In the age of streaming, video game playthroughs can catapult a title into viral stardom—or, conversely, deter potential buyers. While some developers embrace the exposure, others see it as a threat to sales, and the debate is especially heated for the flagship series of the legendary studio behind Resident Evil.
Since the dawn of the new millennium, video‑sharing platforms have exploded in popularity, giving gamers a ready audience for live broadcasts and recorded playthroughs. These streams let fans vicariously experience gameplay, turning casual viewers into passionate communities.
However, the business side of the industry has begun to react. Several publishers now actively discourage—or outright ban—streaming and video uploads of their titles even weeks after launch. In Japan, for example, studios fear that early, widespread exposure will sap the incentive for viewers to purchase and play the game themselves, ultimately eroding revenue.
The controversy recently drew in YouTuber Eiko Kano, who once had the opportunity to interview Resident Evil creator Shinji Mikami to discuss the impact of streaming on the franchise’s commercial strategy.
Comedian‑streamer Kano reflected on his habit of playing Resident Evil titles on his channel, noting that he would often cut into the story and solve puzzles mid‑stream—core elements that define the series. He felt that by doing so he was “ruining the experience for viewers,” especially when it involved spoilers.
Although Kano had secured permission from Capcom, he was curious about the developers’ perspective, prompting him to reach out directly to Hideki Mikami. The YouTuber expected a different stance from Capcom, but Mikami’s response surprised him.
“If viewers who watch the stream are satisfied with seeing the game played to the end, then the game isn’t that great,” Mikami said (via Nikkan Sports). “Our job is to create games that make people want to finish them on their own, even after watching someone else complete them.”
While video and streaming platforms can broaden a game’s reach, they also risk turning viewers into “watch‑and‑forget” audiences who prefer to simply observe rather than purchase. This trend is especially detrimental to narrative‑heavy titles such as visual novels and RPGs, where the full experience is integral to the story’s impact.
In a candid admission, the chief creative behind the Final Fantasy franchise acknowledged that certain content can pose challenges for games in this genre, citing Final Fantasy VII: Revelation as an example. Consequently, the team has been exploring ways to encourage players to experience the game independently.
What do you think of Shinji Mikami’s perspective? Do you agree with him? Share your thoughts in the comments.
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