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Not Everyone Wants to Be a Pilot

How horror's renewed popularity through streaming might hurt the genre in the longterm.

If games are unique due to their interactive nature, no genre better underscores how this changes the dynamic between the creator and the consumer than horror.

Scaring myself in the dark for others has become one of my favorite, if unexpected, regular features on Giant Bomb.
Scaring myself in the dark for others has become one of my favorite, if unexpected, regular features on Giant Bomb.

In a book, you flip the page and the story moves forward. In a movie, you can cover your eyes and everything keeps going. Jason will continue to march down the hallway, whoever is next on the chopping block will die, and the credits will inevitably roll. That’s not the case with a horror game, though, and the ability to see what’s around the corner relies on the player to literally see what’s around the corner and press on.

For some people, that’s a line they’re unwilling to cross.

There’s some great stuff happening in horror cinema right now--James Wan has been a refreshing push on the glut of CGI-infused crap--but games are where I’m having most of my most terrifying moments. It’s why I wrote about how the Oculus Rift may be too much for some people. But based on my own time streaming horror games on Giant Bomb, so many of these games are already too much for people.

Just because people don’t want to play horror games, though, isn’t to suggest they don’t want to experience horror games. This is a key difference, one only more profound recently, as the genre has experienced a surprising bump in popularity that has nothing to do with players wanting to play. Instead, horror gaming’s continued relevance has much to owe to streaming. It’s enormous YouTube personalities streaming their scream-filled experiences on the Internet, and racking up lots of views (and dollars) along the way.

Take PewDiePie, for instance. You might not care for his shriekish nature (I don’t), but he’s also the most popular personality on YouTube, with more than 14 million people currently following him. Some of his most popular videos are reacting to horror games like Slender and Amnesia and complications of those reactions.

This doesn't really surprise me. Of anything I’ve done on the site, streaming horror games under the Spookin’ With Scoops moniker has generated the most passionate response from the community. Even though it only appeals to a niche audience--we probably max out at around 1,000 people watching at once--the people who tune in for Spookin’ With Scoops don’t just like the feature, they love the feature.

The response has caused me to pause on more than one occasion, too. I’ve written about how some horror prompts a “this is no longer fun, why am I doing this?” reaction. Amnesia did that, and several Oculus Rift experiments had me looking for the off button, as well. But I’ve been getting just as much out of streaming horror games as the people who enjoy watching me do it, too. Even though it’s just a number in a corner, knowing there are hundreds of people watching me play (perform?) is its own form of encouragement. These people need me! If I don’t play this game, who will? Even though my setup for playing horror games on my own is remarkably similar to the setup for streaming on Spookin’ With Scoops, it’s an entirely different experience. My nerves are calmer, and I take a certain sense of pride in being able to finish one of the games we set out to play. I didn’t just finish that game, we finished that game, and reading messages from users later who tell me they wouldn’t have played a game without watching me struggle through--that’s cool. It feels good.

The original concept for Spookin’ With Scoops was born out of last year’s Big Live Live Show Live. One of the reasons for that annual day-long nonsense was forcing ourselves to come up with new subscriber video ideas. We need to fill time between the bigger segments, so we were encouraged to come up with some ideas, even if it didn’t go anywhere after the show was over. Around this time, I had a sneaking suspicion I’d be moving back to Chicago at some point. I didn’t know when, but the passing of my father made the move a question of when, not if. So it made sense to start learning what this whole live streaming thing was about. But what the hell would people want to watch? The most successful material on Giant Bomb is what’s born out of our individual strengths, and besides Ryan, I was the only one who genuinely loved the horror genre.

It makes me wonder about the future of the genre, though.

Whatever one thinks of PewDiePie, his influence on YouTube is undeniable, and horror games have played a huge role in that.
Whatever one thinks of PewDiePie, his influence on YouTube is undeniable, and horror games have played a huge role in that.

A couple of people told me they’d purchased Outlast after watching me stream roughly half of the game, knowing full well they had no intention of playing it themselves. Good horror--games, movies, literature, haunted houses--are built on surprise. When the surprise is removed, much of the reason it’s enjoyable is stripped away. If people are increasingly looking towards playthroughs of horror games as a way to enjoy them, could it begin hurting the bottom line?

“In our case, the goal was to make the scariest game ever! [laughs]” said Outlast designer David Châteauneuf in our recent interview. “Without really thinking it could affect the sales. I don’t think it will affect the sales that much, but it’s definitely something--I was on a panel at PAX Prime and there was a guy [who said] “I love horror games, I wish I could play them but I’m too chicken. Is there a trick? Is there something you guys can tell me so I can play those games?” I had no answer for the guy, except to crank up the volume and turn on all the lights. You might enjoy it a little bit. There’s no way I can explain how to play horror games without shitting in your pants.”

More than two million people watched (most of) PewDiePie’s videos playing through all of Outlast. I know that Outlast hasn’t sold more than two million copies, not even close. When I asked about the prospects of an Outlast sequel, Châteauneuf admitted the sales weren’t there yet.

“For sure, everybody that play Outlast wants Outlast 2,” he said. “That might be something that we have to take into consideration. At the same time, we know that there’s a lot of players cracking the game, so we’re losing sales at some point. If we don’t have enough money, we might also try to adjust on what’s going to be the next title.”

The volume of interest in horror games on YouTube, Twitch, and other places show a growing demand for horror, but it’s also demand for watching people playing horror games, not playing. Everyone wants to ride the rollercoaster, but not everyone wants to be the one sitting in front.

Patrick Klepek on Google+

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WhiteForestParkRangr

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The volume of interest in horror games on YouTube, Twitch, and other places show a growing demand for horror, but it’s also demand for watching people playing horror games, not playing. Everyone wants to ride the rollercoaster, but not everyone wants to be the one sitting in front.

Except that, front seat or back, the passenger has no control over where a rollercoaster goes. I would think that's more analogous to film than it is to interactive mediums.

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VincentVendetta

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Edited By VincentVendetta

SpeedoSausage's fantastic summary of PewDiePie:

Loading Video...

Retsupurae's "Adults React To PewDiePie"

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And this is why YouTube is dead...

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tourgen

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Edited By tourgen

well maybe horror game devs should just record themselves playing their game and sell that

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AssInAss

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SpeedoSausage's fantastic summary of PewDiePie:

Loading Video...

Retsupurae's "Adults React To PewDiePie"

Loading Video...

Had seen the retsupurae one before but not the first one haha!

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ZmillA

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SpeedoSausage's fantastic summary of PewDiePie:

Loading Video...

Retsupurae's "Adults React To PewDiePie"

Loading Video...

Those "adults" need to lighten up. I feel embarrassed for THEM

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ashaman456

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Edited By ashaman456

I love spookin with scoops but I have felt bad about just watching the games to completion so I've been buying them anyway, though I doubt I'll ever play them. I wouldn't say people should, it's just what I do.

It seems like there might be some effect from people watching and not buying but there has definitely been an increase in popularity of horror games as well that might offset it some. Obviously, I don't have any data but I would hope if there is a negative effect it's minimal.

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SeraphSlaughter

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Edited By SeraphSlaughter

but I don't wanna be a pilot!!!!

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beard_of_zeus

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Edited By beard_of_zeus

@cooljammer00: Since Patrick said only "a couple" people had mentioned to him that they would buy the game after watching a stream with no intention of playing, I took that to mean he felt that those people are in the minority...but I could totally be wrong. I see why you and a couple folks brought this up, some parts of the article seem to be at odds with each other. The overall question of whether streaming, "Let's Plays", etc. are hurting game sales is an interesting one, though.

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Fuwano

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Add me to those that enjoy watching others play these games more than actually playing them myself. I bought Amnesia and never played it. I probably won't be buying more because I know I won't play them.

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teenmother

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@crithon said:

huh, I honestly thought Quicklooks came before this whole twitch viewing phenomenon.

Something Awful started the whole Let's Play thing.

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iBushido

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For the longest time I've been wanting to start a type of Let's Play feature on my YouTube channel, which currently only has a retarded Game of Thrones Red Wedding reaction spoof I made, and a recording of me playing Surgeon Simulator 2013. That's it. It's mostly been due to not having time, but I will have much more soon and one of the things I really wanted to do is have a similar feature to Spookin' With Scoops. Now that I read this though, I'm not so sure.

Not that I think I'd have enough viewers to cause any kind of negative effect for the horror game genre, but I would have never thought of something like the point you're making about it and I wonder what else I haven't considered. I'll definitely be taking more time to think about this kind of thing before going into it, so thanks... I guess. Party pooper.

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FreedomTown

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The "stream a horror game and pretend to be scared" fad is over.

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elpurplemonkey

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I'm not worried about the horror genre no longer selling because of streaming. I'm much more worried about it becoming predictable because of what streaming emphasizes.

This is a really fascinating angle. Something like Outlast is made for the likes of PewDiePie, perfect for youtube. But something that places atmosphere and immersion over jump scares is more difficult to create- and less appealing to the streaming community. So I suppose we'd see less of those?

But with games like Soma and Routine on the horizon, the horror genre is doing just fine. Hope those games do well and it can stay that way.

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abendlaender

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Edited By abendlaender

SpeedoSausage's fantastic summary of PewDiePie:

Retsupurae's "Adults React To PewDiePie"

Never heard of the guy and now I wish I'd never had. This is popular? Really? Why?

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Tarsier

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Edited By Tarsier

i think streaming horror games to an audience is a mistake. ive done it before, and i know its nowhere near as scary as playing by yourself. some people also go out of their way to act EXTRA scared, because maybe they think thats what people are watching for? to see spook reactions?

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chilipeppersman

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Edited By chilipeppersman

@cornbredx: ya me too dude! im playing through amnesia right now, and besides having to use a walkthrough here and there, im absolutely loving it.

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joshwent

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@nethlem said:

@joshwent: The interview happened before Patrick came up with this article and the whole premise of "Streaming games makes them lose sales", so putting that quote there is kinda out of context.

I guess Patrick wanted to have at least some some developer insight on that topic, but the only thing coming close to that out of that interview, had been that "Outlast 2" line with the "cracking"

Are you saying that I put that quote out of context? Because Patrick chose to put that quote in his own article. And the line about "cracking" isn't "coming close" to making his point, it's a real developer with real experience making a completely different point than Patrick is trying to with this article.

Okay, I certainly wasn't trying to wave any "banner" and I actually think that piracy is often an overblown problem as well.

Your main point seems to be that the idea streaming gameplay being detrimental to game sales is one that should be considered. And of course it should. But what I'm saying is that there is absolutely no proof that there's any impact on sales. This article is nothing but an editorial. There are zero facts, and a quote that even makes it seem like even the developer himself is unconcerned with streaming.

"Sensible people", as you say, would have to conclude that there might be no impact, as there's no evidence to make it seem like there is.

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scaramoosh

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I never played Resident Evil or Dino Crisis, I bought them, my friends played them as I watched lol. The same for Final Fantasy, my friends loved playing it and I just watched and it was good enough for me.

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audioBusting

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Edited By audioBusting

@gaspower said:

OH LOOK! IT'S OCTODAD!!!

Hah, now I can't unsee it. What a jolly-looking abomination!

I do think that Let's Plays and streams of games can hurt the sales depending on what the game is and how it is presented, but we can't really say either way without the actual numbers. I wonder if the sales decrease or increase its rate whenever people like PewDiePie uploads their whole playthroughs. It's probably something that the publisher can vaguely find out, but not able to talk about publicly without repercussions from the fans and all.

(Generally speaking though, with horror games I doubt that most watchers would ever buy the games. I've had people watch me play games like Dead Space and Silent Hill, and I know for sure that there's no chance in hell of them buying the games for themselves. The market audience for people who love horror games and also love playing them by themselves is probably not that big.)

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r3dt1d3

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I can watch someone play a fighting game, MOBA, FPS, RTS, etc and playing it will be an entirely different experience. Horror games, by and large, do not work the same way. Until horror games become more than a sight-seeing tour, I will have no interest in purchasing them rather than watch a playthrough.

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HerbieBug

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Edited By HerbieBug

I don't think this has, or will have, a meaningful effect on the sales figures of horror games. Some people will watch a video of a playthrough who would otherwise not buy the game at all (not a lost sale). Some buy the game, play it, and watch others play it (not a lost sale). What you're suggesting here is a case of people who would buy the game only if playthroughs of it were not available to watch. That has to be a very small number.

Also, there is the matter of free publicity video provides which I think far outweighs any hypothetical lost sales anyway. Giantbomb as an entity has plenty of experience doing exactly that for smaller games.

edit --- Also also, there is a difference between the demographic of people who watch anything Pew does and people who buy, or would potentially buy if video did not exist of, any of the games he plays.

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Igottadeuce

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@joshwent said:
The reality seems pretty simple. People who watch horror streams, for the most part, never intended to buy the game, so the dev isn't loosing any hypothetical money. And thanks to streaming, they're actually gaining massive free publicity that they'd never would have been able to afford on their own.

And piracy hurts game sales.

The End.

You are claiming people who watch streams with no initial intent to purchase are fine, but people who pirate games with no initial intent to purchase are hurting sales.

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Sanious

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Problem is that this could be one factor out of many. I am sure it has some effect to sales but at the same time there are games that have gotten popular and have done really good because of youtube personalities, such as Northernlion. I bought Binding of Isaac because of him, I was already generally interested in the game because I loved Super Meat Boy, but after watching a lot of his episodes of the game I went and bought it. I put 170 Hours into the game and I still watch him and others play it.

I do watch people play games a good bit but I actually own a decent amount of the games I watch other people play.

When it comes to Horror games, I honestly cannot play ones like Outlast or Amnesia. Last year I played SCP 087-B and it raised my anxiety to a new level that I never knew I had. I started to get "False Awakenings" and I don't like sleeping with the light out anymore. It makes me very uncomfortable and if I try I tend to get really anxious.

Let me add that False Awakenings was the scariest thing in the world happen to me before I figured out what it was.

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deactivated-63b0572095437

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I've purchased a lot of games I wouldn't have otherwise purchased because the right streamer made it seem interesting or fun. I don't watch horror streams/let plays/quick looks because most of those games are just jump scares and I don't want to ruin the experience whenever I play it.

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You are claiming people who watch streams with no initial intent to purchase are fine, but people who pirate games with no initial intent to purchase are hurting sales.

You're right, I didn't intend to imply that, and I'll change it. As I've said in this thread, I think a lot of the outrage about people stealing games is overblown.

But you have to agree that there is actual information about the decline of game sales inversely related to the rise of piracy. What my main point is, is that there's no information (or as far as I've seen, a noticeable impact) with people streaming games.

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I now know what PewDiePie is, now I weep for humanity.

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divergence

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I love horror movies, but right now I'm pretty bummed at the state of the genre. Every time a new one comes out that is rated well and people think its pretty good I watch it and half the time can't get through it. It's either too goofy and dumb or gory instead of scary. I think games are ahead of film in a lot of ways right now. Once the consumer version of Oculus is out and some good horror games come along I have a feeling I'll be in line for it.

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@joshwent: Well, there was a guy a couple of comments above you that said he was going to buy Gone Home, but instead he watched someone stream the whole thing. Therefore, he decided that he didn't need to buy and experience it for himself. So it seems like there is a bit of legitimacy to what Patrick is saying

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PXAbstraction

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I've been planning a post for my blog for a long time talking about how I think Let's Plays are going to be the game industry's next boogeyman. Used games is currently that boogeyman but I've been stunned by how many people I know who have seriously scaled back the number of games they buy and play because they just watch a lot of them on Let's Plays. I've never understood them myself. I watch Let's Plays of games that interest me and I'm almost immediately bored. I play games, I take no pleasure in watching them. But I'm quickly realising that a very large segment can enjoy them enough by just watching them and at least among the people I know, I am 100% sure that is translating into them buying less games they would have otherwise.

I've honestly been kind of surprised how much the industry seems to be embracing the new consoles supporting live streaming and video capture at the hardware level because they've basically given their blessings to this. But I think this might be a case of them not having yet thought of the long-term implications. I'm not saying Let's Plays should be banned or anything of that sort but I think where used games were the thing that's "killing the industry" in the last few years, live streaming and Let's Plays are going to be next and that time's coming soon.

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eccentrix

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Maybe your audience is so passionate because so many of them have to stay up until 3:30am to watch live.

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Nicked

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I think about it this way: Demand isn't bad. Clearly people are interested in horror-themed games. It's on developers to incorporate this audience who right now watches other people ride the rollercoaster.

The thing I sort of disagree with in this article is that I don't think Outlast would have sold better without YouTube. It's a niche game with overbearing design. You need only look at the first person door-opening mechanic (also seen in the Amnesias) to see that it's designed to stress you out. Anything could be behind that door.

I guess my point is just that it's a good thing that people are interested in these games and developers ought to capitalize on that interest. I thought The Last of Us did a great job of being tense and scary while also having mass-appeal. There are no jump scares in that game. To me, these sales problems are a design issue, not a YouTube issue.

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Edited By Slag

@patrickklepek

It makes me wonder about the future of the genre, though.

A couple of people told me they’d purchased Outlast after watching me stream roughly half of the game, knowing full well they had no intention of playing it themselves. Good horror--games, movies, literature, haunted houses--are built on surprise. When the surprise is removed, much of the reason it’s enjoyable is stripped away. If people are increasingly looking towards playthroughs of horror games as a way to enjoy them, could it begin hurting the bottom line?

...

More than two million people watched (most of) PewDiePie’s videos playing through all of Outlast. I know that Outlast hasn’t sold more than two million copies, not even close...

The volume of interest in horror games on YouTube, Twitch, and other places show a growing demand for horror, but it’s also demand for watching people playing horror games, not playing. Everyone wants to ride the rollercoaster, but not everyone wants to be the one sitting in front.

I totally get your point, but there are a lot of big unproven assumptions here, Some off the top of my head

  • Every Viewer=Potential Game Player/ Paying Customer (very very unlikely)
  • High % of Viewers who would buy game unspoiled, choose not to do so after watching (probably has some truth to it)
  • No word of mouth from Viewers , Streams do not affect Consumer awareness of Game (very unlikely)
  • Game would be able to market itself more effectively to paying customers on an ROI basis without Streams (very unlikely)
  • Game is not having significant sales loss to other avenues (False, Outlast Dev mentions Piracy is a major ongoing issue for the title)

Bottom Line is you need to look at the Net effect streams have on game purchases.That's much easier said than done. Fwiw I've read a pretty compelling academic study that quantitatively demonstrates that the presence of a robust Used Games market actually meaningfully increases New Game sales in Japan because it widens the customer pool (and the funds from New Game re-Sales is largely plowed back into other New Game Sales. So it's a major source of capital used to buy games). So you've got to be careful in extending this thought model too far.

Personally I suspect the return of Horror now is no accident. I think it's far more likely that Streams are a major reason these games are now popular once more. If not then the timing of rise of the popularity of both seems awfully coincidental.

Without Streams I don't see how enough people would even hear of these games as their marketing budgets are miniscule compared to the Call of Dutys of the world. I think they would be relegated to the same sort of niche status like JRPGs.

E.g. I have never seen any of them advertise their products on gaming sites despite all the exposure game sites give them. I assume that's because they can't afford to. Or perhaps better yet don't need to because Word of Mouth/positive press drives most of their sales. Back in the day the Blair Witch Project swept the nation in a similar way.

Not to mention it's not like there is anyway real way in today's information age to prevent any entertainment from being spoiled. If it's not streams, it will be something else. The hunger for spoilers is there and easily satiated through many convenient means. That genie is not going back in the lamp.

I want to see the devs make money too, but it's up to them to come up with a profitable business model that works in today's world. The sales and the demand does seem to be out there.

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arch4non

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With a horror game it's easy to ham it up and put on a show for your viewers.

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Razieleatssouls

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This is why I avoid watching too much of any horror game I'm interested in. I like to experience the unexpected first-hand; it's a special feeling. However these streams are propagating interest in horror games, so I'm all for them.

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Nekroskop

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Stop using scarecam then.

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hivemindeta

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Great article, Scoops! Thought provoking stuff

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Humanity

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I now know what PewDiePie is, now I weep for humanity.

I know I know..

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Pepsicolaboy

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Man, Patrick is great.

Keep it coming Patrick, really wonderful work and a key feature of the site that keep so many of us coming back (Well, we'd come back anyway, but you know what I mean.)

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will_m

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I dont think this "lets play" craze hurts horror games. If anything, they probably boost a game's popularity. I watched Patrick play Slender the whole way through but my experience was still just as intense. Part of that is because the player is the game's "director". I chose to look out the window and see that creepy figure standing by the swing-set. Patrick, on the other hand, was too freaked out by the noises and didn't see his stalker at all.

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monkfishesq

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Edited By monkfishesq

Gosh I'd expect this kind of trash article coming from Kotaku.

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Lax

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rox360

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Edited By rox360

All of this is why I stubbornly stick to the ancient let's player's code of never uploading complete playthroughs of a game newer than 3/6 months. Pretty sure I'm the only one at this point... But the idea used to be that anyone who hasn't bought and beaten a game six months after its release isn't going to be worried about getting it spoiled, and at that point, is unlikely to stumble upon said playthroughs and be tempted to watch them because it's a new and exciting thing. And now, in the Youtube era, you're also not going to end up spamming people's subscription inboxes with videos of games they don't want to watch because they haven't had a chance to play it yet. Plus, it just seems respectful to the developers to not essentially put their entire product up for free screening on the Internet on day one.

But of course, now that let's playing is such a big deal, whenever that new, high profile game comes out and hundreds of thousands of people flock to Youtube to watch it (so they don't have to buy it for themselves), whoever was first to upload a video from it will get all those views by default, and thanks to Youtube's monetization program, will get paid quite well for their swiftness. So is there really any benefit in not rushing to put as much video content up on the Internet as quickly as possible?

These questions give me headaches, and so, I will instead return to figuring out which 20-year-old game that no one's ever heard of is most suitable to let's play next.

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biggiedubs

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To be honest I'm more annoyed about the streaming guys just turning horror games into 'jump-scare fests,' and people just looking for reactions on the facecam of them jumping out of their chairs and then laughing at them. I think they get a lot of views just because they put themselves in an exposed position to be laughed at.

It's the 'heart' version of producing content: make yourself look foolish to them and you'll look authentic and get them to trust you. (Chuck Palahniuk wrote about somewhere, but I can't link to it legally. The essay is called Establishing Your Authority)

I've been watching the Two Best Friends Halloween stuff, too, and the comment section seems to be full of people who just have no appreciation for tension, or any kind of classic horror techniques. It's a lot of people saying that stuff isn't scary if it doesn't have a jump scare out of nowhere. Fuck that.

It's the modern horror school of thought too, though, to be fair. I can't remember the last time I watched a horror film in the theatre that wasn't just quiet, quiet, quiet, quiet,BANG. But I guess people get a lot of pleasure from going, 'The sounds gone! There's going to be a jump-scare now! Look, there it is! I was right! I'm so smart!'

Gah. Those fuckers annoy me so much.

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porjos

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@monkfishesq said:

Gosh I'd expect this kind of trash article coming from Kotaku.

I don't expect such trash comments from premium GB users.

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Regular_Kirk

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Edited By Regular_Kirk

I wonder if lack of replayability is a bigger reason people like to watch other people play horror games rather than play them themselves.

Horror games after all are first and foremost designed to scare you. The game mechanics aren't the main attraction, it's the scare factor.

But once you've been through the haunted house so to speak it's not as much fun to go through it a second or third time, and ho hum games mechanics aren't going to be enough to bring you back for more.

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civid

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@karkarov said:

Uh pewdie dumb ass has had no influence on youtube beyond creating even dumber wannabes who act like him. Many people were streaming games (even horror) before he was. He didn't invent the concept, he isn't even good at it, but like Jerry Springer learned when he tried to make a serious show: People don't watch intelligent things or people being serious/professional.... they like watching people act like dumb asses. He wasn't the first person to do that on youtube either.

You can still influence/popularize a genre even though you weren't the inventor of said genre, in fact that's very often the case. Blair Witch didn't invent found-footage, Cannibal Holocaust did and you can hardly say Night of the living dead was the first movie with zombies in it. Not saying Pewdiepie, or whatever his name is, isn't stupid, but that doesn't mean he isn't influencial

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cikame

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I hate horror, the few horror games i've purchased are actually because of other people playing them, without watching other people play the game to get a really good idea of what i can expect i would never buy a horror game.

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In other deep reflections article: Not everyone wants to buy a pad, Constant use of mouse without a pad might hurt your desk.

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TOYBOXX

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Before I respond to this article, I'd like to say how well written and well expressed this article was. Great job Patrick! You write the most thought provoking material on the internet. And for that I'm grateful.

I don't view streaming or YouTubing, horror games as a problem more so than a cultural shift within gaming. In the 1980's and throughout the 1990's, people wanted to be scared. And when games like Resident Evil came onto the scene in 1995(?), everyone jumped on the bandwagon.

It wasn't until the time when Resident Evil 4 was released that the horror genre shifted in favor of the twitchy, gore infested, gameplay. Even games like Fatal Frame 2, which I regard is one of the best, if not THEbest, horror games of all time, as it made the player feel secluded with only a camera to protect the main protagonist. Dreadout is looking to capture that same feel that will help boost the development morale, again, to remind dev's what they've lost and re-establish the mechanics and formula of the genre once more.

Did Outlast really lose profit because gamers are recording or streaming their experiences of the game? My argument is no. It's a drop in the bucket compared to how many decent horror games are out there in the indie scene right now on platform's such as Steam's Greenlight project, for example, and the various other indie websites that promote Independent games.

If anything, what online personalities like PewDiePie, MarkIplier, and Storpey, have created within the online space has encouraged others (like me) to record their experiences to help promote themselves and the games that they play.

In the long run, Outlast has made profit because of it's bold approach to horror that the industry has lost years ago, and to the ever growing promotions via YouTube and Twitch personalities.

People crave that excitement. Others, well, they're too chicken to see what is actually under the bed, or in the closet late at night. A new generation of horror lovers is growing once again. That makes me proud :)