Mechwarrior: Online recently announced a fully fleshed out
formal team tournament compiled from a list of competitive units that engaged in placement matches before the
tournament as a sort of shorthand vetting process for a game with no existent
effective tournament structure. The
incentive for all this rigamarole (beyond the bragging rights reward native to
gaming tournaments) is a Hero mech of your choice from the game (valued at
around $30 to $60 depending on the mass of the mech), 30 days of premium time
(which I honestly don't know the cost of), a t-shirt (priceless, obviously),
and an exclusive in-game skin (adjacent to bragging rights). Second place team members get everything
except the Hero mech and the skin - instead they just receive a Champion mech
(usually about half the cost of a Hero mech of equal weight) and nothing else.
This tournament is occurring in the shadow of the ramp up to
DotA 2's upcoming International
tournament. DotA 2 has done something unprecedented, and somewhat brilliant, by
allowing the player base to actively contribute to the tournament payout, with
the promise of in-game rewards for this layer of "participation" in
the tournament. The end result? A 6.5 million dollar prize pool, still
growing with nearly two months until The International takes place in Seattle
(a surprisingly bold move on Valve's part, given their game's predominantly
Asian audience) and, to the best of my knowledge, will augment its prize pool
with payouts from normal sponsors, the way tournaments usually do, which means
that 6.5 million dollar prize pool is likely to grow substantially, even after
DotA 2's player base has saturated it.
This marks a substantial increase from already impressive 1.6 million
dollars the 2011 International Tournament's put up as a pot.
There's a pretty stark difference between those two prize
pools, a stark difference illustrative of a greater trend within the world of video
game tournaments.
In days of yore, the long long ago, the beforetimes, pre-Starcraft, I knew a young man who was
invited to play Quake
professionally. He would've made decent
money doing so, more than he would've made at a summer job, but there simply
wasn't that much money in first person shooter e-sports in North America. The most successful FPS gamers, celebutards
like F4tal1ty and the like, made their mint merchandising themselves and
developing brands that served a previously non-existent market (gamers looking
for high precision input peripherals with minimal self-respect) not by actually
playing games. In fact, as their
communities began to expand and a more global player base began to participate
in FPS tournament play, we found out that the professional gamers we thought
were great were, in fact, just quite good.
Likewise, games like Starcraft
started to rise to prominence and, with them an Asian influenced global
marketplace for e-sports focused primarily on strategy games emerged and, in
short order, proved considerably more lucrative than existent North American
and European markets for e-sport FPS games.
This led to a professional gaming environment that largely
favored Asian markets and engaged with North American markets adjacently at
best. Starcraft and its relationship with Korea is probably the most
prominent example, featuring teams sponsored by a variety of corporations and,
in one case, the Korean air force, even during its infancy. Let me reiterate that: in the era of North
American video game tournament purses in the mid ten-thousands, one of Korea's
military branches sponsored a Starcraft
team. While a handful of tech companies
paid kids minimal amounts of money to play CS:S
to a largely invisible audience, major Korean corporations and, via proxy the
Korean government, paid young men to play Starcraft
in massive stadiums. While the purses
for Starcraft were comparable to
those handed out by the Cyberathlete Professional League, when considered over
the length of both the history of both the CPL and the South Korean
Starleagues, the visbility of Korean sponsors, athletes and competitions,
dramatically overshadowed the visibility of its American FPS based counterparts
hinting at a potentially unexpected phenomena: that most people seem to enjoy
watching real time strategy games more than they like watching first person
shooter games.
There's some reasoning to back all this up, to be sure. A solid RTS player will, from out the gate,
be performing at least one action per second, probably closer to two or three
for an overall APM of around 140. A
professional will be throwing out around two or three hundred per minute, which
means that during every second of every game, something interesting is probably
going to be happening. Compare this to
an FPS, where the action comes in spurts, often with long pauses between each
bit of tangible, watchable action (for the purpose of this discussion, movement
from place to place is not really action, so much as it is an interstitial
activity that drives players from spurt of action to spurt of action - it's
just not that interesting to watch in most FPS games, with noteworthy
exceptions). Starcraft, and RTSes in general, are actually kind of fun to watch,
depending on how you package them. South
Korea figured this out fast, and western audiences have slowly been catching
up, developing a rogue's gallery of announcers ranging in likeability from
Day-9 to that guy that compared playing Starcraft
to raping a woman that one time. Still,
the infiltration of Starcraft, even Starcraft 2, into America's entertainment
psyche has been slow: while there's more interest now than ever before, and a
dedicated number of streams are appearing to meet a surging demand for e-sports
visibility, there's no real broadcasting of these events via conventional
channels like television, even on television channels ostensibly geared towards
video game enthusiasts.
DotA 2, in a
sense, solved this problem by piggybacking on a cross-cultural phenomena: DotA had a reliable, enthusiastic player
base everywhere, and while the various schisms brought on by the influx of MOBA
titles over the last few years have divided audiences somewhat, DotA 2 has managed to bring a great
number of them back together, uniting Asian, European, and North American
audiences into a single mass ready to compete on a global scale. Given the appeal of DotA 2 in Europe and North America, and the native enthusiasm for
the game in places like China, Malaysia, Singapore, South Korea, and Hong Kong,
it's no surprise that such a watchable game would find a sort of niche as the
most watchable of games and, in doing so, would accrue one of the most massive
prize purses in gaming history before it even acquired sponsors. DotA 2
might not be bringing competitive gaming to the mainstream, but it's certainly
bringing it to a position of cultural prominence or, at the very least,
financial clout.
Which makes MW:O's
stuttering attempt to simply sustain itself that much more frustrating. With a considerably more aggressive revenue
model, a much smaller player base, and a game that the "meta" of
media and crowd attention has largely taken to ignoring, there's something tragic
about MW:O's in-house tournament
prizes, all the more bittersweet considering MW:O's predecessor, Mechwarrior
2, was actually one of the first games to prominently feature online
multiplayer, through the Netmech
expansion which allowed players to fight one another over TCP/IP connections in
the early days of Teh Netz. Sure,
Battle.net came out just a year later, but for a long while TCP/IP shooter
connections were the apex predator of online gaming, and during those halcyon
days Mechwarrior represented a
crucial property.
Now it sits at the bottom of the bottom of the barrel,
struggling to release content months after it was promised, with community
managers quitting, development team members jumping ship, and players losing
enthusiasm as updates slow down and edge away from favoring general interest
players and closer and closer to the fiscal whales that MW:O (unfortunately) needs to survive. As DotA
2's International erects a sort of beacon of hope for gamers the world
over, MW:O's tourney feels like a
bittersweet reminder of days gone by, a gesture towards the potential greatness
of a largely unloved object, one that, without a reinvigorated player base,
might soon be unable to sustain itself.
Perhaps it'll work; perhaps people will watch the MW:O tournament and decide to try their hand at giant robot
piloting. At this point, it is unclear
if this will change anything. But if DotA 2 can spare one thing, it is hope,
and The International demonstrates that an interested body of viewers exists,
even if they only need to be shown the thing they're looking for, often years
after it was created.
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