A YouTube built for gamers
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Previous Twitch competitor (Owned3D) was successful in gaining viewership by poaching streamers from twitch with better deals.It seems like it was pretty easy for personalities to transfer their fan bases over. Many twitch streamers already post highlights of their streams to youtube so they've already established a presence there. I would also think that youtube will be better at serving video advertisements and handling copyrighted materials on stream (currently twitch handles copyrighted music by muting archived videos that contain it, whereas youtube places an advertisement for the song at the bottom of the video).
The problems with Nintendo are not limited to the situation you describe, and they've made a few attempts to make it better and usually made it worse. The long and short of it is that Nintendo has a rather unique position in the industry that because they created the game, they are entitled to a kickback of revenue you make on your own content. If you are not enrolled, they treat it just like a Content ID claim, as if I were to upload my favorite album and attempt monetization.
Content creators and Nintendo do not get along in general. Ask Rooster Teeth, TotalBiscuit, PewDiePie, Angry Joe, and others. This has been extensively covered by everyone I named.
Back to the point, YouTube is entirely absolved of fault, and to claim otherwise betrays misunderstanding.
Agreed, but I left that out because I thought people on HN already know and expect Nintendo to be a bit over the top about 'protecting' their IP.
That doesn't mean Google have to kowtow to their demands, or that Google don't have the power to defend Youtube game streamers.
No it doesn't. It has an awful reputation for Nintendo games because if you enable monetization on a stream of a Nintendo game, Nintendo takes all ad revenue unless you join their "Nintendo Creators" affiliate program.
And I'm not sure what you mean below about YouTube could be defending streamers. Streaming games isn't at all established as fair use, and odds point to it not actually being transformative enough for them to be (nearly everyone's arguments revolve around streaming being a huge benefit for game sales so companies should allow streamers to make money off them to motivate them).
The content is not subject to old copyright contracts, which is typically the argument not to launch something in Europe and its crazy copyright situation. And twitch is available everywhere.
If Google wants this to become a success, shouldn't they roll this out to as many people as possible and hope for network effects?
Ex: Youtube keeps suggesting me German videos even if all my accept-language headers and settings are set to en-US.(I'm in Switzerland, speak French). Also, you only see populars videos from your country. Wich makes no sense when the total population is less than Paris.
Seems like Google started segregating content by location and country language, it's sad and arbitrary.
I know people from all over Europe, they all expect gaming content to be English.
I'm Norwegian, but I run all my software in English. Linux distributions are the only ones having trouble with my 'strage' locale and language setup, but that's fully due to incompetent devs.
At the very least: translation?
Streaming any game in real time and getting enough folks to watch it is still a problem that needs a solution with more polish. Twitch does not keep up and `Steam streaming` does not work half the time. I'd stream games on gaming.youtube.com if they did a better job at it and have a product focused around that.
I can foresee a future where youtube can get those eyeballs on `gaming.youtube.com` instead of twitch.tv. Youtube is already popular for gaming reviews.
Related: https://en.wikipedia.org/wiki/Twitch.tv#Acquisition_by_Amazo...
You use your game client to connect to the same server that the actual game is playing on, only receive the small packets of player information and then render it locally.
This will of course eventually also overload the server with enough spectators but some kind of forwarding proxy should be able to solve this easily.
Voice commentary and a professional host choosing the best camera angle is still missing but this is also something that could be embedded into the game if the game developers really wanted to.
A dedicated client has its benefits as well for the same reasons. You can change the view and look at things from different perspectives or look at places that the streamer (who is not necessarily the player I guess) is not looking at.
But yeah, it's no silver bullet for sure. A common problem with older games that had this feature was that stored replays of matches wasn't compatible with newer versions of the game.
p.s. sorry , I got my answer from someone else's comment , latency is problem , no one care if video starts 500ms late , but this is huge problem in gaming streaming.
There are also music streams on Twitch, wonder what Google will do with them.
Once you're streaming something live and interactively, if nothing else, you're getting boned by the limits of physics: for example, a connection from a datacenter in California has a (current) ~150ms minimum round-trip latency to Europe. That's bordering on a human-perceptible lag, and that's the best case. As I said before, most providers don't give you anywhere near the best case. So you spend a ton of money setting up datacenter and peering arrangements and low-latency interconnects, but you're still in a tough place if your broadcaster is connected to a craptastic residential ISP in New York, and your viewer is in Hong Kong.
Maybe YouTube can do better simply because they're YouTube. But I doubt it. Everything YouTube has done has been to optimize the case of static video delivery, which is a different (and much easier) game. Doing live video at scale requires a different architecture.
Even during soccer games, where there's often 20+ seconds between the radio & cable transmissions, I've never seen it being a problem. People just choose turn off the radio.
As for latency, Twitch -- the current de-facto -- already has multiple seconds of latency added on top of the encoder and decoder delays. Being aggressively realtime and uber interactive with your stream is not really a reality yet. You can right-click a Twitch stream to see these kind of stats; for example, a Game's Done Quick Stream: http://i.imgur.com/dcPoRui.png
YouTube promises two (well one actually) change that I welcome. It will allow one URL which I presume will go to the live broadcast and it promises that you won't have to create an event every time you start broadcasting.
With these two changes, I am ready to switch to YouTube at any time.
Curious why they're launching in the US and UK first though. Couldn't find anything that explained why the delayed release, surely it's not because of copyright reasons.
Youtube comments vs. Twitch audience
The problem they will face is not that gamers are loyal so much as for many people "live video game broadcast" is Twitch, so people are unlikely to notice live streams if they're elsewhere. This is solvable though - most streamers upload their VODs to YouTube anyway so they can easily notify users when a streamer is live.
2) Amazon could surely afford to compete with Google on sub share % if need be. Furthermore, it's not just a matter of offering a higher sub share. It's (sub share) * (# of subs). Twitch has a very good head start on the latter.
twitch infrastructure is notoriously bad for anyone that is not american.
Fro a Dota perspective competition like MLG, Hitbox, DailyMotion and Azubu have gone down the path of getting exclusive events and a lot of the audience generally follows.
There is also the massive Chinese market which is generally siloed from the rest of the world.
One thing other sites struggle with is getting the same Chat experience that a lot of people like from Twitch for big events.
Not sure Gamers like that whole censorship thing. Ask yourself why GTA is the best selling game on Steam, while constantly being shit on by both the Social Justice Left and the Christian Right.
Amazon (who paid nearly $1 billion for Twitch) and Google really believe there is a real future watching people play games, but one real challenge seems to be the VR integration.
Personally, I'm not sure this will be a big deal, since the VR content itself should be more interesting. And if you care, the lower half of the face will still be visible anyway.
What might be cool tho, is being able to stream the complete VR sphere so the viewers could look behind and around and just be within the streamers control.
But even going forward I'd posit that it'll only occupy a (small) niche. Consoles are going to have trouble supporting it -- not due to their never being "powerful enough" (as consoles will of course get more powerful over successive generations) but rather simply due to the power disparity needed to render a game normally vs VR. Developers aren't going to want to release a game at vastly lower detail settings for VR than for general TV-based consumption (and they won't forgo the TV-based audience, except perhaps for niche lower-budget VR-only titles).
Moreover, some of the most popularly streamed titles (anything not first person -- League of Legends, Hearthstone, etc.) are simply not suitable for VR.
But it's true that VR is an immersive experience which I can't vicariously participate in the same way I can watch someone playing Hearthstone now. In many ways VR games are likely to remain largely unsuitable for streaming.
I dunno, the classic Civilization style could benefit quite a bit from it. Imagine having a virtual giant globe that you can arbitrarily turn and zoom as the main interface.
Even the limited number of platformers with a third-person view on the Oculus Rift hardware are quite successful, since the false depth perception helps with fine control.
If you're looking for something more interactive, replay videos already exist for a wide variety of games, with the ability to change perspectives. Simply mapping the full system state to a local engine for rendering will allow you to view any perspective of the VR game character. You move your head, the perspective changes, but the 'body' of your character is still in the streamer's control.
VR itself is a bit different though, as not everyone will have Rift/etc, so either you are streaming to a very limited audience, or there has to be a way of capturing the footage before it's transformed, and even then, it's just one eye, so the viewers are missing stuff.
Streamers will make sacrifices for their audience. If the technology isn't available to stream VR well then they won't do it.
What would be really cool is a game that supports streaming to YouTube 360, where it records a view similar to what the Jump camera rig does in real life.
The contrast with twitch's system or with patreon or kickstarter could not be larger.
Even that is not coming close to realizing the potential of such crowdfunding, but it beats a random tip button that sometimes doesn't even show up.
Popular streamers like Lirik have said they much prefer getting a subscription through Twitch than a donation as it's much more reliable. Some streamers like Summit1G probably does make way more money through tips because of their personality some people just throw money at them, but again none of that goes to Twitch.
If you use a paypal link they also get the referrer unless you simply post your PP email and make people doit manually, but since the introduction of TA i think that's against the EULA.
I think Google might be starting to get scared. There are many threats to their search and web advertising hegemony, including Apple's announcement to include an ad blocker in iOS9. Google is quickly realizing that their long term survival might be in YouTube.
It also allows me to have my 30 tabs open and watch a stream on the second monitor without troubling firefox.
https://gaming.youtube.com/coming_soon
Their coming soon page is a mess under Firefox.
Namely no game footage allowed unless you pay as as much as we want because it's derived work.
I doubt there'd be Twitch or YouTube Gaming.
And on the other side you need culture to make it work. Aliases instead of real names / emotes etc.
It will be a success the viewer base of yt in every demographic is to big but maybe not in the ballpark google wants it. Twitch will survive this and has to innovate which they dont really do atm.
I would prefer if YT stay one entity and Google should just improve their "Search" on Youtube! It's weird that the search on Google in the video tab is a lot better than the search on Youtube directly. Youtube search functionality hasn't been improved since 2005 or so.
Another neat thing is how much Replay value people's streams could get instantly being on youtube. I just checked twitch, and nobody really watches previously recorded streams. The most watched recorded videos this month in Gaming Talk Shows was only a little over 1000, while League of Legends most was in the 400s. Maybe youtube can really increase and monetize that for streamers.
I would also be super interested in streaming other things too, which is just now starting to get popular on twitch. I would love to be able to stream me programming and interact with other computer folk that way. I've done it on twitch but didn't stick with it long enough to really give it a chance.
This would be a good time to be a streamer with a lot of fans to get in a little bidding war between Amazon and Google.
I don't think Google can pay RIOT enough to go exclusive, especially since they need to be able to stream and get revenue from multiple regions, especially China.
I'll stick with Twitch.
It is somewhat disappointing to see people constantly complain about the cross-pollination of ideas.
Would also like to see a #GameDev channel. Was pretty cool to see Unreal show their stuff over Twitch.