While sure, "Streamers" and "Content Creators" can oft help drive Short-Term Influence … hence why they are useful to get 'on-side' during Release Periods (such-as Game Launch, Expansion Launches, Event Periods, etc.)
These individuals themselves do not drive player attachment or engagement., instead that are a myriad of potential factors that culminate to drive metrics... and these are not always easily ascertained.
Typically speaking Publicity (as a whole) is what will poke people into either noticing or remembering that a Game exists, as to then make them go "Huh... I've not played that in a While" or "Oh that looks fun, I want to try it"
And sure, in this respect Content Creators can especially today have a more dominant role in this regards due to how Audiences (falsely mind you) will see them as "Friends", thus will trust their judgements on said basis.
It's quite a potentially dangerous social precedent but there's little point delving into such here as I'm not sure what sort of Adult conversation could be had about such between the general attitude of those on the Forums but also in regards to the Hyper-Restrictive Forum Rules that are somewhat subjectively applied to the whims of the individual Moderator interpreting them.
And to delve into such, you also have to tackle "Uncomfortable" Topics.
Still I'd argue it's why most of the "Big" Developer / Publishing Houses today are so out-of-touch with not just their Audiences but basic Reality., as said "Sanitation" on discourse doesn't just extend to their Communities but also in regards to Internal Discussion as well... meaning various important topics simply become Taboo., or at least for all intended purposes unless those who try to engage in such wish to be seeking new employment.
After all, if you can not speak frankly and honestly about a problem., then you're limiting the avenues to resolve it as you're not accounting for all of the potential factors.
But, eh that's a bit of a digression.
Point is more to remain Careful and Weary of attributing weight and influence to Individuals... and no, I don't for a second believe that Developers or Publishers should be rewarding those who merely have popularity.
Remember that from a Developer / Publisher Standpoint., Influence isn't strictly the most important element in terms of Public (Media) Relations but rather the TONE of said Influence that is in-keeping with how you planned and would like your product to be viewed.
I've never heard of Summit, and it isn't because I'm "Too Old" to watch Steams; although I will say that I tend to prefer VOD as opposed to Live Events., as well... I prefer to consumer entertainment around my schedule not that of the Live Service Provider.
And I'd argue this is why New Media (i.e. On-Demand Services) such-as Netflix, YouTube, Amazon Prime, etc. are rapidly replacing Old Media … and you see this clearly in terms of the differential between Live Viewing Figures (maybe 10-30,000 for Twitch means you're "A Top Streamer") where-as YouTube VODs., those viewership figures within 24hrs is typically "Low Turnover" that you'd see from a Small / Niche Channel.
Instead you'd be looking at up to 50-80x the Potential Reach from a similar "Top Tier" YouTube VOD.
Don't get me wrong here... Twitch / Mixer / YouTube Streaming., these are all viable services to earn a living. As "Donations", "Super Chat", "Tips", frankly provide a much more Profitable Income than Advertising Revenue.
Where said order of magnitude is typically reversed for Revenue Potential.
Heck, a single person donating say $10 during a Stream essentially equals the Ad Revenue of a VOD with 200,000 Views. So for the Content Creator, it's just more lucrative.
Still given the reach, it just doesn't really attain the same Influence Potential.
i.e. 2,500 Concurrent Viewers Vs. 320,000 Unique Views... (and yes, these are comparable avg. Metrics)
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Now beyond this., Rare nor Microsoft release Metrics beyond Milestones.
Microsoft Store and Xbox Live, do not provide Public Metrics... so you are reliant upon whatever a Developer / Publisher actually wishes to share.
Unlike Steam, where most of the Metrics are Publicly Available.
Still this doesn't mean that Microsoft Developer (Store/Live/Azure) does not have a comprehensive Metric Suite. Quite the opposite in-fact, as they're some of the best and most comprehensive Metrics that I've seen available without using a 3rd Party Metrics Firm (like Statistica)
So, it isn't like the information doesn't exist. It simply isn't available to us.
As such there is no way for us to really conclude if Influences are actually having any Real-Term effects on the Popularity of the Game... and even still, we can't simply conclude that a Correlation means Causation., without looking at the Full Picture.
Keep in mind that Sea of Thieves has recently seen a substantial uplift in terms of Game / Tech Media Coverage, as well as Microsoft running Adverts (Sea of Thieves, Xbox Live, Xbox Console, Xbox Game Pass) … which have been curiously positive, but again have much greater Influence Reach than not just Individually but the entire Streamer Ecosystem.
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With the amount of "Summit deserves X" posts on the Forums that I've seen as of late., it makes me curious if this isn't a campaign that Summit (himself?) has either explicitly or implicitly suggested.
The associative here with Fornite oft being cited, with their introduction of an "Influencer" Program where-in Registered Influenced receive 5% of all V-Bucks purchased by their Audiences; certainly makes me wonder if certain topics discussed via Streams of said "Popular" E-Celebs isn't a case of "Well they have this in Fortnite, wouldn't be it cool if Sea of Thieves did it too..." (which certainly not egocentric and self-serving behaviour at all :p)
Again I don't watch him, nor is the current gushing from his "Fanbase" exactly winning me over to... so it's merely a hypothetical, but would be one that in my experience would be most likely to be going on.
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Now personally I would love to see some official Metrics, especially in Longitudinal Form to comb over., as not only would it be interesting to see … but could definitely be used to back up potential correlations between Player Engagement and Updates / Balance Changes / etc. from which to drive a better argument for potential future Changes, Features, etc.
Still, I doubt it will happen as I have a feeling that Sea of Thieves isn't quite as Happy and Healthy in regards to said Metrics as Rare would like us to believe.
Plus there is a double-edged sword, where seeing Downward Trends further reinforce people to Abandon Ship (as it were) … which could potentially do more harm than good.
Not knowing means people instead just "Assume" the Health of the Game., and given servers are On-Demand Instanced as well as the Low Player / Ship Count per Instance … well this means there is very little way to tell outside of there not being enough On-Demand Servers / Account Servers falling over (which should be mostly resolved by now via improved scalability in the Network Backend) to really tell the Concurrent or Total Population Counts.
Microsoft saying "5 Million 'Concurrent' Players on Sea of Thieves" at their X-18 Event in December sounds good... but Concurrent can merely mean "Active", or it could mean an Avg. Weekly, or it could mean Avg. Daily.
There's no real way to know for sure.
It's a bit like how Fortnite (on Xbox) has 46 Million associated "Concurrent" Players., except... Microsoft hasn't sold 46 Million Xbox One Consoles.
So you know out-of-context statistics can be quite misleading.