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/vt/ - Virtual Youtubers

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>> No.76461079 [View]
File: 34 KB, 674x449, 16990097535625662446539007.jpg [View same] [iqdb] [saucenao] [google]
76461079

>>76460937
>>76460919
>>76460818
>>76460154
>>76460234
>>76460498
>We have multiple people selected through auditions debut at the same time in groups of about 5 people every few months in the form of ``Hololive 1st generation and 2nd generation''. This greatly increases the cohesiveness of the group.

>In fact, this was designed with reference to "everyday anime" such as "K-ON!". In these anime, the story is based on the interactions between about five characters.

>We are similar to this, and instead of debuting alone, we have created a group of about 5 people and created a system where we can collaborate with each other and send out content. I'm glad that fans often say, "Hololive is warm."

>> No.74033807 [View]
File: 34 KB, 674x449, 16990097535625662446539009.jpg [View same] [iqdb] [saucenao] [google]
74033807

>We believe that VTubers are popular because they solve problems, and we think it's similar to how social games were played a while ago as a way to kill time. Back then, people who liked the same social games could connect with each other, but now college students and young working adults living alone can connect with someone with the same interests at home. So, the number of simultaneous connections may be 10,000 or so. As the number of young people who are Internet natives is increasing rapidly, I think it is inevitable that popular characters and IP will be created from the Internet.
>I believe that the greatest value of VTubers is that they are a means of openly and fair expression of talent, as they are able to engage in expressive activities that are free from realistic appearance and all attributes associated with appearance, such as age, gender, and nationality.

>> No.73307951 [View]
File: 34 KB, 674x449, 16990097535625662446539009.jpg [View same] [iqdb] [saucenao] [google]
73307951

>>73307770
>We have multiple people selected through auditions debut at the same time in groups of about 5 people every few months in the form of ``Hololive 1st generation and 2nd generation''. This greatly increases the cohesiveness of the group.

>In fact, this was designed with reference to "everyday anime" such as "K-ON!". In these anime, the story is based on the interactions between about five characters.

>We are similar to this, and instead of debuting alone, we have created a group of about 5 people and created a system where we can collaborate with each other and send out content. I'm glad that fans often say, "Hololive is warm."

>> No.73105884 [View]
File: 34 KB, 674x449, 16990097535625662446539009.jpg [View same] [iqdb] [saucenao] [google]
73105884

>>73105818
>We believe that VTubers are popular because they solve problems, and we think it's similar to how social games were played a while ago as a way to kill time. Back then, people who liked the same social games could connect with each other, but now college students and young working adults living alone can connect with someone with the same interests at home. So, the number of simultaneous connections may be 10,000 or so. As the number of young people who are Internet natives is increasing rapidly, I think it is inevitable that popular characters and IP will be created from the Internet.

>> No.70948427 [View]
File: 34 KB, 674x449, 16990097535625662446539009.jpg [View same] [iqdb] [saucenao] [google]
70948427

>To expand hardware, first expand software.
>Although we are now recognized as a ``VTuber company,'' when we were founded six years ago, we were a ``VR company.''

>I wanted to create a service that provides Metaverse space, but it reached its peak prematurely, and I managed to overcome the management crisis of being on the verge of shorting out funds, and started by selling "Virtual Talent", which would be the main content in Metaverse space. By changing the direction of our strategy, we were finally able to make it to the starting line.

>We withdrew from the field of VR itself, which we envisioned when we first started, and changed our policy to ``use VR technology to move and play two-dimensional characters'', which led to what we have today. It all started when I saw developers in the VR industry using motion capture technology to move and play characters. After trying it myself and realizing that it was interesting, I changed my way of thinking.

>No matter what phase I went through, I feel that I did not grow smartly at all, but instead managed to grow through brute force.
>In the end, I think this order was correct.
I'm from the Famicom generation, born in 1973, so I'll use the Famicom as an analogy. The Famicom game console was not an explosive hit just because it was the "first" game console to be released. Before the release, we installed software called game content in machines installed in common spaces of game centers and bathing facilities so that as many people as possible could experience the fun of games. It was because we introduced the Famicom with the slogan, ``You can enjoy it,'' that it became such a hit.

>In other words, first we have the software, and then we release the hardware that makes it easy to enjoy the software. If we were to apply this to our business, we would be at the stage where we were finally able to create the early version of Donkey Kong for game arcades.

>So, now is the starting line. The real thing is about to begin.

>> No.70435277 [View]
File: 34 KB, 674x449, 16990097535625662446539009.jpg [View same] [iqdb] [saucenao] [google]
70435277

>>70434981
>Another point is that VTuber is still in the early stages of the IP business. Even if we say out-licensing, it's a shotgun situation, such as a limited-time collaboration at a convenience store, but if this is a game that only features that IP, or if animation content is released. If so, wouldn't it spread even more?

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