Even then, paying 10 huge name streamers 100k is still only a million, while these companies are reaching hundreds of millions for their marketing. And I know most streamers do not cost anywhere near 100k. The Markiplier and Jacksectieye types might, but the rest is a small 4 figure sum and a free copy of the game.
That's my question is how are they reaching the sheer cost of some of these budgets, because they clearly aren't paying tens of millions to each streamer.
...even then, they play as many if not more indy games than AAA (markiplier in particular goes out of his way to play indy games to support smaller devs), so people have a cornucopia of options to compare it to.
...and while I'm not crazy about certain trends in Indie Gaming (low-poly horror for example), I know there's always something out there worth playing that sparks my interest...
You've also got to account for the fact that old games still get market share. One major advantage monolithic studios had back in the day(particularly on consoles) was that eventually, your sega genesis would die, and you'd have to buy their new game on a new console, or else watch for the nostaliga-boner inducing assraming of a collection to come out on the current gen console.
Nowadays, your old favorites are only a click away in an emulation scene that's been working overtime to keep those games alive for the better part of two decades.
...Besides, I'll usually play one game most of the time anyway, then switch to another title. (working on Oxygen not included right now. having a blast)
Just contributing to your argument. The big youtubers/content creators can't really afford to be pinned down to only AAA titles, though. it's not enough content to satiate the algorithm, and besides, one of the reasons they find an audience is digging up obscure gems with little to no marketing budget (slender: the 8 pages, FNAF in the early days, and a more modern example, sprunki).
So even if a publisher convinces a bigtime CC to play their game, they're still inevitably competing with indy games that are often more affordable, if a bit less polished.
Even then, paying 10 huge name streamers 100k is still only a million, while these companies are reaching hundreds of millions for their marketing. And I know most streamers do not cost anywhere near 100k. The Markiplier and Jacksectieye types might, but the rest is a small 4 figure sum and a free copy of the game.
That's my question is how are they reaching the sheer cost of some of these budgets, because they clearly aren't paying tens of millions to each streamer.
...even then, they play as many if not more indy games than AAA (markiplier in particular goes out of his way to play indy games to support smaller devs), so people have a cornucopia of options to compare it to.
...and while I'm not crazy about certain trends in Indie Gaming (low-poly horror for example), I know there's always something out there worth playing that sparks my interest...
You've also got to account for the fact that old games still get market share. One major advantage monolithic studios had back in the day(particularly on consoles) was that eventually, your sega genesis would die, and you'd have to buy their new game on a new console, or else watch for the nostaliga-boner inducing assraming of a collection to come out on the current gen console.
Nowadays, your old favorites are only a click away in an emulation scene that's been working overtime to keep those games alive for the better part of two decades.
...Besides, I'll usually play one game most of the time anyway, then switch to another title. (working on Oxygen not included right now. having a blast)
Right, I just picked the only names I knew that might be big enough to cost 100k to shill.
I figured, lol.
Just contributing to your argument. The big youtubers/content creators can't really afford to be pinned down to only AAA titles, though. it's not enough content to satiate the algorithm, and besides, one of the reasons they find an audience is digging up obscure gems with little to no marketing budget (slender: the 8 pages, FNAF in the early days, and a more modern example, sprunki).
So even if a publisher convinces a bigtime CC to play their game, they're still inevitably competing with indy games that are often more affordable, if a bit less polished.