Strange days, incredible days
Onin: The difference between a great seed and a bad one can be up to 30 or 40 minutes depending on a lot of different things. Not ludicrous at all. The run you linked actually uses less conservative strats in a few places because the runner can afford to lose everything and just reset, vs. in a marathon-type no-reset run where you'd be more cautious. It's very very good, definitely better execution and knowledge of running the game than the VOD I saw from the two runners who submitted (which admittedly was their second attempt). It also gets very good RNG, everything the player needs is right near them for the entire run.
About the category: It's not just "glitchless" that's different from what Bismuth did, it's also random seed. The world generates randomly and you have to quickly explore and improvise to get what you need. You might spawn in an ocean, in a world with no plains nearby, the nether fortress and stronghold locations could be close or far away, you might not have access to arrows or an easy food supply. You have to route it and play it simultaneously in every new run. That's what's interesting about the category for a marathon, IMO: how two players improvise, delegate tasks, manage resources, and get the items they need.
From the VOD I watched, these guys could research the game a little more and be smarter about how they delegate tasks and communicate with each other. It's definitely done more as a novelty stream and they're distracted by new subscribers and donations and all the bells and whistles you get with high-volume streamers that do it as their job. But it wasn't a let's play, just unoptimized. People have had worse runs than this just from bad luck in their games and no one had a fit about it. I think it would do well at AGDQ as long as they put in the work and refine it, which is easy enough to check up on before January.
About the category: It's not just "glitchless" that's different from what Bismuth did, it's also random seed. The world generates randomly and you have to quickly explore and improvise to get what you need. You might spawn in an ocean, in a world with no plains nearby, the nether fortress and stronghold locations could be close or far away, you might not have access to arrows or an easy food supply. You have to route it and play it simultaneously in every new run. That's what's interesting about the category for a marathon, IMO: how two players improvise, delegate tasks, manage resources, and get the items they need.
From the VOD I watched, these guys could research the game a little more and be smarter about how they delegate tasks and communicate with each other. It's definitely done more as a novelty stream and they're distracted by new subscribers and donations and all the bells and whistles you get with high-volume streamers that do it as their job. But it wasn't a let's play, just unoptimized. People have had worse runs than this just from bad luck in their games and no one had a fit about it. I think it would do well at AGDQ as long as they put in the work and refine it, which is easy enough to check up on before January.