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Man, what the hell is with vtubers? Can someone explain the appeal to me, because my opinion is that it's still just watching another person playing video games instead of directly playing them yourself.
I like playing video games.


People like cute 2D girls, and they put a good amount of effort into developing their characters or doing things outside of playing video games that people also enjoy. I doubt that them playing video games really is the biggest factor as to how they got popular, since a whole bunch of nobodies were doing that around the time of Kizuna Ai, Luna, etc (and their most viewed content was never on their gaming channels.)
Also it's probably the fact that with YouTube's streaming they can interact with their viewers more which is probably the largest appeal for people to watch them.


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look at how freaking fast that hololive thread is, it's more active than 90% of the boards and even faster than the two big /pol/ generals combined


I don't really get it either. Vtubers, in my mind at least, do stand out as different from regular streamers or let's players in that their persona is mostly an act as opposed to regular commentary. Also, they're not confined to just playing games since their avatar and chat interactivity is a large part of the appeal too, I think.

I don't know… I can help but dislike vtubers – not only because stuff like hololive is a corportized product – but because it all seems "insincere" and sensational. Maybe I'm just used to older let's players and stuff since I never got into watching streams either…


It's an explosive cocktail of attractive characters and voice acting, otakus pandering to otakus, idolfagging and a fucking mountain of content being output every day.


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I don't have as much time for games as I used to; work leaves me fairly braindead.
It's sort of therapeutic to just drop down into a chair and let anime girls entertain me with their shenanigans.
It's fairly normcore I know, but to be fair I've been watching vtubers development since the OG days.
Vtubers are a bit more pure to me than watching regular girls play; they don't have as much drama attached since they are pseudo anonymous and are constantly evolving, similar reason why [email protected] and lovelive blew up I'm sure.
It does suck how commercialized it has become, but that's to be expected. Money flows into the void of niche markets; no exceptions.


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But this video is just a woman cooking? There's not even an avatar there, although I'm starting to see that it's not a 2D thing…

> I can help but dislike vtubers – not only because stuff like hololive is a corportized product – but because it all seems "insincere" and sensational
I feel the same way, but to me it's more that it's clearly a product, which is fine but it reminds me of the youtuber/twitch eceleb people that are selling fake friendships to lonely people.

>otakus pandering to otakus
What do you mean?


>What do you mean?
They constantly play into and with archetypes and expectations. Like joking about idol purity and threatening DDs, yuri baiting and a lot of fetish fuel, -dere this and that, imitating characters and making references to whatever.


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>It's sort of therapeutic to just drop down into a chair and let anime girls entertain me with their shenanigans.
This part is understandable to me, although it describes hobbies in general

People do love their clichés, I suppose. I think people might be falling into the trap of "she's just like me" thinking that seems to happen with these semi-interactive vlogger people


I think it's more than just relatability, some of them have a more unique relationship with their audience.


>just watching another person play

What a silly thing to say after 17th century. Why not gouge your eyes out since you're just watching other people think and write thoughts down?


I wouldn't call them clichés, some of the stuff they do is pretty out there. Having a competition around who makes the best shota/onee-san couple, fucking about with a kigu and a gun, the regular pee-holding tetris tournament, sperging out over gacha, I wouldn't say the vlog story times are the focus either. It's a bunch of stuff.


you what


I only know this
if more stuff is like this id get it


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that's also why people like em


yeah i dont get it either
there's nothing appealing about it
maybe its a zoomer thing


I'm nearly a decade apart from zoomers though.


Ever considered differences in taste to not be a generational thing, but rather just a taste thing?


yeah no, there's certainly a pattern. you won't see a lot of 40 year olds watching anime or playing videogames.


I guess you've got somewhat of a point. Though I'd say on this issue it comes down to more of a difference in taste among people with an interest in anime than it does an age-related difference.


playing video games is VERY stressing
the only popular video game that comes to mind that's not is wow (not retail)


For streamers and youtubers in general, I think the appeal is not the game, but the person playing. It's just akin to watching an entertainer do anything. Seeing cute 2d girls doing something is all people care about, the stream aspect just adds in a layer of interaction, and video games are an easy thing to create funny/entertaining moments with.


A definite plus factor is that they're usually not Americans, Afgans, or some such culture on a similar level.


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Coco had her 3D reveal two days ago, 4/jp/'s holo general smoked some meth, got stickied and reached 41 posts per minute, probably more at some point, and /jp/ became the fifth fastest board on 4chan.
Coco's stream also surpassed 100k viewers, shit's here to stay. I wonder how it'll develop.


/jp/ may evolve into the vtuber board in more ways than just the most active generals being vtubers


You mean they'll make more threads or that they'll create some content?


I was thinking for a moment that the way this is going they may possibly start to make non-generals for vtubers and instead make threads like the 2hu ones. But I realize that's probably just expecting too much from generaltards, and they'll probably just split the general up into discussion about each vtuber in hololive if they split it at all


hololive isn't any different from an akb48 thread. Just because it's popular doesn't mean it has potential for public inovation.


They could mix with the VR community and pull off something special, in theory, maybe.


I don't really like let's plays, vlogs, or that sort of stuff. I just hope that vtubers will bring us more virtual idols.


/jp/ has been dead since at least 2010.


Yes, of course, this is about the newest way to be dead.


dead /jp/ers society


chubas are the future


shit future


Initially I found it funny in an ironic way with how silly the concept is, but soon after I began to seriously dislike it and the fans, and wasn't sure why. Eventually I asked what the appeal was, and received a lot of genuine and good answers (to my surprise) that made me give it a real shot. More than a month later, I still watch the streams every day, and I could probably clear some things up.

What you have to understand is it's a live performance akin to pro wrestling where a (likely) normal human being plays a character that's like a super-exaggerated version of their real selves until that character somehow feels real. It's important to base the character on traits the VA already has, since they tend to stream for 10+ hours a week and so the improv is just passing one's real feelings through a character filter. Hololive has more than 2 dozen girls streaming full-time with their own developed characters, and they constantly interact with one another. The end result feels sort of like an live-action anime. To a lot of people, the premise is too bizarre or stupid to accept, so people are quite divided on it, but for those who do, it can be an excellent thing. Tons of people (including myself) are motivated to study Japanese again, or to start for the first time. People who felt lost and detached have something new to gather around, and having a fresh and exciting thing to bond with people over can help a lot. The streamers are also very receptive to foreigners as a whole, which is neat since in the past a non-Japanese would have a lot of difficulty getting to know any Japanese streamers. I understand those who still dislike the trend, but in my view it's certainly a positive on the whole.


They really have taken unprecedented jabs at the japanese-english language barrier. Especially Hololive with fubuki and korone getting pretty far out of the purely domestic japanese meme culture and into the western one.

Not to undermine how Ai Channel really was the one to make deliberate effort to that direction, but looking at just 2017 it's almost quaint how gentle the steps taken to open up towards the west were. It was long time coming though with stuff like yukkuri gameplays, and Ai seemed to be more like an excuse for people like subbers to finally consider this stuff worth putting some pride and effort into.

I was savvy to this stuff pretty early, and the early steps into this phenomenon are out there for sure. Naria Girls and Crane Girls were dabbling with the tech to make this stuff happen and Girlish Number is almost like a dramatization of the industry at the brink of inventing Vtubers. There was growing market interest to disturb the 4th wall and create something less escapist than before, and that's altogether off the trail of the growing New Sincerity movement. On that background, Plastic Memories probably directly caused the inspiration to create Kizuna Ai, if you honestly consider the settei of that whole channel and how probably a lot of people would be open to some spiritual continuation to those themes in that anime.

The key is that it's evolution of the whole idol "there's one for anybody" strategy, mixed with the current frustration of people who feel like industry-led media stifles the ability of normal people to be creative. We feel strung along by media that ends when it ends and stranded with a loss of the characters we've grown to like, waiting endlessly for the next season or installment. It was not even 50 years ago when consumer culture was more vibrant, and people would start their own stories since it didn't feel like a pipe dream to make your own comic or a campaign in DnD, while now that the standard is so high it feels prohibitively unacceptable to try doing something for yourself in some garage.


>industry-led media stifles the ability of normal people to be creative
That's how I interpreted Akko's disability anyway.


I myself feel a lot for Aoi Koga ever since her improv was so clumsy in Naria girls. Then she was the only Naria Girl who wasn't in Centaur's Worries, but did get somewhat more minor roles instead and it really felt like a story of an underdog introvert failing at being a seiyuu. Then eventually she got to be everybody's favorite, and there was that special confirming that she was in a bad place and starving for a while. I'm not a superfan or anything but that was just a little narrative I tuned up on a the time because I read the air in that way, and it's certainly something very exploitable if you'd want to push idols with a strong emotional connection to the audience.


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Why did gochiusa become so legendary so fast?


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it was super cute and I love coffee and chino and syaro. does there need to be another reason


I think it's interesting the way that some of the Hololive girls have begun to branch out into different forms of entertainment through one way or another. I saw a couple of them getting into speedrunning, and Haato's recent activity has been especially interesting to see as she's been going on a spree of MADs, CG animations, covers, comedic cooking videos, etc. I wonder what's occurred to give them so much freedom of action compared to say, Kizuna Ai.

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