Electronic
Sports (eSport) is a growing field in the games industry. Here
players practice one title extensively to compete on international
levels against the best. During the 2008 olympics in China an eSport
tournament was even hosted, losely connected to the olympics
themselves [1].
Asia
and especially South Korea eSport athletes (if you want to call them
that) are celebrated as national champions, heroes and stars. They
get contracts by sponsors which pay them monthly just to practice and
play tournaments. These payments have exceeded the amount necessary
to have a decent live a long time ago. This is no wonder considering
price moneys such as ten million dollars for "The
International" [2],
a Defense of the Ancients 2 (DotA2) (Valve Corporation, 2013)
tournament hosted in Seattle in 2014. So what makes a good eSport
title and why are some games more succesfull than others? These are
the questions I want to take a look at in this post. Without giving a
complete in-depth analysis, I just want to shed some light on the
aspects of the games which, in my opinion, make a video game so
compelling and qualifies it for being considered a sport.
Balance.
One of the most important aspects of good eSport titles is the
balance of the game. This might sounds trivial on the first look, and
somehow it is. But thinking about past eSport titles the one thing
that kept them on the top of the tournaments was their perfect
balance. The balance in games like Starcraft: Brood War (SCBW)
(Blizzard Entertainment, 1998) or Counter Strike (CS)
(Valve Corporation, 1999-2014) was perfected to a point that these
served as a measurement for newer titles. SCBW was considered an
eSport title for over ten years until its successor Starcraft 2:
Wings of Liberty (Blizzard Entertainment) was released in 2012.
But still, even in those, considered perfectly balanced, games people
developed strategies which gave one side of the competition an
advantage. This is due to the fact that winning those matches becomes
so important that people start discussing strategies online, which
leads us to the next important aspect of an eSport title.
Metagame
can be defined in many different ways (one example would be Carter et
al. (2012)). For the matter of this post we just have to see metagame
as the discussion of strategies and the creation of new ones outside
of the game. Here "strategies" would not only mean actual
war-like strategies such as "how to engage your enemy", but
also things like "with what character should I buy what items in
which situation?". The information resulting from metagame
discussions are insanely detailed and very sophisticated in-depth
analyses of specific games. In CS for example it was common knowledge
at what time players of the opposing team would be able to be at what
spot of the map. This, combined with the knowledge of walls in the
map which can actually be shot through, lead to the ability of
killing players without seeing them. In the Starcraft
(Blizzard Entertainment, 1998-2014) series equally well known
information include what type of unit the enemy will build if he is
mining one or two gas ressources at a specific time in the game.
The
most interesting part about the metagame though is not how detailed
the information themselves are, but the fact that no matter how good
a strategy is, there is always someone who can invent a counter
tactic. Still, sometimes it comes to the situation that too many
players think a specific action, item or map is either "op"
(overpowered) or "imba" (imbalanced). This leads to the
developers actually changing the game code through patches because of
metagame discussions of the players themselves.
Through
these discussion every situation in a game can (theoretically) be
solved by what I want to call for now the Rock, Scissor, Paper
Mechanic. By this I mean that for every strategy there is a
counter strategy, for every move a counter-move and by knowing this (and the metagame) the players know exactly what the other person is going to do. This means that in the end eSport comes down to the perfect execution of a tactic or a game of bluffing, where the person wins you is able to deceive their enemy. How exactly players
develop strategies during a match of Starcraft was subject of
an article of Simon Dor (2014) in which he analyses from a
psychological point of view the heuristic processes happening in the
players' minds.
Additional
to these three aspects a video game needs to fullfill one more
condition to be a succesfull eSport title: The possibility for
Spectatorship. Every sport and therefore also eSport would be
nothing without the audience. Those are the people paying to watch
games, which in the end also leads to the players being able to be
payed. Even though the system is a bit different in eSports (up until
now the players get payed by sponsores, who themselves try to get the
audience to buy their articles. In established sports sponsorship is
not as important as players pay the clubs directly, for example in
their stadiums or through merchandise), it is still the audience who
keeps up the industry and clubs behind the sport. Important for the
condition of spectatorship is that a game is designed in a way that
makes it possible for the audience to watch. In videogames this is
more complicated than in normal sports such as soccer or american
football. Because in videogames there are a lot of things happening
at the same time on different places of the game. To compensate this
is the job of shoutcasters in eSport who work as a medium between the
actual match and the audience. They filter and comment the important
things, which still leads to the audience missing out on something
that might be interesting.
The
aspect of spectatorship is a huge problem for Blizzard Entertainment.
Ever since they introduced the arena battles (two to five players
stepping into an arena to fight each other), Blizzard tried to
establish World of Warcraft (WoW) (Blizzard Entertainment,
2004-2014) as a eSport title. The main reason for this failing was
that these arena battles (even with only 4 players in total) are too
confusing for the audience, as there are too many abilities to be
used by the players and some of them can't really be seen by the
audience.
It
has to be stated that my knowledge of World of Warcraft is
only up to the addon Wrath of the Lich King (2008). But as I
have not seen WoW in any tournament recently it seems as if Blizzard
could not solve the spectatorship problem up until now.
(these are footnotes in the original, but blogger.com just doesn't like me copy pasting again)
[1] http://www.gosugamers.net/news/7960-esport-meets-the-olympics
[2] http://www.dota2.com/international/compendium/
Bibliography
Carter,
M., Gibbs, M., & Harrop, M. (2012). Metagames, paragames and
orthogames: A new vocabulary. In Proceedings of the International
Conference on the Foundations of Digital Games (pp. 11-17). ACM.
Dor,
S. (2014). The Heuristic Circle of Real-Time Strategy Process: A
StarCraft: Brood War Case Study. Game Studies, 14(1).
Ludography
Defense
of the Ancient. Valve
Corporation (2013).
Counter
Strike. Valve Corporation
(1999-2014).
Starcraft:
Brood War. Blizzard
Entertainment (1998).
Starcraft
2: Wings of Liberty. Blizzard
Entertainment (2010).
World
of Warcraft. Blizzard
Entertainment (2004-2014).
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