On May 26 2014 10:49 uishax wrote:Show nested quote +On May 26 2014 09:17 Baarn wrote:On May 25 2014 23:36 uishax wrote:On May 25 2014 06:11 Baarn wrote:
I'm not really surprised if this is the reason or part of the reason they disappeared. I keep thinking the other part of it is that they had competition so they couldn't get good enough broadcast contracts with Blizzard to keep things going. i think another reason is they didn't really ever have any real backing in the first place outside of maybe an angel investor or two. But the money wasn't there to keep things going when times were bad.
I still think CGS proved that esports just isn't ready for huge prize pools yet versus the viewership you get when you want to sell ad space. You have to really rethink things when they were broadcasting to everywhere but antartica. I say going to channel 101 is much easier than having to download mobile app (hi gomtv) or watching low bitrate twitch streams. It's tough out there.
Dota 2 can run massive 700+million prizepools and still be quite profitable, its ultimately down to the very low player base that made tournaments unsustainable.
Sure with crowdfunding the prize pools go through the roof. TI4 is roughly around 6 million us dollars after 10 days of compendium sales.
It takes a huge chunk of weight off of the main sponsors. The entire system is quite ingenious but how long will it last?
We can take a look at american football and it's massive playerbase.It's estimated that around 60% of americans have or had played the game and the viewership is just as high. That's why the league gets well over a billion dollars in tv rights each season from the networks. When it comes to video games you just don't have a strong enough conversion to turn more of those 27 million active daily or the 67 million monthly league of legends players into a viewer. Seems like most players rather just play the game then watch some streamed event. Then you have the viewer that really doesn't play the game at all. I tune into broodwar tournaments here and there. I don't actively play the game at all. So no I don't believe it is solely based on low playerbase that makes tournaments unsustainable.
What an ludicrous comparison, football as a sport has already established a massive chain of industries surrounding it. It is broadcasted on TV, athletes are celebrities, magazines, merchandise, news reports all serve as advertisements for the sport.
What does LoL and Dota have? No ads, nothing mentioned anywhere except esports websites and a passing mention in the game client itself.
This is the reason for the difference in engagement.
More importantly, you are clueless about why Valve and Riot are so enthusiastic about esports.
Esports in itself is an advertisement for the game. Research shows esports watchers spend more and are more loyal to the game, so the game publisher directly benefits from increased player numbers and engagement, that indirect revenue is far higher than any advertising revenue that one person could possibly bring.
Hence, the requirement for 'conversion' is significantly lower for 'micro-transaction games' esports than traditional sports. Its too bad Blizzard never found a way to monetize starcraft 2 to support this esports model.
Lastly, you have no clue how big MOBAs are do you? The money contributed isn't 6 million, its 24 million, only 25% of that money went to that prize pool. There isn't even a need for a 'main sponsor' or any form of advertisement to support it. And as long as the playerbase increases, the scale of tournaments only go up, no issue of sustainability here.
Wait till you see Tencent copy this strategy, LoL can easily go over this amount several times and exceed most sports in terms of prize money.
SC2's failure is due to insufficient player-base and an erroneous way of monetization that led to lack of publisher support. Look at heartstone, Blizzard is pumping money into the esports scene, because it knows how indirectly profitable that investment is.