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  SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012
by Justin Kan [Business/Marketing, Sponsored Feature, Social/Online]
13 comments Share on Twitter Share on Facebook RSS
 
 
February 6, 2012 Article Start Page 1 of 3 Next
 

Sizzle Reel: http://youtu.be/Sz887eNsgPs

We’ve all grown up playing video games. When I was a kid, I spent most of my time playing Super Mario Brothers 3 on Nintendo, passing the controller between my brothers and I. For me, watching video games meant being physically present and literally watching someone else play games on the TV, which I’ve spent countless hours doing.



As time went on, and I moved from GoldenEye to Halo through Counter-Strike, World of Warcraft and Call of Duty, more and more of my gaming time was spent playing games with other people -- except not in person -- we were all playing together remotely. The games industry realized that games are more fun when they are social, and consequently almost all big games that are released now have some emphasis on a networked multiplayer mode.

Recently, we’ve seen games evolve beyond basic multiplayer. For the top players, tournaments and leagues have emerged with their own celebrities. Recognizing that an entire entertainment vertical is growing up around watching gaming content, savvy designers are producing games with spectator modes that are designed to be broadcast, recorded, edited and shared.

Combined with the explosion of user generated video services, every year we’ve seen more and more gaming content get shared on the web.

This is a major marketing inflection point for an industry that has traditionally reached its consumers through traditional print, TV and digital media campaigns -- now your players are creating and distributing video about your game for you.

Of course, one of the natural outgrowths of this is a shift in power in terms of media consumption when it comes to how gamers are being influenced in the way they think about and talk about games. Whereas in the past, traditional games media outlets like GameSpot and IGN were the trusted sources of games knowledge and opinion, today consumers are turning their attention to the games that world class players are playing and they’re placing their trust in the opinions of people who they can actually see playing and beating games.

This isn’t what we set out to do. It’s a grass roots swing away from the mediated opinions of journalists towards the less mediated, more spontaneous but demonstrably expert opinions of the world’s best best players and the communities that follow them.

My guess is that this is much more than simply a shift in habits, but represents a shift in thinking and, ultimately, power too.

The challenge to game developers and publishers now isn’t just to make the best, most immersive, addictive and playable games imaginable but also to make games that are easy and fun to watch. By doing this, developers and publishers can create games that can be self propelled as their own marketing and social platforms -- empowering players to create interactive communities that breathe life in to games as a never-ending stream of social events and touch points that, ultimately, lead to greater sales.

Live video hits the Internet

When I started our company five years ago, we had no intention of doing anything in video games at all. We started off as a general internet platform for live video that anyone could use to produce and share a live broadcast with as many people as they wanted. This worked well; over the course of the next four years, we grew the platform, called Justin.tv, to over 30 million unique visitors every month. At the same time (2007-2010) video consumption on the Internet continued to grow, with more and more consumers replacing their TV time with watching web video across many different categories.

One of these categories happened to be gaming video: people watching other people play video games. We first noticed this phenomenon on the site when users started doing it organically: people were creating broadcasts around playing new releases and their favorite games with their fans. At the same time, more and more competitive gaming broadcasts were popping up, streaming the best gamers in the world playing games for prizes.

By the end of 2010, gaming streams were reaching 2 million viewers every month on Justin.tv and we finally got it through our heads that we should figure out what was going on. A small team, lead by my partner and co-founder Emmett Shear, started building gaming specific features to improve the experience of watching and broadcasting video games on the site. This started off as an experiment: could we make the gaming category grow faster than it was already?

After a month, we had grown the gaming specific viewership 15 percent. That seemed pretty good, but we wondered if it was sustainable. Another month, another 15 percent. After six months of solid growth, we decided that the gaming vertical should be its own web site, and in June 2011 we launched TwitchTV at E3, a new site dedicated to watching and sharing gaming video. By December, we had 12 million unique visitors coming to the site every month, and we had shifted the main focus of the company to TwitchTV.

 
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Comments

E McNeill
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Intriguing. I wonder what it might be like to design a game with the primary goal of making the game fun to *watch* rather than play.

Luis Guimaraes
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A couple weeks of design and intense watching of competitive gaming streams can give you the answer ;)



But a good starting point is this: http://www.penny-arcade.com/patv/episode/pro-gaming

(Thanks to James Portnow and all Extra Credits team)

Matt Ponton
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Fighting games come close to that, especially since the rebirth of Street Fighter.

E McNeill
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Luis: I'm a fan of eSports already, but I was thinking of single-player games! I wonder if there's a niche for a game that's really just a live performance platform?

Luis Guimaraes
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@E McNeill



Maybe, you need a game in which very unique and very interesting (or just very funny) events can happen with the right player. "Rage Quit" is already one way to do it, but surely you can accomplish a lot more if you design your game around that goal.

Jonathon Walsh
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Amnesia fits this criteria a bit as it's streamed quite often. It's a bit of a cheat in some ways though I suppose; people don't enjoy watching the game as much as they are enjoying watching people freak out over the game.



Minecraft's success is pretty dependent on user generated content as well of course, but it's typically not streaming as much as sharing results via videos or images.

Alexis Prayez
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A few month ago there was a Gamasutra feature about that (http://www.gamasutra.com/view/news/33368/gdc_2011_developing_starcraft_i i_.php)

Luis Guimaraes
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This is just amazing, I was looking exactly for this article. The 3rd party softwares can be complex to deal with and draws performance down enough to severely handcap a player's gaming ability, unless their gaming machine is really powerful. I was just wondering how I could stream straight from and to game using Twitch TV profile. The SDK comes just in perfect time.



@Justin



"Delivery Recipient Failed for developers@twitch.tv"

Matthew DiPietro
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Thanks Luis for the heads up. developers@twitch.tv is now working properly. Send us you info!

Emmett Shear
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Hey - might have been a glitch. I just verified that the list is working, can you try again?

David Campbell
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@Luis: You can't get around that. At some point there is going to be a hardware limitation (either needing a more powerful system or a second system to dedicate to the streaming part). Even if the game itself builds it in, you can only optimize so much.



Twitch.tv's timing couldn't have been more perfect though. Not only in regards to the release of games like Starcraft II which have really expanded eSports, but also in terms of the lowered point of entry. These days a $1000 PC w/ a 2Mbps connection can put out a decent quality 720p stream w/o much hindrance on the player. A $1500 box and 5Mbps of bandwidth can do nearly crisp HD and the player shouldn't even notice.



The biggest thing the SDK has to add IMO is breaking down those technical barriers of getting a stream setup. XSplit is great, but even for streamers like me who are completely comfortable messing with this stuff and understand a lot of the inner workings, it's still a lot of work to get up and going with the right settings. Will be interesting to see where things go when many games are just a login and "Go Live!" button away from a good quality stream...

Luis Guimaraes
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The "Go Live!" button is exactly my point. Before registering to XSplit and TwitchTV, setting up screen areas and configuring your channel, you must know that all that exists and must have interest in this. "Go Live" button is way more than a shortcut (thou of course it is), it's marketing.

David Campbell
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Yeah, definitely agreed. I feel like the analytic software to detect close-to-optimal settings already exists, so it's frustrating there's still so much manual tweaking and testing that goes into setting up a good stream.



Breaking down those barriers just means more content, more eyeballs on it, and potentially a viral hit in a particular streamer. Someone like a Day[9] coming into a scene can have incalculable value towards a game's success in both direct sales and community engagement.


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