Earlier quoted context omitted.
People pay $5+/mo to watch gamer streams? That can't be right. Edit: Found an example, https://www.twitch.tv/products/leagueofgeeks/ticket $5/mo for some random features and no ads, with "limited exceptions", so not actually ad-free. What are you paying for?
There are streamers that have people who have subbed at $4.99 a month for 12+ months, upwards of some I've seen at 30+ months. Every 12 months is called a twitchaversery.
Twitch is acquiring popular video game community and software maker Curse
51–60 of 106 posts
Re: Twitch is acquiring popular video game community and software maker Curse
#52Earlier quoted context omitted.
People pay $5+/mo to watch gamer streams? That can't be right. Edit: Found an example, https://www.twitch.tv/products/leagueofgeeks/ticket $5/mo for some random features and no ads, with "limited exceptions", so not actually ad-free. What are you paying for?
They don't pay to watch, they pay to support the streamer. Most streamers have subscriber/donation/cheer notifications appear on-screen in some way. Making partner on Twitch (which enables subscriptions) requires the streamer to have a consistent number of viewers each time they stream, and they must stream fairly often. It's not uncommon to see streamers with a fairly sizeable number of subscribers any given month.
Re: Twitch is acquiring popular video game community and software maker Curse
#53Earlier quoted context omitted.
People pay $5+/mo to watch gamer streams? That can't be right. Edit: Found an example, https://www.twitch.tv/products/leagueofgeeks/ticket $5/mo for some random features and no ads, with "limited exceptions", so not actually ad-free. What are you paying for?
They don't pay to watch, they pay to support the streamer. Most streamers have subscriber/donation/cheer notifications appear on-screen in some way. Making partner on Twitch (which enables subscriptions) requires the streamer to have a consistent number of viewers each time they stream, and they must stream fairly often. It's not uncommon to see streamers with a fairly sizeable number of subscribers any given month.
Re: Twitch is acquiring popular video game community and software maker Curse
#54Twitch is dying? They had 258k+ people watching The International. There were 130k watching an EULCS quarterfinal today. And those are just a couple of streams of the thousands that are online at any given time. Not to mention the popular streamers who have 10 of thousands of subs who pay $5+ a month which Twitch gets part of. Twitch is most definitely not "dying."
People pay $5+/mo to watch gamer streams? That can't be right. Edit: Found an example, https://www.twitch.tv/products/leagueofgeeks/ticket $5/mo for some random features and no ads, with "limited exceptions", so not actually ad-free. What are you paying for?
Patreon is also not uncommon, + with the potential of higher amounts with better perks.
Re: Twitch is acquiring popular video game community and software maker Curse
#55Curse is terrible. It's like the (current) Sourceforge of gaming sites. I seriously don't know why Twitch/Amazon would consider acquiring it.
the semi-irony here is their source-project management site for addon developers is called "curseforge". I use curse mostly to handle addons for games I play a lot (world of warcraft primarily). Every now and then, when I bump into some terrible interface on their client or bad practice by their business managers, I have wondered how much work it would be to move to an open addon publication system. If you get all th…
The precursor system to Curse was actually originally a shared SVN server a group of addon authors (called Wowace; still around somewhat) were using to collaborate on addon development. SVN checkouts were so convenient for distributing addons that the authors started using it to keep their own addons up to date, and then usage started to rapidly spread among "ordinary users".
Unfortunately, the traffic every time a new patch came out absolutely smashed the server and generated enormous bandwidth bills. Various attempts to fund it via donations or sponsorship went nowhere.
Curse had been knocking around in various forms for a while (I think they were a guild at one point, and already had a failed pivot to a "gaming community" behind them), but they rose to prominence by, basically, taking over the SVN server and finding ways to keep the lights on.
Switching to github would be coming full circle in many ways. And it would have some advantages, but I'm not sure how happy github would be to act as a distribution network for addons.
Note that 1.1 million clones and fetches in a week for the CocoaPods repo caused major strain: http://thenextweb.com/dd/2016/03/08/cocoapods-popular-basica...
Using github as the backend for a Curse-clone would probably exceed that handily.
Re: Twitch is acquiring popular video game community and software maker Curse
#56Earlier quoted context omitted.
People pay $5+/mo to watch gamer streams? That can't be right. Edit: Found an example, https://www.twitch.tv/products/leagueofgeeks/ticket $5/mo for some random features and no ads, with "limited exceptions", so not actually ad-free. What are you paying for?
They don't pay to watch, they pay to support the streamer. Most streamers have subscriber/donation/cheer notifications appear on-screen in some way. Making partner on Twitch (which enables subscriptions) requires the streamer to have a consistent number of viewers each time they stream, and they must stream fairly often. It's not uncommon to see streamers with a fairly sizeable number of subscribers any given month.
I fund a few YouTubers on patreon, because they create content in the traditional sense, e.g., research, writing, filming, editing, etc. That's hard work.
Streamers don't do any of that; they literally sit in their basement and play video games all day. Why do they need support?
Sure, watching a stream is entertaining, but when I think "supporting a content creator", I have to imagine that my support enables their creativity in some way. Does a streamer with more support produce better content than a streamer with less support?
The only thing I can think of is more support might allow a streamer to devote more of their time to streaming.
Re: Twitch is acquiring popular video game community and software maker Curse
#57Earlier quoted context omitted.
They don't pay to watch, they pay to support the streamer. Most streamers have subscriber/donation/cheer notifications appear on-screen in some way. Making partner on Twitch (which enables subscriptions) requires the streamer to have a consistent number of viewers each time they stream, and they must stream fairly often. It's not uncommon to see streamers with a fairly sizeable number of subscribers any given month.
Alright, I understand that. You suggest it's an ethical decision rather than economic; that streamers deserve the support. But why? I fund a few YouTubers on patreon, because they create content in the traditional sense, e.g., research, writing, filming, editing, etc. That's hard work. Streamers don't do any of that; they literally sit in their basement and play video games all day. Why do they need support? Sure, wa…
I support him because the streams and let's plays that he does are games that I would like to play. But have very little time to actually play due to work, family and life. My support, along with many others allows him to stream full time, and I am able to enjoy the games and his streams during work, so I get to see the game content that I otherwise wouldn't have time to play myself. And for the cost of a game per year. It's a pretty cheap way to enjoy games that I otherwise wouldn't.
Re: Twitch is acquiring popular video game community and software maker Curse
#58Earlier quoted context omitted.
I'm a millennial and haven't heard of them until now. Everyone likes to keep coming up with new names for the word "emote".
I'm actually a millennial too, I just don't give a damn about all these new apps that are reinventing irc for the tap/swipe people.
Re: Twitch is acquiring popular video game community and software maker Curse
#59Earlier quoted context omitted.
Curse has tendrils in dozens if not hundreds of niche gaming sites, all with ravenously loyal fans with really high usage rates. When I was a kid I wanted to improve one of their data visualizations so I sent an admin an email about it and they never got back to me :-(. Edit: I really hope their isn't a consolidation of gaming communities like Twitch is trying to do because it's only going to pander to the lowest com…
With Microsoft buying Beam and Google maybe doing more with YouTube streaming, I'd say at least the streaming part of the market doesn't look like it will consolidate further, but rather split up more, away from only Twitch.
Re: Twitch is acquiring popular video game community and software maker Curse
#60Earlier quoted context omitted.
They don't pay to watch, they pay to support the streamer. Most streamers have subscriber/donation/cheer notifications appear on-screen in some way. Making partner on Twitch (which enables subscriptions) requires the streamer to have a consistent number of viewers each time they stream, and they must stream fairly often. It's not uncommon to see streamers with a fairly sizeable number of subscribers any given month.
There is one streamer I follow who has 6600 active subscribers right now. His subs pay $4.99 a sub. And regularly had 20k+ viewers everyday. https://www.twitch.tv/cohhcarnage
The best way to think of it is paying to be a member of a private club to meet people to game with.