And now for something kinda different: As those of you who follow me, Nathan, probably know – because I will not shut up about it – I wrote a book! It’s called Stream Big: The Triumphs And Turmoils Of Twitch And The Stars Behind The Screen, and by the time you read this, it will be out! Stream Big was partially born of a desire to clear up misconceptions surrounding Twitch, livestreaming, and content creators, so a discussion of the book seemed like a natural fit for this show.
Then I realized it was also a golden opportunity for one of my favorite things, INTER-AFTERMATH BRAND SYNERGY, which prompted a eureka moment: I could bring on other members of the staff to ask me questions about a subject I’ve spent the past more-than-half-a-decade investigating. I decided on Riley MacLeod and Luke Plunkett, neither of whom consider themselves all that well-versed in Twitch or the world of content creation, because I figured they’d be best-equipped to present their own misconceptions in an honest and curious way. Also, Luke is a self-proclaimed Twitch hater, and haters always ask the best questions.
So if you’ve always wondered what the deal is with Twitch and the creators on it – why and how they’ve managed to amass so much influence within the world of video games, especially as the more traditional press fades into an, at best, secondary role – this is the episode for you.
Credits
- Host: Nathan Grayson (temporarily supplanted by Riley MacLeod and Luke Plunkett)
- Podcast Production & Ads: Multitude
- Subscribe to Aftermath!
About The Show
You Are Error is Aftermath’s podcast about common misconceptions in and around video games. Each episode interviews a different guest about something that either games or the people who play them frequently get wrong: It could be something mechanical, like climbing. It could be something born of narrative and world building, like Cyberpunk 2077’s obsession with artificial limbs and exoskeletons, as opposed to what disabled people in the real world actually want and need. A topic could be fairly lighthearted in nature, like horses, or it could be heavier, like an exploration of how arms manufacturers use games as advertisements. Regardless, the goal is not to chide or condescend, but to explain how we got here and what it all means – both for games themselves and for culture more broadly. Games matter. Let’s start treating them that way.