I'm gonna back to requote mlogan's post
"Do you have statistics on how much money is lost in the gaming industry because of Let's Plays, aside from anecdotes of a few friends of yours? "
Admittedly, I don't. There isn't any concrete way of quantifying amount of sales lost for any product. My standpoint comes from correlating the nature of Telltale's Games' renown (sales estimates are the closest to answering that question, put in scale to the popularity of the franchise) to the nature of its bankruptcy, and bring this up as an example of a possible factor in lost revenue that eventually influenced large layoffs.
It's largely circumstantial, but
I know if it was an objective truth to begin with, there wouldn't be any need for a mention.
It's because Youtube videos have always been a grey area that the question on whether LPers are helpful to the games industry is still a debate that exists today.
@Nivlacart, I understood that your mind is already set about this situation. Everyone has their core beliefs and you have understood it is hard to convince people another way of think. Everyone should learn to agree to disagree and move on. Everyone has opinions; if you do not like the option that people here provide, you could just ignore his/her explanation.
In my defence, I'm not here to fight with this community, I could get myself banned for entertainingly much less if that was the goal XD
I think that this IS a question that ought to be asked by any game developer.
I've nothing to gain from being emotional about this, really, so let's continue to keep this civil.
I did come from the same opinion as the rest of you,
I love watching LPers.
I regularly watched
SuperBestFriendsPlay (and even back when they were
TwoBestFriendsPlay) and
Game Grumps,
I watch
TheWarOwl, Fitz, Videogamedunkey, Afrosenju, HotPepperGaming, NerdCubed; I think
Pewds is a pretty cool guy.
Even now I still watch some and listen to their podcasts on the bus rides to school.
But I'm weighing in on this because of knowledge I've gained from expanded awareness of the industry that I didn't have back when I was just an indie developing RPG Maker/Construct/GameMaker hobbyist.
Awareness that I've gained from real veterans of the games industry that have gone through layoffs, that have seen the volatile situation that the average game developer is in.
So as much as they were entertainment to me before, I have to antagonise the existence of full game walkthroughs because of it.
I would like to reiterate that I'm not here with a burning pitchfork like 'BAN ALL LPS THEY ARE EVIL'
But still, everyone so far has only kept trying to bring up 'full game walkthroughs have nothing to do with game sales' but has anyone even justified the merit of full game walkthroughs existing for anything more than what game reviews or game snippets provide?
Even regarding the solving an obstacle in a game doesn't require a full game walkthrough, only footage of that challenge.
Even Primagames (rip) didn't have the audacity to show a full game walkthrough to market their game solutions.
Well that depends? Did they make a bad game that few to no people wanted to play? Did they have bad marketing and make bad business decisions in various areas? If so then yes, they deserved to fail. It's only logical. Make a bad game, make bad business decisions, go out of business. Failure isn't even a bad thing, as one can hopefully learn from the mistakes made and go on to new projects with a better path to success.
That is the risk that one assumes when going into this field or other similar fields like the arts. Unfortunately, not everyone is cut out for it, even if you create good/great art. If your business skills are not up to par(which is common for most beginner creatives), or you haven't taken the time to learn valuable life skills (personal responsibility, time management, communicating with others etc.) you're not going to survivie, or have lots of trouble doing so.
I don't mean to offend, but
addressing the point itself, that is a
dangerously arrogant standpoint to take.
As mentioned before, not everyone has the position to make business, marketing or development decisions on a game project.
Many a game dev come into this line of work because they believe they have something to offer the game world, with their ideas and their vision. They all want to be the next Hideo Kojima, Shigeru Miyamoto, Todd Howard etc. famous game developers who have rocked the game world.
But we have to humble ourselves, for a good period of time until then, majority of the time we're going to be cogs in the games industry machine. Workhorses that are disposable. The uproar whenever the community hears about a company forcing its employees to crunch (recently, Red Dead Redemption 2) wouldn't be so significant otherwise.
And while this isn't meant to say 'oh, we should allow everyone to make bad games', as much as that's opinionated, but we are all collectively responsible for shaping an work environment that's going to be fair and liveable for fellow creatives.
Saying 'if you didn't survive in this work environment, you're just not cut out for it. You're not good enough' is just such a lofty, elitist, gatekeeping standpoint to take in an industry that is dependent on teamwork.
There's going to be people that start off bad and improve. There's going to be people that come into their own. There's going to be people that will have something to offer to the game world once they've gained their footing.
But they're going to be put through a unfairly difficult filter if they continue to be the victims of the game industry's oversights.
As for the other points, particularly the dinosaur comment,
Just as we're all expected to evolve in the industry we're in, we also have to continue to help our own industry evolve.
An example would be like the anime industry, addressing animators' low wages. Apart from lobbying to increase their salary, they've also begun projects such as Animator Dormitories.
Changing the industry you work in along with the times is also an integral part of evolution.
Every generation of creators and creative business owners will be pit against challenges that the previous generation didn't have, that's why raising issues about the modern dilemma are important topics to debate upon. E.g. Youtube and mobile gaming weren't issues game developers had to even consider back in the SNES or N64 era days. It's nothing to be apathetic about.
But people don't have access to games they don't own. However, they can watch the experience of someone who does have access to it. Those are 2 completely different things. Playing a game, or even experiencing a game for yourself is not the same as watching it, regardless if the game is more story driven or more interactive.
And this goes back to this point:
This is also another reason why full game walkthroughs should be banned. If they can't afford your product, they simply shouldn't have access to it, just like anything else.
Every game dev loves having people appreciate their work, but this is still a product that earns money and pays bills. Do they get a free access pass just because they can't afford it? Does it allow them to have 80% access? 50% access? 20% access? How much does the content they watched weigh?
A stretch of an equivalence for movies would be if a Let's Watch craze started, with people watching full movies on Youtube. The resolution would be a lot smaller, such as 480p or 240p, and maybe... let's say the sound only came out from one side of the speakers while the youtubers commentated on the other. You don't get the full movie experience, do you? Fans could say that they're watching these Let's Watches because of the content the Youtuber provides, but it doesn't matter, it's not allowed on Youtube anyway.
So why don't games get that same level of integrity?