Why eSports actually matters

By Max / Expert

Any activity emulsified into its most rudimentary form can be easily brushed aside and deemed “stupid” by the cold, hard shoulder of cynicism.

For example, UFC announcer and broadcaster Joe Rogan can describe an MMA fight as “extremely high-level problem solving, with very real and dire physical consequences”, just as the cynic can dub it as “two competitors try to hit each other until one eventually wins”.

This same cynical emulsification can happen in any field, especially one with an easily abused stigma – namely eSports.

Traditional media outlets and their coverage of eSports will almost always take up this role of a cynic.

To them, a competitive title like Counter-Strike is a game that pits five players versus five players in an online shooting arena where players try to kill each other to win.

This definition is a perfectly fine one when most traditional outlets use competitive titles as stepping stones in their coverage of eSports to then bring up the topic of internet addiction, quickly use the phrase “the biggest thing you’ve never heard of”, and then start their piece with a sweeping statement about “the big prize pools, large stage, and even bigger crowds of young, screaming fans”.

Their coverage is as formulaic as it is cold, unjust and uninteresting to those that have a pre-existing vested interest in the scene.

To them, the interest of eSports lies in numbers, relating these numbers back to conventional sports, and generating cynical rhetoric of looking at eSports as young people who just play video games for money and fame.

Dota 2’s International 2016 wasn’t about EHOME topping the group as a wildcard team, or about Digital Chaos’s insane evolution as an organisation and team to get to the grand finals; rather, it was about the size of the prizepool. The CS:GO ELEAGUE Tournament wasn’t about the long-time veterans Virtus.pro return to glory, or about the SK/Luminosity organisational drama; rather, it was about CS:GO being on TV.

A Korean League of Legends player isn’t glorified for an ungodly level of mastery within the scope of his craft; rather, passively aggressively condemned for internet addiction. The narratives and romance of eSports seemingly gets lost in translation when you cross the diaphanous barrier into mainstream audiences.

But then again, why should eSports stories even matter? These publications and their writers are merely catering to an audience that has little, to no knowledge about the not-so little subculture of competitive gaming.

They’re simply trying to draw clicks and interest by appealing to the unknown, yet gargantuan nature of eSports.

Using Terence McKenna’s thought, people like to have their bonfires of knowledge burnt brighter, so that the shadows of their own ignorance are revealed in greater depth. Or in other words, audiences enjoy reading about massive cultural and social movements that are completely alien to them despite the drastic impact and scale of the movements themselves.

It’s this same philosophy that makes pieces like the Wall Street Journal’s feature “Tramadol: The Opioid Crisis for the Rest of the World” so incessantly interesting to read. eSports represents a large, brooding, unknown, phenomenon that comes out of the belly of a better-known but equally mystifying culture of gaming to mainstream audiences.

To think, however, that this method of covering eSports is one that can be maintained with any form of consistency is a folly.

This initial, cringe-inducing, pinky-dipping, step into eSports by traditional outlets is a novelty. There are only so many times you can introduce people to the big statistical numbers of eSports for the first time (spoiler: it’s once.)

There will be a tipping point that combines the inescapable importance of eSports in maintaining a publication’s relevance with the elusive 18-35 demographic, and the total saturation of their novelty coverage, that will cause them to delve deeper and wider.

This tipping point, which for both the purposes of dramatic effect and a love for artificial-intelligence I will call ‘the eSports singularity’, will force publications to run pieces that concern themselves with the actual stories of eSports, rather than just its statistics. Because if they don’t, they guarantee the existence of an eSports section comfortable with the shade of obscurity and failure.

I do not spend my time watching, reading, listening, writing, and constantly consuming eSports content because I care about the amount of money the teams or players are playing for. Just like how an NFL fan doesn’t watch the Super Bowl because each player on the winning team receives $97,000.

Fans and analysts alike watch eSports with rosy coloured glasses and the passion of any sports pundit because they identify with the narratives of the players, teams and tournaments.

The players who we revere and put on pedestals can fail just as we can. The dynamic of teams can break apart due to personality differences just as our relationships in real-life can implode. The arch of a tournament has peaks and valleys, upsets and expected results, just as the arch of our own lives has ups and downs.

eSports, just like real sports, whether it be subconsciously or consciously, draws its power from being a broken reflection of our own life stories. The trials and tribulations of players on Summoners Rift or the football field, are attractive – in a metaphysical sense – for the same reason.

As we aren’t just watching athletes or gamers compete for prize money or a trophy, and our viewership isn’t just a drop in a bucket of numbers that can be thrown on the face of a mainstream audience; rather, we are watching a mirror of our hopes, desires, and nightmares on the screen.

eSports isn’t about demographics, market reach, and concurrent viewers. Nor is it about skins betting, match fixing, or internet addiction.

It’s a movement centred on the same principles as sports but in a 21st century environment. The real appeal of eSports is the stories of the people in eSports. This is the what matters, the eSports singularity is not yet upon us, and traditional media outlets, this is your chance to actually get a head start on laying the framework in a burgeoning field – stop screwing it up.

The Crowd Says:

2016-12-11T03:08:13+00:00

me too

Guest


I'm a fan of gaming, but watching others? I don't get the appeal as unlike physical sport I can be engaging in gaming myself to a reasonably high level to satisfy, and most importantly, in exactly the same environment as I would be if watching - my living room/bedroom. I understand there is a market for it as my son devours youtube videos of gamers in action. The thing though is that he doesn't watch competitive gaming - the big market is watching gamers commentary on games and testing mods, doing stunts, etc. the market for pewdie pie and his ilk is far bigger. the sponsors pushing esports are simply selling a product to be consumed in a different way to regular sports promotion - with the market buying and engaging with the sport, rather than watching. This is a major reason why i don't see viewership ever reaching great heights. Much like viewership of traditional games like chess or risk or scrabble. Is it a sport? Not really - obviously there is skill, but physical exertion? Only in the broadest possible definition. It is a recreation and esport is simply a marketing term. Who really cares though. If there is the market it'll continue to grow. I really hope not at the expense of children giving up outdoor or proper sporting activities that promote health, but in place of other sedentarly activities like watching tv or movies, then no harm done.

2016-12-09T10:58:42+00:00

Let The One King Rule

Guest


Most fighting games fall into this category. Street Fighter Injustice Marvel vs etc - they play much better to the un indoctrinated because you don't need to have played to appreciate what's going on.

2016-12-09T09:31:53+00:00

Gel

Guest


There are a number of games that have tools included that enable easy broadcasting through various mediums, but I think very few games have focussed their attentions directly at the spectator (the way rugby league and AFL do). Tf2 is really easy to watch online. Quake live seems to be more and more geared to audiences though. Long way to go though.

2016-12-09T07:54:04+00:00

Gray-Hand

Guest


Out of curiosity, has anyone yet developed a computer game designed to be played as an esport, but with a focus on appeal to spectators rather than just the players?

AUTHOR

2016-12-09T06:39:40+00:00

Max

Expert


Do think that the actual games themselves may also holding the field back and creating a disconnect with a wider audience? Well, you have to break it down game by game. I talked fairly ambiguously in this piece about 'eSport's' as a whole, but as I'm sure you're more than aware each game has it's own audiences of vastly different sizes and totally different approaches to the spectator experience. I think Counter-Strike is the most viewer friendly 'big' eSport out right now. As on the surface, it is very easy for anyone who has played a shooter in their life to simply appreciate the hand-eye coordination that is involved in moving a cursor from point A to point B in quick and accurate fashion. Then, the actual mechanics of the game itself isn't that hard to understand, and the rules are pretty straightforward as well. The only rough spot for CS is the first-person perspective which CAN be overcome through talented observers that catch most of the important action - though, that is obviously easier said than done. That is the reason why Counter-Strike is the only eSport televised (TBS in America) because it's the one that's most easily accessible - from a business perspective - to large audiences. MOBA's like Dota and League really struggle in this sense, because of the sheer volume of knowledge that is required to appreciate even the most basic of elements of the game. The only helping hand they have is the birds-eye-view, and ridiculously high production value supported by some of the most talented casters/analysts/hosts in the industry. Starcraft became a phenonemon for many reasons, but one was that it had the best of both worlds. The easy perspective, and the basic understanding that "Player X has a bigger blob of units on the minimap than Player Y so Player X will win". Obviously this is just the most entry level understanding, but it's still way easier to acess than any current MOBA. Is it the sponsors and organisers who should drive the revolution by marketing and investing in games that appeal to wider audiences? No, because for them the market is already there. The only reason there are massive names now entering the eSport's space is because they see an industry that hasn't fully developed and has a super hard to reach demographic of predominately 18-35 males willing to constantly consume content. The marketing budgets that are in eSport's are fractions of fractions of fractions smaller than anything in the mainstream, and they can easily reach large numbers of people that are normally unreachable through traditional means. eSport's in the end, doesn't have to validate itself to the mainstream, looking at this scene from any angle with a rational head and yiy cab see it has already validated itself. The appeal to wider audiences will come from traditional outlets trying to come into eSport's, not the other way around. The media will just follow what peoples interests are (seriously, why else would the media invest time in the kardashians!!!), so they aren’t ever going to do much more that puff pieces until the market is there. Totally agree. I think it will come to a point where over the next 10, 15, 20 years (long-term thinking here) as traditional outlets main audiences wilt away, they'll be left with a generation of kids (myself included) that have grown up with eSport's not necessarily being 'the norm' but also not necessarily being a crazy out there thing either. One day, the sheer volume of fans will make it untennable not to somehow integrate it into their coverage. I mean, look at the rise of MMA, nearly every big sports network brings up the results of a big UFC event because that's what is cool and relatble to their audiences. I think the same will eventaully happen in eSports.

2016-12-09T03:09:06+00:00

Josh

Expert


Good read Max - having read a lot of the eSports content we've had on The Roar in recent months I agree the conversation is too often centred around eSports as a novelty, rather than eSports as sports.

2016-12-09T02:03:06+00:00

R2k

Guest


Ahaha ha hahahaha Cut him a cheque and get him the hell out of here. Give it time. I'm not interested in the games but I did enjoy watching the spectacle the few times I've seen it properly. It will get there eventually but needs to fix plenty and honestly, it simply needs more time to naturally grow - which it will to given the tech savvy generations to come through into the market.

2016-12-08T23:54:28+00:00

Gel

Guest


Interesting viewpoints. Do think that the actual games themselves may also holding the field back and creating a disconnect with a wider audience? A game like counter strike for example (or call of duty which is almost the same format - just without cash management) is maybe not too viewer friendly for non players? Starcraft or maybe dota (I've never seen or played it though) might be more appealing to a wider audience due to the visible play field. The "play fields" are not defined like regular sport fields in a lot of real world sports. Trying to relate to the nuances of defending "a" on de dust probably gets lost on anyone who doesn't play counter strike, but a Zerg rush across open fields that are clearly visible are understood as simply as a clear run down the blindside in rugby. (I'm not a Starcraft fan btw - I play significantly more FPS and almost no RTS these days). The real world sports don't rely on just the players as their fans. Very few league or union fans play the game - although maybe some of them once did. Is it the sponsors and organisers who should drive the revolution by marketing and investing in games that appeal to wider audiences? The media will just follow what peoples interests are (seriously, why else would the media invest time in the kardashians!!!), so they aren't ever going to do much more that puff pieces until the market is there.

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