• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EST 14:52
CET 20:52
KST 04:52
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
RSL Season 3 - RO16 Groups A & B Preview2TL.net Map Contest #21: Winners12Intel X Team Liquid Seoul event: Showmatches and Meet the Pros10[ASL20] Finals Preview: Arrival13TL.net Map Contest #21: Voting12
Community News
[TLMC] Fall/Winter 2025 Ladder Map Rotation11Weekly Cups (Nov 3-9): Clem Conquers in Canada4SC: Evo Complete - Ranked Ladder OPEN ALPHA8StarCraft, SC2, HotS, WC3, Returning to Blizzcon!45$5,000+ WardiTV 2025 Championship7
StarCraft 2
General
[TLMC] Fall/Winter 2025 Ladder Map Rotation TL.net Map Contest #21: Winners RSL Season 3 - RO16 Groups A & B Preview Mech is the composition that needs teleportation t Weekly Cups (Nov 3-9): Clem Conquers in Canada
Tourneys
Sparkling Tuna Cup - Weekly Open Tournament RSL Revival: Season 3 Constellation Cup - Main Event - Stellar Fest Tenacious Turtle Tussle Master Swan Open (Global Bronze-Master 2)
Strategy
Custom Maps
Map Editor closed ?
External Content
Mutation # 499 Chilling Adaptation Mutation # 498 Wheel of Misfortune|Cradle of Death Mutation # 497 Battle Haredened Mutation # 496 Endless Infection
Brood War
General
FlaSh on: Biggest Problem With SnOw's Playstyle BW General Discussion What happened to TvZ on Retro? Brood War web app to calculate unit interactions [ASL20] Ask the mapmakers — Drop your questions
Tourneys
[Megathread] Daily Proleagues Small VOD Thread 2.0 [BSL21] RO32 Group D - Sunday 21:00 CET [BSL21] RO32 Group C - Saturday 21:00 CET
Strategy
Current Meta Simple Questions, Simple Answers PvZ map balance How to stay on top of macro?
Other Games
General Games
Stormgate/Frost Giant Megathread Nintendo Switch Thread Clair Obscur - Expedition 33 Beyond All Reason Should offensive tower rushing be viable in RTS games?
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Deck construction bug Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread SPIRED by.ASL Mafia {211640}
Community
General
US Politics Mega-thread Russo-Ukrainian War Thread Things Aren’t Peaceful in Palestine Artificial Intelligence Thread Canadian Politics Mega-thread
Fan Clubs
White-Ra Fan Club The herO Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! Korean Music Discussion Series you have seen recently...
Sports
2024 - 2026 Football Thread Formula 1 Discussion NBA General Discussion MLB/Baseball 2023 TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
SC2 Client Relocalization [Change SC2 Language] Linksys AE2500 USB WIFI keeps disconnecting Computer Build, Upgrade & Buying Resource Thread
TL Community
The Automated Ban List
Blogs
Dyadica Gospel – a Pulp No…
Hildegard
Coffee x Performance in Espo…
TrAiDoS
Saturation point
Uldridge
DnB/metal remix FFO Mick Go…
ImbaTosS
Reality "theory" prov…
perfectspheres
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1347 users

Fun, not skill, is what kills competitive play

Forum Index > SC2 General
Post a Reply
1 2 3 4 5 6 Next All
SWPIGWANG
Profile Joined June 2008
Canada482 Posts
Last Edited: 2009-01-23 08:18:13
January 23 2009 08:16 GMT
#1
There has been talk of this thing called the skill ceiling and how games gets n00bified. I believe the entire line of argument about skill ceiling is an mistake when applied to real games in the RTS genre. What kills competitive play is a boring games at the competitive level, not lack of skill.

Index
1. Why it is not merely "skill"
2. What is fun
3. How Starcraft succeeded
4. Suggestion for future games

-----
1. Why the skill argument fail.

In a balanced game, the only factor that result in winning is skill and luck. In any RTS game, mirror races in symmetric maps result in a balanced game. In a game without using random number generators or pronounced pseudo-random factors, skill would automatically dominate. In addition, additional iterations of games played would magnify the effect of skill, as Bo5 lets the stronger player win more often than Bo1, and Bo120 would amplify even the smallest skill difference into visible differences in wins.

Lets take a look at one of those games that people denounce and see why they fail: Lets take a C&C-like game where both side chooses the strongest side and do the strongest, mirror, build. After spending 5 minutes building, the units clash in the middle for 10 seconds of intense micro before one side wins.

This game fails. This is due to the fact that you get 5 minutes of boredom for 10 seconds of fun. This is not due to a skill ceiling because that 10 seconds have a skill ceiling up to near infinity since no human can control even a dozen unit perfectly with only one mouse pointer when an advantage can be gained in under quarter of a second.

Even if the players do hit a ceiling, it is extremely easy to raise the skill ceiling to whatever people want. Just speed up the game, force them to play on a DDR pad or reduce screen resolution to 40x40 or make them skip ropes while balancing a bucket over their head while playing or make them 3 games at the same time. Making a game harder to perfect is trivial and that is not the reason why a game fails.

What makes games fail at the competitive level is that it is no longer fun to watch or play when it is played at such a level.

------------------
2. What is "fun"

When people talk about skill ceilings, it is not really about "being able to perfect the things players can do to help him win" but the "limit in the number of interesting things in the game at the competitive level."

That said, different people find different things interesting and that is why there is so many different games across so many different genres. That said, people's tastes aren't quite so different and some games are more successful than others. Some universal principles I have gathered are listed below, listed in order of importance.

I. Consistent Challenge: Challenge is fun. A game must provide some challenge at every phase of the game. This is where many games fails, since the player is bored doing things like executing a mindless BO. It is not about absolute skill requirements to win, but down time in a match where player and watcher attention drifts. The important part is to tune the game so that every phase require attention, is important and has interesting things going on. In other words, importance of time has to be balanced. Never should a game be pointless in the first 5 minutes for only 10 seconds of worthy battle followed by another 5 minutes of dull clean up of someone refusing to gg.

In addition to challenges of control, there needs to be consistent intellectual challenge, over phases of an individual game and the game's lifetime. This comes from Diversity in the game, which results from BALANCE, depth, probabilistic factors and variation between the individual games played (aka maps, settings, etc). The topic is large enough for its own thread.

II. Control: Games are different from other medium in the control it provide. Predictable, effective, and responsive controls that gets better with practice is generally desirable. (unless contradicted by other requirements) Things like stupid dragoons that run circles around a ramp or "too smart" Company of Heros snipers that dives into cover outside control of players violate this as it is more random than anything. It is just pleasant to control things, may it be cars, planes or 10 hatchery and mutalisks. Many games are built on this principle alone.

III. Theme and intuition: Games for most people are considered thematically and intuitively as opposed to mathematically. The more the game follows intuitive concepts, the better. Flanks, surrounds and looks and feel better than say, complex armor class interactions with 20 confusing looking buff/debuff casted on a unit, regardless of difficulties or control or complexity involved. All the above factors are only meaningful if the player or observer is aware of it, so it doesn't matter how complicated and deep the optimal play is or the complexities of muta micro if the player doesn't know that it exists, and this is yet another common failing in games. For dedicated "play to win" gamers, this may not be huge, but intuitive gameplay is absolutely necessary to generate a casual following that produces future competitive players and watches the games.

The difference between a competitive player and a noncompetitive one is often decided by the willingness to break the theme to learn the mechanics to win at the game. However, even for competitive players, they still follow a theme rule otherwise they'd be fine with "terrible games" like playing SC with 40x40 resolution. Ideally, there should be no huge break between the two groups. There isn't a non-competitive Quake 3 community that somehow has to play radically differently from the skilled people, for example. (unlike Starcraft)

-----------------
How did Starcraft succeed

Starcraft has been one of the most successful RTS, and there are a few things in its design that made it possible.

I. Heavy Geometric dependence on balance of units and races:
One of the most important thing about Starcraft is that geometry of engagement is absolutely important in everything. Just about every unit counters another in the right terrain and engagement geometry and hard counters are rare. This made the map editor extremely powerful tool, in both balance and creating diverse games.

II. Intuitive combat model: Combat micro in Starcraft is in large part about controlling the ground. Spell casting is marginal, simple and visible, so is targeting, (compared to say, wc3) due to short times involved in the actual engagement and relatively simple spell effects.

III. Stable pressure and back and game play in some matchups: Due to defender's advantage and easy to harass (peon are weak, unit mobility can be great) but hard to kill (buildings are tough) design of the game, in some match ups there is always a way to get a small advantage in every phase of the game, without ending it right there. This lead to games that can go back and forth as opposed to one knock out punch games that is common in failed RTS games.

---------------
How this effect future game design

Looking at topics in isolation (micro/macro/specific unit) is not so helpful as, perhaps, looking at an APM selection chart and the number of branch points in strategy guides. Thinking about whether something can be made hard is pointless. It is probably better to think in terms of phases and diversity, so if a phase of a game is too boring, you make that part more challenging. If people keep on doing something to the point of boredom, you give them something else to do. The inverse can also happen, for example if a game element is too hard and too decisive resulting in lessened importance for other parts of the game, you nerf its importance and difficulty so other parts of the game is not overshadowed.

The game design question is thus this: Would the game as a whole be fun in providing stable pressure, responsive control and diversity without breaking the theme when it is played competitively?

------------
Side notes: I don't think, however, the above necessarily supports macro since it breaks the theme badly in requiring dumb baby sitting nor is the mechanic pleasurable to control in itself for most people and does not grow intellectually over time. Its probably better to look for diversity and pressure from other paths, like adding harass units during lulls in fighting.
Llamaz
Profile Blog Joined April 2008
Australia90 Posts
Last Edited: 2009-01-23 09:39:26
January 23 2009 09:35 GMT
#2
2. What is skill? [What makes a game more skillful?]

I. Consistent Challenge: Challenge is fun. A game must provide some challenge at every phase of the game. This is where many games fails, since the player is bored doing things like executing a mindless BO. It is not about absolute skill requirements to win, but down time in a match where player and watcher attention drifts. The important part is to tune the game so that every phase require attention, is important and has interesting things going on. In other words, importance of time has to be balanced. Never should a game be pointless in the first 5 minutes for only 10 seconds of worthy battle followed by another 5 minutes of dull clean up of someone refusing to gg.

In addition to challenges of control, there needs to be consistent intellectual challenge, over phases of an individual game and the game's lifetime. This comes from Diversity in the game, which results from BALANCE, depth, probabilistic factors and variation between the individual games played (aka maps, settings, etc). The topic is large enough for its own thread.

II. Control: Games are different from other medium in the control it provide. Predictable, effective, and responsive controls that gets better with practice is generally desirable. (unless contradicted by other requirements) Things like stupid dragoons that run circles around a ramp or "too smart" Company of Heros snipers that dives into cover outside control of players violate this as it is more random than anything. It is just pleasant to control things, may it be cars, planes or 10 hatchery and mutalisks. Many games are built on this principle alone.

[I disagree that dragoons violate this part =0...They are 1. Predicatable (you have to click alot otherwise they will go where ever THEY want), effective IF you click alot (fine...its not effective =/), and as responsive as you can get, with laag online etc.]

III. Theme and intuition: Games for most people are considered thematically and intuitively as opposed to mathematically. The more the game follows intuitive concepts, the better. Flanks, surrounds and looks and feel better than say, complex armor class interactions with 20 confusing looking buff/debuff casted on a unit, regardless of difficulties or control or complexity involved. All the above factors are only meaningful if the player or observer is aware of it, so it doesn't matter how complicated and deep the optimal play is or the complexities of muta micro if the player doesn't know that it exists, and this is yet another common failing in games. For dedicated "play to win" gamers, this may not be huge, but intuitive gameplay is absolutely necessary to generate a casual following that produces future competitive players and watches the games.



+ Show Spoiler +
Skill is an important factor in the game, but HOW the skill is implemented needs to be fun. The first point (constant attention) is the most important of the three (imo), and the other two are already in most RTS games. People are scared that the game will no longer be fun, because the game is too easy, and doesn't provide this. When people say that the game will fail because its not skilled enough, they are really saying that the game will fail because it is not skilled enough, and thus not fun anymore.



The Storyteller
Profile Blog Joined January 2006
Singapore2486 Posts
January 23 2009 09:55 GMT
#3
On January 23 2009 17:16 SWPIGWANG wrote:
Never should a game be pointless in the first 5 minutes for only 10 seconds of worthy battle followed by another 5 minutes of dull clean up of someone refusing to gg.


Interesting that you should mention this. This is Blizzard's argument for increasing the number of drones available at the beginning of the game - it's pointless to have 30 seconds when the only thing happening is building more drones to collect more resources.

Although this is actually quite important for televised games... give presenters a chance to talk about the players =)
Manit0u
Profile Blog Joined August 2004
Poland17432 Posts
January 23 2009 10:07 GMT
#4
I generally agree with the op but I think that most of the people that consider physical demands as skill will not.
You did a really nice write-up there, unfortunately many people tried similar things in the past and it usually resulted in a flamewar between different playerbases (more hardcore, more casual, those in the middle and those undecided).
Time is precious. Waste it wisely.
Lamentations
Profile Blog Joined October 2008
Australia211 Posts
January 23 2009 10:11 GMT
#5
Yer I am torn between the slow early game or a faster one. Faster one requires you calm yourself and prepare mentally (including going over your builds) before the game starts, and players will still need this time so in broadcast progaming there still may be a delay (unless they do all of it before coming onto stage).

As for the user, I find this part the most nervous but because it is slow it is easy to calm yourself and ensure your builds are spot on, spam APM to set your tempo for the rest of the game, and get in the mindset. WarCraft III Starts of slightly faster as you build off the start but then slows down around the time you are going into tier 2 where both players are creeping and this time plays a similar role for me (Although you must still remain alert as you want to hit the right creeps and ensure the enemy doesn't attack you while doing so).

I can see how speeding up the start of the game a bit from SC will improve it, as the start is a little repetitive and there will still be time to think, clam yourself, and for some off-topic commentary. I just hope it doesn't speed it up too fast so that players who load faster win. xD
Bogus is like "nerdy cute", whereas Lomo is like "I would make him wear a dress and rape him" cute -Turbovolver
Ki_Do
Profile Blog Joined July 2008
Korea (South)981 Posts
Last Edited: 2009-01-23 10:33:58
January 23 2009 10:31 GMT
#6
you refer to macro as mindless babysittin . This only show ur ignorance and short view what certainly remove the credit in writin so long text -gd btw-
I've got a point, and i'm ready to kill or die for it.
Manifesto7
Profile Blog Joined November 2002
Osaka27154 Posts
January 23 2009 10:37 GMT
#7
On January 23 2009 19:31 Ki_Do wrote:
you refer to macro as mindless babysittin . This only show ur ignorance and short view what certainly remove the credit in writin so long text -gd btw-


BOOM

See you. We don't need your negative crap no the forum and you have received too many warnings anyway.
ModeratorGodfather
MuR)Ernu
Profile Joined September 2008
Finland768 Posts
January 23 2009 11:11 GMT
#8
On January 23 2009 19:37 Manifesto7 wrote:
Show nested quote +
On January 23 2009 19:31 Ki_Do wrote:
you refer to macro as mindless babysittin . This only show ur ignorance and short view what certainly remove the credit in writin so long text -gd btw-


BOOM

See you. We don't need your negative crap no the forum and you have received too many warnings anyway.

I hope you are joking.

Ki_Do is right if you ask me.

It was a good write until he mentioned mindless babysitting... Unless he is referring to some other game.

There is no mindless babysitting in starcraft.
Lamentations
Profile Blog Joined October 2008
Australia211 Posts
January 23 2009 11:15 GMT
#9
On January 23 2009 20:11 MuR)Ernu wrote:
There is no mindless babysitting in starcraft.


0p9p0p9p0p9p0p9p
Bogus is like "nerdy cute", whereas Lomo is like "I would make him wear a dress and rape him" cute -Turbovolver
Puosu
Profile Blog Joined April 2007
6991 Posts
Last Edited: 2009-01-23 11:18:31
January 23 2009 11:15 GMT
#10
On January 23 2009 20:11 MuR)Ernu wrote:
Show nested quote +
On January 23 2009 19:37 Manifesto7 wrote:
On January 23 2009 19:31 Ki_Do wrote:
you refer to macro as mindless babysittin . This only show ur ignorance and short view what certainly remove the credit in writin so long text -gd btw-


BOOM

See you. We don't need your negative crap no the forum and you have received too many warnings anyway.

I hope you are joking.

Ki_Do is right if you ask me.

It was a good write until he mentioned mindless babysitting... Unless he is referring to some other game.

There is no mindless babysitting in starcraft.

It would have been okay if he actually used any time in explaining his view and not just saying "lol u wrong ha!".

The op clearly put a lot of time in expressing his opinion and so should the ones replying to him do.

The topic can be seen from so many different points there is no definitive "correct" answer to it, so there is no room for comments like what Ki_Do posted.
WolfStar
Profile Joined February 2008
United Kingdom155 Posts
January 23 2009 11:42 GMT
#11
On January 23 2009 20:11 MuR)Ernu wrote:
Show nested quote +
On January 23 2009 19:37 Manifesto7 wrote:
On January 23 2009 19:31 Ki_Do wrote:
you refer to macro as mindless babysittin . This only show ur ignorance and short view what certainly remove the credit in writin so long text -gd btw-


BOOM

See you. We don't need your negative crap no the forum and you have received too many warnings anyway.

I hope you are joking.

Ki_Do is right if you ask me.

It was a good write until he mentioned mindless babysitting... Unless he is referring to some other game.

There is no mindless babysitting in starcraft.


I assumed he was talking about things like the proposed gas mechanic. Which sounds like the most boring tedious activity ever.

To the OP, I say great post.

Well considered and written I agree with what you are saying.

Wolf.
The early bird catches the worm but the second mouse gets the cheese.
-orb-
Profile Blog Joined September 2007
United States5770 Posts
January 23 2009 12:12 GMT
#12
On January 23 2009 20:15 Lamentations wrote:
Show nested quote +
On January 23 2009 20:11 MuR)Ernu wrote:
There is no mindless babysitting in starcraft.


0p9p0p9p0p9p0p9p


When do you ever do that in a game ever?

Have you ever played starcraft before?

I don't think you'll do very well if you mindlessly babysit your nexuses like that and stack up 4 queued probes.
'life of lively to live to life of full life thx to shield battery'
how sad that sc2 has no shield battery :(
eugen1225
Profile Joined February 2008
Yugoslavia134 Posts
Last Edited: 2009-01-23 12:19:31
January 23 2009 12:17 GMT
#13
On January 23 2009 20:15 Lamentations wrote:
Show nested quote +
On January 23 2009 20:11 MuR)Ernu wrote:
There is no mindless babysitting in starcraft.


0p9p0p9p0p9p0p9p


This post made me smile.
It reminded me of the saying (translating from Serbian, I hope it comes out well)
"Every joke is half true."

Back on topic, there is much truth in the OP, definitely a good writeup.

Edit: minor spelling errors.
Epicfailguy
Profile Blog Joined August 2007
Norway893 Posts
January 23 2009 12:40 GMT
#14
Well doing 0p9p8p7o every now and then can be considered mindless babysitting.
There's no strategy to it appart from when you have to chose between doing other stuff, and putting your probes on mineral patches.

Alizee-
Profile Blog Joined September 2007
United States845 Posts
January 23 2009 13:19 GMT
#15
I quickly read over some of it, but by and large I agree with the op. Thing is starcraft is fun and it was made by people just wanting to publish a game for a game company, there were no professional gamers involved, no e-sports scene, none of the crap. It was fun and people played it and let's face it most gamers--pro or not--are nerds at heart who really enjoy playing games. The mindless babysitting part, maybe its stretching it a bit, but it has at least some merit to it since you're doing things that really have nothing to do with the actual opponent you're playing just that you have to keep building.

Fun dominates everything.
Strength behind the Pride
MoeMoeKyun
Profile Joined January 2009
United States215 Posts
January 23 2009 13:50 GMT
#16
I wonder if progamers have fun.....being a progamer seems so stressful....
I lol in ur general direction
Puosu
Profile Blog Joined April 2007
6991 Posts
January 23 2009 14:07 GMT
#17
On January 23 2009 22:50 SCC-AlwaysGG wrote:
I wonder if progamers have fun.....being a progamer seems so stressful....

I remember NaDa saying in his interview that he really does not enjoy it anymore like a casual player would and its not something he does for fun anymore.

I guess most of them share the same mentality.
Lamentations
Profile Blog Joined October 2008
Australia211 Posts
January 23 2009 14:11 GMT
#18
On January 23 2009 21:12 -orb- wrote:
Show nested quote +
On January 23 2009 20:15 Lamentations wrote:
On January 23 2009 20:11 MuR)Ernu wrote:
There is no mindless babysitting in starcraft.


0p9p0p9p0p9p0p9p


When do you ever do that in a game ever?

Have you ever played starcraft before?

I don't think you'll do very well if you mindlessly babysit your nexuses like that and stack up 4 queued probes.


Babysitting does not involve starting at the baby for hours on end, taking short breaks only to catch up on breathing or going to the bathroom. It is checking back on it often while doing other things :/
Bogus is like "nerdy cute", whereas Lomo is like "I would make him wear a dress and rape him" cute -Turbovolver
drowned
Profile Joined August 2008
79 Posts
Last Edited: 2009-01-23 15:05:27
January 23 2009 14:19 GMT
#19
nevermind ... i think i got it now
thx InRaged
SkyTheUnknown
Profile Blog Joined May 2007
Germany2065 Posts
Last Edited: 2009-01-23 14:37:05
January 23 2009 14:36 GMT
#20


Heavy Geometric dependence on balance of units and races:
One of the most important thing about Starcraft is that geometry of engagement is absolutely important in everything. Just about every unit counters another in the right terrain and engagement geometry and hard counters are rare. This made the map editor extremely powerful tool, in both balance and creating diverse games.



One of the best postings around here since a long time.
I'm unsure wheter to agree or disagree with the overall thesis of the text. But some parts of his writing are brilliant. For example I can't remember someone pointing out the principle of geometic dependence in StarCraft as clearly as he has done here.
The oldest and strongest emotion of mankind is fear, and the oldest and strongest kind of fear is fear of the unknown - H.P. Lovecraft
1 2 3 4 5 6 Next All
Please log in or register to reply.
Live Events Refresh
Next event in 14h 8m
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
SteadfastSC 204
mouzHeroMarine 154
JuggernautJason92
IndyStarCraft 70
elazer 53
ForJumy 19
UpATreeSC 17
Nathanias 13
StarCraft: Brood War
Britney 34098
Rain 2982
Calm 2813
Horang2 1446
Hyuk 539
Shuttle 222
firebathero 178
White-Ra 145
Dewaltoss 65
Shine 15
[ Show more ]
Bale 9
ivOry 2
Dota 2
qojqva3333
League of Legends
rGuardiaN42
Counter-Strike
kRYSTAL_40
Other Games
gofns4978
Grubby2736
Beastyqt652
B2W.Neo578
QueenE58
C9.Mang058
Trikslyr47
Chillindude26
mouzStarbuck11
EmSc Tv 8
Organizations
Other Games
EmSc Tv 8
StarCraft 2
EmSc2Tv 8
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 21 non-featured ]
StarCraft 2
• StrangeGG 41
• LUISG 10
• AfreecaTV YouTube
• sooper7s
• intothetv
• Migwel
• Kozan
• IndyKCrew
• LaughNgamezSOOP
StarCraft: Brood War
• blackmanpl 23
• HerbMon 20
• 80smullet 10
• FirePhoenix4
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• Ler78
League of Legends
• TFBlade976
Other Games
• imaqtpie1016
• WagamamaTV456
• Shiphtur247
Upcoming Events
CranKy Ducklings
14h 8m
RSL Revival
14h 8m
herO vs Gerald
ByuN vs SHIN
Kung Fu Cup
16h 8m
Cure vs Reynor
Classic vs herO
IPSL
21h 8m
ZZZero vs rasowy
Napoleon vs KameZerg
OSC
23h 8m
BSL 21
1d
Tarson vs Julia
Doodle vs OldBoy
eOnzErG vs WolFix
StRyKeR vs Aeternum
Sparkling Tuna Cup
1d 14h
RSL Revival
1d 14h
Reynor vs sOs
Maru vs Ryung
Kung Fu Cup
1d 16h
WardiTV Korean Royale
1d 16h
[ Show More ]
BSL 21
2 days
JDConan vs Semih
Dragon vs Dienmax
Tech vs NewOcean
TerrOr vs Artosis
IPSL
2 days
Dewalt vs WolFix
eOnzErG vs Bonyth
Replay Cast
2 days
Wardi Open
2 days
Monday Night Weeklies
2 days
WardiTV Korean Royale
3 days
BSL: GosuLeague
4 days
The PondCast
4 days
Replay Cast
5 days
RSL Revival
5 days
BSL: GosuLeague
6 days
RSL Revival
6 days
WardiTV Korean Royale
6 days
Liquipedia Results

Completed

Proleague 2025-11-07
Stellar Fest: Constellation Cup
Eternal Conflict S1

Ongoing

C-Race Season 1
IPSL Winter 2025-26
KCM Race Survival 2025 Season 4
SOOP Univ League 2025
YSL S2
BSL Season 21
CSCL: Masked Kings S3
RSL Revival: Season 3
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
BLAST Open Fall 2025
BLAST Open Fall Qual

Upcoming

SLON Tour Season 2
BSL 21 Non-Korean Championship
Acropolis #4
IPSL Spring 2026
HSC XXVIII
RSL Offline Finals
WardiTV 2025
META Madness #9
BLAST Bounty Winter 2026
BLAST Bounty Winter 2026: Closed Qualifier
eXTREMESLAND 2025
ESL Impact League Season 8
SL Budapest Major 2025
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.