@cmuratori the argument seems to go LPs help small devs get exposure.
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Replying to @ryangreen8
@ryangreen8 Right, I'm asking where this suggestion is coming from.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@ryangreen8 If many or all linear games had poor sales if they had extensive Let's Plays, it'd at least be correlative.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@ryangreen8 But as far as I can tell, it isn't even correlative - plenty of 100% linear games with Let's Plays sell very well.1 reply 0 retweets 2 likes -
Replying to @cmuratori
@cmuratori I'd say at least two things contribute. Subject matter, and the game is on rails for the most part.1 reply 0 retweets 2 likes -
Replying to @ryangreen8
But that's not what is at issue, why are we pressured to give the entirety of our content 4 free via LPs and have to compete with ourselves
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Replying to @ryangreen8
@ryangreen8 Well, I don't care one way or the other, but I was trying to evaluate your argument and it was predicated on this.1 reply 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@ryangreen8 Eg., in order to say there's an issue at all, it first has to be demonstrated that sales were materially affected.2 replies 0 retweets 0 likes -
Replying to @cmuratori
@cmuratori@ryangreen8 You seemed to start with the premise that they were, and I have a hard time getting there.1 reply 0 retweets 0 likes -
Replying to @cmuratori
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@cmuratori since I don't have access to an alternate universe where LPs don't exist all I have is anecdotal.1 reply 0 retweets 1 like
@ryangreen8 Anecdotal meaning people told you that they didn't buy the game because they watched it on YouTube, or something else?
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