Thursday, March 8, 2012

Players vs Spectators

What makes a game successful and popular? It is the players? Or the spectators? When the same question is applied to televised sports, the spectators generate the most revenue and the most interest. But video games have almost always had a larger player base than a spectator base. This hasn't been a problem for decades, but with the rapidly growing strive to reach televised esport status, the need for more spectators is clear.

Games like Quake 3, Starcraft, Counterstrike, Street Fighter, DOTA have all been televised before, and largely commentated and spectated, yet a controversial topic was brought forward by a Korean community member recently: Starcraft was the only sport to draw a significant number of spectators who have barely played the game, while all others have spectators who have at least played it at an amateur level. He believed that this characteristic distinguished Starcraft as a genuine 'sport'.

While his stance is still heavily contested, games striving to achieve tournament and esport recognition should place heavy consideration into making the game fun for spectators, and not just the players. Even in real sports, the respective associations consider and apply rule changes to make the game more exciting for fans to watch, even if it is as the expense of the players. Baseball had different bats approved to increase the rate of homeruns to entice more watchers. Hockey changed passing rules to quicken puck turnarounds and increase frequency of scoring. After all, for these games built primarily around competitive play, it is the fans that will bring in revenue, and the more people who are interested, the more pros will want to pick it up.

That isn't to say any casual drivel can be accepted as a tournament game as long as it is easy to watch. It must be largely recognized to be a deep game requiring mastery and training. But the gameplay should be easy to comprehend for new watchers, smooth to follow for cameramen, quick to tell who's winning and why, fast paced enough to stay interested, long enough to be satisfying, and short enough to not get bored.

If you make a game for tournaments, think about the spectators. I'm looking at you MOBA.

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