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by dogma1138
3066 days ago
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It really depends on what the material essence of the stream is the streamer or the game. You can go on YouTube and have multi hour long recordings of single player games that turn the game into a movie for story focused games I can definitely understand why some publishers would like to put an end to this as I have watched a few of those instead of buying the game and I know quite a few other people that would. In other cases the streamer is the focus of the video either as an “athlete” or a “skilled professional” and you watch how they play or as an an entertainer where the game in the background doesn’t serve any purpose other than a filler or a tie in. As for cosplay the legality while not formalized is pretty well established if you commercialize by for example selling kits, molds etc. without licensing you’ll get sued if you just cosplay at conventions no one would care.
“Professional Cosplayers” are currently the problem because they blur the line between the comercial and amateur/ hobbyists as many of them well the really pretty ones are paid to attend events and do promotions basically as boothbabes in costumes this the biggest thorn as those events are often not sancationed by the owners of the IP or and could go counter to their principles or at least the public face they try to maintain.
Yes there are outliers like Nintendo and in some cases companies that didn’t like what was portrayed on stream but the former is getting better and the latter doesn’t just apply to games you can still be sued in civil court for damages caused even if the content was under fair use. |
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Streaming has increasingly informed my purchasing decisions over the past year or so. Sometimes it's made my buy things I never thought I'd look twice at (e.g. Hellblade: Senua's Sacrifice) and other times as mentioned it's dissuaded me entirely. It's a double edged sword, for sure.
EDIT: To add to this, I feel that demos filled this niche for me before, but these days you rarely get anything but a super polished ad video that barely has any relation with the game. Back in the shareware days, demos were common place, and they definitely made me buy games more than once. Sometimes the rest of the game were a dud, most of the time it wasn't. A current game that does this to great effect is Tomb Raider – it gets you in the game proper, teaches you the controls, and drops you off right as the story is about to begin for real. If you purchase the game, you can then pick up right where you left off (which you can't from watching a video, or playing in a store.) It's a great example of demo design.