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Shady Numbers and Bad Business: Inside the Esports Bubble (kotaku.com)
111 points by somebehemoth on June 2, 2019 | hide | past | favorite | 73 comments


I think esports will take off once a modern popular game allows local communities and neighborhoods to host what we used to do with lanparties.

Part of what helped propel traditional sports into ubiquity was the ability to have a ball and play anywhere with anyone you choose which allowed schools to build teams with practice fields and community leagues etc...

Modern games, at least as far as I can tell require you to connect to the IP holders company’s servers and often don’t allow you to pick and choose specifically who you play against which in turn makes it nearly impossible to build leagues and do team scrimmages, team practices, local community leagues, etc...

And the other major issue I see is the lack of quality spectator features in games.

My friends had a LAN party a few months ago and we played some older game, quake3osp(?) Its definitely old, but it seemed to have the kind of setup I imagine it would take for a modern game to really become as prolific as traditional sports. It had amazing spectator functions where you could jump from player to player at will, it had the ability to host the server yourself, you could trade players from the sideline onto your team at anytime, you could pause the match, you could practice on any map you wanted, you could pick a map and run around for an unlimited amount of time practicing, etc.. etc...

Modern games require too much interaction directly with the companies who control the IP for them to ever really take off.

Could you imagine if neighborhood kids playing football didn’t have the freedom to just run around the same field for hours and play against the same other team for hours? And were required to only play when everything is controlled by the Professional league who controls the nfl or mls branding? It never would have flourished.


> It had amazing spectator functions where you could jump from player to player at will, it had the ability to host the server yourself, you could trade players from the sideline onto your team at anytime, you could pause the match, you could practice on any map you wanted, you could pick a map and run around for an unlimited amount of time practicing, etc.. etc...

Other than subbing in players, most source games have all of these features. Not sure about Dota 2, but certainly CS:GO and TF2 have all those features with a community that uses them.


Interesting, can you host your own servers with cs:go on your own lan and allow other random players to connect and spectate the match? If so I’m impressed and I need to check it out. The ability to swap players from spectators would be an important one as well. But even without this, I’d still be really interested.


The thing you are looking for is HLTV, which is something that has been around since goldsrc under sv_hltv: https://developer.valvesoftware.com/wiki/Console_Command_Lis...

I haven't looked at the config/set one up since HL1 days so here is a relevant article to how you would set that up https://support.steampowered.com/kb_article.php?ref=1990-UAV... and I am sure there is an equivalent one for source/hl2 games. It lets you set things like delay and so on and I remember it being relatively straightforward.


It's called GOTV for CS:GO, fyi.

Basic guide here: https://www.reddit.com/r/GlobalOffensive/comments/2arae2/how..., might be slightly outdated.

However, the swapping players from spectators would require them to directly connect into the game server, and simply spectate from there. I believe you can set them as coaches to prevent ghosting, as spectating directly from the server doesn't allow setting any sort of delay.


> can you host your own servers

So the thing holding esports back is not enough barriers to entry?


Needing explicit permission / cooperation from the developer of a game to run a tournament is more of a barrier to entry than needing to host a server.


I can’t think of a single popular online multiplayer game where I would need permission or cooperation from the developer to operate a tournament with my friends/local community...


This doesn't raise the barrier to entry it lowers it. Players can continue to host their own servers for old games. Back in the day, teams would host their own servers and recruit good players they met on them. Also allowing LAN parties (not quite the same thing as hosting servers, but similar) fosters a physical sense of community which is crucial. The culture of kids going to each others' houses to play Smash is probably a huge part of why it's so popular as a competitive game.


> fosters a physical sense of community which is crucial

Then why have none of the most successful esports had this characteristic? A characteristic they have all shared however, is a simple, out-of-the-box online multiplayer experience.

Archiving old games is an entirely seperate concern.


Well the original—at least from my perspective—esports game was quake, which spawned quake con. At some point when quakecon startee really gaining traction, most games from that point forward stopped implementing a lot of the capability which fostered those types of communities.

While esports has gained a little bit more traction since then, my suspicions are aligned with the article, it’s mostly due to dumping massive venture capital into hyping it. And it seems to have hit a wall.

I bet, if they want to move beyond the wall it has hit, one of the key moves will be to start implementing those features discussed above, which will foster the communities which will allow those organic communities to form.


Dota 2 has that. Except for subbing players (would be probably a bit of a mess).


Counterpoint: fighting games have zero direct interaction with the companies who control the IP for a tournament, and while they're certainly bigger now than they used to be, I think you'd be hard pressed to argue honestly that fighting games are in any way ubiquitous.

The issue, in my opinion, is that getting good at something is _hard_. When you're a kid playing pickup basketball with your neighbors, that doesn't matter; you're all in the same pond and sure, while you can watch pro ball on TV and see what the pro players are like, you're never going to play against them. You're only playing against your local friends, and the skill level is probably going to be a bunch of people in the same order of magnitude. Maybe on occasion you'll get to a live tournament and run into somebody who's way better than you, but they're not local; after the tournament, they'll disappear back into their own pond and you don't have to worry about them.

With esports, there's no such thing as a pond; everybody's in the same ocean, and while the game will try to matchmake you with somebody around your skill level, that won't always happen. So when you beat your friends and think "huh, I'm pretty good at street fighter, aren't I?", you can immediately hop online and get double perfected by somebody using the worst character, and you realize that no, you're actually not good at all. And if you're not good, you can either put in the work to get better (which is hard) or you can play some other game where you don't have to confront the fact that you're not good at it (like basketball).


> Modern games, at least as far as I can tell require you to connect to the IP holders company’s servers and often don’t allow you to pick and choose specifically who you play against which in turn makes it nearly impossible to build leagues and do team scrimmages, team practices, local community leagues, etc...

Most amateur leagues that do form around a game do use these kinds of features it may need to actually phone the home servers but online leagues generally just use default game functionality. I don't know any game that's worth playing competitively that doesn't have a feature for a 'custom game' or invite-only game. If it's worth playing competitively usually a group will spring up- it can be a hundred people or hundreds of thousands of people but those communities do exist from everything from soldat to Dota 2. You just have to go find them. Generally you don't start with a full team either, you play pugs (pick up games) and start to learn the competitive ropes just like you would in a more traditional game.

The downfall is unlike older titles where individuals rented servers and communities grew around servers easily, the lazy matchmaking that you can do nowadays makes actually meeting people you want to play with much harder than it used to be. You can play 10 hours in a matchmaking competitive game and never play with the same people twice, whereas you usually were playing with/against the same people all for at least an hour or two at a time. It's not impossible to do just is less organic to find people you want to play with at their worst and at their best.


So you’re saying esports will take off when things are how they used to be? Why didn’t they take off then? Why not now? We still have the things we used to, plus whatever we have now that’s allowed for their limited success.

I’m not trying to be cheeky. It’s just a very curious argument.


>Why didn’t they take off then

They did. We already went through this bubble / bust cycle once about 10 years ago, albeit on a much smaller scale. Look up the Championship Gaming Series.


I think the reason they’ve already taken off is because the LAN party was replaced with the far more accessible online multiplayer.


Oh man q3osp dm17 all day. You just really took me back. I really miss rocket arena and the first LAN parties I went to. Right as broadband had really started to be available. Still have not found anything close to q3. Maybe it’s just my nostalgia.


It probably is. I’ve found it impossible to play for more than half an hour now when I could easily play for 10 hours straight when I was a teenager. But I don’t know why. I just get bored.


dammit


That's how things used to work with Quake and GameSpy. I worked at an isp, played for one of the better Team Fortress clans. I'd haul my computer to work every day, hook it up and use it to practice for hours after work and host matches. I even built a website that was a primitive social network just for our clan.

I loved it! I had so much fun and I was playing with the best of the best and not a single person in my 10,000 student University (I was co-oping at the time) could even come close to challenging me. We had LAN parties all the time. We'd take over a computer lab, install Quake on every PC, then compete all afternoon long. I'd travel to regional lan parties (the big one hosted by members of my clan in Detroit) all the time. All my clan mates were located within a couple hours of each other. We were a Midwestern team (mostly Ohio and Michigan).

There was even a minor league. I once dropped down into the minor league because I got fed up with the politics of the majors and I was always very very good, but not Michael Jordan good. I was one of the guys on the team who supported the big star. I just couldn't quite make that super star tier. Our clan was always in the top 10 but couldn't crack the top 3.

Anyway I dropped down to the minors for a couple months. It was a mistake. I was so much better than everyone else I literally single handedly won games for the clan. Only one or two other people on the other teams challenged me, and they were likely A Leaguers moonlighting in the minors or just hadn't moved up yet. It was eye opening and felt like a real second tier league prepping people for the shot at the big league. I eventually moved back to the majors because it was unfair for the others on my team and I simply needed the challenge. I brought some of the better players with me.

I really believed that this was the beggining of true esports. Unfortunately my career as a professional gamer came to an abrupt end. I began to suffer from severe motion sickness as the games became more realistic graphically and real life became more of a priority.

We did all this via GameSpy and IRC. I look at things now and it's so different. It feels less organic, but it might just be that I'm removed from it now.

I also wonder how good I could have gotten had I been able to keep playing at this level. I would have another 20 years of experience. Also cheating (wall hacks and aim bots) were rampant at the time. To this day I believe the reason our team never broke into the top 3 wasn't for to lack of talent, it was due to the cheating. We were a good crew and we played honorably. Some of the better players in the better teams were eventually outed as cheaters.

I miss those days. Some of the best experiences of my life and I learned more than just the game. I learned politics, managing people and personalities, scheduling and discipline. I learned how to practice something rigorously and made many good friends who I have unfortunately lost touch with.

I sure hope others can still experience this today.


> esports will take off once

eSports has already taken off. 10mm tournaments, player salaries in excess of 200k, and 1mm+ viewer events.


Did you read the article? You see those numbers in bubbles all the time, it doesn't mean it has taken off.


The article is talking about a particular type of corporate dishonesty that we're only seeing from 1-2 specific actors in the industry.


The article ends up burying several important ledes: that whole companies are built around inflating livestream viewership numbers, and that popular streamers are threatening to slowly gut the competitive esports scene. For the latter, note the perverse incentives: Twitch streamers famously lose so many subscribers to even a day away from their stream (or, heaven forbid, a whole weekend) that the amount of money needed to entice them to spend days at a time traveling to attend tournaments leads to either ludicrous and unsustainable prize pots or a competitive scene where, ironically, all the best players decide not to compete because they would lose money by doing so (especially ironic considering that they likely became popular by competing in the first place).


I wonder if a system like boxing/UFC would fit better. High profile players organizing individual fights/games within a lightly regulated framework.


This is exactly what Johnnyboi_i does with rocket league. It probably helps that he's also easily the best broadcast personality in the rocket league streaming scene, but his stream is super popular.


>Twitch streamers famously lose so many subscribers to even a day away from their stream

Are you saying people will unsubscribe from Twitch channels because it didn't post a video for a day? That sounds crazy. Why does it happen?


Yes. Ninja loses 15,000 subs every day he doesn't stream [0] (The linked article is a super interesting profile -- definitely recommend it).

[0] http://www.espn.com/espn/feature/story/_/id/24710688/fortnit...


This is outdated information. He was losing subscribers because the bulk of his subscriptions in 2018 came from Amazon Prime, which were (maybe still are?) not automatically renewable. His numbers peaked after a stream with Drake in March of 2018. His attrition was from people forgetting to re-activate their complementary Amazon Prime subscriptions. In fact, the people who actually pay out-of-pocket for a 'tier 1' was estimated to be around 15,000. There's a cohort of unaccounted for 'hidden' subscriptions that are impossible to categorize, but I guess my point here is that the attrition was more of an entertainment bubble bursting over a couple months than a causal result of a break.

Amazon Prime subscribers are '5 seconds of fame' subscribers. His core audience has stabilized to pre-Drake numbers as of December, around 5-6k tier 1 subscribers. Note, subscriptions on Twitch are different from 'follows.' Subscriptions have direct monetary value and follows are indirectly valuable metrics (analogous to subscriptions on YouTube).


One thing to consider is that Twitch streaming is primarily a live event. The interaction with the streamer and community is part of the appeal.

Also, missing a day of streaming might mean that people whose monthly subscription ran out (and would have been reminded that day) end up not renewing. It's much easier, psychologically, to extend a subscription than to renew one you let lapse.


Often viewers are incentivized to watch the tournament, by being offered exclusive cosmetic items in game or some premium currency for the game. This makes the view counts artificially inflated by people just looking for the handout. But the esports coordinator gets to flex the big viewer number as if it were organic.

Also esports competitors skew young because league participation means you are taking 3-6 months off work to earn below minimum wage. These young players are often delaying college educations to compete. You may mistake their hunger for competitive spirit, but they're actually just hungry. Watch their streams in the off-season and listen to them dread the return to the "gaming house" and its frequency of ramen meals.


Professional sports do tons of promotions all the time. Bobble head night! Deeply discounted multi-game packs. Twice a year the Mariners do “bark at the park” and you can take your dog into the stadium. It’s great fun.


That's different though because you actually have to go and pay the entrance fee. With esports you can just keep the stream running in the background, you can usually even mute it.

The Elder Scrolls Legends (TESL) had "drops", watching streamers play the game would give you in-game benefits. To the surprise of nobody, even small streamers (as long as they promised to host another TESL streamer afterward) had hundreds of viewers. Very, very quiet viewers who would not write in chat even once. Rebroadcasts became a thing with the biggest TESL streamer simply showing the same once recorded game-play over and over again. Because no one had to make any effort or pay to watch the stream.


There is also a very similar thing that we have in sports: betting.

Independent sites exist for esports betting. In Dota 2 there is also betting on pro games with the in-game shards that are earned only by playing (if the player is subscribed to this program with a fixed fee).


> Often viewers are incentivized to watch the tournament, by being offered exclusive cosmetic items in game or some premium currency for the game. This makes the view counts artificially inflated by people just looking for the handout. But the esports coordinator gets to flex the big viewer number as if it were organic.

Precisely.

Just to give you a quick example - since time shifting came into play for TV consumption, the perceived value of TV advertising campaigns decreased (though I don't think it became cheaper, but I think that's for other reasons) - except for live sports events. That's a premium in a world where people can see content on their own terms, and where our attention is constantly shifting attention between screens.

Live sports events is the only time we're comfortable assuming that a huge audience has their attention retained in the TV screen.

It's a emotional thing, a social thing, and truth be told, it's the most spoiled type of content even few seconds after major in-game events. Everyone wants to see it in real time.

There's no need to give any incentive for this behavior. Hell there's a whole sales event surrounding it (beers, snacks, etc, thrive on such events).

Now, there are people who act the same way for esports... but like you said, if they need to inflate those numbers, something is not triggering it the right way, or maybe it simply doesn't have what it takes yet.

Constant meta changes, forced metas by developers, grinding, balance issues, boring (but effective) strategies, predictable outcomes, a lot of small things that off put their highest potential audience - the players. If they can't retain their attention, it will be difficult to do it for anyone else.


>Constant meta changes, forced metas by developers, grinding, balance issues, boring (but effective) strategies, predictable outcomes, a lot of small things that off put their highest potential audience - the players. If they can't retain their attention, it will be difficult to do it for anyone else.

I'm not convinced. The NFL has all of these, and it's still huge. The one important thing e-sports lacks is tradition and culture. "Everyone" watches the superbowl. "My family grew up watching football/playing in high school"

This is all stuff that took 100 years to organically come together, though maybe it really only got big the past 40ish, I'm not sure.


Well let me try to convince you precisely by grabbing the time span context when it comes to meta changes.

My main reference is football (or soccer) since I'm European, but I think it's safe to say that all major sports evolved throughout the years.

Yet these changes aren't "every new season changes", neither are "current season" changes, and that's what's happening in these games. Simple patches throughout the seasons that are game changers.

They are done for the sake of balance or entertainment, but it impact of even minor changes sometimes it's enough to be exploited.

Tradition and culture takes a long time to build, and maybe we underestimate the stability it's required within the game itself.

I bet that if you played one of the most played MOBAS and if you came to play, or watch, the game 6 month or even 1 year later, you would find that the game changed are you have a hard time trying to grasp the "what" and the "whys" without reading patch-notes.

I can also bet you the core of football(soccer) hasn't changed since I was playing it during school breaks 20 years ago. I can grab a ball and play, or watch a game, and there's a common understanding of the game.

Maybe it's the simplicity of sports, maybe it's the limits of human condition, that make the games stable enough during long periods of time so that small communities start to play it and grow from there.

You will never hear anyone say "oh "the sport X" from the season of 1998 was when it was at it's best, fun to watch and play!" , yet that's a common theme on a lot of e sport games "oh the game was way funnier/balanced/etc on season X".

Maybe it's too hard to claim, that some soccer team from 1979 would beat a current team 2019, because the game indeed changed and that would weight a lot. But you can easily claim a team from 1999 would beat a team from 2019, because the game didn't change that much in that time window - training and conditioning changed with tech, but the game itself, didn't change that much.


Paragraph 2 sounds exactly like any normal athletic sport until (if!) you make it to the big time, if your sport has one, and most don't.


I'm an investor in an Esports organisation that some of you may have heard of, however I no longer have anything to do with it and am in the process of selling my shares to the other investors. The reason has nothing to do with profit but morality, in my opinion this industry is nothing but the exploitation of some of the more vulnerable people in our society.


Talk to a journalist or send over any evidence you have of the said exploitation.

https://www.theguardian.com/securedrop https://www.nytimes.com/tips


It seems to me like there's a mismatch between the traditional sports business model and esports. E-sports may not end up looking like the NFL. It could just be individuals with huge followings. Instead of teams that pay for housing and training and salaries like the NFL, esports teams will just have administrative staff and not much else.


There are a lot of prolific people in esports that argue the same, that esports should be a grassroots, fan-driven thing, rather than the sponsor-driven model


The remote workers of sports, so to speak.


I wonder if the bubble is mostly an issue with franchising coming out of Acti-Blizzard and Riot Games? The CGS (championship gaming series, mentioned in article) crushed CS in North America and it didn't pick back up until CS:GO came out. It was also franchised.

Population density/internet quality may have something to do with it as well. Europe and South Korea seem to have stronger esports scenes for just about every game. The players from those regions tend to be better, and they have more tournaments located there.


In that aspect I wouldn't consider it to be a bubble, but just a subsidized product. What I think is silly is that LAN tournaments that used to be a natural extension of other events to reduce overall costs have turned into the same scheme as boxing/wrestling promotions. The game publisher's investments really go all the way back to the fact that the traditional tournament scenes from back in the day (kespa, wcg, etc) didn't kick anything back up to the developers and could keep ticket sales/sponsorship costs. Now they subsidize that market so they have some aspect of control and to also get their piece through various monetization schemes.

The reason why I suggest it's similar to boxing/wrestling is that really all you need to get into the market and trying to create an event is charisma, connections, and time to pull off a single event. It's not like there is an overarching master event planner for all events and leagues, it's a much more loose market and you may be able to throw a few big promotions a year. It's not too different than putting on an industry event like a home show, IT expo, or any other kind of weird infrequent event. Since the actual profits for those kind of events are slim at best people cut corners and be exploitative in all sorts of fun ways.

The question is always just going to be when are the subsidies/sponsorships are going to stop. A cynical part of me feels like there are a lot of people on the inside of corporations writing sponsorship checks are driven by people who are fans of esports as well- just the same as people who write checks for golfers or NASCAR.


>Esports diehards spent $5.00 each last year on esports, according to NewZoo, with mid-level fans generally spending half of that.

Ouch. That's nothing.


The way that is written, it really sounds misleading to me.

Dota2's $25+ million prize pools are virtually entitely crowdfunded from the fans. Yesterday, a commonplace tournament wrapped up giving the winners $300K and a new Mercedes.

The article mentions Esports viewership is about to surpass pro sports, yet pro sports have massive government funding and support from elementary school up through stadium construction. They are further entrenched in monopolistic competition through cable TV and regulatory laws. So then is esports really the artificial bubble industry, and not pro sports?

Further, Esports has been linked with positive externalities such as cognitive benefits--high IQ development--while some of the pro sports are literally the opposite, being linked with CTE and other neurological destruction. Shouldn't public funding change, then?


It's probably not a bubble, but also I don't accept the argument that esports are better. Excluding football and boxing (brain trauma), I haven't seen anyone destroy their careers over really enjoying playing physical sports. I do, however, know plenty of classmates and younger kids who are addicted to games like Dota or League of Legends, both of which are staple esports games.

If I had to choose a sport for my kid to have delusions of being able to go professional, I wouldn't pick esports, despite myself playing many of those games.

The intelligence argument is weak at best. Among other things linked with an increase in intelligence: a good night's rest and regular physical exercise. I will give you the hand eye coordination point though.

Ultimately, esports should be treated as exactly what pro (physical) sports are: entertainment, best in moderation.


> I haven't seen anyone destroy their careers over really enjoying playing physical sports.

If you blow out your knees before the age of 22 due to playing competitive team sports, you're probably not working on your feet for a living.


If you get carpal tunnel in your twenties your career will likely be affected as well


Any sport ("e-" or not), playing professionally on a high level, will put immense strain on your body and mind. Pick your poison.


Not just sports, other careers like musicians suffer from the same.


American football and boxing cause very real brain damage, but the extent to which other sports do is not well understood, and could be underestimated. Crossing faces and headbuts do happen in wrestling. Soccer also allows strikes to the ball with the head, which are thought to be unsafe.


>So then is esports really the artificial bubble industry, and not pro sports?

I'm not totally convinced it isn't. Franchise valuations and player salaries have been increasing at a very fast pace, all of which are propped up by television revenue. Should TV subscription numbers drop (as many predict they will), I'm not sure they can recapture that lost revenue.

It's not going to be a killer, likely, since they have other revenue streams such as merchandising, ticket sales, etc. But with many teams signing large, multi year deals just to stay competitive, I could see it causing a number of very painful years. It would not surprise me at all if at least one of the major professional leagues contracted sometime within the next decade.


I've had a long time interest in gaming, getting into computers due to it like I imagine many of you guys did. I also do have a fair amount of interest in esports, having been involved in a competitive scene half a decade ago and having watched a good number of esport tournament. However, it seems that the recent surge in esports is insanity. My main concern is how it is viewed by many, especially children, to be an easy and profitable career path. With survivorship bias we "gamers" regularly see individuals who just spent more time gaming winding up making millions every year, and that is a highly appealing dream. At least with the traditional far fetched dream of being a pro soccer player significant work had to be put into training, but that really isn't needed for gaming as gaming was designed to be fun and addictive from start to finish.


I disagree. Kids dreaming of becoming a professional gamer is no different than the aspirations to become a pro athlete over the last few decades. I went to schools with far too many pro baseball or pro football hopefuls. Kids train their asses off to barely play college ball.


I've been following this pretty closely over the last year. Gaming is a hits driven business, and the last couple AAA titles to come out were DOA. Viewership is either being questioned or outright down everywhere. Esports numbers will be a little stickier overall because those are your most passionate players, but the audience isn't growing. To grow the audience interested in esports, you need more esports-ready games that aren't just cannibalizing the audience of other esports games.

I suspect this may be one of the reasons why Nate Nanzer is headed to Epic. If esports is in a bubble, then the best way to head it off is to boost Fortnite's ailing competitive scene to draw new audiences. All games should see a halo effect if Fortnite can start drawing the kinds of interest OWL has in the last year.


Problem is Fortnite really isn't that watchable on a competitive level. Following a 100 player deathmatch on a third-person shooter is cumbersome to say the least.


>As it turns out, it was a little too huge. According to Dot Esports, one commentator for the first-person shooter Quake received a $300,000 salary in exchange for live commentary that was poorly received. Counter-Strike players received a reported $2,500 a month plus housing in Marina Del Rey. That added up to about $1.8 million in salaries per year. “I know from firsthand experience running a team that a lot of these teams have never even made that much in revenue,” Fields said.

E-sports is a loss-leader for the video game industry. Duh.


That would make sense if the game companies were the ones sponsoring the teams, but they only support esports in small ways.


New "sports leagues" have growing pains (as do most new businesses). The AAF shuttered pretty quickly. Vince McMahon is planning on losing money for at least 5 years with the new XFL. Is "bubble" really the right word for this situation?


Video games and sports leagues should focus on getting leagues where everyone can participate, not the select few who burn away 10s of hours a day no-lifing the stuff. Such people are one-dimensional, uninteresting, and crowd out the space for interesting people. Instead, cap the prize money and allow all teams in your league under the same rules, a sort of massive Pro/Am league.

This might sound too radical but League of Legends already does this with their ladder system: everyone who plays the game is ranked somewhere on the gigantic ladder and, if you're good enough, you can play against the pros if you get ranked up there. The NBA could do it too instead of attracting only 8 foot freaks of nature and guys who have been playing professionally since age 8. Fans would have a tangible reason to want to watch other than that the pros are pretty good.

I dunno. The NBA also makes oodles of money and they'd hate my system too so w/e.


Your system has one simple but fatal flaw; watching people who suck isn't interesting. {,e}sports only draw viewers if the sport is played well, and there are very few people who can do that for almost any sport.

Consider that rocket league has built in support for tournaments, and it's a ghost town because they're always won by Grand Champs, who are also usually twitch streamers, just destroying normal people.

Edit: it's also blatantly untrue that elite players are uninteresting, go watch any press conference with Von Miller or James Harden. This kind of uninformed pejorative just comes off sounding like sour grapes.


There are leagues for people who don't "no-life" the game. Think of little league games or small LAN tournaments at conventions. People do enjoy those types of settings, you just wouldn't tell from media coverage because they only take events with multi-thousand dollar prizes seriously.

Also, I think your second paragraph contradicts the first one. "Everyone who plays the game is ranked somewhere on the gigantic ladder and, if you're good enough, you can play against the pros if you get ranked up there." How does one get good enough? By being one of "the select few who burn away 10s of hours a day no-lifing the stuff."

The reason why people want to watch "8 foot freaks of nature and guys who have been playing professionally since age 8" is exactly because they offer the best possible gameplay a human being can achieve. That's why they're professionals. If you want to make a living competing against average players, you could just stream on Twitch.


> everyone who plays the game is ranked somewhere on the gigantic ladder and, if you're good enough, you can play against the pros if you get ranked up there

I'm not sure I follow how this fixes the problem identified in the first paragraph, namely that competitive systems draw people who spend all of their time practicing their skill.


Hearthstone is like this. They have a ladder and I have played against pro players before on it and I’m mediocre at the game. They also have an open masters tournament that allows anyone to compete and feeds directly into a grandmasters league that’s on twitch.


Are you familiar with anything except League of Legends? Because everything has a ladder: SC2, CS:GO, Dota2...


I actually see someone calling it a bubble as a good sign. Media outlets are typically looking for stories like this, and even if most of this is close enough to true, it is a new industry and has tons of room to grow.


Esports is particularly time-wasting.


The article misses one crucial issue with esports. The appeal of mainstream sports tends to be that the audience gets to watch genetic outliers perform physical feats of wonder. It's a very primal appeal. Watching Sonicfox dominate just doesn't generate the same level of emotion for most people as watching Michael Jordan dominate.


For many companies, Esports are a marketing tool to sell more.


What a long-winded article.




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