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214 points minimaxir | 2 comments | | HN request time: 0.001s | source
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kevingadd ◴[] No.43950569[source]
For those unfamiliar, Giant Bomb was one of the first video games press outlets to focus on premium video content. They offered monthly/yearly paid subscriptions for unlimited streaming/downloads: a mix of livestreams, review/criticism content, and Just Goofing Around pre-recorded content. They typically released a few hours worth of content a week at their peak, if I remember right, and the cost was something like $30-50 a year. This was before long form video was a big thing on YouTube; arguably sites like Giant Bomb were pioneers that showed a path forward (at least temporarily) for lots of creatives.

Their podcast has been running weekly for the entire time the site has operated alongside (intermittently) other podcasts, so they're approaching 890 episodes. Each episode was typically a few hours long as well.

When they were doing good they were a well-oiled content machine operating on a small budget with a small team. A lot of the stuff they put out was really special or unique in games press at the time - for example, one of their staff went to North Korea during a vacation so during one of their weekly live streams they devoted a time slot to him showing his photos and talking about his experiences there.

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protocolture ◴[] No.43952125[source]
>For those unfamiliar, Giant Bomb was one of the first video games press outlets to focus on premium video content. They offered monthly/yearly paid subscriptions for unlimited streaming/downloads: a mix of livestreams, review/criticism content, and Just Goofing Around pre-recorded content. They typically released a few hours worth of content a week at their peak, if I remember right, and the cost was something like $30-50 a year. This was before long form video was a big thing on YouTube; arguably sites like Giant Bomb were pioneers that showed a path forward (at least temporarily) for lots of creatives.

It would never occur to me to watch someone else talk about or play a game online, let alone pay for the privilege.

It seems I am alone on that front.

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Brybry ◴[] No.43952482[source]
I grew up in the 90s sitting on couches watching friends and family play games while we socialized.

For me, watching other people play games on the internet is basically an extension of that but with the addition that I can also watch some of the best gamers in the world if I want to.

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pier25 ◴[] No.43954084[source]
The social aspect is lost though.
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1. dubiousdabbler ◴[] No.43954453{3}[source]
Not totally. For smaller streamers, it's easy to interact with the streamer. And many people make friends in the chat and that's even why they keep coming back for - the community in the chat.
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2. pier25 ◴[] No.43954650[source]
Online chats don't really compare to IRL interactions though.

There's currently an epidemic of genz who barely interact with their virtual friends.