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Overwatch League logo (Image courtesy of Blizzard)
(Image courtesy of of ESL Flickr)
It's an odd occurrence that games are being engineered as esports. On a conceptual level, games are primarily used as an entertainment source. Developers taking an interest in esports is amazing, but the fanatical noticed that new triple A games has to be tailored for an esports scene, is bizarre and bad for everyone in the scene.
Having developers artificially prop up their games as esports is not a new idea. Blizzard's Heroes of the Storm, for example, came out of the gate with esports in mind. Trying to muscle in on an already flooded market of the Multiplayer Online Battle Arena (MOBA) games, they pumped in a ton of money into collegiate esports and full-fledged major professional tournaments as well. Heroes of the Storm has taken a bit for the game itself to grow, and is now seeing some success with increased viewership and more and more professional teams moving into the scene.
The patience that Blizzard has with their games is paramount. One of their other titles, World of Warcraft, just emerged out of the delta that was their last expansion, which marked the lowest subscriber count in the history of the hugely popular MMORPG. What is odd with developers is how frequent updates to their games are. If your game is well built and fundamentally sound, why do you need numerous redesigns and balance changes? What happened to “it's done when it’s done”? The more we dive into this notion of “added novelty” the more we see developers adding “fluff” to their game to constantly appease the players want to have new and innovative content.
Dear Game Devs: the reason why the game is successful as a competitive game, is because you made it correctly. Looking to the past, games that are easy to pick up, but have skill ceilings miles high make up a large majority of some of the oldest
Esports titles. Halo 2, Smash Bros., Counter Strike 1.6, all are easy to understand on a basic level. Ask someone to “waveshine, bunnyhop, BXR”, or “parry”, most people would raise an eyebrow and question if you were speaking English. These are small “exploits” found as little nuggets of gold in the coding that lets players edge out their opponents, ranging from simple button combos, to a skill so complex that most players overlook it entirely on the basis of “it’s too hard”. Again, How many patches do we go through before we lose track of where we started from? Players do and will love change, but after so many patches and content updates, the game loses the flair and polish it once had. The game you fell in love with a year ago is nowhere near the same game.
Dear Game Devs: let your games run wild, but help the community grow with featuring some of the grassroots storylines that arise. Modern Esports would look completely different if we all know about the “5 Gods of Melee”, “TaekBangLeeSsang”, or “Final Boss”.
Help them grow something that you both have in common; a love for a game. Don’t artificially inflate a game with constant large scale changes to make a game seem “fresh” and “fun”.
Do not let history repeat itself; games like Overwatch need to experience growing pains. Let players be creative before immediately consoling the player base when something seemingly “goes wrong”. Let players innovate; let them find small fixes themselves.
Dear Game Devs: history should not dictate exactly how you operate, but it is a tool that you use to create or alter your opinions of games. We have to remember all of our history, as competitive games moving forward. From shooters to fighting games, they all share a common history. Esports is still young, as a community, let’s make this a talking point moving forward on competitive gaming. The idea of novelty wearing thin, is a concern. The addition of “big content updates” may be the only solution we have right now, but it should not be leaned on. Watering down your game with constant updates and content patches, could be driving people away.
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Images courtesy of Blizzard, RedBull, ESL and Riot Flickr page.