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eSports Open Source - Crossing the Chasm

Blogs > QuanticCinergy
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QuanticCinergy
Profile Blog Joined June 2011
United States37 Posts
Last Edited: 2012-10-07 03:39:49
October 06 2012 20:32 GMT
#1
"We must, indeed, all hang together, or most assuredly we shall all hang separately." –Ben Franklin

With all the recent discussion resulting from the Valencia Congress, player compensation, and industry health overall, I've given our current state of affairs more thought and discussion, and being from the Technology sector I, like my co-owners, tend to view things through the lens of a technology start-up company. One benefit of looking at things in this regard, after having myself only learned of the prior eSports false-starts second-hand, is that we look at things in comparison to the tech bubble, the rise of Silicon Valley, diffusion theory, and behavioral change as both a driver and an indicator for market adoption of new products and services.

With that parallel in mind, I want to draw an analogy between the lifecycle of birth, growth, adoption, and subsequent market development in technology as a backdrop to the same lifecycle phases and indicators for eSports, with my goal being to deliver a message of unity in purpose and method for advancing this thing we love through a concept I’m calling “eSports Open Source”.

“The Internet is what happens when all of the computers in the world speak the same language” is what I used to tell folks when speaking at industry events almost a decade ago. But alas, it isn’t quite that simple. The Internet and software that powers it share their origins in the education and government sector, both from a university/state agency, and military-industrial perspective, and would have never been possible without the combined collaboration and self-governance of many institutions, agencies, and corporations, all working together. All the great things we enjoy today, especially those which we would all agree on as having produced lasting positive advancement through technology, largely hail from the halls and minds of our great universities, standards bodies like the W3C and IEEE, or the extrapolation of their prior works, resulting in VC funded speculative ventures like Google, Facebook, and many more.

Taking a step back, underpinning many of these projects there is and continues to be a broad-reaching philosophical movement of ideas and individuals, colloquially known as the “Open Source movement”. Rather than describe it myself, I’m going to quote a few lines from the Wikipedia entry. “requires that no one can discriminate against a group in not…or hinder others from editing their already edited work. This approach…allows anyone to obtain and modify… all individuals participating…are disclosed and the transformation…documented over time. This method makes it difficult to establish …but is in keeping with the open source movement philosophy. These goals promote...”high quality”…as well as “working cooperatively with other similarly minded people” to improve open source technologies.” Also worth noting is the fact that many popular for-profit products we use and enjoy every day either include or are based on the fundamental concepts and functionality of open source software components, with even Microsoft’s Internet Explorer browser having its roots in NCSA Mosaic, just as an example.

Ok, so before I lose you, let me tie this all back to what we love, eSports. I view it all as the evolution of an industry and its associated market, over time. As an emerging market begins to take hold and shape in the world, there are times at which the products and services that serve the market are ahead or behind of their demand. So markets don’t just stroll on down the road, hand in hand, skipping all the way, with supply and demand in perfect harmony. Furthermore as each side tugs on the other, the entire equilibrium of the market ecosystem can be whipsawed back and forth, which is what we are seeing now within our little world, as it becomes clear that we are going to grow up some day and need to get our collective affairs in order post haste.

So, the growth we saw in 2011 was demand tugging on the supply side, and while both encouraging and exciting, the growth which resulted from that sharp increase in demand required a great deal of additional investment, along with creating a whole slew of industry problems which did not exist before, things like how we as an emerging industry deal with event scheduling conflicts, player contracts and trades, sponsors and representation, revenue sharing for both advertising (passive) and merchandising/licensing (active) revenue streams, etc. In 2011 all we needed to do was ride the wave, follow the demand, and not screw up, and I think we did well for ourselves, by in large.

Now it’s heading into late 2012, and we’ve seen a year where heavy investment continued to power massive expansions in supply, while demand growth bisected outward across multiple emerging titles, each powered by unique, and often new, investment methods, funding sources, and even groups of people. The result has been continued growth, but at a far slower pace, and in a far more distributed fashion, than was seen alone in 2011 through democratized StarCraft alone. This has created a market environment where we are seeing a great deal of market entry, exit, and an overall supply surplus, from all angles (content, events, players, etc) which, as is often the case in such environments, has been accompanied by what appears to be a funding slowdown of sorts, where all the investments made last year and early this year resulted in positions for which the holders are waiting for recovery, but wait, we aren’t there yet, the growth has slowed again, or wait, maybe not, maybe it’s just fragmented outward, into LoL, DOTA2, CS:GO, and other titles. Like a 16 year old with a new car, we are driving that puppy all over town, pushing its limits, trying to see what she can do.

This is called “the chasm” in the tech world, made popular by author Geoffrey A. Moore’s popular book “Crossing The Chasm”. Once again, I’ll reference Wikipedia to give you some goodness. “In Crossing the Chasm, Moore begins with the diffusion of innovations theory from Everett Rogers, and argues there is a chasm between the early adopters of the product (the technology enthusiasts and visionaries) and the early majority (the pragmatists). Moore believes visionaries and pragmatists have very different expectations, and he attempts to explore those differences and suggest techniques to successfully cross the "chasm," including choosing a target market, understanding the whole product concept, positioning the product, building a marketing strategy, choosing the most appropriate distribution channel and pricing.”. WOW, that sounds like what we are doing right now, doesn’t it? (ha). Yes, YES, it does indeed, and we are currently doing it in the most cost inefficient and ineffective ways possible, if at all.

The Wikipedia synopsis continues “Crossing the Chasm is closely related to the technology adoption lifecycle where five main segments are recognized; innovators, early adopters, early majority, late majority and laggards. According to Moore, the marketer should focus on one group of customers at a time, using each group as a base for marketing to the next group. The most difficult step is making the transition between visionaries (early adopters) and pragmatists (early majority). This is the chasm that he refers to. If a successful firm can create a bandwagon effect in which enough momentum builds, then the product becomes a de facto standard. However, Moore's theories are only applicable for disruptive or discontinuous innovations. Adoption of continuous innovations (that do not force a significant change of behavior by the customer) are still best described by the original technology adoption lifecycle. Confusion between continuous and discontinuous innovation is a leading cause of failure for high tech products.”

To simplify the implications of these principals:

  • eSports is a disruptive/discontinuous innovation, meaning we aren’t going to have to do all this hard work we are doing right now to sort out things forever, but it also means that we are forcing significant change of behavior by our target customer, the fan, who while they may or may not have been locking themselves to their computers before, certainly were not doing what we are asking them to now do with their time and money, that’s disruptive (but yes it’s lots of fun, and you should do it too) – And remember, our target demographic is 15-34 y/o mostly male marketing adverse, ad-block toting, change-the-channel-omg-its-a-commercial consumers aren’t easy to sell at the best of times, so in order for us to grant anyone access to those people, we have to gain that access ourselves first.

  • Everyone reading this blog right now, including any of the estimated 100k StarCraft fans out there, the massive numbers of LoL viewers, the older generation of CS folks, or even the console contingent, all of you, like myself, are visionaries, aka “Early Adopters”, meaning you got here first, and thought, wow, this is pretty cool stuff, I think other people would like this, maybe I will share this with others so we can enjoy it together – Cheers, and congatz on showing up early

  • Everyone else out there, those people who you and I and all of us know, the many to our few, those people who don’t know or care or understand what eSports is, why it’s exciting, or what it’s even like, those people are the pragmatists, aka “Early Majority”. These are the people who you might share your passion with, and they seem interested or ask questions, or maybe you even show them a video or two, and you can clearly see they are intrigued, but that’s it, they never pursue it further without being prompted by your further. They may or may not be gamers, or actively participate in online gaming, that matters less than the fact that while they may even see or be aware of what is happening here, they are NOT here, like we are, got it? Right.

  • We are in the chasm, the void, the long haul, the drought, where water is scarce, people are thirsty, tempers flare, and there are cries for help occurring regularly. This is the long haul in a marathon where your legs burn like hell until you find a way to tune it out mentally and just focus on putting one foot in front of another until you make it. The market size you see today, largely comprised of early adopters, will not increase rapidly or in a linier fashion, in fact it will not increase much at all until we can get buy in from the early majority, the pragmatists, many of whom know knowing about it. This isn’t all bad though, as dedication to details and time to refine is both necessary and beneficial to helping us get it right in multiple areas.

  • In order to cross the chasm, we will need to turn all of you, the early adopters, into our market evangelists, our eSports advocates, this is and has been happening, but I’m not sure many fans realize that as an early adopter, this is just as much their job as it is ours on the industry side. We also will need to define and understand our “whole product”, as in what are we delivering of value to the customer/fan and what/how should we be compensated for that value and by whom. We will need to do this fully within our test segment of diehard early adopters first, before we can hope to achieve market penetration with the next segment of pragmatists.

  • Finally, we will need to all pull our very best ideas and methods together “openly” through sharing and collaboration, both within industry and with the community, to be sure our product offering is ready and able to be delivered at scale. We will need to learn to self-govern to the benefit of the entire ecosystem, to assure the health and vitality of all entities operating at all levels, who are doing things “right” within the context of our self-defined governance. Only when we do this most essential work, will we be ready to, as the book calls it, “bandwagon” our message of eSports, our collectively combined offering, and all the passion and excitement behind it, to take our emerging, evolving, thing we love, to the next level, to the masses, the early majority, the pragmatists.


Which at last, brings us full circle to my concept of “eSports Open Source”, the fundamental motivating principal from which I became involved with eSports and founded Quantic, both in its original philanthropic form and as the business it continues to evolve into. But the point I’m driving home here is far wider reaching than any one company or individual influencer in the space, both in significance and effect.

With recent discussions, both in industry and among the community, and in light of the generated interest in these topics, I’m quite hopeful that we can in reality pull together to pull this whole thing off after all. I know that is the hope in the hearts and minds of many, both industry folk and fans alike. But rest assured, this will not be easy, free, or fast. It’s going to take a lot of work, from a lot of people with big egos and seemingly competing interests, over an extended period, the chasm, where it is arid, dry, and might even seem hopeless at times. Some may not make it, for one reason or another, but it is my sincere hope that all those who have invested so much of themselves in this space, who are committed to doing this right, seeing it fly, even if they go down in the process, it’s my hope that they and their entities do make it and live to enjoy soaring in open skies once the rain comes.

As it stands right now, many of us, even myself who has only been here for a few years, are very cautionary with folks when making recommendations or giving advice on entering the space. As I often say to folks, if in spite of my warnings you decide to do this anyway, then maybe, just maybe it’s for you. It’s my hope that in a few years I’ll be able to both promote and encourage entry into this market, because let’s face it, only once we are at that point, can or will we ever see that wide-adoption-oriented growth we are all dreaming of.

I hope to find the time to write more about my specific thoughts on how we do this together, eSports Open Source, and am eager to engage with others, both in and out of the space, to begin the good work needed to see good things happen, for everyone. Please be encouraged to reach out to me by email at mark@quanticgaming.com if you yourself have any ideas or suggestions, or would like to assist with the development or funding of new models for the scene and its future.

Oh, and Thank You, for reading my post, and considering what I have shared, perhaps even sharing with others you feel it may interest.

Cheers,

Mark Ferraz
Founder & CEO
Quantic Gaming, LLC
mark@quanticgaming.com
Please follow me on Twitter @QuanticCinergy
www.QuanticGaming.com
@QuanticGamingQuantic Gaming Facebook Page

****
Founder & Former CEO of Quantic Gaming
strongandbig
Profile Blog Joined October 2010
United States4858 Posts
October 06 2012 20:46 GMT
#2
That's a really good comparison, and not one I'd thought of before. Thanks for putting that out there.
"It's the torso" "only more so!"
Aerisky
Profile Blog Joined May 2012
United States12129 Posts
October 06 2012 20:52 GMT
#3
Whoa. That's a really cool and interesting idea. esports and all that, great writeup. Cheers, and hope that we do end up taking this bigger as early adopters. Though there are, of course, many who may prefer it stay more of a closed community. Quintupling the number of active users on TL, for instance, sounds undesirable, as it would be to the detriment of the more closely-knit, community-like status quo.
Jim while Johnny had had had had had had had; had had had had the better effect on the teacher.
Gofarman
Profile Joined June 2010
Canada645 Posts
October 07 2012 00:57 GMT
#4
In 5 or 10 years when we have bridged that chasm I will have in my sig on TL ~Early Adopter~ and all the rest of us will just nod our heads at the price we paid to get there.

Well written, this is a idea that is coming up more and more from different people.
csikos27
Profile Joined May 2011
United States135 Posts
October 07 2012 02:14 GMT
#5
Great post!
skyflyfish
Profile Joined January 2012
Canada499 Posts
October 07 2012 03:25 GMT
#6

Good Read
as1
jtp118
Profile Joined November 2010
United States137 Posts
October 07 2012 03:48 GMT
#7
this seems a bit short on specifics or a plan of action .,. ? we need to evangelize eSports, but we're already doing it, so, keep doing it? or something
kuan888
Profile Joined March 2011
Canada305 Posts
October 07 2012 05:22 GMT
#8
Hmm, very interesting... Thank you sir.
What doesn't kill us makes us stronger. -Friedrich Wilhelm Nietzsche ||| Acer.Scarlett <3
LastDance
Profile Blog Joined October 2010
New Zealand510 Posts
October 07 2012 07:30 GMT
#9
wow, i think everyone needs to read this.

to be honest, i didn't expect such an in-depth article from a CEO of a gaming org. thanks for sharing
TMiweedamins
Profile Joined December 2011
United States51 Posts
October 07 2012 07:45 GMT
#10
You`re an extremely smart man, who seems to understand the development of e-sports very well, in my opinion. You`re the only team owner I know of that dedicates this much time to directly relate to the community and share to us what's going on inside the true business world behind e-sports. If I ever seem hard on you during climbing the ladder, it's because I know how great Quantic is.. and what it will become! Thank you for this post and I hope everyone enjoyed, because I know that I did
"Man made boose, God made Grass"
TemujinGK
Profile Blog Joined March 2011
United States483 Posts
October 07 2012 09:02 GMT
#11
As I start to read this I just wanted to preface with a brief thank you for being such an accessible member of the community, and for furthering an 'eSport' that we all cherish.
"Pikachu and Protoss are both yellow, Coincidence?" ~apexMorroW
decemvre
Profile Joined May 2010
Romania639 Posts
October 07 2012 09:13 GMT
#12
good read; well done mark
decemberTV
lifesized
Profile Joined October 2012
Netherlands1 Post
October 07 2012 09:38 GMT
#13
I wish there were more money in eSports so that company's like your own could comfortably make a profit. I don't agree with your phrasing that 'eSports is open source', although i can sense why you might say this. Open source is specifically attributed to software or hardware development, usually where code is involved. A central part of its process is publishing code online (with a reuse license) where others can download and immediately 'run' the code and usually this does something. People can then contribute back to this code base and improve it. Firstly I don't see any 'code' from any gaming companies or hosts posted to github beyond the ephemeral information openly discussed on Youtube/boards/etc. I think what you meant to say was that sharing your thoughts with other companies about new ways of monetizing, rather than keeping your cards close to your chest is the open source part. Without the documentation aspect of sharing these thoughts, business ideas, models, etc published somewhere for anyone to download, it seems you are just having an altruistic conversation for growing the industry, so please don't call eSports open source.
QuanticCinergy
Profile Blog Joined June 2011
United States37 Posts
October 07 2012 09:57 GMT
#14
On October 07 2012 18:38 lifesized wrote:
I wish there were more money in eSports so that company's like your own could comfortably make a profit. I don't agree with your phrasing that 'eSports is open source', although i can sense why you might say this. Open source is specifically attributed to software or hardware development, usually where code is involved. A central part of its process is publishing code online (with a reuse license) where others can download and immediately 'run' the code and usually this does something. People can then contribute back to this code base and improve it. Firstly I don't see any 'code' from any gaming companies or hosts posted to github beyond the ephemeral information openly discussed on Youtube/boards/etc. I think what you meant to say was that sharing your thoughts with other companies about new ways of monetizing, rather than keeping your cards close to your chest is the open source part. Without the documentation aspect of sharing these thoughts, business ideas, models, etc published somewhere for anyone to download, it seems you are just having an altruistic conversation for growing the industry, so please don't call eSports open source.


I'm all for making these plans and practices available online, in fact that's what I was kind of hoping for to be honest. I don't call eSports in it's current state Open Source at all, or suggest that it will ever directly be in the strictest "code centric" sense. I'm simply borrowing the sharing and reuse framework of governance used around code in one community, and suggesting the application of those principals for business models in another. It's a play on words more than anything, not meant to be strictly literal by any means. I never meant to offend anyone by using these terms together, if I even have to defend my usage, but I respect your views and feedback none the less. Thank you.
Founder & Former CEO of Quantic Gaming
YouthSC
Profile Blog Joined October 2010
United Kingdom355 Posts
October 07 2012 17:55 GMT
#15
On October 07 2012 18:38 lifesized wrote:
I wish there were more money in eSports so that company's like your own could comfortably make a profit. I don't agree with your phrasing that 'eSports is open source', although i can sense why you might say this. Open source is specifically attributed to software or hardware development, usually where code is involved. A central part of its process is publishing code online (with a reuse license) where others can download and immediately 'run' the code and usually this does something. People can then contribute back to this code base and improve it. Firstly I don't see any 'code' from any gaming companies or hosts posted to github beyond the ephemeral information openly discussed on Youtube/boards/etc. I think what you meant to say was that sharing your thoughts with other companies about new ways of monetizing, rather than keeping your cards close to your chest is the open source part. Without the documentation aspect of sharing these thoughts, business ideas, models, etc published somewhere for anyone to download, it seems you are just having an altruistic conversation for growing the industry, so please don't call eSports open source.


Wow you really don't have a good grasp of english language do you... I believe it was obvious for everyone that it was a play on words, not a literal meaning that code is shared for free on eSports.
The more I practice, the luckier I get!
LunaSea
Profile Joined October 2011
Luxembourg369 Posts
October 07 2012 19:31 GMT
#16
There is no "eSports Open Source" without Open Source games.
"Your f*cking wrong, but I respect your opinion" --Day[9]
Raven_zero300
Profile Joined March 2012
United States33 Posts
October 07 2012 19:48 GMT
#17
While I agree completely with your arguements, I think you have the solution wrong. The solution isn't some giant all powerful group that would make the rules and sanction players. Otherwise we risk having a KesPA like organization that could make mandates that players and teams couldn't go against, even if they go against common sense.

I think the teams and event organizers are the largest groups that we need in ESports. The teams though need to increase their activity and create activities outside of events. Like broadcasting show matches within the team, inviting outside personalities to interact with the team, and then make that adviliable for the fans. ESports is starting to stagnate and is under the general impression "There is too much content!". I feel this is completely wrong. There needs to be more events that enable lessor known players to advance. We have become locked into this "invite only" mentality with a few slots that are given to open qualifiers. This has hurt Esports the most, as we are stuck with the same players and no new players can rise to contest the stagnent metagame.
US Plat Random Player.
Marou
Profile Blog Joined April 2010
Germany1371 Posts
Last Edited: 2012-10-08 06:31:17
October 08 2012 06:29 GMT
#18
Very nice read with lost of solid ideas 5/5 !

I'd like to address a point you made tho :

along with creating a whole slew of industry problems which did not exist before, things like how we as an emerging industry deal with event scheduling conflicts, player contracts and trades, sponsors and representation, revenue sharing for both advertising (passive) and merchandising/licensing (active) revenue streams, etc. In 2011 all we needed to do was ride the wave, follow the demand, and not screw up, and I think we did well for ourselves, by in large.


I believe that on the following points :
- event scheduling conflicts
- player contracts and trades

We made really few, if any progress, compared to the 2003-2008 era of esports.

- Major events stills happen at the same time, and more often than not simply because we have more players than ever in the field. There is still no global organisation, not even a proper worldwide circuit defined and we have major events happening at the same time regularly. I honestly don't feel that there has been any improvement, sure we saw some collaborations between leagues but we have often heard event organizer voice their concern at how hard it is to pick dates for an event and that you can't just play nice with each other. There are logistic reasons behind it, and also the fact that tournaments gets announced way to late compared to the time they are scheduled to happen.

- Player contract and trades...yes maybe to some extent there are more contract but i don't think the contract are any good yet, i never had my eye on one so i can't judge if they are really better compared to what they were before, but anyways we still see a lot of unpaid salary and broken contracts, and all of those happening without any legal consequence. I think it is due to 2 factors :
Firstly hiring a player is very often hiring a contractor worker half way across the world, and a contractor that you will probably never meet, or at most once or twice during the course of the contract. Like i said, i never saw one, but by intuition i guess they should probably be something mixing the kind of contract you have in the webdev/webdesign field (for the remote working and service delivery side) and the kind of contract you have in sports (exclusivity and NDA stuff). Unless you are an seasoned businessman you probably don't know how to write such contracts and you should be seeking for professional advice on it, and from seeing how many fuck ups there are in esports, i'm sure a lot of those contract are not done well. Teams don't have a lot of money, but if you are starting a pro one, you better make sure that your contract are rock solid and fair, the money you spend on them now is a lot of money saved later.
Secondly, when a problem arise between two parties (it can be between players and team, inbetween teams, between team or player and events, etc...). Who has the cash and the balls to back up a justice threat ? Players probably don't have the money for that, teams neither, and anyway if the contracts are well written it should never go that far, because then you could clearly identify who is going to loose if it go that far, so the parties would settle up quite fast. I don't recall having ever see any legal action being taken in esports, but as there is more and more money involved, i wouldn't be surprised if it happens in the next 2-3 years. It would be a good thing and a wake up call to everybody : you have to get your legal shit straight otherwise, like Sunday said, we are just having a very expensive hobby and we are not professional.

+ Show Spoiler +
that was waaaaaaaaaaaaaaaay longer than expected
twitter@RickyMarou
T0fuuu
Profile Blog Joined May 2009
Australia2275 Posts
October 08 2012 19:31 GMT
#19
A good read! I always love hearing the bosses of organisations talk cos it gives perspective on what they predict and what they expect from esports and its always very interesting to hear the "expect" side.

But as someone whos been watching "esports" since 2005 and has seen huge leagues and popular games/scenes die and fans move on I sometimes find it hard to believe that there will be a day where playing videogames can be a proffession. We have seen huge international tournaments with live audiences, we have seen amazing community websites and event coverage and we have experienced the joy of watching an amazing moment happen on the stage. And yet it seems that every event, every game and community has its death and the cycle starts over again.

I think this time league of legends is the closest to establishing an international "esport" but the professionalism of teams/tournaments and even riot themselves isn't up to a high enough standard. But there seems to be an attempt to make a circuit, to salary the players, and to promote the game/event to its playerbase. It also appears to actually have some direction in regards to how to make money off "esports" (for riot and the players anyways) All these things are pretty big and pretty brave.

Whereas sc2 has the fans, has the right mindset and community but is really crippled by its viewership(relative to dollar spent on promotion) and mainstream adoption and blizzards lack of direction in regards to creating an esports industry. Its nice that they make money off selling tournament licenses and get a cut of ad revenue but how does that help tournaments/teams/players promote themselves?

Anyways I think its amazing that so many teams from the old guard have survived till now but I also find it surprising how slow they have been to really promote themselves in comparison to the players. Teams like fnatic sk, complexity are still incredibly prestigious teams but I honestly don't feel a sense of attachment to them, instead I feel an attachment to the players rather than the team. Quantic is no different, its positioned itself as a good team, legit and stable but I had no idea who the owner was until this post, no idea what they wanted to achieve in esports, have no idea of their past accomplishments. In fact I haven't heard anything good about their roster other than maximus black even though they have such good players. Complexity, liquid and EG are doing way better at engaging with their fans.

Even stranger is the link between sponsors and teams. What happened to sponsors wanting to create a brand with the players like fata1ity? That went really well for fata1ty, if sponsors had enough faith in their teams to make something like a razer liquid series of unique peripherals (like how razer made a set of sc2 marauder keyboards, banshee headsets, spectre mouse pads) then maybe there would be more mainstream recognition of the team with Liquid = Professional gaming grade equipmet. The only similar in the past year or so thing has been ttesports whitera branding, everything else has been generic whoring of a peripheral, player/team x uses razer, buy generic razer. But I guess having steelseries and razer sponsor everything is a bit troublesome. At least with soundblaster/creative I immediately identify them with complexity.Now we have to vote once a year for the chance to get a team branded mouse. (clg won ): no liquid mouse)

In the past selling merchandise seemed to be more prevalent than it was today. Niche gaming peripherals had smaller stores and less demand so teams could setup their own shops and get a small profit. Now everything is available but the team merchandise that we want remains out of our hands. Is it so hard to have tshirt booths at events to whore out merchandise? I go to a concert and pay $40 for a crappy t-shirt, if its a music festival then sometimes even 3 shirts! why is it so hard to get a team shirt or jersey without paying half its value in shipping? Can you imagine how much money an MLG Columbus would make if it was one of 4 events in the year where Korean team clothing, Kespa team clothing and foreigner team clothing was all available for sale? People would literally buy 4 jerseys a jacket and a hoodie in 1 day.
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
October 08 2012 21:14 GMT
#20
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