League of Legends publisher Riot Games announced major changes to their revenue structure today, addressing concerns waged against Riot by esports figureheads last month.
In an open letter, Directors of Esports Whalen Rozelle and Jarred Kennedy describe steps Riot is taking to ensure stability for esports players and teams. Riot is actively soliciting long-term investment in the scene from third parties, as well as adding more team-branded skins and items in-game. Riot will also be restructuring its approach to sponsorships and ad sales.
Large-scale investments in LoLâs esports scene have raised the bar for player pay. As a result, teamsâ player retention has decreased. Riotâs response to an explosion of high-profile interest in LoL, and its impact on teamsâ stability, is the following:
âAs we invest and build towards the future, we recognize that the current ecosystem isnât consistently profitable yet for team owners or for the league. Costs have risenânamely in the form of player salary increases and support for those prosâmainly as a direct result of significant external investment and interest in the scene. . . That investment is a positive thing, especially for pros, but we understand it creates pressure for teams juggling costs in the short-term and we want to help them avoid cutting pro salaries and support.â
Other concrete changes:
â Championship skin & ward â From now, 25% of revenue from each yearâs Championship skin and Championship Ward will be added to the Worlds prize pool. That means every purchase of Championship Zed will directly increase the prize pool for Worlds 2016. For context, had this been applied last year, it would have more than doubled the prize pool.
â Challenger skin â Similarly, going forward, 25% of revenue from each yearâs Challenger skin will be added to the MSI prize pool.
â Team Championship skins â Beginning with the winning team from this yearâs Worlds, we will be sharing 25% of the revenue earned on skin sales in the launch year of each set of Team Championship skins directly with the players who inspired them, as well as their team and league (because it takes a village to make a champion). In the spirit of celebrating past champions, weâll also be sharing revenue from past Team Championship skins with the previous winners â players, teams and leagues (Fnatic, TPA, SKT, Samsung White and SKT again)
â New (and improved) digital goods â Next year, weâll be introducing new revenue sharing opportunities, such as team-branded in-game items and esports promotions, as well as improving revenue sharing on summoner icons (World icons increasing from 20-30% and regional league increasing as determined by each league). We believe the potential for revenue is extremely strong for committed teams building strong brands â but given that these are new and untested products and weâre looking to address an immediate gap in team revenue, in 2017 each league will set aside a guaranteed minimum to each of its teams as it determines appropriate based on regional needs. For example, the EU LCS will have a minimum revenue amount of âŹ100,000 per team for the full season, of which 50% will go to players as supplemental income on top of their existing salaries
These changes are riding on the heels of recent debate over Riotâs approach to funding it esports teams. Last month, Riotâs co-founder and a prominent League of Legends team owner publicly debated over how to fund the growing LoL esports scene. Team SoloMid owner Andy âReginaldâ Dinh called for higher prize pools and better infrastructure for players. âA huge issue is revenue opportunities for the teams,â Dinj said in an interview, citing playersâ financial volatility. Sudden and unpopular patches, combined with Riotâs apparently restrictive approach to sponsor-player relations, made investing in the LoL scene difficult for interested parties. That difficulty, Dinh said, directly affected profesional LoL playersâ ability to make a living.
On Reddit, Riot co-founder Mark Merrill fired back against Dinh. His argument was that Regi was diversifying his investments too much, not spending enough supporting his Team SoloMid: an accusation that Dinh says doesnât reflect the reality of LoLâs volatility. The LoL titansâ debates sparked a public conversation about whether the onus to properly compensate LoL players was on Riot or team owners. Merrill later revised his statement, agreeing with Dinh that âLeague esports (in its current form) doesnât provide the long term security and sustainability we ultimately aspire to for teams and pros.â
He added that, in 2017, Riot plans to install that new revenue modelâthe one announced today.