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Create free accountwe have our superstar session uh from presented by chris hamilton from gendered our sponsors today on the big stream gaming uh track to you know to a very grateful to him and to genvid for making all this possible um the topic is designing for interactive game streams this is all about how to incorporate uh your stream viewers into your vision um lots of interesting stuff happening in this this field right now and uh we're seeing lots of games sort of taking advantage of streaming viewers um so i'm sure it'll be a lot of a lot of fun uh chris you there you ready uh yes i am i thought i had a different background but i guess this one will do
that's lovely borealis it's very pretty thank you um as always guys uh as you're watching drop your q uh questions in the chat and we'll get to them uh when chris is wrapping up but i'll hand over to chris cheers okay hi everybody greetings from helsinki i'm christopher hamilton and i'll be talking about the future of live streaming for esports and interactive gaming i'll cover a little bit about myself and genvid technologies i'll talk about massive interactive live events or miles about interactive streaming for spectators uh we'll have a q a session and i'll be joined by my colleague alan and then we'll run a public demo of a game called chicken and we're actually very excited about this demo uh so my name is christopher hamilton i'm a director of developer relations in europe for genvid technologies
i have been in the industry since 2007. here are some of the better known companies that i've worked for on the left i'm an american citizen but i used to live in saint petersburg russia and i've been based in helsinki finland since 2014. i've been mainly in production and partner relation roles with a lot of live ops experience at rovio but i also feel very strongly about giving back to the community by working with various organizations which you can see here on the right i'm on the boards of the igda and the finnish game jam and i'm still very involved in igda finland the igda finnish chapter and like to mention that we're organizing leadership day a one-day online conference dedicated on how we build companies teams and working cultures to make better games and that will take place on september 28th my undergraduate degree was on the environment in the media so i'm also working on a unep initiative called playing for the planet uh so if anybody is interested in any of these initiatives do feel free to reach out to me
genvid technologies was founded in 2016 by some square enix veterans it is a us-based startup with offices in new york montreal la tokyo and berlin the company is backed by some leading games vcs like galaxy interactive and makers fund and we have people from both of those funds on our board and we have amazing advisors like excorianic ceo chiwada digital media executive matt ball anna sweet who is instrumental in building valve and steam into what they are today and jt gleason who was at twitch for more than eight years in key roles leading both partner and developer relations uh here is our team of awesome people working out of those offices highly talented folks that are a lot of fun to work with many have worked at blizzard riot square enix ubisoft wargaming and have rich experience in game development in esports you can see the variety in terms of ethnicity and gender diversity and background experience and age and we think it's important to have
a diverse team to help us tackle a lot of the streaming experiences that we're helping companies create and we are hiring so do feel free to check out our website for details the media has covered us um if you haven't heard of us in terms of public streams we have partnered with the top esports broadcasters and interactive streaming and stats experts like stats helix to create interactive experiences on twitch uh for the counter-strike majors and we've powered the last four counter-strike majors our mission is to power the future of interactive media we believe that people love shared experiences and particularly when their participation matters and be it gaming or sports or reality tv these are the events that become water cooler moments in the office or these days what people are kind of randomly chatting about in the random channel on slack we're already working with top-tier platforms leagues and events uh to create these experiences
games and traditional media are at a point of convergence and perhaps it's better to describe this as an ongoing evolution of convergence as media is trying to become more engaging like video games are and some games are addressing larger audiences of spectators by creating non-gaming experiences and interactions for them so when talking about interactive streaming it could be something like the netflix choose your own adventure style movie bandersnatch um or the zoom revolution that we're in right now with people talking to one another following each other on streams and asking questions long story short both sides are trying to be more interactive and increase their mass market appeal this is something that's happening right now and game developers should be thinking about this ongoing shift in paradigm and the new forms of gameplay that players and viewers can have together and we'll touch on that a bit later again this is about live ops and shared experiences or these massive interactive
live events or what we like to call miles fortnite is organizing massive online events like dj marshmallow's performance last february that reached a reported 10 million viewers only to be eclipsed by the party royale anchored by travis scott in may that reached a staggering 12.3 million and when epic founder tim sweeney was in helsinki last year he spoke about how players met in fortnite not only to play fortnite but to chat with one another to watch other people play together and to have a shared experience and so here games are building experiences that appeal to more than just core gamers as they reach out to a wider audience and this is true for non-gaming events may 1st in finland called vapor is a it's sort of a cross between labor day and the start of spring celebrations and traditionally people are out having picnics and celebrating in town and unfortunately we couldn't do that this year um but there's a vr company here in helsinki that made an online mayday concert experience that
was broadcast on youtube and i happened to be in in hangouts for a work call when this started and i couldn't understand why i kept getting dropped out of the call i'd never experienced that in finland we have pretty good internet here um it turns out roughly 12 and a half percent of the entire country was watching this this online event um and more interesting for us about 150 000 people were actually interacting with that live stream creating avatars and having fun with it online and just it's interesting to note that this was deliberately done on a live streaming channel and not broadcast on television so they could have that interactivity um there is a long history of technological innovations creating new entertainment formats particularly in video but you don't have to be a huge company like epic games because genvin's technology is helping small and indie studios get in on the action and be part of a wave that is bringing the the best aspects of lean back tv lean in gaming and live entertainment all
together and here the audience will matter and the individuals themselves can decide their own level of involvement or influence and so now i'll apologize to all the people who aren't interested in sports uh but it ends up being a really good analogy to explain what we're talking about because sports uh like video games um are games with rules and objectives and while miles are not exclusive to sports again they could be concert events and reality tv um they uh these are things that bring people together but the examples from sports are just closer to gaming and in order for games to be disruptive in the space we need to look at some of the success that we've seen in traditional media and traditional media has a service design that games really don't have and that is a focus that's beyond just the player we have a larger view of what it is to be a sports fan uh and that's because there's an entire service design around that
uh there are people that are playing in the in a physical stadium in the world and then there are people that go pay money to go to that stadium and watch the event and these are the people that are paying the highest cost per capita and then there's also the largest demographic um people watching the game at home on tv but again there's a service design behind this that goes from player to participant in the stadium to viewer where the player is actually just a concentrator for the funnel so if we juxtapose this in the digital world games in this case you have people playing uh the participant doesn't really exist and then we we jump straight to viewers and it's that participant experience that ends up being the core of what the viewer experience is based on if you are at the stadium you have the people that are closest to the field and the best access to the live players and the people at home are watching facsimiles of that participant experience in the stadium you have
different camera angles zooming in zooming out to see different players uh you have shots of people in the stands that almost make you feel like you could be in the stands if you're watching this at home and this allows for the viewers to enjoy that in-stadium participant experience and for the most part in the digital world we have jumped from the player experience to the viewer experience and we are just watching the player view for everything and that's not necessarily the best way to build experiences for viewers so right now we have a growing underserved market which is the viewer uh historically developers have been focused on the players uh they create great gaming experiences and they know how to monetize them um and developers are only now just starting to get comfortable with thinking of viewers as part of the ecosystem which is why it's really exciting to talk about this and to be in this space twitch continues to post record quarters both in terms of hours watched in viewer accounts on the
platform and in terms of hours watched uh twitch jumped from 2.3 million hours watched to 5.1 uh million uh from the last quarter of 2009 to the second quarter of 2020 um the average viewer count went from 1.2 million at the end of 2009 to 1.4 million in february then as high as 2.5 million in april before leveling off um to 2.2 million averaging average viewers over the summer um clearly the ongoing global camp pandemic has caused the spike in viewership but it's there was significant uh growth before kofit 19 and this is more kovit accelerating the trend here and again apologies to the people in the audience who don't know anything about baseball uh but in many ways this slide really highlights my point here of why viewers are under underserved um most streaming experiences look something like this uh streamers can only broadcast from the player's perspective and it's really difficult to follow what is happening in the game with just this
view strategy tactics team coordination are all lost without giving the audience an understanding of the bigger picture um and i as a viewer if i'm watching a game on twitch if i don't play that game myself um i really don't have an idea of what's going on if i don't understand what's going on then it's not particularly engaging for me to watch that um so it's important to note that game developers and not streamers uh but game developers are in the best position to address viewerships of their games uh game developers have the ability to put in new camera angles and create interactive experiences that address the viewers and help them understand what is happening in the game um professional sports are spectator driven businesses and game developers are only now starting to build that spectator-centric value and tap into this audience so we at genvit are focused on the participant experience we feel by creating a value-driven participant experience that has
multiple layers of engagement where the viewers can affect what they are watching we can create a really cool funnel that benefits everyone in the ecosystem players participants and viewers alike so again thinking of the physical world players aren't paying for the most part they are being paid um participants that are in the stadium are paying the most but are likely having the most fun because they're right there in the action and they can feel the energy at the stadium but it is because of that participant experience that they are able to drive most of the revenue through broadcast rates um players are the core demographic that developers are thinking about today they are basically the only monetized segment and interactive viewers again another way of saying participants are an opportunity game developers make interactive experiences geared towards players but there is an opportunity in making these interactive experiences for viewers
and spectators benefit from an enhanced more enjoyable and more understandable experience that will help drive fandom and value so what does this mean people go to stadiums to enjoy that rich experience and they get that through understanding the game um or music if it's a concert but they want to go to the event knowing that they are competent about what they are watching um so here are some ways that we can add value and create enjoyment competency and fandom so on the left here we have bird's eye camera angles maps that can be toggled on and off uh that provide viewers with the big picture i can select an angle that works for me um i could pull up live stats and that helped me follow my um my favorite player or um compare my favorite player against some other fan favorites um jumping to the middle slide unlike sports video games are
constantly evolving we live in a world of live ops and rules and and gameplay just change over time so it's important to tell the viewers what's going on so they understand what they are watching and this is also super important to help novices get into the experience and then finally on the right um viewer interactions where the viewer can actually reach out and touch the game and affect what's happening by providing a player where with a lifeline by sending some extra health or impeding them by by setting some traps when talking about the different types of interactivity uh we like to structure our thinking a little bit so there are three different tiers the first of which is informational and again this is giving viewers information and the goal here is to have a competent viewer so like being able to adjust the volume on a traditional broadcast you should be able to adjust things like stats and data and being able to toggle on and off things like what's in a player's inventory
or maps where the players are and where they can be located on those maps and and this is just data that's sent along with the stream so it's not particularly difficult to to implement the next tier is customizable and this is the idea that you have different demographics and interest groups that are watching your game and giving each of those groups a native experience so it could be a localized version in their own language or just allowing them to cater information to a specific team or a specific player that the audience is following it could be something like um having a different camera or different language options and in esports we're already being segmented with say english or korean specific channels um and this helps us create that home and away feeling that shoutcasters are often talking about with specific teams um so the easiest way to think about this is just having custom cameras and data feeds with separate chat and sharing functions uh and this is
just a web overlay on top of video again it's not that hard to implement um and then last and this is usually where game developers jump first uh that's the influential tier and this is where viewers can reach out touch the game and and have an effect on player experience be it through cheering or something more impactful um it could be something nuanced like cheering that buffs the npcs or boss characters in a game and it makes them more powerful and the viewers enjoy that and then maybe as a result players get uh better drops as a as a result of that or it could be something super impactful like buying a grenade and throwing it into the middle of the match and seeing what that does or sending in supply drops and watching all the players race after the goods we start with informational simply because it's the easiest to implement it's just exposing data and putting it in a web overlay customizable takes a little more time to
figure out um camera angles it can be tricky uh working with developers who maybe didn't think about the entire world uh and only sort of drew part of the world that the players would see so by putting in a a player-centric camera they might expose parts of the world that weren't actually drawn um so some of these things need to come into consideration um and then obviously influential is the hardest it takes a fair amount of time and effort to figure out player balance and enabling viewer inputs to affect the game in ways that it doesn't totally destroy the player experience and actually working with the developers to solve some of these problems is probably the favorite part of my job to be honest um so why does one want to do this um because if you build an audience and fandom you can monetize it um maybe it's a way to attract more players into the game um and both informational and customizable tiers can be put behind a play wall or paid for by a sponsor or monetized through ads the influential tier opens up
possibilities of micro transactions where viewers could be buying consumables or cosmetics that affect their experience as well as everyone around them and i'll note here that as of february 2020 590 million bits have been cheered on twitch so this empowers uh viewers to become active participants in the ecosystem helps drive the massive interactive live events that i was talking about earlier um so key takeaways um it is still early days but there are a lot of potential out there again developers are in the driving seat here and i personally can't wait to see what ingenious ideas the developers out there and the audience will come up with next um so thank you if um anyone has any questions don't feel to reach out i can see there are a bunch of questions in the chat my email address is listed here below our sdk is available for free on our website um and with that
i'll take questions and i think uh alan is ready to uh to join the call and help us answer some questions that's right yeah uh alan and um coming in to help answer uh we we've got several questions as you say on a number um let's start with the stuff from the top how hard is it for developers to uh implement your solutions uh it really depends on the the game style itself i would say like there are a lot of games that can be um difficult and complex and then there are very simple integrations that can be done rather quickly we have one game that was done by a japanese developer called spaceweeper and he was able to integrate all three layers actually in one day um admittedly is probably a super programmer but like it it doesn't have to be that difficult and it really depends on the options that people select okay terrific and which genres of game
would you say would work best with your solution obviously you use battle royale as an example but um clearly some summer genres the solution will be relevant to some developers more than others right yeah sure i think anything that has a more visual aspect multiplayer games where you have competitions that are happening um tend to fit the genre best but there are a lot of game styles out there that match reality tv or social deducting games become kind of an interesting use case um but again going back to the the sort of interactive live events um i think that can be applied to pretty much any game um and build something around that as well um so it can be very versatile cool yeah i suppose you know your your objective really is to just enable whatever developers can come up with is sort of up to their imaginations um so this is sort of a new uh new sub sector a new technology how big do you think it will ultimately get
to you and and do you think revenues will be additive or will it uh cannibalize the things that developers have to worry about spending already i i think this is really additive i think most of the people that really want to play the games are going to continue playing the games i think you will have fans that were going to follow some people that are happening inside of these experiences but i think this is a way for games to actually reach out to wider audiences uh in in in the sense of just you know exciting people to get involved and participate or yeah okay so what do you think is that the big vision then like where do you want to be or think we can be in sort of five years time with this deck that's a big question and i think it's really up to the developers to understand how they want to leverage the technology there are lots of super interesting things that are happening um but i see this being in many ways also part of transmedia on a wider level as well guys so we've already seen the phenomenon for instance of you know um twitch plays pokemon or
just recently we had twitch tries to land a boeing 747 in flight simulator that's good janky but kind of amazing that they managed to do it at all do you think one day we'll have games being built specifically for multiple players rather than absolutely i think you'll have very casual experiences where you've got multiple viewers that are in there impacting what's happening um there are lots of things that can be done in different game styles that are collaborative nature and then there are others that are more competitive in nature and then there's then there's a whole subset of people that just want to watch all the madness happen and i think that's in many ways the kind of the exciting part but they can watch the madness and and jump into the fun as well and have an impact on what's happening uh so it goes back to that the idea that people love to be engaged and watch all these things but it's more engaging when they can participate yeah yeah for sure that that makes a lot of sense um yeah can you give us any sort of specific case examples of of games developers that are implementing this interaction right now
yeah i don't know if anybody saw robin's talk earlier uh i believe he was yesterday but retreat is a persistent mmo game uh being done by a studio here in helsinki uh and they actually it's a mobile first game done in godot and they actually saw the twitch uh overlay and being able to have uh viewers interact with the game in a way as a core pillar of their game it's for them another entry point it's a way to keep people engaged uh and it's a way to um again have a sort of interplay between players and viewers um and that's one example we have 10 15 projects that are game specific projects that are going through right now i i remember i saw a game at egx rezzed um a couple of years ago the drg initiative something like that which was a um sort of a multiplayer shooter that was also a little bit battle royale and and viewers could participate in the game by deciding where certain weapons got dropped and
dispatching care packages it was inspired by the hunger games and all of that where actual you know viewers of the hunger games in the movie or the book would send out care packages to their favorite um participants so i guess that's another example it when this uh you have to be kind of careful because you don't really want to upset the balance of the the actual players if they feel disenfranchised because um they're being you know negatively impacted by the viewers it becomes a tricky thing yeah i suppose they they feel you know upset if the audience picked the favorite for one reason or another yeah okay um so on a similar note actually then like there are there are other ways that this could book the experience for streamers and players like would giving away a streamer's in-game location have a negative impact on their play for example by encouraging stream cycling alan maybe you want to answer that um oh can you guys hear me sorry there's a button on my head set that
mutes and i always forget to turn it on or off um i think that stream sniping is definitely a concern but i think that from a design perspective there are ways to get around it um you know doing everything from potentially building in a delay into the feed so that it minimizes or reduces the chances of stream sniping but then if you do that then the types of interactions will change a little bit you know you may not be able to do something like controlling like an npc character in the game as a viewer but maybe you'll be able to do things like item drops which you know run on a timer or something like that so you sort of delay the input the input time so i think there are ways to build around that if things like stream sniping do become an issue um uh but at the same time i think like it it's something where you know where we sort of put the we put these tools in the hands of designers and developers to work with to come up with these kinds of solutions and you know we're able to basically work with whatever um people come up with and you know if
there are new challenges i think that we are in a good position to be able to solve them and try them out or to try things out you know this is all a very new technology a very new medium and concept for people to wrap their heads around so it's an exciting time but yeah there are definitely things that we have to be careful about not everyone on the internet is going to be a nice person uh going back to yours you're mentioning the um flight simulator uh control uh twitch earlier i just saw a post or tweet from rami who just mentioned that the latest 747 flight ended disastrously as they are about to land and someone decided to just gear up at the last second right so yeah yeah so these are things that you just have to design around but i don't think that they're impossible or unsolvable um but that's what makes this all really fun and exciting for us yeah sure um we had a we had a related question to that how do you think we can balance viewer interaction against orchestrated cheating i guess we touched on that a little bit if we might get past that unless there's anything you want to add
chris you got any thoughts no i again i think it becomes a design question um that i think things will happen people will discover exploits uh game developers will work around those exploits i mean this is very commonly seen in multiplayer games everywhere so yeah so the technical question here that the tech looks really interesting but what's the bandwidth impact and is there a risk that these sorts of elements could slow down gameplay well the gameplay is kind of completely separate in the sense that it's um you know our sdk goes into the spectator build so we're not actually in the sort of the game itself uh and then we're just you know on twitch or youtube or whatever streaming service uh people want to integrate into so from slowing from slowing down the actual game i don't see it uh affecting things maybe the viewer experience with the
viewer experience i think there's going to be a slight bit of latency but a lot of the design designs that go into the thinking um sort of compensate that or inform the viewer to let them sort of get a heads up as to what's going to happen so in many ways the viewer can kind of see into the future for that duration of latency um and allows them to have sort of a better sort of experience when it comes to that in a way um and then as things speed up these problems are going to disappear so cool um we i know we have a demo uh there's two um some of the questions that remain in the chat sort of been touched on like the hunger games scenario where um certain viewers can favoritize um players i'll just maybe wrap with these last two questions here which basically the same where in the development cycle can your solution be introduced how early should developers start thinking about it is it good to like start from the design stage with this sort of thing in mind or can we just bolt it in towards the end i think with
all things game design it's better to think about these things from the beginning so that you can think about potential problems and troubleshoot them as you go um and the design thinking i think as both allen and i said it's this is new it requires a lot of out of the box thinking developers are not used to working with the tech as an example i was working with some people that wanted to experiment with detector in the global game jam last year and i met with them in their office and we were going over game design ideas and there were a number of great ideas that came out but it was kind of like this is interesting but you'd actually just this this is a better multiplayer game than it is like a viewer streamer or a viewer uh player type interaction um and so i think the earlier you can start thinking about it the earlier you can kind of pull us in and start having these design issues the easier it will be to mitigate potential design problems down the road okay very cool yeah that makes a lot of sense um okay great so why we believe we have a demo now i uh so
uh well let um the stage manager spotlight your screen and if you'd like to launch into the twitch thing for like 10 minutes uh we'll take a look at this yeah sure um like i said this is going to be an interactive demo so i'm not just going to be simply doing all the you know the playing myself everybody here will be able to do do the same thing that i will be doing also i believe this will probably be the first interactive demo at a pocket gamer connects this year as far as i'm aware and potentially at any online uh conference so far too so this is exciting for us all you need right now for folks who are interested in participating is to make sure that you have logged into your twitch account in your browser if you don't have a twitch account now it's a good time to set one up very quickly it's mostly painless i promise and while you guys are doing that i am going to walk everyone through this game so i'm just going to do a little bit of internet magic too much internet magic um i think my
camera just disappeared uh well that's okay you don't necessarily need to see me right now um so uh just a quick introduction my name is alan i'm a producer at gender technologies and today i'm walking everybody through a game of chicken arena chicken arena is a game mode as part of a larger game called chicken which is a game that's currently out on early access on steam it is a survival sandbox game where you're exploring a mysterious island with all these wonderfully strange and funny-looking creatures uh you will be able to help not only support the creatures that are in the world but you'll also be able to create your own uh interesting creations as part of the experience um the arena mode that we're playing through is a gauntlet style challenge called seems to all the coliseum style challenge where you'll be taking three creatures that we have brought to the arena and going against an ever increasing gauntlet of tougher and
tougher animals so in order for you to begin with the interaction uh on twitch i will we will send out a url not yet but we will send out a url once you get to this url all you need to do is open up this little icon on the right side of the screen where it asks for you access to the overlay or to your twitch id data and you just simply hit grant and then just hit refresh and what will happen is that you will now see a tutorial mode that will walk you through this and i'll walk you through it now you can always skip it later if it comes up so in this game uh we as a group will be going through and helping these three creatures um fight against these other creatures uh in a variety of different ways so the first thing that we can we will be able to do is vote for a creature like i said i'll be bringing three creatures we'll be able to select uh the favorite one that we want to bring into the fight um and we'll vote for him as a group the next thing that we will be able to do is
that during the fight itself we'll be able to cheer for this creature and we'll be able to cheer for them by clapping and there will be this circular button over here on the bottom left that we can click on as we start clicking on this it will the blue circle on the outside will slowly begin to dissipate once it runs out you will have to wait until the circle regenerates before you can cheer again what does that sharing do well it does uh well does a few things so the first important thing is when you look at these bars at the very top there are three bars that will track the stats of a creature the first one will track the health bar which obviously once it runs out of health it'll get knocked out the second bar the middle one is the energy bar which allows the animal to use special attacks and move around the map and the final one the very bottom is the ultimate attack as we start clapping together as a group we will be able to help our creature build up its ultimate attack bar and once it maxes out that ultimate attack bar it will be able to unleash a super attack
and it'll be amplified and they'll be able to do extra damage over a short period of time if you want to learn more information about these different creatures they all look really bizarre but uh don't worry these different looks are actually grant the creature different abilities and you'll be able to look at the different abilities by clicking on their player or their character portrait in the top corners and you'll be able to see things like their stats as well as the information for their different types of attacks which i'll talk about during the matches and finally when our creature runs out of health uh we will be able to have a moment to rally it and help bring it back by clapping and cheering for the creature as a group we'll be able to bring it back to life for just one more chance one more attack um hopefully we'll be enough to defeat the opposing creature um oh and in between rounds we will be able to feed and uh take care of our creature so we'll be able to feed it raw meat or hamburgers to help build up its energy or we'll be able to send bandages to help build up its health um note that the raw meat hamburger
advantages all will deduct well they say that they will deduct bits from your account we have disabled the bid deduction itself so you can send as many hamburgers and bandages as you want to help heal or power up the creature so now that i've done that whoever if you don't mind if we can send out the url in the webinar chat so for everybody to click on that link and all while you guys are doing that i'm just going to see why see if i can get back onto the screen that's weird sorry if you're just hang on one second i apologize i am back and slightly bigger than i
want to be all right here we go so folks who are jumping on right now let's take a look at what's going on right now they've just started a round of the gauntlet this is the majestic feather cat going against the majestic legged snat like i said during the match itself oh and feel free to turn on the volume you'll be able to hear the crouch um also as we as they start fighting um which is also ends adds a lot to the atmosphere uh so like i said before if you click on the clap button we'll be able to build up the meter uh of the majestic feather cat the more you click the more we power the majestic feather cat up so right here the snat unfortunately has been amplified but the majestic feather cat is also now amplified so now they're both able to do extra damage against each other if we keep cheering we'll be able to help rebuild that super power meter as quickly as possible to hopefully give it a second chance for the feather cat to go against snap with its super damage feather cat just stunned the snap and is
now powered up and ready to take on the snap some more um again sorry i'm going so quickly i'm just commentating on the match itself if you have any questions uh feel free to ask them in the chat um also if you are having any issues not seeing things like the icons appear things like that refresh the browser make sure you are logged in and make sure you have granted access to your twitch id um to the uh chicken extension so you know what we're just going to go with this i actually have never seen uh the so this is a five creature battle i've actually never seen the last creature and i've never beaten the last creature so we as a group will be able to go through and uh see what that looks like but i won't be able to do this without everyone else's help so if we all do this together we should be able to win the whole gauntlet so as you can see here the game also lists out the number of claps so thank you cat link thank you gear and asia myself my twitch id is hey it's really allen i think hamilton was the last one so
thank you chris so the second match i believe this is the oh well before that we can all vote for a different creature my personal favorite is the scarlet cow bird but hello the hefty repeat dog is also really powerful the majestic feather cat i think has the best set of abilities so feel free to vote for the one that you want oh and again i know i went through the tutorial very quickly and i apologize for those of you uh if it's too fast for you if you ever want to run the tutorial again just click on run tutorial over here on the left side of the uh the screen so the hefty repeat dog has entered the arena it has a giant horn on its head and it's also roughly two and a half feet high but it's got a long neck so we'll see how it goes um chris is there anything you want to mention or say anything to anybody about what's going on right now are you just going to run it with are you just going to take in the uh
the fight with me i'm just enjoying the fight in general i i just okay these guys are so weird looking i love it yeah um so i was saying before these different animals have different abilities based on their different um life blocks that are attached to them so you know you got these chicken legs over in the reaping dog you got these cow legs the dino crab title cow crab if you want to know the different abilities again you can just click on the hefty repeat dog or the portraits and then they'll show these different items or abilities so for example the dino cow crab over here has a tail strike which stuns the enemy it has a charge ability it also has a bite oh and the repeat dog has already been amplified so he's going to go to town against the dino cow crab dino cow crab is also now amplified but he's also losing a lot of health very quickly so we'll see what happens with the repeat dog i think the repeat that's going to be able to destroy the dino cow creep crab this is going to be a very easy round and we'll be able to take on the next challenger very very quickly um oh no dino crowd crab actually took in some couple good shots oh
but the dino cow crab is now stunned and it is going to get knocked out shortly i think maybe one of the questions that we usually get oh and so you can see here the different the round summary only 10 attacks were landed by the reaping dog but obviously by amplifying the animal we're able to do a bunch of extra damage which is why we were able to slightly just beat out the um the uh the dino cow crab thank you mika for also joining us as well and playing um yeah so here's a repeat dog doing a little bit of a victory spin it also has so it not only i believe it has a charge and a bite but it also that little thing on its own behind is a spider it's a web shooter so you can also shoot webs uh at the opponent at a distance although the way that this ai is behaving it generally just kind of runs up to you turns around and shoots you in the face with the web um we it does just saw the way the beast communicates i suppose
um should we should it be clapping all the time or is it or is it strategic um it's going to be a bit strategic um if you notice that that blue circle will dissipate over time so once it gets down to zero essentially your claps won't count for the um the uh the power amplification um so the idea behind this is that we kind of want to encourage viewers to just get into sort of a rhythm of clapping um so that you don't lose that meter and you'll also be able and then the more meter you have the faster the meter itself will regenerate um so there is a little bit of a strategy to it um it's just you know if you think about if you're at like a like a sporting venue you're not just cheering a hundred percent of the time you're trying to cheer at very key moments of the event or you know trying to get into a rhythm to to to amplify your ability to to cheer and so forth um but again these are things that you know we as genvid uh did not dictate to you know to the developers uh this developer is a company called
catapult studios based out of new york city um these these ideas are things that we worked on together um and we thought a lot about the design the approach and everything and so you know this can work oh they just shot eggs at each other so they both have the ability to shoot eggs and i think the two eggs just kind of negated each other but yeah this is something that we work together on designing you can see that there's a lot of nuances that we've thought about um and you know to try and make a very compelling interesting experience for folks to check out um the other thing i just want to point out really quickly is that if i disable the chicken overlap overlay you can see that things like the clap button disappear um and that's because all of this stuff is not through the game stream itself it's actually something that the overlay on twitch provides um oh it is vulnerable so it's running out of health so now we need to cheer as much as we can to just give it a little bit more of a rallying cry just to get a little bit more health so that it can just survive just a little bit longer your sort of rocky moment essentially so the feather cat now has about
roughly a third life but that laser blast in the cyborg dodo is really annoying it does a lot of damage it has a tendency to shoot it in the like at close range and at a distance i think it's totally unfair and overpowered but uh it is that's the brakes so we'll just have to work against it so if we cheer for it again we might be able to give it a second or third wind at this point to be able to maybe topple the cyborg dodo oh they start throwing a bunch of eggs at each other now they're just biting into that and the feather cat just gets its self railed again it's almost out of health maybe a little bit longer we just need to survive till the end of the round so we can just survive for the next 11 seconds oh unfortunately that's just not enough i i i generally lose at about the cyborg dodo you can see that it attacks a lot and its attacks land a lot and that's really frustrating uh the majestic feather cat also had this ability that i wanted to mention earlier where it can teleport behind you
so these abilities are sort of crazy it shoots eggs the teleports behind you has a bite i think that it even has this because it has bird wings it has this ability to blow you away and stun you also um all sorts of weirdness um but that's that's that's the intrigue of this game is that it's it's so strange but there's just this weirdly attractive thing to it um and it's also just because all these abilities are so diverse it really lends itself to experimentation and just letting you just kind of go wild with creating some of these different creatures thank you very much that was terrific it's a lot of fun um okay cool well is it we have uh with that's our time basically on the big screen gaming track for this um this morning is there anything else that you guys would like to say in conclusion or shall we uh shall we break for lunch there uh chris you got anything yeah don't just thanks everybody if anybody has any questions don't
hesitate to reach out cool and awesome thanks very much to uh to generate for that demo very exciting the potential that that technology has and thanks again to genvid for sponsoring the big screen gaming track
Modern game design is undergoing a fundamental shift that treats live stream viewers as active participants rather than passive observers. By adopting a service-oriented model similar to traditional sports broadcasting, developers can bridge the gap between lean-back entertainment and lean-in gaming. This evolution centers on the creation of Massive Interactive Live Events, which utilize specialized tools to allow audiences to influence gameplay, thereby unlocking new monetization channels through microtransactions and strategic sponsorships while deepening overall fan engagement.
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