Gamer humor ranges all over the place. What it comes down to is taking a lot of what we see in gaming and we're familiar with in gaming and being like, 'OK, hold on, let's re-examine this for a second. Isn't this funny? Isn't this strange? Isn't this a little bit ridiculous?' That's where it is.
When we think about a great movie, I mean, what do we think about? We think about story, we think about character. And when the visual effects aren't perfect, we forgive it.
Thanks to Netflix and Hulu, people are getting more and more used to consuming longer stretches of content on their televisions or computer screens.
We firmly believe the future of television is online, and Hulu has recognized the value of quality long-form series.
Hulu understood how much content costs. By remaining defensive, YouTube is losing various aspects of video - long-form, for example - to other companies.
We want to be a studio that makes a whole bunch of stuff we believe in, in all ranges of scale and time and length, and own as much as that IP ourselves and generate as much of that IP ourselves as possible.
People predicted in the 1910s that live theater was going to be all gone and that we'd just be watching movies. No, live theater is still around, because it does things that are specific to it.
Deep engagement is much more powerful and valuable than fleeting mass market engagement.
It's hard to sell merchandise off YouTube.
When you have a home and create a brand people believe in and want to support, it makes it easier for you to control merchandise and sell it.
I think some people have a vague idea, but the general public has no clue what the actual behind-the-scenes of filmmaking is and what this profession is.
YouTube's a funny place because so many creators fall into their aesthetics out of necessity and the visuals are driven out of an urge to create. You get a lot of interesting examples of interesting design choices that have roots in practicality as well as an artistic sentiment.
The goal is not to just do 'Video Game High School' every year. We want to grow into a real content production company. We want to be Pixar or HBO. We want to make five series a year or 10 series a year.
Views online is a real weird and sticky subject. One view on a 30-second piece of content is not equivalent to one view on a 30 minute video. In my mind it's not quite the same thing.
I think if you make good, interesting content with compelling story lines and good characters, people will tune into the web for as long as you want them to.
We have an audience, the ability to fund our own projects, own our own projects, the ability to display our projects unencumbered by any middlemen. That's the perfect scenario.
A lot of people have difficulty wrapping their heads around what VR is good for. And the direction people go first is wrong. The wrong place is always: How can we do something we've done before, but on this?