So, do you remember That Dragon, Cancer? Its devs have just open up about their feelings about Let's Plays on the Internet, and I think they made some pretty interesting points (nothing groundbreaking, but I think they're worth a thread), so I want to share it with you and see your opinions. I'll copy some extracts and give you the actual source so you can read it freely.
"Our studio has not yet seen a single dollar from sales. That Dragon, Cancer was created by a studio of eight, and for many of us it was a full-time effort that involved thousands of hours of work. This huge effort required taking on investment, and we decided to pay off all of our debt as soon as possible. But we underestimated how many people would be satisfied with only watching the game instead of playing it themselves."
They share the general thinking (and my personal thinking) that they shouldn't take advantage of youtubers and other "Let's players" (I know, awful term) work:
"And so yes, Let's Play person, I agree with you, it does suck to have someone else making revenue off your work (...) We feel the Let’s Play culture adds value to this medium. And for games with more expansive or replayable gameplay, it can directly benefit developers. Even knowing that some who streamed our entire game refuse to directly encourage people to support us, we’ve still sat on the streams and talked with streamers and viewers. We’ve watched the playthrough videos and we see the value that this community is adding to our work through sharing themselves. Let’s Play culture is vibrant and creative and really cool. "
However:
"However, there is a flip side for the developers whose content you build your work on top of. Despite infringing on developers’ copyrights, it can especially benefit those who make competitive or sandbox games. However, for a short, relatively linear experience like ours, for millions of viewers, Let’s Play recordings of our content satisfy their interest and they never go on to interact with the game in the personal way that we intended for it to be experienced. If you compare the millions of views of the entirety of our game on YouTube to our sales as estimated on SteamSpy, you can hopefully see the disparity. We have seen many people post our entire game on YouTube with little to no commentary. We’ve seen people decompile our game and post our soundtrack on YouTube. We’ve also seen many, many Let’s Players post entire playthroughs of our game, posting links to all of their own social channels and all of their own merchandising and leaving out a link to our site. (...) All we are asking in return is that you honor our work, the work you build your livelihood on top of, and acknowledge that when you do it, there is a real cost to developers. For us, it costs us the ability to continue to share this game through translation into other languages and bringing it to new platforms, along with starting new projects."
So now they're asking these people to do this:
"We are asking that you return that favor by creating Let’s Play videos that don’t just rebroadcast the entirety of our content with minimal commentary, but instead use portions of our content as a context to share your own stories and start conversations with your viewers."
So, I think they had a point. I'm really surprised that the game didn't sell all that well, because it really has a great number of YT visits, and it was critically succesful. But it kept me thinking about the great impact Let's Plays could have on this "short, story-based" games, with a lot of people don't bother to buy it, and just seeing it complete on YT.
So, sources:
TL,DR: http://www.polygon.com/2016/3/25/11305862/that-dragon-cancer-lets-play
Main source: http://www.thatdragoncancer.com/thatdragoncancer/
Thoughts?







