We really donât know what makes someone good at video games. We can speculate, but we donât know. What we need, frankly, are better stats.
In StarCraft we bear witness to the immaculate precision of a perfectly-timed Zerg ambush, but we donât know how that compares to the average Zerg ambush.
In a Call of Duty multiplayer match, we can watch someone noscope a kill cross-map, but we donât know whether or not that shot will regress to the mean.
That knowledge of how good a given player is in a competitive game should be attainable. Itâs all numbers. It can all be calculated. But it is locked away in byzantine mazes of data hidden within the first-person shooters and real time strategies that we and thousands of pro gamers . As games are slowly being taken more seriously on competitive levels, however, those mysteries are starting to vanish. People are starting to get that knowledge. With that, a sense is emerging about which stats can tell us how good players of the most popular multiplayer games actually are.
You could make the argument that a sport isnât a sport until it has numbers backing it up.
Eivind Fonn is not a professional StarCraft player. The 29-year-old spends most of his time working on his Ph.D in applied mathematics somewhere in Zurich. But in his off time he has built Aligulac, a website that tabulates a ridiculous amount of competitive StarCraft 2 data into an interface that allows its user to predict completely hypothetical matches. Itâs perhaps the first usage of analytics in eSports.
Fonnâs website takes a playerâs wins and losses, strength against particular races, and other, more abstract computations to calculate their cumulative rating. With that number in hand, Aligulac can predict matches using the difference of two playerâs ratings. For instance, with a few clicks on Aligulac, I can see that HerO has a 20.96 percent chance to beat Jjakji 2-0 in a best of three.
âI got into StarCraft when it was released 12 years ago, but I didnât start thinking about deconstructing the game in numerical terms until a couple years ago,â Fonn told me. âI was looking to find a way to predict matches but I found the existing resources kind of wanting. So I just developed my own.â
How accurate is it? According to Eivindâs math, very. A line graph on the site shows that Aligulac has predicted StarCraft matches correctly about 80 percent of the time. As the number of games in a match goes up, so does Aligulacâs accuracy. A best of five? The site gets those matches right nearly 95 percent of the time.
âStarCraft is a difficult game to predict,â Fonn said. âItâs not like tennis or chess. But I did enter the Team Liquid prediction contest and I did quite well. My numbers could beat most everyone else competing.â
Fonn is just one of a growing number of people inclined to bring the advanced stats we see in traditional sports into competitive gaming.
Looking at video game performance through statistics isnât anything new. Goldeneye told us our kill/death ratio. Halo calculated our assists. The fighting game scene has always been beholden to frame-counting.
But in gaming and in sports in general, weâre entering the era of widespread advanced analytics, the natural product of macro-computing. This year, the NBA installed dozens of player-tracking cameras in each of their arenas. Want to know which player moves the most on the floor? Itâs Nicolas Batum, at 2.6 miles per game. Figures like that were mere postulations a few years ago, but now itâs only a few clicks away from everyone. Aligulacâs algorithm might not be at that level quite yet, but the promise is there, and itâs the direction that competitive gamingâeSportsâhas to move, supporters say, in order to be taken seriously on a mainstream level.
âeSports is the one place where everything the player has done is recorded by the computer,â says Joerg, noting that could lead to âbullshit-free analysisâŠbetter conversations, better players, and better games.â
Some people even believe that competitive gaming can get more out of stats than any conventional sport can. After all, what kind of competition is more quantifiable than one thatâs run not on a field or on a wooden floor but on a computer? What kind of sport should be able to more defined by stats than eSports?
âThe dream is the end of bullshit,â says David Joerg, owner of the StarCraft statistic website GGTracker. âeSports is the one place where everything the player has done is recorded by the computer. Itâs possibleâand only possible in eSportsâwhere we can have serious competition and know everything thatâs going on in the game. Itâs the only place where you can have an end to the bullshit that surrounds every other sport. You could have bullshit-free analysis. Youâd have better conversations, better players, and better games. Thereâs a lot of details needed to get there, but the dream is possible.â
GGTracker arrived on the scene about two years ago. It allows any StarCraft player to upload his or her replays to a database that spits out stats like actions-per-minute, spending skill, and win rate. The site has processed over four million replays since its inception. Itâs not perfect, but it informs a player of some solid numerical efficiencies and inefficiencies to their play-style. GGTracker can reveal bad habits, missed opportunities, and hidden turning points. Itâs the first step towards articulating eSports through meaningful data, the first step towards the dream.
Right now, stats in eSports are fairly unregulated. Unlike something like Player Efficiency Rating in basketball, there are only a few stats in competitive gaming that enjoy widespread recognition. A company like StarCraft-maker Blizzard doesnât focus on developing metrics, so most of that work is left up to the community, for better or worse.
âThere are some stats in every video game that are directly visible to the player, like kill/death,â GGTackerâs Joerg said. âEveryone will use it because itâs right in front of their face, and then people will say that stat doesnât tell the whole story. So then a brave soul will try to invent a stat thatâs a better representation of a playerâs value, but that leads to a huge uphill battle trying to get people to use it correctly and recognize its importance.â
Sometimes this works out. Spending Quotient is a stat that emerged from the community over two years ago, and it remains one of the go-to stats to track a playerâs StarCraft efficiency. You plug in your collection rate and your average unspent resources, and out comes a tidy little number that represents how good your economy is. Itâs broad, but it works, and its adoption by the community is proof that players are looking for a better way to understand the game they love.
Spending Quotient is fairly crude. It only identifies a playerâs inefficiencies on a superficial level. It gives a player a loose idea of where they need to improve. It answers the what, but not the why, like evaluating a baseball playerâs lackluster offense, without knowing if heâs a bad baserunner, or unable to hit for power.
âWeâre a ways off from baseball nirvana,â Joerg said. âI donât think anyone truly understands StarCraft outside of the top talent.â
Ideally, eSports games and the growing number of people who watch competitive games will have access to stats that measure the precision of a playerâs unit control, or the average effectiveness of their ganks. Those numbers may someday be available, but eSports just isnât at that level yet. It doesnât help that the games people play in eSports change over the years and what people compete in remains fairly new, adding new rules and introducing new gameplay possibilitiesânew plays, as it wereâthat can make old stats irrelevant and necessitate the need for new ones.
âBefore we were guessing, and now weâre doing a little better than guessing,â Joerg confessed. âTake basketball. When was basketball invented? And when did the stats for basketball really get solidified? For any sport, the answer is always between 10 and 50 years. So what video game is going to be played at a high level for 10 to 50 years for the community brains to nail down what numbers are important?â
Regardless, itâs safe to say that statistics are a key element to the future of eSports. They add legitimacy, they provide context, and most importantly, they tell a story.
âStats make competition much more impactful,â Whalen Rozelle, director of eSports at Riot Games, developers of the hugely popular League of Legends, told me. âIt changes the air of the entire experience. Even right now, if we track a win streak, thatâs the foundation of what drives narrative and [appreciation of the] talent of the players. Narrative is what makes sports fun and interesting.â
Better stats create more possibilities. To wit, League of Legendsâ Rozelle says: âWeâve been thinking about fantasy eSports.â
One of Rozelleâs top priorities is to emphasize stats during eSports broadcasts. That will prove how stats can make eSports more interesting for their audiences. Tools like GGTracker are built to help players get better. Theyâre personal investments, numbers that donât necessarily fit well in a livestream. Stats that can be better-integrated into a livestream that enlighten a spectator will help eSports grow.
âItâs about giving wider access to our community,â Rozelle said âYou look at armchair quarterbacks and sabermetricians who are doing their own analysis, and it even goes further than that. Weâve been thinking about fantasy eSports, which we think would be a really cool experience. Obviously the game is core, but League of Legends is more than that. Itâs about being a fan. Itâs about watching streams. Stats unlocks another aspect of that.â
You could make the argument that a sport isnât a sport until it has numbers backing it up. Until someone can point a series of statistics that clearly designate a playerâs superiority, there will always be doubters. If thatâs true, then itâs true for eSports as much as it was for baseball, football and any other sport when it was young. For gaming, those metrics remain hidden in the computers running StarCraft, League of Legends, Call of Duty and any other game being played in high-stakes tournaments. Slowly, though, weâre starting to discover how competitive gaming truly works. Weâre starting to find the numbers that tell the story. Thatâs exciting.
âWeâre constantly throwing things back and forth with each other,â Rozelle said. âLike how cool would it be if we could track how successful a team is at tower-diving before five minutes? Itâll be something that develops over time. And I believe strongly that as our statistical knowledge gets more sophisticated that we will be able to use those numbers to figure out how good a player really is.â
Itâs a lofty goal, but if thereâs one thing we know for sure, itâs that communities rarely back down from a challenge. Eivind Fonn is a Ph.D student, David Joerg works in the financial sector and raises a family. Theyâre making time to benefit their scene. With people like that, itâs hard not to be optimistic that someday weâll all know the stats that define how good a competitive gamer actually is.
Luke Winkie is a writer and former pizza-maker from San Diego, currently residing in Austin, Texas. His twitter is @luke_winkie, and you can find his work at Red Bull, the Village Voice, Paste, Myspace, and where ever else content is needed.
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