The article mentions that Riot lost money in hosting The World Championship, but during The International (the Dota 2 equivalent), Valve made over $30 million from selling interactive playbills for the tournament. Twitch has become a huge part of the events as well, but I think it's telling that Valve is strategically moving forward with trying to make viewing the game just as important as playing the game. Esports as a spectator sport is definitely going to become much bigger moving forward (LoL's World Championship already has more viewers than baseball's World Series, and in Dota 2 to win more money than a superbowl winner you'd only have to take third place in The International). I suspect that we'll see Esports taking over physical sports in terms of numbers in the next decade or so.
Absolutely not! Sports is heavily fragmented, for E-Sports only the world leagues and a few games in a few countries are that lucrative. In Sports you have much more competition also and tradition that isn't just going away and can keep people from pivoting to pc games, if it doesn't that's kinda sad. Gaming might not have reached it's full potential and it's very accessible in industrial nations, but based on more complex rules the learning curve is also higher, cutting off a lot of the lower base of unprofessional players, the foundation where to foster pro players.
Of course, finding the way to do it legally (in the US at least) is the big challenge.
Basically pre-round or mid round you could bet some of your in game currency on a side winning. This let you recoup lost money which you could use to buy guns etc. the next round.
I always thought it was just a fun addition to the game but if you did it real time, round by round, with real money it could be cool too.
It all ultimately inspired me to enter into their first community contest (LoL Logo Lookout photo), and it is the only public contest I've ever entered online. Last I heard those entries are still hanging in the office somewhere.
I no longer play, as I got sensible about my time. But really, their commitment to their community is something I still respect from the opposite coast.
Oh yeah! I don't know about now though, it sure used to be. I didn't do anything fancy, just some basic bot automation and a couple miscellaneous chatbox-based addons (mostly for spamming) but it got me learning Lua.
Edit: Looks like LoL is still moddable via Lua[0]
An example that indicates the difference between last year's world championship games and this year's is the ward system. Wards are items that a player can place near their current location, invisible to the enemy team, to gain vision into the fog of war, which is vital for decreasing risk in map-wide coordinated team strategies. Under the old system, pro teams often bogged down during the mid- and late-game phases as they vied for map vision superiority, and the only viable strategy was to purchase as many of the superior ward type (pink, with green being inferior) as possible and equip at least one player with a long-term ability to see invisible elements. Under the new system, both green and pink wards are valuable — the former are invisible to enemies and time-limited, the latter are visible to enemies but can detect invisible elements and are not time-limited — and all players have access to a periodic ability to place an extra ward or shut down enemy wards. As a result, the action in this year's matches has been much more consistent, as teams can still angle for vision control without losing momentum.
Just today, I saw some rough notes (http://boards.pbe.leagueoflegends.com/en/c/champions-gamepla...) on changes being tested in public beta. The scope of changes is massive! Starting stats, behavior of towers, and the range of temporary buffs are all on the table for a major revamp. It would be really easy for Riot to resist improving their game under the excuse of "this is the way we've always done it", but they continue to push and innovate from within. A great example of keeping a startup mentality alive within an established company!
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On another note more closely related to the posted article: for anyone that doesn't already watch pro-level League of Legends and is interested based on this article, you can follow the remainder of the current world championship matches through http://na.lolesports.com — the next best-of-five between two Samsung-sponsored teams should be very exciting. Past matches are available via http://na.lolesports.com/vods/league/worlds and I would highly recommend the Fnatic vs. OMG game from the group stages (direct link: https://www.youtube.com/watch?v=O345c46mFqY).
Here's a quick rundown of the three systems:
Dota:
Observer Wards: Invisible, last seven minutes and give vision of a fairly large area, but there are only four available to each team at a given time. Cost 150 gold for a stack of 2.
Sentry Wards: Invisible, last four minutes and reveal invisible things in a fairly large area, but don’t grant vision of an area (so you need to find some other way to get vision of the area where the invisible thing you want to see is). Cost 200 gold for a stack of 2. There is no limit to Sentry Wards.
Old League of Legends:
Sight Wards: Invisible, last three minutes, give vision of a fairly large area, take three hits to destroy. Cost 75 gold. Unlimited.
Vision Wards: Invisible, last three minutes, take three hits to destroy. Give vision of the same area as Sight Wards, and also reveal invisible things in that area. Cost 150 gold. Unlimited.
New League of Legends:
Sight Wards: Invisible, last 3 minutes, give vision of a fairly large area, take 3 hits to destroy. Each player can only place three Sight Wards at a time. Placing a fourth will destroy your oldest ward. Cost 75 gold.
Vision Wards: Visible, last forever until destroyed, give vision of the same area as Sight Wards, reveal invisible things, take 5 hits to destroy. You can only place one Vision Ward. Cost 150 gold.
My not-at-all-certain observations are that 1) DotA's jungle is more complex and perhaps a bit larger and 2) DotA's terrain behavior is more advanced [tree removal, cliffs overlooking the river]. These factors would probably make it more difficult in DotA to place wards in the jungle in a way that is highly likely to yield solid intel — you can get a fairly good amount of safe coverage with a defensive ward on the cliff near river, as well as along the river exit once you've advanced past the river. To the best of my knowledge, you're just not going to learn as much from jungle wards in DotA, because of the sight lines and the difficulty of enemy jungle invasion (and perhaps because of the random invisibility rune spawns, though I don't know how much of a factor that is). Contrast all of that with LoL: accessing the enemy jungle is comparatively easy, and key ward placements on the enemy side (especially tri-brush, blue buff brush, and river junction at wraith camp) are almost certain to be high-information investments.
Additionally, in LoL you have to teleport to a friendly creep, structure, or ward; the secondary nature of a ward as a rally point is something that increases the stakes of ward superiority. In DotA (if I'm not mistaken) the teleport limitation is not the same, so the pressure is not the same. I'm sure there are also itemization and ability factors that I have no knowledge of whatsoever. If I'm horribly wrong on this, I welcome a more experienced perspective!
EDIT: `chc has more specific intel on the wards themselves. The team-wide limit on observer wards is a distinct difference!
However, I would say that Dota still has a problem with stalling, maybe even more than League of Legends. There are often one-sided games that drag on for quite a long time before the winning team has a decisive enough advantage to actually finish the game. This comes from a few features, foremost 'buyback' which lets players come back from the dead before their timer expires for a fee, which means that even if you kill their entire team inside their base, unless you have the force to kill them all again, you usually cannot take any ground.
I just think it's a bad mix of several games. The level format doesn't make a lot of sense. It has the disadvantages of a RTS while being some sort of a RPG (little or no persistence), doesn't have a solo mode, and doesn't even allow to control more than 1 unit. It's slow and boring. The content is quite ugly and the gameplay comes straight out of wc3.
The creep system is weird, unusual and just irrational.
LoL is a frank success because other games failed to capitalize on esport. But LoL is not a game I like to play at all.
I wish that in the future companies like id, valve and blizzard will be able to better orient their quality game towards more esport while satisfying gamers from all spectrums: the casual gamers like the one who like to spend time doing matches. Blizzard found a great balance between the two, but to me there's so much more to be done.
The games are more like basketball than Quake. 5 on 5, and if 1 player on a team is bad, that team will probably lose. It's why the communities in MOBAs can be so toxic.
Making a game/sport that is rewarding at the pro level and also has no learning curve- does such a game even exist, electronic or not?
The worst part is that even if you only like a few heroes, you at least need to be aware of every heroes capabilities or you will not do very well. If you don't know what every hero does you can't be sure that it's safe to engage in a fight.
And with movement based mods like CPM, Defrag or WSW, the learning curve is also kinda high, with 10 different weapons (ok, 3 major ones) and a movement system that is very involved with the maps.
Are there strategy games based on TDM or CTF?
Warcraft 3 has a steep learning curve, like RTS games do in general. One mistake can cost you your hero, which can cost you your hero if the death is untimely. (I guess DotA derivatives are more forgiving in that sense.) But there aren't that many units and heroes to learn, so at least after some time you won't be taken completely aback when your hero gets ensnared, critical striked (struck?) hexed and then critical striked again. I mean, it will happen, but the possibility would have already crossed your mind.
There is a ton of finesse and micro to playing a game like WC3, but learning to play the game isn't that hard; there isn't terribly much that you need to memorize, and then you can concentrate on strategy and mechanics. DotA (derivatives), on the other hand, is built in such a way as to be absolutely relentless towards anyone who isn't already experienced.
WC3 is hard to learn, but not unreasonably so for an RTS. It also has a high skill ceiling. DotA (derivatives) are really hard to learn (I won't comment on the skill ceiling, since I don't know). Yet, people - casual players included - have embraced DotA over the humble original game. I just don't understand the attraction, particularly when it comes to the more casual players.
LoL is Starcraft with most of the non-micro elements gone.
Nothing wrong with that, just not my thing.
DotA has a few heroes you might be interested in! Chen and Enchantress have the ability to take control of jungle creeps and use their abilities. Enigma, Broodmother, Visage, and, to a lesser degree, Lycan, Beastmaster, and Brewmaster have abilities which summon multiple controllable units. Illusion-based heroes like Naga Siren, Terrorblade, and Phantom Lancer which can create temporary copies of themselves. And, of course, there's Meepo.