>Share the revenue? Don't know what the correct split is. As a game creator who spends 2+ years per game on a team of 20 (so 40 man years) and then some one spends 4 to 80 hours recording themselves playing and then editing I'd tend to think the game creators deserve the lion's share of the revenue but maybe I could be convinced otherwise.A game nobody has heard of and never will hear of vs any popular streamer who has spent 3+ years streaming and has 1,000's if not 10,000's of followers. Some of those followers will buy the game. That's the dev's split.
Even a no-name streamer (like myself) who pulls in 10-20 people tops during a good hour can still manage to sell some copies of the game merely by playing it (assuming they're enjoying it/it's a decent game worth buying). The dev still get's their split: free advertisement.
Dev's are, of course, free to not let streamers stream their game. I think it's stupid and wouldn't buy their game on principle: largely I assume the worst. Is the game so bad they want people purchasing it without seeing any gameplay? Well, I'll pass. Myself and 100,000's of others who have changed their purchasing decisions from "game reviews" to "someone who's gaming taste is similar to mine enjoys it and it looks fun".
Game development is a business. Fail to keep up with the times and find yourself using an outdated business model and you will go out of business. It's just a matter of how long it takes. For better or worse, many people make their game purchasing decisions based on streamers and seeing live gameplay so judge if a game looks fun or not before purchasing.
I think a dev is free to not allow people to stream their game or to profit from streaming their game. But I will point out to them that they're shooting themselves in the foot and that I think they should reconsider.
The only games that I've ever seen hurt by free advertisement are games which are awfully bad. Which I consider a win for the consumer, even if the dev loses out on. Just like any other business: it doesn't matter how hard you worked on something if the end product was bad. It's sucks for the creator/people who spent so much time on it, but that's how business works and I'll side with the consumers every time.