SlideShare a Scribd company logo
MixerLogo_DarkMixerLogo_Dark
Greg Smith, Gersh Payzer
Game Design for Sub Second Livestreaming
with
Lots of People Are Watching Game Video
Today
660M+
WW audience
44B+
hours viewed
annually
1B+
WW
audience
55B+
hours viewed
annually
By 2020
VOD Live ???
Align audience with the streamer – shared goals
and shared rewards are stickier than trolling
Make the audience role meaningful, diverse and
device accessible
Build progress for audience members before they
even own the game
Make sure audience members receive visual
feedback for their actions
Unity
Unreal 4
C++
And more…
https://www.assetstore.unity3d.com/en
/#!/content/88585
https://github.com/mixer/interactive-
cpp
https://github.com/mixer/interactive-
unreal-plugin

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Game Design for Sub-Second Livestreaming

Editor's Notes

  1. Comparables: More prime time viewers than MTV, TNT, AMC, MSNBC More fans than MLB, NBA, NHL finals Larger than Netflix, which had 42.5B hours of watching in 2015, up from 29B in 2014 Total TV viewing time is still much larger, with an average person spending between 15-50 hours per week (18-24 lowest, 65+ highest)
  2. When I started in the industry, you spent 90% of the time building a game engine and 10% of the time building your game. Making games was too hard, so I left the industry to make it easier. I worked on a technology called XNA, which was a pre-cursor to engines like Unity. I think with modern engines we’re on track to succeed at that. XNA was also the first open app store that paved the way for the iOS app store and many others that followed. Now anyone can publish. But I was wrong. I didn’t solve the obvious problem that came next. Discovery. But that’s why we’re here today.
  3. Put Twitch, YT logos in there.
  4. Gersh: Our game is going to be an infinite runner. Zombies are turning into humans… You must escape the Human apocalypse. What if the audience can drop bombs and set traps to make things harder for the player? Greg: Gersh: Okay, in that case, what if the audience can revive the player if they die with a push of a button? We’ll even flash the player’s name across the screen when that happens so they feel special. Greg: Gersh: Your right, that’s not very challenging. Game design is about systems of interesting decisions and tradeoffs. I should incorporate that game design into the experience I create for viewers. Wait… so can I just think of the viewers are “players”? That makes it easy, so I should just take all the game design expertise I already have and apply it to the viewers. I should consider viewers to be players! I’ve never thought about that before. Alright, let’s give viewers tools that can help the player like ladders, but they only have a limited number. They have to place their ladders are precise locations otherwise they are not helpful. Let’s say they place the ladder so it falls an covers a gap the player would otherwise have to jump over. But if they misplace the ladder at the wrong angle, then it falls down the gap instead of covering it. Greg: Gersh: I didn’t know I could show different controls to different viewers. What can I do with that? I know, what if each viewer had a different tool and they could work together to be even more effective. Like two viewers have ladders and one viewer has tape. If they put their tools together they can build a taller ladder that can get around even bigger obstacles! Greg: Gersh: That’s a good point. I want viewers to have incentive to watch my stream. Can I give each viewer XP for just watching? Greg: Gersh: I didn’t know I could do that. Can I design it so when a new high score is reached, I plant a giant flag with all the viewers names on it that shows up for anyone to play the game in the future?