AMSWhat do you mean by "all the stuff" that is required and not present for online games?
Everyone on same local setup, much more straightforward to set up a comms relay. That and you've got multiple producers/directors to monitor and decide when to listen in to comms, lifts a lot of overhead. Online it's one person having to juggle all that stuff themselves and the setup inevitably becomes a little more complex, even if
AMS Is the problem recreating the 90sec delay bot that had been previously used for it? Does it take long to set up? Other than that it is just requires the producer to link the channels when they want to hear the comms.
were around.
Don't get me wrong, I think it's a cool idea and could definitely improve the viewer experience and whatnot, but at the end of the day the judgement sits with producers and whether they want to jump through the extra hoops and effort (as well as take the risk), and also the players to put themselves under constant scrutiny by having their comms become public at any moment.
If players are comfortable with (potentially) having to control themselves more and (the already understaffed) producers are willing to take on extra work you won't hear me cry foul.
then again who am I to talk I only speak over gameplay I don't got no professional opinion.