The framework we came up with plots viewer-initiated interactions on axes from 'cheap' (easy to trigger) to 'expensive', and on the other axis, from unobtrusive to disruptive.
The theory is simple: viewers get a thrill from being a part of the show, and that thrill is proportional to how much influence their action has on the events taking place onscreen. Constraining this is the idea that the amount of this excitement available to viewers is finite - the more presence in aggregate viewers have in the developments onscreen, the more the show becomes about viewer involvement, and the less value any viewer interaction has.
Shows that index heavily in this direction can be hilarious and thrilling and groundbreaking in their own right, but they feel more like a video game, where the audience is almost puppeting the talent onscreen, and in that context, getting a response from interaction is so expected as to feel almost mundane once you get used to it. Keeping this tension in balance — optimizing the utility of viewer interactions while still having the show be about something else — is the mechanic we’re investigating.
In order to ‘price’ interactions appropriately, actions that are especially disruptive to the show should be challenging to effect, whereas actions that have little to no effect on the show shouldn't take a lot of effort or money. Things that live outside of those two quadrants of the chart will either be too easy to abuse and thus frequently disruptive to the show (cheap and disruptive - eg hecklers) or disappointing for the viewer (expensive and underwhelming - eg VIP tickets for a 1-second meet and greet).
We should clarify here that while 'disruptive' is generally a negative term, in our case the show was intended to be a gonzo experience thematically, aesthetically, and technically, and show-derailing interactions from the audience, while disruptive to the furthering of the gonzo plot, can be hugely fun and are crucial in fostering the giddy feeling that the onscreen talent might look into the camera and speak directly to you at any moment.
That’s that ‘tap the fishbowl’ feeling we were after, but the effect diminishes with the frequency with which it’s seen.
We want the fourth wall there so when we break it, it counts.
In the interest of making it so as many audience members as possible can have a hand in initiating these kind of rewarding interactions, we looked to offer a blend of options that felt to viewers like they could participate in any fashion from casually, as a crowd member, to aggressively, as a super-fan, much as they would in a rowdy live audience.
Let's look at some of the interactions we built, starting small and working our way up:
CHEAP and UNOBTRUSIVE
Chat Interactions
On Twitch, 'the chat' is a character in every show, and it's the main channel through which audiences and on-screen talent interact. It's become a convention in some of the more graphics-heavy Twitch shows to put the actual chat onscreen in order to provide a diegetic explanation for the talent's sightline when reading from an in-studio monitor.