You mean that diarrhea of manga "games", so-called "visual novels" and a grand comeback of cookie-cutter pixel hunting adventures? These genres were supposed to die 15 years ago, and I have no pity for these fools. If they can't add a little gameplay into the game, that's their problem. There are many linear story-driven adventures that achieved great success, and have a decent replayability potential. Just look at Frictional games and where they started: just a small team working on Penumbra, made their own engine, created a decent game and grew up to make bestsellers like Soma and Amnesia series. I even helped a bit with translation of their very first public tech demo (way before Paradox took this project under their wing). This game is still alive, still being played by human beings, and still relatively popular amongst speedrunners (almost 14!!! years later).
One of my favorites - The Stanley Parable. That's a gold standard of how to make a good narrative-driven game. You can't just take a 6-week anime class on udemy, watch five tutorials on Unity and think that you can make a game. It requires talent, creativity, skill and determination.
The only way an indie game can fail from streaming, is by being too short or too... crap. Spoiling a game, regardless of its length, was never an issue.
In game reviews those are called "spoilers". I think you are a bit too late to challenge whether it qualifies as fair use or not, cause [spoilers]... it does.
Holy decontextualization, Batman! It really should be blindingly obvious from both that specific post and this whole discussion that that statement was about doing so
while streaming and not in the context of a review. Or did we suddenly jump into a different debate entirely? IMO it would be rather difficult to spoil a game you are streaming by commenting on the experience you are having while playing it... unless you're not actually showing what's going on in the game, but are you then actually streaming? I mean, I know some streamers frame their let's plays as "reviews", but that is pure nonsense - you can't do a live review of a game, as that doesn't afford the distance necessary for processing and reflection. My point was that saying your immediate impressions out loud neither amounts to "commentary" nor "criticism", and as such in my opinion fails to fulfill any requirement of being sufficiently transformative to be fair use.
As for the games I was talking about, they definitely aren't the dime-a-dozen visual novels you're talking about (thankfully!), nor are they the type of games I would expect to come out of "tak[ing] a 6-week anime class on udemy, watch[ing] five tutorials on Unity and think[ing]that you can make a game." Disregarding how derogatory that assumption is (more towards developers than me), I
kind of get why you would assume that, as all game distribution channels have been drowning in these low-quality games for quite a while now, but that isn't the case. What I'm talking about are ... I would call them artistic/personal indie games, games with far more artistic merit than your average visual novel, but often not higher production values; ones that often focus on portraying a personal story or experience, attempting to convey something meaningful and interesting, share a perspective on something, but without the means to make it into a high production value game.
Bury me, my love is a great example - though of course that is also what I would call a relatively successful one, all things considered, and one that had production support from multiple sources. (I also think it might be one of the least streaming-friendly games ever, but that's besides the point here.) There is some replayability, but it also loses its emotional impact through successive playthroughs, which is obviously quite detrimental to the experience. I could also mention something like
Papers, please (though again, that is a quite successful example). Behind these successful outliers - including the ones you mention - are
thousands of brilliant games that are a poor fit for the "streaming as free advertising" model. Of course for many of these games even a few hundred sales from a streamer playing their game would be a major boost to income, but as I've said above, for many games this type of exposure might just as well lead viewers to feel they have experienced enough of the game to not bother buying it no matter how much they liked it. This is entirely impossible to predict, and if we want a healthy industry it stands to reason that there should be systems in place to ensure some sort of reimbursement for developers when their products are used in a for-profit setting.
As for the examples you mention: it is obviously great that some games manage to overcome the massive barrier that is reaching the public and gaining a following. However, you are repeating a fallacy happens in pretty much every discussion that borders on debating competition in a capitalist economy: equating the success of a few actors with the system overall working as it ought to. I mean, this is exactly how capitalism works: it sets up a strict competitive system where there can always be only a handful of winners, and everyone else loses (though to varying degrees), while simultaneously promoting the fallacy that "they made it, so you could too!". It is an indisputable fact that the success stories are few and far between, and also that who gains success has little relation to the actual quality of the game. It's all pretty much down to chance, with merit and game quality only being tangentially related to success. You also bring up the clichéd point that "It requires talent, creativity, skill and determination", implicitly saying that anyone who fails lacks one or more of those - which, put simply, is a lie. You can have all of those in spades and still fail outright, again and again.
But beyond that, the view you're presenting here is
really reductive: a lack of significant replay value in a game can't simply be put down to "not being able to add a little gameplay into their game". That is, quite frankly, ridiculous, and an incredibly condescending attitude towards game developers. It's also an attitude that ultimately says only games that have high replay value and are suitable for the streaming as free advertising model have a right to exist, as you are quite explicitly saying that games that don't fit this mould "were supposed to die 15 years ago". Yes, I know that was said about two specific genres (if you could even call them that), but your phrasing leaves no room whatsoever for alternative game forms that don't fit your standard. Do you really want a games industry where the games made all fit within the same mould?
And I'm not talking about
freaking spoilers here. Please don't be that daft. I'm talking about games where the impact of the game - narrative, emotional, or otherwise expressive - lends itself poorly to being experienced several times in a short time span. Games like these also typically lose out doubly on being streamed as viewers then get a first impression of the game that is muted and filtered through someone else's gameplay and stream, potentially diluting the expressive content of the game.
I am obviously not arguing for some utopian system where everyone who wants to make a game should be able to make a good living off of it, both due to the impossibility and unfairness of such a proposition (that would take all talent and merit out of the question, after all). What I'm saying is that our current system a) favors those already in privileged positions, and b) leaves everyone else to fight over scraps in what is ultimately an entirely random process of "selection". I am arguing for a system that would allow talented and hard-working small-scale developers to be paid for their work and actually have a semblance of security, while also fairly reimbursing larger actors for large-scale commercial/for-profit use of their products, while at the same time not preventing fans from streaming the games they love (that's why any royalties need to be limited to for-profit, large-scale streamers) or otherwise unduly limiting the freedom of players. And implementing such a system really wouldn't be that difficult, but it would require industry-wide cooperation, which is likely what stops it, and why we are stuck with a system where money is the ultimate determinant of success, save for the occasional out-of-the-blue low-budget success story.
Games are licensed. If the EULA allows it, it's fine. This is contract law 101. This isn't really a big legal ambiguity. The EULA is setup to define things like this.
Almost all EULAs allow "fair use" presentation, AKA streaming type scenarios, because yeah free advertising.
As I've gone into at length above, the "free advertising" model only works for a few developers, typically those that are already in privileged positions. (Though of course they are
further privileged if/when this morphs into
paid advertising - but that's another debate entirely.)
But your initial argument here is ultimately a tautology - "It's okay because the EULA says it's okay". That doesn't touch on whether this is actually how the EULA ought to be, or whether this is the best possible system for making this work.
Pirating the game is illegally duplicating the entire game, and is inherently not just one transformative playthrough. The act of gaming is what the game is bought for.
But that's the thing - if for-profit let's play streaming is transformative enough to warrant fair use exemptions from copyright, it's
very difficult to argue that the inherently transformative play of a pirated game doesn't reach the same level - or that it isn't
more transformative, as it after all is the process that combines a person, a computer and a bunch of illegible data and transforms that into
gameplay. This is also an issue of copyright law, that delineating ownership from the right to use a thing is
really difficult. You don't own a game you buy - especially not the game data or code that's stored on your computer! - you are buying a license to
play the game, for which having said data present is (typically) a requirement. If transformative use is to grant exemptions from the requirement for such a license no matter the level of transformation, then it becomes really difficult to argue that game licenses are enforceable at all. This is especially true given that streaming is a public presentation of the game while playing for yourself is a private one, the latter of which is regarded much more leniently within copyright law (many exemptions for private backups exist, etc.).
Now, I don't actually agree with this line of reasoning - I obviously believe that players should pay for access to the play experience, so that developers can make a living off their work - but by arguing for streaming as transformative use (rather than for example public presentations like in music or film), you are lowering the bar for what counts as transformative to such a degree that it ultimately calls into question even the action of "buying" games.