We have a core philosophy when it comes to our relationship with content creators: we do not dictate their content
Whether or not someone is critical of our team, our decisions, or our philosophy does not factor into who we invite into our trusted groups. A good rule of thumb that we communicate to creators is to critique the work, not the worker. We welcome folks who hold our feet to the flames, both in terms of community and creators.
It’s far more important to us that they’re promoting an inclusive community, one that doesn’t exclude folks based on their background or life experience. Whenever I have conversations with more controversial community creators, I’m very clear about why working with them presents a risk to our brand and community (i.e.; the how they choose to present themselves, and what they allow to be said in their audience), and if they’re interested, we try to help them more closely align their community with the values we hold true to as a team.
That is an interesting way 2 look at things. I’m actually kind of glad this is how u see it. Gives more people a more equal chance with this type of thinking in place 4 others 2 make it into the Beta.
Yall should absolutely not work with people who encourage others to harm themselves and spew mindless invective. It’s vile behavior and deserves to be shut out.
Well then you lived unter a stone or are ignorant AF because the common knowledge that people watch every game. Especially PvP games. That means OWL does not say anything to you? Oh boy…
Simultaneously, we also make sure that we allow for the fact that people make mistakes. It’s on us to recognize when folks demonstrate a willingness to learn and grow from past missteps and, in most cases, to help them become a productive member of the larger OW community.
A philosophy I learned several years ago is that “good people have bad days”. I would much rather we help someone grow as an individual/professional by applying a bit more elbow grease to particularly challenging relationships.
Gee, I dunno, just how did game companies manage to market their games to potential customers—new and old—before the advent of streamers or even YouTube/Twitch/TikTok? And for over 40 years, too, a time when the industry even managed to grow ever bigger and bigger. Even in the 2000s, when the dot com boom was reaching its peak, magazines were failing, and DVDs were on the way out, game companies’ marketing divisions still got their message out through all the traditional advertising avenues and got their products sold. It’s truly a wonder the industry can survive at all without glamorizing and employing the use pseudo-celebrity “influencers”—literally relying on all the immature antics of these kids, both to get people’s attention and showcase anything new or remotely interesting, and as one of their main sources of “trusted” feedback for anything.
When your abilities don’t go off on time or you get hit by things you shouldn’t. Dragging your team down and expecting to be hard carried is a problem.
Time spent shielding is time not spent swinging. I assume you’ve never played anything remotely hard where there are damage checks and mechanics where everyone needs to do their part.
Marketing without influencers today in an entertainment business with a highly competitive market is absurd.
Marketing has changed dramatically particularly in the last 20 years.
You can have your own preference on whether you like the status quo or not but the reality is word of mouth (which was the most effective channel even in the Madison Avenue glory days of advertising) has moved from just friends to including influencers for many, many, many people.
You may not like the personalities but others find a personality they resonate with and appreciate it’s not the company selling them the product but someone independently commenting on the product.
And it’s not just to sell their product, look at how many kids want to emulate their favourite streamer on their main.