from jackasses to superstars: a case for the study of “let’s play” (september 2013)
TRANSCRIPT
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1 Thomas Hale – Media, Culture & Identity MA, University of Roehampton
From Jackasses to Superstars: A Case for
the Study of “Let’s Play”
Thomas Hale
Media, Culture & Identity MA, University of Roehampton
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Table of Contents
3 Introduction – The origin of “Let’s Play”
6 Definitions
9 Chapter 1 – The problem of preservation: Let’s Play as an archive
16 Chapter 2 – Some jackass, a ROM and a microphone: The early days of Let’s Play
and the pleasures of participation
31 Chapter 3 – Sandcastles and Superplay: Innovation and Experimentation in the
Let’s Play Subculture
46 Chapter 4 – Monetisation and Stagnation: The Rise of YouTube
61 Conclusion
62 Bibliography
66 Let’s Play Videography
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Introduction – The origin of “Let’s Play”
One of the most important and complex facets of fandom is the wealth of possible
interactions an individual can have with the object of their affinity. Practises such as fan
fiction, fan art, tribute videos and cosplay have been interrogated, praised and analysed for
the intricate, bizarre and often contradictory intertwinings with media texts. However, one
of the fastest-growing and least-studied kinds of fan production is known as Let’s Play (LP) –
a method by which videogame players record themselves commenting on gameplay for an
online audience. I believe that LP and its associated fan communities can offer us an
engaging new way to think about fandom and the interactive media of videogames and the
Internet. In the following chapters, I shall be illustrating this by showcasing not only
individual LPs and LPers, but also the ways in which these games and players are included
and engaged in discourse and discussion.
(N.B. Due to the frequent anonymity of Internet users, bloggers and content creators, I shall
be referring to such individuals by their preferred pseudonym to avoid confusion.)
Let’s Play has been defined in various ways, but at its core it is often described by those in
the communities as “playing videogames for the Internet”. Beginning on the Something
Awful forums in the early-to-mid 2000s, with archived projects dating back to 2006 (and
threads even earlier), LP began in low-tech “screenshot” format as a way of sharing a game
experience with other forum users. Videogames such as Oregon Trail were played in
collaborative efforts, with updates posted through a mixture of screenshots of the game
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and descriptive text; characters were named after forum users and gameplay decisions
made by popular vote:
one day, on the Something Awful forums, some goon [Something Awful forum user] made a
thread titled “Let’s Play Oregon Trail." He invited other goons to join the wagon and five
random forum members (or their namesakes) made the virtual trip across country.
(Slowbeef, 30th January 2013)
It was not until January 5th, 2007 that Something Awful user Michael ‘Slowbeef’ Sawyer
decided to augment his screenshot LP of SEGA Genesis game The Immortal with video
footage of himself playing, while commenting. This experiment was groundbreaking, but
video LP did not properly take off until Slowbeef’s second project:
Dr. Doji Suave had started a screenshot LP of [SNES game] Super Metroid. He’d abandoned it,
and people started downvoting the thread…I started making videos in his thread and asking
goons for help, since I was terrible at it. The response was fairly overwhelming.
As he describes, the Super Metroid video LP became a near-instant success, full of fan
participation – ‘People sent me maps, gave me gameplay tips, made fun of my terrible
reflexes, and would go out of their way to submit images of items I’d missed’. Further
innovations happened during this project, and due to some help with software and video
streaming, Slowbeef’s Super Metroid video LP was
not only the second VLP, but the first to feature guests. You could barely hear them because
I had no clue what I was doing with audio, but there they were.
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The trend of video Let’s Play became so popular that it was soon given its own subforum on
the Something Awful message boards, which Slowbeef now moderates. Since then it has
spread to video sites such as YouTube and streaming services such as Twitch TV.
While the form and function of Let’s Play varies from player to player, and from audience to
audience, at its core, the simplest description remains “playing videogames for the Internet”.
Generally, the expectation is that the entirety of a game will be showcased, or at least the
duration of a single playthrough from the opening title screen to the end credits. Many LP
projects are considered ‘abandoned’ if the Let’s Player (LPer) fails to complete the game.
Even with “bad game” LPs (addressed in Chapter 2), the expectation is for the game to be
beaten. As digital media theorist James Newman describes:
In the case of the ‘Let’s Play’ or ‘LP’ phenomenon…we see not only recorded gameplay
footage but also hear the commentary of the LP player who narrates their performance
thereby annotating their gameplay in real time…their very existence ensures that we get a
clear sense of the range of potential playing which a given game might support and,
importantly, gain insight into the performances, observations and techniques of others.
(Newman 2013: 62)
With videogames as of late becoming a mass medium that rivals blockbuster films (Chatfield
2009), it is essential that we explore one of the most popular and fastest-growing fan
phenomena surrounding them.
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Definitions
Over the course of this project, I shall be using several terms to describe and categorise
different types of LP project. LPs will be pinpointed (where germane) according to levels of
player/commentator expertise and the type of playthrough being undertaken.
Levels of player expertise:
“Blind” – in which the player has no prior experience or knowledge of the game,
excepting perhaps reviews and reputation as well as previous instalments in the
series
“Semi-blind” – in which the player has some prior experience of the game;
alternatively, where a blind player is assisted or guided by an experienced player
“Experienced” – in which the player has ample experience of the game, and has
likely beaten it previously.
“Expert” – in which the player has extensive knowledge of the game extending to
secrets, tricks, glitches and outside information (e.g. the content of developer
interviews, changes from earlier versions of the game etc)
Types of playthrough:
“Casual” playthrough – The loosest format in terms of completionism and
documentation of the game text, the casual LP features the player with number of
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friends (usually between two and four) joining in on the commentary. The style is
more relaxed and informal than more serious LP projects, with the primary aim
being to entertain, especially through comedy.
“Purist” playthrough – An LP in which the player may have considerable experience
of the game, but chooses to focus on the gameplay experience; this includes
forgoing secrets and shortcuts in order to preserve the “natural” flow and pace of
the game.
“100% run” (also “Completionist”) – Using the skills and knowledge of the expert
Lper, this format aims to showcase every part of a game. Implicit in the name “100%”
is that the player will complete every challenge in the game: defeating every enemy,
collecting every item, exploring every area.
“Expert run” – Often an extension of the 100% run, this uses the “expert” Lper’s
textual and metatextual knowledge and proficiency to not only completely
document the game experience, but also contextualise the game. This can include:
content cut from the final release; comparison of the game with other titles released
before or since; regional differences (e.g. aspects changed in translation and
localisation); release differences (e.g. between a game’s original release an an
updated “HD” version).
“Challenge run” – Designed to show off the Lper’s expertise and skill, these are
nonstandard playthroughs of the game. The “challenge” can range from a “no-death”
or “no-hit” run (where the game is completed without the player dying or being hit
once, respectively) to “low percentage” runs – the latter being the opposite of an
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100% run, in which the Lper aims to complete the game while collecting the bare
minimum of the items or abilities available (often using glitches, shortcuts or other
tricks).
o “Speedrun” – A subset of the challenge run, but one of the most famous and
ubiquitous kinds of LP. Using every trick available, sometimes even utilising
purpose-built software, the Lper completes the game as quickly as possible.
None of these subgenres of LP is mutually exclusive: several projects combine two or more
elements over the course of one or more playthroughs. Additionally, there is often a mix of
experience and skill within a group of LPers.
Kris Ligman (2011) describes two main groups into which LP audience members can be
categorised:
‘The Spectator’ – an experienced player with prior knowledge of the genre,
interested in ‘seeing a game performed well by skilled players’.
‘The Passenger’ – may not fall within ‘typical gamer demographics’, happy to
‘ride shotgun’ and be immersed vicariously in the story or world of the game.
However, as we shall see, there are much more nuanced and involved methods of viewing
LPs and participating in the surrounding culture and communities.
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Chapter 1
The problem of preservation: Let’s Play as an archive
A mixture of colorful sights, nerve-racking sounds, and more painful attempts at humor than
you can shake a stick at. And this is just the type of game that needs to be shown off but
never actually played (which was also the case when the game came out considering that no
one actually played it).
(Niggurath 2011, ‘Painfully 90's: Let's Play 9 and Bad Day on the Midway’)
One of the more long-term goals of LP is that it serves as a way to archive games and
gameplay experiences. As Newman (2012) explains, it is increasingly difficult to procure
older games. As such, the experience of playing many of these games is much more difficult
to come by. Price and accessibility are also an issue: while films, books and music are
available in a number of different formats (through television, radio) and priced as
affordable luxury items, videogames are often released exclusively for one or two consoles
in a generation (on only the PlayStation 3, for example, but not the Xbox 360 or Wii), and
prices can be several times that of other media. Another difficulty is that several games are
never released at all in certain regions – a recent result being online campaigns such as
Operation Rainfall, which lobbies for Japan-only games to be localised for international
(particularly American) markets. These factors add up to the unfortunate truth that, unlike
catching up on a television programme or a book one has missed, videogames are harder to
experience first-hand.
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So, LP offers a way to document these games and archive them for posterity. The name of
the website that collects notable completed LP projects, The Let’s Play Archive, implies a
scholarly goal of preserving these texts:
In early 2009, the internet archive approached the LP archive with an offer of alliance. To aid
in keeping videos safe from tumultuous and fickle video sites, the internet archive would
host all video LPs in perpetuity, making LPs a small part of internet history.
(‘The History of the Let’s Play Archive’)
Thus, we can see how it is important and useful for projects such as Let’s Play recordings to
be archived, and to themselves provide documentation of a game.
However, this is not unproblematic. Ligman (2011) notes that more personalised and
atypical playthroughs run against the grain – arguing that ‘there is a push for a dominant, all
encompassing record’ of games, ‘not conducive to these smaller and more personal
performances’. This results in what he terms a ‘tendency toward canonization of particular
gameplay paths’ – thus, officially, there might only be a handful of possible playings of a
game, contrary to the freedom with which many LPers subvert or even ignore this ‘canon’.
For illustrative purposes, for every video series that explores every inch of a game while
using subtitled commentary to preserve the atmosphere and audio design (such as
Brainamp’s archived LP of Bioshock (PC)), there is a bizarre challenge LP where the player
attempts a 100% run using just their feet to manipulate the controller (Vicas’s infamous
Super Mario 64 (Nintendo 64) LP). The latter specifically describes his intent is to document
the simplicity of the game’s design, but by playing it in a way that was clearly never
intended by the developers:
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As it was one of the very first games on its console, the controls are very simple. But for a
few key parts, you can almost beat the game with nothing but the control stick and the A
and B buttons. The gameplay is straight forward: collect stars. And frankly, if you know what
you're doing, this game is very, very easy.
In fact, I'm going to tell you that this game is so easy that I can beat it with my feet.
(Vicas 2011, ‘Let’s Play Super Mario 64, a feat of… welp.’)
So we see how LP is a way not just to document games – Vicas’s project does indeed show
off every part of Super Mario 64 – but to add a new possibility to the ‘range of potential
playing’ (Newman 2013: 62).
Older games are, to some theorists and game consumers, still inaccessible. This is not
merely due to them being out of print – several online game services such as Nintendo’s
“Virtual Console” (for the Wii console) or Valve’s “Steam” platform (primarily for home
computers) have constant re-releases of old titles. But the experience of play is often
changed from its original incarnation, from small aspects (updated graphics and music
fidelity, the hardware used) to major omissions and alterations – Newman cites the Virtual
Console release of the arcade classic Donkey Kong:
Indeed, as it is a conversion of the NES [Nintendo Entertainment System] incarnation,
replete with omissions and limitations (however well implemented on the Wii), the Virtual
Console Donkey Kong is treated by many reviewers as necessarily flawed. ‘Don’t download
it...it’s only 75% complete’
(Newman 2012: 5)
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Such emulations, as he describes, currently offer ‘‘acceptable’ but significantly lacking
recreations’ (153). Several LPs use emulation to play older games, in part due to it being
easier to record from a computer than it is to capture game footage “raw” from a home
console or arcade cabinet. Thus, these projects cannot be said to be the “purest” form of
documenting a game. And so, Let’s Play must exhibit a documentary worth beyond mere
technical preservation. To this end, we can invoke Newman’s assertion that
The capturing of games in and at play could and, I would contend, should be the core
objective of game preservation.
(155) [Italics Newman’s]
However, the traditional methods used to document these interactive texts are, ironically,
‘decidedly non-interactive’ – simple linear video recordings or text-based walkthroughs.
Indeed, the simple fact that a game cannot exist in isolation from its particular methods and
structures of play is one of the key reasons that, as we shall see, Let’s Play is such a diverse
genre.
I would argue that, while an imperfect solution to the challenges described by Newman (see
also McDonough & Olendorf 2011, Vowell 2009, Guttenbrunner et al. 2010 etc.), a good
Let’s Play captures the most important aspects of a game: the technical details (graphics and
sound, cinematics) coupled with the player’s own anecdotal experience of gameplay. In
discussing gameplay, Newman summarises its social and subcultural importance:
Gameplay is invariably socially and culturally situated, informed and shaped by discussions,
practices and cumulative knowledges that are at once integral to and external from the
game.
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(Newman 2012: 157)
As such, it is not only Let’s Play projects that exhibit games and gameplay, but also the
metatext: the commentary threads, the Lper’s own discussion around the topics. The Let’s
Play Archive allows a glimpse into some of this metacommentary: several LPs are archived
with contributions from other posters kept intact, particularly pieces of fanart and
occasionally other Lpers’ playthroughs of the game. In addition, the introductory post of
each LP thread is preserved, allowing the Lper to introduce the game and describe to the
audience what they can expect to see and hear over the course of the project. For example,
Slowbeef’s LP of the Metroid Prime trilogy (Nintendo GameCube/Wii) includes playthroughs
by co-commentator Diabetus, as well as veteran Lpers Vicas and Pokecapn:
In this thread, you will see:
- Slowbeef bumbling through Metroid Prime: Corruption with only his pal Diabetus and a
rotating guest to save him!
- Pokecapn 13kilfully recording a stream of Metroid Prime Trilogy
- Diabetus exploring the wilderness of Metroid: Fusion
- Vicas showing us how competent people play video games
(Slowbeef 2010, ‘Let’s Play Metroid Prime: Corruption’)
This metatextual preservation is particularly useful in capturing the context of the LP and
the game itself. Since a game in isolation cannot ‘communicate the lived experience of
gameplay’ (Newman 2012: 158), the addition of player commentary and fan discussion
breaks down the imagined barriers between product and consumer – between text and
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audience. As such, we not only see and hear the game and the gameplay experience, we
also are allowed a “time capsule”-style snapshot of fan opinions and discussion of the game
itself. To use the above example, Slowbeef’s thread and LP videos not only capture the
experience of playing through Metroid Prime and its sequels, but also reveal the ways in
which the games were discussed, debated and criticised contemporaneously in 2010.
Additionally, the metatext of full forum threads can be found in the archives of the
Something Awful Forums, albeit behind a paywall.
Another helpful aspect of LP’s documentary potential is the tradition of the “completionist”
or “100%” LP – a project in which the LPer sets out to show off every single aspect of the
game, from secrets and hidden areas to glitches and “Easter eggs” (see Wolf 2012). These
aspects, often easy to miss entirely in a regular play session, are reminiscent of the “special
features” featured on any DVD releases (Bainbridge & Yates 2010). By showcasing them, the
LPer is not only displaying the full variety of gameplay challenges and secrets (many “100%
runs” involve the exhibition of great skill and/or perseverance on the part of the player) but
also documenting aspects of the videogame text that many players and observers might
miss. In addition, there is the fact that the LPer can explain through commentary not only
how to reach these secrets – through skill, cheating or otherwise – but also demonstrate the
significance of said accomplishments. As with the preservation of metatext, this documents
the contemporary response to the game’s minutiae as well as its overall experience.
On the other hand, the responses documented can be negative. If one major aspect of LP is
to showcase and preserve games that the LPer believes are worth experiencing, then the
opposite is also true: games that are considered terrible, shameful or impossible. In these
cases, it is both textual and metatextual discussions that combine to give a full picture of
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why the game in question is considered “bad”. Wateyad and Pork Lift’s LP of Final Fantasy
XIII (Playstation 3) and Pokecapn’s LP of Sonic The Hedgehog 2006 (Playstation 3) both
document a casual playthrough of each game:
What gave him this idea, you may ask? Well, he had heard many things about Sonic 2006, all
of them negative. A game universally panned by the gaming press, its GameRankings score
of 45% was supported by tales of terrible controls, a terrible camera, an even worse story,
and the longest and most pointless load times this side of the new millennium.
Yet, as a Sonic game fan…he thought to himself, maybe the reviewers are exaggerating like
they did for the previous games. Maybe this game is simply mediocre….
Hopes were high as the quest began, but it soon became clear that the goon wasn’t dealing
with a mediocre game, he was dealing with a trainwreck of the highest calibre.
(Pokecapn 2008, ‘Sonic The Hedgehog 2006: A Modern Epic’)
These LPs showcase the many flaws in game design, glitches, and most importantly the
visceral frustration and confusion of the players. Through live commentary, the viewer is
afforded not only a recording of the game text but also a mediated discussion on its flaws, in
real time.
So we can see how, while Let’s Play projects are imperfect in terms of full documentation,
the metatextual content adds significant value. For a medium so rooted in communal and
social discourse and discussion, it is essential that this sociality and subjectivity be
documented. As such, archiving, preservation and discussion of Let’s Play can be useful (and
in some cases essential) for augmenting the historically-situated text of corresponding
games.
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Chapter 2
Some jackass, a ROM and a microphone: The early days of Let’s Play and the pleasures of
participation
“This is player’s commentary…If you’ve seen a DVD, you know how they do like, director’s
commentary and stuff? Well imagine if some jackass, who was not involved in the creation
of the movie at all, decided to just comment on what he thought watching the movie would
be like. Well that’s kind of what we are here now.”
(Slowbeef 2007, ‘Let’s Play The Immortal’ – Level 1)
As mentioned in my introduction, Let’s Play has its roots in participatory game threads on
the Something Awful forums. From these humble beginnings, through into the first years of
video LP, we can see several trends and tropes of fandom, participation and play. In this
chapter I shall be using established frameworks of fan production, and “play” to illustrate
these trends, as well as noting the places where perhaps this particular phenomenon diverts
from established assumptions.
Sociologist Sherry Turkle (2011) describes how, through online interactions, users of social
networks are situated in ‘a continually growing community of acquaintance’ (Turkle 2011 :
161). As a sizeable online community of this sort can offer connections beyond the physical
plane – as she describes, ‘No matter how parochial the culture around them, they are
cosmopolitan’ – it is within communities such as the Let’s Play forum on Something Awful
(or more dedicated and narrowly-focused fandom on other sites such as Tumblr) that users
‘are surrounded by enthusiasts’. As the online/offline boundaries become increasingly
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blurred with the march of technology, so the possibilities for emotional connection
mediated through the Internet. As such, the anxieties, pleasures and emotional gymnastics
one might experience “in real life” are replicated in online interactions and communities.
Turkle spends much of her book Alone Together exploring the concept of artificial
intelligence and robotic partnership:
The computer’s reactivity and interactivity – it seemed an almost-mind – made
[programmers] feel they had “company”…Online agents and sociable robots are explicitly
designed to convince us they are adequate companions. Predictably, our emotional
involvement ramps up.
(124)
It is not difficult to transpose this framework of imagined mutual companionship onto the
negotiated relationship between, for instance, a Something Awful poster and her favourite
LPer(s). Herein lies the most visceral appeal of these casual LP groups: the authentic
experience of enjoying a game with a pair or a “posse” of friends is translated through the
raw, seldom-edited recordings. As a result the viewer becomes familiar with the players,
their differing play styles and skill levels; beyond this, their sense of humour and even their
own anxieties. For our hypothetical LP fan, her emotional connection to the individual
members of the LP group is unrequited – however, the pleasure inherent in sharing this
companionship vicariously is, to use Turkle’s words, ‘“real enough”’ for her continued
viewing. The most successful LP groups and partnerships often manage to cultivate this
illusion of companionship.
One of the most notorious early LP projects is Pokecapn’s marathon playthrough of Sonic
The Hedgehog 2006 (Playstation 3). Presented as an almost unedited, live recording, the
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videos follow Pokecapn, Medibot, Kung-Fu Jesus, IlluminatusVespucci and NoTimeForSocks
(the latter peels off from the group during the course of the game) as they play through the
game semi-blind. If we return to the introduction post preserved at the Let’s Play Archive,
we see a narrative of camaraderie foregrounded as one of the key features of the LP:
So, our intrepid goon set off on his adventure, gathering the necessary items to begin his
quest. A borrowed PS3, a rental copy of Sonic 2006, and a posse of 4 daring goon
adventurers. Hopes were high as the quest began, but it soon became clear that the goon
wasn't dealing with a mediocre game, he was dealing with a trainwreck of the highest caliber.
The posse pressed forward, sequestering the necessary nutrition that would give them ideas.
Ideas that they could use. One member left the quest party at this point, but the remaining 4
would not give up until this game was completed.
As time went on, hopes were repeatedly crushed. At several points, it seemed that all hope
was lost, and that this project would come to an early demise. But the posse pressed on.
(Pokecapn, 2008)
It is not only the ironic bardic prose describing the group’s ‘quest’ that evokes a sense of
kinship, however. While it is a throwaway adjective, noting the PS3 is ‘borrowed’ implies a
favour: a friendly agreement has taken place before the game is even taken out of its box.
There is a promise of significant emotional experience: ‘press[ing] on’ in the face of
adversity and hopelessness seems a generic reassurance that yes, the game will be finished,
but more than that, the viewer is told that hopes are ‘repeatedly crushed’. This not only
offers a glimpse as to how frustrating and poorly made the game is (indeed, there are a few
sections which are particularly infuriating, some of which must be replayed multiple times)
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but also the extent to which the audience will be able to sympathise with the individual
players’ (and the group’s collective) emotional flux.
Much of Turkle’s theorising on the emotional side of new media technologies forms the
basis of a rather pessimistic worldview: one in which the real and tangible is left by the
wayside in favour of the fleeting ease of the online and synthetic. Unquestioning embrace of
these new social dynamics, she argues, may lead to a loss of identity or a numbing of
“genuine” emotions:
In the half-light of virtual community, we may feel utterly alone. As we distribute ourselves,
we may abandon ourselves…. In all of this, there is a nagging question: Does virtual intimacy
degrade our experience of the other kind and, indeed, of all encounters, of any kind?
(Turkle 2011: 12)
By the end of Alone Together, she paints a dystopian picture of contemporary technology
use, concluding that ‘we have agreed to an experiment in which we are the human
subjects…seductive simulations that propose themselves as places to live’ (296). While again,
this description is likely too severe to impose on the phenomenon of Let’s Play, it does
resonate with an underlying trend among LPers to discuss their projects (and often
videogames in general) as a “weird”, inconsequential pastime. From Slowbeef describing his
concern about taking LP ‘too seriously’ (2013) to the ironic tone endemic in the Let’s Play
subforum and ancillary discussions (such as blogs, podcasts etc), there is an anxiety about
the “legitimacy” of LP as a hobby:
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Doing a Let's Play to show off a game to other people and practice some technical skills can
be pretty nice, but then you have some people who dedicate a huge chunk of their life to it
and turn it into a sort of obsession, and then it just gets weird. – Mega64
Yeah, fine, LPers can be creative and funny and interesting on their own, but I don't want
anyone to lose sight of why we're here in the first place. – Slowbeef
(2012, ‘The State of Let’s Play – A different Viewpoint’)
LP's are a fun project to do, nothing more, nothing less. – Missing Name
[LP] existed for years as a dumb little pseudo-hobby and I think the only reason you can
make money on them now is because Youtube (and to a lesser extent, Blip) are the first
video hosts who have been around long enough to get this whole monetizing thing off the
ground. – OatmealRaisin
(2013, ‘This thread matched third party content from Nintendo’)
Diabetus: Does it freak you out that [your first Let’s Play] was eight years ago?
Slowbeef: [sighs] I don’t like to think about it.
(Retsutalk episode 1: ‘Pilot’, 2012)
This dismissive attitude is even codified in the Let’s Play subforum rules, to an extent:
Don't tell people you are an accomplished LPer from YouTube or another LP forum. No one
cares and it just makes you look weird.
DO NOT TAKE LET'S PLAY VERY SERIOUSLY.
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It won't make you rich or famous or popular to members of your preferred sexual
orientation or gender. Your reputation here, good or bad, does not translate to the real
world. You should be here because you have a funny, silly, or just plain good idea you want
to try out or even just because you want to show people a cool game they missed.
(Slowbeef 2012, ‘The Let’s Pay Rules Thread’)
But at the same time, this is contrasted with a large amount of genuine passion, enthusiasm
and effort on the part of individual LPers and their audiences. Particularly in discussing the
potential of Let’s Play as a process, several posters highlight the ways in which it can be a
positive experience. In reference to the Let’s Play subforum community, LPer General
Ironicus touts what he sees as a great social potential:
We’ve always had the ability to play together, what LP gives us is a new way to make
communities together. Let’s Play not only shows all gaming is social, but that it’s social on a
level beyond playing with other people.
(General Ironicus, 10th September 2012)
Reflecting more optimistic theorists (such as Jenkins and Sandvoss, whom I shall address
later), Ironicus sees the LP community’s passionate embrace of new media technologies (for
specific technologies see Chapter 3) as a way of re-democratising the medium of
videogames:
Maybe it’s just that we’re desperately social creatures….For most of the history of games
they were primarily shared experiences. A deck of cards can play solitaire but also about a
thousand other games for 2+ people. Videogames are really the odd man out that way,
maybe that’s against human nature and LP is helping us correct it?
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Indeed, the concept of LP in general is rooted in the social and the desire to share
experiences. In the early days of LP and the Let’s Play subforum, the atmosphere was lax
relative to the level of moderation and encouragement of critique we see today. The vast
majority of early LPs were casual affairs, with minimal editing and several gameplay or
commentary mistakes left intact. Linking to Ironicus, the action of selecting a game to LP
and thus showcase it for one’s peers is an exercise in consciously choosing an experience to
share. Particularly in these early days, many of the games chosen by LPers were older
releases, particularly spanning from the late 80s to early ‘90s – the reasons for this are
twofold: first, these titles were already widely available in emulated format, and thus easy
to acquire and record footage of; second is the nostalgic value. These games, especially
celebrated classics such as Super Mario World (SNES) or The Legend Of Zelda: A Link To The
Past (SNES), could be seen as ideal choices for the LPer seeking to encourage discussion of
nostalgic game experiences. Just as the “nation” is imagined through shared history (see
Anderson 1991), fan communities are maintained through nostalgia: in this case the linked
experiences of past and present gameplay. It is through this kind of LP and fan discussion
that the individual Let’s Play audience member can immerse themselves in the community
and engage more fully with their passion for the medium of videogames.
In his works on fandom and participatory culture, Henry Jenkins describes the pleasures of
engaging with a piece of media as a fan:
When you see that look of sublime pleasure on the face of someone listening to classical
music…it’s about being awash in it, being affected by it, that’s when that classical music
consumption is connected to fandom in a very real way….it’s about having control and
mastery over art by pulling it close and integrating it into your sense of self.
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(Jenkins 2006: 23)
While perhaps the experience of a Let’s Play fan is not as ‘sublime’ as that of Jenkins’s
classical music listener, the aspect of mastery and being ‘awash’ in the object of one’s
fandom is not hard to recognise. The earliest instances of video Let’s Play are predicated at
least in part on showcasing the LPer’s mastery of their chosen game. As mentioned
previously, widely considered to be the first VLP, the appeal of Slowbeef’s playthrough of
The Immortal relies not only on the novelty of seeing the game in action but also on the
LPer’s own narration. By describing the action as or before it happens, Slowbeef functionally
creates a casually-formatted walkthrough for the game (see Jenkins 2008; expanded on in
Chapter 3), demonstrating his own mastery and consequently representing himself as part
of the game’s fandom. Compounding this, his commentary wavers between second person
and first person plural narratives, addressing the audience directly and as part of a “we”
that includes Slowbeef himself. Discussing the game’s foibles during play is almost entirely
directed at the viewer:
And what sucks is, if you slash, then you start getting fatigued, you get slower and the guy
gets a hit in, basically. So, the idea is: you just keep dodging left and right until finally you get
to get to slash the shit out of him…
(Slowbeef 2007, ‘Let’s Play The Immortal’ – Level 1)
This has its roots in the notion that this video project, like previous screenshot-illustrated
text LPs, is predicated on the communal experience of play. As Slowbeef himself describes in
discussion of the classic Oregon Trail LP,
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The reason “Let’s Play” is kind of a misnomer (nowadays, it’s really “watch me play”) is that
the Oregon Trail LP harkened back to a time where the person playing the game would
actually attempt to include the audience. It was actually “let us play”.
(Slowbeef 2013b)
Again, this notion of the community getting involved in the LP echoes Jenkins: fandom
manifesting through integration with the fan text. While the rise to dominance of video LPs
has largely shed the notion of fully democratised audience participation, there is still a
strong tradition of integration in screenshot LP. One of the most popular game series to be
used for this purpose is the best-selling The Sims games, described by Jenkins as ‘the world’s
most popular dollhouse’ (Jenkins 2008: 169). Using the character creation options, several
Sims LPs have included representations of Something Awful users, often based on their real -
life likenesses. While almost all of these threads have been abandoned and thus not
properly archived, the ‘AusPol House’ The Sims 3 LP (authored by poster Quantum Mechanic)
is, at the time of writing, still being updated:
The Australian Politics thread has seen them all, and come out the stronger for it,
complaining about the North Shore and demanding Nandos. What happens though, when
the pile of belligerent, genocidal misanthropes of AusPol are forced to undergo the ultimate
challenge...
Living together?!
This will be a Sims 3 Let's Play starring the superstars of the Australian Politics thread, and
their trials and tribulations in a world too dark for their light.
(Quantum Mechanic 2012)
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As the LP progresses, Quantum Mechanic reveals that not only are representations of the
Australian Politics thread featured in his playthrough, but so are avatars of current
Australian political figures such as Tony Abbott and Julia Gillard. Consequently, the thread is
awash with in-jokes and satirical discussion of these simulated politicians (and activists, in
the case of the ‘misanthropes of AusPol’):
‘How will Tony Abbott’s vampirism affect Kevin Rudd’s leadership ambitions?’ – Shadeoses
‘It’ll suck’ – Lizard Combatant
‘It's a long bow but reckon this could add to the federal destabilisation’ – Quantum
Mechanic
As a result of this, while the thread is often opaque to outsiders (‘[Confused emoticon] As
both an Australian and someone who doesn't venture outside this sub-forum, this thread is
already all kinds of bizarre’ – Yapping Eevee), the experience is very much a communal one.
Immersed in the in-game drama and ridiculous situations (alien abductions, werewolves,
ghosts, the aforementioned vampirism), the ordinary Something Awful users are eagerly
drawn into, and become part of, the narrative of the LP and of the game itself.
However, while this personal immersion is impossible in most games – generally,
customisation is limited to renaming characters or changing the appearance of a solo
protagonist – there is an ongoing theme of community discussion within LP. Here it is apt to
note Henry Jenkins’s early definition of fandom:
Organized fandom is, perhaps first and foremost, an institution of theory and criticism, a
semistructured space where competing interpretations and evaluations of common texts are
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proposed, debated, and negotiated and where readers speculate about the nature of the
mass media and their own relationship to it.
(Jenkins 1992: 88)
Similarly, Sandvoss (2005) describes how one of the key aspects of any fandom is ‘the
multiple ways in which fans intensively rework the texts upon which their fandom is built’
(Sandvoss 2005: 123). It takes only a cursory glance over any thread in the Let’s Play
subforum to see this discussion and appropriation of both videogames and LP projects
themselves. One of the most common themes on display here is that of ‘intertextuality’,
which ‘allows fans to relate different popular texts to each other in processes of inclusion
and exclusion’ (134) (see also Jameson 1991). Returning to the Sonic The Hedgehog 2006 LP,
we see this intertextuality in full effect from the very first video:
[Princess Elise appears onscreen]
Kung-Fu Jesus: Who’s this?
Medibot: What the hell?
KFJ: What’s her name?
Pokecapn: Mary Sue?
M: Mila Jovovich?
KFJ: Fuck yeah, Mila Jovovich! Can I get an “amen”?
[…]
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P: So this game starts out exactly the way that Super Mario Galaxy starts out: with a
lakeside party and stars falling.
KFJ: So are we playing Final Fantasy X? Because that’s what it looks like to me.
[Elise is shown lighting a ceremonial torch]
P: Okay, so the Olympics have started…this is the Olympics.
M: Oh, we’re playing Mario and Sonic at the Olympics?
KFJ: “Mario and Sonic Galaxy at the Olympics”.
[The city is now in flames, under attack from an airship]
M: “Mario and Sonic at the Olympics: Berlin”.
Not only do we have seven intertextual references woven into the first four minutes of
audio commentary, but they range from literary tropes (the “Mary Sue” is a highly idealised
version of a fan fiction author, written into the story as a “perfect” avatar for the writer
(Segall 2008: 26)) to historical events. There is clear comparison within the medium of
videogames, also: it is pointed out that Sonic 2006’s opening cinematic is thematically linked
with Super Mario Galaxy (Gamecube) and Final Fantasy X (PS2). In the latter case, it is not
only the “grand celebration” opening that is similar, but Elise’s character design is
reminiscent of the art style of FFX. I list these references to illustrate the wealth of
intertextuality on show in only the first few minutes of a twenty-hour LP. In addition to the
in-video chatter, there is direct interaction between the LPers and the audience through
“thread challenges”: at one point in each video, a challenge is proposed; the posters active
in the thread then compete for points. The nature of these challenges varies between trivia
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(e.g. ‘Name the colors of the seven Chaos Emeralds in Sonic 3 & Knuckles’), skill (e.g.
completing a stage of an old Sonic game as fast as possible) and the most interesting
category, ‘creativity’:
18. Creativity: Sonic 3 & Knuckles shows that in a straight up chase, Sonic still can't catch
Eggman. Give me a short answer essay (250 words suggested maximum) explaining how
Eggman can run as fast as Sonic. Entries judged on overall creativity; humor optional.
Here we see the LP not only consciously engaging in intertextuality, but also drawing the
audience in to participate in gameplay of their own. This particular ‘Creativity’ challenge
actively encourages the thread to offer their own ‘interpretations and evaluations of
common texts’, as Jenkins puts it, for direct debate and negotiation (Jenkins 1992: 88). Not
only are the audience’s intellect and memory challenged, but also their own gameplay
ability. Thus, the maxim of “let us play” is encouraged through this viewer participation.
These early LPs and their associated threads are characterised by a casual, egalitarian and
distinctly amateur aesthetic. Looking back, it is amusing how easy it was to impress the
average user, given how many common LP elements which are now standard (post-
recording commentary, showing off alternate gameplay routes, guest commentary) were at
some point novel and creative. In fact, there is even nostalgia for these early days. In 2009,
Something Awful user and veteran LPer Proteus4994 started a community project called
‘Devolution’. The thread, subtitled ‘Tonight we’re gonna LP like it’s 2007’, is both a
celebration of and an attempt to recapture the ‘genuine’ “spirit” of the early days of LP :
The problem is that it's become work to make an LP anymore, and to do a really popular LP
it requires technical proficiency…. But there was a time not that long ago when making an LP
was just sitting down, playing a game, recording it, and just saying whatever was on your
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mind. You might talk about the game, you might drift off into some other area, but it was
usually entertaining and genuine…. But there's still a small part of me that misses the lower
standards of the old days, because there was a lot of truly hilarious stuff that came out of LP
back then.
(Proteus4994 2009)
This yearning for a ‘genuine’ experience implies that some of the original allure of LP has
been lost. Indeed, there are several posters in the thread who lament the loss of this
“devolved” aesthetic, particularly the nostalgic elements – one user, Athropos, comments
‘I'm tired of bullshit LPs about obscure games nobody cares about’. Proteus himself
describes the main goal of the project as ‘just having a good time making a video without
having to worry about ironing out every detail. You know, the way things used to be’. This
was also an interesting experiment for a handful of veteran LPers who revisited some of the
earliest titles they made videos of: Slowbeef undertook an LP of the NES version of The
Immortal, while Psychedelic Eyeball showcased the SNES game Prince of Persia (having LPed
the original PC version two years prior). The latter echoes Proteus’s nostalgia for
amateurism:
This is what striked me in 2007 LPs, it was essentially just a bunch of people playing through
a video game with their honest reactions, something you could relate or compare to,
without really trying to impress anyone. You would just have fun playing a game and
hopefully invite people to have fun as well.
(Psychedelic Eyeball 2009)
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So we can see how not only was this early period of LP a thoroughly community-centric
experience for many LPers and game fans alike, but its relaxed attitude created an
egalitarian playing field that offered expert and casual LPs, regardless of prior knowledge
and experience. General Ironicus (2012a) eloquently sums up the sociality of Let’s Play, and
the ways in which it creates a subcultural coherence:
Creating a 50+ video series about a game makes folks sit up and take notice more than a
nostalgic forum post. The addition of voices, and even tiny faces in the corner, brings a sense
of familiarity, as if you’re back in time, sitting on your friend’s living room carpet as they
blow your mind by finding both warp whistles.
(General Ironicus, 10th September 2012)
The notion of interpersonal connection has been part of Let’s Play from the start, and in the
next two chapters I shall be exploring the ways in which this paradigm has shifted over the
intervening years.
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Chapter 3
Sandcastles and Superplay: Innovation and Experimentation in the Let’s Play Subculture
General Ironicus: I know some people are really concerned with the way women are treated
in this game, so I did some research, and there’s a perfectly grounded sociological
explanation. It can be found in American Apartheid by Douglas S. Massey and Nancy Denton
– a landmark work in urban political sociology. This is from pages 174-175…
[…]
Chip Cheezum: In that time, I killed two hundred people.
(2009, ’50 Cent: Blood on the Sand #7: Take My Breath Away’)
One of the most enduring socio-political concepts is that of cultural capital. As described by
sociologist Pierre Bourdieu, cultural capital is the knowledge and insight of culture,
particularly so-called “high culture”, acquired over the course of one’s life; dependent on
such factors as the conditions of one’s birth, their social stratum and their education
(Bourdieu 1986). This, in turn, ‘confers social status’:
Cultural capital is the linchpin of a system of distinction in which cultural hierarchies
correspond to social ones and people’s tastes are predominantly a marker of class.
(Thornton 1995: 10)
Cultural sociologist Sarah Thornton draws on Bourdieu’s work and relates it to youth
cultures and culture outside the intellectual and ‘privileged domains’ (11). In her book Club
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Cultures, Thornton defines what she terms ‘subcultural capital’ – the cultural capital that has
social currency within the realms of youth culture, particularly clubs:
I would argue that clubs are refuges for the young where their rules hold sway and that,
inside and to some extent outside these spaces, subcultural distinctions have significant
consequences.
(11)
Much like its ‘adult equivalent’, subcultural capital has serious ramifications: it ‘confers
status on its owner in the eyes of the relevant beholder’ and ‘affects the standing’ of those
who subscribe to its legitimacy. Most relevant for our topic of discussion is how Thornton
condenses the complex social practices associated therewith:
Just as cultural capital is personified in ‘good’ manners and urbane conversation, so
subcultural capital is embodied in the form of being ‘in the know’, using (but not over-using)
current slang and looking as if you were born to perform the latest dance styles. Both
cultural and subcultural capital put a premium on the ‘second nature’ of their knowledges.
(11-12)
If we translate this into the language and practices of Let’s Play, the individual rich in
subcultural capital would demonstrate their skills and knowledge “as if born to showcase
their chosen game(s) in the most engaging fashion”. Through participation, fans exhibit their
own subcultural capital by reproducing accepted practices: within an LP thread, for example,
much of the discussion included sharing in-jokes and intertextual references, contributing
theories and anecdotes about one’s own experience (or lack thereof) with the game being
shown off. Echoing the semi-anonymity of online communities, Thornton describes how
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‘subcultural capital is not as class-bound as cultural capital….In fact, class is wilfully
obfuscated by subcultural distinctions’ (12). This is because much subcultural activity and
participation takes place in the realm of the ‘extra-curricular, as knowledge one cannot
learn in school’ (13). This is certainly true for LP – outside of nascent career paths in game
design and certain narrow kinds of higher education, critically engaging with videogames is
far from the syllabus of any school (Newman 2013: 1-7). Even then, acquiring and honing
the necessary skills to play through such games is an exclusively hobbyist pursuit. When this
subcultural capital is conspicuously flaunted by game players, it is a demonstration of their
skill and knowledge, what is often described as ‘superplay’:
A range of gaming practices that differ significantly…but that are bound together by a
common desire to demonstrate mastery of the game through performance.
(Newman 2008: 123)
As Sandvoss notes, the conspicuous consumption and social performance of fandom
‘becomes a generally understood language through which one’s identity is communicated
and assessed’ (Sandvoss 2005: 3). This assessment is both conscious and unconscious, but
the typical fan or fan producer is constantly aware of this scrutiny. Just as Turkle describes
the judgemental nature of the ‘online clique’ (Turkle 2011: 243), Thornton identifies the
ways in which this scrutiny of subcultural capital is used to apportion popularity and define
which individuals ‘belong’ (Thornton 1995: 98-99). We have seen this in previous discussion
of intertextuality, in which LPers and fans have eagerly, sometimes unconsciously, used
references to other media texts, both closely associated with the game(s) being played and
tangentially linked to the circumstances, tone and/or content on display. The most
interesting forms of intertextuality, as far as subcultural capital is concerned, are those
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displays of metatextual knowledge that are volunteered (or, sometimes, encouraged) by
LPers and their audience.
The most overt evaluations of individuals’ subcultural capital and embodiments of superplay
comes in the form of “challenge” LPs. As described earlier, these playthroughs see the LPer
tackling the game while adhering to a set of imposed rules to make the experience even
more difficult. These added stipulations are often agreed upon before the LP begins, but
some LPs (such as the Tipping Forties’ casual group playthrough of GoldenEye 007) use
specific challenges submitted by fans. Challenge runs generally imply a pre-existing
knowledge of the game, as the appeal is in the variations on traditional gameplay – echoing
what Newman describes as Let’s Play’s ability to locate ‘gameplay, even apparently single -
player gameplay, within a complex web of inter-related players, playing and ludic strategies’
(Newman 2013: 62). These are usually done to show off the LPer’s skills, particularly in the
case of “speedruns”:
The practice…is concerned with completing videogames in as speedy a time as possible.
Typically, the games that speedrunners tackle do not include time as a primary factor in the
game design...speedrunning concerns itself with games such as First Person Shooters (FPS)
and even Role Playing Games (RPG) that were not designed with speedy completion in mind.
(Newman 2008: 129)
Newman attributes a great deal of pleasure to this form of mastery and superplay,
suggesting that speedrunning even ‘represents the ultimate expression of gamers’ mastery
of the system and of playing with videogames’. In extreme cases, there are even “tool -
assisted speedruns” which use modern emulation technology to not merely complete a
game as fast as humanly possible, but as quickly as mathematically possible (Newman 2013:
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149). This differs significantly from most forms of LP in that, while Let’s Play is concerned
with preserving the human element of the gameplay experience and the subjectivity of play,
tool-assisted speedruns are about “removing the human element” (this is discussed at
length in Retsutalk episode 27, ‘Live from Twitch’). However, it is notable as a part of
gaming culture that overlaps with LP – several established LPers also create their own
speedrun projects, such as CannibalK9’s current world record run of Grand Theft Auto: San
Andreas (PS2):
Hello, I won't waste much time here, all I can do is strongly advise you to download the
normal or high quality H264 versions of the run and listen to the audio commentary where I
go into huge depths about the most trivial aspects (but I hear it's quite good!)
(CannibalK9 2008)
Returning to the less challenge-oriented areas of LP, where does the aspiring Let’s Player
look when they are in search of advice, guidance or criticism? For the vast majority of LP
subgenres, from casual friends-in-the-room recordings to high-effort “expert” playthroughs,
the most significant and influential place has been the aforementioned Let’s Play subforum
on Something Awful. A community hub for LPers and fans alike, there are two key locations
where critique and advice are offered explicitly: the Let’s Play Sandcastle and the Tech
Support Fort. The latter exists primarily for answering LPer’s technical questions – these are
largely audiovisual, such as what video capture software to use, what processes the user
should go through when editing, how to synchronise audio and video footage. The Fort also
covers hosting issues and live streaming of footage to an audience (see Chapter 4). The
Sandcastle is the place for all-purpose discussion of LP that does not relate directly to active
threads in the subforum, but more importantly it is the venue for LPers to ‘make a test post’,
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in order to test the water and troubleshoot issues with their LP thread ‘before posting it’ as
a new topic in the subforum itself. These test posts come in the format of a hypothetical
topic introduction, which is offered up for critique from more experienced users. An
example of constructive criticism from LPer Niggurath:
I really think this looks good in a visual sense, the problem is that you have a lot of
text on-screen and even outside the timing I think it's going to deter people from
trying to read out entire paragraphs worth of information.
(Niggurath 2012)
The instant-feedback format of these threads, and of the Let’s Play subforum in general,
calls to mind David Buckingham’s study of skateboarding videos. A youth subculture steeped
in self-awareness, technical skill and expressions of identity, Buckingham uses this
community to explore the ways in which participants engage in criticism and shared
narratives of fun and self-improvement. The style and skills on show echo closely Thornton’s
descriptions of cultural capital, as Buckingham describes skateboarding as ‘a co-operative
pursuit, in which participants themselves (rather than external authorities) define their own
criteria for judging excellence’ (Buckingham 2009). Just as in LP, there is a diverse range of
stylistic choices: videos can be ‘serious’ or produced for comedic value, with many video
producers seeking to establish their own unique ‘style’ or ‘signature’. Indeed, Buckingham’s
summary description of the ways in which skateboarding videos are received, disseminated
and critiqued by peers and fans alike is more than a little reminiscent of LP:
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Through their online interactions, these video-makers are establishing and negotiating their
own aesthetic and stylistic conventions. They are using a variety of means and opportunities
to learn, both about technology and about the ‘language’ of video as a medium.
(Buckingham 2009)
This recalls Newman’s description of the ways in which demonstrations of superplay are
built:
All of these practices require great skill and commitment and involve meticulous planning
and the utilisation of…reference works that document the extent and scope of the game as
well as other documents and collaborative strategies that are devised and refined by gamers
reviewing and discussing each other’s work.
(Newman 2008: 123-4)
Also significant for Buckingham is the ways in which, in skateboarding videos,
Amateur practices overlap with the professional production and distribution of videos, to a
point where the distinction itself becomes quite blurred.
(Buckingham 2009)
The blurring of the amateur nature of a hobby such as LP with the professional production
values is demonstrated in an excessive amount of effort, research and even money invested
in the projects by some LPers. As previously described, “expert” LPs typically go above and
beyond a standard playthrough of a single game, incorporating a host of textual and
metatextual information in order to augment the experience for the viewer.
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The commentary of many expert or 100% LPs – especially those with a single LPer providing
audio – can resemble that of a tour guide. More familiar and casual in language than the
standard imperative tones of the average walkthrough or FAQ (Newman 2008: 101), the
audience is led through the game experience by the LPer. When describing the actions of
the player character, overwhelmingly they are attributed to “us” ; this is embellished with
more direct gameplay advice typically phrased as “you should” or “you’ll want to”
suggestions. Occasionally, comments describing particular quirks or frustrations with the
LPer’s individual playthrough manifest as “I” statements. This is exemplified in one of the
most impressive early LPs, Jurassic Park: Trespasser (PC) by Research Indicates:
And the card reader is broken, so we’ve got to find another way to open this gate. Now on
the back of the sign there, we see a code: ‘1018’. But we need to realise it was probably put
there for a forgetful bus driver, who could look in their side mirror and see the code;
therefore we need to type it in backwards.
[Sound of T-Rex roaring; the screen shakes as it stomps the ground offscreen]
Did that T-Rex follow me all the way here? Christ Jesus, he’s right on the other side of the
bus. And as long as he’s shaking the damn world around, I can’t type in this code…let’s run
for it!
(Research Indicates 2008, ‘Level 5 – The Lab’)
Don’t waste your ammo on raptors who aren’t interested in fighting you. Don’t take on foes
bigger than you, and finally, when the environment presents itself with a defence against
pursuing dinosaurs, take advantage of it.
(‘Level 6 – The Ascent part 1’)
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While this conversational tone is reminiscent of the “let us play” community-audience LP
style described in Chapter 2 – Trespasser is one of the most in-depth of the early batch of LP
projects – Research Indicates fills his commentary with interesting and useful facts,
strategies and metatextual information. This form of LP both fulfils and subverts Slowbeef’s
original description of the video format: the “player’s commentary” is offered in the same
way as a DVD director’s commentary, but instead of simply being “some jackass” with no
knowledge of the text’s development, LPers such as Research Indicates, Chip Cheezum and
Geop provide ‘critical and scholarly analysis’, similar to special DVD re-releases of older films
(Parker & Parker 2004: 14). This is also partially optional: several LPs feature the option of
“cut” or “uncut” commentary depending on whether or not the viewer wishes to hear the
LPer(s) talking over the game’s cinematic sequences and major plot events (General Ironicus
2012b).
Chip Cheezum’s LPs of the Metal Gear Solid games are notorious not only for their comedic
content (see Ligman 2011) but also for an excessive amount of time and effort put into
editing together disparate pieces of footage. His current (at the time of writing) LP of Metal
Gear Rising: Revengeance (PS3) not only shows off every secret of the game and each
hidden enemy, but several possible gameplay strategies at once. For instance, Chip will
show a sequence in which Raiden (the protagonist of Rising) runs through an area, attacking
every enemy he meets. Then the video will “rewind”, accompanied by the sound of a VCR,
to a checkpoint, at which point it will “play” again and show a different sequence: Raiden
using stealth to bypass the fights. (This is added to more common “100%” editing tricks, in
which the LPer intercuts footage from different playthroughs in order to showcase, for
instance, every attack move a major enemy has.) This works to show off a far greater range
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of gameplay options than a standard LP, and allows Chip to demonstrate his own capacity
for superplay, both in his considerable gameplay skills but also his technical expertise with
the technology of video editing. Chip and Ironicus also use their textual and metatextual
knowledge to comedic effect: one of the more infamous examples is their LP of 50 Cent:
Blood on the Sand (PS3). Described by Ironicus as “a game in which you play as [American
rapper] 50 Cent, and spill lots of blood on the sand”, the game plays out as a ridiculously
violent power fantasy. In one episode, Ironicus takes a break from the usual audio
commentary to read excerpts from American Apartheid (Massey & Denton 1994) discussing
misogyny in urban culture and rap music. The juxtaposition of his deadpan delivery with the
extreme violence onscreen climaxes with Chip remarking that, during his partner’s reading,
he “killed two hundred people” – the LP as a whole is now described on the pair’s YouTube
channel as ‘a fan favourite’.
Notably, several fans have cited a particularly successful LP as the reason for purchasing a
game for themselves (see Croshaw 2011). Indeed, with Supergreatfriend’s Deadly
Premonition LP, there are dozens of posts thanking him for bringing the game to their
attention, but also the television series Twin Peaks, by which the game’s production and
setting were heavily influenced (protagonist Francis York Morgan is particularly reminiscent
of Agent Dale Cooper). As such, the Deadly Premonition thread contains as much discussion
of the game itself as it does of Twin Peaks – appropriately, users are discouraged from
revealing plot twists from either text. On top of his 100% “expert” playthrough,
Supergreatfriend uses two interesting techniques to add novelty to his videos. During long,
repetitive combat sections, in order to keep the viewer’s attention, he pauses his own audio
commentary in favour of “LP Bot”, a computerised voice generated through a text-to-
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speech program, which discusses theories surrounding the game’s supernatural murder
mystery plot. Another semi-regular feature takes place during the longer scenes in which
the player must drive across the town in which the game is set: during these drives, York is
often heard talking to his unseen companion “Zach” about their favourite movies, and so
Supergreatfriend offers reviews of these films in video format. This is not a simple display of
subcultural capital – he freely admits not being an expert in film, and not even
understanding titles such as Xanadu – but it does speak to the lengths to which
Supergreatfriend is willing to go in order to offer the most comprehensive Deadly
Premonition experience, as well as providing further topics for discussion within the LP’s
forum thread.
Another example of an LPer showcasing their metatextual knowledge of a game is Geop’s
LPs of Assassin’s Creed and its sequel. The games are set in an alternative history – the first
takes place in the Holy Land during the Third Crusade, the second in Renaissance-era Italy.
As such, Geop uses his extensive knowledge and passion for history to not only discuss the
actual contemporary biographies, artefacts and historical events mentioned in-game (and
the inaccuracies, e.g. between the in-game historical figures and their actual real-world lives)
during the gameplay, but actually preface many videos with long documentary-style
descriptions of said historical information.
One of the most impressive uses of not just metatextual knowledge but the features
available with new media technologies is Kamoc’s 2011 LP of Silent Hill: Homecoming. While
on the surface his playthrough has all the hallmarks of the typical high-effort “expert” LP – a
100% completion, supplemental information in both thread posts and the text of the videos
themselves – enabling the ‘Annotations’ option on YouTube reveals a much more complex
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construction. This feature allows viewers to click on hypertextual links within the videos –
usually manifesting as a clickable area overlaid onto an icon or post-video menu advertising
other uploads on the user’s channel. Kamoc uses this technology to construct his LP as a
“choose your own adventure” experience, with different choices on the part of the
individual YouTube viewer leading them along branching paths within each episode of the
LP. For example, one of the first choices appears in Kamoc’s introductory Homecoming
episode at a point where the protagonist is approached by the first direct threat in the game,
one of the series’ notorious “nurse” monsters. The video pauses and four choices appear
onscreen: ‘Offer to help the nice lady look for her pants’, ‘Knife fight!’, ‘Oh shit hide in a stall’
or ‘Run away’. Each choice takes the viewer to a different part of the video, in which the
chosen course of action is played through by Kamoc himself. Each “wrong” choice – options
which lead to the player character’s death – is shown in full, and an option to ‘return’ to the
previous choice or ‘continue’ along the correct path is displayed over the “Game Over”
screen.
In addition to this, Kamoc uses annotations to compartmentalise his metatextual
commentary. When a new monster, significant item or plot point arises, an icon appears in
the upper left; clicking it takes the viewer to a segment at the end of the video offering
relevant insight. After this segment, the viewer again has the option to return to the point at
which the icon was originally clicked. Also interesting is the fact that, while the vast majority
of Kamoc’s (and later fellow LPer Voidburger’s) commentary during Homecoming’s
gameplay is given through the use of subtitles, the metatextual segments are fully voiced
and even have their own background music. (This supplemental-video format was “stolen”
by Voidburger to augment her contemporaneous LP of Silent Hill: Shattered Memories.) Not
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only does this allow Kamoc as an LPer to showcase his subcultural capital in a concise,
scripted manner (often using a video montage of footage from other games or particularly
the Silent Hill movie), but by keeping this possibly distracting commentary away from the
gameplay itself, he accomplishes two things. Firstly, the atmosphere and authenticity of the
game experience are preserved uninterrupted. Second, and more significantly, the viewer
gets to select their own game experience and their own LP approach. A viewer who clicks
every annotation and watches through every possible recorded option and supplemental
segment will have a fundamentally different experience from one who engages only with a
single, straightforward subtitled playthrough and ignores all other distractions.
This is a much more involved and complex method of offering viewers different ways to
watch through an LP than the aforementioned “Dual Audio” setup, but both approaches are
symptomatic of a much wider cultural trend: the practice of personalised media (see
Sunstein 2009). Eli Pariser describes the ‘powerful allure’ of media personalisation as a tool
for filtering through the immense amount of information with which we as users and
consumers are bombarded (Pariser 2011: 10-11); he also asserts that it is a sometimes
invisible but always present factor in our experience of everyday life (13). However, while
Pariser mostly describes personalisation as a sinister and possibly deleterious new feature of
technology and consumerism, this pessimism is only partially applicable in these instances,
particularly Kamoc’s Homecoming LP. Discussing creativity, for example, he lists three key
ways in which the trend of personalisation (termed ‘the personal filter’ or ‘filter bubble’)
negatively impacts creative thought:
First, the filter bubble artificially limits the size of our “solution horizon” – the mental space
in which we search for solutions to problems.
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(Pariser 2011: 94)
With viewer choice in LPs, I would argue that options are opened to the viewer where there
would otherwise be none. Instead of the wholly passive model where the audience simply
watches what is created, dual audio and particularly Kamoc’s “choose your own adventure”
format allow the individual audience member to make the conscious choice of what kind of
LP they want to watch.
Second, the information environment inside the filter bubble will tend to lack some of the
key traits that spur creativity. Creativity is a context-dependent trait…the contexts that
filtering creates aren’t the ones best suited to creative thinking.
On the one hand, this could apply to the genre of LP as a whole: instead of undertaking in
the skill challenges and problem-solving of an interactive game experience, the individual
chooses the more passive option of seeing it played for them. This links in with Pariser’s
third point:
Finally, the filter bubble encourages a more passive approach to acquiring information,
which is at odds with the kind of exploration that leads to discovery.
However, as we saw in the previous chapter, several LPs engage directly with their audience,
both in the videos themselves and the discussion surrounding them. With even the most
simplistic LPs in the Let’s Play Archive we can see a huge range of fanart, from manipulated
screenshots and comics to animations and even musical compositions . With more viewer
participation encouraged, LPs not only see a large amount of effort put into fan works, but
also drive users to become LPers themselves (veteran Something Awful LPer Diabetus first
became involved when sending Slowbeef advice on Super Metroid gameplay, for example).
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General Ironicus in particular has championed the positive creative drive promoted by the
technical and social aspects of LP – in particular the Let’s Play subforum community:
LP is kind of a specific thing, but it can involve a huge number of skills. If I ever need
somebody to edit together and present a documentary I know a guy (or maybe two , okay at
least three) LPs get fanart all the time, so let’s look at one specific case. My friend Drakkel
made this [picture link] for his first D&D character, and this [picture link] a few months ago.
Art school probably had more to do with the improvement than LP did, but Let’s Plays have
been the constant source of inspiration he needs to practice his developing skills. Look at
our site’s design over the years to see how LP can push and inspire a graphic designer. Even
musicians get it on it.
(General Ironicus, 6th October 2012)
This paragraph alone is peppered with hypertext links to notable LP projects in the Let’s Play
Archive. It is creative output like this which, for many, is cultivated through the Something
Awful LP community much like the creativity and skills showcased in Buckingham’s skate
videos. The collaborative nature of much LP output indicates that these demonstrations of
superplay are not merely about self-aggrandisement and mastery (see Bainbridge & Yates
2010) but equally about self-improvement and sharing knowledge and advice with one’s
peers.
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Chapter 4
Monetisation and Stagnation: The Rise of YouTube
Hello, my name is Stampy, and welcome to my small corner of the Internet. I make videos of
a bunch of different games and upload at least one Minecraft video every single day. I
always have fun when I make my videos and hopefully, if you decide to stick around, you will
too! Here is a short montage of some of the things I’ve been getting up to…
(Stampy 2013, ‘Stampy – Youtube Channel Trailer’)
In the previous chapters I have mainly discussed the community and projects of the Let’s
Play subforum on Something Awful. This is because, while LP was quickly adopted by other
gamers and spread to outside sites, it has not been until the past two or three years that
YouTube has become the dominant venue for LP and the home of its biggest “superstar”
content creators. In this final chapter I shall be discussing the schism between the
Something Awful and YouTube approach to LP, as well as interrogating the idea of the “LP
superstar” and the monetisation of LP content.
One of the most common criticisms of Something Awful as a messageboard is arguably what
makes it successful and enduring: unlike the vast majority of sites, particularly in this
modern age of social networking, it costs users $10 to register and be able to post in the
Something Awful forums, including the Let’s Play subforum. This, coupled with very direct
and sometimes draconian moderation and rule-enforcement, has led to Something Awful
gaining an “elitist” reputation (Zurschmitten 2012). This echoes Sherry Turkle’s depiction of
‘online cliques’: ‘characterised by its cruel wit, and you need to watch what you say. These
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adolescent posts will remain online for a lifetime’ (Turkle 2011: 243). However, this is not
necessarily a reputation that is popular with the denizens of the Let’s Play subforum.
Slowbeef (2013) has described how the Let’s Play Sandcastle has unintentionally mutated
into a “gateway” for the subforum:
You shouldn’t have to post there before you want to post a thread on SA [Something
Awful] …There is sort of a culture in Let’s Play now where people kind of tend to say “Okay,
uh, here’s your problems with your video” – and if you just post a thread, “You should have
gone back to the Sandcastle and done it” – which I don’t like, because it’s like, you pay your
ten bucks, you’re allowed to post here.
(Retsutalk episode 29: ‘Live from Twitch II’)
He does, however, note that “the one blanket rule on SA is that if you’re funny, you get to
break all the rules” – exemplified in the small number of casual, low-effort LPs which
nonetheless have garnered much positive attention in the subforum, such as Maxpkmf’s
Doom LP or Wateyad and Pork Lift’s take on Final Fantasy XIII.
However, other LPers and commentators have opined that the restrictive ‘elitism’ of the site
is in fact the gateway to an invigorating community experience, particularly when compared
to less discussion-driven sites like YouTube:
The subforum has interaction, rules, audience input, and constant feedback. People who do
their work for the Youtube audience don’t have that, even though the audience is much
larger. Youtube is simply a hosting service and doesn’t have the structure of a message
board. It’s like keeping your sangria on the kitchen table instead of in a pitcher because the
bigger surface holds more; the boundaries are what make it work in the first place.
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(General Ironicus, 6th October 2012)
Game critic and writer Ben “Yahtzee” Croshaw, whose subcultural fame within gaming
began with creating LPs in the Let’s Play subforum, describes the site’s paywall as ‘about as
effective a shithead filtration system as you could ask for, really’. Like Ironicus, he cites the
community’s ‘strict rules for posting’ and an emphasis ‘on good technical quality’ as being a
potential inspiration to aspiring LP producers, and like many he reiterates the differences
between Something Awful and YouTube LP:
[These rules] might seem a little restrictive, but it's a damn sight better than the alternative,
which is the Let's Play community on YouTube. As is always the case with YouTube, and
perhaps the internet in general, its biggest detriment is its complete lack of quality control
and community of yes-men who are prepared to give mindless praise to anything that
doesn’t make their monitors explode.
(Croshaw 2011)
However, it is not just those rooted in the Something Awful community who have noted this
opposition. Sandvoss describes how ‘In fandom, as in other areas of everyday life, place
remains a fundamental point of reference’ (Sandvoss 2005: 66) [Italics mine]. So it is with LP:
there is a conspicuous schism between LP projects with their origin in the Let’s Play
subforum of Something Awful on one hand, and the ubiquitous YouTube “LP superstars”
and their imitators on the other. YouTube LPer MegamanNG, for instance, laments the
trajectory of Let’s Play on the video hosting site:
You know how YouTube is nowadays, right – always focusing more on the popular,
well-known people instead of smaller users.
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(2013, Retsutalk episode 29)
If I was president of YouTube, I would make sure everyone gets a fair chance at being well-
known and being famous, because with YouTube it has to be a democracy – not a
dictatorship.
(2013, ‘Cave Story + Hard Mode Day 5: MegaJose Story+ (With CherryDoom!)’)
Indeed, through YouTube’s “partner” system, successful video creators can earn hundreds
of thousands of dollars through ad revenue and a steady stream of content. One of the most
significant recent phenomena in terms of YouTube content is the rise of large “multi -
channel networks” (MCNs), outlined by journalist Stuart Dredge:
MCNs are driving rapid growth for their stables of YouTubers, with subscriptions becoming
an ever-more-important spur for views on the service. YouTube has made a number of
changes in the last year to put more emphasis on channels and subscriptions rather than just
individual videos. YouTube now attracts more than 1bn unique users a month, who watch
more than 6bn hours of video – with 1m channel creators currently earning money from ads
placed around their videos through the YouTube Partner Programme.
(Dredge 2013)
He describes two of the most popular YouTube LPers and their respective MCNs: the
Swedish “LP superstar” PewDiePie (whose YouTube channel is now the most-subscribed
since the site began, with over fifty million views) is part of Maker Studios, and
SkyDoesMinecraft (35.5 million views, the third most-watched channel on the site) is
affiliated with Machinima.
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As one can infer from the title of his channel, SkyDoesMinecraft primarily produces LPs of
the PC game Minecraft and its various user-created mods. The majority of his videos are
casual playthroughs of the game, done in multiplayer with live commentary from Sky
himself and the other people playing with him. On the surface it might seem surprising that
a channel could become so popular with such a small niche of content production, but in
fact Minecraft is one of the most popular independent games (if not games full-stop) of all
time (Plunkett 2011). As General Ironicus describes, the Let’s Play-ability of Minecraft is
itself a red herring:
Your character is alone in a wilderness without order, unable to see their own feet, and you
forge ahead doing whatever you please, building a lonely society out of tree blocks. Youtube
has literally millions of videos, some with literally millions of views, of people playing
Minecraft for the internet. There’s no narrative to experience, no plot twists or charming
characters for people to discuss, and no abusable mechanics for speedruns. It’s just one
person with a pixelated pickaxe and an audience larger than the population of New York City.
Each Minecraft world is randomly generated, so viewers aren’t even connecting on a level of
shared experience, at least not very specific experiences.
(General Ironicus, 10th September 2012)
Imbued with the power of absolute creative freedom, it is no wonder that LPers of all stripes
have taken to Minecraft to flex their imaginations for an audience. PewDiePie tackled the
game early on in his LP career, and the accessibility of Minecraft makes it a go-to canvas for
solo and multiplayer play. If one is concerned with documenting a game’s ‘ludic strategies’,
as Newman puts it, then it is hard to find a more diverse set of in-game possibilities –
especially since the game is so easy to modify to create new enemies, crafting materials,
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mechanics and even storylines. Minecraft has thus become, to many, a prerequisite for
success as a YouTube LPer – exemplifying this is Stampy, quoted at the start of this chapter,
who promises his audience “at least one Minecraft video every single day”. As such, it has
become the go-to game for content creators within the sphere of “gamer culture” as a
whole to dip their toes into the world of LP. Rooster Teeth, famous for their Halo fan series
Red Versus Blue, have incorporated Minecraft into their repertoire as a way of providing
unscripted group entertainment for fans. Other game reviewers such as PeanutButterGamer
and JonTron have produced their own Minecraft series, which are among the most popular
on the former’s “PBGGameplay” LP channel. The latter has been, until recently, part of the
LP duo Game Grumps, which I shall address later.
One of the most important rules of the Let’s Play subforum that sets it apart from YouTube
is the “three month rule”, which stipulates that an LP of a new game must not be posted
until three months after release. This is in deliberate contrast to the ubiquity of “day-one
LPs” (Slowbeef 2013) on YouTube, in which an LPer acquires a new game on the day of
release and records a blind run to be uploaded on the very same day. As Slowbeef describes,
this is often seen as a cynical ploy for popularity and attention:
I think some Let’s Players want to show off their first-time experience with a copy of the
game, but I get a weird feeling…that some people do it because they want to come up in the
YouTube search results. They say like, “I don’t really have an interest in Game X, but if I play
it, people will find me because they’re looking for that game”.
(2013, Retsutalk episode 29)
In fact, this practice is now so widespread that occasionally games are recorded by LPers
before their official release dates. For example, when PewDiePie uploaded footage of
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himself playing the then-unreleased Amnesia: A Machine For Pigs, the game’s development
team The Chinese Room voiced concerns:
In terms of things like the release of pewdiepie’s footage of #aamfp – this has nothing to do
with us. We weren’t involved in any way.
I’d actively say to fans to NOT WATCH IT. It contains spoilers and may wreck the immersion
and atmosphere. We weren’t part of that decision.
(Tweeted 29th August 2013)
PewDiePie in fact ended up taking down the video after contacting The Chinese Room
himself (despite contesting their decision, stating that the game’s publishers, Frictional
Games, had given him permission). This could be seen as a shrewd move, since PewDiePie
gained much of his fame through his incredibly popular LP of the first Amnesia game –
enough that his videos are (echoing Slowbeef’s above description) the first search results for
‘amnesia’ on YouTube. However, despite occasional upsets, day-one LP is alive and well on
YouTube, and particularly popular – for example, German LPer Gronkh uploaded footage of
himself playing Saints Row IV on release day, and within one week the LP videos were
nearing a combined total of twenty million views.
One of the most noticeable trends in YouTube LP is how certain games are played over and
over again by different LPers. On the face of it, this is often a clear attempt to piggyback off
the success of a prominent LPer’s playthrough of a game with one of their own; however
outside of the privileged few LP superstars with six-figure subscriber counts and MCN
salaries these attempts often fall victim to diminishing returns , both in quality and viewer
count. Despite this, it is common for commenters on YouTube to specifically request games
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such as Happy Wheels or Amnesia: The Dark Descent because of their enjoyment of other
LPers’ videos of these games. One can draw parallels with the popularity of cover songs in
music, in which an artist records their own vers ion of a previously-released track in order to
gain more popularity than with their own original but less well-known material (see
Plasketes 2010).
Addressing both this and the differences between the YouTube and Something Awful
approach to LP, Croshaw describes what he sees as the problems inherent in the scramble
for video site popularity:
But I think the problem with YouTube LPs is that most of them seem to think LP should be
about the person commentating rather than the game. They all seem to play the same titles
(honestly, how many times can anyone watch Super Mario World being played), have little
editing and effect desperate attempts at hilarious personas in order to attract more
subscribers, the most valuable currency of YouTube. SA, I find, encourages its users to see LP
more as a hobbyist’s roundtable discussion about the games themselves.
(Croshaw 2011)
One of the more important aspects that Croshaw addresses here is the online persona.
Cultivated organically over time or deliberately mapped out from the start of their posting
career, several LPers brand themselves in much the same way as Buckingham’s
skateboarders. With the Internet granting users the ability to regulate what kind of persona
they display to their peers and audience (Chernev et al. 2011: 66), it is not surprising that
LPers regulate and cultivate their own ostensibly unique brand identity, in order to stand
out from the crowd (and paradoxically to make themselves more potentially marketable to
a mass audience). One of the more obvious facets of this branding is a short introductory
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segment at the beginning of each video on a channel, often including a title card with a logo
for the LPer(s). Other recurring jokes, catchphrases and play style itself can become part of
this brand, and thus marketable intellectual property that can, as we shall see below, be
monetised.
One of the most common “branded” LP personas is that of the LP group. There exist several
LP groups, some now defunct, but many still active. Often they name themselves, such as
the Freelance Astronauts or the aforementioned Tipping Forties; others are assumed to be
part of the group through inference and prior projects – Pokecapn’s LPs almost exclusively
involve him and his friends, but they have no formal group moniker. These partnerships
often manifest as simple two-person player/sidekick pairings: for example, in the duo of
Chip & Ironicus, Chip Cheezum takes the dominant “expert” role while General Ironicus acts
as the inexperienced learner, often playing the part of audience surrogate. In the case of
Chip & Ironicus, the partnership is so well-established (they have been creating LPs since
2008) that in the occasion that Chip embarks on a project solo (or in the case of his Metal
Gear Solid and Metal Gear Solid: Peace Walker LPs, with co-commentators who are not
Ironicus) there is inevitably some discontent from fans who had hoped to see and hear more
from the two as a partnership. Arguably the most famous LP group to rise to prominence
recently is Game Grumps. Comprised of animator Arin “Egoraptor” Hanson and game
reviwer Jon “JonTron” Jafari (the latter has now left and been replaced with Dan Avidan, a
decision which was met with ‘mixed feelings’ among fans (Hoffecker 2013)), the pair
released a steady stream of LP videos, promising to play any game that fans sent in.
However, this not only led to almost none of the games they tackled coming close to
completion, but a clear stagnation in the quality of their output. With such a high volume of
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LP footage, like many big-name YouTube LPers their most popular videos are “greatest hits”
compilations – particularly with Game Grumps, there exist many fan animations (and
animations by Egoraptor himself), in which audio is taken from the original LP video and
then set to an original animation. Several YouTube LPers use these highlight reels and
montages to act as introductions to their channels on the site, such as PewDiePie (‘A Funny
Montage’) and Stampy, mentioned above.
One of the more widespread and popular tropes in YouTube LP is the scarecam: a recording
of the LPer’s face added to the videos so that the audience can see their live reactions to the
game. The use of scarecams is an easy and often effective way to increase the personal
connection between the LPer and their fanbase, as well as provide an “authentic” view of
the player during gameplay (or in the case of Vicas’s Super Mario 64 LP, to prove that he
was actually using his feet to play). Being able to see the player’s reactions in real time
particularly increases the visceral thrill of a horror game, since vicarious feelings of threat
are a very potent psychological phenomenon and can even translate to the viewer feeling
at-risk themselves (Beckes et al. 2012: 675-6). But positive emotions are also more easily
translated. Beckes, Coan and Hasselmo’s recent study on the psychology of empathy
describes how ‘familiarity involves the inclusion of the other into the self - that from the
perspective of the brain, our friends and loved ones are indeed part of who we are’ (676). It
follows then that those whose content we love – the objects of our fandom, whose personal
identity is merged with their branded output – are similarly meshed into our identity. In a
genre like Let’s Play, the desire for audience engagement is a transparent and persistent
one – LPers, particularly on YouTube, call on viewers to “like and subscribe” and leave
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comments. The practice is so common that it is often done ironically or excessively by LPers
such as Game Grumps:
Egoraptor: Tweet, like, subscribe, favorite and MySpace us... if you know–
JonTron: If you know Gilmore Girls... like, favorite and subscribe if you know what Gilmore
Girls is.
(2013, ‘Sonic ’06: Buggy Buggy – PART 43 – Game Grumps’)
Since one of the motivations of empathy is when ‘one knows that the other person is the
source of one’s own affective state’ (de Vignement and Singer in Beckes et al. 2012: 670),
this transparent call for attention and involvement may act in a self-fulfilling way: the
audience see the LPer as willing to engage (however half-heartedly) with viewer feedback,
and so they are encouraged to leave feedback and thus (ideally) be responded to in kind.
However, one of the main sticking points with audience affection and viewer empathy is the
issue of authenticity. As Thornton notes, ‘nothing depletes capital more than the sight of
someone trying too hard’ (Thornton 1995: 12), and several LPers are criticised for “faking”
their reactions to games, particularly those who use scarecams such as PewDiePie (and
TobyGames, whose style is nearly identical). Zurschmitten describes a ‘paradox’ in LP:
That being, to evoke, in a manner as professional as possible, the pretense of being
unprofessional, which is still the life force of Let's Play. The high standard of delive ring a
professional product but also to sound like the nice guy from next door is a big challenge.
(Zurschmitten 2012)
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57 Thomas Hale – Media, Culture & Identity MA, University of Roehampton
I would argue that the widespread use of highlight compilations on YouTube LP channels is a
way of emboying both sides of this coin: the long-form LP videos are where the
unprofessional amateurism can be showcased, but packaging “greatest hits” montages adds
a more professional veneer to the channel’s brand, in effect advertising the LPer’s output
through editing out what could be “dead air”. However, the content of the output itself can
often come under fire for its supposed inauthenticity and pandering (General Ironicus
2012d). PewDiePie has been a particular target for such criticism, owing to both his fame
(Drudge 2013) and his style of gameplay. As General Ironicus describes, PewDiePie’s output
is tailor-made for a specific and multitudinous audience:
His childish persona is the secret. His fans are admitted kids, just entering the period where
they first face responsibility and consequences for their actions… Meanwhile the little box in
the corner shows a guy who can do whatever the fuck he wants and nothing happens. He
screeches like a banshee with its balls in a vise but mom never tells him to turn the racket
down. He can tell people something’s a joke even when it isn’t and they still laugh
anyway…the camera does increase the emotional connection. He also gets to pull faces
without the consequences of looking like a spaz, cementing his appeal….Living the
consequence-free life resonates with children and the childish.
(General Ironicus, 17th October 2012)
Indeed, PewDiePie maintains a happy-go-lucky, ‘consequence-free’ persona and brand. In
2012 he was publically criticised on Slowbeef’s ‘Retsuprae’ channel by a collaborative video
that called out his style as “obnoxious” and his apparent terror at the horror games he LPs
(particularly the Amnesia series, as mentioned above) as a “gimmick”. In particular, the
video (entitled ‘Adults React To PewDiePie’) was overtly critical of PewDiePie’s constant use
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58 Thomas Hale – Media, Culture & Identity MA, University of Roehampton
of rape jokes, defusing the hyperactive comedy intended by his videos by replacing the
scarecam of his face with footage of other YouTube and Something Awful users and Let’s
Players (including Slowbeef himself) reacting less receptively. Ironicus continues along this
vein:
That’s the genius of “Adults React…”. It rips the lid off that safe space of gleeful idiocy and
exposes it to the sun. What could have been a fan’s highlight reel becomes a devastatingly
effective critique as soon as you put someone shaking their head in the corner. Welcome to
reality, where screaming like an idiot gets you treated like an idiot….you can’t treat the word
rape like punctuation.
Despite the ‘Adults React’ video causing a major fan backlash on both sides of the argument,
PewDiePie’s response attempted to apologise for the insensitivity of making light of rape
with ‘insensitive jokes’. However, many saw his apology video as an empty gesture:
PewDiePie is trying to make a sincere dialogue with his fans in “I’m Sorry” to tell them he is
not doing this for money.
THEN HE RAN ADS ON THE APOLOGY VIDEO….
The “I’m sorry” video was totally unnecessary. He doesn’t really apologize, and it’s really
more to control the damage done by his poorly-worded (nice?) comeback to us. Really, all it
did was relight a fire that was already well on its way out.
(Slowbeef, 18th January 2013b)
Slowbeef’s evaluation of the debacle hinges around the issue of whether or not PewDiePie
is ‘in it for the money’ – that is, offering an inauthentic persona under the guise of
Zurschmitten’s ‘nice guy from next door’ while betraying his own cynicism. Scott (2013) cites
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59 Thomas Hale – Media, Culture & Identity MA, University of Roehampton
verisimilitude as being one of the cornerstones of authentic performance – ‘whereby they
embod[y]…the life, humanity or personality of their character’ (2013: 98). When this
performance starts to slip into stagnation, as is the case with PewDiePie. Returning to
Thornton, he crosses the line from authenticity into ‘trying too hard’.
However, the monetisation of LP more broadly is gaining momentum. Slowbeef himself has
used his ‘Retsuprae’ brand for monetary purposes (Zurschmitten 2012), though there is
nowhere near the advertising push and branded fandom that LP superstars like PewDiePie
or Game Grumps display. Both channels sell items such as shirts and smartphone cases
based on established catchphrases – the former using fan-submitted pictures, the latter
using the lyrics of their channel’s theme song and Egoraptor’s own artwork.
Borderline narcissism! Bonus deal! We’re getting half the deal for twice the price! Can you
believe the amount of asinine things we’re saying?...Never ever have you ever seen such an
amazing shirt.
(Egoraptor 2013, ‘NEW ‘Hey I’m Grump’ & ‘Not So Grump’ Tees!!’)
When it comes to turning LP from a hobby into a career, however, YouTube content
producers have been less successful. As Zurschmitten (2012) notes, it is still difficult for
LPers to profit off their videos without corporate sponsorship – in recent years, major
games companies such as Sega and Nintendo have cracked down on LP videos containing
their copyrighted content, with the latter specifically claiming the videos’ advertising
revenue (Cowan 2013). At the same time, though, smaller developers have begun to partner
with big-name LPers in order to drum up publicity for their newer titles (Ligman 2011). The
issue of copyright and ownership of LP output is still fraught, since LP is, in essence, building
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60 Thomas Hale – Media, Culture & Identity MA, University of Roehampton
one’s own content on the foundation of existing intellectual property. And unlike fan fiction,
where names of characters and settings can be changed in order to qualify a text as
‘original’, it is nearly impossible to separate the LP from the game.
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61 Thomas Hale – Media, Culture & Identity MA, University of Roehampton
Conclusion
Even now, there are new trends and innovations pulling Let’s Play in different directions.
The launch of Twitch TV, a streaming site specifically designed for live broadcast of
gameplay footage, has in many ways offered more serious LPers a chance to recapture the
casual amateurism of the early days. As gaming technology itself shifts away from
designated home consoles onto mobile devices, the ways in which we play games are
rapidly evolving, and LP will evolve with them.
While I have covered a great many topics relating to the world of Let’s Play in this
dissertation, I am highly conscious that I have only scratched the surface of theoretical
possibility. As I stated at the beginning of my discussion, this broad approach has been
necessary in order to showcase the vast array of sociological, cultural and psychological
phenomena associated with LP itself, as well as content producers and their fans. One of the
recurring themes of my analysis has been that no single existing framework is sufficient for
exploring this topic; however, the practises involved in LP can be scrutinised through a
number of different lenses. Whether one subscribes to Turkle’s notion of ‘online cliques’,
Sandvoss and Jenkins’ more optimistic theories of fan participation, or Newman’s ‘superplay’
and archives – or even rejects all of these – Let’s Play is a fascinating, underappreciated
phenomenon. I hope that my project here has gone some way towards making the case for
its exploration.
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62 Thomas Hale – Media, Culture & Identity MA, University of Roehampton
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Let’s Play Videography
Brainamp:
Bioshock – http://lparchive.org/Bioshock/
CannibalK9:
Grand Theft Auto: San Andreas – http://speeddemosarchive.com/GrandTheftAutoSA.html
Chip Cheezum:
Metal Gear Solid – http://lparchive.org/Metal-Gear-Solid/
Metal Gear Rising: Revengeance – http://chipandironicus.com/videos/mgr/
50 Cent: Blood on the Sand – http://lparchive.org/50-Cent-Blood-on-the-Sand/
Game Grumps: http://www.youtube.com/user/GameGrumps
Geop:
Assassin’s Creed – http://lparchive.org/Assassins-Creed/
Assassin’s Creed 2 – http://lparchive.org/Assassins-Creed-II/
Gronkh:
Saints Row IV - http://www.youtube.com/playlist?list=PLGWGc5dfbzn9-
TUuzeneocR8cflsH8wHh
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67 Thomas Hale – Media, Culture & Identity MA, University of Roehampton
Kamoc:
Silent Hill: Homecoming – http://lparchive.org/Silent-Hill-Homecoming/
Maxpkmf:
Doom – http://lparchive.org/Doom/
Niggurath:
9: Last Resort; Bad Day on the Midway – http://lparchive.org/9-Last-Resort/
PBGGameplay: http://www.youtube.com/user/PBGGameplay
PewDiePie: http://www.youtube.com/user/PewDiePie
Pokecapn:
Sonic The Hedgehog 2006 – http://lparchive.org/Sonic-The-Hedgehog-2006/
Research Indicates:
Jurassic Park: Trespasser – http://lparchive.org/Jurassic-Park-Trespasser/
SkyDoesMinecraft: http://www.youtube.com/user/SkyDoesMinecraft?feature=watch
Slowbeef:
Cave Story – http://www.youtube.com/user/slowbeef/videos
The Immortal – http://lparchive.org/The-Immortal/
Metroid Prime – http://lparchive.org/Metroid-Prime/
Metroid Prime 2: Echoes – http://lparchive.org/Metroid-Prime-2-Echoes/
Metroid Prime 3: Corruption – http://lparchive.org/Metroid-Prime-3-Corruption/
Super Metroid – http://lparchive.org/Super-Metroid/
Stampy:
Minecraft – http://www.youtube.com/user/stampylonghead?feature=watch
Tipping Forties:
Goldeneye 007 – http://www.youtube.com/playlist?list=PL2167C27A8C6A68DD
TobyGames: http://www.youtube.com/user/TobyGames
Vicas:
Super Mario 64 – http://lparchive.org/Super-Mario-64-%28With-Feet%29/