Sports have been a part of human culture for not decades, not centuries, but millennia. There are records to suggest that the Chinese took part in sporting events as early as 4000 B.C. And yet, when most think of sports, the first things on their minds are obvious: Soccer, Football, Basketball, etc. Sure, specific activities like these may have existed for years, but sports as a whole are not so easily defined. Sports are an evolving art form. The news these days all over the U.S. covers the widespread usage of steroids in baseball. This is a perfect example of how sports are not a static entity. How steroids will change the game in the years to come remains to be seen, but it’s clear that Baseball is gaining a new image. It is all about the evolution of the game. This primal change occurs, not as a result of any one person’s fancy, but rather as the collective market takes control. If its decided in the upcoming years that public will not stand for steroid heavy baseball, you can be sure that every player and team will do everything they can to distance themselves from it.
The market is a powerful thing. It conveys the trends some people don’t want to admit, and others gladly jump to defend. And the market is speaking.
Over the last decade video and computer games have jumped in sales and popularity. Generational gaps reveal these distinct differences that are unique to our culture. When asked about what kids did to pass the time in High School in the ‘60s, sports will very often be the answer. If one were to ask that again today ‘video games’ would be a strong rival.
Because you see, games offer something that was previously monopolized by sports: relative competition. You didn’t have to be naturally talented to enjoy a quick game of basketball with your friends. The only people who joined art club were the people who were good at art. It is unlikely you would find someone in band who wasn’t genuinely interested in learning to play an instrument much better than they did. But sports are different. It isn’t hard to find someone who has played a game of basketball and harbors no illusions of becoming the next Michael Jordan. Yet they are still competitive. They want to be the best amongst their friends and are satisfied with that. It is this relative competition that makes sports so enthralling for kids.
Now that video games have become ingrained within our culture, it is hard to overlook the fact that most of these games offer a competitive element strangely reminiscent of that of athletic sports. It started small, with friends coming over to play Bomberman or Mario Kart, and quickly grew to massive proportions, with PC gaming strongly heading the charge.
It is almost strange how the evolution of games has played out so strikingly similar to that of sports. Clans and teams quickly became signature elements of the gaming industry as games became more and more competitive. Tournaments became common occurrences. And in a small country way ahead of its time in the east hemisphere, they took that next leap. Starcraft went pro.
This leap truly confirmed any suspicions about the similarities between video games and sports. The physical skill sets required are not entirely the same, but that is simply a reflection on what society has deemed important. The more important correlations are in structure. While tournaments have been important in sports, league play has always really defined competitive sports. And to no surprise Starcraft followed in those footsteps. Having both proleague and individual tournaments, the Korean Starcraft scene seems almost a perfect emulation of athletic sports.
And what of these friendly fellows? Commentators have always been a staple in traditional sports (even in the games that some may argue don't need them). So it is no surprise that it did not take long for commentators to become a key element of professional Starcraft either.
The similarities between Starcraft and traditional sports are astounding. Statistical analysis of the players, their strengths and their weaknesses. The televising of important, and soon, nearly all matches. The idolization of the best of the best (and sometimes even the not so best). I could go on and on. These characteristics did not appear by chance. These are the characteristics of a sport, and not all were created simply in emulation.
Why Starcraft? What was so different about it that it alone was the only game to break through the market?
Well, the game itself was and still is exceptional, but that alone was not the reason it became an e-sport. It needed help. A unique set of circumstances helped Starcraft to become the game to play in South Korea. And as it gained popularity, competition became more and more intense. Eventually, small tournaments were no longer enough. They needed a new level, and making the game professional was the natural step to take.
There were many catalysts that helped this to happen of course. The popularity of PC Bangs in South Korea is a good example. If Clans are equated to H.S. Football teams, than these would be the High Schools. They produced some of the most astoundingly talented gamers in the world. Starcraft and PC Bangs had a mutually beneficial relationship too. Before Starcraft, Korea had an estimated 500 Cyber Cafes. Afterwards, thousands. In addition to this South Korea also has good internet. The country had a higher ratio of broadband to narrowband connections than even the U.S. which is undeniably important for gaming. Starcraft was pushed by these and other factors beyond the realm of game, and into the realm of phenomenon.
Now, unfortunately these catalysts were and are still fairly unique to South Korea. At least, for now. But it is only a matter of time. The market has spoken and gaming shows no signs of slowing down. Traditional sports are never going to completely fade away; the demand will always be high. But it is looking more and more likely that video games will play their part in the competitive scene too, and it will not be a minor one.
Make no doubt about it; professional gaming is still in its infancy. It will be awhile before we begin to see it truly flourish.
So in the end, what is the difference between E-sports and Sports?
Time.
And an E.