League of Legends eSports: Focus On the Human Factor (from 2013)

Mar 22, 2016 by

wearelcs2

A piece from 2013 blending commentary and an interview I conducted at E3 about the changes to League of Legends’ League Championship Series (LCS), and how those changes emphasize the human factor, and represent a reliable, relatable new system that intended to further focus global regional competition on the fans. Originally published on RTSGuru.com in 2013 (but freshly edited).

For League of Legends, it’s showtime again. The League Championship Series started up again last week. The day before competition began once more for the first time since LoL All-Stars in Shanghai in May, I was at E3 and got to chat with Whalen “Magus” Rozelle, the Senior eSports Manager at Riot, about how Season 3 is different than previous championship years, and some of the philosophies behind those changes, as eSports grows along with its potential.

It’s about telling stories.

Riot went back to the drawing board and made some significant changes for Season 3, including the structure of the championships, but with an eye ahead on growth and a format that could do a couple of key things – grow with the game and audience, as well as work with a global model. With LoL the most played online game in the world right now, getting things to work on that massive scale has to appeal to a lot of people, and ultimately, the structure of what Riot is doing relies on the human factor. That means not just investing in global infrastructure for tournaments but appealing to many of the factors that bring people to watch physical sports, with emphasis on people’s interest in other people’s stories.

Season 3 also brought a few stabilizing factors. Teams going pro is a reality now, and those teams need an income and more are looking at living together.  Riot helped with “a formal structure with established teams – the pro teams—making sure those teams had a stable income  so those teams could focus on being the best pros they could be,” as well as creating a competitive structure that would allow new teams to come onto the scene and develop. “And we already see this in the structure in Korea and Southeast Asia with the GPL and  the League of Legends Pro League coming out in China.”

Ultimately, though, it’s all about the people. Both the audience and the competitors.

“[What] we wanted to do is to focus on storytelling broadcast narrative, and really delivering a viewing experience more akin to traditional sports. Like your college game day or a Monday Night Football.” So the new structure is predictable, and there’s a familiarity to returning to watch each week.“We want to create a league worthy of planning your time around, ” hence drawing from many aspects of physical sports as well as sports broadcasts. “If you’re an eSports fan, we want you to go ‘Well, I know what I’m doing on Thursdays and Fridays because the LCS is on.” The numbers on streams show that this is indeed working, and the creation of the LoLeSports.com website has also helped connect fans.

They’ve gone ahead to produce packages and a reliable format.  As someone who has been watching sports ever since she was a little girl, they are creating a similar environment, even though the competition is in a completely different space. They’ve hired feature producers that have worked on Olympics clips and NFL and know how to convey this kind of narrative when it comes to a sports audience.

Aside from a predictable schedule with segments, the real heart is on the people. Team spirit is great, but it’s only one piece of that narrative. “Telling these stories that eSports fans can connect and latch onto” in other words. The audience might not be as good as the pros, but by highlighting the stories and that human factor, everyone can find something to relate to. Rozelle gave an example of the Chaox and WildTurtle stories when it came to TSM duing the spring.

They have been doing this also to bring a more relatable experience to eSports and hopefully get those casual fans or those just curious who might be inclined to watch or play to give it a shot. By focusing on who these players are and what their goals, dreams, conflicts, and even training methods are, it creates an entry point for observers, both new and seasoned.

One of the best stories out of the Spring was how some of these newer teams were able to rise and gain confidence. Teams like Vulcun and GGU (now Team Coast),  and watching them grow as the season progressed. On the esports site, the polls under each match would shift throughout the season. You’d start with new teams hitting maybe 20% in their favor and all these lopsided votes, where by the end of the spring you’d see more leveling out as these teams were able to make their way in the competition as well as gain lots of new fans. Now, these teams have fans backing them and some new faces are coming up once again. It just shows the dedication and growth that can happen in this system.

The system is working, as the attention over spring showed, but they still want to go bigger and better. They’re pretty happy with how they’ve accomplished their goals so far but there’s still more work to do as well as more tweaks and more to come on the way.

With the arrival of summer competition, the news of the World Championships location and dates are coming this month. Competition heats up since it’s not just about getting into and staying in the LCS (though there are definitely new faces this season), but about looking further out toward a championship.

And once those details are released, both fans and players will still be focused on Summer, but there’s no doubt mentally, that both will be peeking past and wondering who will be taking it all. And thanks to the new system, we probably know the players involved just a little bit better, even if we have been following for a couple of years.

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Will Your MOBA go Mobile? (from 2012)

Feb 11, 2016 by

Note: This piece was first published on RTSGuru.com in February of 2012. I’m republishing it here on my blog since the site is no longer live. I will be highlighting some of my older pieces now and then. I was somewhat wrong in this one, but this is the way the industry works. It’s good to look back and see where we’ve come from.

 

Though the death knell for PC gaming has been rung many times before, there’s no doubt that mobile platforms are changing at least some aspects of how we play games. PC gaming actually grew last year to an estimated $18 billion in revenue , fueled by growth in the free‐to‐play sector, as well as regions like China. Yet, mobile grew too. There are also many strategy games on mobile markets, and that now includes a huge franchise like Total War, which has launched its own foray into the mobile market from the ground up. Other games like Anomaly: Warzone Earth, Civilization Revolution, and Hero Academy have started on or quickly been ported to mobile. InnoGames, which specializes in browser‐based titles, has just brought its most popular game, Tribal Wars, to Android after a successful experience releasing it on iOS late last year.

The obvious big hitters and the AAA games aren’t quite there embracing mobile just yet, but how long might it be before they do? MOBAs seem like they’d be playable well on a tablet. Some predict that mobile will start to truly impact the PC gaming world in a couple of years. It’s easy to scoff, since it’s highly unlikely that PC gaming will die. After all, people have been singing that tune for a long time, but there might be a bit of truth to the assessment. PC gaming was there first, and robustly shared the market with consoles, even as those consoles became better and better and even started being multitaskers. This helped to put them into many more homes, and so the days of the PS2 and Xbox were monster years. One thing that consoles, which are compact PCs anyway, have that is appealing to developers and many consumers is a consistent hardware profile. Your Xbox is the same as my Xbox. Well, this is also one reason many developers like to work with Apple’s devices. There’s a lot of consistency across the iPhone and iPad that enables a developer to only have to invest so much into the process. Just like PCs, Android models are numerous and the profiles differ. It’s one limitation to Android that I’ve personally found a little annoying, since some games I want to play either aren’t available for the platform or don’t pass a compatibility check with my particular phone model. So there are still a few hurdles similar to the PC market at work here.

Bringing this conversation back to strategy games, the variety available has really grown to include many quality titles. The RTS and turn‐based strategy games are at home on mobile devices due to their pacing, so it’s a natural fit. This might mean a greater impact on the strategy genre than others if mobile does erode some of the PC market. Even eSports is going mobile. The World Cyber Games dropped all PC games from competition and became a mobile‐only event, while MLG and Sony just signed a deal to create a mobile eSports platform. It’s clear that the mobile platform is going to be around for some time.

The casual player is a huge part of this. You probably know people who play stuff like Angry Birds but little else. Will they suddenly convert over to StarCraft mobile? Probably not, but it doesn’t quite matter yet. A lot of strategy gamers are live and die by the PC gamers too, however, so while games in the genre translate well in current examples, it seems many of us complement our console and PC habits with mobile gaming.

Mobile apps are one of the latest successes though, tying the player to the game when not even at a PC. We previewed the recent app release for Dungeon Overlord and noted that the app kept dedicated players connected to the game. But how long until the game itself is what’s being played on the go?

Maybe not long. Nvidia released a prediction in April that Xbox 360 quality GPU will be available on mobile devices by 2014. So it seems that the graphics will be there. Will the players?

As habits shift somewhat, I do think we’ll be seeing a MOBA on mobile devices. In fact, I think one of the major ones will announce such multiplatform play in the future. I might be wrong, but all the signs point to a quality experience, as well as a graphically beautiful one in just a year or two, so why not? Paging

Riot Games, perhaps? The ability to play anywhere reflects our increasingly connected culture, and it’s a wise move to take advantage of that. Using MOBAs was just one example, but as a growing and popular subgenre, it’s fair game. The current limiting factors would seem to be touch controls and the need for a guaranteed stable connection. So, ultimately, it’s a just matter of when, not if.

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Her Story: A Compelling, Fragmented Search History

Jul 3, 2015 by

The following is spoiler-free.

A still from Her Story

A still from Her Story.

Sam Barlow’s Her Story is a game that relies upon a scripted narrative out of sequence and the player’s self-directed discovery of the fragments in a criminal investigation.  A woman is presented in old, grainy taped police interviews on seven occasions after her husband disappears. The mystery is set in 1994, but as presented in its spare lack of directed play (Barlow himself posted a development note saying he wanted to create “a game with no meaningful ‘state’ change”.), it is modern and lean. Indeed, there are no real instructions, no direction, no real goals, and no fixed end, no epilogue, and no easy answers. The only direct input from the player consists of keyword searches that bring up video clips containing that word. This sounds deceptively simple but the best, often most compelling thing about Her Story is that most of the play is not based on directed input, instruction, or even taking place within the game. The work is done by you as a response to the clips you watch, listen to, scrutinize, and finally, begin to stitch together in your head (or on paper – I have seen multiple people work with extensive notes and mind maps).

The clips are time and date stamped, and most searches turn up clips out of order. Putting together which clips come from which day is also helped by the subject’s clothing, as well as words you can search. Survey the scene, figure out what words you think might have some meaning, and then off you go into an experience that will likely be all your own. The experience can be uneven, depending what you decide to search for, with some highly revealing clips possible to reach within the first minutes of playtime. Yet, these don’t dampen the experience as much as whet appetites and open the gates to more clues.

There is one element that definitely reminds you that you’re playing a game, however. When you watch a clip of something highly relevant to the main thread of the mystery, a semi-transparent image of a face accompanied by sound will flash onscreen for a second or two. This means you’re on the right track, but it can also serve as an inadvertent jump scare. It did so for me, even after seeing it several times, because of its inconsistent appearance. It’s helpful as a way to let players know they’re making progress, but it can be startling.

A still from Her Story showing a seated woman in a white blouse.

A still from Her Story

Even after hitting on most of the major pieces, I still felt myself motivated to continue searching, to continue watching more clips. The sense of archived research, of time I spent in tiny microfiche booths, in video labs at school, listening to the voices of yesterday, came back in this experience. The mystery novels and TV shows that I grew up with and I’m still happy to dive right into to this day came back. The narrative here, a past delivered in fragments, sometimes repeated, sometimes strange, surprising, or even subtly sinister reminded me a little of the work of the late Ruth Rendell.

Without treading into spoiler territory, there are several theories as to how it all fits together and  you’ll likely come away with your own idea of how to process what you just experienced. There is a point in the game where you are asked if you’re satisfied, and a message pops up with a final piece if you say yes, but neither saying yes or no prevents you from further investigation. In other words, you’re doing research, you have questions, and it is your choice when you stop. The nature of Her Story means that once you’ve been through it, watched all the clips, and come away with your version of the events, it is essentially spent for replay value. The price, a modest $5.99, is thus, well set.

Her Story is available for PC, Mac, and iOS now.

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Rising Above Gatekeeping: Games Belong to All

Apr 28, 2015 by

FemHype Kiva Bay comic

Humans and other animals enjoy play. Let’s focus on humans for the moment, though. “Playing” is not something you grow out of and it’s not something you have to do in a certain way, at a certain time, or to have a certain experience. More people seem to have realized that video games aren’t something one grows up and magically stops liking as if some prerequisite of adulthood. I like to think we’ve made some progress when it comes to our thinking about games, gamers, and how we participate and interact, as well as matters of access to those games, but this isn’t always clear.

It’s a week where some were confused or disappointed by seeing eSports broadcast on ESPN2, but this is only one symbol of change. Yesterday, FemHype published a comic by Kiva Bay (and Sam Slater) about her experiences with homelessness and how the ability to play games occasionally, plus see gaming Let’s Plays, shows, and coverage, helped her get through the days and feel better about life amid those struggles. Yet, the idea of identity came into play, and worries about not being accepted as a gamer since she didn’t have the opportunity or means to play most of the games she came to care about and experience virtually through others. The comic spoke to me since, while I’ve never been homeless, I did grow up poor with my mom, who has MS. We relied on her disability payments, as well as food assistance and even sometimes the church pantry in order to get by. One thing my mom and I shared were video games.

Yes, we had consoles, but they were often a gift from a family member as a combined birthday and Christmas present that required lengthy periods of saving up. When it came to games, we had a couple for each console. Sometimes we borrowed games from my great aunt, who kept an NES for her charges to come play (she was a teacher). My mom and I would browse used games on the shelves at E.B. and sometimes get one if we could afford it that month. Sometimes, Mom would drive us to an arcade and give me eight quarters. Those quarters meant the opportunity to get out there and enjoy some games, often with other kids. That was multiplayer. Other times, we would manage $2-3 for a rental.

When I began writing about games and even getting people to pay me to do that, there was a voice deep inside that peeped at me about my experiences, that my gaming history was “broken” or that my experiences, my insight, were inferior because of rentals not always giving me enough time to finish games, for missing out on games many consider classics, for having holes where other people’s console or PC gaming experiences were. We had consoles that we held onto for a long time since that’s what we could afford. I pushed that nagging little voice down, but it did undermine my confidence for a while.

In addition to humans liking to play, we also generally like to feel like we belong, that we can relate to others in this vast weird experience we call life. A few billion of us share the planet right now. A shared passion is a powerful thing, and when it comes to gaming, that’s true as well. Yet, it pains me that other people sometimes personify that little nagging voice that I’ve had to deal with –except this time, they serve as gatekeepers, as rule makers, or even as the gates themselves. There’s enough room to listen to one another and not disparage what we each like, what we connect with, or how we play. And even if people can’t access the games others play, they can still be passionate about those things. How about we stop looking for ways to disqualify people or to stop attempting to qualify them in the first place? It is tiring and exhausting to see people attempt to police others’ identities, on any front.

Games are something that have been part of my life since I was about three. A friend recently mentioned that she felt it shameful that she had never played games in several popular series. I told her, as we chatted over dinner, that everyone starts somewhere, and that there was no shame in it. I’m glad to see people discover games, whether that’s through active play, video, or even if someone discovered Heroes of the Storm via ESPN2.  People have different experiences, with many aspects of life, and making others believe it’s shameful not to have played something, it’s counterproductive to connection. Connection, including sharing our experiences, it’s one of the things I enjoy most about the power of games. They appeal to our human need to play, and in turn, give us one way to relate, open our eyes, learn, and care.

Connection is what I saw in that comic, and it reminded me of that nagging voice that even pops up still, once in a rare while. However you arrive, your experience is valuable. Welcome.

 

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