This affects far more people at a much higher scale than Twitch will admit, and the deadline given isn't enough for these data transfers to complete.
Vod viewing on twitch is also a pain, ads every 10 minutes, buggy playback, and vods don't play in order.
What's going to happen is anyone currently storing their playthroughs on twitch is now going to export to youtube. So I guess they want youtube to get the ad rev.
So you'd hit the limit after 600 ten-minute videos, or 100 hour-long videos.
The limit also seems to apply to "Highlights" and "Uploads" but not to "Past Broadcasts", "VODs" or "Clips" for added confusion.
One might imagine this is just the logical followup of them adding that horizon initially, basically saying "the 1 in 200 of you who circumvented our policy, no, for real, stop that."
In this case, they seem to be saying long-form archives aren't helping their business and are very expensive.
Of course, since that also de facto means people start pointing to their YouTube pages as their content archives, that means they think they have such a better platform for live content that they can survive people doing the calculus of "well, if I have to host my old content on YT anyway, why am I using Twitch if I'm just going to upload to YT after..."
Whether that's true or not, we'll see. (One might argue this is a given comparing the number of people I know who stream on Twitch versus YT, but Twitch is also the place that thought people wanted them to integrate a game store in their desktop app, and appears to have the attention span of a squirrel in long-term platform initiatives, so...we'll see.)
(I work for Google, I've never worked on anything related to YouTube, opinions my own.)
In practice though I doubt this makes a huge difference either way, the vast majority of the people that can have noticeable amount of views on such already have their YouTube channels or other venues they are also making money from.
Tell user "stop that".
Highlight one hour per week, or even half an hour per week, and you'll fly right over that limit.
> This won’t apply to Past Broadcasts (VODs) or clips.
If you see a video-on-demand that is older than that, then that is an “upload” and not a “VOD” and thus is in-scope.
So yes, this will absolutely affect the speedrunning community, and anyone else who has been using this method to archive old streams.
I was under the impression that the principal objective of speed running was to get things done quickly. You should be able to fit a lot of valuable information within the quota if you are any good at it.
It's not merely doing something quickly; it's more akin to a sport.
The objective of speedrunning is to perform something you would do in a game in a record time, or it's now been somewhat expanded to sometimes include or mean some extraordinary feat in a game that may not be directly related to speed.
A speedrun of a game might mean to complete a game that would normally take months in (for example) "only 10 hours", in which case the speedrunner needs to be live for those ten hours. A recording is not an acceptable substitute due to issues of cheating[1].
Even if a speedrun is only two hours, a speedrunner may need to play the same game four, five, or twelve times in order to achieve their objective. They could be playing for an hour and fifty minutes only to have the entire run ruined by a mistake, or even just a random game event.
[1] It's still possible to cheat live, but it's more complicated, more challenging, and there's a greater likelihood of being caught.
I am still not following why Twitch needs to maintain live copies of all the failed runs. Once you hit the objective, make that video the highlight or whatever to be persisted indefinitely.
Why would anyone care about watching several hours of something when they know ahead of time it's not going to be representative of a successful outcome? Iteration #17 out of hundreds can't possibly be valuable enough to justify the storage cost in even the most charitable of cases. It seems to me that most of speed running could be done completely offline without involving the internet and video capture technology (i.e., practicing a musical instrument).
But part of the reason this has become such a popular thing is the community aspect of it - people get drawn in and inspired to participate because they get engaged in the community of either particular runners or the wider community of people who follow all the runners of some games.
At least for me, while I've never had the desire to participate, when I was sick for a year or so, and therefore at home with little ability to participate in a lot of other things, I went down the rabbit hole of watching different runs of different games, and one of the more useful tools and timesinks was being able to watch the past broadcasts of different runners and seeing if they were enjoyable to watch, at the particular game whose speedruns were interesting me at the moment.
And since not everyone just runs one or two things, sometimes their last runs of those games were months in the past.
So at least in my n=1 experience, those broadcast archives specifically were quite useful for me as a viewer and person attempting to discover more streamers to watch.
Streaming games has a large social component, whether it's speedrunning, or just casual play. It's often as much about the personality of the player as it is about the game. People watch as a communal activity.
https://www.youtube.com/watch?v=FezT4GTZj0g
:)
FAQ why its so long
- Why is it so long? In this game, items evolve over time. There is an item, the Shampoo, that takes literally 2 weeks (= 336 hours) to evolve into Splendid Hair.
Speedrunners are often playing the game or parts of the game hundreds of times. And they're usually performing techniques that take lots of precision and therefore lots of practice.
So they stream it all, documenting their attempts and trying new strategies in front of a live audience. They produce so much comment that there are YouTube channels that make documentaries about different speedrunners.
These are different than the glitch any% runs, which, for example, Fallout 4 is something like 34 seconds, you do something to fall through the ground and then run to a specific place and it triggers the <no spoilers>, end credits roll.
You may be thinking of TAS (Tool Assisted Speedruns) which is a separate thing.
I'm gunna charge $1000 a month with no free tier.
edit: oh well https://github.com/Zibbp/ganymede