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Pay-to-play esports?
'The best things in life are free' is a common misconception. If esports is to grow and flourish we as players and fans are going to have to cough-up.
By Michael 'Zechs' Radford
Apr 16, 2008 08:14
'The best things in life are free' is a common misconception. If esports is to grow and flourish we as players and fans are going to have to cough-up.So, Carmac’s article got me thinking. Unfortunately for my Polish comrade’s ego, it wasn’t so much about his piece as it was about the comments.
I have often in previous articles referred to the analogous similarities between esports and traditional sports. However, there is one very important difference which is currently the biggest stepping stone for the development of a stable sport. Sports like football grew up first on their own. The money-making industries caught on to the sports and started to milk them for all they are worth later. Esports is a little different. We are dependent on a business, indeed we are the direct offspring of one: the games industry. Without it there would be no esports but, like an over-affectionate mother, it is the same industry which is holding us back.
Why? They have to make money. To state the obvious, game developers make money by selling games. This directly contradicts any efforts the esports community make towards stability. A game like CS, which has been running for the better part of ten years, is very good for building a community, but not is good for business.
Instead of having a sold platform on which to build a sport, we are being divided by updates, re-hashes and new releases, worrying and flaming incessantly about which is the better game. CS and WC3 fans have only started to witness this over the past 18 months or so, but spare a thought for our UT, Quake and CoD playing brothers.
As the increasingly annoying Natwest adverts tell us, though, there is another way!
Imagine if, instead of trying to cram outdated games down our throats via the wonderfully reliable Steam platform, Valve made CS pay-to-play. Imagine if Blizzard insisted we hand over our hard-earned cash before we connected to battle.net. It sounds like a pretty unappealing prospect at first read but think about it for a moment. If that meant you wouldn’t have to buy a new game every couple of years wouldn’t it be worth it in the long run?
The players and fans are happy – developers can concentrate on fixing bugs and balance issues (regular, professional anti-cheat updates!); we writers are happy – we finally have some stability and don’t have to worry about how long we’ll be in work; most importantly, the developers are happy because they have a steady income to pay the bills. The only problem I can foresee is that developers want something more to do than just sit around patching a game they already published but herein lays the true beauty of such a system.
If we weren’t having new games rammed down our throats every six months, then esports could develop, grow and flourish. Games likes CS, WC3 and Quake could be mostly left alone and treated as “esports” – an entity entirely separate from the rest of the games industry. Blizzard, Valve and ID can get on with making games for everyone to play for fun, but now the old games become less of a liability and more of cash-cow.
There is one drawback that immediately springs to mind, however. When you make a previously free-to-play game a fee-based game there are bound to be some who refuse to pay. There is a definite risk involved for the developers, who may fear losing more than they gain from this. Fuck ‘em, I say. Let them go and play your latest release and give the rest of us the game we crave, unblemished. After all, nobody is buying new copies of these games any more. This is a great way to milk some extra dollars out of a aging product whilst keeping your fanbase happy.
Trust me guys, this would be one of the lesser evils of going mainstream. Paying ten euro a month for regular updates and a guarantee of continued support seems a lot better than paying nothing but having our community split over and over. And hey, at the very least, half of the annoying flamers on your favourite server would disappear when mommy refuses to pay their subscription.
I have often in previous articles referred to the analogous similarities between esports and traditional sports. However, there is one very important difference which is currently the biggest stepping stone for the development of a stable sport. Sports like football grew up first on their own. The money-making industries caught on to the sports and started to milk them for all they are worth later. Esports is a little different. We are dependent on a business, indeed we are the direct offspring of one: the games industry. Without it there would be no esports but, like an over-affectionate mother, it is the same industry which is holding us back.
Why? They have to make money. To state the obvious, game developers make money by selling games. This directly contradicts any efforts the esports community make towards stability. A game like CS, which has been running for the better part of ten years, is very good for building a community, but not is good for business.
"Like an over-affectionate mother, it is the same industry which is holding us back."
Instead of having a sold platform on which to build a sport, we are being divided by updates, re-hashes and new releases, worrying and flaming incessantly about which is the better game. CS and WC3 fans have only started to witness this over the past 18 months or so, but spare a thought for our UT, Quake and CoD playing brothers.
As the increasingly annoying Natwest adverts tell us, though, there is another way!
Imagine if, instead of trying to cram outdated games down our throats via the wonderfully reliable Steam platform, Valve made CS pay-to-play. Imagine if Blizzard insisted we hand over our hard-earned cash before we connected to battle.net. It sounds like a pretty unappealing prospect at first read but think about it for a moment. If that meant you wouldn’t have to buy a new game every couple of years wouldn’t it be worth it in the long run?
"We writers are happy – we finally have some stability and don’t have to worry about how long we’ll be in work..."
The players and fans are happy – developers can concentrate on fixing bugs and balance issues (regular, professional anti-cheat updates!); we writers are happy – we finally have some stability and don’t have to worry about how long we’ll be in work; most importantly, the developers are happy because they have a steady income to pay the bills. The only problem I can foresee is that developers want something more to do than just sit around patching a game they already published but herein lays the true beauty of such a system.
If we weren’t having new games rammed down our throats every six months, then esports could develop, grow and flourish. Games likes CS, WC3 and Quake could be mostly left alone and treated as “esports” – an entity entirely separate from the rest of the games industry. Blizzard, Valve and ID can get on with making games for everyone to play for fun, but now the old games become less of a liability and more of cash-cow.
"Paying ten euro a month seems a lot better than paying nothing but having our community split over and over."
There is one drawback that immediately springs to mind, however. When you make a previously free-to-play game a fee-based game there are bound to be some who refuse to pay. There is a definite risk involved for the developers, who may fear losing more than they gain from this. Fuck ‘em, I say. Let them go and play your latest release and give the rest of us the game we crave, unblemished. After all, nobody is buying new copies of these games any more. This is a great way to milk some extra dollars out of a aging product whilst keeping your fanbase happy.
Trust me guys, this would be one of the lesser evils of going mainstream. Paying ten euro a month for regular updates and a guarantee of continued support seems a lot better than paying nothing but having our community split over and over. And hey, at the very least, half of the annoying flamers on your favourite server would disappear when mommy refuses to pay their subscription.
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and then it would be nicer if they'd implement it into a new great balanced game not based on a previous incarnation.
Quoted from the article you apparently just read...
The comparison and what the difference between real sports and esports was just great.
Your pay-to-play system, inspired (I guess) from a successful MMORPGs like World of Warcraft definitely hits the nail and can be set like an example of how you run a game that lasts, and as such to grant with immortality. The thing I see as an obstacle however, is the way (if any) of thinking, or the perspective from which Blizzard, ID, Valve etc. are having. What is their thoughts about esport? Do they even know what that is, or that it even exist? I'm sure they do, they are not really dumb no.. but are they interested in taking things on the next level by, say... THEY coming out with this kind of practical idea. The feedback from the community is ever-present, always have been, use it.
And for the closure: "And hey, at the very least, half of the annoying flamers on your favourite server would disappear when mommy refuses to pay their subscription."
And right now it is the best download-platform for games. I had the itch to play CoD4 a little over a month ago. It's 6 PM on a saturday, all shops are closed and won't open until monday. I log onto steam, pay a price which is cheaper than what I pay in my nearby EB Games and download it. Two hours later I have the game. Now, I'm lucky enough to be located on a 1GB Backbone, but almost anyone else would have had the game 24 hours later. And that is why Steam will keep CS alive. Because it ensures millions of potential customers in their shop.
I don't think pay-to-play would grant games like CounterStrike or WC3 a safe spot. Especially not since the players (especially in CS) won't demand much developement. It would make the companies richer and give them more money to spend on new games.
I don't think people would use Battle.net if it was pay to play. Everyone would simply go play on third-party platforms such as Garena, wouldn't they? :)
I have never understood why the user mass pump so little money into eSport compared to other sports, only real answer I have come up with is the low avrage age. But thats not the picture. In sweden cs is bigger than both soccer and icehockey (According to a newly released documentry about cs) in number of players and all have low avrage ages. ( under18) The diffrence is that in normal sports the parents pay for their kids to go to tournaments, buy equipment and so on, that does not happen in eSport to the same extent I think and might stick deeper than we think. Becuase when you grow up with something thats "free" (not completly true in eSport) it sticks, its the same for friends of mine that have pirated since the first cd burner came on the marked - even now when they have ok jobs and can afford to buy games they still pirat. Because it has stuck somehow.
but as u said, every1 is just too used to getting everything for free.
but as you refer to soccer (which is actually called football...): if i want to play football, i just go out and play. at the basic level i dont need anything else than a ball and something that works as a goal. works for almost every sport - golf or tennis is ofc a different story. but i wouldn´t compare it to that...
excellent article btw.
Quoted from the article you apparently just read...
01 World of Warcraft
02 Counter-Strike 1: Anthology (cs 1.6)
03 The Sims 2 Fritid
04 World of Warcraft: The Burning Crusade
05 The Sims 2
06 Warcraft III Frozen Throne
07 Warcraft III Reign Of Chaos
08 Counter-Strike Source
09 Command & Conquer 3: Kane's Wrath
10 Call of Duty 4: Modern Warfare
As you can see Counter-Strike 1.6 and WC3 is on the list and selling better than Source for example. During 2007 CS 1.6 was the 4th best selling game in Sweden on all formats. So I'm not so sure Valves unwillingness to bug-fix 1.6 and maintain a good anti-cheat is just a resource issue, for example.
And what about the very casual player, who only joins a public server once or twice every month for 20-30 minutes or so? I'm not so sure he is very keen on the pay-to-play idea.
The people who are interested enough in esports games will pay, the people who are not interested (or who want change, or whatever else) will move on. Can i make it any clearer?
And how are under-aged students supposed to be able to pay for 4-5 e-sport titles, where he maybe only plays 1 title seriously ,but as the gamer he is, still enjoys the other ones and follows the scene and keeps up with news/communities etc?
but maybe for those who are in stable organisations their monthly fee would be paid for ;)
Honestly, I don't think that game developers will ever care about the difference between "gaming" and "E-Sports". Their job is to sell games, unfortunately.
I'd be willing to pay a little for support, but $10 Euro/month for CS is probably ridiculous for a game that's seasoned and likely needs very little support. Valve already does some in-game advertising in CS, and honestly if we'd just accept that reality advertising alone would probably more than supplement the costs for continuing support and promote new games in "one fell swoop".
Going further, game developers need to realize that solid games can be leveraged to promote new games. The "World Tour" that CPL did recently was a disaster because they failed to realize this. If they'd put their money into CS and Quake and had a side tournament that invited others to compete somewhat casually, it likely would have made much more of a play to promote the games.
The voice of competitive gamers needs to be heard and differentiated from casual gamers ... once we get game developers to realize that maybe 1 in 100 or more games is going to be something we'll play consistently for the next 3 or more years AND that we're still going to buy other games, maybe they'll get it.
Monthly game subscription obviously has a few drawbacks, especially considering the specialised nature of competitive games, paying money when you're brand new and hopeless may appear to that individual as very expensive when they can be playing CoD(or w/e) free.
I 100% agree that if you want esports to grow there needs to be a new stream of income for tournaments but i just can't see monthly subscription building a player base in an FPS game.
as for community splitting - it will always happen because of AGE. kids with new computers won't bother playing starcraft when they can choose company of heroes and counter-strike when they can play cod 4. same thing with developers - fresh out-of-school people want to test their skills on new graphics, not paint pixels in another version of pacman. take a look at old generation rpgs vs new generation rpgs for example and compare storytelling with graphics.
e-sports problem is that it is evolving way too fast right now. only thing to do now is to wait for photo-realistic games to kick in :)
why pay for cs more than only buy the game? remember that you have to pay for your internet that you are playing on! that is clearly enough?
And another thing: we have this kinda thing in SK - SK Insider (currently anavailable).
Perhaps it would make CS more elite... but remember this: rich player is not necessarily a good player... and the other way around: many good players would have to quit playing CS.
I liked one idea: Make games like CS and W3 esport games, and don't change them at all. The companys selling equipment like: mice, head-set and pads, also hosting companys can sponsor the LAN events. Cos they make a profit of it.
BUT ONE IMPORTANT THING!! Do not try to make money on selling multiplayer games just by making new versions. If Valve and Blizzard want to sell games, then they should make a single-player games.
We're talking about somthing more than just a "computer game". Multiplayer games grew up to be esport gaming. And people compete in this games, the same as they compete in chess, and pool. And if you want esport to survive, than don't change "the rules" by making a new version of a game.
CS is not an esport... CS is a platform.
esport is a proffessional gaming. You can compare it to: kids playing football on a "hand-made" playground vs Manchester United.
Imagine if those kids would have to pay for playing their amateur football.