Currently on an international level dozens of contributors from journalists to graphic artists and developers help make these issues happen. I will read all issues for sure. GLHF Magazine is an international project with contributors from all over the world, and these volunteers worked hard to pack issue 5 with 40 awesome magaizne of SC2 content. We here at Team Dignitas love the community and we love helping make it grow. I hate being right.

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On the flipside, many event organizers who were in a healthy competition with one another, now must work within the standards of publishers; sometimes becoming detrimental to their own survivability. Provided below is a general grasp of how the most popular competitive gaming titles are handled by their game publishers.

While many concur that each direction has its flaws, no one can quite agree on how they are flawed. This leads to very low participation in other potential events who were once keen on being part of League of Legends.

The Do or Die situation associated with players only playing in LCS matches means that, should a team fail to perform in the league, their salary and contract is cut and they are eliminated.

In regards to this situation, Riot has recently announced their Coke Zero partnership that will help give exposure to challenger league teams, ultimately leading up to the entry of LCS.

It is comprised of rewarding those at the top and allowing the leastaccomplishing competitors to revalidate their ability to compete. While that system is simple for the players, they are also exclusively bound to following this full-time league, here is the basic gist of how each of the three major aspects of this scene is affected: When Riot announced LCS back in , it showed how much effort and dedication a company can put into eSports.

They announced they would be paying players; giving competitors a proper salary to play full-time and can reside anywhere as long as they can travel to the studio for important matches. According to PCGamesn. Riot footing most of the bill in eSports also means there is little to no merchandising for fans. Attending events and purchasing directly from the teams are the sole ways fans can financially support their favourite players.

The situation is emphasized even more by their investment on a staff and financial level. To further marketing, Riot separates LCS by regions and the teams residing within them to ensure regional growth and proportional value. This ensures an international interest and relativity via nationalistic representation in part.

Check out this teaser video for LCS. Players are the main subject for Riot and are treated as such with fun and unique ways to better present and personalize them. These are amongst the many videos and showcasing Riot does to ensure players are standing out both professionally and relative to fans who look up to these players.

Where players thrive, event organizers suffer to be a part of the League of Legends phenomena. Accomplishing in higher ranks of each region of each season rewards a professional player a large sum and points that contribute towards their qualification for the annual Global Finals at Blizzcon in November.

For each regional season finals, 5 competitors 6 for the region hosting the seasonal world finals advance to play in the world season finals. Sixteen players from the three regions go to play the international season finals after having placed in the top 5 ranks of their respective regional finals. So in short: there are 4 finals per season, 1 per region 3 total and a global season finals.

Based on their performance of each region of each season, players earn points, highest-earners qualify for the annual Grand Finals of the World Championship series at Blizzcon. So although winning each region and season finals is important, it is only necessary to rank highly on a consistent basis to qualify for the annual Global Finals at Blizzcon. Public attention and more interest may lead to more sponsoring company interest and a push on the legitimacy of professional pro gamers.

To relieve pressure in competing in these regional leagues, Blizzard also maintains attachment for outside competitions. Directly supporting pro gamers or team organizations is pretty much nonexistent. Fans simply enjoy the ride, watch some games and discuss the matches. The unfortunate part here is that players rely on fans to support them, yet have little to no means in conjunction with Blizzard to capitalize on this.

It suffers from trying to maintain strong viewership by avoiding regional restrictions on players, yet it diminished participation of these regional competitions as a whole, which resulted in retirements. In truth, Blizzard tried to have its cake and eat it too, but we may be seeing massive overhauls of their WCS system in terms of region residency locks, player exposure and doublingdown on its investment in the eSport.

Big things are on the way for , but whether or not it drives new interest in StarCraft II is another question. The result is that other regions expand worldwide, sometimes alienating nationalistic fans who enjoy players from recognizable cultures and backgrounds. Unlike competitors of League of Legends, players must balance their regular life with their attempt to become full-time competitors. This causes a bit of unintended favoritism towards players who are salaried by team organizations and less for up-and-comers with a huge backing, further alienating portions of eSports fans and weakening diversity in personal storylines.

Typically, event organizers are contracted or working in partnership with Blizzard. There is a reliance on these tournament organizers to not only hype their players, but also to hype their own matches, events and broadcasting. The Good Luck Have Fun Pennants, couriers and other items directly support teams in their endeavor to create a self-sustaining business while also offering an immediate merchandise supporters can enjoy. With teams and players, Valve uses their position to help promote events and their organizers by offering a real return for their production and organization while also offering something more to the purchasers.

The downside to this system is that organizations can offer a minimum of prize-money to the teams, but also rely on doing online events to save costs and push profit numbers, leading to less offline major events and more short-term tournaments featuring the same fan-favourites to bolster interest.

Valve is building their scene from the ground-up with only restrictions that impede unfairness to other contributors of the scene. Because of this, event organizers, players and spectators are all offered equal opportunity to provide to the game and see a genuine return either in merchandise or profit.

Items such as Team Pennants and cosmetic couriers in the Dota 2 shop offer a strong return for organizations to turn a real dollar with Valve serving as an advertising helping hand. Displayed here are the many items and tickets you can buy from the Dota 2 Shop found within the Dota 2 game client. Further attachment to players also means strong, more consistent sale-figures for teams and players. The variety of rewards the compendium offered connected players and fans closer together and added a variety of things for fans to do to get hyped for the upcoming international event.

Rewards included: player cards, rare couriers and a fantasy team scoring system for purchasers. Every purchase contributed a small amount to glhfmag. Reasons like supporting eSports has become something much more legitimate for fans in Dota 2.

Essentially, Valve has hit that middle line with fans, allowing them to become supporters of eSports and regular purchasers of eSports-related content. Another one of their goals is bringing players and fans together through player card-collecting, re-enactment public matchmaking of competitive matches or digital autographs. Valve is keen on connecting players to fans and finding new ways to better the final prize-pool of the event, ultimately bringing it up 2.

They seek to further player-tofan engagement and create sustainable eSports businesses, serving as an instructional hand and using their client to further marketability of these products. Their approach is slow but can push the business viability of eSports as a whole as well as change the role and expectations from publishers in the eSports sphere. On the one hand, publishers want to ensure the longevity of their game through keeping eSports alive, as it is an emblem of a new generation of values and the long-standing human nature of competition.

On the other hand, event organizations have been surviving on their own alongside teams and players for quite some time now. As time moves forward, it would not be a surprise to see companies be more handson with their games and the direction of the eSports sector, but will it be for the better?

While we have three clearly distinct forms of growing eSports, neither one nor the other can be truly crowned as ideal for every party involved. Is it better to just put everything in the hands of game publishers like Riot Games, dropping a ceiling on companies like Turtle Entertainment, Major League Gaming and OnGameNet who have been doing tournaments for years and practically created a sustained business model.

Or should it be more of an open-market like with Dota 2, a sphere everyone can get involved, though it is a dog-eat-dog world where budget and experience trumps out those looking to start from scratch? With more reliance comes more territory demand and the publishers are moving in. And so far, eSports has not hit its stride in terms of business return. Is legitimizing eSports helping to create stronger business models for those investing so much in it already, or is it more in regards to converting consumers of the title into active followers of the organizations and thus spend?

In the grand scheme of things, those truly affected by these different models are the fans and the teams and organizations who must play by the rules of the groups that provides them with the prize money and the stage to compete and entertain.

You see it, you feel it, and you either love it or hate it. The mercy of a generous spirit is a comfort Riot can no longer indulge in.

As the ambitious eSports darlings climb ever closer to the summit of our loftiest expectations, the margins become thinner, the voices grow angrier, and the forum posts grow less forgiving. Jaded does not begin to describe the League of Legends audience; we are so pampered by rapid-fire responses to even the smallest of complaints. And from the countdown screen, ten dark haired young men glaring into the faces of hundreds of thousands of hyped onlookers, everybody participating seemed aware of the challenges that would be faced at the Staples Center that night.

But Riot Games have, through talent acquisition and experience, built a foundation of knowledge that consistently puts them on steady ground. The pacing of the show would demonstrate that Riot possesses a firm grasp of the presentation aspects of such an event. Video clips rolled into discussion, which rolled into good transitions. Even the one production gaffe in the early running, in which Quickshot was cut off by a video clip, was nothing extraordinary for a professional sporting event.

And the forgiveness of such gaffes would be well rewarded as the night progressed. And, as with most young teams faced with the challenge of conquering both their opponents and their fears in front of an audience well beyond their reckoning, the night would see miscues interspersed with defining successes.

The bar of public criticism wavers for no one, and Riot would learn that quickly. The plucky upstarts would stumble initially. In all, their conversation would become more genuine, less measured, downright enjoyable, and would display the best of the eSports community in the process: the indelible quirkiness and relatability that makes it so darn accessible.

So, after currying the favor of devotees, music lovers, and human beings with pulses who enjoy likeable personalities, the stage was set for Riot to really knock it out of the park. Hiccups and production errors could be forgiven due to the quality of content surrounding these small mistakes. The musical act would serve as a real home run, setting up a truly entertaining series of final picks, and the introduction of the teams would administer appropriate parts drama and light-show to whet the appetites of close to two million online spectators and BELOW: YOUTUBE.

The analysis desk would loosen up, harkening back to the best of College Gameday with the discussion of final picks and the a sold-out arena of hungry fans. With the meal served, it was time to dig in. But first, Riot apparently had to do the dishes. The stall between the final predictions and the draft would become painfully long. Without belaboring the point, Riot will need to consider the importance of pacing a show and make adjustments in the future.

Ten minutes of reiterating well-established talking points The one thing that seemed to hinder the cast and crew from showing their brilliant colors was everything but the game itself. The pain on the faces of stalling broadcasters was so palpable because what these personalities truly excel at is running a goddamned eSports event.

As soon as the draft music popped, their smooth, easy delivery and analysis of picks and bans would demonstrate that fact thoroughly, providing Jatt, Rivington, and Deman a chance to shine.

With the added technicality of having to set-up, coordinate, pace, and present a world-class sports entertainment event, the one thing that seemed to hinder the cast and crew from showing their brilliant colors was everything but the game itself.

The warm-up time needed for the analysts desk to get into their groove, the meek introduction of the casters desk, and any semblance of production mistakes or anxiety evaporated once the first bans peppered the screen. The crew would roll easily into the game, knowledge in hand, practiced and rehearsed, relaxed and carefree with fervor, passion, and professionalism. The team of three were strong in their presentation, transitioning effortlessly between one another, highlighting the action with appropriate inflection while the range of personalities added spice to the coverage.

But this decision to hire on professional casters stems partly out of necessity. As the expectations for League of Legends coverage raises near daily, the expectations of the casters rises with it.

At times, Jatt would speak ad nauseum about specific mechanics influencing the game when a dramatic narrative might have been more appropriate and more succinct. In addition, the phrasing of Rivington would stumble as the onslaught of visual stimulation and constant action would leave little time for consideration. Casting a game like League of Legends is demanding work, filled with challenges unique to the genre and game.








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