After
the large discussion sparked in class last week, I decided I would create my
blog post this week with a focus on eSports and the effect video games have had
on competition in various regions. Competition in video games has always
existed as an alternate purpose for video games besides entertainment; from the
early days of high scores on arcade gaming machines, to the heyday of
Counterstrike and the current crop of competitive games such as Starcraft 2 and
League of Legends.
Competition
in the realm of video games started at the average arcade, where high scores
were the true test of skill (besides perhaps the 1v1 fighting games like
Streetfighter and Mortal Kombat), and were a precursor to competition in the
future. The era of the first computer games and early consoles came next, which
is where the important starting point of eSports came about. The first huge
game to start competitive eSports as a competition was also the first serious
and somewhat criticized game, Doom. As a first-person shooter about demons and
monsters and violence, there was a lot of criticisms launched toward the Id
Software game. Multiplayer using dial-up was a feature of the game, and team
deathmatch (involving two teams where the first to a set amount of kills wins)
and capture the flag were prominent game types.
The two
major genres for competitive gaming became the team-based FPS (such as Doom,
Quake, Unreal Tournament and Counterstrike) as well as the real time strategy
genre (such as Starcraft and Age of Empires II). The team-based FPS games still
to this day follow a similar model as the earliest days, with the majority of FPS
game competitions based on team deathmatch with some capture the flag depending
on the tournament or game. The current crop of games for FPS players tend to be
Call of Duty and Halo, which offers the difference between a realistic game and
a sci-fi game depending on the player’s taste. Starcraft became a huge force in
the eSports world and would only be dethroned today by the ever expanding
League of Legends style game.
Starcraft
was a huge force in the all the way up until the release of the second part of
the sequel. Starcraft competitions took place in many places across the world,
with a huge focus in Korea. Due to rampant ease of piracy, South Korea had a
large amount of Starcraft players, and it soon became both accepted and common
to play Starcraft. As more and more tournaments were created, teams started
forming (Starcraft is a 1v1 dueling Real Time Strategy game) in order for
players to receive money from sponsors to attend tournaments and even receive a
consistent salary and personal coach. Unlike the rest of the world, Starcraft
became the “big thing;” players would train 16 hours a day, working on mechanics
and strategy and compete in tournaments sponsored by the Korean Esports
Association (KESPA) who had a channel dedicated to 24/7 tournament streaming.
It became acceptable to eat dinner and then watch Starcraft on television with
family akin to sports gathering here in America. The South Korean players
largely outplayed the rest of the world, having an average actions per minute
of 300-400 (actions per minute are numbers of key strokes and mouse actions)
and a large advantage in strategy due to their training regimen. At the major
international tournaments for Starcraft, the players were usually defined as
either Korean or foreigners (i.e. anywhere not South Korea) and almost every
tournament had the majority of the top 8 players hailing from South Korea.
Starcraft
is still a dominant force, with a large portion of South Korea split between
Starcraft and Starcraft 2. There is a lot more money in Starcraft 2 for the “average”
pro players, but the absolute masters of the original Starcraft players up
until recently still made more money playing the old version of the game due to
their obscene skill level. Starcraft 2 has had a lot closer gap between skill
levels of Koreans and foreigners, but there is still a difference between the
two that can still be attributed to the difference in training and the use of
training houses in South Korea (which is an idea that has been gaining traction
in Europe and North America lately). The game that has dethroned Starcraft in
the past year or so, though, has been League of Legends; with more prize support,
more players (over 5 million, with 1.3 billion hours logged) and more viewers,
this MOBA (multiplayer online battle arena) has become the largest game in all
of esports. Currently, the world championship for League is occurring, and so
far the teams from many different places (America, Europe, China, Korea, and
even the Philippines) are more evenly matched than first thought. Indeed, such
a tournament led the United States to recognize League of Legends as a sport so
that international teams could get their visas to attend the tournament in Los
Angeles for the weeks that it takes place.
Overall,
the history of eSports is fascinating to long-time gamers like myself, and the
influence of eSports is growing daily. I would not be surprised to start seeing
a game of Starcraft or League of Legends next to a football game at a sports
bar, or for private parties on weekends where everyone crowds around to watch
their favorite players duke it out in a game of League as opposed to a game of
hockey. There are already a few “barcades” in America where drinking and
watching eSports occurs, and I feel like this will only become more normal in
the future.
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