[HN Gopher] The hype around esports is fading as investors and s...
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       The hype around esports is fading as investors and sponsors dry up
        
       Author : tmlee
       Score  : 112 points
       Date   : 2022-12-12 14:00 UTC (9 hours ago)
        
 (HTM) web link (www.bloomberg.com)
 (TXT) w3m dump (www.bloomberg.com)
        
       | tacticaldev wrote:
       | Hasn't this happened before? Reading the History of eSports will
       | show 'pretty much' the same thing happening in the 80's with High
       | Score Arcade tournaments, then in the 90's with Console Game
       | Championships, etc...
       | 
       | We may see another round of interest when the new wave of gaming
       | systems matures, but I think this will always be the case. Maybe
       | next time people will learn from the past?
        
         | tarentel wrote:
         | That's probably the main issue with esports. They don't really
         | have the longevity established sports do. It's really easy to
         | just move onto the next big thing.
        
       | nitwit005 wrote:
       | It seems like fewer games are being successful at becoming
       | competitive esports. Many of the ones people play had their
       | origins in mods: Counterstrike, Dota, various battle royal mods,
       | and so forth.
       | 
       | Companies now often don't want mods, as they interfere with
       | selling cosmetics, loot boxes, and so on.
        
         | thaumasiotes wrote:
         | Much worse, companies don't want to let you play their game
         | without being under their direct supervision. Imagine if you
         | weren't allowed to play soccer outside of a stadium built and
         | staffed by FIFA. How popular would it be?
        
         | api wrote:
         | Loot boxes. Gaming is all about putting people in a Skinner box
         | and emptying their wallet now.
        
       | Decabytes wrote:
       | I really feel like Esports should have been built up slowly
       | around more first principles. Keep the overhead as low as
       | possible in the beginning. You're just going to be losing money
       | in the beginning so why not minimize that cost. Pay the players a
       | liveable wage, and cover their expenses to travel to the venues.
       | As they become more popular do paid meet and greets with fans.
       | Raffles for merch as well as other video game paraphenalia
       | (peripherals, consoles, games, computers etc), and start
       | acquiring sponsors. Have a promotional Amazon link. Make YouTube
       | videos documenting the process, and get the adsense.
       | 
       | The two main goals would be consistent placing at tournaments and
       | breaking even, then becoming cash flow positive. Slowly increase
       | player salaries in line with the profits and larger sponsor
       | ships.
       | 
       | But that isn't what happened. People started creating the teams
       | and spending millions on player salaries. This put immense
       | pressure from the beginning to getting cash flow positive,
       | placing first in every tournament etc. And now we are seeing the
       | ramifications of this.
       | 
       | Don't get me wrong there were other external factors as well. I
       | wouldn't try to create an esports team around any Nintendo Ip for
       | example given their track record. And the collapse of OWL due
       | Blizzard management doesn't help.
        
         | karmakurtisaani wrote:
         | I think the problem with your approach is competition. If you
         | did as you described, a competitor would see the opportunity
         | and start their own league, offering bigger salaries to get the
         | best players. So anyone seriously trying to corner the market
         | kind of has to go in with the big bucks and hope that
         | eventually the popularity catches up.
        
         | banannaise wrote:
         | Esports look exactly like the venture capital industries that
         | propped them up. Lighting money on fire for the sake of scale
         | was a natural play for them, and arguably the only way they got
         | those ad/sponsor dollars in the first place. It's not
         | surprising that they reflect the environment they grew up in.
         | 
         | But you are correct that now the question becomes who can
         | create a sustainable model in the ashes of what came before.
        
         | Macha wrote:
         | I think you need to compare the fate of newer e-sports
         | endeavours like heroes of the storm which were very heavily
         | inflated by blizzard support, and those that evolved a bit more
         | from grassroots like starcraft or dota to see what's
         | sustainable. The starcraft scene has weathered its decline as
         | blizzard lost interest and while it's shrank to a more
         | manageable size, is still clearly capable of continuing without
         | blizzard doing more than not shutting down the game servers
         | (the SC1 scene, not even requiring that much). While heroes of
         | the storm collapsed without Blizzard, as will overwatch.
        
         | leetcrew wrote:
         | > I really feel like Esports should have been built up slowly
         | around more first principles. Keep the overhead as low as
         | possible in the beginning. You're just going to be losing money
         | in the beginning so why not minimize that cost.
         | 
         | that was also tried. on the surface, it looks like eSports has
         | come out of nowhere, but people have been trying to make the
         | economics work out for decades now. the earlier attempts looked
         | a lot more like the scrappy model you are describing.
         | 
         | disclaimer: this is a counterstrike-centric history bc that's
         | what I was interested in at the time. I understand the
         | starcraft (for example) pro scene was a bit more stable.
         | 
         | CPL was started in 1997, and distributed a mere $3mm in prize
         | money between then and its 2008 demise. then there was CGS,
         | which weirdly tried to replicate the American football TV
         | experience. that league was notable at the time for actually
         | paying players a salary (though only about $30k iirc). then
         | things were mostly dormant (in terms of capital investment)
         | until twitch took off and the game companies themselves took a
         | more active interest in the scene, leading to the massive prize
         | pools and tournaments you see today.
         | 
         | maybe we just haven't hit the right moment for esports to be
         | economically viable, but to me it seems like something is
         | fundamentally broken with the idea. it's telling that top
         | twitch streamers make more money than the world's best
         | competitive players of that game. imagine a world where ray
         | lewis in his prime could make more money live streaming random
         | pickup games and reading donation messages out loud. the NFL
         | could not exist in that world.
        
       | Workaccount2 wrote:
       | The only game I really see viable as a true nationally broadcast
       | e-sport is counter-strike. Dead simple concept, intuitive
       | mechanics even to laypeople, and the meta game can be explained
       | in 10 minutes.
       | 
       | Maybe besides COD, everything else is too complex and requires to
       | much prerequisite knowledge to really get into. I could probably
       | get my dad to watch counter-strike. He would probably wouldn't go
       | for valorent. Almost certainly not something like overwatch. And
       | definitely would never watch something like league or dota.
       | 
       | Sure, there is money in e-sports catering to the communities that
       | form around the games, but I think for most games they'll never
       | reach outside their player community.
        
         | kentonv wrote:
         | I don't know, plenty of "normal" sports have complexity that
         | most people don't understand. Like, how many people really
         | understand the batter-pitcher duel in baseball? That's the very
         | core of the game but most people just see "pitcher throw ball,
         | batter swing, random result".
        
         | ChicagoBoy11 wrote:
         | During the pandemic real reacecar drivers turned to the
         | e-version of their sports and there was even some coverage of
         | mainstream racing channels of those virtual races given they
         | couldn't do the real thing.
         | 
         | For anyone who has tried virtual racing (especially with high-
         | end setups), the level of authenticity of the experience is
         | actually incredibly high, and racing simulation is even
         | actively used as part of real life driver training and car
         | development. I think there's a healthy community in virtual
         | racing as is and I can easily see continued and growing
         | investment in it... its an incredibly compelling way to bring
         | people into the sport and can easily be a revenue generator in
         | its own right.
        
           | yummypaint wrote:
           | I still think drivers should remotely pilot cars with about
           | half the mass of the current ones that wouldn't be designed
           | around protecting an occupant. They could go 300+ mph and
           | show us a new frontier in human driving skill. All the "too
           | dangerous" racing technologies would be allowed, and the
           | track would have loops and crazy features like a video game.
           | There would be no restrictions on car design aside from size,
           | weight, a 360 3d camera array, and a standard telemetry
           | interface.
        
             | crooked-v wrote:
             | In all seriousness, Hot Wheels would probably offer some
             | premium sponsorships there.
        
             | [deleted]
        
             | [deleted]
        
         | boringg wrote:
         | E-sports is essentially advertising for computer games. More
         | people that sub to that the more sales a company can get for
         | computer games/hardware etc. Same goes for Twitch - yes there
         | is community that is build aruond that but it is for the
         | underlying reason of making more sales for the businesses.
        
           | yamtaddle wrote:
           | I only got a small glimpse into this world (specifically,
           | esports betting), but the thing that makes the most sense to
           | me is that esports is driven by _gambling_. That 's the
           | economic engine under the hood.
           | 
           | Might be wrong, but it kinda looked like that was what was
           | going on, just from some of the numbers floating around, and
           | seeing that was the first time esports-as-an-industry made
           | any sense to me at all, as far as how the economics might
           | work out.
        
           | banannaise wrote:
           | > E-sports is essentially advertising for computer games.
           | 
           | No more than live sports are advertising for sports
           | equipment. The real money in sporting events is in the events
           | themselves: advertising dollars, gate receipts, and
           | merchandise. Esports isn't terribly different, except that
           | the gate receipts and merch sales are much lower. The revenue
           | of the game itself is secondary, especially since the
           | publisher rarely plays a major role.
        
             | HDThoreaun wrote:
             | Esports and sports have extremely different revenue models.
             | The differentiator is that no one 'owns' traditional sport
             | games. Anyone can make and sell a basketball, but blizzard
             | has a monopoly on over watch. Sport leagues only indirectly
             | make money when people play their game, but for esports
             | it's extremely direct and also easier to measure.
             | 
             | League of Legends makes multiple billions of dollars a
             | year, not from esport receipts, but from people buying
             | content in the game. The NFL doesn't make a dime when you
             | play football in your backyard.
        
         | nerdponx wrote:
         | Dota is kind of fun to watch even if you're not that well-
         | educated, but the announcing/casting style needs a serious
         | overhaul, and general popularity needs a lot of "support" from
         | good production: information overlays, slow-motion replays,
         | giving casters the ability to zoom out to a full-map view and
         | draw arrows, etc.
         | 
         | Look at hockey, American football, and road cycling for
         | examples of complicated sports that are somewhat hard to
         | understand without prior knowledge, and people really enjoy
         | watching those, too.
        
           | TheAceOfHearts wrote:
           | At one time DotA2 had a noob friendly stream that would
           | explain what was going on in greater detail, but it's a hard
           | balancing act. DotA2 allows in game spectating which actually
           | means you can click in items to figure out what they do. It
           | would be cool if streaming platforms had embedded item and
           | hero information for users to be able to expand on demand.
           | 
           | Complexity is something that affects League and DotA2. It's
           | hard to know what all the things on screen even mean, and why
           | they're important.
        
         | ericmcer wrote:
         | Do they have good camera angles for Counter-Strike? Showing the
         | game through a series of first person perspectives seems like a
         | waste vs some kind of isometric or even interactive camera. I
         | also don't really know of a game that has been designed to look
         | good from the perspective of a spectator instead of just for
         | the players.
        
           | whack24 wrote:
           | They do. Just as they have professional casters, there are
           | some talented folks who specialize in smoothly transitioning
           | to camera angles above, as well as switching first person
           | views so that you don't miss key kills, etc.
        
         | [deleted]
        
         | MentallyRetired wrote:
         | Not Rocket League? The inverse may be true... I became a rocket
         | league player after watching esports. So while I was outside
         | the player base, I'm in it now. :)
        
           | Workaccount2 wrote:
           | Yeah, rocket league too. I didn't think of it. Although I'm
           | iffy on anything with non-reality physics, since people have
           | to learn a new intuition.
        
         | rspeele wrote:
         | As a longtime FPS player one area of complexity that is easy to
         | forget is the maps.
         | 
         | When I play the game, I can learn a new map pretty quickly.
         | 
         | When I _watch_ a game played on a map I 'm not familiar with,
         | it takes me much, much longer to develop the same
         | understanding. It doesn't load into memory the same way.
         | Similar to remembering the route to a new location as a
         | passenger vs a driver.
         | 
         | The broadcast might flip back and forth between two players,
         | hunting for each other in different parts of the map, and
         | unless I know it pretty well I could be totally lost until they
         | actually meet.
         | 
         | The broadcaster can help by using third person / freecam. But
         | at the same time, an FPS loses a lot of the tension and visible
         | skill when combat is viewed from freecam. So finding the right
         | balance of camera time between individual players' views and an
         | overhead view is challenging for a broadcaster, far more so
         | than in traditional sports where we're accustomed to seeing a
         | wide open field and perhaps some tracking of the ball.
         | 
         | Edit:
         | 
         | To give a practical example, I used to dabble in Quake Live. I
         | was never any good, but there are some maps I know well: dm6,
         | ztn, dm13, t7. Even though I'm not a big eSports fan, I don't
         | watch streamers or whatever, I've seen some VODs played on
         | those maps that really held my attention with suspense. I've
         | been surprised at how entertaining it was watching top players
         | duel.
         | 
         | At some point I watched a Quake Champions duel match between
         | Rapha and Cooller and while the gameplay was quite familiar,
         | not knowing the maps made it _far_ less entertaining. I just
         | couldn 't follow the significance of the player's positioning
         | nearly as well. Before that I totally underrated how much my
         | familiarity with the maps was adding to my enjoyment of the
         | Quake Live tournaments.
        
           | switz wrote:
           | This is genuinely the biggest barrier to a new viewer of CS.
           | Until you physically play on a map, it is very hard to
           | understand by watching alone, especially as the perspectives
           | are largely first-person. It can take dozens of hours to
           | build a proper mental model of a map so understanding the
           | game as camera angles change in a flurry is very difficult.
           | 
           | Traditional sports all have the same (or routinely similar)
           | "map", and they're mostly made up of a simple geometric shape
           | that can generally fit in a single overhead frame.
        
           | avisser wrote:
           | I've never gotten into FPS eSports for this reason. To me,
           | Starcraft is the perfect eSport - imperfect knowledge for the
           | players. Perfect knowledge for the casters and viewers. It's
           | a great moment when someone tries to hide something on the
           | map, and it _almost_ gets scouted. Or to see a reaction in
           | the player-cam when they discover what their opponent is
           | doing.
           | 
           | I've played thousands of hours of Overwatch in the past few
           | years, but have 0 interest in watching OWL.
        
         | scythe wrote:
         | >Maybe besides COD, everything else is too complex and requires
         | to much prerequisite knowledge to really get into.
         | 
         | I think the FGC would strongly object. It's not always easy to
         | know what options a player has at a particular position, but
         | it's always pretty obvious whether someone is doing well. And
         | it's not like the theory of football is that simple either.
        
           | rspeele wrote:
           | > It's not always easy to know what options a player has at a
           | particular position, but it's always pretty obvious whether
           | someone is doing well.
           | 
           | I really need to have at least a basic intuition for "the
           | options a player has" to enjoy watching. As somebody who has
           | never gotten into fighting games, watching one is about as
           | fun as watching election results come in for Dog Catcher of
           | Backwater County. Bars move until somebody wins, but hell if
           | I know why or what was so great about what the winner did. It
           | might as well have been random.
           | 
           | Same goes for a MOBA with 150+ playable champions. Every
           | fight is just a mess of colorful abilities that mean nothing
           | to an outsider. You could watch a 40 minute game and maybe by
           | the end of it understand what the champions do, but then the
           | next one will use new champions. These games can be great fun
           | to play, but they will never have spectator appeal broader
           | than the player community. Which is fine.
        
             | Klonoar wrote:
             | You might need those options explained to you, but plenty
             | of people are fine watching in ignorance.
             | 
             | You could liken it to Boxing or MMA, which people will
             | watch without understanding the intricacies of the sport.
             | Similar to Football, it's easy to tell overall who's
             | winning or if theres a big swing. Fighting games definitely
             | have this factor.
        
         | Narew wrote:
         | Maybe I'm too conservative but I don't think Counter-strike or
         | fps in general could make on a wide broadcast. (It still people
         | killing other people) We would have more chance on politically
         | acceptable game like (Trackmania, Rocket League, ...) but they
         | have smaller audience in general.
        
           | starky wrote:
           | It is a real shame that Ubisoft Nadeo hasn't really marketed
           | Trackmania outside of Europe (they mostly focus on just
           | France). Streamers have been driving a ton of growth in the
           | game (particularly in the US) because it is so intuitive and
           | enjoyable to watch.
           | 
           | Unfortunately the competitive scene has quite a bit of
           | catching up to do as it is still very France and Germany
           | centric. They are making strides to do that with the new
           | world tour but it is going to take awhile before some new
           | players get up to the level of the primarily European
           | professional base.
        
         | markandrewj wrote:
         | The thing is these player communities are huge, more people
         | have watched worlds in the past then the Super Bowl.
         | 
         | https://www.cnbc.com/2019/04/14/league-of-legends-gets-more-...
         | 
         | It doesn't make sense to focus on a game with a declining
         | player base like CS:GO, when you have games like Fortnite, that
         | on average have between 2.9 - 4 million people playing at any
         | given time.
        
         | oreally wrote:
         | Unfortunately it's boring as hell to watch over the long term.
         | In a game like CS there is little setup and watching someone
         | getting instagibbed in short engagements is no fun. But maybe
         | the players around it can initiate some drama that keeps people
         | talking, similar to wrestling, but then it's no longer about
         | the game and more about the drama.
        
           | symlinkk wrote:
           | It's similar with F1, it's extremely boring to watch long
           | term, most of the time it just looks like the cars are
           | following each other, and it's even worse live where you can
           | only see a sliver of the multi mile long track. Yet it's
           | still a global phenomenon somehow.
        
             | Apocryphon wrote:
             | Watching the Netflix series ( _Formula 1: Drive to Survive_
             | ), the drama between the racers and the corporate teams
             | that sponsor them do add that personal connection, that
             | keeps all sports going. I am amused to learn from it that
             | Red Bull is somehow allowed to sponsor multiple racing
             | teams (Red Bull Racing and AlphaTauri).
        
         | sheepybloke wrote:
         | To me, the round structure of CS is what makes it most
         | engaging. I watch a lot of League and CS, and having many more
         | rounds to play in CS makes comebacks a lot easier, and so, it
         | makes crafting a game narrative and excitement a lot easier.
         | League is exciting, but a lot harder to get out of a hole than
         | with CS, so barring some crazy plays, it's a harder to make a
         | comeback.
        
           | Ekaros wrote:
           | Also many of the rounds in game are miniarcs themselves.
           | First the lull waiting for new round, then the setup, next
           | build up maybe one or two players dying. Then it entering the
           | crescendo and that is either it or we have post plant
           | scenario with an other build up potentially coming to save by
           | single player.
        
         | jedberg wrote:
         | > Dead simple concept, intuitive mechanics even to laypeople,
         | and the meta game can be explained in 10 minutes.
         | 
         | Do you feel like this applies to American Football? I don't,
         | but yet it's the most popular sport on TV in America.
         | 
         | What I'm saying is that I don't think your requirements are
         | necessary for a sport to be a popular spectator sport.
        
           | Workaccount2 wrote:
           | The thing about computer games that I think will put off most
           | people is that they exist in a custom reality.
           | 
           | In regular sports people can rely on their intuition to know
           | what can and can't happen, to some degree. No football player
           | is going to start flashing yellow while taking off down the
           | field. A lot of video games are packed to the brim with
           | custom physics and mechanics. No solid intuition, you really
           | just have to learn them.
           | 
           | CS benefits from more or less functioning exactly how even a
           | 75 year old lady would expect it to. A sniper is a sniper. A
           | pistol a pistol. An assault rifle is an assault rifle.
           | Bullets kill quick, and bombs go boom.
        
           | specialp wrote:
           | The difference with American Football is although there have
           | been subtle changes in the rules, it has been mostly the same
           | for over 50 years. With esports (like in the case of
           | Overwatch) they do not have that lifespan. So unless you are
           | someone who is currently playing that game, you don't know
           | how it works really. And if you were someone once playing
           | that game 5 years ago, as in the case of Overwatch 1, they
           | literally shut it off and it can't be played anymore.
        
             | rchaud wrote:
             | The other difference is that American culture lives and
             | breathes football, right from pee-wee to middle and high
             | school, to the state college team level.
             | 
             | It's easier to build a multi billion dollar business around
             | something people have been exposed to since birth.
        
           | abfan1127 wrote:
           | American Football is extremely simple game relative to other
           | games. It also is piece-wise fast paced. The game goes really
           | fast, then gets a small break. it lends it self easily to
           | television broadcast with its timeouts, changing of sides,
           | etc. I am not of fan of american football, but I can see how
           | it became popular.
        
           | jerf wrote:
           | "Do you feel like this applies to American Football?"
           | 
           | Honestly, yes. Protestations that it's too difficult to
           | understand seems to me to stem from people who literally want
           | the game explained in three seconds or less.
           | 
           | The core is simple. Team have ball. Team want move ball that
           | way for points. Other team want stop them. Work out the legal
           | ways for them to score points and move ball around as you go.
           | The super detailed lacunae of what penalties are for what
           | exist in all sports, it just isn't generally noticed. The
           | FIFA rules for soccer run 144 pages:
           | https://www.amazon.com/Official-Rules-Soccer-U-S-
           | Federation/... Not a huge book, probably not huge pages, but
           | a great deal more detailed than you'd try to "explain" to
           | someone just learning what soccer is.
           | 
           | Most of the meta around passing plays versus running plays
           | can be explained easily.
           | 
           | It really isn't that complicated.
           | 
           | To the extent that it is, all the sports are. At the top end
           | everything gets complicated, hence, Moneyball and that sort
           | of thing. Basketball is a simple sport of putting the ball in
           | the hoop while dribbling it, but at the top end you start
           | talking about matchups between this guy and that guy and how
           | being 3% better at three-point shots affects this team's
           | matchups against that team... but that's not something you
           | have to care about to watch it, any more than you have to
           | care about what the name of every position is in every sport
           | initially.
        
             | jedberg wrote:
             | But you could say the same for most video games: Here is
             | the object. Team shoots their way through until they
             | accomplish the object. The rest is just arcane knowledge of
             | experts.
        
               | jerf wrote:
               | "But you could say the same for most video games:"
               | 
               | For games that involve shooting at people, I'd agree. A
               | particular first-person perspective may be difficult to
               | follow but the core is simple and you can pick up the
               | pieces as you go. Quake deathmatches have a lot of
               | interesting arcana to dig into if you want to play at top
               | level, but you can just watch one without any particular
               | skill. From there you can incrementally pick up that
               | shooting someone before the player even saw them is
               | impressive, or that identifying, acquiring, and plinking
               | them with a rail gun in <500ms is pretty impressive. The
               | speed of these things might be inaccessible, but it's not
               | the rule set that is.
               | 
               | Most things have a novice-level entry ramp. My sons
               | seemed to pick up the basics of American Football in
               | about 5 minutes when they were 8. It really isn't that
               | hard. They didn't encounter their first "safety" until
               | quite a while later, for instance, but their lack of
               | knowledge of what a safety is didn't bother them. I've
               | been watching for a lot longer and still couldn't simply
               | whip off the names of all the positions or anything
               | myself.
               | 
               | Not all esports have that, though. I can say from
               | personal experience though that DOTA is impenetrable if
               | you don't know what's going on. I've been at a local
               | restaurant that was playing some matches for whatever
               | reason. I know about video games in general but know
               | nothing about DOTA. I suppose you could say I understood
               | what it was I didn't understand, but I had no idea who
               | was winning, what a good play was, etc.
        
               | tyree731 wrote:
               | I disagree here. I've watched professional sports a fair
               | bit in my life, and I've watched eSports (and played
               | their respective games) a bunch, and from my experience
               | eSports are far more difficult to pick up.
               | 
               | To try and give a reason others haven't really mentioned,
               | professional sports tend to have predictable camera
               | angles and pacing, making it easier to get a complete
               | picture of who is doing what and when. In eSports, the
               | arenas are typically strategically complex, requiring
               | similarly complex camera angles, making it difficult to
               | get a sense of what's going on at any point in time.
        
               | johannes1234321 wrote:
               | > In eSports, the arenas are typically strategically
               | complex
               | 
               | I think that is a key point. In most sports the arenas
               | are quite simple. Most ball sports have some rectangle
               | and you can judge intuitively whether a team is likely in
               | a better position than another. And even in marathon or
               | triathlon or such the course itself may be complex, but
               | you can reduce it to "X meters till finish line" and
               | "athlete A is in front of B" to get a good enough
               | understanding on the situation.
               | 
               | Of course all sports allow for some amount of tactics,
               | when to play a bit more passive, when to attack, ... but
               | you don't need those for some basic experience while
               | watching.
               | 
               | In eSports the arena is complex and hard to preceive, the
               | physics aren't exact as we all know them, the virtual
               | equipment (weapons, boosters, ...) are unknowns.
               | 
               | And then eSports typically are quick, which makes
               | learning hard.
        
               | lapetitejort wrote:
               | For newer class-based games like Overwatch, the classes
               | behave so differently and exuberantly that people are
               | going to want to know what ever new flashy effect means.
               | In football, the "classes" blend together and share a
               | common goal. The difference between the Offensive Guard
               | and Offensive Tackle are minuscule to the layperson.
               | However the difference between Reinhardt and Winston are
               | huge, both in terms of playstyle and presentation.
               | Compound this with games adding new classes sometimes as
               | frequently as every three months. That's hard to keep up
               | for the casual viewer.
               | 
               | However you are correct that the objectives in games are
               | usually simple. Push this thing from here to there. Don't
               | let enemy stand here alone. Shoot enemy until no enemy.
        
               | philodelta wrote:
               | I mean, at least with real life sports there are no hacky
               | obtuse contrivances because, it's real life, not a
               | videogame with a meta that includes knowledge of engine
               | exploits or intimate knowledge of map geometry. Someone
               | pixel-aligning themselves to throw a blind smoke that
               | bounces off of invisible above-the-map geometry to
               | eliminate a sightline or someone blind firing though a
               | wall-bang because they've counted the seconds since round
               | start and judge someone might be there _is obtuse_ to
               | anyone onlooking via a stream. In football, or golf, or
               | soccer, all the elements of play can be observed all at
               | once without multiple angles needed to explain what 's
               | happening.
        
               | chomp wrote:
               | You could trivialize any sport/game down into 3 simple
               | sentences. The problem is that in American football,
               | there really is only 2 type of players that have
               | different rules: QB, and non-QB. Maybe kicker. Same with
               | soccer too, goalie and non-goalie.
               | 
               | In League, there's (at the time of this writing) 140
               | players (champs) that each have different rules and
               | capabilities assigned to them, because they have
               | different abilities and are used differently
               | strategically. Top/mid/bottom/jungle really doesn't
               | matter much more than player placements like tight-end,
               | offensive tackle, howver.
               | 
               | Counter-Strike has 1 character type, 2 teams, and is so
               | simple to explain. I can explain counter-strike to my mom
               | in one sentence. The places where one should get anxious
               | or excited are immediately obvious to a layperson.
               | Explaining the goal of league is easy, however I'd
               | struggle to explain enough of league to my mom so that
               | she can understand why she should be excited when one
               | specific champ is getting fed, or why the enemy team
               | should be careful about clustering, because of a unique
               | situation in this one specific match that is not always
               | going applicable to a different match.
               | 
               | I'd probably be done explaining a handful of characters
               | by the time the match is over, and she'd forget within 10
               | minutes. I know this because I've been trying to explain
               | Pokemon since the 90s. She 100% understands football and
               | baseball, however.
        
             | syntheweave wrote:
             | The difference lies in the fact that a really popular
             | spectator sport mostly comes from a game people have
             | already played at some point or could naturally conceive
             | of(e.g. auto racing as an extension of driving, MMA as an
             | extension of street brawls), and therefore don't need
             | explanations for. Although Counter-Strike has a huge legacy
             | among video games, it hasn't entered the school curriculum
             | like baseball/basketball/football AFAIK, and it's only
             | loosely related to a kind of live combat scenario that few
             | people witness in person.
             | 
             | There's a step-function there where if a major educational
             | institution started pushing a video game, it'd have the
             | awareness to be a sport. But they don't, so the path
             | forward is tied to the whims of the market.
             | 
             | It may work out that the 20th century pro sports model is
             | just not going to be part of this. That model came from an
             | era combining fast travel, broadcast media, and a small
             | number of large sponsors. At first it was teams who
             | travelled by rail and had their games casted over radio.
             | Later, jet planes and TV. But nowadays, with the streaming
             | model, it's diffused to being able to watch live speedrun
             | attempts, an activity which can resemble watching paint dry
             | at times, but which does bring in some income within a
             | long-tail niche audience.
        
               | tokai wrote:
               | Esport is on the curriculum in some schools in Denmark.
               | Mainly continuation schools (efterskoler) or certain high
               | schools. I guess how it turns out is going to be an
               | interesting experiment.
        
           | listenallyall wrote:
           | American football in 20 seconds: You have 4 opportunities to
           | advance the ball a cumulative 10 yards, upon doing so, your 4
           | opportunities reset. Advance past the goal line = 6 points +
           | opportunity for 1 additional. Fail to move 10 yards? Ball
           | possession transfers to opponent. If it's 4th down (final
           | opportunity) you can hedge -- punt the ball (transfer
           | possession, but about 40 yards further away) or attempt a
           | field goal (place kick through yellow uprights), which is
           | worth 3 points.
           | 
           | Obviously there are nuances but that's 90% of it right there,
           | in a lot less than 10 minutes.
        
           | spillguard wrote:
           | Not to entirely disagree with you, but comparing football to
           | Counter Strike is kind of an apples-to-oranges comparison -
           | you're comparing an introduction to something new with
           | something that most American viewers have probably known for
           | their entire lives, so that factor of "explainability"
           | doesn't exactly apply to it.
        
             | tarentel wrote:
             | As someone who has worked for several European companies
             | try explaining american football scoring to a non-american
             | and let me know how easy that is. That's basically just
             | scratching the surface of it.
             | 
             | Saying you can boil it down to one side moves a ball the
             | other side tries to stop them is pretty disingenuous. You
             | can boil down basically any game to that. Counter strike
             | you just kill the other team, mobas you just destroy the
             | other teams base, etc. I know you didn't make that point
             | but that's what most of the arguments in this thread are.
        
               | johannes1234321 wrote:
               | The difference: I have an intuitive understanding how
               | hard it is to catch a football if a bunch of people runs
               | towards me. Even if I never touched a football in my
               | life. I have no intuition on what the eSports player can
               | and can not do with their controls and the physics
               | engine.
        
             | cruano wrote:
             | Eh, I'm not American and I found American football pretty
             | straightforward, at least until you start looking at the
             | play-calling and formations and all of that.
             | 
             | And you could say the same about CS, your market is
             | probably "anyone who has played a first-person shooter"
        
             | 8note wrote:
             | Cricket would be an alternative example that most Americans
             | don't already understand
        
           | ElevenLathe wrote:
           | Football is dead simple, even simpler than CS: One team wants
           | to go one way with the ball, the other wants to stop them,
           | drive them back or, ideally, get the ball away from them and
           | go the other way. They get four tries to go at least 10 yards
           | and if they don't the other team gets the ball. If they make
           | the 10 yards, they get another 4 tries.
           | 
           | There are a lot of fiddly details in offsides rules,
           | incomplete passes, extra points, etc. but they aren't
           | necessary to understand and enjoy watching a game.
        
             | johannes1234321 wrote:
             | You can even simplify even more. "They have to cross the
             | line" instead of discussing 10 yards. And as humans have a
             | rough understanding of the world we are in, even somebody
             | with no prior knowledge of football can understand how
             | complicated it can be to catch the ball. Input to eSports,
             | which buttons there were to press at which time and how the
             | game's physics model would react isn't as intuitive.
        
             | com2kid wrote:
             | > They get four tries to go at least 10 yards and if they
             | don't the other team gets the ball. If they make the 10
             | yards, they get another 4 tries.
             | 
             | Born and raised in America, I never knew this. First time
             | I've seen it explained this way.
             | 
             | To my mind, Football is overly complicated, with crap tons
             | of breaks, weird jargon, and a countdown clock that
             | apparently means nothing.
        
           | dylan604 wrote:
           | >Do you feel like this applies to American Football?
           | 
           | As someone that grew up in the US and watching it with
           | family, no, it's not the same. What is the same is watching
           | Cricket. It probably has an even larger viewing audience than
           | American Football in the US. As someone that has grown up
           | with it, and they will start spewing rules at you that might
           | as well be spoken in Klingon for the sense they make, but are
           | perfectly understood by those that grew up with it. To be
           | fair, reversing the conversation for me to explain rules to
           | them is met with looks like I have 2 heads.
           | 
           | Video games are similar. I grew up in the "golden age" of
           | home console games starting with Atari 2600, NES, and through
           | today. However, I still spent time doing other things other
           | than games. So to me, sitting around watching other people
           | play video games is a non-starter. Maybe if I was at a bar
           | and it was on the screen, but usually I just find a different
           | screen. For people that are younger that don't have memories
           | of playing outside and only know "playing" involving a
           | computer device of some sort, then this seems perfectly
           | reasonable that's what they'd rather watch.
        
             | WHYLEE1991 wrote:
             | just curious, how old are you that you think current youth
             | have no memories of playing outside? what an amusing and
             | out of touch statement, have you been outside in the past
             | decade? Maybe not in a populated area because I see kids
             | playing outside basically everyday. I also don't believe
             | that you've never watched someone play a game, you didn't
             | have siblings or friends growing up?
        
           | cruano wrote:
           | Well, yes ?
           | 
           | Try to get to the end zone, if you do you score 6 points. You
           | have 4 attempts to move forward 10 yards, if you don't, the
           | ball goes to the other team. If you have more points, you
           | win.
           | 
           | That's it, that's all you need to know to watch it and enjoy
           | it. Sure, there's more ways of scoring and the details of
           | each position, the routes they are running and play-calling
           | in general is interesting, but it's not needed to just watch
           | the game.
        
             | jedberg wrote:
             | Ok but you can say the same about Counterstrike. The object
             | is to diffuse the bomb. You shoot your way through the
             | enemy until the bomb is diffused. The rest is just details
             | for experts.
        
               | HDThoreaun wrote:
               | Which is why OP said CS is the game most likely to become
               | popular. It's the simplest/most realistic esport.
        
               | musicale wrote:
               | > The object is to diffuse the bomb
               | 
               | I assume in this scenario the terrorist team is trying to
               | plant and detonate the bomb, thereby diffusing its
               | (perhaps damaging, poisonous, or radioactive) components
               | over a wide area, while the counter-terrorist team is
               | trying to defuse the bomb and prevent it from exploding
               | in the first place.
        
           | rg111 wrote:
           | American Football watchers _grow up_ watching American
           | Football.
           | 
           | Compared to that number, nobody grows up watching Dota.
        
           | Ekaros wrote:
           | American football to me sounds very messy and extremely
           | overly complicated? Like sometimes they throw, sometimes they
           | kick, there is some goal but not goal thing. And stopping all
           | the time? Like why not immediately get up and start running
           | away? Or just dripple the ball all the way across the field?
           | What is the point anyway?
        
             | simmerup wrote:
             | Both teams work within the same constraints with the goal
             | of beating the other. Same as any other sport.
             | 
             | They stop after a play because that's part of the rules of
             | the game.
        
             | vlunkr wrote:
             | You could probably find a video or article and understand
             | all this in a few minutes. You have four attempts (downs)
             | to move the ball 10 yards or you lose possession. Nearly
             | everything else makes sense with that context.
        
         | banannaise wrote:
         | It's important to note that Counter-Strike's massive popularity
         | (and funding) comes largely from the skin betting industry,
         | which is entirely built around underage gambling. I'm not sure
         | their viewership would survive a proper reckoning with that.
        
           | pattrn wrote:
           | Do you have any source for this? I've been playing Counter-
           | Strike since the original beta, and it's been popular since
           | its creation, far before skins existed. As far as the funding
           | goes, I have no idea, but would love to see some numbers.
        
             | winkeltripel wrote:
             | I don't belive that there are public numbers disclosing the
             | funding sources for tournaments. Valve throws in a bit, and
             | betting sites are often sponsors.
             | 
             | CS was totally popular before skin's. I recall the riot
             | shield being particularly fun for me.
        
           | Workaccount2 wrote:
           | Counter-strike was massively popular even a decade before it
           | had skins.
        
       | banannaise wrote:
       | I wonder what else this will start happening to. The massive VC
       | boom had a knock-on effect of pumping huge amounts of advertising
       | spend into everything advertising dollars could be spent on.
       | 
       | In a lot of places, the slack is being picked up by sports
       | gambling (one of the few VC sectors with an actual revenue
       | model), but how long will that last? Particularly when their
       | services are only legal for about 1/3 of the US population, and
       | of questionable value in the first place?
        
       | Double_a_92 wrote:
       | For me personally it's because there are too many random events
       | for all the different games. There is no one big tournament that
       | many people could focus on and talk about.
       | 
       | E.g. even if I was interested in some particular event, it would
       | not feel appropriate to mention it to my friends because they
       | most likely will not care about it... so there is no community
       | feeling.
        
         | johnny22 wrote:
         | i don't personally care about DOTA, but isn't "The
         | International" that for DOTA?
         | 
         | I do watch SC2, and blizzcon (and now IEM) is the world
         | championship for that.
        
       | barbariangrunge wrote:
       | Esports is as strong as the popularity of the games they are
       | based on. I used to follow a few and it was always because I
       | played the games heavily, sometimes at a decently high level. But
       | if I stop playing the games, I stop watching the streams.
       | 
       | Is that true for you as well?
        
         | fsdjkflsjfsoij wrote:
         | > But if I stop playing the games, I stop watching the streams.
         | 
         | Definitely true for me as well. I can sit down and watch a
         | basketball game, which I haven't played in years, but if I'm
         | not playing a video game regularly I have no interest in
         | watching a pro game for more than a few minutes.
        
       | bobobob420 wrote:
       | All major sports generate massive amounts of revenue due to in
       | person sales and broadcasting rights. Sports also drive other
       | avenues of revenue especially in big cities. Esports will not be
       | on major television networks for a long time. Esports also do not
       | have leagues with good in person attendance. Games and audiencies
       | change too much and the best they can do is tournaments. Venture
       | capitalists invested massive amounts of money based on hype and
       | now are struggling to get ROI, let alone profit. The influx of
       | cash will slow down as the venture capitalists face the
       | consequences of their actions. Esports will not die but actually
       | increase. Viewership numbers about League of Legends are showing
       | decline because the game is in its late stages for competitive
       | play. Valorant is the new rising star and others will follow in
       | its path. Counter Strike has stayed pretty consistent which is
       | impressive. Simply put investors will need to come up with a new
       | strategy that is more traditional if they want to invest in this
       | industry. To not invest though is simply an opportunity for
       | better investors
        
       | mjr00 wrote:
       | I've been a fan of esports since I was downloading RealMedia
       | replays of Boxer's Brood War games in the early 2000s, and still
       | watch pro League and Dota2. Have gone to the EVO FGC tournament
       | most years, as well. Plus some live League/Starcraft events in
       | Korea.
       | 
       | The hype is fading because it was vastly overhyped and
       | oversaturated to begin with. Games that should have never been
       | made esports were turning into esports. One end of the spectrum
       | was just bad games getting esports leagues prematurely. Remember
       | Infinite Crisis, the DC Comic-based MOBA that had a full "season
       | 1 championship" in beta, then the game itself ended up lasting
       | only 5 months before getting shut down?[0] On the other hand you
       | have games that are popular, but are really bad spectator sports.
       | Fortnite and Rocket League are great examples of hugely popular
       | games which have attempted an esports scene but failed to gain
       | much traction, especially relative to their popularity. And then
       | there's the ugly, which is Blizzard's massive investment into
       | Overwatch League. Despite all the shady metric-gaming in the
       | books (they used to automatically embed OWL Twitch streams into
       | the Blizzard launcher, meaning anyone who launched a Blizzard
       | game while OWL was happening counted as a viewer) OWL has looked
       | pretty bad. They've even had to change the game rules multiple
       | times to "fix" staleness in pro play, and Overwatch 2 is heavily
       | targeted at adjusting pro play as well.
       | 
       | You can't just throw money at a game and have it become an
       | esports phenomenon like Blizzard has tried; a _lot_ of things
       | have to go right with the game itself. The map and game state has
       | to be easily readable to a viewer, which is why MOBA, RTS and
       | fighting games to a lesser extent have done a lot better than FPS
       | historically. The balance needs to be there; the GOATS[1] (3 tank
       | 3 healer) setup in Overwatch made the game miserable to watch.
       | The pacing needs to be right; it can 't be too slow-paced _or_
       | too fast-paced. This includes both any fighting that happens, as
       | well as the overall pace of _when_ fighting happens. If any of
       | these factors aren 't quite right, pro play is going to be a
       | mess.
       | 
       | And sometimes, even with all those boxes ticked, it just doesn't
       | take off. Heroes of the Storm is a great example here, where it
       | was _mostly_ pretty good as an esport on paper, though perhaps a
       | bit slow-paced with too much healing. But the game never really
       | took off in popularity and thus Blizzard killed its esports
       | league.
       | 
       | Investors get tricked into thinking they're investing into the
       | NBA or NHL with esport pitches, when in reality they're investing
       | into the XFL, USFL or a lacrosse league.
       | 
       | [0] https://en.wikipedia.org/wiki/Infinite_Crisis_(video_game)
       | 
       | [1] https://www.polygon.com/2019/2/25/18239845/overwatch-
       | goats-m...
        
         | nluken wrote:
         | You've got some great points here about companies trying to
         | bootstrap esports out of nothing. Ideally, the activeness of
         | the community would determine what games can support
         | professional play; bottom up, not top down.
         | 
         | As for pacing and viewing experience: I'd whittle your list
         | down even further if we're talking about the ideal esport. Most
         | MOBAs are way too visually complex for non-players to
         | understand what's going on. I always thought that fighting
         | games made the most sense for a mass audience. Even if you
         | don't have intimate knowledge of how a particular fighting game
         | works, it's easy for anyone to understand what's going on and
         | parse visually. You can see the entirety of the action instead
         | of having to jump around from player to player. And some
         | fighting games (looking at Smash Bros, Mortal Kombat, Street
         | Fighter) are wildly popular already.
        
           | mjr00 wrote:
           | > Ideally, the activeness of the community would determine
           | what games can support professional play; bottom up, not top
           | down.
           | 
           | Yep and this is how it's happened for the most successful
           | esports. Brood War was turned into a competitive game by
           | KeSPA with minimal support from Blizzard (and active
           | interference later on). EVO was self-organized and had
           | minimal outside support for a long while. Even League, which
           | was supported by Riot from the start, had a very
           | bootstrapped, labor-of-love feel to it, probably reflecting
           | the actual small indie company Riot was at the start; the
           | season 1 championships are lovingly referenced as having
           | taken place in Phreak's basement, and the season 2
           | championships were an absolute logistical mess. The huge cash
           | investment and sponsorships didn't come until way later.
           | 
           | > Most MOBAs are way too visually complex for non-players to
           | understand what's going on.
           | 
           | Definitely, especially if you haven't played the games and
           | know what items or abilities do. But at least as a spectator
           | you have a full visual of the playing field and largely see
           | the same thing the players see.
        
             | Macha wrote:
             | Yeah, some of the more recent attempts (especially out of
             | blizzard, ironically), come out of companies going "Hey,
             | the MBA/NFL is super financially successful, we could be
             | the MBA/NFL if this goes well, and since we have ultimate
             | control of the game, we can even take a larger share than
             | the central orgs for those sports", but without the
             | grassroots support (even the NFL took decades to become
             | large), it's only sustainable while they pour money in.
        
           | dagw wrote:
           | Fighting games have to compete with watching actual people
           | actually fighting. Sure the UFC has less backflips and
           | fireballs, but no Street fighter tournament will be able give
           | a fight fan the same visceral excitement as watching an
           | actual fight. Much in the same way that very few people who
           | enjoy watching football (any kind) enjoy watching eSport
           | football.
        
             | nluken wrote:
             | True, but it never really seemed to me like the two were
             | competing with each other, except maybe in the case of
             | something intentionally gory like Mortal Kombat. The
             | detachment from physical injury makes it feel less like a
             | fight and more like a non-combat sport. Could just be my
             | bias showing since I've never liked UFC.
        
       | mb22 wrote:
       | There is way less team loyalty. Teams are not geographical, so no
       | physical attachment. Teams change players too much for me to
       | become a fan and buy their merch.
        
         | nordsieck wrote:
         | > Teams are not geographical
         | 
         | Some teams are geographical. For example: Overwatch league.
         | 
         | > There is way less team loyalty.
         | 
         | My only real experience is with Dota. There is a lot of
         | nationalist sentiment in tournaments, but you're right - most
         | people follow players, not teams.
         | 
         | In Dota, in particular, Valve has tried to make changes to
         | encourage team stability, but the fundamental problem is that
         | pay is so heavily stacked towards winning a few top tier
         | tournaments per year, that people become very mercenary.
         | 
         | I think the big challenge is that it really doesn't cost very
         | much money to run an esports tournament. There is no need for
         | an expensive stadium (except to sell tickets to fans).
         | Basically anyone can create the new premiere tournament by just
         | paying a bit of money to organize the thing and have a prize
         | pool bigger than the current biggest prize pool.
         | 
         | This really cuts into the power that a franchise model could
         | potentially have - they'd have much less power to control the
         | sport in the way that the NBA controls basketball or the NFL
         | controls football.
        
           | trynewideas wrote:
           | > Some teams are geographical. For example: Overwatch league.
           | 
           | OWL never made it to a full home-and-away season; they
           | planned one in 2020 but never executed it. Are there any
           | esports leagues that play in home-city venues?
        
           | nerdponx wrote:
           | > In Dota, in particular, Valve has tried to make changes to
           | encourage team stability, but the fundamental problem is that
           | pay is so heavily stacked towards winning a few top tier
           | tournaments per year, that people become very mercenary.
           | 
           | And ironically, Valve is the organization that created this
           | problem.
        
           | sophrocyne wrote:
           | Similarly, my only real experience following is Dota - I
           | blame my teenage years in War3 mods with that fascination.
           | 
           | Aside from the payout & incentive structure for players, the
           | game is very much dependent on aligning player skillsets,
           | heroes in the meta, and player attitudes/communication styles
           | -- So much so, that some teams thrive some years, and
           | completely disintegrate the next.
           | 
           | Plenty of examples of teams feeling they're being brought
           | down by 'those one/two players', while they keep the
           | "streaming stars" for the player fan base.
        
           | Ekaros wrote:
           | > Some teams are geographical. For example: Overwatch league.
           | 
           | Haven't checked the latest status, but I understood before
           | that didn't really work out.
        
         | Bilal_io wrote:
         | Maybe we will see national eSports teams if the fan base blows
         | up over the years. But as for the existing teams, they're more
         | like soccer clubs, and shouldn't be restricted by region, it
         | allows money to be invested to bring in the best players, which
         | is a good incentive for players to shine.
        
           | Ekaros wrote:
           | Regional isn't so much about the players. But that they play
           | every week or every other weak in same stadium with same core
           | group of fans easily being present. And on smaller clubs at
           | least in Europe there is clear pipeline for juniors to the
           | main team players. Thus bulk of the players can be locals.
        
           | jameshart wrote:
           | Soccer clubs aren't regional?
        
             | smcl wrote:
             | I think they mean that if you are, say, Real Madrid you can
             | sign a player who was born in Sevilla, Brazil or Turkey or
             | wherever.
        
               | jameshart wrote:
               | Okay, makes sense.
               | 
               | Doesn't seem to restrict the ability of soccer clubs to
               | build fanatical fanbases though
        
               | smcl wrote:
               | True but remember most of these teams have existed for a
               | long time before it became possible for fans to support
               | or follow teams abroad via TV and internet. So teams in
               | smaller markets (eg Scotland, Belgium, Netherlands,
               | Denmark, Sweden) have had the chance to build a local
               | support base without necessarily "competing" for their
               | loyalty with those in bigger markets (eg England,
               | Germany, Spain, Italy).
               | 
               | Note that I've put "competing" in quotes because I'm
               | talking about fanbases and therefore money to build and
               | develop their teams. Interestingly in the past when they
               | did compete on the field things were much more equal.
               | Before the explosion of TV money thumbed the scales in
               | favour of the bigger players, it wasn't such a huge shock
               | for, say[0], Dundee United to beat Barcelona or IFK
               | Gothenburg to beat Internazionale that it would today.
               | 
               | [0] in fact both of these results happened, in the
               | semifinals of the 1986/87 European Cup
        
         | Ninjinka wrote:
         | There are some geographical teams, my brother-in-law loves the
         | Dallas Fuel, but yeah they aren't all.
        
         | efsavage wrote:
         | Agreed, it seems odd to be a fan of a team when they aren't
         | "your" team, as in you can go and actually see them on a
         | regular basis.
         | 
         | Racing and golf are examples of successful sports that don't
         | have geographic ties, and they're both mostly individual-
         | driven. Racing has teams, but nobody really cares about them.
        
           | fernandopj wrote:
           | > Racing has teams, but nobody really cares about them
           | 
           | Italians and Ferrari would strongly disagree with you
        
             | Semaphor wrote:
             | On the one hand, yeah. On the other, I know many Germans
             | became Ferrari fans while they had Michael Schumacher.
        
             | Godel_unicode wrote:
             | Yeah, people not caring about the teams is really just
             | applicable to NASCAR in my experience.
        
           | jameshart wrote:
           | I'm assuming by 'racing' you mean motor racing.
           | 
           | 'Nobody' cares about racing teams?
           | 
           | https://en.m.wikipedia.org/wiki/Tifosi
        
       | IceHegel wrote:
       | Starcraft II was really the only esport I ever cared about or
       | watched. I think it is also widely considered the first esport.
       | Make of that what you will.
        
         | Kranar wrote:
         | Definitely not the first eSport. People played Warcraft 3
         | competitively, not to mention you also had arcade game
         | tournaments like Street Fighter 2 that go back to the 1990s.
        
         | fourseventy wrote:
         | SC2 was absolutely not the first esport. Quake3, counterstrike
         | and Starcraft 1 were all big (relatively) esports back in the
         | day with professional players and teams.
        
         | htag wrote:
         | I participated in several online leagues and in person
         | tournaments for Counter-Strike and Quake III before Starcraft
         | II was released. The Evo Moment 36 [0], still one of the most
         | iconic fighting games match, happened in 2004, six years before
         | Starcraft II's release. Starcraft Brood War and Warcraft III
         | both had tournaments and world rankings. There's been a culture
         | of in person tournaments at arcades and lans for as long as
         | there's been arcades and lan ports. If these aren't esports,
         | where are you drawing the line to say Starcraft II was the
         | first?
         | 
         | [0] https://en.wikipedia.org/wiki/Evo_Moment_37
        
         | endominus wrote:
         | Who considers Starcraft _II_ , of all games, the first esport?
         | Was it ever even considered as competitive as the original
         | Starcraft?
        
           | rollcat wrote:
           | I think OP confused the role / status of 1 & 2; SC1 was
           | almost immediately huge in Korea, had its own TV channel(s),
           | kids would play nothing else in the Internet cafes, etc.
           | Casual LAN was also huge: you needed only one CD key to host
           | a local game with up to 8 players (although TCP/IP was only
           | added a bit later, with a patch).
           | 
           | Even if you disagree that SC1 created esports, it is
           | definitely the one game that drove esports' early popularity
           | like no other game could.
           | 
           | Then in 2010 Blizzard released SC2, and in an effort to
           | promote it, tried to undermine SC1's success, since it saw
           | its continued popularity as SC2's competition. SC2 was never
           | as popular, other (often more casual) e-sports started
           | getting popular... and a couple of scandals among very high-
           | profile players (match fixing) drove the nail into the
           | coffin.
           | 
           | Both SC1&2 scenes are still remarkably healthy (for a 24&12
           | year old game, respectively), there are premier tournaments
           | with cash prizes, games continue receiving balance tweaks
           | (although SC1 mostly through map design), etc. I play
           | competitive SC2 casually and I can usually find a 1v1 match
           | in less than 10 seconds (or about 1min for team games). It's
           | never too late to get into it ;)
           | 
           | https://en.wikipedia.org/wiki/StarCraft_in_esports
        
             | Macha wrote:
             | I think it's fair to say SC1 did introduce esports to
             | Korea, but it was SC2 that introduced them to the west in a
             | big way. And certainly in the west SC2 was larger than BW,
             | probably even once you include the korean brood war scene.
             | I think you're diminishing SC2 a bit _too_ much in your
             | effort to point out the contribution of SC1.
        
           | htag wrote:
           | Yeah, Starcraft II is as competitive or more than the
           | original Starcraft. The introduction of the ladder means more
           | players play SCII competitively, and the pro scene is just as
           | good, if not better. Here's the commentary for the final
           | match of the last in person tournament in SC2 [0].
           | 
           | Starcraft II did a lot of things to make controlling the game
           | easier (Reassignable hotkeys, being able to select larger
           | armies, screen position hotkeys). This made it easier for new
           | players to get into the game, but the pro players were just
           | able to find new ways to use their precious attention and
           | keyboard presses and the skill ceiling remains as high as
           | brood war.
           | 
           | [0] https://www.youtube.com/watch?v=9WbXgaLr_eA&list=PLoBxKk9
           | n0U...
        
         | nemo44x wrote:
         | Well, Brood Wars had a huge esports following too. It still
         | does have a niche following.
         | 
         | SC is such a perfect game for esports but it's probably just
         | too complex for many people. You really have to understand the
         | nuance of the game for it to be enjoyable to watch. But if you
         | do, it's dramatic.
        
           | Ekaros wrote:
           | SC does have some issues. One is huge variance in map length.
           | Either it is couple of minutes or maybe 10 of some cheese
           | tactic or then half an hour hour long grind. Which makes
           | reliable format rather hard to implement.
        
         | FartyMcFarter wrote:
         | The first Starcraft was already huge at least in Korea, and
         | Doom / Quake were pretty big online in the 90s including some
         | professional events:
         | 
         | https://en.wikipedia.org/wiki/Esports#Growth_and_online_vide...
        
       | pier25 wrote:
       | The problem is that there's not enough audience. It's a niche
       | thing compared to big sporting events like F1, La Liga, Premier
       | League, NFL, NBA, etc.
        
       | helen___keller wrote:
       | It makes little sense to directly compare esports to traditional
       | sports, aside from the name and the fact that competition is
       | involved.
       | 
       | Esports' biggest issue is that the only real reason someone is
       | going to start watching is because they play the game and want to
       | see pros play it. Esports are usually not much fun to watch if
       | you don't already love the game (neither are traditional sports).
       | 
       | The main reason to watch a sport is because you love the game on
       | one hand, or you love the teams/players on the other. Traditional
       | sports get a lot of the latter because there's history and
       | inertia.
       | 
       | You don't have to love football to cheer for the Pats when you
       | live in Boston. But you aren't going to cheer for the Boston
       | Uprising (or even be aware that they exist) if you don't love
       | Overwatch.
        
         | HDThoreaun wrote:
         | I think you've misread why people watch sports. The biggest
         | reason to me seems to be nostalgia/family tradition. It's a way
         | to bring people together for a few hours. Beyond that I'd say
         | second biggest reason is the thrill of competition. Related to
         | "love of the game" but I think it's much more about the human
         | condition and struggle we all go through than you seem to
         | think. Most people can relate to dedicating their selves to
         | something and having their hard work pay off, and seeing that
         | happen is a large part of the intrigue of sports.
        
           | helen___keller wrote:
           | This is actually my point. People by and large don't love the
           | game in traditional sports, they love the team and players
           | because the history of the team is interwoven with their
           | personal life (nostalgia/tradition)
           | 
           | In esports this tradition doesn't exist because esports are
           | new. So you only watch if you love the game.
        
         | cnntth wrote:
         | Overwatch is a particularly interesting example to use here --
         | the reason the _Boston_ Uprising exist is precisely because
         | Blizzard went with the city based team model of traditional
         | sports. I agree with the premise of your comment, but  /most/
         | games have teams dissociated with locale, and OW is the outlier
         | in that regard.
         | 
         | To your point, the Boston Pride are in a traditional sport and
         | not as well known either. I'm sure Boston has a soccer club too
         | but I wouldn't know their name.
        
       | rchaud wrote:
       | Note to all financiers drunk off zero-interest capital: not every
       | new thing has to be jammed into 'unicorn' clothing. Some things
       | can just exist as cottage industries.
       | 
       | I first saw a televised StarCraft competition in South Korea in
       | 2001. That still exists AFAIK. Maybe it can't expand too far
       | beyond that, but at the same time, maybe it shouldn't?
       | 
       | Trying to manufacture celebrity gloss and betting markets around
       | eSports like it's professional field sports is just sad. How many
       | actual fans want to see the industry go that way?
        
       | jerf wrote:
       | This synergizes with several other comments, but I think you're
       | looking at another victim of the interest rates rising above 0%.
       | It isn't just the easy availability of the money for esports
       | themselves, it's the easy availability of money for sponsorships,
       | ad spend, hardware, no immediate need to show profitability on
       | the chance that maybe someday it will, a whole bunch of things.
       | With the rising interest rates, that all disappears at once.
        
       | mlinsey wrote:
       | As far as I can tell, two groups are making plenty of money off
       | of esports:
       | 
       | 1 - The companies that make the game. Whether it's Riot and
       | Blizzard selling slots in their leagues for eight figures, Valve
       | using their annual tournament to sell in-game cosmetics, or all
       | the companies ultimately owning broadcast rights to their game,
       | this is the biggest difference between esports and traditional
       | sports.
       | 
       | The New York Yankees and Los Angeles Dodgers make money because
       | they sell their own tickets and broadcast rights to their games;
       | even though MLB does control the streaming revenue, they share it
       | out to teams and ultimately have to bow to the wishes of a
       | majority of team owners. What you don't see is a single company
       | MLB inc that owns the copyright to the game of baseball, sells
       | broadcast rights to all teams themselves, charges teams to play
       | in the league, and can kick teams out of the league at a whim.
       | That's the situation in esports.
       | 
       | 2 - Individual players, with streaming. Players can first make a
       | name for themselves in competitions, then stream on their own
       | Twitch channel for revenue. This is not that different from
       | athletes acting as social media influencers and signing
       | endorsement deals, but the biggest difference is that by
       | streaming on Twitch, they appear side-by-side with tournament
       | broadcasts. It's as if LeBron's instagram account where he
       | streamed his workouts and pickup games were just one change-of-
       | the-channel away from ESPN, and people would consider it normal
       | to flip between the game and individual player streams.
       | 
       | Lots of esports orgs, as part of signing players, get a big cut
       | of the player's streaming revenue. But the revenue for an
       | individual player's twitch stream, while great for an individual,
       | usually isn't going to be significant enough to maintain a whole
       | organization, and when a player brand does get big enough that
       | their stream could sustain an org - that's when the player will
       | be heavily incentivized to go independent, and make more money
       | from streams than they do from competing.
       | 
       | Ultimately, I think esports has a bright future - overall total
       | viewership continues to rise, even though some games like League
       | of Legends - which is more than a decade old now - are starting
       | to fade. It's just the business models of the offline sports
       | world don't carry over, and that's especially apparent with these
       | organized teams.
        
         | yamtaddle wrote:
         | 3) Esports gambling companies
        
         | TheAceOfHearts wrote:
         | The latest League Worlds was gigantic and viewership peaked at
         | 5.1 million. These big finals are the eSports equivalent to the
         | Super Bowl, and a lot of people tune in even if they're not
         | active players.
         | 
         | My favorite moba is Heroes of the Storm but I still check out
         | League Worlds and DotA2's The International, despite not
         | playing either game.
         | 
         | StarCraft 2 is a decade old and viewership is still pretty
         | solid for big events. Brood Wars is two decades old and they
         | still get thousands of viewers!
        
           | somehnacct3757 wrote:
           | eSport viewership numbers are untrustworthy because the games
           | incentivize players to tune in with special in game rewards.
           | 
           | Also for reference the last Superbowl was watched by 100M
           | viewers.
        
             | axus wrote:
             | Aren't the rewards cheap for the company? Advertising costs
             | plus the artists salary?
        
             | jcranmer wrote:
             | > Also for reference the last Superbowl was watched by 100M
             | viewers.
             | 
             | Getting precise numbers for marquee sporting events is
             | difficult, especially outside of the major US sports
             | leagues, but the Super Bowl is on the shortlist for most-
             | viewed single sporting event. Comparing only among US
             | sports leagues, the Super Bowl has more viewers than the
             | final game of the next several leagues _combined_ --the
             | next largest finals seems to have somewhere around 20M
             | viewers.
             | 
             | By contrast, the smallest of the "big" US sports leagues
             | can only manage around 5 million viewers for its final
             | games.
        
             | stryan wrote:
             | How much sports game viewership is just TV's with the game
             | on for background chatter, or people watching the Superbowl
             | for the half-time show? I think viewer rewards is something
             | to take into consideration (I certainly used to idle in OWL
             | twitch streams for free skins) but I think it's a bit
             | disingenuous to claim all of them are untrustworthy.
        
               | rchaud wrote:
               | The difference is that people will be talking about
               | football well after the game is over. There is
               | SportsCenter, there are the blogs, the social
               | media....all of these things matter to advertisers,
               | perhaps even more than the base metric of how many were
               | watching the live broadcast.
        
               | ptudan wrote:
               | There's definitely derivative media in eSports too.
               | Replace SportsCenter with youtube and twitch channels,
               | and the rest is the same
        
             | darkwizard42 wrote:
             | Yes, I don't see anything wrong with that or why that might
             | discount the viewership numbers. It is the equivalent of a
             | giveaway during a presentation.
             | 
             | The cost of in-game rewards is in most cases marginally
             | zero in software.
        
           | Semaphor wrote:
           | > and a lot of people tune in even if they're not active
           | players.
           | 
           | Do they? I played (completely casually) till 2013, and
           | stopped watching after the 2014 championship. I didn't
           | understand it anymore. Too many new champions, meta changes
           | that I didn't keep up with. Patches that changed the
           | behavior. I have a hard time seeing how inactive players keep
           | being interested.
        
             | Karrot_Kream wrote:
             | Sticky social networks.
             | 
             | I grew up watching a lot of regular sports but also playing
             | some games. Same deal, once I became busy and decided to
             | stop keeping up with meta changes, champ changes, etc I
             | stopped watching. But I had younger friends who had more
             | time who kept hyping these events so I felt pressured to
             | watch. Then their younger friends would hype up the events
             | and watch. I also have some actual streamers in my friend
             | group so they socially pressure me to watch as well. I've
             | finally gotten old enough that most of my friends have
             | largely stopped watching eSports for fun. Funny enough I
             | still watch regular sports because the meta really doesn't
             | change that much at all.
        
           | Kranar wrote:
           | Can you cite figures for SC2 viewership? I sometimes watch it
           | but from what I've heard from announcers on Twitch, SC2
           | viewership outside of Korea is basically dead. The last SC2
           | event was last month, Dreamhack Atlanta and it only managed
           | to get a peak viewership of 26k for the finale. The average
           | viewership for SC2 was 15k.
           | 
           | That's abysmal, it's not even on par with people who watch
           | competitive hot dog eating.
           | 
           | [1] https://escharts.com/tournaments/sc2/dh-
           | sc2-masters-2022-atl...
        
             | nosianu wrote:
             | Home Story Cup still was 5-10+k viewers for the last time
             | very time I looked. Half that for other larger tournaments.
             | I think it still is surprisingly solid, myself I watch only
             | very infrequently these days.
             | 
             | I'm reporting what I see in the channel counter. Since I'm
             | still subscribed to some major SC2 channels I see the
             | numbers even when I don't watch myself.
             | 
             | Tp me this is far from "dead", but I don't care about tens
             | of thousands of viewers and lots of commercial activity.
             | Just look at what this kind of "success" did for soccer.
             | Maybe a bit more would be better, mostly for the Korean
             | casts by the Tastosis duo, which unfortunately disappeared
             | from Twitch and one has to go and watch it deliberately.
             | 
             | The other one I watch is Back2Warcraft (my only WCIII
             | channel, so I name it directly instead of the game - but
             | it's the biggest one anyway). 1k regularly, a few times
             | that for the bigger events. Even the casters could not
             | ignore the disaster that WC III Reforged was, and in quite
             | a few ways still is.
        
               | Kranar wrote:
               | Fair enough but at least we can quantify what people mean
               | by solid.
               | 
               | I think for most people, viewership of 5-10k is
               | absolutely abysmal, basically dead. You can get 5k people
               | to watch almost anything, including people eating copious
               | amounts of junk food.
        
         | Mountain_Skies wrote:
         | Point two reminds me of how some university professors make
         | most of their money doing consulting and serving as expert
         | witnesses. While their university salary pales in comparison to
         | what they get from their other activities, it is their status
         | as professors at reputable universities that makes the other
         | income possible.
        
         | mocha_nate wrote:
         | 100% agree. I started getting into Twitch during the beginning
         | of the pandemic and got to know a lot of people who make money
         | via online tournaments. The main channels I watch are Call of
         | Duty and Super People. It's fascinating watching these
         | streamers compete.
         | 
         | If I could invest as an average joe, I would.
        
       | Pwntastic wrote:
       | https://archive.vn/LhQEa
        
       | ninth_ant wrote:
       | Esports doesn't _have_ to mimic traditional sports. My family
       | watches a monthly Minecraft competition together, featuring not
       | the best in the world but participants who are already popular
       | streamers outside that context.
       | 
       | The competition is streamed from the perspectives of the
       | participants, the teams change every month, and there is no prize
       | money. Regardless of all these factors it's still a fun,
       | competitive event that delivers a good sports watching
       | experience.
       | 
       | It doesn't have the money or professionalism of major league
       | sports, but for us it entirely doesn't matter either.
        
       | tareqak wrote:
       | Given the timing coincides with rising interest rates, I wonder
       | how much of these investor and sponsor decisions revolve around
       | cutting costs as opposed to any change in esports and their
       | audience.
        
       | humanlion87 wrote:
       | I don't follow esports much except for Age of Empires 2
       | (Definitive Edition). It is a comparatively small community, but
       | nonetheless very impressive for a 20+ year old game. I have been
       | surprised by the increasing number of top-level tournaments (with
       | good prize money) that are being organized. Very excited for the
       | future of this game.
        
         | avisser wrote:
         | Man, the AoE folks and the Starcraft folks really need to team
         | up to keep things going. 20-year old games for the win.
        
           | runnerup wrote:
           | MarineLord and BeastyQT might agree!
        
       | rvba wrote:
       | I would ask another question: if the "hype" about traditional
       | sports, like football (soccer), basketball, NFL, car racing is
       | worth the money sunk on advertising there?
       | 
       | I have a gut feeling that most of the money spent on investing in
       | sports seems to be wasted - with relatively low returns. "Brand
       | building" is just an empty promise and much better results could
       | be achieved spending this money in a better way.
       | 
       | It feels that companies invest in advertising in a particular
       | sport only because the CEO likes that particular sport; obviously
       | the consulting companies will come with some bullshit slides to
       | defend it.
       | 
       | E-sports never really managed to get this hype - and in e-sports
       | the companies more often try to track return on investment, which
       | is probably low.
       | 
       | In regular sports we have companies like Gasprom spending
       | hundreds of millions on advertisements - why? (I mean less money
       | for tanks at least)
       | 
       | On a side note: for e-sports some companies spent money so much
       | smarter, say some graphic card companies sponsor weekly
       | tournaments (costs them peanuts - say 1 graphic card per week) -
       | which is probably lower cost than spending one time on some big
       | ticket event, or sponsoring a team, about which nobody cares
       | about - because viewers track particular players.
       | 
       | In general most money spend on marketing is poorly tracked and
       | effectively wasted; anyone who actually looked more into it can
       | see how the agencies barely even bother to track real stats.
       | Investment in sport feels especially unprofitable - mostly vanity
       | projects of decision makers. For example Chevrolet sponsored
       | Manchester United - for millions, while not selling their cards
       | in Europe.. Ewanick was fired for that deal.
        
       | yesimahuman wrote:
       | I'm a pretty regular esports watcher (Apex Legends is my game of
       | choice) and I thoroughly enjoy it. But it's also clear that it's
       | a terrible investment at the moment. Seems the only ones making
       | money are game companies themselves (obviously), the rare org
       | like TSM, and pros that have large Twitch and YouTube followings.
        
       | themodelplumber wrote:
       | I hope things keep going with esports and that the hype doesn't
       | fade too fast. It's interesting to compare with the rise of
       | American football like the NFL here in the US, since everybody is
       | saying we are repeating the early 1900s in general.
       | 
       | Some 10+ years ago I helped a friend's son get a full ride
       | esports scholarship, and it really stood out as a huge new
       | benefit for kids like him (with a certain set of skills!) at the
       | time. Totally launched his career in software too.
       | 
       | My own boys randomly announced recently that they are part of
       | their school's esports club, and I feel the same way...they enjoy
       | gaming and no matter how this goes, they have a new option, a
       | group activity to belong to. Whether they really get into it as a
       | career or not, it has been a clear pro for them.
        
       | [deleted]
        
       | sylens wrote:
       | As someone who played a lot of Starcraft back during SC1/SC2
       | Wings of Liberty days, Starcraft was a game I loved watching
       | other people play - mostly due to fog of war knowledge asymmetry
       | in the audience.
       | 
       | If I was someone who didn't play video games, I think Rocket
       | League would be the title I would be interested in watching
       | others play.
       | 
       | I just can't fathom any non-gamer ever finding Call of Duty,
       | League of Legends, DOTA, Overwatch, Valorant, etc. interesting
       | enough to watch. I played many of those same games at some point
       | and even I don't find them interesting to watch. First person
       | shooters in particular seem so confining in terms of spectating.
        
         | themanmaran wrote:
         | Agreed. Starcraft in particular is fun to watch because you can
         | see some longer term strategies at work.
         | 
         | Compare to CSGO or COD. I have no idea what's going on, only
         | that one side has better mechanics than the other. I know these
         | games have strategies / formations as well. But they're a lot
         | less apparent to me, and engagements are so quick I can't grok
         | what's happening.
        
           | Kranar wrote:
           | I play SC2 and watch from time to time. I don't see how you
           | can claim there are longer term strategies at work when the
           | average game lasts about 6 minutes, and the first minute or
           | two of the game are basically "filler". I think one reason
           | SC2 is kind of boring to watch is because you get maybe 1-2
           | minutes of actually interesting game play, and the rest of
           | the 4-5 minutes is just repetitive.
        
             | SgtBastard wrote:
             | Each race has 8-10 viable "standard" openings and 2-3
             | "cheese" openings... sure, if you just watch one player who
             | leans heavily on "skytoss" or "1-1-1 Terran" it gets
             | repetitive, but also watching how each player responds to
             | the increasing info about their opponents build from
             | scouting is also interesting.
        
       | TheAceOfHearts wrote:
       | One of the problems in the eSports scene is that there's not a
       | lot of room left for grassroots events to grow. Too much of
       | eSports is propped up by deep pockets hoping to become the next
       | money printing giant. Then when the return isn't happening, they
       | just kill everything off. Why would anyone invest in something so
       | volatile? Looking at you ActiBlizz, with the suddenly cancelled
       | HGC.
       | 
       | I'll continue to watch Brood War and StarCraft 2. The prize pools
       | might not be as large as they once were, but the games are still
       | amazing.
        
         | Ekaros wrote:
         | I think there is lot of room for grassroot events. But those
         | events will be small and local. Maybe couple hundred people
         | being present and couple thousand viewers. Not that much to
         | monetize and most teams playing will be amateurs.
        
         | Raidion wrote:
         | Heroes of the Storm was a lot of fun and had a great community.
         | IMHO, that's one of the big problems with e-sports: They're
         | clearly at the mercy of the publisher.
         | 
         | Even more recently: Halo Infinite came out, was supposed to be
         | the next best thing. A bunch of people changed games to play
         | that, expecting a huge scene. It failed to really make an
         | impact on the market and left a lot of players high and dry.
         | 
         | I think the best way (but not the most profitable way) is for
         | companies to commit to a certain number of years with a base
         | prize pool, and then sell team cosmetics that have a large % of
         | the price added to the prize pool. Too many professional
         | careers are based on streaming income, and there is very little
         | way for a viewer to support the scene other than watching.
        
       | Doorstep2077 wrote:
       | There are several risks to consider when investing in esports
       | gaming. Some of the key risks include:
       | Investment in esports teams and organizations is largely
       | unregulated, so there is a higher level of risk compared to
       | traditional sports.              The esports industry is still
       | relatively new and rapidly evolving, so there is a higher level
       | of uncertainty and potential for volatility in the market.
       | Esports players have shorter careers than traditional athletes,
       | so there is a higher level of risk associated with investing in
       | individual players.              The esports market is highly
       | competitive, with many teams and organizations vying for a share
       | of the market. This can make it difficult for investors to
       | generate a return on their investment.              Esports is
       | still a niche market, so there is a limited pool of potential
       | investors and a smaller market for teams and organizations to
       | generate revenue.
        
       | dogleash wrote:
       | With the benefit of hindsight, I think esports are more similar
       | to the model set by the World Series of Poker than pro sports.
       | 
       | Well attended in-person attended always felt like a non-starter
       | to me. I go to NFL and NHL games a few times a season, even with
       | bad seats the field is big enough that you only look to the
       | monitors for the replay. For a computer game you're not watching
       | play on the field, just the monitors, so you have the same
       | problems as a movie theater.
       | 
       | I get the social aspect for your tiny tournaments, or once-a-year
       | events. But that's just not as big of an audience. I still go to
       | the movie theater too. But unless you're there for the hype of
       | being in a loud crowd... why go often?
        
       | khiqxj wrote:
       | i think the top e-sports games are terrible: cs (the recoil
       | system is a literally a hack), fortnite (F2p crap[1] and its not
       | really a real game, you can feel the OOP system while you're
       | playing as it takes several round trips for any action other than
       | moving/shooting to happen), pubg (bloated amateur project). then
       | theres valorant which aside from being F2P is largely boring as
       | hell in the same way as overwatch. ive been told that my
       | assumption that LoL is wonky RPG-esque metacrap is correct. only
       | the starcraft games look alright, those are the only big games i
       | havent played yet.
       | 
       | there's very little happening in the world of multiplayer games.
       | the only ones with consistently decent netcode are COD and BF.
       | after their first few flops (like BF2) they finally mastered it.
       | everything else is downhill from there. theres not much you can
       | do to make your game good when it has no substance (at the very
       | least you need a solid implementation, let alone interesting
       | graphics, which Lol, Overwatch, and Valorant lack) other than
       | hype it up.
       | 
       | 1. fortnite was acceptable for an alpha quality project in the
       | first few months, then they got skins and the FPS dropped by 3/4
       | for any causal hardware, and it was all downhill from there
        
       | mamonster wrote:
       | As someone has followed the industry for quite some time, I would
       | say that the hype isn't really dying down, but rather that teams
       | are finally having to address the elephant in the room: Pro
       | player compensation is completely out of whack with regards to
       | where franchising revenue/merch sales are. Salaries need to come
       | down maybe 50% in the West for the numbers to make sense.
        
         | Godel_unicode wrote:
         | That's essentially the thesis of the article, yes. Hype here
         | refers not to the players or the fans but rather to the
         | business side. Investors are looking for returns and not
         | finding them.
        
         | PaulHoule wrote:
         | The flip side is that compensation is not terribly attractive
         | to the players.
         | 
         | I've heard that players are dropping out at young ages not
         | because they can't play anymore but because it is not a good
         | living.
         | 
         | I had a LoL habit for a while. I was definitely a fan of
         | Yiliang Peng but spent a lot more time playing LoL than I did
         | watching the pros. I don't think I generated much if any
         | revenue for his team. There is not a big money train like there
         | is for the NFL.
        
           | loganriebel wrote:
           | The reality is that top players can make more from
           | streaming/content than playing. To take your Doublelift
           | example he has been full time streaming for 2 years but is
           | coming back to LCS this year. He's taking a massive paycut by
           | playing LCS vs. full time streaming/content.
           | 
           | These inflated pro salaries are good for the lower tier
           | players who don't have the entertainer personality
        
           | bitwize wrote:
        
             | ketzo wrote:
             | No need for the weird shot at women. Streaming makes more
             | money than esports, period.
        
               | runnerup wrote:
               | Indeed. The top woman streaming on twitch ranks #64 and
               | the second most popular woman does not break the top 100.
        
               | spinach wrote:
               | Is it simply a shot at women? As the only way women can
               | make money that way is if there is an audience of men
               | willing to watch and spend money on them.
        
             | IntelMiner wrote:
             | misogyny isn't cool
        
           | tashoecraft wrote:
           | I only follow pubg esports, but I'm just not seeing how a pro
           | player in an expensive country can afford to make a living.
           | The competition is brutal, the hours to be at the top are
           | very high, and unless you're a top streamer the income is
           | very low.
           | 
           | Now this can all be hand waved away with "they're just
           | playing a video game, they're lucky" but I think that misses
           | the point. To be a pro at one game, you have to dedicate
           | everything to that game. Revenue sharing has to go up for
           | longevity of esports.
        
             | wingerlang wrote:
             | Isn't the very definition of 'pro' that they get paid to do
             | it? Prize money, sure, but also sponsors.
        
               | michaelt wrote:
               | You can get paid without getting paid _well_.
               | 
               | Take [1] as a random example - 18th in the pubg global
               | championship, and they've made $53k split between 3
               | players in 2022.
               | 
               | How many hours of practice do you think they have to put
               | in, to be 18th in the global championship and earn $17.7k
               | per person?
               | 
               | [1] https://liquipedia.net/pubg/BBL_Esports
        
               | wingerlang wrote:
               | Aren't they getting a salary for those hours of practice?
               | That's what I mean with pro, as in professional, as in
               | having gaming as their profession.
               | 
               | Honestly, $17.7k for _18th_ place, in PUBG of all games,
               | seems very high to me as a prize. But I am sure they
               | split a lot of that with their organization, coaches and
               | whatever they have, and taxes on top of that.
               | 
               | Even so, people work for minimum wage so it all just,
               | depends.
        
               | tashoecraft wrote:
               | A lot of the teams aren't organizations, and the ones who
               | are can sometimes get pretty low salaries, from what I
               | understand. With how much movement there is in the
               | leaderboard year to year, the team who came in first in
               | 2020 placed last in 2021.
               | 
               | For how many hours of time played, it's well below
               | minimum wage. And of course it is different, playing a
               | game has plenty of benefits, I'm just thinking about
               | longevity of esports as a whole.
        
               | tashoecraft wrote:
               | I don't believe that's per person, that's total for the
               | team. So <18k for 4 players and a coach. The tournament
               | went for 20 days, so missing out on any income you could
               | generate from another job during that time, excluding the
               | coach that's 4.5k per tax, on the largest money making
               | opportunity all year.
        
               | NovemberWhiskey wrote:
               | I don't know anything about e-sports, but I know
               | something about professional sports - and the prize money
               | at the top end is small compared with the endorsements.
               | Tiger Woods only made 10% of his fortune in prize money,
               | for example.
        
             | nigerianbrince wrote:
             | > and unless you're a top streamer the income is very low.
             | 
             | For rocket league, the content creation scene is much
             | bigger than the pro scene. As a developer once said, is
             | very GIFable. Combined with the flexibility of the game
             | itself, you see nearly endless possibilities for content
             | creation. More than half of the top content creators for
             | this game are "casual" players[1]. Casual is quoted because
             | they're still grand champion level but nowhere near the pro
             | level. There are also pros turned content creators that are
             | familiar with unreal engine and create really cool stuff
             | (eg lethamyr). On the other end of the spectrum is sunless
             | khan who creates video essays about rocket league[2]
             | 
             | [1] https://www.youtube.com/results?search_query=rocket+lea
             | gue&s...
             | 
             | [2] https://www.youtube.com/watch?v=DuV2SGAZaig
        
               | kgwxd wrote:
               | Rocket League is very watchable by people unfamiliar with
               | it too. It's just Pong in 3D. It's 3v3, and you can
               | manipulate the paddle in very creative ways, but it's
               | basically just as simple.
               | 
               | I was pretty much done with gaming until I found Rocket
               | League. It's one-of-a-kind in so many ways, I'm not sure
               | it'll ever be outdone. If it can't survive an industry
               | crash, I don't think any eSport game will.
        
         | Macha wrote:
         | The flip side is that the earning potential of the top players
         | are incredibly lopsided, whether that be the top competing
         | players in terms of winnings, or those most able to be a
         | personality in terms of streaming. It's not clear the teams
         | themselves contribute much to either of those areas - training
         | is most often self directed or with play groups that may not
         | align with teams, and it's not like e.g. soccer where there's
         | big physical infrastructure like stadiums that clearly the
         | players need an organisation to provide. Instead the venues for
         | in-person events are provided by the tournaments, not the
         | teams, and pretty much everything else the players need to earn
         | money is online.
        
         | rwnspace wrote:
         | I believe Faker was the first million dollar salary in eSports
         | on 2017, IIRC LoL moved to a franchising system for it's
         | leagues, which brought in a ton of 'naive' capital, the
         | combination caused a gigantic inflation in NA player salaries
         | and a significant one in EU.
         | 
         | This was recognised as a bubble by veterans in the industry and
         | talked about on various talkshows at the time.
         | 
         | I completely agree with your point about salaries and really
         | just want to add that this has been expected for years. ESports
         | is still growing, it's just the rate will seem more sane to
         | those in the know.
        
         | Ekaros wrote:
         | And on other side popular players can possibly make same money
         | as streamers or influencers with less risk and effort.
        
           | deelowe wrote:
           | To me, this is what's changing and it's not just changing
           | esports.
        
             | makestuff wrote:
             | Yeah you see it in the NBA/NFL with a lot of players
             | building their personal brand via
             | Youtube/TikTok/Podcast/etc. It will be interesting to see
             | how this plays out over the next decade. Will businesses
             | keep dumping money into influencer advertising, or will it
             | die down and go back to just the mega stars getting deals.
             | 
             | I know right now even people with 10-20k followers on a
             | platform can still get brand deals because it is a new form
             | of targeting. I think the hard thing to solve for is how do
             | you measure the ROI besides use code "XYZ" for 20% off your
             | first month or whatever.
        
           | beckingz wrote:
           | So the classic sports model?
           | 
           | Step 1. Be good at a sport and become famous Step 2. Convert
           | Fame into money by endorsing products.
        
             | HDThoreaun wrote:
             | This is true for soccer, but almost all American athletes
             | make the vast majority of their income off team salary.
        
             | Godel_unicode wrote:
             | In most sports leagues the vast majority of player income
             | is salary from their team. There is something approaching a
             | power law around endorsement money, even in the NBA it's
             | really only the top 10 earners who make more than 20-30% on
             | their non-basketball revenue streams.
        
             | ptudan wrote:
             | Not really. Endorsements and Advertising are a good cut of
             | the money but most of the big money in streaming is coming
             | directly from fans, whether through premium subscriptions
             | or donations.
        
       | epolanski wrote:
       | There is one huge problem behind esports: their viewers are
       | always going to be limited by the actual game's userbase.
       | 
       | As no game grows forever at some point the popularity of the
       | esport is also going to fall.
       | 
       | Esports are here to stay but the dreams of any videogame being
       | able to catch and retain viewers for decades is just never going
       | to be there.
        
         | pastacacioepepe wrote:
         | Or at least until competitive games become as enjoyable to
         | watch as, say, a soccer game. It's true that most competitive
         | games just look like a mess if you haven't played them. I guess
         | game devs should start optimizing animations, camera and
         | effects for viewers, rather than just for players, perhaps with
         | a "viewer" mode that is different from the player mode.
        
           | jmcgough wrote:
           | > I guess game devs should start optimizing animations,
           | camera and effects for viewers, rather than just for players,
           | perhaps with a "viewer" mode that is different from the
           | player mode.
           | 
           | They've put a lot of work into this for league of legends.
        
         | nickff wrote:
         | > _" There is one huge problem behind esports: their viewers
         | are always going to be limited by the actual game 's
         | userbase."_
         | 
         | Is this true? I know many people who watch e-sports of games
         | they don't play, and professional outdoor sports are often
         | watched by people who rarely if ever play the game (football is
         | a good example of this).
        
           | 8note wrote:
           | Minecraft is the obvious eSports example
        
         | jmcgough wrote:
         | This is true for a lot of games, but less true in evergreen
         | games that can continue to update in perpetuity forever.
         | 
         | League of Legends has been around for over a DECADE and the
         | esports scene for it is bigger than it's ever been.
        
         | thinkmcfly wrote:
         | I've been watching pro StarCraft Broodwar since 2005. 2 decades
         | soon! If they had released new mechanics since then they would
         | have killed the community. Modern esports lack the locked in
         | balance that leads to nuanced play and decades of viewership,
         | save for games like Cs and starcraft bw that avoid chasing the
         | 'next gen' marketing ploy. Blizzard did it's part to try to
         | kill scbw esports but they failed
        
       | s_dev wrote:
       | The core problem of competitive games is that they're "owned" by
       | someone. Imagine if "soccer" or "tennis" was owned by a
       | corporation.
       | 
       | This is what's happening when you watch a competitive game of
       | Counter Strike (Valve) or Starcraft (Blizzard).
       | 
       | Sure there are institutions like FIFA and Wimbledon but nobody
       | owns football/soccer.
       | 
       | My proposal would be for a game to be competitive it must be open
       | source by default -- a generous license like MIT.
        
         | pier25 wrote:
         | I don't know. There are many racing competitions but F1 is
         | owned by the FIA.
        
         | intrasight wrote:
         | From a business practical standpoint, FIFA does own
         | football/soccer.
         | 
         | But you make a good point about open source. It would have the
         | added advantage of being open to code review to find flaws that
         | allow cheating.
        
         | Reubachi wrote:
         | Not sure the case for "older" sport like soccer/football,
         | 
         | But in US, MLB owns baseball. NFL owns American football. What
         | I mean is, they literally own the mechanism of play for these
         | two sports and allow the individual teams to compete in the
         | leagues, which they must make many concessions to be a part of.
         | aA "copy" of MLB can't pop up and play the same exact game, MLB
         | owns every part of it.
         | 
         | IE; your "problem" with competitive gaming infrastructure is
         | exactly how competitive sport is and has succeded. Apples to
         | oranges of course tho
        
           | s_dev wrote:
           | That's not a good example. Here's why:
           | 
           | How many kids play baseball in the US and don't pay royalties
           | to MLB? How many kids play football and don't pay royalties
           | to NFL?
           | 
           | All these same kids -- when playing Starcraft have already in
           | someway paid Blizzard money. You cannot play Starcraft
           | legally without paying them money. You can play football in
           | your backyard whenever you want.
        
             | Tenoke wrote:
             | SC2 is f2p so you can.
             | 
             | You also typically will pay some manufacturer for
             | basketball equipment before you play.
        
               | bena wrote:
               | That money doesn't go to the leagues however.
               | 
               | You don't have to pay the NBA. Hell, you don't even have
               | to pay Wilson, the official basketball manufacturer of
               | basketballs for the NBA. You could buy a Spalding, or any
               | random brand.
        
               | TulliusCicero wrote:
               | Yeah, instead of price it'd make more sense to talk about
               | centralized control.
        
             | TulliusCicero wrote:
             | > when playing Starcraft have already in someway paid
             | Blizzard money. You cannot play Starcraft legally without
             | paying them money.
             | 
             | Strictly speaking, you can: both StarCraft 1 and StarCraft
             | 2 have free versions.
             | 
             | You do need to pay for the HD graphics for SC1 though, and
             | for SC2 you'd have to pay for some campaigns or co-op
             | commanders. And it's quite common for eSports to be free to
             | play, with mostly just charging for cosmetics.
             | 
             | I get what you mean, though: even if there are free
             | versions, it's still explicitly under the game developer's
             | control.
        
           | bena wrote:
           | You're right and wrong.
           | 
           | The MLB doesn't "own" baseball nor does the NFL "own"
           | football. Both of them are gestalt entities comprised of the
           | member clubs.
           | 
           | The NFL are the 32 member clubs. MLB are the 30 member clubs.
           | You can't start a football team and compete in the NFL
           | because the 32 member teams don't want to play against you.
           | 
           | Any concessions a team makes "to the league" is really a
           | concession made to the other teams. For the NFL, every year,
           | the 32 owners get together and vote on various rule changes.
           | Same with the MLB.
           | 
           | MLB is a little weird in that it does have a government
           | allowed monopoly on professional baseball, but no other
           | league does. Like, you could start a rival baseball league,
           | but MLB could take whatever action it wanted to squash your
           | league (assuming all those actions were legal otherwise). But
           | nothing except very anti-competitive practices are stopping
           | you from starting your own baseball league. Just, good luck
           | airing your games, or finding fields that can seat more than
           | 500 people, or being able to sell tickets online, or
           | advertising. MLB can make agreements to exclude rival leagues
           | from everything.
           | 
           | The NFL can't do that. Which is why you get the USFL, the
           | XFL, the Spring League, the AAFL, the XFL again, Arena
           | football, etc. It's just that no one is capable of putting up
           | the money to compete with the NFL. You're either overpaying
           | what any NFL club would pay for a player or fielding players
           | no NFL club would take. And that's not to dismiss any of
           | those guys in terms of athletic ability. Being in the top 1%
           | of athletic ability is still pretty fucking good. But the NFL
           | would be more like the top 0.1%.
           | 
           | But no one is doing that. Average salaries for all of these
           | leagues were under the average salary for the NFL of the
           | time. There just isn't the money because there's no base. And
           | it's because the NFL has built its brand(s) over decades. The
           | NFL makes money hand over fist because they've gotten there
           | over the years. And they essentially got in when the
           | competition was on their level. New competitors on the scene
           | have a much harder path.
           | 
           | The biggest difference is that professional sports leagues
           | are essentially team owned and team run. Collectively, but
           | still.
           | 
           | A better analogy would be Wilson, Rawlings, Nike, Spalding,
           | etc. Wilson make a football called "The Duke". It is made to
           | the specifications set forth by the NFL. They also make the
           | NBAs basketballs. Rawlings makes the baseballs for the MLB.
           | Wilson/Rawlings gets exactly zero input into how the game is
           | played. The people who agreed to play each other do that.
           | 
           | Whereas in eSports, the maker of the equipment (essentially)
           | is the one dictating how to play the game. It would be like
           | if the US Playing Card Company decided to start dictating how
           | the World Series of Poker was run.
           | 
           | So what you have is that eSports is seen as advertising for
           | the game rather than the product itself. That's what
           | separates other leagues from eSports. Every other
           | professional sports league treats the competition as the
           | product. Mainly because they have to. Riot, Epic, Blizzard,
           | Valve, WotC, etc. all see their "professional" leagues as
           | advertising avenues for their "actual" product.
        
           | bbanyc wrote:
           | The USFL exists. It doesn't really compete with the NFL but
           | that's more due to NFL teams having much more money with
           | which to buy nearly all the top talent.
        
           | [deleted]
        
         | marcelluspye wrote:
         | The closest thing to this at the moment, I think, is online
         | Chess.
        
         | helen___keller wrote:
         | It might be interesting to note that during Starcraft Brood
         | War's heyday as a major esport in Korea, it wasn't really
         | touched by Blizzard. They weren't pushing out updates or
         | expansions, or leveraging control of the IP e.g. involving
         | themselves in managing the competitive scene.
         | 
         | Blizzard basically treated the game as "done" and the
         | competitive scene turned into a major esport organically.
        
       | Verdex wrote:
       | Long term, I think esports are going to be fine. However, I think
       | it's too early for them to really take root and embed themselves
       | into any sort of mainstream or stable culture.
       | 
       | Physical sports have been around since forever and even if we're
       | talking about some of the biggest games around at the moment
       | we're talking about things like football which was invented in
       | 1863. Plenty of time to shake out all the details such that
       | everyone understands the game and some stability evolves.
       | 
       | Not only are videogames much newer, but the medium is up to the
       | whims of large corporations with a history of making crazy
       | decisions just to squeeze another dime out of the consumer.
       | 
       | Give it a couple of generations and I'm sure it'll earn it's
       | place and become a staple of lazy sunday afternoons.
        
         | wasabi991011 wrote:
         | I was thinking along the same lines, but on the other hand,
         | will specific video games be able to have as much staying power
         | as physical sports?
         | 
         | The way I envision longevity playing into the sports industry
         | is by having generational playing and viewership, with parents
         | teaching their children about the game rules, playing with
         | them, and explaining while watching a broadcast game. It's not
         | the only way people get into (traditional) sports watching, but
         | I believe it is the main underlying word-of-mouth mechanism.
         | 
         | However, with videogames being driven so much by graphical
         | improvements, gameplay evolution, and other trends, will there
         | ever be an eSport which stays in vogue for long enough?
         | 
         | Quick research on eSports:
         | 
         | Tetris is the oldest at 30 years (for the World Championship
         | version), still a popular game with a competitive scene. Smash
         | Bros Melee is 20 years old and very popular as an eSport, as
         | well as StarCraft with a lesser but still decent viewership as
         | I understand, though Quake and Street Fighter 2 from around
         | that time are not drawing much viewership (nor casual
         | popularity). 20 years ago was also the appearance of
         | CounterStrike which is massively popular, but has had multiple
         | titles, with only the latest version of 10 years ago still
         | being played. All other major eSports are from that time period
         | of 10 years ago or newer as far as I see.
        
         | thefaux wrote:
         | Physical sports also have a purpose that esports cannot
         | adequately address: the need to discharge physical energy and
         | aggression. There is something primally satisfying in defeating
         | someone in say basketball that cannot be matched in my
         | experience by non-contact activities.
        
           | silisili wrote:
           | My main argument against esports is somewhat similar, though
           | in a different direction. It's odd to me to watch something
           | anyone can do, with minimal investment. Why watch when you
           | could just play?
           | 
           | With baseball, football, or basketball, I'd have to not only
           | find a field or court and a bunch of willing participants,
           | but also be in good enough shape to run a bit.
           | 
           | Watching Esports is essentially watching someone sit at a
           | computer - something anyone can easily do. I don't mean to
           | discount whatever skill is involved in being a good player,
           | only talking about barriers to entry.
        
             | lmm wrote:
             | The barrier to entry for football is very low. Someone
             | brings a ball, put down a couple of markers for each goal,
             | and there you are; kids play street games all the time.
             | Being out of shape might stop you playing _well_ , but it
             | doesn't stop you playing.
             | 
             | Even owning a gaming PC at all is a much higher barrier (a
             | lot of people watching esports will be doing so on phones).
        
           | TulliusCicero wrote:
           | While that's true, there are also advantages to being non-
           | physical:
           | 
           | * You can play way, way more of the game on a daily/weekly
           | basis because you don't really have to worry about
           | endurance/recovery in the same way.
           | 
           | * With a few clicks you can grab opponents and teammates of
           | comparable skill near-instantly, at any time, whereas finding
           | a game for a given sport is much more beholden to schedules
           | and other logistical difficulties.
           | 
           | I suspect eSports works better for the long tail because of
           | that second point: much harder to develop a critical mass
           | when people have to be local. If you think about how many
           | different sports vs competitive video games you could find a
           | match for with modest effort in the coming week, video games
           | would probably win by a least an order of magnitude, maybe
           | two orders.
        
         | HDThoreaun wrote:
         | This is the correct take I think. So much of sports is about
         | tradition and routine. Esports needs the build up that base of
         | "I watched this league every sunday with my dad growing up and
         | he watched with his dad when he was growing up" etc. to be
         | taken seriously. Will probably take another 40 or so years, and
         | esports will continue to improve in the meantime too.
         | 
         | Importantly this requires long lasting games. Currently most
         | people switch the game they watch every 5 or so years. Having a
         | long lasting league that can create generational fandoms
         | requires a game that can be enjoyed for a lifetime. MOBAs might
         | satisfy that, remains to be seen, but that type of commitment
         | is absolutely a pre-requisite.
        
         | the_duke wrote:
         | I think you have provided an argument against eSports: a
         | popular sport is "timeless" and is played for generations.
         | 
         | Games are ephemeral. It's very rare for a game to be popular
         | for more than 10 years. There might be popular franchises like
         | Counterstrike, but they are still different games that will
         | eventually be replaced by something better.
         | 
         | That means you can't build up the same history, traditions and
         | attachment.
        
           | lmm wrote:
           | Starcraft is something close to timeless; I'd bet there are
           | some second-generation players around by now.
        
       | zlqart wrote:
       | Online chess tournaments have been sponsored by FTX and obscure
       | poker companies with Malta ties.
       | 
       | It is pretty embarrassing how chess pros and streamers hyped
       | bitcoin and online poker. The image will take a while to recover.
        
         | s1artibartfast wrote:
         | I have seen this criticism for some other video games, but it
         | doesn't really resonate with me.
         | 
         | At least for the examples I was aware of, they didn't so much
         | hype them as simply take money as funding or normal
         | advertising.
         | 
         | I was surprised by how strong and negative the reaction by fans
         | was.
        
         | Raidion wrote:
         | FTX sponsored the World Series and F1. You can't fault random
         | streamers from accepting money from a company that's doing ads
         | at the Superbowl. They're not professional auditors.
         | 
         | Hyping crypto is a bit awkward, but that's how bubbles are.
         | 
         | I don't get at all how it's awkward for people to hype online
         | poker. Far better than slots or blackjack, and a very strategic
         | game.
        
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