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Esports, Past and Present

Blogs > Xxio
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Xxio
Profile Blog Joined July 2009
Canada5565 Posts
Last Edited: 2012-11-28 10:53:33
April 28 2012 22:52 GMT
#1
<link href="http://fonts.googleapis.com/css?family=Abel" rel="stylesheet" type="text/css"><style> .epnp-wrap { background: #ffffff url('http://www.teamliquid.net/staff/Meko/articles/epnp/background.png') center center repeat; width: 700px; clear: both; margin: 6px auto; display: block; box-shadow: 0 1px 1px 1px rgba(0, 0, 0, 0.3); } .epnp-wrap img { box-shadow: 0 1px 1px 1px rgba(0, 0, 0, 0.4); } .epnp-header { background: url('http://www.teamliquid.net/staff/Meko/articles/epnp/header.jpg') center top no-repeat; width: 660px; clear: both; padding: 300px 20px 20px; display: block; } .epnp-header, .epnp-header p { font-family: Arial, Helvetica, sans-serif; font-size: 100%; font-weight: normal; color: #2e3031; text-align: left; text-decoration: none; line-height: normal; } .epnp-header p { margin: 0 0 20px 0; padding: 0; font-size: 90%; line-height: 180%; } .epnp-header h1, .epnp-header h2, .epnp-header h3, .epnp-header h4, .epnp-header h5, .epnp-header h6 { margin: 0; padding: 4px 0 10px 0; font-family: Abel, Arial, Helvetica, sans-serif; font-weight: 400; color: #2e3031; text-align: center; text-decoration: none; } .epnp-header h3 { font-size: 180%; } .epnp-header table { width: 700px; clear: both; margin: 0 0 20px -20px; } .epnp-header table tr th, .epnp-header table tr td { width: 160px; height: 40px; border: none; text-align: center; } .epnp-header table tr:nth-child(even), .epnp-header table tr.tableheader { background: url('http://www.teamliquid.net/staff/Meko/articles/epnp/tablebackground.png') center center repeat; } .epnp-header table .yearcol { width: 220px; } </style> <div class="epnp-wrap"> <div class="epnp-header"> <p>The organization of video games into a spectacle for mainstream entertainment is a new phenomenon. As much as our lives and interests may revolve around competitive gaming, its position as an industry, if not tenuous, is still in the process of formation. Recently there has been a homogenization of esports culture and competition. The fighting game, RTS, MOBA, and FPS genres are all jostling within the category of esports and sharing fans, whether they like it or not. This conflation has come to the forefront of our community's consciousness and is advocated by many. Indeed, it is a concept with much merit. But while it promotes a synthesis between competitive games by positing for the greater importance of esports as a whole, it derives value from a demographic rather than a specific long-term fan base. Within this framework, there is potential for both growth and decline. The shift away from Brood War over the past two years has made long-time fans despondent and cast doubt on the longevity of any future game and fan base. With contemporary game developers realizing the potential of esports, competitive games will become more frequently produced, and Brood War's lifespan within the industry may perhaps remain unsurpassed. Conversely, the influx of competing games will bring more exposure to the esports industry and provide new opportunities for professionals and organizations to stabilize and expand.</p> <p>Unlike their foreign counterparts, Korea had little access to games and gaming culture prior to StarCraft. Japan's long and brutal occupation of Korea in the beginning of the 20th century gave cause for the Korean government to ban Japanese media after World War II, a policy which stunted the growth of the domestic gaming industry and culture. The products of Nintendo, Sega and Sony that helped pioneer the global gaming industry were all absent from Korea until the ban was completely lifted in 2004. By then, however, StarCraft and PC gaming had already become popular and entrenched. For Korea, the ban gave the government the ability to manipulate the development of gaming. This opportunity, however, was not realized until the Asian Economic Crisis in the late 1990s.</p> <p>
[image loading]
</p> <p>After unprecedented, consistent economic growth for three decades, Korea was blindsided by the collapse of its biggest corporations in 1997. Korea was bailed out by the International Monetary Fund for $60 billion, but the damage had already been done. Many were left unemployed and Korea's heavy industry based economy had no choice but to evolve. The government decided to immediately invest $11 billion into building a nationwide broadband infrastructure to modernize and form the foundation for new business ventures. Competition between service providers led to a decrease in pricing and a boom in net cafes called "PC bangs" as many affected by the economic collapse either opened a PC bang or used them for inexpensive entertainment – that is, to play StarCraft. Once a miniscule market, PC bangs exploded. At the end of 1998, there were 3,000 PC bangs in Korea. The number increased by 440% to 15,000 by the end of 1999, and in 2001, only two years after the release of StarCraft and StarCraft: Brood War, there were 23,000 in operation with a total revenue of $1.1 billion. The popularity of StarCraft was a large force in the development of the PC bang industry in Korea, and likewise, PC bangs were the spawning ground for the very first competitive StarCraft tournaments.</p> <p>By the early 2000s, the Korean gaming industry had the greatest potential of Korea's cultural content markets. PC gaming had become the de facto medium for video games, and esports was on the rise. To promote Korea's gaming industry and soft culture, the Ministry of Culture and Tourism founded events like the World Cyber Games and further supported esports by giving professional players tax deductions and hosting esports festivals. A mix of media and sport, StarCraft created lucrative marketing opportunities and was easily picked up and integrated by corporations into established models of mass marketing. OnGameNet, a subsidiary of OnMedia (the largest cable and satellite broadcaster in Korea) enjoyed 3-4 million viewers during its 6-to-10 p.m. timeslot in 2007, while its rival MBC Game drew 1.5 million viewers. One should also keep in mind that esports, compared to high-quality dramas, is much cheaper to produce. That same year, the two broadcasters made a combined revenue of $203 million from advertising. Team sponsors such as KTF saw profits too, as an investment of $4.5 million between 1999 and 2005 earned back $46.8 million worth of marketing. As a result of this success, rival corporations like CJ Group decided to sponsor a team with an initial investment of $2 million and experienced $13.2 million in benefits, in less than a year. Other organizations like ShinHan Bank became tournament sponsors, spending $5 million on the Proleague StarCraft tournament per year.</p> <h2>Number of Professional Gamers</h2> <table cellspacing="0"> <thead> <tr class="tableheader"> <th class="yearcol">Year</th> <th>Registered</th> <th>Canceled</th> <th>Total</th> </tr> </thead> <tbody> <tr> <th scope="row">2001</th> <td>131</td> <td>-</td> <td>131</td> </tr> <tr> <th scope="row">2002</th> <td>63</td> <td>-</td> <td>194</td> </tr> <tr> <th scope="row">2003</th> <td>36</td> <td>58</td> <td>172</td> </tr> <tr> <th scope="row">2004</th> <td>73</td> <td>26</td> <td>219</td> </tr> <tr> <th scope="row">Early 2005</th> <td>32</td> <td>11</td> <td>240</td> </tr> <tr> <th scope="row">Late 2005</th> <td>21</td> <td>24</td> <td>237</td> </tr> <tr> <th scope="row">Early 2006</th> <td>61</td> <td>18</td> <td>280</td> </tr> <tr> <th scope="row">Late 2006</th> <td>53</td> <td>22</td> <td>311</td> </tr> <tr> <th scope="row">Early 2007</th> <td>70</td> <td>10</td> <td>371</td> </tr> </tbody> </table> <p>Players experienced financial gains as well, albeit on a different scale. In 2005, the industry supported hundreds of licensed professionals. 70% of them made $10,000 per year and 15% made $10,000 to $30,000 - this, of course, in addition to the costs of living provided by the team, which combined could cost a sponsor over $200,000 per month, as it did for CJ in 2007. A small handful of star players, functioning as a sponsor's primary medium for marketing, could earn as much as $200,000 per year.</p> <p>This has been the direction and constitution of esports up until 2011-2012. Today, we face a paradigm shift as more competitive games enter the market. When once there were 12 professional StarCraft: Brood War teams, there are now eight (one without a sponsor). One broadcasting station has closed its doors and the tournaments that esports was founded on are struggling to find financial backing. We have seen over the last two years a transition away from Brood War. The next Proleague will incorporate StarCraft 2 and use the time-honoured classic as a gateway for Korean fans to become exposed to a new generation of gaming. If so, Brood War's dominance in esports has come to an end. But twelve years is an extremely short lifespan, and within this period it had no serious competition. How long will StarCraft 2 last before sponsors find an easier game to market through? Five years? Ten? What about League of Legends? While the demographic of esports fans is growing, it is still limited and niche within the whole of a population, and thereby also limited in its marketing potential. Ideally, sponsors would support a single game into the mainstream where it would reach a wider audience and find new methods to generate money. The sponsors that target the esports demographic, however, do not necessarily target another, or already do so successfully through other mediums. There is a finite amount of money sponsors are willing to spend on esports exposure – they cannot support every competitive game, but are rather forced to pick and choose. Thus, to quote Peter Ustinov, "the parents are the bones on which children sharpen their teeth."</p> <p>To date, competitive gaming as a spectator sport has only existed and been made possible by sponsors who find value in marketing to the teenager and young-adult demographic. For many (but certainly not all) of esport's large sponsors, one could argue that the value of esports as a marketing tool diminishes as the age of the fan base increases. Rather than invest in the long-term popularity of a single game, sponsors and tournaments may instead increasingly invest in the abstract concept of "esports" and rely on a cyclical influx of new fans, games, and professional players to replace the old and waning. Competitive gaming would grow and expand, becoming more viable and attractive to sponsors, but also fluid and uncertain for fans, professionals, and specialized tournament organizations. With new esports games and fans always on the horizon, how will the industry adapt? Will organizations and teams rise and fall in tandem with the popularity of a given game, or will compromises be made to homogenize and thereby sustain? How to deal with the transitory nature of video games in popular culture is perhaps the biggest issue the esports community needs to address. The emergence of the foreign market and new competitive games in popular culture has already had a huge effect on the evolution of esports. The decisions made by leading parties in these formative years will become established models and precedents that their esports descendents will prescribe to.</p> <p>
[image loading]
</p> <p>What shape will esports take in the future? How will, or can, it settle as a stable industry? New graphics, gaming genres and platforms will remain on the frontier of popular culture and thereby, most likely, appeal to new esports fans and keep the lifespan of a single competitive game transient and transitory. As a tool for game developers and technology based industries, the marketing potential of esports should only increase as competitive gaming grows to further encompass the burgeoning consumer demographic. A competitive game may last for ten or even twenty years in the esports industry, but is that really enough? What happens to the fans and disenfranchised professionals? Recently we have heard top StarCraft 2 players Polt and Stephano express their doubts about a sustainable future in professional gaming. Perhaps esports will simply become a stopping point for young adults to make some money and enjoy themselves before moving on to "real" careers. And while many of KeSPA's current policies are exploitative and directly harm the careers of players (as seen in Jaedong's free agency debacle), if individual games lose value within esports as a whole, players may only have less leverage, and sponsors, less reason to entreat with them. Even within the current StarCraft 2 scene, very few players enjoy a salary. A dismal future, indeed. But a more likely narrative is one of growth and prosperity.</p> <p>Based on our contemporary situation, increasing stability for esports professionals and organizations is by far the most likely outcome of new competitive games entering esports. Community figures like djWheat, dApollo, JP and Slasher have transitioned successfully with the trends of the industry and will certainly continue to do so in the future as they develop a brand and following. For many of the top professional RTS players, adapting to StarCraft 2 from Brood War or Warcraft 3 was simply a natural and easy continuation of their esports career, and similarly, MLG and IPL have only grown as a result of new games like StarCraft 2 and League of Legends entering the limelight. As esports expands globally, an ever larger pool of sponsors will use it for marketing, which will increase the competition among them and provide better financing for professionals.</p> <p>In time, growth and sponsor interest will plateau, but for now, esports is still very young and full of potential. Players and organizations could evolve to function around genres (RTS, MOBA, FG) rather than specific games and flourish through a process of continuous transition, making teams like `Liquid established in multiple genres. In the case of a game, or even an entire genre falling out of favor, esports organizations and professionals would be able to survive and adapt, rather than live or die by the popularity of niche following. In this regard, organizations like Evil Geniuses and players like Grubby are already ahead of the curve in their ability to adapt and take advantage of new, popular games. With a large network of games and fans to support them, organizations and professionals will be more robust and better able to survive the tremors of the industry. It is also important to keep in mind that sponsors are not the be-all and end-all of esports financing. The accessibility and agency of all aspects of esports will increase exponentially with improving technology and create many opportunities for direct fan support and involvement. MLG successfully hosted a PPV event, and from that model an organization can derive revenue directly from the fans of a specific game. Furthermore, as internet streaming and esports-friendly games sophisticate, physical space and time will increasingly become less inhibiting factors. In this sense, a single game could be sustained as an esport solely by a robust and willing fan base.</p> <p>One of the effects of the popularization of competitive gaming is the inclusion of new fans and games. Developers like Valve have already shown their support of esports by creating spectator-friendly interfaces, and large esports organizations like MLG and Team Liquid have already incorporated new games and grown as a result. While games in the future may not stay center-stage in esports for as long as Brood War has, and professionals may be forced to shift gears and transition more frequently, the inclusion of new games within the esports industry will ultimately provide stability and opportunities for growth.
Sources: Korea Content Creative Agency, Korea Gaming Industry Agency, and Korea's Online Gaming Empire.
Thanks to: Antoine, Waxangel, Nazgul, SirJolt, Riptide and Heyoka for proofreading.
Graphics by: Meko.</div> </div>
KTY
GhandiEAGLE
Profile Blog Joined March 2011
United States20754 Posts
April 28 2012 22:59 GMT
#2
wow, this was very interesting!

Thank you for putting a lot of effort into a write-up like this
Oh, my achin' hands, from rakin' in grands, and breakin' in mic stands
Dodgin
Profile Blog Joined July 2011
Canada39254 Posts
April 28 2012 23:04 GMT
#3
A very enjoyable read, thanks Xxio.
Eee
Profile Joined August 2011
Sweden2712 Posts
April 28 2012 23:06 GMT
#4
Good read, thank you!
Jaaaaasper
Profile Blog Joined April 2012
United States10225 Posts
April 28 2012 23:06 GMT
#5
Very interesting, thank you for the time and effort put into this to make it a great read.
Hey do you want to hear a joke? Chinese production value. | I thought he had a aegis- Ayesee | When did 7ing mad last have a good game, 2012?
XaCez
Profile Joined May 2010
Sweden6991 Posts
April 28 2012 23:45 GMT
#6
Really insightful read and well written, definitely something to bare in mind and think of.
People get too easily offended by people getting too easily offended by the word rape.
supernovamaniac
Profile Blog Joined December 2009
United States3046 Posts
April 28 2012 23:48 GMT
#7
Correction: I'm not sure if there was ban on ALL Japanese products till 2004, including games. PS2/GameCube started their marketing when they came out, and it was legal for people to sell these games (afaik).

But yes, before that consoles like PS wasn't sold in Korea legally afaik, and Koreans stuck to arcades/PC Bangs to play games.
ppp
Ichabod
Profile Joined May 2010
United States1659 Posts
April 28 2012 23:49 GMT
#8
Wow, a lot of depth that I had no idea about, thanks for taking the time to write this piece.
Xxio
Profile Blog Joined July 2009
Canada5565 Posts
April 29 2012 00:25 GMT
#9
On April 29 2012 08:48 supernovamaniac wrote:
Correction: I'm not sure if there was ban on ALL Japanese products till 2004, including games. PS2/GameCube started their marketing when they came out, and it was legal for people to sell these games (afaik).

But yes, before that consoles like PS wasn't sold in Korea legally afaik, and Koreans stuck to arcades/PC Bangs to play games.


The ban on Japanese media (not all products) was partially lifted a few years before 2004. Maybe you referring to that?
KTY
udgnim
Profile Blog Joined April 2009
United States8024 Posts
Last Edited: 2012-04-29 02:26:54
April 29 2012 02:25 GMT
#10
great read

I did not know that BW broadcasting was so profitable/valuable for the parties involved

I wonder how badly interest in BW has dropped off for team owners to stop sponsoring teams and MBC to switch to music focused broadcasting
E-Sports is competitive video gaming with a spectator fan base. Do not take the word "Sports" literally.
Man with a Plan
Profile Joined January 2012
United States401 Posts
April 29 2012 02:31 GMT
#11
This is a well research well written article. Informative and pleasant to read.
Thanks for this.
Yo!
supernovamaniac
Profile Blog Joined December 2009
United States3046 Posts
April 29 2012 03:39 GMT
#12
On April 29 2012 09:25 Xxio wrote:
Show nested quote +
On April 29 2012 08:48 supernovamaniac wrote:
Correction: I'm not sure if there was ban on ALL Japanese products till 2004, including games. PS2/GameCube started their marketing when they came out, and it was legal for people to sell these games (afaik).

But yes, before that consoles like PS wasn't sold in Korea legally afaik, and Koreans stuck to arcades/PC Bangs to play games.


The ban on Japanese media (not all products) was partially lifted a few years before 2004. Maybe you referring to that?

I guess so, I wasn't too aware of the ban until recently because I was a child with a Playstation (bought from US) back in the late 90's.

Everyone in my neighborhood who knew about it was jelly =P
ppp
Chef
Profile Blog Joined August 2005
10810 Posts
Last Edited: 2012-04-29 03:55:18
April 29 2012 03:53 GMT
#13
What I want to know is how many of the games in 'esports' today really have a right to call themselves a sport. At this point I'm not even sure I would call the current state of Brood War a sport.

The word sport has a necessarily subjective quality to it in this context, but I think a sport necessarily has to transcend itself from being an advertisement to even begin to be up for consideration. It has to be taken seriously. It's hard to take something seriously when you don't expect it to be around for much longer (that's not a commentary on Brood War though, which I think will be around for awhile yet at least as a matured hobby).

ESPORTS is a bit of a mockery of the word sport. We took the idea of video games being a sport for granted because BW had been such an incredible success, but now I think it's worth reevaluating.
LEGEND!! LEGEND!!
DivinO
Profile Blog Joined July 2009
United States4796 Posts
April 29 2012 03:56 GMT
#14
I usually enjoy your writing too, but especially this bit.

More than anything else it's your tone in this article that brings a smile to my face.

Cheers mate.
LiquipediaBrain in my filth.
jenzebubble
Profile Blog Joined May 2010
United States183 Posts
April 29 2012 04:18 GMT
#15
This should not be titled "Esports, past and present."
"It's like waxing your balls, it hurts like a biiiitch but after they are silky smooth...." -Kennigit
c3rberUs
Profile Blog Joined December 2010
Japan11286 Posts
April 29 2012 04:41 GMT
#16
Will read again. Thanks Xxio, I didn't know it was that profitable. Must really suck now, profit-wise or at least in the long term for the companies involved.

The term 'sport' needs to be defined properly for 'esport' to be evaluated.
WriterMovie, 진영화 : "StarCraft will never die".
DarkGeneral
Profile Blog Joined September 2003
Canada328 Posts
April 29 2012 05:09 GMT
#17
This is why I love TLnet. thank you
"Everybody gotta die some time, righ'?" - Wraith Pilot
d3_crescentia
Profile Blog Joined May 2009
United States4054 Posts
April 29 2012 05:30 GMT
#18
I demand footnotes

great writeup xxio; setting the trend for featured blogs :3
once, not long ago, there was a moon here
ShadeR
Profile Blog Joined December 2009
Australia7535 Posts
April 29 2012 06:32 GMT
#19
Really insightful. Nice read.
Pigzyf5
Profile Joined November 2009
Australia131 Posts
April 29 2012 06:58 GMT
#20
You say in the post that you think E-sports attracts only the demographic of teenagers and young adults and for this reason there will be few long term and loyal fans. At the moment this is true, but i see no reason why in a few years we will see more older people enjoying E-sports. Of-course there are not many older people involved they didn't grow up with games. We are the first generation to grow up with games and we are the ones making E-sports happen. I don't think i will stop watching and playing games when i get older (whether it be starcraft or not). And i know people will share the past time of E-sports on to there children, I have seen many pictures on TL with farther teaching their sons how to play and countless more jokes about how Artosis child and mini wheat are going to grow up to be gaming prodigies. Maybe it wont be those two, but im sure any child being brought of with E-sports as part of their lives will have a much better chance of being a long term viewer than our parents generation.
So yea, i think e-sports has a chance of being a family friendly thing and will move away from being something that teenage kid watches alone in his room at 4am.
Eeeegor
Profile Joined April 2005
Australia809 Posts
April 29 2012 08:00 GMT
#21
Very interesting read
Day9 Made Me Do It
Hyde
Profile Blog Joined November 2007
Australia14568 Posts
April 29 2012 09:38 GMT
#22
Excellent read. <3 Xxio
Because when you left, Brood War was all spotlights and titans. Now, with the death of the big leagues, Brood War has moved to the basements and carparks. Now, Brood War is unlicensed brawls, lost teeth, and bloody fights for fistfulls of money - SirJolt
pestilenz
Profile Blog Joined February 2011
Denmark379 Posts
April 29 2012 10:11 GMT
#23
I do not know if this post has any deeper purpose, or you just wanted to write it for the sake of writing it, but nice nonetheless.

Even though this is a really short write up of the "Online Korean History", and only mentions the top of the iceberg and how things evolved during the 90's, I found it well written and nice as a quick overview of how things occurred.

If people do not have the time to read the book: Korea's Online Gaming Empire, or other articles, academic essays and the like, concerning this topic, I think this post gives a nice idea of how things went by.
You can attack with this?!
che
Profile Joined February 2003
17 Posts
April 29 2012 10:56 GMT
#24
Just to chime in, I'd like to add that most of the objection to the idea and branding of "eSports" from my respective community, fighting games, comes from one of the central ideas in this blog, that is, the clash between the Korean PC-Gaming culture vs. the Japanese Arcade-gaming culture. Whereas the "eSports" scene grew into a spectator sport in Korea where most fans don't actively play in tournaments, the arcade scene for fighting games relies on a large fanbase of avid tournament players as opposed to spectators, hence the rift in viewpoints of whether the fighting genre should classify itself under the "eSports" umbrella. Again, these are two very disparate and far-removed cultures of gaming we have here, and to simply lump the two together under the guise of 'eSports' would necessarily draw some backlash, largely from my community, but others understandably from the SC2 community as well (during Dreamhack 2011, a large number of SC2 fans were up in arms about having to be "forced" to watch the finals of the SF4 tournament, which took roughly 10 minutes). I understand that to grow competitive gaming, the fighting game scene needs sponsorships and more funding, most of which is ironically being provided by eSports groups like Evil Genuises, Complexity, and recently MLG, though it should be noted that to bridge the gap fully between our 'fringe' group of tournament players in the fighting game community (fgc) and the rest of "eSports", this central rift in culture should be addressed so as to ease any perceived animosity between scenes. Just my two cents.
endy
Profile Blog Joined May 2009
Switzerland8970 Posts
April 29 2012 11:19 GMT
#25
Great read, thanks !
ॐ
jpak
Profile Blog Joined October 2009
United States5045 Posts
April 29 2012 11:46 GMT
#26
On April 29 2012 12:53 Chef wrote:
What I want to know is how many of the games in 'esports' today really have a right to call themselves a sport. At this point I'm not even sure I would call the current state of Brood War a sport.

The word sport has a necessarily subjective quality to it in this context, but I think a sport necessarily has to transcend itself from being an advertisement to even begin to be up for consideration. It has to be taken seriously. It's hard to take something seriously when you don't expect it to be around for much longer (that's not a commentary on Brood War though, which I think will be around for awhile yet at least as a matured hobby).

ESPORTS is a bit of a mockery of the word sport. We took the idea of video games being a sport for granted because BW had been such an incredible success, but now I think it's worth reevaluating.


The more I think about this whole situation, the more I echo this statement. To be politically correct, I would not call today's phenomenon "ESPORTS", but rather "competitive gaming." The word "sport," for me, imply a certain kind of timelessness, that even after a generation, I would be able to relate to future generations through that particular sport (Baseball, for instance). Now, I think it's just another way for game companies to market their game to the masses (I am looking at you, Starcraft 2).
CJ Entusman #50! #1 클템 fan TL!
Derrida
Profile Joined March 2011
2885 Posts
April 29 2012 12:14 GMT
#27
Well, this is a good read, but it's not the "past and present of esports," it's the "past and present of esports in korea."
#1 Grubby Fan.
whatthefat
Profile Blog Joined August 2010
United States918 Posts
Last Edited: 2012-04-29 14:32:02
April 29 2012 14:13 GMT
#28
Really nice read.

As I see it, no game can last forever, due to rising graphics and interface expectations if for no other reasons. This is fine in my opinion, so long as the industry is successful in renewing popular games that embody the same core dynamics as their respective predecessors. I was more than happy to make the switch from BW to SC2, in the same way that I will be happy to some day switch from SC2 to SC3. But I will not ever be happy to transition from SC2 to 'Generic other popular e-sports title'.
SlayerS_BoxeR: "I always feel sorry towards Greg (Grack?) T_T"
Eee
Profile Joined August 2011
Sweden2712 Posts
April 29 2012 14:27 GMT
#29
Suprised to see so few comments here.
ZisforZerg
Profile Blog Joined December 2010
United States224 Posts
April 29 2012 15:53 GMT
#30
Fantastic writeup, very informative to an eSports newbie like me ^_^
"I'm too drunk, to taste that chicken."
sebsejr
Profile Blog Joined April 2011
213 Posts
April 29 2012 17:04 GMT
#31
A great and interestitng read, indeed! thanks a lot
azndsh
Profile Blog Joined August 2006
United States4447 Posts
April 29 2012 17:31 GMT
#32
Very nice article.

Actually I disagree about the part concerning demographics. As the fans get older, advertisers and sponsors are happier, because the fans transform from penniless students to income earners with actual spending power. There's a pretty strong correlation between advertiser spend and target demographic wealth.
RenSC2
Profile Blog Joined August 2011
United States1058 Posts
April 29 2012 20:50 GMT
#33
The best chance for e-sports to explode is for it to become normal in the next generation. That means that when this generation grows up and has children, those children grow up with e-sports and it becomes a normal thing in their lives. If you look at the real explosion of professional football (not soccer) in the USA, it followed a very similar pattern. So I think a lot of sponsors are very excited about the prospect of this generation getting older.

The problem as you mentioned is that it seems like no game will truly last. BW has had the best run so far; however, large-scale professional BW is on its last legs and I can't imagine it lasting more than 3 more years. That puts it at approximately 15 years of professional gaming. That's great for a game, but terrible for a sport. That's the *best* so far. Will SC2 or DOTA2/LoL be able to beat that? I have my doubts. To be fair, Blizzard gave up on BW about 10 years ago. With the release of SC2, it seems like they even tried to kill BW so that they could force people into their new game. So there was no support from Blizzard for BW. If Blizzard is taking ad-revenues from tournaments for SC2, they are stifling tournaments, but the money may allow Blizzard to support the game long term. Still, I don't think they'll have too much more than $1mil/yr of budget into supporting SC2 past LotV. And that much money doesn't pay for too many skilled programmers, artists, developers, community managers, and management. It seems more like whatever they take from tournaments is just going to milk the last bit of profits out of a game that they're planning to replace with SC3 in 10 years. Maybe that's just the cynic in me talking.

The new MOBA games have a better economic model for the long term support of the game, so maybe Riot or Valve can do a better job of supporting their games long term. Maybe one of the games will get graphics/play upgrades as the industry changes and maybe the game lasts for 50+ years. That'd be awesome, but I have my doubts. I personally don't see enough complexity within the MOBA genre to sustain fan interest for too many years.

With the constant cycling of games, it puts players and fans in a bad spot, but it can still create sustainable leagues and personalities. Currently, the best (only?) way to sustainable income in the esports scene is to be a personality. They have low overhead costs and can make consistent income, no matter what game is the flavor of the month. If the SC2 scene collapsed overnight, a guy like Day9 or DjWheat would easily find work in other games. It doesn't take *that* much work to get good at a new game. I'd suspect that Day9 could hit a "masters" (if not grandmaster) level in nearly any game with a bit of time and then use his considerable entertainment talents to create a show and be a respected broadcaster. He and others are people who have smartly built a brand of their own that people want to consume even if it doesn't include their favorite game. The same goes for the various leagues, except that the overhead costs are significantly higher. MLG is a brand of its own and will have consumers no matter what games they show. However, they have high costs and are struggling to turn a profit despite having a huge hit in SC2. Leagues can continue to survive, but I doubt they'll ever thrive with a constantly cycling stream of games and that's due to the next group.

One group of people that really get screwed are the fans. If you are truly a fan of one game and not a general esports fan, then you will often be out of luck. You'll be one of the disenfranchised people who the industry failed to keep because the industry kept cycling out games. Luckily, I think most SC2 fans are RTS fans and if SC2 gets replaced by a different high quality RTS, I think most would accept it. So in general, as long as a fan stays somewhat flexible, he should be able to find his entertainment in the ever cycling world of esports. However, the industry will always struggle to really build a dedicated fanbase if the games keep switching. Instead, it needs to rely on flexible fans and flexible fans are not quite as dedicated.

The people that take the cycling of games the hardest are the professional players. To truly hit a professional level, you need to put 40+ hours per week into the game. Your raw skills will be very good with that much practice, but so much of your time goes into the specifics of the game at hand. If games continuously cycle through, all of that time perfecting the specifics of a game in the previous game goes to waste. A BW pro who puts 100s of hours into creating specific builds will suddenly be hit by a reset button where he has to rely solely on his raw skills. When he transfers to SC2, he'll be faced with the reality that he won't be as good as the person who switched to SC2 earlier because that other person didn't put as much time in and wasn't as good at BW. That's a tough pill to swallow. I think many BW pros will try to make the switch soon and be very disappointed to the point that they quit despite being some of the most talented RTS players in the world.

The professional gamer will suffer the most in an era of ever-changing professional games. Hopefully, we do eventually get a game developer that truly treats their game like an e-sport and continues to update the game long into the future. Only then can someone make their entire living off of one game and only then can we truly have an E-sport.
Playing better than standard requires deviation. This divergence usually results in sub-standard play.
Authweight
Profile Joined May 2010
United States304 Posts
April 29 2012 22:46 GMT
#34
I think the problem is that competitive games are being made to be sold and make money for the developer. There's no problem with this exactly, but its not a good basis for an esport. I think the future of esports will be in games designed, not by companies focused on selling copies of the game, but instead designed by tournament organizers. Such games would probably be free to play, so as to drum up support for the tournament. Most likely, such games would be altered slightly every season, to fix balance problems, keep the game fresh, and keep it technologically up-to-date. The makers of the game would be focused on making the game the best esport it can be, because their money is in viewers, not purchasers.
deducter
Profile Joined May 2011
United States80 Posts
April 30 2012 04:48 GMT
#35
On April 29 2012 20:46 jpak wrote:
Show nested quote +
On April 29 2012 12:53 Chef wrote:
What I want to know is how many of the games in 'esports' today really have a right to call themselves a sport. At this point I'm not even sure I would call the current state of Brood War a sport.

The word sport has a necessarily subjective quality to it in this context, but I think a sport necessarily has to transcend itself from being an advertisement to even begin to be up for consideration. It has to be taken seriously. It's hard to take something seriously when you don't expect it to be around for much longer (that's not a commentary on Brood War though, which I think will be around for awhile yet at least as a matured hobby).

ESPORTS is a bit of a mockery of the word sport. We took the idea of video games being a sport for granted because BW had been such an incredible success, but now I think it's worth reevaluating.


The more I think about this whole situation, the more I echo this statement. To be politically correct, I would not call today's phenomenon "ESPORTS", but rather "competitive gaming." The word "sport," for me, imply a certain kind of timelessness, that even after a generation, I would be able to relate to future generations through that particular sport (Baseball, for instance). Now, I think it's just another way for game companies to market their game to the masses (I am looking at you, Starcraft 2).


I agree completely. To earn the name of a "sport," the game has to be around for a long time (2-3 generations minium, at least 40+ years IMO) with no or almost no rule changes. The only game thus far that even has the potential to be considered a sport was Brood War. I could see myself watching Brood War with a new generation of pros 10, 20 years from now. Really our generation is the first that would find spectating video games entertaining. But not just any video game, and not just any player. The game has to be spectator friendly. It has to be an incredibly deep game played at the highest level. But this alone isn't enough. It has to have stars, it has to have rivalries, it has to have a sense of "epicness," it has to have drama. Where would Brood War be without Boxer? Or Yellow, the king of silver? Reach vs Boxer in the OSL finals. Who here doesn't know of iloveoov's reign during his prime, his 33-0 record against Zergs? What about iloveoov vs Boxer in the OSL finals, the master vs the apprentice, the Obi-wan vs Anakin of Brood War (from Episode IV of course, not the prequels). Or Nada finally claiming the first Golden Mouse. Savior's rise, fall, and collapse into the abyss. The KT vs SKT1 rivalry. Firebathero's antics. JulyZerg manhandling Best in the OSL finals, and Bisu's shocked look in game 2. Yellow coming back once a year to beat Bisu and Jaedong. Jaedong vs Flash. The saga of Stork, Fantasy, and Jangbi. And so, so much more.

The problem is that the current "esports" games aren't designed for permanence. I honestly believe that Brood War was the only chance for an esport. Blizzard set out to design a nice RTS, but because of a combination of inspired design choices and good luck, it took off in Korea and had the chance to gain real permanence. It could have been a true sport, provided it could last at least 50 years. But no, that's not to be. It seems the pro Brood War scene is irrevocably disappearing, and thus the idea of "esports" is now a joke, reduced to a marketing ploy to sell games.

The main revenue for gaming companies is selling their games, not collecting money from people watching their games played by professionals. By contrast, for real sports organizations like NBA, NFL, or MLB, the main revenue consists of ticket sale to events and of syndication rights to networks, which sells advertisement time during games. Each of these are multibillion dollar industries. Even WOW's $1 billion annual revenue pales in comparison.

Perhaps someday in the not too distant future, designers and gamers will come together to create something designed for lasting permanence. And it'll certainly be time-consuming and expensive to build up. But I believe it is possible to one day have something worthy of the name "sport," in the far, far distant future.
MetaXelor
Profile Joined April 2012
United States26 Posts
April 30 2012 04:50 GMT
#36
That was a really good read. As a newcomer to the competitive SC2 scene, that really was a really good recap of the evolution of the Korean esports scene.

Instead of comparing esports to soccer or baseball like others have in the past, it might be better to compare esports to motorsports like Formula 1 or sportscar racing. While soccer and baseball have well established rulesets that only change over the course of decades, motorsports rulesets change over the course of a few years. For example in the eighties, the World Endurance Championship (for sportcars) raced under a set of rules called Group C. Essentially, each team was given a set amount of fuel to finish a race with. You could use almost any engine and engine technology as long as you didn't run out of fuel. In the early nineties, however, the relatively open Group C rules were abandoned and in favor of much more restrictive rulesets. These more restrictive rules resulted in very different car designs, but sportscar racing as a whole continued.

I like to think of transitioning from one game to another in esports as being like changing from one motorsports ruleset to another. In motorsports, some teams and manufacturers dominate only when one ruleset is in force, but others are able to transition from one ruleset to another. Similarly in esports, some players (like Thorzain for example) are able to transition from one game (Warcraft 3) to another (Starcraft 2). In motorsports as well, some teams compete in many different form of racing while others are specialists. In esports, we have the multigaming teams such as EG or CompLexity as opposed to specialists like `Liquid.

Just my two cents anyway.
MrSandman
Profile Blog Joined November 2010
Australia188 Posts
Last Edited: 2012-04-30 05:35:35
April 30 2012 05:35 GMT
#37
If so, Brood War's dominance in esports has come to an end. But twelve years is an extremely short lifespan, and within this period it had no serious competition.


Was this a typo? It jsut seems like you talk about the current games in esports as being short lived compared to brood war for most of the article.

Very insightful read. I honestly didn't know very much about Korean cyber culture pre-2005. I might have to read the book and look up some articles.
TeamLiquid: Teaching trolls latin since 2002 || Before every post ask yourself, how would I feel if someone else said it? ||
niilzon
Profile Joined October 2010
Belgium105 Posts
April 30 2012 09:58 GMT
#38
On April 30 2012 02:31 azndsh wrote:
Actually I disagree about the part concerning demographics. As the fans get older, advertisers and sponsors are happier, because the fans transform from penniless students to income earners with actual spending power. There's a pretty strong correlation between advertiser spend and target demographic wealth.


That is exactly what I think. I'm 27 years old, I'm working, and it is only since I started working that I pay money for things like GSL tickets, ESL premium membership etc. I would never have had this while I was living at my parent's.

Also I know that I will probably never stop being a gamer, and that I will probably invest more and more (on my little citizen scale) in esports as time goes by (AKA as my salary grows over time).

Therefore I strongly believe that "older gamers" are better for the advertisers and sponsors. However, and I would love to get some feedback about this, I'm not sure if most of the other gamers are staying "gamers for life", or plan to stay with that mindset.
BrosephBrostar
Profile Blog Joined December 2009
United States445 Posts
April 30 2012 10:13 GMT
#39
I don't really get the optimism people have for the future of "esports." How can you look at going from a situation where companies were spending millions on teams to one where most players don't even get paid and think that things are improving?
Greem
Profile Blog Joined September 2010
730 Posts
April 30 2012 11:20 GMT
#40
Very amazing read indeed. I must say deep inside i do fear that every few years we will need to adapt to new game, hope some games will stay up as much years as Brood War at least, SC2 in mind .
youtube.com/N0rthernL1ght
Damnight
Profile Blog Joined October 2010
Germany222 Posts
April 30 2012 12:16 GMT
#41
Enjoied it hardcore! :D Very good read, indeed.
Ricjames
Profile Blog Joined April 2009
Czech Republic1047 Posts
April 30 2012 14:51 GMT
#42
+ Show Spoiler +
On April 29 2012 12:53 Chef wrote:
What I want to know is how many of the games in 'esports' today really have a right to call themselves a sport. At this point I'm not even sure I would call the current state of Brood War a sport.

The word sport has a necessarily subjective quality to it in this context, but I think a sport necessarily has to transcend itself from being an advertisement to even begin to be up for consideration. It has to be taken seriously. It's hard to take something seriously when you don't expect it to be around for much longer (that's not a commentary on Brood War though, which I think will be around for awhile yet at least as a matured hobby).

ESPORTS is a bit of a mockery of the word sport. We took the idea of video games being a sport for granted because BW had been such an incredible success, but now I think it's worth reevaluating.


Unfortunately i could not read the OP as it is quite long, but i've seen your comment Chef. I gotta say I agree with you 100%.
Sport is something that does not dissapear within 20 years or so. Sport is something that is enjoyable forever and people do it repeatedly cause it is fun and they enjoy it. Sport is something where you develop your skill at least 10 years to be even considered good at it.

ESPORTS are really lacking all these attributes and basically can not ever attain them. There will always be someone who claims he has developed better game with better graphics and all shiny etcetera. Brood war was for me as close as it could get to be called a sport. For instance many people claim that very high APM is stupid and not needed to be implemented in an RTS game (incl. Blizzard obviously). Well, let's approach it from the different side. Having very high apm in Brood War took years of practice and that was for me an sport-like attribute. The crazy keyboard bashing was a skill that only small amount of people have developed thanks to very serious and intense practice. The same as very limited amount of soccer players learn to make a perfect shot, pass or trick with a ball executed to the highest level.

Frankly, i am tired of the word Esport as gaming is far away to be even considered sport at the current state. Having multiple tournaments and business evolving around it does not make it SPORT.
Brood War is the best RTS that has ever been created.
OpticalShot
Profile Blog Joined October 2009
Canada6330 Posts
April 30 2012 15:18 GMT
#43
Great read.

I agree with the some of the replies here, the word 'eSports' is used much too easily nowadays. You get a little competitive game together and maybe a tournament, and all of a sudden everyone calls it an eSport. I may not be the best scholar on the history of eSports, but there were times when some measures of ratings and popularity in Korean media placed the Korean SCBW scene at almost the same level of professional baseball, which has been the most successful professional sport in Korea for long-time running. I don't think an activity has to necessarily rival the size that of an existing professional sport to qualify it as a sport itself, but such popularity and acceptance in culture are some of the qualifiers that should be implied with the word eSport.

That being said, I think the current market has great potential for certain games to grow into legitimate cultural activities. Salary-based professional players and well-established (and sponsored) teams must become the cornerstones on which a stable scene is built. Due to the evolutionary nature of the business (and fast cycles of gaming trends), transition between games should be handled better (an example of a terrible transition process would be SCBW -> SC2 in Korea). Teams and players should be ready to transition - teams should pick versatile and talented players. I've been iterating this forever, but for various games to be legitimized internationally in tournaments, there needs to be a central governing body to set the pillars and the backbones and hammer down some of the rules to avoid silly situations. Community involvement needs to increase - instead of thousands of viewers watching a monitor, there should be more activities where fans can meet their idols in person, have a little chat, and maybe even a friendly match.

If I sponsored and owned a progaming team, and if practising 12 hours a day gave us a 60% winning ratio and 8 hours a day made us a 55% winning ratio, then I'd go for the 8 hours a day then spend the other 4 in community involvement. Good results can draw fans, but I believe great personality and personal connections can draw even more fans.

Maybe SKT should have a weekly "PC Bang Invasion" activity where a number of players go chill at a random PC Bang, play a couple of friendly games and sign some keyboards. Perhaps Samsung can have an open-house day where randomly selected fans can join in the practice, meet and watch their favourite players, and even win some electronics via raffles. Not too long ago there were news of STX players helping out the community (Calm being the #1 nanny), and I thought it was a fantastic event. I know that teams have regular fan meetings and summer camps and stuff like that, but I'd certainly like to see more.
[TLMS] REBOOT
Crushgroove
Profile Joined July 2010
United States793 Posts
April 30 2012 19:52 GMT
#44
Good contribution to the various histories available on TL! Korea really was a fortunate storm of events that led to the popularity of competitive PC gaming.
[In Korea on Vaca] "Why would I go to the park and climb a mountain? There are video games on f*cking TV!" - Kazuke
Dknight
Profile Blog Joined April 2005
United States5223 Posts
April 30 2012 19:59 GMT
#45
I know this is about Korean BW, but I found a fun quote from oldschool BW. This was right after WGTour Speed Ladder finished which was one of the first events that paid more than $100.

On December 02 2004 01:59 Spirit-Rapide- wrote:
If like 100 people pay 4$ dollar each to play the 2 weeks ladder and wgtour takes 20% for payment of servers and webhosting/domain it still would make a nice money prize for an online event. 320$ is like 160$ to winner, 110$ for runnerup and 50$ for third. Can't see anything else outside korea even being close to those prizes


How far we've come.
WGT<3. Former CL/NW head admin.
OrD_SC2
Profile Joined February 2012
United States247 Posts
May 01 2012 09:14 GMT
#46
I like the post, though was disappointed there wasn't a clearer divide between the factual and opinion portions.

Thank you for the footnotes (and the time invested in the post!) - the whole time I was reading I was curious where the info came from. :D
Baldie disapproved of my last status, TT
DreamOen
Profile Joined March 2010
Spain1400 Posts
May 01 2012 10:08 GMT
#47
To be completely honest on the matter of evolution, I would rather die in hell than play easy games that get even easier with the time.
Expanding it , if at the end we in e-sports reach a point were we converge with the games development, we tend to end as it ended for game development and a video to ilustrate the issue
.
So, it rests on our hand to decide what to buy , and what to play competitive. WE the player at lest have some power.
Tester | MC | Crank | Flash | Jaedong | MVP
paddyz
Profile Joined May 2011
Ireland628 Posts
May 01 2012 12:44 GMT
#48
Didn't know about the ban on Japanese media in korea. Great read. <3 TL
CPTBadAss
Profile Blog Joined March 2011
United States594 Posts
May 01 2012 15:30 GMT
#49
Per usual, some crazy good writing from the TL writing staff. Loved the read Xxio, great job. I never knew about the 1997 collapse in Korea. I only knew that the government had invested in the high-speed internet.
I'll keep on struggling, 'cause that's the measure of a man | "That was the plan: To give him some hope, and then crush him" -Stephano
13k
Profile Joined November 2009
Brazil16 Posts
Last Edited: 2012-05-01 18:13:30
May 01 2012 18:07 GMT
#50
In my opinion there are two major aspects that need to develop over time in order to solve the questions posed in the OP:

1. Maturing of business model by game developers

The current predominant model (the fast-food model) of selling game boxes must shift to the newer, fast paced, more flexible, iterative model, similar to what happened to software in general with the advent of the "web 2.0". Continuous delivery, incremental changes, rapid cycles, dynamic and constant evolution with real evaluation of feedback, it all must be there embedded in the game development cycle.

This would require avoiding the traditional mindset of having seasonal, one-go, disposable game titles. Games would need to be designed right from the beginning as something that would become an ecosystem, not as a single monolithic piece of experience.

Game developers would need to invest heavily for this to happen. Moreover, they would need to actually erase their short-term, volume selling goals and create a new service-oriented, consumer engaging, community building thing. Again, in the software universe, I only see this happening for small, young, modern startups (these being Blizzard and Valve analogs in game industry). I don't expect to see Microsoft, EA, even Sony doing this right now, they will only follow if they see financial reasons to do so (either they losing money or others outgrowing them). [I don't need to say that these big dogs need to jump over for esports really take off.]

2. Maturing of the gamers

This has been said in answers before mine and I'd like to agree.

Gaming is becoming a regular activity for the majority of the people. The next generation will probably be strange to the concept that there are people that play games and people who don't. "Gamer" should not anymore be a personality or group defining adjective.

But, as much as it would go that way naturally, we can't know that if the pace would be enough. Efforts in this direction as in "spreading the word" is probably going to make the chances of esports actually exist much higher. Demand is always a higher pressure area that can get things flowing. Barcrafts are actually a damn good idea to begin with.
Dream is destiny
Ricjames
Profile Blog Joined April 2009
Czech Republic1047 Posts
May 01 2012 21:54 GMT
#51
Barcraft is a damn good idea, but not for boring sc2... I wish it was not boring for me but it is and i can't do anything to change it.
Brood War is the best RTS that has ever been created.
Felvo
Profile Joined April 2011
United States124 Posts
May 02 2012 14:11 GMT
#52
It's interesting and shows the potential of e-sports but this is also really depressing. It's depressing that a game like BW which at one point was the forefront of e-sports can fall so easily to the somewhat forced transition to a different game. In my opinion there needs to be a more stable way of transitioning between games. Continuations of games like Starcraft leading to Starcraft 2, Heart of the Swarm, etc. all lead on with the transition that many players will make. Players will most likely stick to their genre of gaming, as the article stated. I think that the e-sports should grow into an industry with different genres that are represented well with a couple of games and those games should continue to gain popularity with the fans rather than players being forced to switch over. However, growth in graphics and technology will most likely stop any couple of games being the "best" and because of that players will have to grow. Hopefully one day, even with the possible transitions, players will be able to play one game and gain fans through that for his or her entire career, such as football, baseball, soccer, etc.
.Carnage
Profile Joined August 2010
United States99 Posts
May 02 2012 16:18 GMT
#53
Very well written with actual facts and examples. This is the kind of thing that distinguishes TL.net from other sites for me. Reading this on break at work has made the day a little bit better.
He's just not the fastest zergling in the control group. -DayJ
JieXian
Profile Blog Joined August 2008
Malaysia4677 Posts
Last Edited: 2012-05-02 17:09:00
May 02 2012 16:55 GMT
#54
On May 01 2012 19:08 DreamOen wrote:
To be completely honest on the matter of evolution, I would rather die in hell than play easy games that get even easier with the time.
Expanding it , if at the end we in e-sports reach a point were we converge with the games development, we tend to end as it ended for game development and a video to ilustrate the issue http://www.youtube.com/watch?v=W1ZtBCpo0eU .
So, it rests on our hand to decide what to buy , and what to play competitive. WE the player at lest have some power.


Once upon a time games weren't made to be sold like pop music is..... Shit I'm supposed to be young but I feel so dam old already.

Forget about any other game, I see angry bird products more often than images of pop stars over here...

===

edit: Don't know if it's been said before but Chess survived the endless new cooler board games with better graphics. (though it was never really mainstream, but still.)
Please send me a PM of any song you like that I most probably never heard of! I am looking for people to chat about writing and producing music | https://www.youtube.com/watch?v=noD-bsOcxuU |
Valithor
Profile Blog Joined September 2011
South Africa6 Posts
Last Edited: 2012-05-02 20:52:50
May 02 2012 20:46 GMT
#55
Fantastic read. Thank you truly.

I feel I must add and use an example...

I have been an avid MTG player for ages now, even in my locale of Mpumalanga, South-Africa (literally the back end of nowhere) small registered events are still held and registered DCI judges still continue to feed the funtastic experience, regardless of sponsors. It is such that sponsorship does play a huge role in which direction things will go for eSports at the moment, and what would happen if all the SC2 sponsors looked at interest / income and decided to back a game like LOL 100% instead (just ballparking here) Would it mean the demise of the SC2 era?

The reason I refer to MTG is this:

I have been playing MTG for the past 12 years now and I have competed in many registered events hosted locally. At each event I had to pay money. Me, the player had to pay to compete, or I had to pay to enter the hosted event and view games. The word I would most likely choose to define it would be an "Expo" where more than one game was played. At that time it was the table top Warhammer 40K and Dungeons and Dragons also being played. MTG does not carry the immense sponsorship costs of such local hosted events, and they were at the time hosted by a group of Uni students and DCI judges not for the money but for the sake of gaming. This is the key isn't it? In order to grow an industry one must start building it from the upstarts and then once you have a solid foundation you need to rethink distribution. I believe if companies like Blizzard and Riot etc. change the method in which tournaments are hosted and players are given access to their products that we might be able to see an immense increase in users and popularity.

MTG employ judges to a strict code of rules (I know as I am applying soon) and they are the beacon who carry the product MTG supplies and transforms it into the amazing fun that it is. In addition it is also highly competitive and most tournaments I played in boasted some nifty prizes or prize money for the top 3 - 5 placed players. Not to mention that there were also qualifiers for regionals etc.

Technology is ever-changing and advances in graphical/computing speed/coding will allow unending changes to be made and new products to enter the market. But does this not share the same release schedule of MTG? Every season features new releases and innovations in gameplay, and yet millions of player cough up the required cash, make the investment and learn the new set of abilities and soon pull off sick combos with decks, all for the love of the game. I believe that if the product is good in its essence (as the titles referred to are) that there should be no problem in generating an astounding player and fan base...

As for distribution; I firmly stick to my belief that if distribution and access to these products are re-thought that one would see an immense increase in followers and interest.

Imagine being able to host a SC2 South-African tournament complete with judges and casts at the RAGE Expo, or any event for that matter. Where the avid fan who does not have access to all the international levels of gaming can also compete and share in the experience in a local capacity. Where income generated will somehow be paid back to Blizzard or Riot for supplying local servers. Where judges will need to invest and study to become qualified to host/judge such mathes. Along with this you will see all the relevant sponsors creeping in quickly endorsing their products/services and thus it could make for a good return on an investment. I believe it to be something to look into... Please do comment

Thanks
I g-g-got a g-good brane...
theqat
Profile Blog Joined March 2008
United States2856 Posts
May 03 2012 13:14 GMT
#56
Just because it contains the word "sport" doesn't mean esports have to carry all the same characteristics as sports. It's a different word, after all!

If anything, now (in the formative years of the category) is the time to carve out what esports are in comparison to normal sports, and if that means embracing the ever-changing games that esports professionals play, then so be it. The same skill sets by and large continue to apply over the course of new games in a given genre, so it's not like the players are going to become totally irrelevant as new games in their genre are introduced
Ricjames
Profile Blog Joined April 2009
Czech Republic1047 Posts
Last Edited: 2012-05-03 16:26:51
May 03 2012 16:22 GMT
#57
On May 03 2012 22:14 theqat wrote:
Just because it contains the word "sport" doesn't mean esports have to carry all the same characteristics as sports. It's a different word, after all!

If anything, now (in the formative years of the category) is the time to carve out what esports are in comparison to normal sports, and if that means embracing the ever-changing games that esports professionals play, then so be it. The same skill sets by and large continue to apply over the course of new games in a given genre, so it's not like the players are going to become totally irrelevant as new games in their genre are introduced


Well that is correct and i would support that, but there is one big problem. The new games are becoming bigger and bigger crap. They are being made that even little kids can play it and it is simplier than elementary grade math. The quake 2 video above was pretty much showing my concern. As 26 years old who played games since his very childhood and have seen the evolution of games and gaming, it makes me really sad. I played Elder Scrolls Daggerfall (huge complicated world) when i could not even speak english and i had to use dictionary to even understand what is my quest and so on. Was i crying this game sucks, it is too hard and whatsover...no i actually enjoyed it quite a lot and it's one of the best gaming experience i've had.

If the developers start to make decent games again, I am all for the innovation, but at this moment i don't really see any step forward. The Esports would be much easier to praise, if the games were made to be decent instead of new shiny graphics and all kind of shit you can think of in your head and then you find out you can't even set up stuff that you really want to have customized. I don't even want to mention Bnet 2.0.
Brood War is the best RTS that has ever been created.
awha
Profile Joined August 2010
Denmark1358 Posts
May 04 2012 20:43 GMT
#58
A very interesting read! Just a few days ago I wondered how and why the korean scene came to be, and now this great article explains it all. Thanks a lot for the effort.
how2TL
Profile Joined August 2010
1197 Posts
May 04 2012 22:03 GMT
#59
SC2 will be lucky to last half as long as BW. If SC2 fails professionally, it fails. If it succeeds, Blizzard is going to crank out SC3 as fast as they can. I can't see them being interested in a property that isn't generating big revenue.
RaiKageRyu
Profile Joined August 2009
Canada4773 Posts
May 05 2012 21:10 GMT
#60
It was foolish to think BW could last forever as it was. If you truly saw ESPORT for what it really was, then you would know games have to replaced and updated as technology advances. When the pinnacle of gaming technology is reached such as virtual reality or realistic hologram stadiums, only then can we have a game that rivals that of traditional sports.
Someone call down the Thunder?
Xiphos
Profile Blog Joined July 2009
Canada7507 Posts
May 05 2012 23:55 GMT
#61
On May 06 2012 06:10 RaiKageRyu wrote:
It was foolish to think BW could last forever as it was. If you truly saw ESPORT for what it really was, then you would know games have to replaced and updated as technology advances. When the pinnacle of gaming technology is reached such as virtual reality or realistic hologram stadiums, only then can we have a game that rivals that of traditional sports.


Way to give guys who practiced for 12 hours a day and that knows nothing more than one specific game the big problemsir.jpg. And btw SC2 is just an update on the graphical aspect of its predecessor. The UI, gameplay, storylines are nothing to be praised about.
2014 - ᕙ( •̀ل͜•́) ϡ Raise your bows brood warriors! ᕙ( •̀ل͜•́) ϡ
SEA KarMa
Profile Joined October 2010
Australia452 Posts
May 07 2012 11:02 GMT
#62
great read, extremely good points. Well done!
"terrible, terrible damage". terrible, terrible design.
MIKster
Profile Joined January 2011
Germany333 Posts
May 10 2012 06:59 GMT
#63
Great insightful read, thanks Xxio. Also love the Ustinov quote.
Munich StarCraft & BarCraft | www.munich-starcraft.de
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