Again, summary with original article links, feel free to grab it for a full translation should there be demand for it. I'm doing this from work, risking my job for you guys xD
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Best of Seven? Progamers "Yes" vs. Fans "Maybe"
Source: DES
Original article by reporter Sora Lee
Summary: The opinions of progamers and the fans are somewhat split regarding the implementation of Bo7's last season. Based on a survey, over 82% of progamers - including Stork and Flash - wanted to keep the Bo7 format for the upcoming season. Bo7 for the progamers means more opportunities for games, especially for the lesser known players and rookies. Most management staff and coaches were in agreement with the progamers, saying that Bo7 was better for rookie development and team atmosphere in general. Many fans, however, expressed their opinions that they weren't getting the match-ups they wanted [T/N: fans want more epic TBLS head-to-head stuff]. Notably, Leta was with the fans on this one, saying that the Bo7 in regular season took away the excitement and intensity of post-season games. KeSPA added that they have learned many lessons from the last season and are continuing to explore diverse options to make eSports better for everyone.
Issues Regarding the 5-Day Week
Source: DES
Original article by reporter Sora Lee
Summary: For once, everyone - fans, progamers, broadcasting stations, coaching staff, management staff, and other eSports personnels - was in agreement on a particular issue. That issue was that the 5-day SPL week was simply too much. There were too many broadcasted games [T/N: in this context, strictly SCBW] and fans started losing interest as the value in each game decreased. The 5-day week was a movement from KeSPA to accommodate all 12 teams when the scene was at its peak. Fans complained that it became too hard to keep up with their favourite players/teams due to too many games. Broadcasting stations complained that too much time was dedicated to SCBW and other games suffered. Progamers complained that the schedule was too intense, and some of them added that the reason for so many generic [macro-fest] games were that there wasn't enough time to practice fine-tuned strategic builds. Flash, noted for his wrist injury and recent surgery, agreed that the 5-day week was too much work.
SPL: How many days per week?
Source: DES
Original article by reporter Sora Lee
Summary: Similar with the article above, but with more inputs. One of the key problems identified with the overloaded schedule was that the quality of games deteriorated. Few key players that were active in 2006 mentioned that to perfect a particular strategy on a particular map, it takes about 3-4 days of dedicated practice. In a 5-day SPL week and with individual leagues as well, some players have to prepare for 14 or more games each week. Progamers and fans both want one game per week [for a team]. One eSports personnel suggested that in the unfortunate scenario of a team needing to play two games on a particular week, it should be scheduled so that the games are on back-to-back days so that players can prepare for three days, play for two, then rest for a day or two. Samsung Khan's head coach, January, added that scheduling back-to-back games on the week could create additional focus for that particular team and develop more interesting storylines.
The Fate of WL Format?
Source: DES
Original article by reporter Sora Lee
Summary: Winner's League format was meant to be more interesting for the fans who can see their favourite players win more than one set on a given day. In the 10-11 however, the league stretched the SWL to two full rounds and was criticized for "losing steam" in the overall SPL picture. Coaches generally agreed that there were more losses than gains in the SWL 10-11: rookies were underused and they lost pace, while ace players were overused and fatigued in the subsequent rounds. KT's head coach Jihoon Lee maintained that SWL should not be taken out entirely, and he suggested that alternative scheduling should be considered to keep SWL for the fans.
Eclat's Director Lee: Branding of SPL is urgent.
Source: DES
Original article by reporter Sora Lee
Background: Eclat Entertainment (http://www.eclatnt.com) is a Korean broadcasting company that owns broadcasting rights to most of the major sports in Korea. It has a stake in eSports broadcasting as well. Beyond broadcasting, Eclat works with its partners to a promote positive future for the various sports in Korea.
Summary: Director Lee of Eclat Entertainment points out some key issues with the current eSports scene in Korea. In his experience dealing with the Korean Baseball League, arguably the most popular sports league in Korea right now, he experienced how a few broadcasting changes can turn around the viewership and popularity. He is encouraging popular portal sites such as Naver (www.naver.com) to invest in eSports as a partner. He identifies the global appeal of eSports is one of the core strengths that should be more widely utilized than right now. He recommends branding of SPL and that in order for that to be done successfully, more games need to achieve a balance in the scene [right now, it is heavily dependent on SCBW]. Continual investment, partnership, promotion, and dedication will bring only brighter future ahead.
Balance Question: SPL vs. Individual Leagues
Source: DES
Original article by reporter Sora Lee
Summary: OGN expressed their concerns regarding the SPL vs. OSL balance, which is being somewhat ignored by KeSPA and team managers amidst the current mess. The two leagues should be mutually beneficial, one creating excitement for the other in both ways, but recently the balance has been broken and too much priority has been placed on SPL. Numerous progamers stated in the past that the combined load is too much to handle, including the popular progamer Bisu who directly said last year that the team is putting too much emphasis on SPL practice, not giving him enough time for individual league practice. In a broader view, quality of games in individual leagues are on a decline and new stars aren't rising in the scene. As an example, the most recent Jin Air OSL was held for the most part during the offseason, which produced one of the most dramatic tournament stories and the finals in the history of eSports. Director Park of OGN sincerely hopes that KeSPA will look into this issue before the start of upcoming season.
FEATURED ARTICLE THIS IS TEH AWESOME
Can someone do a full translation? >_< I am too busybusybusy~
Park Wan Gyu: "eSports in danger, not at the fault of the progamers and fans."
Source: *Gasp* a FOMOS source! - Only providing summary and the original link, that's OK right?
Original article by Reporter Younghoon Kang
Background: Park Wan Gyu is a popular singer/rocker in Korea, noted for his brief stay with the legendary rock group "Revival." [Personal opinion: this guy rules, and his voice is so manly AND smoothly hot. Drooling all over thinking about his singing right now. OK /fanboy but in all seriousness, he is perhaps the #1 supporter of eSports (especially SCBW) amongst the celebrities in Korea, and he approached OGN first to give special performances at YellOw's retirement as well as the Jin Air OSL. True eSports fan.]
Summary: Recently, elected member of goverment Mr. Kang submitted and publicized a government report outlining the jeopardized state of current eSports scene in Korea. His key criticism was worded like "eSports, once a sizable popular culture that threatened to overtake the pro baseball in terms of popularity amongst teenagers and young adults, has fallen rapidly and is now being challenged for its very existence due to unprofessional practices, stubbornness, and lack of effort from its managing bodies."
As an avid fan and supporter, PWG expressed his opinions regarding this issue. He pointed out that when the management people shifted focus from providing entertainment and inspiration to its fans to simply "managing," the downfall began. He acknowledged that SC2 cannot be forever ignored by KeSPA and the general eSports scene. While he maintains that the SCBW scene is where his heart is at, he recognizes that both games should be allowed to flourish to their full potentials. Progamers and fans should be free to choose which game they want to play and watch. He was appalled at how "legends" of SCBW, namely BoxeR and YellOw, were being called filthy traitors by the SCBW community as soon as they switched over to SC2. Even so, PWG does not blame the fans - rather, it's the fault of the entire eSports system currently in place.
PWG recognizes the OGN broadcast of WCG Korea SC2 tournament as an important, symbolic step towards growth of eSports. He is thankful that BoxeR stepped up to give a special commentating appearance in the tournament. BoxeR and YellOw are perhaps the two leading figures that can help this growing scene the most.
He made it clear about his views regarding the governing/managing bodies in the scene. He demands that Blizzard Entertainment, KeSPA, OGN, and other team managers and sponsors to each compromise their greed and work cooperative for the benefit of the scene. KeSPA should have reacted more professionally and promptly to the intellectual property rights dispute. They have to learn to publicly apologize for their past mistakes and earn back the trust of the fans. Blizzard needs to step out of their western world business shell and recognize eSports something beyond simple gaming content. eSports would not be here without the countless years of dedication from Korean progamers, broadcasting stations, and the fans - and Blizzard needs to show that they respect that. OGN needs to play more of an active role in the decision-making process and tie all the relations together between the aforementioned parties.
He ended with this: "during my hardest times as a singer, I was able to endure the hardships by enjoying eSports. It is a precious cultural medium that we must not lose."
[T/N: I think I translated too much of the article... hope I don't get in too much trouble for this!]
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Reporter Sora Lee is truly saving ESPORTS.