The Book of Esports
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About this ebook
Almost overnight, esports—or competitive video games—have exploded into the largest entertainment and sporting phenomenon in human history.
The Book of Esports answers:
- What exactly are esports, and how did they become so popular so quickly?
- Why did blockbuster video games like League of Legends, Fortnite and Starcraft succeed?
- Where exactly is all this video gaming headed?
- What do gamers and college students need to know to position themselves for success in the industry?
- How do you create a billion-dollar esports business? What strategic choices drive success in the modern gaming industry?
- Can video games really get your kid into college? (All expenses paid, of course...)
Whether you are a lifelong gamer, a curious Fortnite parent, or a businessperson seeking to understand the marketing opportunities of this multibillion-dollar phenomenon, The Book of Esports charts the rise of this exciting new industry, for the first time ever crafting a comprehensive overview of esports and its implications for human competition—and even the future of humanity itself.
Gaming luminary and Harvard MBA William Collis has painstakingly translated esports’ mysteries into a detailed and accessible testament for today. Featuring select interviews from the biggest names in the industry, The Book of Esportsweaves tales of trust, betrayal, and superhuman reflexes into predictive frameworks, explaining exactly why our industry looks the way it does, and how all this growth—and more—is inevitable as the divide between man and machine blurs into oblivion.
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The Book of Esports - William Collis
PROLOGUE:
PRESS START
We strive for the exceptional.
That, in its essence, is our nature as humans. We aren’t interested in the mundane, the typical, or the amateur. We don’t celebrate that which is familiar or frequent. Instead, we crave the unlimited and the extraordinary. Those rare glimpses of raw skill that make us question the boundaries of what it means to be human.
For all of known history, this drive has propelled humanity onward. To art and invention. To creation and conflict. And perhaps most of all, to sport.
Technology has always played its part in our games and competitions. Arenas have evolved from muddied pitches to storied stadia. Refereeing has transformed from gentlemen’s honor to instant replays. Even the act of watching sports has been radically transformed by digital broadcasts.
But always one thing was constant: the human.
For we still competed in reality.
Sports remained bound by the fundamental coefficients of physics and the mortal laws of life and death. Science acted like a blunt instrument: artificially extending athletic careers with tendon-transplant surgeries, or improving equipment designs to cushion concussive blows. But by and large, despite the incredible innovation characterizing our twenty-first century, sports remained surprisingly anachronistic. Still tamed by reality.
Until now. Until esports.
Make no mistake: we are entering a new world, brave and bold. As laptops and smartphones have digitized our daily lives, human competition now leaps this electronic divide.
You hold in your hands the testament of a new generation of human competition. The Book of Esports is at once an overview of where we are, a celebration of how far we’ve come, and a prophecy for how far we will go as human competition radically evolves.
Everything is about to change.
Esports, or competitive video games, are not single-player experiences with memorizable level layouts. Instead, picture intricately choreographed teamwork, pixel-perfect commands, and brilliantly innovative strategies, all taking place in gloriously simulated environments, where the impossible is matter-of-fact and the spectacular is assured.
And just like there are dozens of genres of sport, ranging from mainstream (football) to niche (volleyball) to obscure (curling), there are similarly many genres of esports.
THE BIG FIVE
While there are dozens of types of esports, the big five
genres dominate the industry today: first-person shooters, battle royales, MOBAs, collectible card games, and fighters. We’ll cover these genres, and more, in detail throughout the book. But right now, here’s a quick summary of each to get you up to speed:
First-person shooters (FPSs) are gun-based titles emphasizing accuracy and reflexes. They are modernized versions of classics like Doom and Wolfenstein, but far more difficult to play because of their fast-paced, 360-degree aiming and team tactics.
Battle royales are similar to FPSs, but feature chaotic everyone-for-themselves combat, played from either a first- or third-person perspective, across a large-scale, but constantly shrinking, battle arena. One of the most popular games in the world.—Fortnite—exemplifies this genre.
Multiplayer online battle arenas (MOBAs) involve teams of five players, each controlling a single character from a 3D isometric view and carefully sequencing their abilities to destroy opposing forces and overwhelm the opposing team’s fortified base.
Collectible card games are purely strategic titles, where a sequence of virtual objects (usually cards) are played to a digital board. Each object has different powers and associated costs, requiring careful planning and sequencing to maximize their efficacy.
Fighting games are modernized versions of the original arcade hit Street Fighter. They feature two players dueling with martial arts on a 2D or 3D plane. Of all genres of esports, fighters have changed the least since the early days of gaming.
All these games roll up into a $27 billion industry, backed by billion-dollar investments from Amazon, Facebook, Tencent, and more.¹ Picture ESPN-style broadcasts, full-ride academic scholarships, and multimillion-dollar prizing. Picture seven-figure endorsements with the likes of Louis Vuitton and BMW. Picture hundreds of millions of fans, most under thirty, clamoring for digital victory.
But esports are so much more than big business. For the first time ever, human competition is shedding its most ancient burden: the body. With esports, we no longer need to care about the frailty of flesh, or the random rewards of genetics. Too short to play basketball, or too old to play football? Don’t worry.
In esports, the athlete is the brain. Anyone who can use a keyboard, mouse, or controller can compete.
That is why you must read this book. And why you must care about esports.
Not because it is one of the fastest-growing entertainment industries of all time. Not because more people watch esports than the NBA or MLB.² Not because its celebrities command followings so large they sell out global product lines with a single tweet. Not because our children play these games and idolize these gamers. Not even because of the most fundamental truth: esports are really fun.
No. You need to read this book because esports is the beginning of the democratization of all sport, as a whole. Because the way humans compete is being forever altered by the fairness of digital avatars and rendered worlds. Today hand-eye coordination and digital dexterity still matter, but soon even these slim barriers will cease. Esports hints at an egalitarian future, where superstar potential is determined by drive alone, and where the limits of the body are undone at last.
Welcome to the future. Welcome to The Book of Esports.
ESPORTS 101
This book assumes at least a casual familiarity with video games. But don’t worry if you feel a bit lost or overwhelmed while reading. The back of the book provides an informative APPENDIX that neatly summarizes the basics of modern gaming and esports in a few short pages. Feel free to turn to this section now if you’d like a little extra background. This APPENDIX is not required by any means, but it can prove a helpful foundation for a neophyte.
PART I
A BRIEF HISTORY OF 1-UPS
CHAPTER ONE
THE BITS AT THE BEGINNING
The Staples Center, Los Angeles, 2013.
More than fifteen thousand fans fill the coliseum seating, chanting with a passion that shakes the building’s foundations. Strobe lights and neon signs flash as the athletes take center stage. Blake Griffin and Jordan Hill played here just last week, but there will be no basketball tonight.
Instead, ten computers claim center court, blaring a multitude of iridescent insignia. Tonight, instead of seven-foot-tall titans, spectacle-wearing youths stride center stage. And the crowd explodes.
In 2013, the League of Legends Finals at the Staples Center ushered in the first watershed moment of modern esports. For the first time ever, what had been a secret battlefield taking place across far-flung digital servers was given a tangible manifestation in the Western world. There had been major esports tournaments before, but this spectacle in particular became lodged into the public consciousness. The mainstream media took notice of what thirty-two million online viewers already knew:
The rise of esports had begun.
Just a year later, Amazon would create the industry’s first billion-dollar company, buying Twitch—the broadcaster, or streaming platform, of choice in esports—for almost a billion dollars. A little more than a year after that, the gold rush of esports would start with Shaquille O’Neal, Jennifer Lopez, and countless other celebrities investing in pro teams. And a year after that, traditional sports would leap in full steam ahead, with the NBA announcing an esports league for digital basketball, with six-figure salaries and nearly every franchised team creating a shadow roster of electronic athletes.
And this is just the tip of the iceberg. To truly understand the rise of esports, we need to appreciate the roots of gaming culture itself. We need to understand how competitive video games, even very good ones, have nearly always existed. We need to analyze the emerging digital ecosystems that allowed esports to evolve. And we need to trace the similarities between the gaming trends of yesteryear—like online guilds—into the development of modern gaming organizations. Because only by appreciating the past can we understand that esports did not come out of nowhere. Rather, esports are part of a steady trend of digital transformation in human play.
So let’s begin at the beginning. With a ball.
Tracing the evolution of esports back, we find an unexpected origin story. Esports didn’t begin in some dark basement with adolescent children yelling at a blue-lit screen. Nor did it catalyze with clever developers crafting a marketing plan to make their latest blockbuster game even more addictive.
Esports started in a bar in 1947, with a twist on the classic pinball machine.¹ Coin-operated games had been around since early slot machines, dating back as far as 1894 (and perhaps even earlier). Mechanical pinball itself was over a decade old at this point. So what made this particular 1947 machine so special as it debuted in pubs across the United Kingdom? Flippers!
Previous iterations of pinball units were simple. You launched a metal ball, just as we do today, into the main section of the cabinet and watched it bounce off pins and bumpers until, eventually, it would fall into one of a dozen point-yielding pockets.
And that was it. Pinball never progressed past this level of elementary play. Sure, some versions encouraged players to bump and tilt the machine, but many people, including the US government, were more inclined to relate the mechanics of pinball to gambling at a casino.²
So, why did the addition of a few plastic wedges vault pinball into a keystone of English pubs? Because it introduced the idea of control.
Humans love games of chance. There is something fun and addictive—in the worst kind of way, perhaps—in putting it all on black at the roulette wheel. But there is a reason why there isn’t a world championship for roulette.
Games that incorporate player control introduce the possibility of skill. By being able to affect the outcome of a pinball machine directly, suddenly bar patrons weren’t just watching pinball, they were playing it. And this simple requirement—skill—is the first driving force in our narrative of esports.
In total, there are four factors (which we’ll call SCAR factors) that propelled the rise of competitive gaming:
Skill – The talent and time required to master a game.
Community – The support a game receives from its creators and fans.
Accessibility – The barriers to purchase and learn a game.
Reward – The benefits for getting good at a game.
We’ll address each SCAR factor in greater detail as we move through the book. But for now, we’re going to stick with pinball.
With the introduction of flippers, pinball became a game of skill. And as London pub regulars quickly discovered, it was possible to get good at pinball. It became a badge of honor to hold a high score at your favorite bar. The arbitrary numbers on the pinball machine began to take on meaning, and a life of their own, as something to be revered.
Consider The Who’s 1969 rock opera Tommy, the moving story of a boy with a disability transformed into a hero who becomes part of the machine.
The main song, Pinball Wizard,
became a cultural touchpoint for the pinball mania sweeping the world. This story arguably marks the dawn of esports, because gaming had found its first celebrity, if a fictional one.
We begin with pinball to highlight that humanity—and what we appreciate and value—has not changed. Even in the 1960s, a desire to revere gaming skill could capture the hearts of the world. Pinball Wizard
endures so well today because it isn’t really about the game. It’s about the person playing it.
Google What was the first video game ever?
and Pong shows at the top of the list. And in many ways, Pong is the direct evolution of pinball into the digital realm. It’s a game about bouncing a ball using simulated physics, with a limited axis of player control. It was as good of an approximation of pinball as we were capable of creating digitally when it hit arcades in 1972.
But Pong was in fact not the first video game.
Technology experts had been tinkering with the idea of video-based games since the end of WWII. Massive binary computers, originally utilized for breaking complex German code, were repurposed for less critical but equally impressive uses. And so it was Josef Kates, an Austrian residing in Toronto postwar, who made history with the actual first-ever interactive computer game: Bertie the Brain. Revealed in 1950 at the Canadian National Exhibition, Bertie wasn’t the prettiest piece of technology. But for the attendees of the exhibition, it didn’t matter. People were awestruck to play the grade-school classic tic-tac-toe with an automated opponent who, if cranked to maximum difficulty, was impossible to defeat. And while many video game historians and experts knock Bertie the Brain’s legitimacy as a video game, it’s undeniable that this thirteen-foot metal giant paved the way for the future of interactive media.³
More innovations followed quickly. In 1951, the custom-built Nimrod machine successfully played Nim, the classic line elimination game. Soon after, Cambridge University’s EDSAC simulated tic-tac-toe on a real computer screen, advancing Bertie’s lightbulb design. Next, Brookhaven National Laboratory demonstrated Tennis for Two in 1958, introducing real-time gameplay with simulated ball movement.
However, none of these advancements were as important or as impressive as what was to come.
Spacewar!, introduced in 1962, was pivotal to gaming history. Not necessarily because of the game itself, but because of the technological advances that made Spacewar! possible. Up to that point, video games took up the same amount of space as a small toolshed. Not exactly something that could be wrapped and put under the Christmas tree. But in the early 1950s, transistors changed computing technology forever. The word might not sound impressive now, but transistors are one of the main reasons you or I own a personal computer today.
Computers work through myriad electronic