YouTube vs Twitch

For the past several weeks now, I have swapped over to a Twitch format for our gaming schedule, which I think upload to YouTube after the fact. So far, this is actually working quite a bit better. Although the audience is still non-existent (not unexpected), it does streamline my own workflow quite a bit. Twitch streaming tools are a bit more user friendly, meaning I have at least a chance to be engaged and can fairly easily automate most of the other pieces. At the same time, I create an offline recording of the event, which I can then quickly edit down in DaVinci and process overnight following the game. At that point, the video can be uploaded for long term storage onto YouTube, for anyone who cares to review it.

As a side effect, I added a bit better soundtrack music to the intro and outro’s on the video – a bit better match for the general content. Unfortunately, these trigger copyright claims on YouTube – not unexpected. Effectively what that means is I can’t monetize the video (I can’t earn a small advertising revenue for the video). Since that income is determined by the number of views per video, and my views is effectively zero, I am really not concerned. Someday, if the videos ever get attention, that equation may change, but at that point it is simple enough to unlock the content. This issue doesn’t impact Twitch apparently, especially since the videos only live for two weeks before they drop off.

I am also looking into options to re-introduce Syrinscape into the main stream, primarily for the benefit of the active group, but also as a sideline for the recordings. Syrinscape Online seems to be the most workable at this time, but I am still trying to find the time to properly configure and format the various options – automated enough to be usable during the actual game.

As always, I welcome any potential viewers to visit us either Live during one of our weekly Twitch games, or after the fact with our archived sessions on YouTube.

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