
Is Fortnite Overrated? (ft. @lachlan) | Trash Taste #156


[00:21 - 00:27] Lachlan introduces himself and his YouTube content, which mainly focuses on gaming


[00:53 - 01:02]He started with Minecraft and then moved on to Pokemon Go and Fortnite


[01:29 - 01:36]The hosts discuss the popularity and overrated status of Fortnite


[05:10 - 05:16]Lachlan talks about his experience with Pokemon Go and how he made videos about it when it first came out


[05:10 - 05:16]His first Pokemon Go video gained a lot of views and popularity


[05:10 - 05:16]Lachlan discusses his average views per video and how the Pokemon Go video gained more than his usual numbers


[05:51 - 05:56]He talks about how he quickly made and uploaded the video within hours of the game's release


[00:00 - 06:13]Lachlan discusses his YouTube content, specifically focusing on gaming and his experience with making a popular video about Pokemon Go.


[07:44 - 07:54]Person discusses playing Pokemon Go and how it eventually died out


[10:42 - 10:48]They mention the collabs and events in Fortnite, including the Thanos event and collaborations with popular anime IPs


[10:42 - 10:48]Person believes Fortnite was able to secure these collaborations due to offering large sums of money


[10:58 - 11:05]They discuss the rise of Fortnite and its impact on the gaming industry


[11:05 - 11:24]They discuss how Japanese companies are protective of their IPs, but have been more open to collaborations in recent years


[11:30 - 11:36]They mention going to events and traveling for Pokemon Go


[11:30 - 11:36]Person wonders if Nintendo or Pokemon will ever collaborate with Fortnite, but doubts it


[06:13 - 12:47]Person talks about their experience playing Pokemon Go and its eventual decline, followed by the rise of Fortnite and its impact on the gaming industry, including collaborations with popular anime IPs. They also discuss the potential for future collaborations and the willingness of Japanese companies to license out their IPs for a high price.


[13:23 - 13:35] Speaker talks about the success of Fortnite and how it has reshaped the gaming industry.


[13:42 - 13:50]They mention that they had just gotten off the Pokemon Go hype train and were looking for a new game to play.


[16:07 - 16:13]They mention how Fortnite's malleable gameplay allows for storytelling and community interaction.


[16:20 - 16:32]The conversation shifts to the building mechanics in Fortnite and how it has evolved over time.


[17:05 - 17:14]The speaker talks about how TikTok has affected content creation for Fortnite on YouTube.


[17:33 - 17:40]The speaker mentions the Travis Scott and Marshmallow concerts in Fortnite.


[18:04 - 18:16]The speaker talks about the One Piece McDonald's collab in Japan.


[18:04 - 18:16]They discuss the addictive nature of brand deals and how they were initially drawn to Fortnite.


[18:23 - 18:30]They talk about the first esports event for Fortnite and the ridiculous prize pool.


[18:44 - 18:52]The speaker reveals that they participated in a competitive event and came in last place, earning $20,000.


[12:47 - 19:44]The speaker discusses the success of Fortnite and its impact on the gaming industry. They mention the One Piece McDonald's collab in Japan and how Fortnite's malleable gameplay allows for storytelling and community interaction. The addictive nature of brand deals and the evolution of building mechanics in Fortnite are also discussed. The speaker talks about the Travis Scott and Marshmallow concerts and the first esports event for Fortnite. They also reveal their participation in a competitive event and mention the World Cup for Fortnite.


[19:44 - 19:49] The speaker discusses a trip to New York and Toronto for a competition and qualifying for it as a captain.


[20:41 - 20:47]The team came in last place but still won $50k each.


[21:17 - 21:31]The speaker mentions how Fortnite now splits revenue between Battle Royale and creative maps.


[22:08 - 22:13]They compare Fortnite's system to Roblox's questionable system.


[23:36 - 23:44]The speaker talks about their experience with Minecraft and running a server.


[24:20 - 24:30]They briefly discuss Minecraft parody songs and the potential for them to get claimed.


[25:00 - 25:08]The episode is sponsored by Harry's and the speaker shares their experience using their products.


[25:33 - 25:42]Harry's has a new sleek razor handle and offers a starter set for $10.


[19:44 - 25:51]The speaker discusses their experience with competitions, Fortnite and Roblox's revenue systems, Minecraft, parody songs, and Harry's razor products.


[31:22 - 31:29] The audio is a conversation between two individuals discussing various topics, including their experiences with YouTube and starting an esports organization.


[32:11 - 32:19]They mention their interest in competitive Fortnite and their desire to grow the Australian esports scene.


[32:19 - 32:29]One person talks about their success on YouTube, starting with Minecraft and then branching out to other content.


[32:19 - 32:29]They discuss the challenges of staying relevant and building an audience around new games and types of content.


[32:19 - 32:29]The conversation ends with the speaker summarizing their experiences and stating that they are currently taking a break from YouTube.


[32:36 - 32:42]The conversation then shifts to the other person's experience starting an esports organization in 2020.


[32:36 - 32:42]The challenges of starting an esports organization are discussed, with the speaker stating that it is the worst financial decision one can make.


[25:51 - 32:47]Overall, the audio covers topics such as YouTube success, starting an esports organization, and the challenges of staying relevant and building an audience.


[32:47 - 32:52]Boysten Ludwig starts an esports organization called "Moist" which focuses on creating content and bringing people together rather than making money.


[33:21 - 33:28]The organization primarily focuses on games like Fortnite, Rocket League, and other Epic Games titles.


[33:43 - 33:56]Boysten talks about the challenges of running an esports organization and how it differs from traditional businesses.


[33:56 - 34:06]Boysten and "Moist" are one of the few organizations that fund themselves without outside investors.


[34:06 - 34:11]Finding investors and seeking venture capital is a common first step for most esports organizations.


[34:57 - 35:06]The process of starting an esports organization involves finding a business partner, hiring staff, and contracting players.


[35:49 - 35:56]"Moist" focuses on picking the best talent in Australia and propelling them to the international level.


[36:49 - 36:58]Boysten discusses the challenges of building a successful esports team, including finding players and coaching them in a highly competitive and tilt-heavy environment.


[37:25 - 37:31]Coaching philosophy in esports often involves a focus on mental and psychological aspects rather than just gameplay.


[39:25 - 39:32]Boysten talks about the financial challenges of competing in popular games like Fortnite, where prize pools have decreased since the World Cup.


[39:39 - 39:45]The organization places a strong emphasis on creating content in order to generate revenue and sustain the team.


[32:47 - 39:45]Boysten Ludwig shares his experience of starting an esports organization, discussing challenges, strategies, and the importance of content creation as a source of revenue for the team.


[43:33 - 43:42] Content creation is important for esports organizations


[44:30 - 44:45]It's important to diversify revenue streams while player's name value is high


[45:22 - 45:32]Merchandise and apparel are important for creating engagement and loyalty to the brand


[45:44 - 45:52]Powerhouse, a content house, was a successful test for Power's content strategy


[45:44 - 45:52]Power is building a studio in Melbourne to further support content creation


[45:44 - 45:52]Power's CEO, Sonny, comes from a content creation background and sees it as a key aspect of the organization


[45:59 - 46:09]G2 is an example of a team that tells a story and creates engaging content


[46:10 - 46:27]Esports is a cutthroat industry and winning is the main focus for most organizations


[46:10 - 46:27]Sonny's personal brand may be overshadowed by the success of the esports agency, Moist


[39:45 - 46:51]Content creation is vital for esports organizations, and Power is investing in a studio in Melbourne to support content creation. Winning is the main focus for most organizations, but G2 is an example of a team that also prioritizes storytelling and engaging content. Merchandise and apparel are important for building brand engagement and loyalty. Moist may have higher numbers, but Power's CEO, Sonny, is influential in the organization and prioritizes content creation.


[46:52 - 47:01]The speaker discusses their sacrifices for their main priority, which is their own channel


[47:01 - 47:11]They mention the enjoyment of creating videos and the potential for returning to their own channel in the future


[47:16 - 47:32]The speaker talks about taking a few months off to focus on power and potentially returning to their channel after


[47:33 - 47:39]Winning with a team is more rewarding than winning alone


[48:11 - 48:24]The speaker's team competes in Fortnite and Rocket League, making history by sweeping an NA team in Rocket League


[48:29 - 48:36]The team has six players and one of them has achieved top five at Dreamhack San Diego


[48:51 - 48:58]The team does not take any prize money, instead using it to build other aspects of their brand


[50:03 - 50:08]The speaker expresses pride in watching their team compete and mentions watching other streamers' reactions to their team's losses


[51:06 - 51:14]They discuss the benefits of streaming for content creation and mention a previous YouTube deal for streaming


[53:05 - 53:11]The speaker plans to expand to other games in the future and mentions the potential for the competitive Pokemon scene


[53:23 - 53:29]Nintendo's strict policies on esports are mentioned


[46:52 - 53:50]Overall, the speaker discusses their sacrifices for their team's success and the potential for growth in the future.


[53:50 - 53:58] Nintendo's attitude towards the esports scene


[54:12 - 54:22]Japan's esports scene and preferences


[55:19 - 55:27]Vtubers' influence on the Japanese gaming market


[55:39 - 55:45]The speaker's personal gaming preferences and habits


[57:35 - 57:41]The impact of franchise models in esports


[58:20 - 58:26]The struggles of being an Australian esports team


[58:35 - 58:44]The role of poor Australian internet in affecting gameplay


[59:18 - 59:24]The difficulties of uploading content in Australia


[53:50 - 1.00:34]The speaker discusses Nintendo's attitude towards esports, the Japanese gaming market and Vtubers' influence, personal gaming habits, the impact of franchise models, struggles of being an Australian esports team, and the role of poor Australian internet in affecting gameplay and content creation.


[1.00:34 - 1.00:40] The speaker discusses his experience living in Sydney, Australia and the limitations he faced with his internet data usage.


[1.02:02 - 1.02:10]He explains that he had to downscale his video files and sacrifice quality in order to upload them within his data limit.


[1.02:28 - 1.02:36]The speaker's internet eventually exploded and he moved to Japan, where he now has faster and unlimited internet access.


[1.03:43 - 1.03:53]They briefly discuss the difference in internet speeds and ping in Japan compared to Australia.


[1.04:28 - 1.04:37]Despite the limitations and challenges, the speaker shares his fond memories of playing games and recording videos in Australia.


[1.04:37 - 1.04:46]The speaker explains the importance of ping in competitive games, specifically in Fortnite, and how it can affect gameplay.


[1.05:37 - 1.05:49]The servers for Fortnite were recently moved from East and West coast to a central location, causing many players to relocate.


[1.06:07 - 1.06:18]The speaker and his guest discuss the impact of eSports on business decisions and logistics.


[1.06:27 - 1.06:33]The speaker mentions that the Australian apex teams have had success internationally.


[1.00:34 - 1.06:38]Overall, the speaker's experience in Australia highlights the importance of fast and reliable internet in the world of gaming and content creation.