CrowdQuest: Building Relationships with Streamers and Viewers
When The Streaming Blog asked us to share our story, we started to think about this journey that has been CrowdQuest. How did we go from an idea to our Early Access launch this past weekend?
CrowdQuest was born out of a true need. We saw live-streamers who were looking for better ways to engage and grow their audiences. We witnessed other hardworking streamers being unfairly “trolled” by “donors”. Complaints about trolling were frequent, articles about credit card disputes of donations were rampant, and the size of the disputes were growing. It didn’t feel right. New streamers who had not yet earned enough to cover their equipment were supposed to take on massive credit companies to resolve a dispute? Wasn’t the streaming community, just that? A community?
We also found viewers weren’t always seeing the entertainment they desired. Often the feedback they delivered was to stop watching the stream, a demotivating statistic that streamers see while they are trying to put their best foot forward. The need was clear: viewers needed a voice and streamers needed feedback with fair treatment.
When the four of us co-founded CrowdQuest, our primary focus was finding a way to help the viewers and streamers. Over the past 18 months, that was the fuel of many late nights. The notion and implementation of CrowdQuest is simple, but building it was a tremendous feat as there are many complex features in the platform.
Today CrowdQuest allows viewers to offer digital credits in exchange for in-game and on-camera tasks and challenges, whether it’s playing a certain song or switching characters in game. Streamers then decide which quests to accept or decline, receiving credits whenever a quest is successfully completed. The service gives viewers and streamers the opportunity to engage with each other on a new level.
The CrowdQuest experience was intentionally designed and many features are interconnected to make this happen:
Quests were set up to allow viewers to describe whatever they wanted so that we wouldn’t limit feedback
The digital credits system verify funds are sufficient before a quest is proposed
Credit retention was implemented whenever a quest was not successfully completed, so the viewer never loses a credit when they don’t get so see the content they would like
Overlay alerts were constructed as an option for streamers to broadcast their quests
An audience voting feature was created to arbitrate quest completion status in the event that the viewer and streamer disagree
On our CrowdQuest journey, we will always strive to arrive at a world with the perfect engagement between viewers and streamers, but we know there will always be a way to make it better. It has taken a tremendous amount of teamwork between the four co-founders, our web designer, friends, and family.
When we went to TwitchCon 2018 and announced CrowdQuest, the excitement was palpable. We knew we were delivering on the needs of the streaming community. It made the efforts worth it and watching folks enjoy the product today has been incredibly gratifying. This past Friday morning, we got to see Kismet stream with CrowdQuest while he was featured on the Twitch homepage. What we heard from one viewer was, “I’m laughing even more”. Look around, this world could use a little more of that.