023 video game)

Blizzard Entertainment · 2022

Overwatch (2023) is a live-service hero shooter built on enforced role discipline, rapid iteration, and seasonal storytelling. It discards the original’s six-player format and promised PvE to double down on PvP refinement—and on sustaining engagement through constant design recalibration.

9:09

PUBG: Battlegrounds

PUBG Corporation · 2017

PUBG: Battlegrounds is a battle royale shooter where up to 100 players parachute onto an island, scavenge for gear, and fight to be the last survivor. The safe zone shrinks over time, forcing players into tighter spaces and more frequent encounters. Players choose solo, duo, or squad (up to four) modes, begin with no functional gear, and must rapidly adapt to dynamic conditions including shifting flight paths, red-zone bombings, and loot-dropping planes. It launched in early access on Windows in March 2017 and later on Xbox One, and was developed by Krafton's PUBG Studios and published by Krafton.

business.briefs Business

All 9 in business →
9:02

BHP

BHP is an Australian mining company, founded at Broken Hill in 1885, that today mines iron ore, copper and coal.
8:14

Ray Kroc

Ray Kroc was the American businessman who bought McDonald's in 1961 and helped turn it into a worldwide franchise chain.
9:37

Wind Tre

A merger built for scale, then reshaped by ownership — not customers.
10:33

Morris Chang

He didn’t bet on Asia — he measured yield in Texas and Japan, then moved the factory.
10:54

Enzo Ferrari

A racing team disguised as a car company — and a deal that paid for glory with grand tourers.
10:10

LVMH

Bernard Arnault · 1987

LVMH is a French multinational luxury goods conglomerate formed in 1987 by merger—not founded—of Louis Vuitton and Moët Hennessy. Bernard Arnault assumed control shortly thereafter, not by founding but by outmanoeuvring the initial family owners. The company operates through ~60 subsidiaries managing 75 luxury brands across six branches. Its $500B valuation in April 2023 reflects disciplined acquisition—Boussac Saint-Frères (1984), Tiffany & Co. (2021)—and structural decentralisation that preserves brand identity while centralising financial control. LVMH does not invent luxury; it acquires, integrates, and governs it.

10:20

Sega

David Rosen · 1960

Sega’s story is not about innovation or disruption — it is about sequential exit: from import to manufacture, from coin-op to console, from hardware to software. Its survival post-2001 rests on what it built before it tried to compete with Nintendo and Sony — arcade scale and Sonic.