What convinced you to put YouTubers at the heart of your publicity drive?
When we were starting to figure out how Kickstarter worked, the first problem we needed to tackle was how to get people’s attention. That naturally brought us to YouTubers, and from there came the fact that we started to get to know the guys, and they gave us feedback, and then I think they were completely smitten by the fact that we actually listened to them! And that’s pretty much been our approach throughout development: if somebody comes up with a sensible idea, no matter who it is, we’re going to put it in there if we have the means for it.
How was the working relationship?
Jesse [Cox] came over here as part of a promo thing and suddenly started lecturing. You know he’s a teacher, right? He started all, ‘This is wrong with your game, and this is wrong with it, and this!’ And we replied, ‘Yes, Jesse, you’re right. You have a point. We know that, but thanks for reminding us.’ Later on, when the game was released, and we were all feeling smug and happy that we’d got a ‘game of the year’ here and there, we did something called a Dev Line, which is like a live Twitch event, with Jesse, and he just went at it again! That kind of thing is the stuff that has been tackled in the Enhanced Edition. I’m very curious to see what he’ll tell us is still wrong now.
Twitch is a very different beast to YouTube, though, surely?
We were at TwitchCon, where we were playing it together with a whole bunch of Twitchers – there’s a lot of gaming intelligence out there. As a developer you would really be stupid to lock yourself in and not listen to that.
CEO, Larian Studios