On November 22 2010 20:19 Reignyo wrote: #1 SC #2 CS 1.6 #3 Quake #4 CS:S #5 WC:3
wc3 is pretty dead atm or atleast thats what i hear
as for fighting games (ssf4, mvc2, etc.) go they should be grouped into 1 genre since they usually have the same player base (daigo, justin wong etc.) and viewer base
I guess it depends on the Locations. In Korea its ofc SC:BW / SCII. After that games like WoW etc. Quake isn't usual in Korea, FPS in general (CS 1.6 etc.).
In Europe, before SCII there was CS 1.6 on the Top, before WC3, Quake.
For America you could say the same like for Europe but in my opinion Quake is bigger than cs there.
Atm it seems that cs is dying everywhere so the Top Games will be SCII, QuakeLive anyway.
WC3 The Frozen Throne is still BIG in China and it'll definatiely survive in at least in europe even though in a smaller scale. There are still ~256 players participating in the zotac cup every saturday and you'll have a good WC3 tournament on every major LAN.
TFT will survive and be a relativly big esports game until WC4 like Brood War survived 10 years until SC2 (and WC2 survived until WC3)
Along with RTS games mentioned already, there are other types of games that have potential to make some noise. Magic the Gathering is one example, it definitely would be interesting to know the numbers of how large each games audience is.
On November 20 2010 06:55 ZlaSHeR wrote: Counterstrike is by far the best team FPS ever made due to its large following, low graphics, making it accessible to everyone, and solid gameplay. CoD will not relaly take it over because CoD comes out with a new game every year, charges 60 dollars each time, and has REALLY poor gameplay on a PC (the platform that takes the quickest reactions, flashiest moves, and best team play).
Agree and majorly disagree. Daigo is not considered the Boxer of 2d fighters, more like he is the combination of Boxer Nada Flash Jaedong and oov, of street fighter. I can tell you that worldwide, Daigo is a bigger figure than Boxer is, believe it or not. Daigo is the first progamer to ever be a trending topic on twitter.
Halo is a slow game, the amount of control you need to play that game competitively is significantly lower than any other game you've listed so far. The game is much more simplistic, but when it comes down to it, its flashy, and its on an xbox which is the premier platform to play on in the US. All that said, once again it is NOT a major worldwide esport, there are no tournaments outside of MLG, the prize money exists only 4x a year at a level that we regularly see SSF4 tournaments hit every 2-3 weeks at a major.
Quake is the premier dualing FPS there is, and no other game has really reached its status for any extended period of time. (PS You should also mention that Quake is pretty much the game that popularized shoutcasting, one prime example is our very own djWHEAT).
With all that said your post is definitely the best written here, glad that someone was able to point some of these issues out, its actually quite amazing.
I respectfully disagree about your topic on Halo... Even though I work for MLG (I've been working on PC staff for 3 years), I started playing Halo because of my association with it. Learning to point, shoot, and have a mastery of the joystick/controller is A LOT harder than learning how to use ASDF and a mouse.
Being a CAL-M CS player back in the day, it was pretty nice being able to adjust your sensitivity for AWP and switching back for Pistols/M4/AK. I'm not being a hater here, but use of the controller needed to be honed to play this game at a high level is quite impressive. I jumped into Halo 3 after not playing any of the others and it took me like 2 months to be able to hang with the online studs in 2s (the easy bracket by the way). The MLG Pros at Halo are on a whole different level and it takes years of practice to be able to hang with these guys (most of the top pros have played every Halo title).
Also, the Halo pros use the same tactics Quake players utilize. At the top level, every team has their spawn timers for weapons and opponents down to a science. I wish you could hear the lingo that the "Coaches" and players use during matches, it's like "Spawn on 4A, cover my flank on B2..." I have no idea what they're saying but it's all code for spawn points and places on each map.
Besides Halo being on Xbox, an "American" console, there are tons of International teams that attend MLG events... MLG just has a monopoly on the community and they pay out greatly for it. Like the top 25 Halo teams are under contract and cannot attend WCG's Halo Championships (so it's always some random B-Team that wins it). But, MLG pays their teams tons of money. Final Boss, Tsquared, and a bunch of others receieved $250,000 contracts. Tsquared was on 1.75 million Dr. Pepper bottles, Gilbert Arenas gave Final Boss a $1 Million Dollar Contract (Red Bull gave them a similar offer), ESPN sponsors MLG nights, and MLG Halo Gear will start appearing at JCPenny stores on the East Coast.
How much bigger does a game need to be?
I follow esports, I know the lingo, and I know the callouts and strats that the halo pros use and its extremely archaic and believe it or not, overplayed and simplistic (1 is a low oint, 2 mid, 3 is the highest point on a location, A and B usually reference signs on the map, the rest of the callouts are names of features of a map, snipes, rockets, ____color___ room, etc.)
I'm not saying that its not difficult to be good at using a 360 controller, my point is that its a compltely inferior system that doesn't test the peak of human skill because, it will always take x amount of seconds to do a 180 and shoot a guy behind you. Having that time be .1 seconds instead of .002 seconds is why console FPS's are always going to play slower and be more simplistic than a PC FPS.
There are not "tons" of international teams don't kid yourself. MLG's biggest asset is their ability to market and get their voice out to the media whether it is directly or indirectly. They make the image of MLG much larger than it actually is relative to other esports.
You could not list me more than 20 teams outside of NA that play at MLG events, to be honest theres only 3-4 of them that are any competitive in the top 50 teams, and no matter how you look at it, it is NOT an international esport, it was mlg'd pet project that grew from grassroots and has stuck to an american scene through and through. There are zero major events that hold Halo outside of MLG and it seems ot be staying that way for the foreseeable future.
You look at all the numbers you throw out there, which everyones heard including myself, in the past, but MLG's system allows for it. Like I said, MLG's best feature is their advertising and publicity in the american community. Their target audience is still 14-22 year old males and it really doesn't deviate much out of there. MLG gives a select 32 players contracts, and then outside of 8 teams nobody is sponsored or makes an income playing Halo. You look at major esports that have been successful over the years like a counterstrike or a starcraft, and these are true pro-games. They're miles bigger than Halo due to the fact that they are truly popular worldwide games. There are several tens of thousands of teams all around the world, there are hundreds of individuals that are on a professional teams and organizations.
Halo has brought around, everywhere it goes, a spotlight in order to make itself stand out, that doesn't mean that it is as popular worldwide as it is portrayed to be. Maybe MLG holds a stranglehold on the games community, but that just means that it won't allow for the game to grow more popular than MLG can let it do by itself. With all that said will major tournaments ever actually hold Halo 3 as a title, featured game? No. WCG Halo is on par with Carom 3D or cell phone racing games, not with Starcraft or Counterstrike 1.6.
broodwar is the most succesful but not very widespread outside Korea but it definitely is what most games aspire to be in terms of E-sports
sc2 is of course an up and coming all over the world. C is universally popular. Quake i feel is more niche.
but DotA is absolutely massive in China and Southeast asia. The penetration level is incredible in the sense that schools have DotA teams fighting in Inter-school tournaments. The Malaysian Dota team was given a sending off by the Prime Minister before going to WCG ( or was it ESWC). And they are constantly in the newspapers
Added with the fact that its creator, Icefrog has insanely loyal followers and many appreciates that valve lets him to be in total control. I predict DotA 2 will be the next big Esports provided it remains cheap enough and accesible for the Asian market.
I'm sorry, but did you just write those names off the top of your head?
Halo and CoD are NOT big esports whatsoever, just because MLG hosts them doesn't mean they're big worldwide, because nobody plays the game at a pro-gaming level outside of MLG.
The list will include
Counterstrike 1.6 Starcraft 2/BW Fighting games, at the moment the largest is SSF4
Those 3 by far dominant their genre's by a mile, after that you can find QL, Fifa series, and HoN right at their heels. LoL is big but its more of a semi-pro type of game, not professional quite yet, the amount of prize money for HoN tournaments is larger in general.
He asked for 5 and I gave him 5, I'm pretty outdated on ssf4 but as for others, I don't think you've been following enough if you think HoN (just remember for how much time it's been out m8), for example, is bigger than Halo or CoD, even if CoD was only played on MLG like you said, which is totally not the case.
sc1 is going to die and I was talking about western esports, I'll have to check but I doubt you'd have ssf4 there, only a few big events were there just some time ago really. Capcom is killing it
Halo is a slow game, the amount of control you need to play that game competitively is significantly lower than any other game you've listed so far. The game is much more simplistic, but when it comes down to it, its flashy, and its on an xbox which is the premier platform to play on in the US. All that said, once again it is NOT a major worldwide esport, there are no tournaments outside of MLG, the prize money exists only 4x a year at a level that we regularly see SSF4 tournaments hit every 2-3 weeks at a major.
As much as I agree with you here on the gameplay part it's hard not to see the irony as cs compared to quake is very much like what you described as halo here.
As for the popularity, it's just there, I'm not gonna say that it's nothing just because it doesn't have too many LANs or it's not popular outside of US even though I'd like to do that very much; pretty much what tracey said, it's huge considering the money and most importantly, the viewer-base.
Popularity can only be compared so much between two different mediums, the XBL scene is large due to the popularity of the console among young players. But how many COD teams show up to tournaments worldwide, big or small. Not many.
Also, I'm not arguing that console FPS's are easy to play, I'm saying that they play slower and more simplistic than on PC due to the control and precision given by a mouse and keyboard over a controller.
I wasn't trying to say you're outright wrong about your 5 picks, was just trying to shed some of my detail as a counter-argument to yours, absolutely respectfully.
Capcom might be killing major series style events, but once again there is more prize money in SSF4 than in any other game in the world outside of maybe SC2 just due to the sheer amount of majors they hold. Check SRK and you'll see a 10,000 dollar minimum prize pool major 35 weeks a year. How many 10k+ prize pool SC2 tournaments are there? GSL, MLG, ESL, and maybe one or two others, leads to a grand total of under 20 chances to win 10k+.
On November 20 2010 08:39 trancey wrote: Thanks Risen,
As for the international exposure of Halo... Honestly, I know you don't see it over there but it's absolutely huge in the US. I get a glimpse of the numbers that Halo brings in online at MLG events and it's pretty insane. The fact the viewerbase is mostly all american and is better for sponsors that are trying to target a certain demographic and location (hence all the american products/commercials you see on MLG streams). Do these other games have LANs of 300+ 4v4 teams all paying to participate?
On the topic of American Esports only, it would be in this order:
#1 SC2 (At MLG, SC2 completely dominated Halo's numbers at the last couple events). #2 Halo (Still solid numbers regardless, it's more of an East Coast Esport) #3 SSF4 (West Coast Esport) #4 CoD Black Ops (I have a feeling this game will be HUGE given the records set when the game launched) #5 WoW: Arena (WoW's numbers still dominate CS and SSF4 on stream despite LAN crowds being smaller)
The reason MLGs don't come to the West Coast anymore is because Halo sells 2/3s of their 300+ 4v4 passes at the last two West events (San Diego and Anaheim) while they virtually sell out at all the East Coast events. CEO Mike Sepso made on blog on MLGpro calling out the West Coast and there just won't be any because of that.
SSF4 is absolutely huge in California / West Coast in general, it just makes it cheaper for the Pacific Island Countries to travel to the US too.
WoW: Arena is actually pretty big still in the US and AUS for that matter (the aussies play on US servers). I'd say it's still doing okay in EU but doesn't have quite the following or connections to people that make things happen esp at ESL (sadly). There's just a whole scene of fans that have follow the US scene, the pros tend to create a ton of drama via blogs and arenajunkies more in the US. I don't see the scene dying quite yet, but it's definitely on the decline since SC2 has taken it's place as the online traffic king.
Do I see tournaments with 300+? Yes, there are about 6-7 of them a week for Starcraft 2. If you're only talking about LAN's there are leaps and bounds more 300+ signups for fighting games. Last year at Evo2k10 I believe there were brackets of 3 THOUSAND plus people.
Blackops is popular online but once again its not a game that becomes a feature title esport and, although can be popular, its not popular in the sense that every pro organization will be looking to pick up a COD team, the SK's, EG's, wemadeFOX, DuskBin, etc.
They don't have that type of international appeal or marketability that other games have.
On November 20 2010 08:42 Sm3agol wrote: just because Halo isn't big worldwide doesn't mean it isn't big. We're talking players making a guaranteed $250k a year to play it. That is farking huge, I don't care what you can say. Its like SC:BW is in Korea, almost. Its just that it isn't played competitively anywhere else. And people knocking its skill level.........................LOL. Any of you you people knocking it....try it. You will NEVER be anywhere close to Ogre1/2 in skill. NEVER. If the game was skilless and shallow, then you would hit a plateau, and soon everyone decent would reach that plateau. But players like the two halo 3 twins have seemingly gotten more and more skilled at the game, to the point that noone that has just picked up the game in the last couple years is ANYWHERE close. On the surface, in it's random online format, yes, it's easy to do well in. The competitive and teamwork side of it, however, is ridiculously difficult.
Quake is a hard one to measure. It's following is ridiculously small, almost to the point of it being a joke. However, it is very spectator friendly, and tons of people still watch the tournaments...so I guess it does belong. As a casual fan of the game, though, it is dead.
250k a year isn't guaranteed, its 250k over 3 years for the whole team, so lets say the team doesn't have a coach, thats 4 players over 3 years, so 20k a year. Unless you're Tsquared or Walshy, which has gone to shown that Tsquared become washed up before his contract ended, and Walshy plays more Starcraft 2 than most of you guys would believe, (He's in the 1.5k+ games played category, as a Zerg might I add). Once again, those numbers that MLG doled out are all meant for marketing too. Other games don't really do that, they COULD spend that much money but there seems to be a standardization in terms of pay that esports gives to their games. The only exmaple of number inflation due for marketing I can give you is the GSL. the 87k 1st plcae prize and 26k 2nd place prize, etc. If you add it all up it comes up to 1 million korean won per GSL. They COULD give out less but the only reason they inflate it up to 1 mil won is for marketing reasons and saying "this is the biggest esport tournament in the world" Which we all know would be the case regardless of 1 million korean won, or 500k. MLG wants to hvae big numbers so they can say they're the largest when in the end, they have the largest prize pool for halo across 5 events a year, culminating to 8 teams competing for 100k, ro 20-25k per person depending on the coach. (PS: When has a major esport ever had a coach that watches the screens and tells the other guys strats). Which comes out to less than the OSL/MSL runner ups get, which is put in an economy and under a Kespa organizaiton that is known to hav ea monopoly and try to dominate its market.
PS: Sorry for all these replies so late trancey, I don't mean to be BM about taking so long I just didn't see this blog until now, but want to take the time to propose my counter arguments
On November 20 2010 09:56 Trumpet wrote: The fighting game scene doesn't have the level of sponsorship SC has, supposedly it's a bit harder without all the direct advertising the PC gaming market has for peripherals, processors, graphics cards, etc etc.
But, to give a reference point though, last years Evolution tournament in Las Vegas had somewhere around 1700 players for the SSF4. 1700 people traveled across the country for a one weekend tournament. Paying out of pocket to play in it, with nothing in the way of invites and sponsored travel to cover it.
That type of community is going to grow one way or another =)
I expect things to get even bigger for fighters with Marvel 3 about to pop.
Ah yes, 1700 was the number, just for SSF4 alone too. The community has already shown to have grown a lot since then though, when you look at the number of players who have become sponsored to go to events nowadays compared to a year ago, that will be set to grow with the growth of fighting games, which will happen. SSF4 is big, and worldwide too. Theres a ton of money in that game and you wont see grassroots SC2 or any other game (Heres where a Blackops or Halo argument takes a real back seat) for that matter, hold a grassroots tournament on the scale of Evo, year after year at that.
Back to the halo vs quake/cs argument
I'm not arguing, once again, that halo is not a skilled game, no matter what, to be the best at one game takes skill. I'll never be as good as ogre2 at halo, awesome comment, he'll never be as good as 1 million SC2 players worldwide. Lunchbox and Roy, two of the best fucking halo 3 players in the world, Roy for his insane accuracy with a BR and Lunchbox for his uncanny support abilities, have said themselves that the objectively feel that its harder to play against other players if everyone has a mouse/keyboard than if everyone has a controller. That said, that isn't a solid foundation for an argument but like I said in an earlier post, there is never going to be a way to do a 180 at an accelerated speed when the D pad can move an inch in radius on its controller.
On November 28 2010 20:31 dtz wrote: broodwar is the most succesful but not very widespread outside Korea but it definitely is what most games aspire to be in terms of E-sports
sc2 is of course an up and coming all over the world. C is universally popular. Quake i feel is more niche.
but DotA is absolutely massive in China and Southeast asia. The penetration level is incredible in the sense that schools have DotA teams fighting in Inter-school tournaments. The Malaysian Dota team was given a sending off by the Prime Minister before going to WCG ( or was it ESWC). And they are constantly in the newspapers
Added with the fact that its creator, Icefrog has insanely loyal followers and many appreciates that valve lets him to be in total control. I predict DotA 2 will be the next big Esports provided it remains cheap enough and accesible for the Asian market.
Relatively uninformed comment, as BW is possibly the mots famous progame worldwide ever made, and it is NOT limited to Korea whatsoever. Dota is extremely popular also, but with the split in community to LoL, HoN, and Dota2, it will become popular but it will not surpass Starcraft 2 in current worldwide popularity.
Btw if anybody even gives two shits I should mention that I follow every pro-game to some degree and have participated in several competitive titles over the years including Halo, CoD, CS, SC BW as well as SC2, WC3, SSF4, Quake, Dota, among others. Nobody probably cares about that but I do make an informed comment when I talk about worldwide popularity of esports, as a whole that is. WC3 is huge in China where the largest population of esports audience exists, tha tdoesn't make WC3 the most popular worldwide esport in my eyes, since its targetted almost exclusively in China. same goes for Halo, which is popular in the USA but really loses its luster in...well....ANY other country in the world, unlike a SC2 or CS or SSF4 (ok, less so for SSF4, but not as badly as Halo or WC3)
On November 20 2010 06:55 ZlaSHeR wrote: Counterstrike is by far the best team FPS ever made due to its large following, low graphics, making it accessible to everyone, and solid gameplay. CoD will not relaly take it over because CoD comes out with a new game every year, charges 60 dollars each time, and has REALLY poor gameplay on a PC (the platform that takes the quickest reactions, flashiest moves, and best team play).
Agree and majorly disagree. Daigo is not considered the Boxer of 2d fighters, more like he is the combination of Boxer Nada Flash Jaedong and oov, of street fighter. I can tell you that worldwide, Daigo is a bigger figure than Boxer is, believe it or not. Daigo is the first progamer to ever be a trending topic on twitter.
Halo is a slow game, the amount of control you need to play that game competitively is significantly lower than any other game you've listed so far. The game is much more simplistic, but when it comes down to it, its flashy, and its on an xbox which is the premier platform to play on in the US. All that said, once again it is NOT a major worldwide esport, there are no tournaments outside of MLG, the prize money exists only 4x a year at a level that we regularly see SSF4 tournaments hit every 2-3 weeks at a major.
Quake is the premier dualing FPS there is, and no other game has really reached its status for any extended period of time. (PS You should also mention that Quake is pretty much the game that popularized shoutcasting, one prime example is our very own djWHEAT).
With all that said your post is definitely the best written here, glad that someone was able to point some of these issues out, its actually quite amazing.
I respectfully disagree about your topic on Halo... Even though I work for MLG (I've been working on PC staff for 3 years), I started playing Halo because of my association with it. Learning to point, shoot, and have a mastery of the joystick/controller is A LOT harder than learning how to use ASDF and a mouse.
Being a CAL-M CS player back in the day, it was pretty nice being able to adjust your sensitivity for AWP and switching back for Pistols/M4/AK. I'm not being a hater here, but use of the controller needed to be honed to play this game at a high level is quite impressive. I jumped into Halo 3 after not playing any of the others and it took me like 2 months to be able to hang with the online studs in 2s (the easy bracket by the way). The MLG Pros at Halo are on a whole different level and it takes years of practice to be able to hang with these guys (most of the top pros have played every Halo title).
Also, the Halo pros use the same tactics Quake players utilize. At the top level, every team has their spawn timers for weapons and opponents down to a science. I wish you could hear the lingo that the "Coaches" and players use during matches, it's like "Spawn on 4A, cover my flank on B2..." I have no idea what they're saying but it's all code for spawn points and places on each map.
Besides Halo being on Xbox, an "American" console, there are tons of International teams that attend MLG events... MLG just has a monopoly on the community and they pay out greatly for it. Like the top 25 Halo teams are under contract and cannot attend WCG's Halo Championships (so it's always some random B-Team that wins it). But, MLG pays their teams tons of money. Final Boss, Tsquared, and a bunch of others receieved $250,000 contracts. Tsquared was on 1.75 million Dr. Pepper bottles, Gilbert Arenas gave Final Boss a $1 Million Dollar Contract (Red Bull gave them a similar offer), ESPN sponsors MLG nights, and MLG Halo Gear will start appearing at JCPenny stores on the East Coast.
How much bigger does a game need to be?
I follow esports, I know the lingo, and I know the callouts and strats that the halo pros use and its extremely archaic and believe it or not, overplayed and simplistic (1 is a low oint, 2 mid, 3 is the highest point on a location, A and B usually reference signs on the map, the rest of the callouts are names of features of a map, snipes, rockets, ____color___ room, etc.)
I'm not saying that its not difficult to be good at using a 360 controller, my point is that its a compltely inferior system that doesn't test the peak of human skill because, it will always take x amount of seconds to do a 180 and shoot a guy behind you. Having that time be .1 seconds instead of .002 seconds is why console FPS's are always going to play slower and be more simplistic than a PC FPS.
There are not "tons" of international teams don't kid yourself. MLG's biggest asset is their ability to market and get their voice out to the media whether it is directly or indirectly. They make the image of MLG much larger than it actually is relative to other esports.
You could not list me more than 20 teams outside of NA that play at MLG events, to be honest theres only 3-4 of them that are any competitive in the top 50 teams, and no matter how you look at it, it is NOT an international esport, it was mlg'd pet project that grew from grassroots and has stuck to an american scene through and through. There are zero major events that hold Halo outside of MLG and it seems ot be staying that way for the foreseeable future.
You look at all the numbers you throw out there, which everyones heard including myself, in the past, but MLG's system allows for it. Like I said, MLG's best feature is their advertising and publicity in the american community. Their target audience is still 14-22 year old males and it really doesn't deviate much out of there. MLG gives a select 32 players contracts, and then outside of 8 teams nobody is sponsored or makes an income playing Halo. You look at major esports that have been successful over the years like a counterstrike or a starcraft, and these are true pro-games. They're miles bigger than Halo due to the fact that they are truly popular worldwide games. There are several tens of thousands of teams all around the world, there are hundreds of individuals that are on a professional teams and organizations.
Halo has brought around, everywhere it goes, a spotlight in order to make itself stand out, that doesn't
On November 20 2010 08:39 trancey wrote: Thanks Risen,
As for the international exposure of Halo... Honestly, I know you don't see it over there but it's absolutely huge in the US. I get a glimpse of the numbers that Halo brings in online at MLG events and it's pretty insane. The fact the viewerbase is mostly all american and is better for sponsors that are trying to target a certain demographic and location (hence all the american products/commercials you see on MLG streams). Do these other games have LANs of 300+ 4v4 teams all paying to participate?
On the topic of American Esports only, it would be in this order:
#1 SC2 (At MLG, SC2 completely dominated Halo's numbers at the last couple events). #2 Halo (Still solid numbers regardless, it's more of an East Coast Esport) #3 SSF4 (West Coast Esport) #4 CoD Black Ops (I have a feeling this game will be HUGE given the records set when the game launched) #5 WoW: Arena (WoW's numbers still dominate CS and SSF4 on stream despite LAN crowds being smaller)
The reason MLGs don't come to the West Coast anymore is because Halo sells 2/3s of their 300+ 4v4 passes at the last two West events (San Diego and Anaheim) while they virtually sell out at all the East Coast events. CEO Mike Sepso made on blog on MLGpro calling out the West Coast and there just won't be any because of that.
SSF4 is absolutely huge in California / West Coast in general, it just makes it cheaper for the Pacific Island Countries to travel to the US too.
WoW: Arena is actually pretty big still in the US and AUS for that matter (the aussies play on US servers). I'd say it's still doing okay in EU but doesn't have quite the following or connections to people that make things happen esp at ESL (sadly). There's just a whole scene of fans that have follow the US scene, the pros tend to create a ton of drama via blogs and arenajunkies more in the US. I don't see the scene dying quite yet, but it's definitely on the decline since SC2 has taken it's place as the online traffic king.
Do I see tournaments with 300+? Yes, there are about 6-7 of them a week for Starcraft 2. If you're only talking about LAN's there are leaps and bounds more 300+ signups for fighting games. Last year at Evo2k10 I believe there were brackets of 3 THOUSAND plus people.
Blackops is popular online but once again its not a game that becomes a feature title esport and, although can be popular, its not popular in the sense that every pro organization will be looking to pick up a COD team, the SK's, EG's, wemadeFOX, DuskBin, etc.
They don't have that type of international appeal or marketability that other games have.
On November 20 2010 08:42 Sm3agol wrote: just because Halo isn't big worldwide doesn't mean it isn't big. We're talking players making a guaranteed $250k a year to play it. That is farking huge, I don't care what you can say. Its like SC:BW is in Korea, almost. Its just that it isn't played competitively anywhere else. And people knocking its skill level.........................LOL. Any of you you people knocking it....try it. You will NEVER be anywhere close to Ogre1/2 in skill. NEVER. If the game was skilless and shallow, then you would hit a plateau, and soon everyone decent would reach that plateau. But players like the two halo 3 twins have seemingly gotten more and more skilled at the game, to the point that noone that has just picked up the game in the last couple years is ANYWHERE close. On the surface, in it's random online format, yes, it's easy to do well in. The competitive and teamwork side of it, however, is ridiculously difficult.
Quake is a hard one to measure. It's following is ridiculously small, almost to the point of it being a joke. However, it is very spectator friendly, and tons of people still watch the tournaments...so I guess it does belong. As a casual fan of the game, though, it is dead.
250k a year isn't guaranteed, its 250k over 3 years for the whole team, so lets say the team doesn't have a coach, thats 4 players over 3 years, so 20k a year. Unless you're Tsquared or Walshy, which has gone to shown that Tsquared become washed up before his contract ended, and Walshy plays more Starcraft 2 than most of you guys would believe, (He's in the 1.5k+ games played category, as a Zerg might I add). Once again, those numbers that MLG doled out are all meant for marketing too. Other games don't really do that, they COULD spend that much money but there seems to be a standardization in terms of pay that esports gives to their games. The only exmaple of number inflation due for marketing I can give you is the GSL. the 87k 1st plcae prize and 26k 2nd place prize, etc. If you add it all up it comes up to 1 million korean won per GSL. They COULD give out less but the only reason they inflate it up to 1 mil won is for marketing reasons and saying "this is the biggest esport tournament in the world" Which we all know would be the case regardless of 1 million korean won, or 500k. MLG wants to hvae big numbers so they can say they're the largest when in the end, they have the largest prize pool for halo across 5 events a year, culminating to 8 teams competing for 100k, ro 20-25k per person depending on the coach. (PS: When has a major esport ever had a coach that watches the screens and tells the other guys strats). Which comes out to less than the OSL/MSL runner ups get, which is put in an economy and under a Kespa organizaiton that is known to hav ea monopoly and try to dominate its market.
PS: Sorry for all these replies so late trancey, I don't mean to be BM about taking so long I just didn't see this blog until now, but want to take the time to propose my counter arguments
It's 250k over three years for the players, not the teams, and this doesn't include sponsorships/other things. And why is having a coach a bad thing? It makes the game more intricate and brings it even closer to being a real sport. What do you think coaches do in real world sports? They watch the games, and tell their team the strats to run. mean that it is as popular worldwide as it is portrayed to be. Maybe MLG holds a stranglehold on the games community, but that just means that it won't allow for the game to grow more popular than MLG can let it do by itself. With all that said will major tournaments ever actually hold Halo 3 as a title, featured game? No. WCG Halo is on par with Carom 3D or cell phone racing games, not with Starcraft or Counterstrike 1.6.
I would argue that because it is so much easier for a CS/Quake player to do a 180 the Halo player has to have more skill in knowing his opponent's position.
I will agree on the fact that only a very few select individuals get paid anything in Halo, which is a shame (I'm not sure if it disqualifies it from being a "true" pro-game as you claim)
On November 20 2010 08:39 trancey wrote: Thanks Risen,
As for the international exposure of Halo... Honestly, I know you don't see it over there but it's absolutely huge in the US. I get a glimpse of the numbers that Halo brings in online at MLG events and it's pretty insane. The fact the viewerbase is mostly all american and is better for sponsors that are trying to target a certain demographic and location (hence all the american products/commercials you see on MLG streams). Do these other games have LANs of 300+ 4v4 teams all paying to participate?
On the topic of American Esports only, it would be in this order:
#1 SC2 (At MLG, SC2 completely dominated Halo's numbers at the last couple events). #2 Halo (Still solid numbers regardless, it's more of an East Coast Esport) #3 SSF4 (West Coast Esport) #4 CoD Black Ops (I have a feeling this game will be HUGE given the records set when the game launched) #5 WoW: Arena (WoW's numbers still dominate CS and SSF4 on stream despite LAN crowds being smaller)
The reason MLGs don't come to the West Coast anymore is because Halo sells 2/3s of their 300+ 4v4 passes at the last two West events (San Diego and Anaheim) while they virtually sell out at all the East Coast events. CEO Mike Sepso made on blog on MLGpro calling out the West Coast and there just won't be any because of that.
SSF4 is absolutely huge in California / West Coast in general, it just makes it cheaper for the Pacific Island Countries to travel to the US too.
WoW: Arena is actually pretty big still in the US and AUS for that matter (the aussies play on US servers). I'd say it's still doing okay in EU but doesn't have quite the following or connections to people that make things happen esp at ESL (sadly). There's just a whole scene of fans that have follow the US scene, the pros tend to create a ton of drama via blogs and arenajunkies more in the US. I don't see the scene dying quite yet, but it's definitely on the decline since SC2 has taken it's place as the online traffic king.
Do I see tournaments with 300+? Yes, there are about 6-7 of them a week for Starcraft 2. If you're only talking about LAN's there are leaps and bounds more 300+ signups for fighting games. Last year at Evo2k10 I believe there were brackets of 3 THOUSAND plus people.
Blackops is popular online but once again its not a game that becomes a feature title esport and, although can be popular, its not popular in the sense that every pro organization will be looking to pick up a COD team, the SK's, EG's, wemadeFOX, DuskBin, etc.
They don't have that type of international appeal or marketability that other games have.
On November 20 2010 08:42 Sm3agol wrote: just because Halo isn't big worldwide doesn't mean it isn't big. We're talking players making a guaranteed $250k a year to play it. That is farking huge, I don't care what you can say. Its like SC:BW is in Korea, almost. Its just that it isn't played competitively anywhere else. And people knocking its skill level.........................LOL. Any of you you people knocking it....try it. You will NEVER be anywhere close to Ogre1/2 in skill. NEVER. If the game was skilless and shallow, then you would hit a plateau, and soon everyone decent would reach that plateau. But players like the two halo 3 twins have seemingly gotten more and more skilled at the game, to the point that noone that has just picked up the game in the last couple years is ANYWHERE close. On the surface, in it's random online format, yes, it's easy to do well in. The competitive and teamwork side of it, however, is ridiculously difficult.
Quake is a hard one to measure. It's following is ridiculously small, almost to the point of it being a joke. However, it is very spectator friendly, and tons of people still watch the tournaments...so I guess it does belong. As a casual fan of the game, though, it is dead.
250k a year isn't guaranteed, its 250k over 3 years for the whole team, so lets say the team doesn't have a coach, thats 4 players over 3 years, so 20k a year. Unless you're Tsquared or Walshy, which has gone to shown that Tsquared become washed up before his contract ended, and Walshy plays more Starcraft 2 than most of you guys would believe, (He's in the 1.5k+ games played category, as a Zerg might I add). Once again, those numbers that MLG doled out are all meant for marketing too. Other games don't really do that, they COULD spend that much money but there seems to be a standardization in terms of pay that esports gives to their games. The only exmaple of number inflation due for marketing I can give you is the GSL. the 87k 1st plcae prize and 26k 2nd place prize, etc. If you add it all up it comes up to 1 million korean won per GSL. They COULD give out less but the only reason they inflate it up to 1 mil won is for marketing reasons and saying "this is the biggest esport tournament in the world" Which we all know would be the case regardless of 1 million korean won, or 500k. MLG wants to hvae big numbers so they can say they're the largest when in the end, they have the largest prize pool for halo across 5 events a year, culminating to 8 teams competing for 100k, ro 20-25k per person depending on the coach. (PS: When has a major esport ever had a coach that watches the screens and tells the other guys strats). Which comes out to less than the OSL/MSL runner ups get, which is put in an economy and under a Kespa organizaiton that is known to hav ea monopoly and try to dominate its market.
PS: Sorry for all these replies so late trancey, I don't mean to be BM about taking so long I just didn't see this blog until now, but want to take the time to propose my counter arguments
It's 250k over three years for the players, not the teams, and this doesn't include sponsorships/other things. And why is having a coach a bad thing? It makes the game more intricate and brings it even closer to being a real sport. What do you think coaches do in real world sports? They watch the games, and tell their team the strats to run.
I would argue that because it is so much easier for a CS/Quake player to do a 180 the Halo player has to have more skill in knowing his opponent's position.
And you would get dominated on a random QL duel server if you played with that thinking. Halo doesn't have the weapons, nor the speed for the positional advantage to be anything like it is in quake.
And why is having a coach a bad thing? It makes the game more intricate and brings it even closer to being a real sport. What do you think coaches do in real world sports? They watch the games, and tell their team the strats to run.
Also it removes skills that the team might have to handle themselves. Real sports aren't skillcapped in so many ways so having a coach makes sense there.
In this match, Fatal1ty starts at 0-8 and comes back to rape... This video basically shows the competitive aspects at the top tier, which is basically memorizing spawn timers for players, weapons, and armor.
I think this video is a better demonstration on how insane high-level quake dueling is. (taken from the Quake live thread, Rapha explaining his thought processes on a map during IEM season 4 finals)
I'll never be as good as ogre2 at halo, awesome comment, he'll never be as good as 1 million SC2 players worldwide
I don't feel like arguing over this much, but this made me lol. First of all, with the dedication he shows at his game, he could probably pick up another game, and work at it hard, and at least be high diamond level in a year or so. Second, you entirely missed my point. People primarily bash Halo for its "low skill ceiling" saying you get to a point soon where noone is getting much better because there is nothing to really get better at...and I was saying its bs. If one player can dominate as hard as ogre2 has, then there has to be a skillful aspect of the game that isn't close to being reached. In other words, if the game was skilless, and had a low ceiling, then everyone "pro" would be more or less at the same level of skill and no one person could dominate. A prime example of a game like this is Counterstrike Source. Everyone at the highest level is about at the same level ,and the only thing separating teams is the actual teamwork.
Its the exact same scenario in Halo as in Quake Live. Rapha, with just positional dominance, and just mediocre, even bad(for a pro) aim and movement skill has utterly dominated the entire QL scene for a couple years now. It also shows just how much more about QL there is too learn too.
I'm baffled at some of the responses in this thread... I'm not trying to argue that one game has a larger player base world-wide or not, I'm talking about E-Sports and how a system around each game has been built to generate revenue.
Zlasher, you are correct about international exposure with-in Halo. Having worked with many corporate sponsors in gaming, some of them prefer a target audience (In MLG's case, American Males between the ages of 14-24) and MLG does this better than any Esports organization currently.
Someone mentioned 300 players signing up for weekly tournaments, I'm not arguing about SC2's scene because MLG and everyone here knows how huge it is (I'm one of those players that signs up for weekly 500 man tournaments being a 2100-D Protoss). But what I was trying to state was:
300+ Teams of 4-5 man rosters = 1200+ Halo players showing up to each MLG event (mind you this is not just 1 event like Evo, there's like 6-8 Amateur and Pro events). The sheer amount of teams competing in the tournament accounts for a great chunk of the spectators at MLG events. (StarCraft II definitely has a greater ratio of Spectatorslayers, that's for sure.)
I'm a numbers man, and honestly, I can not see how CS or Quake generates revenue world-wide on the same scale that Halo does for MLG.
smash is/was pretty big in the u.s for the last several years dunno if it ever was in the top 5 though there were lots of big tournaments for melee and now mlg has brawl
Second, you entirely missed my point. People primarily bash Halo for its "low skill ceiling" saying you get to a point soon where noone is getting much better because there is nothing to really get better at...and I was saying its bs. If one player can dominate as hard as ogre2 has, then there has to be a skillful aspect of the game that isn't close to being reached.
Yeah, and yet it doesn't say how many skills that is. When somebody says that a game has a low skill ceiling, it is usually mean that it doesn't have many skills to excel at, nobody in their right mind would say that the skillcap has been reached by top20 teams in the world or anything like that.
In other words, if the game was skilless, and had a low ceiling, then everyone "pro" would be more or less at the same level of skill and no one person could dominate. A prime example of a game like this is Counterstrike Source. Everyone at the highest level is about at the same level ,and the only thing separating teams is the actual teamwork.
If a game was absolutely skill-less, yes. But it could as well have a low skill ceiling (most skills just learnable, but enough skills to not get fully capped) and have consistent results, tbh I see this argument you made thrown everywhere and it's just a logical flaw. In your example, counter strike source HAS a low skill ceiling and yet, still may have consistent results.
Its the exact same scenario in Halo as in Quake Live. Rapha, with just positional dominance, and just mediocre, even bad(for a pro) aim and movement skill has utterly dominated the entire QL scene for a couple years now. It also shows just how much more about QL there is too learn too.
utterly dominated is a very poorly chosen word, that totally did not happen, and not for this period of time His aim is ok, as in he hits when it matters although he might not hit some amazing shots like killsen etc. His movement is very good. Get some knowledge, sorry :\