What’s better than having a whole-day gaming session? Having a whole-day gaming session without having to spend thousands of dollars on hardware of course!
Cloud gaming has been a godsend for millions of gamers all over the world who simply don’t have the income nor the means to purchase these new generation rigs that most companies are developing games for. Most people are struggling to run Skyrim, a game that is more than 10 years old, while others just have a laptop that they use for work and nothing else.
If you haven’t heard of what cloud gaming is, it’s basically a large database that is technically an awesome gaming PC. People like you and I have the opportunity to use our internet connection to connect to this PC, have it run games on it while we are able to control it with our own keyboards and mouse. The data center then sends the information on our screens, effectively streaming the games for us and our rigs simply perceive it as a YouTube video or a Twitch stream. Needless to say, that requires much less power than actually running the game.
This has allowed people that have maybe 20-year-old laptops to play video games that were released in 2019 or 2020. It’s just very convenient and fun.
However, the most important thing to consider here is not the collective fun that everybody will soon have, but the economics of the gaming industry from here on out. There will be a lot more gamers, therefore much more income for the companies, and finally a lot more games. And more games mean even more players. But for the sake of this article, we will only focus on people who stream those games and the people who watch those streams.
The State of Streaming
Although the streaming community is not very diverse right now, it still acts as a viable source of income. For example, a person playing and streaming a popular game is going to earn much more than a person streaming a less popular game, that’s just obvious. However, there are some big differences here as most earnings are calculated from the subscriptions and donations made on the platforms where the games are streamed themselves. Very few people consider the partnerships and sponsorships that streamers get, and that’s usually the main source of income for them.
For example, 100 potential customers for a company like Ubisoft is not that big because that’s around maybe $6000 worth of games sold, which is not that much considering the scale of the company.
However, 100 potential customers for an indie company is just a huge success.
What I’ve been noticing on Twitch and other streaming services recently is the popularity of games of chance. This doesn’t necessarily have to be games where you spin, but also games that have loot boxes. I’ve seen huge streamers dedicate weeks of content to them just opening boxes and claiming what’s inside.
This was quickly noticed by casinos and it’s a bit of a mess right now. There are dozens of VIP casino promotions offering sponsorships to large streamers so that they play games on their platforms and refer others, but that is just beyond the point as cloud gaming has nothing to do with it directly. What indirect correlation it has is the number of viewers and streamers that could potentially agree to these kinds of sponsorships as competition is sure to grow as well. That is one of the biggest concerns that streaming services should have.
It’s not like it’s hard to hide one’s age on these platforms, right? You can just say you’re 18 and you’re good to go with whatever content you like.
Gaming As a Profession
Considering that streamers and gaming YouTubers are making a decent income through playing games, lots and lots of people are starting to desire it as well, thus giving us a lot more potential big streamers for the future.
Needless to say, whatever may happen to stream platforms themselves, the number of streamers is for sure going to increase, and who wouldn’t want to be part of that?