![[image loading]](http://i.imgur.com/0cGX1.jpg)
It has been said that the Korean word for bubble means “untapped potential.” In the West, however, the word has an entirely different connotation. “The Tech Bubble,” “The Housing Bubble” – these phrases negatively describe the spectacular failure of various overhyped, oversold, and overbought ideas in recent history. So what does it mean when someone talks about the idea of a “Starcraft 2 Bubble?” For some context, lets talk briefly about a conversation between Sheth and Mr. Bitter during Sheth’s 25 hour streaming marathon:
***Note I am paraphrasing to the best of my ability. I don’t remember the exact words that were said***
Mr Bitter: “Some day you are going to be in the Starcraft 2 Hall of Fame”
Sheth: “I hope so, wouldn’t that be cool? I’d love to be a progamer for a number of years then retire and make a living as a Starcraft coach. But I don’t know if that’s going to be possible, a lot of people are talking about how Starcraft 2 is in the middle of a bubble”
Mr. Bitter: “Is it a bubble or is it a wave?”
Sheth: “I don’t know, I hope it’s a wave.”
Sheth: “I hope so, wouldn’t that be cool? I’d love to be a progamer for a number of years then retire and make a living as a Starcraft coach. But I don’t know if that’s going to be possible, a lot of people are talking about how Starcraft 2 is in the middle of a bubble”
Mr. Bitter: “Is it a bubble or is it a wave?”
Sheth: “I don’t know, I hope it’s a wave.”
So, are we all witnessing short, intense bubble period in the history of Starcraft? Or is this the beginning of a paradigm-shifting wave? Will we look back on this period in time longingly remembering the “good old days,” or will we look back and laugh about how short-sighted we were to not embrace the future potential of E-Sports? Only time will tell for sure – but this thread seeks to highlight arguments on both sides and point out some major questions which will help indicate which path SC2 is heading down.
Arguments in Favor of a Bubble
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The Bubble Player Pool
This concept is fairly abstract, so the best way I can describe this problem is by my own experiences. I am a Diamond League Zerg player. To most players on Teamliquid I am impossibly bad – and honestly I would largely agree with that assessment. I make mistake after mistake when I play. But to my newbie friends (who I convinced to buy SC2 from playing WoW) I am a god on the battlefield. ![[image loading]](http://i.imgur.com/YaB69.jpg)
Lower tiers of competition tend to cannibalize themselves in E-Sports
The steep learning curve of Starcraft is not the main problem, however. The real problem is the cannibalistic nature of getting better. In other games, like WoW, if you are bad at the game you can relegate yourself to a support role and play with those who are more competent. In SC2 this is just not possible – you have to lose a ton of games before you start winning. There is just no other way to learn. This “grind” has victimized most of my friends who initially bought the game with high hopes. I am sure that this experience has been shared by many – the in game indicator has shown the number of ladder games taking place slowly decaying over time as players get frustrated with losing. The tiered league system has helped this immensely – but the game is still not where it needs to be to sustain its growth.
In order for Starcraft (and E-Sports) to truly grow – game design needs expand the player pool by keeping new players’ interest for longer.
The Bubble Tournament Finances
It takes a lot of money to house, feed, and buy plane tickets hundreds of progamers (and their support staff) all over the world. Tournaments also need to reserve infrastructure such as satellite trucks, convention centers, and pay out generous prize pools in order to be successful. Without these expensive items there are no high-profile tournaments. Without high-profile tournaments, there is no E-Sports. So, the financial sustainability of the tournaments themselves is of utmost importance to the growth E-Sports community. ![[image loading]](http://i.imgur.com/joDGu.jpg)
Hell, its about the money
To analyze whether the current set of prominent SC2 tournaments are sustainable lets do a thought experiment. Knowing what we know about stream viewership and attendance lets try to guess at the financial sustainability of each of the major SC2 tournaments below:
***This exercise is for the sake of discussion only, I know absolutely nothing of the inner workings of any of these institutions***
TSL
![[image loading]](http://i.imgur.com/Ej7iV.jpg)
Deadjawa’s credit rating: AAA (great)
MLG
![[image loading]](http://i.imgur.com/hqGAP.jpg)
Someone had to do it eventually
The financial situation of MLG is a hard one to figure out - I would love to see their financial books. They clearly spent a ton of money on satellite trucks, travel, convention halls, and gaming equipment but they also have some big sponsors to offset. There’s really no way of really knowing how financially sound the company is - but they are probably not making money hand over fist given their large expenses + staff.
Deadjawa’s credit rating: BBB+ (good)
GSL
![[image loading]](http://i.imgur.com/Yexho.jpg)
Deadjawa’s credit rating: BBB- (ok)
NASL
![[image loading]](http://i.imgur.com/1KmDu.jpg)
Deadjawa’s credit rating: CCC (not so great)
We can see that a lot of the big SC2 tournaments are highly dependent on big sponsorships. Given the mercurial nature of sponsors who are always looking for “the next big thing” to throw money at - there is cause concern. It’s likely that some of these tournaments may not survive that long in their current form. What damage that will cause to the SC2 E-Sports community is a big unknown.
In order to ensure its continued growth, the community should focus on creating financially conservative and sustainable events.
Arguments in Favor of a Wave
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The Wave of International Trade
It is very interesting to see the Keynesian argument against international trade manifest itself in the Starcraft Community. Most famously, CatZ has argued that the NASL should focus on developing North American players over inviting Koreans. While this argument may be compelling to some, the truth is that Korean participation in foreign leagues has greatly improved their quality. ![[image loading]](http://i.imgur.com/mPc9e.jpg)
The Koreans are changing the way the world looks at E-Sports
The free trade of ideas throughout the E-Sports community has, no doubt, benefitted everyone. The best ideas get propogated and expanded, while the bad ideas get stomped out. For example, foreign players have been given “the Korean model” for how to improve and to turn E-Sports truly professional. Inversely the Koreans have had a gigantic worldwide market opened to market their skills. Will foreign players ever compete toe to toe with Koreans at international events? I think so, but they will definitely have to work hard to improve.
The paradigm shift toward truly worldwide tournaments is a beneficial trend. It could create a brand new type of competition that ignores boundaries – and be one of the world’s first truly sustained international sporting events. The World Cup and the Olympics only occur once every four years. Sure, some sports like Baseball and Cricket have international events more often – but usually countries that participate in these events share a similar culture. There is no shared culture in E-Sports – simply a love of computer gaming.
If the creation of a brand new medium that brings people across the world together is not exciting to you, I don’t know what is.
![[image loading]](http://i.imgur.com/s8Mhx.jpg)
What other sporting event has crowds cheering for competitors from clear across the world
The Wave of Developer Support
The success of the Brood Wars E-Sports scene came as a shock to everyone, especially Blizzard. By the time it was clear that E-Sports were big in Korea, development of the game was finished. Blizzard had already focused their attention to other products. Because of this, there never was any support for competitive gaming built into Starcraft 1. All of this has changed with the development of Starcraft 2.![[image loading]](http://i.imgur.com/glDyo.jpg)
Our hopes lie with them
Starcraft 2 has shifted the paradigm of E-Sports game development. For the first time, Blizzard has developed an RTS game with a primary focus on developing its E-Sports capability. The polish and balance of the multiplayer at release was really unprecedented. Additionally, after release Blizzard has been able to patch in new E-Sports capabilities, actively answering community concerns. With two full expansions coming up more exciting features and capabilities will surely be added. These new features will be tailored to what is working in the community and will surely not be limited simply to new units and abilities.
The support of Blizzard throughout the growth of Starcraft 2’s E-sports scene will greatly improve the ability of the community to retain and grow its members.
Things to Look For
While the community often focuses on minutae such as game balance and in-game manners, there are a couple of big unanswered questions which will play a large role in determining the future of Starcraft 2 E-Sports. Keep an eye on these things to get a pulse on whether we are in a bubble or on top of a wave:- Will there be new features in Heart of the Swarm that support bringing the plethora of E-Sports tournies and products closer to the masses of casual gamers?
- Will there be improvements in Heart of the Swarm that make it easier for casual gamers to stay involved in the game?
- Will foreign gamers step up to the challenge, organizing and practicing as hard as the Koreans?
- Will the current set of major tournaments be able to survive and thrive financially?
Conclusion
No one can say for sure what the future holds for Starcraft 2 and the greater E-Sports community. But it is clear that we are on the cusp of something big, whether it’s sustained or fleeting. One thing is for sure though, it’s an exciting time to be involved in the Starcraft world.The conversation continues in the posts below.