Competitive gaming has millions of fans. Its biggest stars earn six-figure salaries. Yet itâs nowhere to be found on American television. You may happen upon bowling, lumberjack contests, or even rock-paper-scissors while channel surfing, but nary a match of StarCraft or League of Legends
More and more people are devoting their lives to playing in and maintaining professional eSportsâ electronic sports, a catchall for competitive gaming. For them, continued growth is a must. The professional leagues want to be on TV. They want to become part of the mainstream. But will the gatekeepers of American sports television let them in? Can eSports maintain this trajectory if they donât?
The people in charge of these leagues believe that eSports has the potential to be as big as it wants to be. A representative from one of Americaâs biggest sports channels isnât as sure about this ânext big thing.â The men and women behind the biggest online streaming service that currently broadcasts eSports donât think network TV even needs to enter the picture. At least one of these parties is right, and will likely make a pretty penny because of it. Soon enough, weâll see who it is.
As it stands, millions of people watch eSports. They watch games like Starcraft II, where fast-fingered players control galactic armies in a dense and strategic war thatâs like speed chess via Gene Roddenberry. They watch League Of Legends, where two teams of five digital heroes level up and do methodical battle over towers theyâve sworn to protect. They watch Shootmania, an unreleased first person shooter with lightning fast pace. Knowing Americans, many of them probably dip into a bag of chips and a beer while they do it. And every single one of them is watching through the internet.
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Believe it or not, it was not always this way. At least, not entirely. Over half a decade ago, a sports TV giant decided to roll the dice and broadcast something new: video games.
âIt proved to be what we thought it would be. A bit too niche for our audience.â
âOne of the goals that we have is to always be really ahead of the curve, so weâre always looking for how to best serve our fans,â ESPNâs Vice President of Games and Partnerships, Raphael Poplock, said to me on the phone several weeks ago. We were speaking about the 2008 deal ESPN signed with MLGâMajor League Gamingâone the first and largest American gaming leagues, which was founded in 2002 and has been growing ever since.
âMLG at the time was up-and-coming and they were doing some really good things,â Poplock said. Using ESPN3âthe sports networkâs online portalâas an âincubator,â the Disney-owned channel began to roll out its competitive gaming coverage. Eventually, it was supposed to make the jump to TV. But MLG never arrived in the living room. âIt proved to be what we thought it would be,â Poplock said. âA bit too niche for our audience.â
After several broadcasts of Halo and football stalwart Madden on ESPN3âincluding features like âTop 10 Playsââand written coverage of players and tournaments, ESPN and MLG ended their partnership. âI think one of the challenges that we had as weâve evaluated this space, and even seen other people produce it, is that it really is hardcore,â Poplock said. âThe typical fan in our case, a sports fan, itâs not very easy [for them] to consume or to pick up.â
There was also the question of broadcasting âMatureâ titles like Call of Duty. âWeâre part of the Walt Disney company so we have to be very considerate as to what kind of content weâre putting on our air,â Poplock said. âFor various reasons, [we] just didnât think it would be a good fit for us.â
More than anything, Poplock felt eSports had issues with production value. âLook at what [ESPN] has done for the sport of poker. We really revolutionized it, made it to a place where fans really could understand what was going on,â Poplock continued. By adding in features like the pocket-camâwhich allowed viewers to get a look at the playersâ cards in the middle of a handâESPN helped turn poker into a mid-2000s juggernaut. From 2003 to 2006, entrants in the World Series of Poker increased from 839 to 8,773, the pot from 2.5 to 12 million dollars. eSports gaming, to Poplock, was not âpalatable for a casual fan.â
Today, ESPNâs gaming integration is kept to things like Madden Cover Vote and football simulations, but Poplock said âthe more core eSports, shooter games, [are] not an area of focus.â When I asked him if they were worried about missing out on this potentially huge audience, he said theyâre not concerned. In fact, he openly encouraged others to capitalize. âIf theyâre doing it with Twitch.tv or other folks, more power to them. We love that, we love seeing that the overall industry is thriving.â
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Reaching the mainstream is of the utmost importance to David Ting, founder of IGN Pro League. IPL is an extremely fast growing gaming league which has seen its viewership and prize money increase wildly in its two years of existence. Formerly involved in engineering at IGN, Ting now manages dozens of employees, putting together events viewed worldwide. Over the phone he comes off as a man driven forward, sometimes divergently, by his twin passions for gaming and business. Started as a Starcraft II League in 2011, IPL has grown to include League of Legends, Shootmania, and just recently signed an exclusive deal with Capcom for their fighting franchises, Street Fighter included.
Their last event, IPL 5, had over six million unique viewers, and Ting hopes to increase that number by at least 50% for IPL 6 next month. Ting is a gamer who got inspired to start the league after spending months battling through StarCraft IIâs Diamond multiplayer league, the last step before âPro.â But in a conversation with me he also harped on concepts like âmonetizationâ and âeconomically dictated growth.â IPL came from his hobby, but he treats it as very serious business.
And the way Ting sees it, eSports will have to move to TV. âItâs all about monetization at the end of the day,â Ting told me. âThe level spent on TV in terms of ads is still way higher than internet for per-minute views.â
âFor us, itâs really important to reach the mainstream. Somebody who may not be watching videos on the internet,â he said. âThey may discover our program on NBC and fall in love with it.â Ting sees eSports as something that America is waiting to love, just as he does. Hell, heâs banking on it.
âFor us, itâs really important to reach the mainstream. Somebody who may not be watching videos on the internet.â
In the months between IPL 4 and 5, the unique viewership for the events more than doubled. Over a long weekend last November, people across the world consumed over 20 million hours of streamed video. At any given moment there were just under half-a-million people watching. Itâs hard to say things arenât on the up-and-up. But Ting believes that putting their content at the fingertips of the channel surfer could make it explode into a cultural force. âeSports losing the âeâ,â he said repeatedly.
When I asked him about MLGâs ill-fated foray onto network, he confidently replied that times have changed. Now, he says, the time is right. âIf you bring up e-commerce, like back when the internet was only available on mainframe, people think youâre crazy. But today itâs second nature. The same ideas that failed in the pastâitâs really about window of opportunity.â
IPL is currently on television in China, and open to other foreign markets. For America, Ting believes the switch will come âwithin the next two years.â Ting said IPL was âentertaining talksâ with networks, but wouldnât reveal which ones. Presumably, it wasnât ESPN. âThe opportunity is definitely in the US,â he told me. âIf you look at the majority of our broadcasts, theyâre in English. Itâs an economic system that dictates that. For now, Iâm a person who wants to perfect our current case study and challenge as much as possible. Weâre doubling in traffic every six months. I want to keep up that growth rate.â
A few weeks after we spoke, IGN had mass layoffs and closed some of their subsidiary websites like 1up and GameSpy. In an internal memo obtained by Kotaku last week, IGN said they were âactively engaged with parties interested in acquiring IPL.â When asked for more details, neither IGN nor Ting would comment.
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These leagues are working in uncharted territory. While the concept of average Americans consistently watching competitive games is foreign, it would be much more approachable were it on a nationally recognized sports channel. But what about betting on revenue models that are still rapidly developing in the world of online streaming? Competitive gamingâs current home, Twitch.tv, thinks thatâs a no brainer.
Marcus âdjWHEATâ Graham is one of StarCraftâs top announcers and a competitive gaming veteran. Heâs also a producer of eSports at Twitch. To him, the future of eSports is destined to stay online, and he thinks itâs actually broadcast television that has something to learn from their model. âIt doesnât matter where I live, it doesnât matter who Iâm a fan of, [on Twitch] I can follow the players, the teams, the competition that I want to follow without any sort of restriction on being subscribed to âxâ satellite network or living in âxâ region,â Graham said to me on the phone last week.
Twitchâs Vice President of Marketing, Matthew DiPietro, told me âthe larger sort of question is âwhat is the future of broadcast or cable television?â In my mind itâs pretty clear that most broadcast is going online in one form or another. So who knows, I think it would be great if we saw some really well produced content on television, but in my mind thatâs not the future, thatâs not whatâs interesting about this thing, thatâs not whatâs really scalable.â
âThe larger sort of question is âwhat is the future of broadcast or cable television?'â
As the world of competitive gaming grows, so does Twitch. The streaming service, an offshoot of internet-broadcast progenitor Justin.tv, is home to streams of gamers both professional and amateur. According to them, their viewership increases by 10% every month. The numbers they provided me are impressive. 25 million unique viewers per month, several hundred thousand at any given time. 300,000 unique content providers every month, and up to 1/100 of those on at all times.
Currently Twitch engages in yearly deals with both MLG and IPL, and are the preferred streaming service of most professional gamers. They are supported by ads, or if you feel like paying, a premium ad-free service. And they firmly believe that they can and will be the home of eSports when it hits the big time.
Like David Ting, Graham thinks eSports becoming mainstream is only a matter of time. But he sees no reason for it to move to broadcast television. âSome of [the big events] I can see happening in a cable type environment, or a broadcast type of environment. But frankly, I think the audience that you get on Twitch eclipses what you could get on television anyway. That this is the more natural place.â
Not that they want to live exclusively on your computer: âWe are very interested in getting Twitch content onto the device that is the television,â DiPietro told me, âBut thatâs through an internet connected television, through your Xbox, through your Roku, through your internet connected devices of all sorts.â With more internet-enabled televisions hitting the market all the time, not to mention upcoming media-forward machines like PS4 and Durango, the technology is there. But when will this all happen?
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While IPLâs future is unclear, could David Ting still be right about the two year window? Thereâs no doubt that the national interest in gaming is there. Video games are a humongous industry with a robust and competitive multiplayer faction. But the cultural familiarity with sports like basketball and footballâa familiarity bred over decades and generationsâallows casual viewers to consume them on at least a basic level. Something like League of Legends doesnât have that. Could it ever? Raphael Poplock would probably say no. David Ting would surely like to think so. But both agree that the most popular titles, no matter how deeply their fans are committed to them, suffer from an accessibility issue.
Whether it be the complexity, the length of the matches, the foreign lingo, or even the largely foreign players, thereâs an impenetrability to these games. League of Legends publisher Riot Games knows this. âWhen we first started [broadcasting League of Legends], the average game was over an hour,â Ting said, âRiot made some tweaks in the game to shorten the playtime and allow it to be more watchable. Weâre doing the same thing with Blizzard.â But those kind of changes assume people are willing to watch in the first place.
One thing the leaguesâand the sport in generalâhave going for them in the accessibility department is their announcers. Over the years, many of the major eSports have built up teams of surprisingly effective sportscasters. Without commentary, watching a StarCraft game with a real-time-strategy-neophyte friend was an exercise in confusion, which quickly became boredom. The game being played at its best became just so many pixels moving about a screen. With Husky, HD, or Day9 calling the game, I wouldnât say it was all crystal clear, but the experience was greatly elevated, the more complex elements reframed into dynamic moments of strategy and the climactic battles and maneuvers clearly demarcated. Could it be these personalities that attract new, more diverse viewers?
Ting believes that for eSports to hit primetime, the knowledge base surrounding these games needs to grow, presumably by players inducting their friends. Itâs not impossible: I know several avid StarCraft watchers who have never played a match. But the transition from traditional sports fan to eSports fan is ill-defined, unpredictable. Untested. âI think those [viewer] communities are all there,â Ting said. âIt just requires people to treat them well, make the content high quality, and bring them in. Instead of being kind of exclusive, you should actually be embracing as many people as possible. Anybody added is a good thing for the community. I think thatâs the biggest attitude thatâs really keeping the scene so fragmented and so small.â
âInstead of being kind of exclusive, you should actually be embracing as many people as possible. Anybody added is a good thing for the community.â
But how big would the potential gains have to get for another network like ESPN to gamble on video games again? And how long can eSports leagues hold on to their sovereignty, building up their audience and driving up their market value, before locking themselves into a multi-year deal with a network?
eSports leagues are hungry to get on TV. In June of 2012, MLG co-founder Sundance DiGiovanni told a Forbes reporter that there were plans for CBS to broadcast an MLG event later in the year, only to retract the comment later saying it was ânot a done deal.â The CBS broadcast never materialized. David Ting, despite saying that he wants to wait for the âright dealâ that will expand the viewership by âan order of magnitude,â later said âif ESPN wants to cover IPL on ESPN3 tomorrow, [he] says yes.â
Heâs also quick to point out that, production wise, theyâre absolutely ready to go to TV immediately. âThe crews that we hire are the same crews that produce concerts as well as live fighting like UFC or WWE, or boxing matches. The lights that are used, the staging, the ambiance, the sound: everything is really produced with the same production level as if itâs ready for TV,â Ting told me. When I relayed to him Poplockâs feelings on eSports production values, he said â[he] believes that itâs closer than that particular person thinks.â
With such rapid expansion, you can sense the trepidation that without a new avenue there will be an inevitable bursting of the bubble. Indeed Ting said that âwhen IPLâs growth starts to stagnate, I will look at [TV deals] very closely.â Clearly he assumes those deals will be there, ready for appraisal.
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The world of eSports is, to say the least, in an intriguing place. Itâs basically been over a decade since America welcomed a new widely watched sportâpokerâinto the pantheon, and video games have been anointed as that next big thing for most of that span. With the atmosphere surrounding the scene, that time could finally be coming. Itâs just a matter of how. From what I can tell, no one is quite sure. Talking to all the parties involved, I was struck by the swirl of numbers they presented. Large numbers, impressively so, in myriad metrics, and growing at wild rates. It feels like something must happen.
Theoretically, ESPN could announce a new partnership with MLG tomorrow that theyâve been secretly working on for months. Then every so often youâd be flipping through channels and stumble upon a video game being played live somewhere far away and for lots of money, sponsorsâ logos plastered across the whole thing.
Or maybe that special and unpredictable magic could take hold and several years from now weâll all be shelling out for League of Legends jerseys and buying tickets to a tournament in Barclayâs Center. Heroes will emergeâtheyâre to be found anywhere really, just remember ESPNâs Paul Page calling hot-dog-eater Joey Chestnutâs 2007 defeat of Kobayashi âthe greatest moment in the history of American sports.â Allegiances wrought, parking lot brawls stumbled through, trophies engraved, glory gained, etc. eSports really could lose the âe.â
If the people I spoke to at Twitch are right, the way we consume sports in general might be headed for a shift, with competitive gaming unexpectedly leading the charge. I will say that being able to chat live with other viewers in a way thatâs integrated with my sports viewing experience is nice. The thought of doing the same thing while watching my beloved Tampa Bay Buccaneers is⌠intriguing.
One thing that looks certain is that competitive gaming will attempt to make that final push into being a household staple, a new option for our countryâs sport-hungry populous. A small army of loyal troops has been wooed. The resources and infrastructure collected. The will, the plan, the tact: itâs all there. But nothing is guaranteed.
Photo: Andrey_Popov/Shutterstock