To dream is a game about making games. And not only games, but also music, animation and art, all through powerful creation tools from developers Media Molecule. Players have created hyperrealistic breakfast food and 90 minutes of detective games during the early seven-month access period, and a community was created to teach each other tricks they had discovered or show great creations they had found. There is only one major outage: there is no way to release one completely To dream game (confusingly called a “dream”) outside the tool in which it was made.
Media molecule said that it wants to give video makers commercial rights and the ability to export from the PlayStation 4 to where To dream is an exclusive title published through Sony Entertainment. But there has been no elaboration on how or when that could happen. At present, the only developer and publisher are the only ones who will benefit directly from the creativity and work of these players.
But as with all games, To dream and his player creations can be experienced elsewhere (albeit in limited form), thanks to social media, YouTube and streaming. This is something Cameron Kunzelman remarks are broken On To dream as a walled garden where everything that is shared with external platforms serves as an advertisement to attract more people to the game. That advertisement does little for those who have made the creations. They can get more attention within the To dream ecosystem, but there is no tangible reward for that. Media Molecule and Sony are the main beneficiaries. But the streamers and YouTubers who manage and broadcast their discoveries outside To dream Also have ways to make money with their content.
The honesty (and legality) of broadcasting a game to an audience that does not pay the original developers has long been a complicated problem. To dream makes it even more complicated by presenting the work of players who are also unpaid creators and who cannot win anything. In this way Dreams’ best analogue does not come from games, but from short video. Makers on Vine, TikTok and now Byte have all mined their content to be uploaded to compilation videos on YouTube, often without credit. But the YouTubers that upload them can get tens of millions of views and the corresponding advertising money.
During To dreamIn the early access period, video makers have done something similar to the creations of players. But theirs is a more involved process than making a Vine compilation. Compose out of To dreamThe hugely varied creation library is a skill itself, and the videos usually include commentary and entertainment, which is all its own kind of work. These YouTubers are also often part of the community (including sometimes Dreams makers themselves) and want to give the makers of the games what they can do. This means at least clear credit.
Content-maker Project Genesis, who would rather only be indicated by his first name, Franck, was recently hailed by developer Media Molecule as To dream” Best streamer ‘and’ community star ‘during the Impy award ceremony. His compilation videos always contain lists of the creations in the description, as well as a link to the ‘in dreamsWebsite where players can save the game to play when they return to their PS4s. “I think it’s important to credit, because I’d like to get recognition if the roles were reversed,” he explains.
Lee and Sam, a couple who also preferred me to leave out their last name, make videos like Ugly Sofa Gaming on YouTube. They say crediting was a discussion they had “very early” in the history of their channel. “We think [it’s] very important ‘, they told me. “We always take the time to name the level, the name of the maker … and one [indreams] link to the level so that it can be found easily. “When their videos take the form of large compilations, for example ’35 Dreams in 6 minutes’, they say that they carefully tune each timestamp for the convenience of the viewer.” Half the reason why we make these videos is to help to draw positive attention to To dream and the makers, so doing a little less than this would be counterproductive, “they explain.
Other YouTubers have different processes. Sakku, who asked to be referred to his channel name, does not mention the makers or their indreams links in the description. But their compilations are always edited with a recording of the title card of the game “because I want to show the maker’s name and how everyone has access to the dream in the Dreamiverse,” they explain. “I think it’s important to credit people. I created this series primarily to show my community other creators and the great things they make, as well as what’s possible with Dreams.”
It is not as handy as the clickable links from Franck or Lee and Sam, but Sakku is not the only one who has landed on this solution. Media Molecule streams the creations of players on Twitch every week. The streams are then uploaded to YouTube, but no additional comments are added to the description. Some viewers have included the time stamps in addition to the title of the dream in the comments themselves for the convenience of others.
Media Molecule is a very different kind of curator than the other YouTubers in the To dream community. Although each video serves as a sort of advertisement for the game, Media Molecules are much more direct, produced by direct employees of the company. Although many of the YouTubers I spoke to said they wanted to make the performance their job, both full-time and part-time, they are mainly hobbyists.
Media Molecule not only benefits in a larger way than other YouTube curators, but does not have to worry about the player being credited. All creations are provided with a watermark with “made in To dream, ‘Or played on the PS4 or recorded to share elsewhere. That way it is impossible to share without assigning the game even if the actual creator is hidden.
Media Molecule also manages for reasons other than community streams. The trailer of the release date states that it is ‘full of beautiful community creations’, but none of it is credited. The EULA with early access allows players to write their user-generated content “for any purpose, including for promoting, advertising, selling and redistributing the software.” It also states that “no compensation will be paid to you or a third party with regard to the use of your user material.” (Media Molecule did not respond to a request for comment at the time of publication.)
The trailer is reminiscent of the first To dream compilation that I saw, made by a YouTuber that goes through Jiar300. Called ‘2 seconds of 300 different Dreams Vol. 2, ‘It shows so many of the creations of the variety of players that even choosing a pair to be representative feels reductive. He says his goal was “to show people a quick look at everything that is possible To dream. “
The video has no credits. “I would like to credit everyone, but the process of writing down each name and maker would take ages,” he says. In addition, he points out that players can lift the creations of others and use them in their own games, so “it’s hard to tell the author of every detail.” It is true that even mentioning the best videos only shows who made the final creation, not who made the composed parts. Credit blurring has been built in To dream. The only surefire credit goes to Media Molecule and Sony.
It is not surprising that those who have invested enough to create To dreamEarly access period does not seem to mind creating for their own satisfaction. YouTube curations are therefore a happy part of the process. “We unanimously responded positively by presenting [creator’s] work, “say Lee and Sam. “Creators have given us feedback that they like to see people play and experience what they have put together. It confirms that their dream, which they have spent so much time on, is actually playable and enjoyable! Seeing the game being played by someone else also helps them find ways to improve their game design while they see the player reacting in ways they didn’t expect. “They also say that makers have contacted them to show their dreams.
The YouTubers I spoke with also expressed a sense of responsibility for the success of To dream. Sakku said one of their goals was to “grow the whole project.” “My overall goal is to really show so many people how amazing To dream is, “Franck told me. “I like to think that To dream becomes the next place for creative expression, just as YouTube is for videos, Instagram for photos, SoundCloud for music, ”says Jiar300.
In the short video industry, the struggle for who has rights to uploaded content was won by – what else – a company. Digital rights management company Collab now often publishes copyright claims on Vine compilations and pays the makers after taking their share. This probably doesn’t seem to happen To dream for several reasons, not least that the question of who has intellectual rights to their creations is unclear. Instead, the unequal relationship between makers and Media Molecule and Sony continues to take place both inside and outside the game, with YouTubers and streamers in the middle.