>> So, we're going to go on.
First, just because I got you two guys,
can we get some names.
Okay. All right.
And are you,
come on in, come on in.
You got to be special, okay?
I'm doing a presentation just for you.
Are you game devs?
Are you students?
Are are you looking for a job?
Oh, nice.
You're UX designers.
Okay. Well, you are in for a good talk.
So I will probably stay away from
the code part of this and then we'll just go,
and then, I was just saying so are
you a dev, UX designer?
Good. Okay, fantastic, you came to a right place.
So, we'll do no code,
but first, I kind of like this an abbreviated version.
You haven't seen my GDC talk earlier?
Perfect. Okay. So, this will
be a super abbreviated version of that.
So, first, I want to talk about kind of a special year,
so this is when I got my start in the games industry.
And in 2008, I made games
and I won one of these things, and by the way,
if you guys have not done so,
you definitely want to go to the IGF award show,
it's an experience, so that's happening later today.
And then I got to talk to a bunch of people.
And also in 2008, the App Store happened.
And when App Store happened,
this was kind of what life was like,
like it's pretty good for me and a lot of other people,
and we had our blue ocean and then unfortunately,
what happened was that blue ocean quickly turned into
bloody waters as App Store got crowded.
But it was okay,
not all hope was lost because although
mobile was where everybody was going to,
the PC actually came to save us all.
And once again, we had happy times,
but it wouldn't last because unfortunately,
darkness would descend on the land
because the sharks would come back.
And over 7,000 games
that released on Steam this last year, that's crazy.
So, a decade ago,
it used to be that if you built
a good game or actually to be honest,
if you built an average game,
you could get to the top of the App Store.
Now, not true.
Now, if you ship a great game,
if you win one of those IGF awards,
you might not sell very many copies,
and that's the reality.
You can make a great game but there's going to
be 100 different bad or average games out there too.
And so, that's kind of thing that I'm trying to go fix,
and the way we're trying to fix
it is with live streaming.
Do you guys watch live streams at all?
Like what's your background, a little bit?
Okay. You know a little about influencers.
So, influencers are really really important,
and because what they do is they allow us
to apply this spotlight to the work that you're doing.
And when you say that you're are UX designers,
is that in the games business?
Okay. Yes. So, it's super important because right now,
it's not about selling
the customer who gets to your store page,
there's a really good interview that Acampo Santo
was doing where most people like,
he's got Fireworks which is an amazing game,
most people have not heard of that.
Like even heard of that game,
it was just crazy to think about.
So, it's really about this top of the funnel,
people aren't even getting to the top of
the funnel, and influencers,
if you're not a big big studio
and you don't have a half a billion
dollars to spent on marketing,
influencers is kind of the way that you have to go.
Mixer was founded by influencers,
this guy's name is Lochlan, I work with him.
So I worked on Mixer if you haven't noticed.
And one of the cool things about
Mixer is we were founded by influencers and so,
we understand them very well and what they want.
And Lochlan tells a story
that I want to share with you guys,
because I think it's really insightful
and it will help you think
about how influencers think, so you can reach them better.
And so, like all good stories,
it starts in the beginning of time.
There is YouTube, and YouTube is cool
because Lochlan could post
a video and then what happened,
people would comment on the video.
And then he posts another video,
and because he was working a job,
I forget what he was doing,
but then he got to quit do full time and make videos.
And he got up to 2 billion subscribers
on YouTube making minecraft videos.
But the problem was,
he had this delay of two days between
his audience and his crowd saying
something and then him reacting to that.
And then comes along a company called Twitch.
And Twitch does this genius thing where they
take the video and they take
the comments and they do this.
They put them together. And what that allows him to do is
now he can talk with his audience, but at the time,
I actually worked with Twitch in the early days,
the delay was actually two minutes,
it was around a minute or two minutes.
And so what that means is,
take a multiplayer game that
maybe last like five minutes,
and you get a cool head shot,
and you comment and say, "Wow,
that was a really cool head shot."
Well, you probably died and are in the next match,
so you have no idea what I'm talking about.
So, that's not great, but hey,
then comes along Mixer to save the day.
And so, Mixer pioneered
low latency subsecond neural time delay,
so there's basically no delay.
It's the same thing as you guys talking to me,
and so less like we're in the same room,
and this now allows Lochlan to talk
together with his audience and have a deeper connection.
And if you talk to a lot of influencers,
that's where a lot of influencers
will say why they like Mixer is
because they have that really
intimate connection with their audience.
Okay. So, it's not just chat spam emojis,
it's a two way thing going on.
But Lochlan has this problem that he
has stream for eight hours a day,
12 hours a day, and I don't know about you guys,
but it's really hard to be entertaining for me.
I have like 20 minutes and I get to entertain you guys.
I cannot imagine doing it for
eight to 12 hours every single day.
I would run out of content.
And so what he did was he'd have
to practice, practice, practice.
So, all the games that he works on,
he's going to prepare, he's going to practice,
he's going to know where the jump scare is,
so that when that jump scare happens,
he can fall out of his chair.
He's acting, but he falls
of the chair so that the audience can say,
"Oh my God, where did he go?"
And he has that moment, so he's trying to
create these moments for his audience.
But it's a lot of work to do that,
but because the latency is so low,
you can actually play with them.
You can actually play with the streamer.
And that allows him rather than acting,
he can just naturally react to what's going on,
because you're just now playing together.
And so, he's got this connection
with people who otherwise,
the period of chat is super high,
like you go look at the average stream,
a small percent of people are
chatting, most people are lurking.
Why? Because I'm not a witty person,
I got to think of something. Do I want to say hi?
Like well, I mean it's a very hard thing to say
but anybody can play together,
it's a lot lower barrier to entry.
And when we think about interactive,
the cool part about it
is when we have the ability to play together,
we can actually think as game designers,
how do we actually use that
to think about these viewers as player?.
And so, if I told you that,
70 percent of your audience
is going to be experiencing your game,
experiencing your experience through
a web browser and not through a controller,
would you think about designing that experience
differently so that 70 percent
of your audience could have a good time?
Right. You would. So, this is
something where it's not just Mixer,
it's a small world like very good friends with my friends
over there at Twitch and other places in like,
this is like an industry thing that's happening,
so this is a trend where we're moving from
passive viewing into active playing.
And it just kind of intuitively makes sense.
And so, right here in this presentation,
you should be thinking that,
whether it's one year from now or two years from now,
if you're not thinking about this
for a game that you design today,
you're probably going to get left
behind with the trend that's coming out.
That was from my last frontier.
So the power of live, I like this picture
because the analogy I use is,
let's say I go out into
some remote part of the forest and I'm hiking,
and I set up two sticks and I kick a ball through it,
I'm doing the same thing as these guys are doing,
they're just kicking a ball through some sticks.
But this one matters and mine doesn't,
and the reason why is all these people watching.
And that's something that we're noticing on Mixer,
is that there's the game and then there's
all this conversation and
stuff happening outside the game,
and that when you achieve something in
the game or you beat a boss or you do something special,
if you're by yourself in a basement,
it's cool, it's exciting,
but when you have a bunch of people watching you do that,
then it has meaning and that's what that's about.
So that's the power of live. Live is so powerful.
People spend way more time at Live than they do on VOD's.
Why? Because you don't know what's going to happen,
and by you being here and especially with low latency,
you can affect the outcome.
And if you try to affect the outcome,
then you want to stay to see what
happened. Here's some data.
So, I can't share
the numbers because it's a partner
and I would not share that partner's data,
but you get the Gist with the curves.
This is a game that's been out for years.
And it had flatlines, and then there's a spike,
and this spike honestly when you look it,
it looks like when we have a game launch,
but there was not a game launch.
What happened was the game added
interactivity features and then this happened.
Well, that's interesting.
And we've seen this curve actually with a lot of games,
and the reason why is because
remember, so I'm getting echo,
as a game developer,
you're trying to target these influencers and streamers,
and so the best thing you can do is give them
great content to make great streams.
And so, what happened with this game was it added
interactivity and so now suddenly,
the game becomes popular again because there is
this new content that
the streamers can go share with their audience.
And so that explains what happened there.
Here's a game called
Death's Door which you probably haven't heard of.
But this is a game from the ground up,
it's actually only played via Mixer.
It's a choose your own adventure style game,
and so what you do is,
you see an eerie passage to the right
or and there's shrieks coming or silence to the left,
where do you go, right or left?
So, that's the game. And by the way,
for those games you never choose
the silence because you're going to die.
It's how you know that's bad,
there's like something waiting out there.
But anyway, that's the game.
And I think had this game launched on Steam,
I don't know if it might have gotten lost,
but because it launched on Mixer
and had this interactivity,
it got picked up in
about a month or so in that kind of ballpark.
But like a million views, that's big,
that's huge, like there's
real power here, and those are a couple examples.
So, what I want to show you just to kind of ground this,
I want to show you a game
that does interactive to
get you a sense of what it could be.
So, we'll switch over to that video.
All right.
So, this is a game called Hyper Sentinel.
It did well on Kickstarter,
It integrated Mixer into special mode.
So, it's an Executer.
And what you're seeing here
is there are buttons that appear below the screen.
And the viewers can create asteroids.
So, you have these funny asteroids.
And when they do so,
their name actually appears on the screen.
If the latency so low, they can control,
this thing is called a Mixeroid,
and it can attack the player.
And so one of the views is controlling
that character and they are creating rockets,
they're spawning enemies, they're dropping power ups.
And the coolest part about
this thing is everything you're seeing,
the whole level is driven by the audience.
So, if there's no audience,
it's just a ship at space.
But when viewers come in,
get after it you get missiles,
you get power like, so every breakthrough
is different and it's based on the people watching.
And so, this is really a new thing that
Hyper Sentinel has done.
So now, I want to talk about some of
the things that something Hyper Sentinel does as well.
So, the first thing they did well in the video,
and this was like these are
some of the design lessons that we started to learn.
So, the number one is viewer retribution,
and so that's if somebody does something,
they want their 15 seconds of fame.
And so it's a small thing,
but just showing that the person who did it.
So if I spun an asteroid and it
kills the player showing my name,
and so killed me, that allows
the broadcaster to have
a conversation with somebody
who maybe never would have chatted.
So, that's a really big deal,
and then we're certain to see this like
Hope versus Hurt Mechanic.
So in Hyper Sentinel is divided
into attackers and defenders.
And so hoping makes a lot
of sense because streamers are trying to build community.
So, if you give me ammo, then great, I like you a lot.
Because you gave me ammo, you helped me win.
But it can work the other way where if there
are trolls out there who they just want to troll,
and so this gives them something to do.
But the more important thing is you think about balance.
So Hyper Sentinel spends a bunch of time thinking
about game balance, a whole lot of time.
And so what they do is
just like in traditional game design,
it is easier in the beginning of the game
to spawn the power ups,
and you have a limited number, and
then later on in the game,
it becomes easier for
the attackers to spawn bigger and bigger enemies.
So, the game actually naturally becomes harder.
And there are these interesting design choices where,
maybe you only get three health upgrades
as a viewership that you have to share,
and one invincibility shield that is time limited.
And so, you have to think about,
do I use it now or do I wait,
I know it's going to get harder, but if
I wait they might die and I can't use it.
So the viewer actually has
like deep game play
that they actually have to think about.
And then our rewards is the idea that
if I do something, it's progression.
So, just like with any game,
you want the notion of
progression it's like you're playing and
so for Hyper Sentinel after every round,
every 2 minute round, I get further on a leader board.
And that leader board can get me to the top
of Hyper Sentinel leader board for that stream.
And then making sure that there's replay ability,
so there are these short loops.
But there's a real game loop there.
Like it's not just like Click or Confetti,
it's not a gimmick,
there's a real life game loop that
repeats and I want to come back to.
In the last one is Subtle.
They thought about how to scale
from small streams all the way to big streams.
And the way they do that is on a small stream,
if I press Asteroid or I press
one of the power ups, that just happens.
On a bigger stream of greater than some number,
a certain percentage of the audience has to
actually press that in order for it to happen.
So, a progress bar kind of appears and
then the power up shows up.
So, that's how they scale.
And then what they also do is
they purposely divide the audience,
so it's always balanced.
And so they've got attackers
and defenders in the game will
make sure that there's not too many attackers,
not too many defenders, so
that the balance is just right.
Here's another game on a show. It's called Next Up Hero.
And Next Up Hero,
just to kind of set the stage for you guys.
Next Up Hero is like
an Arcade style game that harkens back to the old days
Arcades where its a really tough game,
and we are going to have a few things.
So each viewer gets to cheer for two side of
the Dirge to try the enemies
and the heroes which are the protagonist.
And he can care for either side,
and this becomes important later.
And then he could also spawn the Echos,
which are fallen heroes that are
under-powered but they can aid the hero
in attacking other enemies.
Every viewer get this screen and so
they go for whoever they want.
But the cure is not important because the cure is to
be sent later by these Commander rules.
And so, you can flunk data as well,
so it's up to player.
And find real time, so like you
click it had happen instantly.
And not shown here but your name would appear
above so that you see
it, and then here is a commander mode.
So in commander mode, I have,
up to let's say tens of Echos.
And then I can play this real time strategy game
on top of the computer game.
And tell these Echoes,
"Go attack that guy, go attack that guy."
Or sacrifice yourself from something called an Ancient.
An Ancient wipes out everybody.
And in order to introduce this one of the action,
I need to have Cures.
So that is where Cures come into play.
I need to convince people to give me Cures
so that I can go back in.
And then here is the Dirge.
The Dirge could use these things as well,
but they also need Cures.
And so they are
few commanders playing against each other,
to try to win the game.
And so, there is a couple others that you
stun you from Freeze,
like [inaudible] So a couple of things I kind of want to take
away from this is that these games,
a lot of people ask me they say like well,
so these things are designed
with Mixer from the ground up.
But actually they didn't like
both of these experiences came to us
with Finnish games and added Mixer to them,
if you think about, if you work
on games we all have debug hooks,
we all have like test code like things like that.
And actually all this stuff uses
existing functionality they already had.
A lot of us have a call mode,
things like that. And so this.
game play that you're seeing actually reuses and
reassembles functionality that the game already
had in a really interesting way that
creates a whole new game and experience for the viewers.
So, around here I asked nobody was dev,
but to give you an idea,
we are trying really hard to make it easy.
So, my goal is
that you can take your most junior developer or even in
some cases a non-technical person and they can
prototype and do something cool with
interactive in an afternoon or over lunch.
So, that's kind of the goal of DevCost.
And then you can do something like this.
But then it depends on what we do.
So, where I kind of want to end the presentation
is with this right here mixerdevinfo@microsoft.com.
It's really important, like we're
in the early days of this stuff.
And so even if you just have a concept,
like if you don't have a concept,
and you want to run a bios to see like
is this something that you guys are straight upfront,
is it something that we could work with you on.
We want to hear about it.
So like a super early and so there's
a real opportunity to have some great ideas
and kind of be pioneers.
And then for us to partner together,
and then naturally if you do something cool,
then we'll going to want to
promote that and tell that story.
So, we definitely want to.
Nothing can hurt you by reaching out and
sending out something if you've got a concept.
Thank you, for us to go take a look at.
So, I definitely encourage and I leave you with this,
just go think about this and
maybe tonight, maybe tomorrow,
you'll come up with the concept
and just send us an email and let us know.
And then we can kind of go from there.
All right, thank you.
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