上位 200 件のコメント表示する 500

[–]ajsadler 292ポイント293ポイント  (58子コメント)

It's not a coincidence that the strongest brands in gaming are almost all related to League in some way: SKT, KT, TSM, CLG, Fnatic, Evil Geniuses, Cloud 9, Team Liquid, OG, etc.

Cherry picking much?

Evil Geniuses's brand recognition doesn't come from their LoL roster. I'd say Liquid is debatable too with their teams in Dota2 and SC2, as well as Fnatic with their CSGO team would still be one of the biggest brands without LoL.

And you left out teams who developed their strong brands outside of LoL too like NiP, Na'Vi, Tempo Storm, Alliance, Secret, Newbee, MVP, Virtus Pro, EnVyUs, compLexity, Mousesports, OpTic, Faze, etc.

Yes some of those have had a LoL team at one time or another but their strong brands come from other games.

That's not to discount the rest of your argument. I just had to highlight that one bit.

[–]neburz 157ポイント158ポイント  (13子コメント)

Literally every big Korean org mentioned were massive in Korea before LoL was ever released too, with the exception of maybe ROX

[–]Abazs 15ポイント16ポイント  (4子コメント)

OP has good points and made a very nice post but I laughed hard at this part. At this list only TSM, CLG and C9 got big because of LoL. Take Fnatic as an example, they finished 4th at TI6 and earned 1.4 million dollars with it, this is A LOT more than Fnatic lol squad won in prizes at all it's existance, and here they are probably the most successful western org ever, while in DOTA they were (up until this TI) always somewhat mediocre

[–]Superduper44 [スコア非表示]  (0子コメント)

Not too mention how incredibly dominant Fnatic was in CSGO

[–]hungry_hungry_corgi [スコア非表示]  (0子コメント)

And then throw in thier CS:GO team and it almost makes their LoL team irrelevant :)

[–]ajsadler 18ポイント19ポイント  (6子コメント)

Yeah I didn't really want to go into the Korean orgs because it's like saying if T-Mobile, Vodafone etc. sponsored teams then yeah they have brand recognition but it's a fuzzy line. The original brand recognition of KT and SK Telecom doesn't really come from Starcraft, it just comes from general business in Korea.

[–]Epamynondas 6ポイント7ポイント  (4子コメント)

They have huge BroodWar teams though? In the esports space they were known for that way before LoL.

[–]Sikletrynet(EU-W) [スコア非表示]  (0子コメント)

And ROX isn't even an org, it's just what the players has chosen to call themselves.

[–]NobleArrgon 30ポイント31ポイント  (3子コメント)

Would also like to add, TSM and CLG made their names big before LCS with their rivalry way back in S1 and S2(maybe dignitas too). The LCS did not help create these 2 giant brands. Hotshot and regi did it themselves.

As far as im concerned, C9 is the only successful team that spawned from LCS, every other successful team has a history and stable fan base in other games, mainly dota, cs, and sc1/2

[–]Jack_Krauser [スコア非表示]  (1子コメント)

Cloud 9 has also probably expanded to the point of being able to survive in some form if League suddenly died. They're not completely reliant on LCS anymore.

[–]Fjurica [スコア非表示]  (0子コメント)

TSM, CLG, C9 didn't even exist before LOL, he probably meant they came out from League of Legends game, not LCS.

[–]spritums 8ポイント9ポイント  (0子コメント)

Nearly all of those teams weren't even created in LoL anyways. Only Cloud 9, CLG and TSM were formed purely from League and have gained great popularity. Fnatic, SKT, Liquid, EG, etc. Those have been around in Counter-Strike And Starcraft for over a decade.

[–]anotherlblacklwidow [スコア非表示]  (0子コメント)

OG, etc.

Yeah, NO.

Origen competes in League of Legends, and League of Legends only.

OG, who won two Dota 2 majors this past season, are not connected to them in any way, and never have been.

[–]HerbsPls 10ポイント11ポイント  (10子コメント)

Team Liquid and Evil Geniuses has been big for a while now, in part due to how good they are overall in other games and have been doing better in games outside of League (EG hasn't even had a LoL team for a few seasons now) for a while now. Similarly SKT and KT have been huge from Starcraft and their rivalry has been built from SC into LoL.

Cloud 9, TSM and CLG are for sure brands that have been built from League and used that to spread their wings. But they have built dominant brands and teams in Smash, Halo, CS:GO, Hearthstone and still expanding (Overwatch for example). It's hard to say if they make more from League of other games at this point because of how big some other games are getting (Overwatch, CS:GO, DOTA 2) compared to the expenses of having a LCS team compared to a mid tier to top tier CS:GO team.

edit: I knew EG and Alliance were both teams at one point that are both under the GoodGame Agency thing, worded it weirdly which made it sound like they never had a team.

[–]Rain1984[rainmaker] (LAS) 3ポイント4ポイント  (4子コメント)

EG had a LoL team, remember when CLG.eu split up? Krepo, Yellowpete and Snoopeh went to NA, formed a roster and played as EG, they almost got relegated their first year (they won against RobertxLee team in the promotion, was it complexity already?), I don't know what happened after that, im pretty sure they ended bottom of the table afterwards but im not sure if they got relegated.

Just FYI, this doesn't change the argument of your point, which I very much agree with!

[–]Jack_Krauser [スコア非表示]  (0子コメント)

They were still EG in Europe in season 3 with the full roster too.

[–]hungry_hungry_corgi [スコア非表示]  (0子コメント)

Nope they staved off relegation summer 2014, and then became Winterofox the next year. Someone correct me if I am wrong.

[–]HerbsPls [スコア非表示]  (0子コメント)

Yes, they had a team, my wording was bad which made it sound like they never did.

[–]poopyheadstu 1ポイント2ポイント  (3子コメント)

Evil Geniuses had a LoL team, no?

[–]TheWorldisFullofWarDoto 12ポイント13ポイント  (1子コメント)

And the LCS is why they don't anymore so OP is talking out of his ass when these contradictory statements.

[–]Bushman195 [スコア非表示]  (0子コメント)

Its funny that,this post is gilded and upvoted high yet most of this post is straight bullshit

[–]_Slate [スコア非表示]  (0子コメント)

Cloud 9, TSM and CLG are for sure brands that have been built from League

But not on the back of the LCS which is the context in this post.

[–]WorkPMThrowaway [スコア非表示]  (1子コメント)

And you left out teams who developed their strong brands outside of LoL too like NiP, Na'Vi, Tempo Storm, Alliance, Secret, Newbee, MVP, Virtus Pro, EnVyUs, compLexity, Mousesports, OpTic, Faze, etc.

100% This. I used to work in eSports as a writer (anyone remember Championship Gaming Series??). Most of the above organisations were around then, which is well before the popularity of MOBAs in eSports and definitely before League of Legends. It should be recognized that you can essentially pinpoint eSports popularity as such (this is a generalization):

North America Counter-Strike and Call of Duty Series

Europe Counter-Strike and Call of Duty Series

Asia Warcraft and Starcraft Series

Most of these organisations had popularity before 2008. League came out in late 2009, meaning a number of popular eSports organizations were popular well before League. Sure, some of the modern organisations such as CLG, Liquid, and TSM have garnered popularity through the LCS. However, the LCS didn't make eSports organisations overall popular, eSports organisations have made the LCS popular.

Quick Edit: Before I get flamed to hell, I recognize that TF2, Battlefield, Super Mario Bros, Quake, Unreal, etc all played a huge role in eSports across the world.

[–]parampcea [スコア非表示]  (0子コメント)

i think you forgot about halo2 in na which virtually carried mlg as a tournament for years and was the most popular esport in the usa for a while. (walshy the first north american esports millionaire on espn :) ).

[–]PM_ME_YOUR_GHERKINS -2ポイント-1ポイント  (4子コメント)

And then you realise that 6/10 of those teams listed have had a LoL team, and since they don't follow through, their growth has taken considerably longer. It's not cherry picking, and it's most certainly not a coincidence that top brands have top league teams.

[–]Aranaevens 6ポイント7ポイント  (3子コメント)

Because top brands were top before league and had money to spend into top team in a growing esport ?

That's like there is bag full of gold somewhere, hidden, that will be probably those with the most money/time to search it that will find it, but they aren't rich thanks to that gold bag in particular.

[–]MrBokbagok [スコア非表示]  (0子コメント)

I'd say Liquid is debatable too with their teams in Dota2 and SC2,

man i should probably be a team liquid fan. i got into esports through SC2 and i got into SC2 through team liquid's really incredible website.

[–]howd_your_game_go [スコア非表示]  (0子コメント)

I'm a huge League fan, but to say that we know about Liquid or EG through LoL is ridiculous. I know both of those organizations from Starcraft, 100%. Remember Idra on EG? Remember TLO and Taeja? That's who I think of when I think of those orgs. I wasn't even aware that EG had a League team. And Cloud9's and Fnatic's CS:GO teams are probably more well known than their League teams, if we're going there. And that's coming from a C9 League fanboy.

[–]andytango -2ポイント-1ポイント  (9子コメント)

You've jumped on the OP without having the grace to unravel the truth behind what he was trying to say.

Let's approach it from another angle. You will never see such a number of recognisable and profitable sport or esport-specific organisations within a single sport or esport without some type of strict management or collective funding from a governing body.

In League, we have huge teams like TSM, CLG, C9, IMT, M5, Gambit, CLG.eu, Origen, H2K, G2, EDG, Royal, ROX, Najin, TPA, AHQ, Flash Wolves, even Bangkok Titans, Detonation, Rampage, Chiefs, Legacy, Singapore Sentinels and a bunch of Brazilian teams who exist or have existed solely because of Riot's investment into League's professional scene and their strict management of it to encourage stability and profitability for as many teams as possible. Even organisations like Fnatic, Curse and MVP rose to their level of prestige because of their involvement in League, while teams like SKT, KT, CJ, WE and Samsung would have disappeared from relevance if not for League.

You will not find anything close in any other esport, because the esport model does not promote stability for team owners. With Riot's model, seeking sponsorships, retaining and attracting new players is far easier and basically, as long as the management team is able to guarantee decent players, synergy and team management, Riot takes care of the rest, even by their brand power and strictly managed esport model alone.

The long-standing Korean teams, SKT, KT, Samsung, CJ and even MVP resulted from a similar strictly-managed esport environment and governing body - KeSPA.

In no other esport, does the developer guarantee and manage the professional scene this well, and so teams come and go almost every couple weeks. Name sponsorship means very little, and you see the same B-tier names in a vast number of esports, coming and going every few months or so.

Riot has created an environment where this embarrassing exercise mostly does not occur. Instead, teams remain profitable, players are guaranteed at least a baseline salary and coaching and professionalism is the norm.

[–]singedmain123 3ポイント4ポイント  (2子コメント)

how do you know if a team is profitable or not are you a teamowner in lol?

[–]NobleArrgon [スコア非表示]  (0子コメント)

You should really watch montes latest vid, if you havent, he actually provides an insight from a caster, owner, and a person who is heavily involved in the scene, which you could benefit from.

Really makes your comment look somewhat misinformed.

Especially this part

You will not find anything close in any other esport, because the esport model does not promote stability for team owners. With Riot's model, seeking sponsorships, retaining and attracting new players is far easier and basically, as long as the management team is able to guarantee decent players, synergy and team management, Riot takes care of the rest, even by their brand power and strictly managed esport model alone.

[–]livienginash [スコア非表示]  (1子コメント)

A few major bones of contention. Firstly, you have made assertions without any shred of evidence to back them up. There is no evidence that the teams you list are profitable in League.

Secondly, EDG, Royal, IMT etc are funded by either Chinese benefactors or VC money and they could not care less about the pittance that Riot gives them. So these teams would have existed without Riot, just like they exist in Dota or CS:GO.

Thirdly, teams like Fnatic, MVP were big even before the LCS existed. MVP had a big following in the Starcraft scene while Fnatic had a CS lineup.

Fourthly, League has also had a number of teams disappear from existence. How does it matter whether the team dissolves due to relegation or because of poor results. Teams like Gravity, NME etc are no longer in league, so I don't think it is accurate to say Riot is responsible for promoting a stable scene when every 4 months there is a new team being formed.

And lastly, even among the teams you list some of them no longer exist i.e. Najin and Gambit. So what does that say about the stability and profitability in the scene.

[–]JinnAxel 80ポイント81ポイント  (28子コメント)

It's not a coincidence that the strongest brands in gaming are almost all related to League in some way: SKT, KT, TSM, CLG, Fnatic, Evil Geniuses, Cloud 9, Team Liquid, OG, etc.

Wut. All of those except TSM, CLG, and Cloud9 were eSports juggernauts (of their respective scenes and areas) before League was even a concept. The one exception is Origen, which is still a baby org.

If anything Riot needed those orgs to be invested in their competitive scene for League to even become an esport. And do you know what TSM, Cloud9, and CLG did immediately after becoming a big brand? The same the older companies did: expand to other eSports.

And the expansion model has been used by every new org (except for Origen, which is surprising) like TempoStorm, Echo Fox, NRG, Luminosity, etc.

What's obvious is that League is an incredibly difficult eSport to break into now. Orgs need to be ready to invest a very substantial amount of money into a League team, even at the Challenger level let alone an LCS team. And a lot of that comes from the fact that Riot doesn't want to share pieces of the pie to third parties.

Yes, LCS is about the fans, but without the owners, the LCS wouldn't be a thing. Your entire point is that Riot is using the LCS as a giant commercial for League of Legends, the owners are saying that the scene can't grow anymore because Riot controls the majority of the money, and the development of the game. You have to be obscenely rich to be able to buy into League esports.

TL;DR: Riot is trying to market League as the biggest eSport, as well as market the LCS in order to bolster RP sales. Riot need orgs much more than orgs need Riot. Riot prevents League from growing as an eSport because they want the money from their LCS advertisement campaign.

EDIT: The final thing I want to mention is I also believe in a League system, the only gripe I have is that it's been made very evident that Riot isn't a neutral arbitrator when it comes to rulings, balance decisions, and the economic development of the league and all parties involved.

[–]LystXLVI 5ポイント6ポイント  (11子コメント)

Define growing as an esport. Riot offers a free to watch, ad-free, high quality production. As OP stated, their goal is to attract as many people as possible, which is exactly what the above system is doing. Monetizing the broadcasts by selling the broadcast rights and/or adding advertisements does in no way help the LCS grow in terms of popularity. In terms of money, sure there is more to gain, but how exactly does the sport grow if player X earns half a million instead of 50k? You'd need to invest even more as a new team to make it into the LCS then. It will become a league of money, just like many professional sports have become, where rich owners can buy the best players.

[–]Kurvco 5ポイント6ポイント  (6子コメント)

The main thing is, players are already getting paid a lot of money compared to what riot gives them. Riot's stipend is so little that teams are forced to get sponsorships, and do promotional content for those sponsors if they want to be able to pay their players the salaries that a VC will. Marc Merill (Tryndamere) said that Regi should step up and give more money to his players, when they're probably all making 6 figures, even with Riot money gone. Owners just want more money so they can afford to pay them the salaries they deserve. They might not have the best ideas for making that happen, but most of the owners want to pay their players more, because of all the work they put in, but then they would be losing money.

That's why people are upset by Tryndamere's original comment. Riot has the money to give to players, the teams do not.

[–]LystXLVI 1ポイント2ポイント  (0子コメント)

Not really. It's not Riot that wants the players to earn more money, if they wanted that so badly, they would have increased the salaries. Trynda didn't say Regi should step up and pay more, he said that if HE wants more salary for his players, he should step up instead of pointing at Riot. That's a major difference.

Also the owners want to pay more, because they are either afraid that players will sign elsewhere (teams backed by VCs), which is a legit concern. And not because the players deserve it. Instead of inflating the salaries even more, Riot should somehow put an end to that inflation and turn it around, which should reduce the cost of owning a team. That way newer teams also stand a fair chance without needing some guy with a huge bag of money to back them up.

[–]FredWeedMax [スコア非表示]  (3子コメント)

Yeah 24K / year seems ok in France where i live due to a lot of factors, but that's definitely a crap mcdonald's rate in the US right ?

of course it's only 12K if you don't manage to stay in the LCS LUL

[–]Kurvco [スコア非表示]  (2子コメント)

$24k is not a lot of money at all. Especially not with the hours that pro players put in.

[–]FredWeedMax [スコア非表示]  (0子コメント)

Yeah that's exactly what i thought. Good thing they can monetize their stream unlike casters tho.

Don't get me wrong it's great riot gives out salary like this since they created this LCS league system (stupid imo but w/e) but they have to step up, salaries should rise up to the same % as inflation

[–]cmjacob [スコア非表示]  (0子コメント)

Just to add on, if we go by standard 40 hours a week that most people work, riot pays players about $11.50 per hour. As we all know from interviews players are spending far more time than 40 hours a week playing and practicing.

[–]Horoism -1ポイント0ポイント  (3子コメント)

As OP stated, their goal is to attract as many people as possible, which is exactly what the above system is doing.

Unfortunately the streaming numbers are currently (much) lower than they have been in the past years... It's not going very well.

Monetizing the broadcasts by selling the broadcast rights and/or adding advertisements does in no way help the LCS grow in terms of popularity.

Neither would it probably affect its popularity. Especially as of now.

In terms of money, sure there is more to gain, but how exactly does the sport grow if player X earns half a million instead of 50k?

Teams would be able to actually make profit. Broadcasting money goes to teams, not players. This would make LoL and LCS much more attractive for investors etc. There are smite teams making more money than LCS teams...

You'd need to invest even more as a new team to make it into the LCS then.

Player salaries etc. are already incredibly inflated due to investors. It happened without advertisements. It's already what you fear it could become.

[–]LystXLVI 4ポイント5ポイント  (2子コメント)

Unfortunately the streaming numbers are currently (much) lower than they have been in the past years... It's not going very well.

And how exactly are more people going to watch LCS when the owners/players get more money? Would Hard suddenly play a lot better if he would earn more money? Money can only buy you so much and most of these facilities are already there.

Neither would it probably affect its popularity. Especially as of now. Riot is losing money on the LCS afaik. They still pump money into it as it is a great advertisement for the game. If they'd sell the broadcasting rights to a third party to create a bigger revenue for the teams, then that third party has to earn that spent money back one way or another, which will always come down affecting the viewers, whether that is pay per view, platform exclusivity or advertisements. Over here we have to pay 15 euros per month just to watch our national football competition on TV, because the broadcasting rights have been sold to the highest bidder, who then simply passes its expenses on to the viewer.

Teams would be able to actually make profit. Broadcasting money goes to teams, not players. This would make LoL and LCS much more attractive for investors etc. There are smite teams making more money than LCS teams...

Ahum, I'm talking about sport as competition. Really nice that teams and investors can make more money, but how exactly does the sport grow. The money has to translate to a stronger competition somehow. Right now we're just talking about pumping in money for the sake of more money.

Player salaries etc. are already incredibly inflated due to investors. It happened without advertisements. It's already what you fear it could become.

Then the question is, do we really want these investors and VCs? Did Echo Fox and NRG really improve the quality of the LCS? More and more teams are backed up by investors, yet the amount of viewers decline. Sure Immortals has settled as a top team in NA now, but they did that at the cost of Fnatic in EU. So what exactly did we gain as the LCS, except for more money.

[–]Androidconundrum [スコア非表示]  (0子コメント)

For one thing, if the teams were making more money they could take on some of the advertising burden.

[–]zorikii 6ポイント7ポイント  (5子コメント)

Controlled leagues, like the NCAA or NBA (which is a better comparison than the NFL) are never neutral arbitrators.

Wut. All of those except TSM, CLG, and Cloud9 were eSports juggernauts (of their respective scenes and areas) before League was even a concept.

But due to Riots more stable financial model, the LCS system, those orgs were early adopters and to this day continue to devote a lot of resources to strengthening their League teams.

The OPs Tennis analogy was spot on. TSM started off as, essentially, a Tennis pro, wandering from tourney to tourney to make a bit of pocket cash. But when presented the opportunity to join a league, they jumped at it. I suppose at this point, Riot does need the orgs that it has quite a bit, but only because the best players are on the best teams and want to be compensated like only those teams can afford. But what if the orgs left? The players contracts would be void and could go play for any other team, but would likely do so at a discount compared to what they were making. The top players themselves have as many, if not more, fans than the teams they play for due to streaming. And since Riot has a large fan and player base, their sales pitch of 'financial stability' has held up. There isn't anything else in esports that is as sure a thing as the LCS, at this point.

[–]HalloweenheadEUW 17ポイント18ポイント  (3子コメント)

TSM and CLG became giants in LoL before the LCS existed. Also there was really no other option than to jump into the LCS since Riot used their ownership rights to basically make other tournament a non option. You either join LCS or stop that branch of you org entirely.

[–]Orchelium [スコア非表示]  (2子コメント)

Why stop the list there? Fnatic, SKT, and KT were also big in league before the LCS (Fnatic obviously, and SKT/KT well before Korea even adopted a two split season similar to the LCS format for uniformity). Of the orgs OP listed, the LCS is responsible for C9, and that is literally it. Every other org there was big before LCS, and was big in League before LCS, except EG which actually was never big in LCS but had a team for a while and now doesn't. You could argue Liquid... if you didn't know the history of the esport, and that TL in league is a direct continuation of Curse's efforts in league, which also extend back to significantly before the LCS.

To this day, when more than half of the game's competitive history (in the west) has been encapsulated by the LCS, most of the orgs are still from other esports or from before the LCS era. It is just blatant misinformation to say otherwise, in direct contrast with the very easily available facts.

To put it frankly, there is almost no argument that can be made for the LCS that can't also simply apply to League due to the fact that it is the most popular esport right now, and was the most popular esport in Season 2 before the LCS was made. League would be the biggest, most invested in, go to game regardless. For a few years, starting before the LCS was introduced even in just the western regions, it has been the biggest game, and only recently has CS:GO started to compare to it after 4 years of complete dominance by League's popularity.

There is a ridiculous narrative among what I can only assume (or hope, since the alternative is that they are knowingly trying to fabricate a false history of the game) are people who have only followed the game since LCS? that it was barely a serious esport before the format was introduced or something. That is obviously ridiculous, since it was the largest, most watched current esport before we ever heard Riot whisper the acronym.

[–]Carebeef [スコア非表示]  (1子コメント)

Team Liquid was big in Starcraft before LCS, they have been around as an org since before League was even a thing. Solid post though.

[–]Orchelium [スコア非表示]  (0子コメント)

Thanks, and yeah I wrote that point in a really muddled fashion. In the case of TL I was trying to say that their LoL team was even successful individually before the LCS, considering it is basically just the Curse team and organization.

[–]Androidconundrum [スコア非表示]  (0子コメント)

I don't think a lot of people are taking for granted what Riot did in setting up the LCS. It was a major risk at the time and really put them on the map. The question now is, "Is this a sustainable model for teams."

The venture capital bubble is going to burst some time and if profit margins are as thin or in the red as we are led to believe then the answer might be no.

When the VC leaves who is going to risk relegations just for paltry sponsorship money? If LCS wants to continue as a relegation league (which I personally find more engaging but thats really irrelevant) then there needs to be a suitable financial reward .

[–]SoDamnToxicsneakyJack sneakySoTroll meteosW jensenW haiW sneakyW smooW 0ポイント1ポイント  (6子コメント)

All of those except TSM, CLG, and Cloud9 were eSports juggernauts

It's funny how now, those 3 are far bigger than any other org by a large margin, maybe CLG less so. I think only Fnatic and Alliance come close. But TSM and C9 are absolutely huge and bigger than probably any org has ever been.

[–]Gabeco [スコア非表示]  (1子コメント)

EG is easily just as big as TSM and their lol team didnt do much for them. You're also forgetting the tons of huge teams that dont even have a lol squad like Navi, Optic, FaZe, etc.

[–]jurix66 [スコア非表示]  (1子コメント)

It's funny that TSM and CLG were big in LoL even before LCS era. Who knows what would have happened if Riot let their tournament system go the tennis way.
And C9s biggest rise in popularity came when they picked up the CS:GO team. C9 is the only team that you can realistically say that they made it because of the LCS.
Also you kinda forgot about Fnatic, Nip, NaVi, VP, EnVyus, Optic, Faze, Alliance, EG, all of the Korean and Chinese organizations who are on par as TSM and C9 as far as popularity goes. Probably also forgot to put a few big ones on that list to be honest.

[–]SoDamnToxicsneakyJack sneakySoTroll meteosW jensenW haiW sneakyW smooW [スコア非表示]  (0子コメント)

I didn't feel like going into the KR/CN ones because a lot of them are just billionaires and millionaires kids blowing money and some are just well established businesses owning teams. Like if Bill Gates son decided to buy a team and invest billions into it, or if Bill gates himself created a team called "Microsoft", they would obviously be the biggest money/popularity wise. Different market in the east makes it hard to compare.

I mentioned some of them elsewhere, I don't think NiP Na'Vi, VP, Faze or Envy are as big as TSM/C9 overall.

People underestimate how fucking massive TSM following is, they are the Optic of League pretty much. Then C9 has the most teams across the most esports of any org, I think only Fnatic comes close to the amount of teams, and they are one of the youngest teams at 3 years old.

NiP, VP, Envy and Faze aren't as big as people think. They don't have as many teams as C9/Fnatic to be as popular, nor do they have the massive single game popularity that TSM/Optic have.

Overall I'd put it like TSM/C9/Fnatic/Optic/EG/Alliance are the biggest overall, (popularity, worth, amount of teams, winnings). NiP, NaVi, NV and Faze are popular, but so is TL and CLG, but they aren't as massively popular, as the other 6 I mentioned.

[–]ThatLexxyFellowClimbed a League a Season since S3 146ポイント147ポイント  (39子コメント)

Seriously, well put. Tryndamere's biggest mistake is rushing his comments without thinking of wording, which can be a symptom of passion just as much as frustration or rudeness. On a personal note, his point about 'making patches more bloody and exciting' holds very true for my mother, who is no computer geek and can't even touch type, but absolutely LOVES watching the LCS when the net speed allows - and over the last two or three years, has grown to understand a lot about the game despite never playing it.

[–]spritums 27ポイント28ポイント  (20子コメント)

He's completely wrong on some things.

If their CS:GO team loses a few tournaments, they are just burning cash with nothing to show for it.

That's not even close to true. What facts is he even basing this off of?

[–]Vaynester 5ポイント6ポイント  (19子コメント)

the fact that if you don't finish top 2 then you ain't getting jack shit from the tournament.

[–]spritums 23ポイント24ポイント  (14子コメント)

Do you even understand how much money you make simply for qualifying for a major and getting stickers? Even if you come last? It's extremely lucrative. I wasn't even aware of how much the difference is between LoL Icons & CS Stickers until Monte's video today.

[–]MyNameIsLegend -1ポイント0ポイント  (8子コメント)

Tournaments could mean major qualifiers, smaller region based circuits, etc., not just majors.

[–]spritums 7ポイント8ポイント  (7子コメント)

Right. I'm pointing out that even qualifying for that tournament you make an unreal amount. He said you have to finish top 2, just baffles me how someone could think that.

[–]Rinascimentale 7ポイント8ポイント  (3子コメント)

lol monte had a shit CS:GO squad and still made 10x more from stickers than from the stupid little icons that riot makes

[–]xvre 1ポイント2ポイント  (1子コメント)

but absolutely LOVES watching the LCS when the net speed allows

Let me guess, Australia?

[–]ThatLexxyFellowClimbed a League a Season since S3 [スコア非表示]  (0子コメント)

Hahahahahaha no. Sadly I just have worse internet than 96% of the UK because BT hold a monopoly and won't lay fibre to our side of the crossroads.

[–]HalloweenheadEUW 5ポイント6ポイント  (1子コメント)

The LCS is designed to get people to play League, while the NFL is designed to make money.

Riot wants people to play League so that they can make money off the game. They are a business and owned by an even bigger business. Now sure they like people playing their game but in the end they want their customers to spend money on RP so it stays profitable for them. The difference between the NFL and the LCS is that the NFL tries to make money through sponsors and the LCS tries to make money through people playing their game. The NFL can't do the latter since they don't own the the intellectual property rights to football but Riot does for league.

[–]parkwayy[Parkwayy] (NA) [スコア非表示]  (0子コメント)

But the NFL sure as shit make a ton of money off people buying team hats/shirts/cups/robes/slippers/whateverthefuck :P

That's basically along the same lines as people buying RP for skins. LoL fans want their favorite characters to look nice, and NFL fans want to dress up with their favorite teams colors.

[–]Ythapa 12ポイント13ポイント  (1子コメント)

I'm tilted that you're putting SKT/KT as organizations that are primarily related to League.

These Korean organizations existed waaaaay before League ever was a thing. They were funding big, well-established, and popular Starcraft progaming teams. They don't owe League anything for their continued popularity. They already had it from the SCBW days with huge stars like Boxer/Iloveoov/Nal_rA/Flash/etc.

Why even put them in that list? Hell, you can also add Fnatic to that list since Fnatic as an organization used to have vaunted CS teams in eSports past.

The only teams that you should include are teams directly borne from the League scene which is more Origen/CLG/TSM.

[–]PleasantNA 146ポイント147ポイント  (113子コメント)

Great post. I dont think Riot gets enough props for actually establishing + maintaining the LCS. A lot of league fans take it for granted.

[–]JohnnyGoodmemeGET OUT OF HERE STALKER 47ポイント48ポイント  (11子コメント)

Riot on this subreddit gets no credit whatsoever, because all it takes is one batch of new drama and the whole company gets demonized.

And before I get showered by arguments from both sides of the barricade, I don't really like Rito.

[–]PiTurri 39ポイント40ポイント  (6子コメント)

Oh god did the anti-anti-Riot circlejerk start already?

[–]Royalflush0༼ つ ◕_◕ ༽つ CSACSI CARRY ༼ つ ◕_◕ ༽つ 24ポイント25ポイント  (3子コメント)

We're actually really close to the anti-anti-anti-Riot circlejerk at that point.

[–]JohnnyGoodmemeGET OUT OF HERE STALKER 7ポイント8ポイント  (0子コメント)

Circlejerks are shit

Except when you circlejerk against a circlejerk

Then it's all fine and dandy

[–]Vall3y[Vall3y] (EU-NE) 19ポイント20ポイント  (3子コメント)

I'm just imaging this sub is mostly entitled kids that take everything for granted and don't know how the real world works

[–]fanatic66 [スコア非表示]  (0子コメント)

It's because most League players are young and this is their first esports title. They don't realize how amazing LCS is compared to past/present esports. I'm not saying LCS and Riot are flawless, because they do fuck up sometimes, but they have built an amazing unrivaled competitive scene.

[–]fanatic66 [スコア非表示]  (0子コメント)

That's because a lot of League players are young and this is their first major esports. When I was younger, I followed MLG and the pro Halo scene starting in 2005 up until its decline in 2012ish. The difference between the MLG Halo scene and LCS League is night and day difference. Even now, 343i (Halo's current developer) and Microsoft are funneling money to make competitive Halo a big scene. The level of quality is no where near League's though. League is unique in that the prize money doesn't really matter. All the players receive salaries so there is much better job security for LCS players than most other games.

[–]kushwilliamson 5ポイント6ポイント  (0子コメント)

The thing is, when it was implemented sure it was good. Its how riot has acted since then that has made them receive the justifiable hate.

[–]WhoSlamHarder 6ポイント7ポイント  (2子コメント)

People take it for granted because even if Riot decided to shut down LCS we would have countless independent tournaments.

[–]Pm_Me_Dumb_Quotes 7ポイント8ポイント  (0子コメント)

Lmao this guy gets it. If riot get their hands off the broadcasting rights and let other orgs make their own tourneys and leagus you'd see what happened it CSGO - 4 majors a year, different leagues, better pay for teams, better pay for players, more games, higher quality games (potentially international leagues) and a lot more great stuff. instead we have LCS! yay...

[–]PleasantNA [スコア非表示]  (0子コメント)

Sure, there would be other tournaments, but thats definitely a downgrade imo.

[–]Hammurabi17EVEN YEAR SAMSUNG 0ポイント1ポイント  (0子コメント)

Because it's a shitty, boring system, open circuits are much more enjoyable to watch.

[–]kaplani [スコア非表示]  (0子コメント)

A lot of league fans take it for granted.

Nobody does that. But a lot of people think that not having LCS would be actually better (CSGO and Dota models).

[–]kokugatsu [スコア非表示]  (0子コメント)

Except other orgs would just take over and make an organic scene, establishing an equivalent of the LCS or an Open Circuit system. That's how all most esports started off, and has continued to exist as.

Do you think if Walmart disappeared, no one else would take its place?

[–]heweezy -3ポイント-2ポイント  (31子コメント)

If Riot didn't, someone else would.

[–]BelerophusGive 'em Hell, oce! 6ポイント7ポイント  (5子コメント)

This is not as certain as some make it out to be. If you follow CS:GO you will know ESL are trying to establish something extremely similar to LCS. The backlash every time the project is brought to new light - be it new name or whatever - there is a HUGE uproar.

The fans (CS:GO fans at least) really hate the idea of a single league and single governing body behind it and are fighting it at every turn. The difference there is it is not Valve doing it like Riot is here. If Valve decides to do this nothing the fans do will be able to stop it.

[–]heweezy 5ポイント6ポイント  (3子コメント)

I'm not sure you truly understand why people are so upset with ESL, you may want to better understand why it's a terrible idea for teams, players and the fans before using it as a comparison.

[–]BelerophusGive 'em Hell, oce! 1ポイント2ポイント  (2子コメント)

How terrible and different are they? ESL wanted to bar teams from other orginizer's events so they can get exlusivity on the top teams. Sound familiar? ESL were giving money to orgs as part of the deal as well - just like Riot is.

If you want to look at this from a moral highground (just as how reddit likes to) - yes, ESL's intentions were not like Riot's but that doesn't mean ESL did not base their WESA on the LCS model.

[–]ShoelesshobosDirty Shaco Picker 2ポイント3ポイント  (0子コメント)

We dont want a single governing body because we the fans love the constant action. Tournaments are happening all year long giving us content to watch. It sucks in some regards as players get burnt out but I would respond if that is what it is a problem teams should pick and choose what tournys to do.

[–]Sky_chu 26ポイント27ポイント  (4子コメント)

Had to sign up just to absolutely hurl out my two cents.

Your argument regarding the NFL model and how it is differentiated because it doesn't sell footballs seems somewhat amiss. The revenue streams for Riot are largely (if not solely) through Micro-transactions in LoL. The LCS is a marketing tool for this, the more people that watch, the more people play, the more people buy and so on and so forth.

The NFL makes a lot of its money through broadcasting rights. The more people watch, the more potential advertising revenue, the more paid for Broadcasting rights. Instead of Micro-transactions the NFL advertises for it's own product, the NFL.

The more viewers the more money, regardless of whether its LCS or NFL.

The relevance being that the NFL pays large portions of the salary cap's each year (not american don't know exactly how much). The success of the league i.e More Viewers -> Higher broadcasting rights flows through the NFL to the teams reasonably directly. In LoL however this hasn't been seen & the fact the Tryndamere appears to be suggesting this is the duty of Owners is concerning.

In terms of patching, i agree with your sentiment that what's good for the fans is good for LCS, the issue seems to be here that whats good for the LCS, does not seem to be that good for the owners. It's good for the Owners in terms of Revenue outside the LCS but the risk to their businesses (Given reactions of owners) appears to outweigh this.

Supposedly Riot spent $30m+ on a LCS setup, wasn't riot esimated to have made $1.6B last year? Context

[–]gus_ [スコア非表示]  (1子コメント)

The more viewers the more money, regardless of whether its LCS or NFL.

Well that's clearly not true. The NFL could stream all games live on youtube, and remove all 'TV timeout' commercial breaks from the game. They could dramatically increase global viewership, but it comes with increased costs and lost revenue. OP was dead-on with the distinction.

[–]MallFoodSucks 67ポイント68ポイント  (59子コメント)

Here's 1 thing people don't realize: the LCS system is what grew this community. This sub alone has 860k+ subs, compared to 293k on Dota2 and 406k for CSGO. The truth is LCS, and everything around it, is what drew fans into this system. If LoL ran laissez faire, this game would not be as big as it is today. These teams wouldn't have a 860k+ audience to post things to everyday. They won't have 763k people following Bjergsen on Twitter, compared to 386k for Dendi. They won't have 14 of the top 20 most marketable e-sports players in the world based on FB/Twitter, and 10 of the top 13.

I understand the team's frustration. To them, it's about the bottom line and surviving. But Riot's gamble to build a structure, a league, put in the time and effort to run everything (essentially creating a brand new business division - something Valve will never do) - that gamble is what created the entire LoL scene and made it as strong as it is now.

Patch changes suck? Sure. But the viewers, the fans who support you, all hated lane swaps. Are you going to throw away a 860k+ western fan base just because you want the 5 players on your team to not work so hard? League of Entitlement right there.

[–]Superduper44 18ポイント19ポイント  (6子コメント)

Completely agree. The only reason I still play LoL and spend money on it is cos of lol ESports, and the personalities around it. Namely TSM.

I was also introduced to LOL through stumbling upon NA LCS on YouTube back in season 3

[–]Uriohh 3ポイント4ポイント  (4子コメント)

weird I got into League in Season 2 after watching Dyrus stream who by the way i decided to main when i started.

[–]SmugtigerSmugtiger 2ポイント3ポイント  (2子コメント)

Got invited in 2011 to play this fun game that was getting wind. Voyboy's stream was the one that made me more serious about the game and actually start following the scene, and TL(curse) unfortunately :/

[–]Jewbaccca [スコア非表示]  (1子コメント)

but voy was on rs / dig back then

[–]SmugtigerSmugtiger [スコア非表示]  (0子コメント)

Oh I mean I didn't find him initially, only early 2013 or something like that.

[–]FredWeedMax [スコア非表示]  (0子コメント)

Yep only reason all the people i know play lol is word of mouth.

You don't get introduced in Lol watching a damn LCS game.

You get introduced in LoL by friends and you play with them.

LCS and tournaments is for more dedicated players

[–]parkwayy[Parkwayy] (NA) [スコア非表示]  (0子コメント)

HotShotGG made a good comment, that people watch LCS/League Esports for the players/teams, not necessarily for the game.

Tomorrow Riot could release a patch where only teemo is relevant, and I would still tune in to see TSM play every weekend.

[–]maurosQQ 4ポイント5ポイント  (4子コメント)

I think this theory that the LCS is mainly responsible for the growth of LoLeSports is shaky. It certainly helped, but LoLeSports was allready on the rise. Afaik S2 was the biggest eSport tournament ever in terms of viewership at that time and there was a big uptrend, which likely would have continued without the LCS model. Would it be as high as it is today or was a year ago? Probably not, but I think it would still have gotten to be the biggest eSport anyways and for me, the competitive scene and eSports in general I think the tennis model would have been more beneficial.

[–]FredWeedMax [スコア非表示]  (2子コメント)

Yeah S2 was pretty huge already, but the game had a lot of room to still grow. LCS kept players interested in the game, remember all those posts about "DAE stopped playing league but still watch Lol esport???"

LCS didn't drive a ton of people in imo, it's more about word of mouth from what i can gather with friends.

[–]maurosQQ [スコア非表示]  (1子コメント)

I mean I stopped playing the game in a meaningful way years ago too. But since end of S3 I am fed up with the LCS system. Its harder and harder for me to tune in to enjoy LCS or the other leagues as it is just so damn inconsequential. S4 the tournament/league I watched the most was OGN, simply because the matches had a value. Every match played was important as it was the question whether the teams advanced or not.

This year I tuned maybe 5 or 6 times in any regular season of any league and I mostly watch VODs of games that seem interesting.

[–]ci425 [スコア非表示]  (0子コメント)

Season 2 was the biggest at the time cause during season 2 the eastern team joined the international scene, so you had audience from all around the world.

The biggest growth period was still during season 3. That was when player and viewer number tripled or quadrupled.

[–]ljosquaredl 6ポイント7ポイント  (2子コメント)

I love League and it's the only game I play most of the time, for years now. Definitely would not have stuck around as long if it wasn't for LoLesports and the orgs/players tho. Same with Halo, I played for 10 years but I still keep up with it and play a bit after my friends quit because of the esports scene.

Also I hate when people say a game is better just from being harder. Skill gap is great but just cuz something takes skill doesn't mean it's gonna make it better instantly. Halo is supposedly harder than CoD, DOTA supposedly harder than LoL, both have lower viewership at the end of the day. SC2 has extremely low viewership these days and it's stupid hard I won't even attempt to play it, there's more to it than just skill tho. (and I do enjoy watching SC2 still cuz Day9 and DJWheat got me hooked, great talent sucked me in)

I enjoyed some stuff in lane swaps and they were extremely complex and took lots of skill, but why the hell do I wanna watch something I'll never do online, I can't relate to it at all. That's a big part of esports, you watch the game you play, unlike real sports where people watch but most probably haven't picked up a ball in their life lol.

[–]SantoWestTilt harvester [スコア非表示]  (0子コメント)

you watch the game you play, unlike real sports where people watch but most probably haven't picked up a ball in their life lol.

I hadn't played league for close to 2 years until I started again recently, and I was actually following some of the patch notes and streams occasionally, so I was one of those people who wasn't playing but following people playing it. Esports have the potential to achieve what you described above.

[–]BerliniaGreek Wanker 4ポイント5ポイント  (33子コメント)

however the biggest surge in popularity of the game was in season 2 which was pre-LCS era

[–]zrrt1 3ポイント4ポイント  (11子コメント)

it may or may not be related to the business model of LoL esports

your statement can't be proved or disproved, hence it bears no value

[–]Jackaroo203 1ポイント2ポイント  (2子コメント)

It bears value as a piece of data (assuming the statement is true). If the largest per annum growth of League was outside of the LCS era, why is that the case?

[–]zrrt1 4ポイント5ポイント  (1子コメント)

These two pieces of data "biggest growth" and "pre-LCS" can't be logically connected.

Correlation does not mean causation.

It's the same as stating "rate of vaccines and rate of autism have both been showing growth lately". You haven't stated that these are connected, yet the statement implies it

In the case of the original statement, there is no way of proving, how many people were drawn into LoL by esports and how many would've started playing if LoL were to use LCS model in season 2

[–]_Slate [スコア非表示]  (0子コメント)

the LCS system is what grew this community.

And what worked worked in the past doesn't always work in the present. The LCS may have helped them to reach this stage, but it may not be the best solution for future growth.

[–]ItsEmkay 1ポイント2ポイント  (0子コメント)

But Riot's gamble to build a structure, a league, put in the time and effort to run everything (essentially creating a brand new business division - something Valve will never do)

Do you know anything about the Dota esports ecosystem? Yes I agree that valve will never create a league like the LCS but they definitely create a structure. For example, they have roster locks, the majors an TI. The structure Valve has put in place is what makes Dota players the highest earning out of all esports by far (see http://www.esportsearnings.com/players). The top 56 players are all Dota players with probably the biggest name in League Faker being 61st; obviously these earnings do not include sponsorship and salaries but this information is not public so it is impossible to compare.

Saying Valve does not create any structure is an absolutely ludicrous statement. They do it for the same reason that Riot do it, because they make millions of dollars from it. It is not because they love esports and love watching the game it is a business decision designed to make them a load of money.

[–]ljosquaredl 45ポイント46ポイント  (40子コメント)

Quality post. I can't think of any other developer who would drop what was it, $30 million on their esports scene for season 3? That's a huge investment for a company, and it's one of many reasons why lolesports got so big. They're putting top dollar on everything while alot of other scenes even revolve around online tournaments and gameplay to make it work as consistently as Riot does for League.

I liked the "tennis model" as you describe it, it's worked well for esports over the years. I do prefer this method more tho because of consistency in everything especially quality. Hearthstone, Halo, CoD, CSGO, etc, so much inconsistency in quality between events sometimes, I always know LCS will look and sound amazing tho everytime I tune in, and I like that. Also the scheduling is WAY easier to follow.

It could use tweaks tho, every system could use tweaks. From amount of road events to org/player issues to shorter seasons or anything you can think of, no system is perfect it could always use tweaks to make it work better.

[–]Shiny_Shedinja 43ポイント44ポイント  (22子コメント)

meanwhile esports was already a thing for 10+ years in korea.

League exploded because the game isn't hidden behind a paywall. Anyone can have instant access to it.

[–]ljosquaredl 7ポイント8ポイント  (10子コメント)

Yeah Halo seemed like the first esport to really take off in the States around Halo 2, first one I heard of anyways. CSGO if you were on the PC at the time, tho not sure how big that scene was when it started, or Quake for that matter.

But there's many reasons it exploded. Starcraft was having tons of matchfixing issues for one, lots of players migrated to League because of it. I think Piglet even mentioned it in an interview recently.

[–]Duzcek 6ポイント7ポイント  (9子コメント)

halo was the original eSport in NA. MLG was kinda a household name in the FPS scene in NA by the time of Halo 3. Though people like Fatality were still well known even though they competed in what was a niche game at the time, Quake and Painkiller.

[–]ashkyn 2ポイント3ポイント  (3子コメント)

Quake a niche game? What?

[–]JohnnyGoodmemeGET OUT OF HERE STALKER 0ポイント1ポイント  (0子コメント)

Quake's scene was comparatively tiny in North America.

[–]mjoed 0ポイント1ポイント  (4子コメント)

wait, really? halo? that's amazing. i followed a bit of sc/wc3/cs/q3 in the early 2000's, but i never saw a single halfway serious halo tournament. but i'm from EU of course, was NA really THAT into halo?

[–]Colbyp212 1ポイント2ポイント  (0子コメント)

They were a big deal, but they weren't ever video'd or spectated or anything. The only people showing up were the players themselves. But yes, the scene was pretty huge at one point.

[–]Duzcek [スコア非表示]  (0子コメント)

Yeah halo was huge, and after the Release of CoD 4 their pro scene eventually took over. By the time of MW2 basically everyone knew optic and faze.

[–]FaacyBest team NA 0ポイント1ポイント  (0子コメント)

Same here, seen anything but Halo being played, guess its because americans always play something noone else plays in the world and hype it up.

[–]fanatic66 [スコア非表示]  (0子コメント)

Yes, Halo was huge in the mid 2000s to early 2010s. Halo 2 exploded in popularity because it was the first successful online console shooter. From there Halo just kept growing. It wasn't until Modern Warfare(s) became popular and Halo developers (Bungie and 343i respectively) made poor design choices in subsequent Halo sequels (Reach and Halo 4), that competitive Halo started to decline in NA.

[–]Gokai 16ポイント17ポイント  (8子コメント)

Part of that is also Korea's treatment of eSports in general.

Compare how most people treat the idea of eSports in NA. They mock it, they disrespect it and it's not seen as a real sport. Sorta the same in EU. You're not going to see Dyrus on ESPN (Maybe ESPN2) because the audience isn't there for that. It's only in the most recent times when we get TI on ESPN and the SFV Finals from EVO streamed.

Korea, by comparison, absolutely embraced eSports. It's a profession. It's something you can aspire to. Players get on TV and are celebrities. There's no question that eSports thrives in Korea because the culture and people allow it to.

[–]Jesusrz001[El Kayle] (NA) [スコア非表示]  (0子コメント)

You literally have no idea what you are talking about. Go to Korea. Talk to people there and you will see that you are talking out of your ass about how accepted eSports is. Popular? Sure. Accepted as a career path? Have you ever actually talked to people there or let alone talked to people in the scene there?

[–]mofothehobo 2ポイント3ポイント  (0子コメント)

Also because it's fun as fuck.

[–]I_HUMP_TRUMP 2ポイント3ポイント  (3子コメント)

The "tennis model" has worked pretty well for Smash, but like you said, it does lead to a large range in quality for events. Although, unlike a lot of games, Nintendo doesn't put much money into Smash (none for melee and a bit for sm4sh) so it is more grassroots.

[–]ljosquaredl 5ポイント6ポイント  (0子コメント)

Smash is a single player esport, perhaps since tennis is 1v1 it may work better with that model. Again tennis model isn't bad, probably even works better for some esports, I just find the NFLish system to be better. (at least for team games?)

Also like I said the schedule is so easy to understand, but Halo, CoD, Hearthstone, CSGO, it's kind of a pain finding event layouts sometimes, and I pretty much always have to look it up to remember what is when. With League tho, it's 9 weeks every weekend cept for IEM week, 3 weeks of playoffs, short break then MSI, repeat without IEM, 3 weeks of playoffs again, month or so long break, then Worlds for a month. Rinse and repeat, I know when everything will be on, it's nice and reliable, and translates well to the outside world if they're interested.

Turner seems to be going well for CSGO, and that's basically their venture into this kind of structure it seems...people seem to like it. Some say it makes it stale and boring, but idk I don't hear people complaining about knowing football comes around every Sunday so, I think that's overblown.

[–]fanatic66 [スコア非表示]  (0子コメント)

I agree completely. I use to follow competitive Halo for many years. I still love Halo, but it was never as consistent or had as much production quality as the LCS. I like the LCS because it looks and sounds amazing. The stream quality is always great and the casters are amazing. Everything looks very professional and it makes esports seem more legitimate.

[–]daneagles 10ポイント11ポイント  (17子コメント)

I think this entire issue comes down to figuring out how to solve one of the oldest questions in eSports -- do you balance the game around the average player, or the best player? This is a really hard thing to do properly, so I do give Riot quite a bit of slack in that department, but it does sometimes feel that the updates introduced just exist to make games more "exciting" or entertaining to viewers. From your point of view, this makes perfect sense -- more exciting games draws more viewers, which creates more new players who will spend money on League, which will eventually trickle down to LCS teams. While that may be true, I completely get where Regi's coming from regarding patch releases -- making a gigantic change just before the biggest event of the year and then expecting players to be able to learn and adapt must be unbelievably frustrating to teams, especially after spending months preparing certain styles for Worlds.

It's definitely a tough problem and I don't think there's an easy solution, but it's good to see it getting discussed.

[–]Gokai 23ポイント24ポイント  (8子コメント)

Now, that said, compare DOTA2. It entirely balances around pro-play and tells casuals to "git gud". DOTA does amazingly well and has existed for over a decade. This is a game that's been fine tuned and buffed to levels where the game is incredibly tight and well balanced...for pro players.

It makes the pro scene exciting but, at the same time, DOTA2 will likely never hit an audience as big as league for that reason. The casual audience is huge and League can quite well capitalize it. As much as we mock them, those people who buy Zed and go play him because they saw Faker dominate with him are the exact people Riot wants to get.

I'm still of the mindset games should absolutely be balanced for pro play but, from a monetary and business standpoint, it does make more sense to appeal to the broad majority instead of the passionate minority.

[–]tredli 5ポイント6ポイント  (4子コメント)

There have been changes in dota aimed at keeping pubs in a playable state, however. The way to balance is definitely different, but then again we're also talking about very different games with huge differences in how they're played at different skill levels. A low level pub and a high level pub in dota are as different as day and night due to the huge amount of mechanics and possible ways to lane, itemization and stuff. In League from Bronze to Challenger everybody plays the same meta pretty much, just different champions. In dota there might be a character that wrecks everything in low level pubs (for example Omniknight) because people just refuse to build a Diffusal Blade, League has much weaker itemization so when a champion is a big issue it tends to be a big issue in most elos unless it's one of those champions with a huge flaw that can be exploited (Amumu comes to mind).

And on the same page, we can't truly say Riot's balance hasn't worked out because even though dota has done fantastically well I'd still say League has done even better. I personally appreciate the bimonthly patch cycles, gives you something to wait for in the form of PBE updates and addresses stuff that might be too strong creating a constantly changing game. At the end of the day both games have roughly the same amount of changes except dota condensates them in two or three huge patches.

[–]MarkBadong 1ポイント2ポイント  (0子コメント)

Very good point. I feel like one of the things in gaming that will always be subject to debate and discussion is balancing the division between hardcore and casual gamers. It's really hard to please both in a single business model. But I guess sometimes if the bottom line is being successful at what you do then maybe that's all you really need.

[–]JohnnyGoodmemeGET OUT OF HERE STALKER 1ポイント2ポイント  (0子コメント)

League also balanced predominately around pro-play, though. They nerfed and tweaked Azir constantly because he was absolutely broken in competitive play, but he pretty much sucked in soloqueue.

[–]ThatLexxyFellowClimbed a League a Season since S3 4ポイント5ポイント  (2子コメント)

Ever seen Death Race? It's a campy take on this kind of thing. Entertainment needs shaking up every once in a while to keep it fresh and exciting; hell, we can see it in other e-sports that have plunged since League started hitting the big time.

[–]JinnAxel 2ポイント3ポイント  (1子コメント)

Wouldn't Broodwar, and the entire FGC be the complete opposite of what you're suggesting though? Fighting games get tweaks to numbers, and (until recently) a stable unchanging roster. And those are only the modern fighting games. Older fighting games never had patches or anything. What people bought out of the box was what they get and are still getting.

Melee is HUGE despite the game not changing over its long tenure. But the meta continuously develops on its own organically.

Blizzard showed what happens when you neglect a game's esport, on a production level. Balance wise Starcraft2 was a very fun game to play (albeit with a lot of hit or miss balance patches), but their problem wasn't that SC2 wasn't changing. If it were, then the expansions would have kept SC2 afloat as a pretty popular eSport up with League, CS:GO, and the like. it was the fact that they didn't consider eSports as a thing that brings in money.

Now Blizzard embraces eSports, and their strategy is to let organizations that have a lot of experience with hosting eSport events, like IEM and Dreamhack, while they host the biggest event as their World Championship. Valve does the something similar with DOTA2 and CS:GO by investing in major tournaments hosted by 3rd parties.

Riot is the only one that refuses to share, and opts out of growing the eSports scene, in order to monopolize League events, and the inflating price of entry into their competitive Leagues. With the exception of the Asian scenes (because eSports is already well established) and IEM (they're only allowed to have League tournaments during offseasons). Until we actually see how much money Riot makes off of LCS and competitive league, we can't really draw any real conclusions, but we can get ideas from the general discontent orgs have shown towards some of Riot's policies.

TL;DR Yeah change is good, but only if the change is done right and for the right reasons.

[–]FishIsTheBest [スコア非表示]  (0子コメント)

Older fighting games did get new versions though, like Street Fighter 2 with all of its different editions. I'm a bit out of the loop when it comes to SF4, but didn't it get some additional mechanics in one of the updates (Super or Ultra)?

[–]DawaravenKhazix Crusader 0ポイント1ポイント  (2子コメント)

Doesnt riot balance entirely around pro play?

Only a few times I have seen things like AP akali/volibear nerfed when they stomp casual too much, and they never show up in pro play anyway.

[–]blob-dob-11 1ポイント2ポイント  (1子コメント)

They do occasional changes to non-pro picks, Blitz got changes a while back while not being popular in LCS, but yeah it's pretty rare for a champ to be nerfed without being popular in pro play.

[–]EmperorVir [スコア非表示]  (0子コメント)

Pros depend on playing the genetically strongest champs at the given time. It's not that OP things get nerfed because pros play them, it's that pros okay then because they are OP. The link is there, but the causality is the other way around.

[–]CelestialDriveNikari Drive [EUW] 12ポイント13ポイント  (15子コメント)

Good points, but:

"All esports are like this, and no real sports are like this."

This is absolutely dead wrong. Esports environments are usually managed by the community, not the developer. They are born from the desire to compete and to share, and the players and event organizers have no financial stake in the success of the game proper (it's more about viewership numbers, ads, and more recently betting sites).

Nowadays, developers meddling in with the scene is pretty normal, and something to be grateful for because the goals don't usually clash and it's a good cycle of money for exposure that feeds itself. But noone, not Valve, not Blizzard, has gone to the lenghts Riot has in managing their esports scene. No developer has outright shut down (barring IEM) every major event not directly managed by them on the west.

Riot's hands-on approach to LoL esports allowed them to steer the league directly and to schedule a full league format instead of a smattering of events, but also removed any outsider input on how LoL esports were managed. And so, regardless of the goodwill or backgrounds of the people involved on the esports branches of Riot, the scene was fully controlled by the developer. And the main goal of the developer is ultimately to get more people to play their game.

So no, this is not "like every other esport". Riot's takeover of the scene is a massive outlier. I am not qualified or informed enough to jugde if the results are for better or worse, but this is not standard.

[–]aleksandarvucic11 11ポイント12ポイント  (13子コメント)

You made a mistake here. Riot can't takeover something they own, because they own it. This "Riot needs to split power" or "Riot holds too much power" bullshit is really weird. Roman Abramovich holds Chelsea , does he needs to give half of the team because "he holds too much power"? Would someone give half of his house because he has too much power in decision about it? Of course not. People just QQ cause they don't know what it means.

[–]SeeBoar 14ポイント15ポイント  (1子コメント)

I love the Riot should share power meme. Like with who? Who the fuck should they just give away their rights for literally 0 benefit for?

[–]Blackdevill 1ポイント2ポイント  (9子コメント)

Your argument is a fallacy. Roman Abramovich is the owner of chelsea (A TEAM) he would compare to REGI. And yes, riot holds too much power, you only have to see the Renegades situation.

Now use your brain to imagine that the Premier league decided that they dont want Roman abramovich owning a team, they ring him and force him to sell his team and 2 weeks before the competition starts so he has to sell on the low.

[–]aleksandarvucic11 4ポイント5ポイント  (8子コメント)

You are comparing a league that organize football matches to Riot that invented, created and own all rights for League of Legends and everything about it. You can't ban someone from playing football, but you can ban someone from playing League of Legends.

With who would you share that power? It's like saying USA government have too much power in USA. No logic explanation behind it. Riot owns LoL, LCS, they can do whatever they want with the game they own, if someone doesn't like it they don't have to participate in it.

[–]farmiyolo 12ポイント13ポイント  (0子コメント)

Thanks for this post, clears up a lot of the confusion surrounding the situation. TIL. :)

[–]keepitzen 6ポイント7ポイント  (8子コメント)

Maybe I missed where you mentioned it (I'm sick and a little wooooo on meds), but the LCS doesn't totally go by the NFL model. In the NFL the team owners are the ones who own and control the League. They have control over broadcast rights and such. LCS owners have none of that. Monte talks about it in his Economics of LCS video.

Good on Riot/TenCent for throwing tons of money into it, but that doesn't make them right about how things should be run. Especially now with how much more developed the scene has become.

[–]pinkshrub 5ポイント6ポイント  (0子コメント)

good post :), hope some discussion crops around it and some constructive and educational content comes out from the people who are involved in these shenanigans. I enjoy game theory and it really suprised me that the first section in my textbook in school was about league design and set-up. Interesting how back in the old days of yore, pre-VODs/twitch/streamin/broadcasts, ticket sales were a large indication of competitive quality-better games=>more tickets sold. So the idea of 3rd party leagues was to establish a collective (made of team owners) to try and optimize ticket sales by controlling league design(creating more compelling match-ups, storylines, relegation/promotion, etc.) to generate better ticket sales. This is all awesome because, as you say, overlord rito doesn't operate with ticket sales as their no. 1 priority. Ask any involved NFL owner what the gate is for any individual game and they can probably tell you off the top of their head. I doubt that outside of worlds and maybe finals rito doesn't care about ticket sales too much.

[–]waaarp [スコア非表示]  (0子コメント)

That was pretty clear and instructive, thank you.

[–]Strider08000 7ポイント8ポイント  (0子コメント)

Pitchforks down; that was illuminating.

[–]mybankpin 8ポイント9ポイント  (3子コメント)

I find myself wishing you were just trolling, but with the number of people agreeing I am beginning to think this is a serious post. As such, I shall respond with a serious post.

To start, Riot took a huge risk in building the LCS. What risk? There was proof of concept a LONG time ago with other esport leagues in Korea. There was proof that there was a desire for a pro LoL scene from the turn out at the various tournaments prior to the first season of LCS. There was about as little risk as it gets given how big the game was at the time. Roughly 3 million peak concurrent in Oct. 2012, with 32 million playing monthly. This was in no sense a particularly huge risk.

You then say that the risk handsomely profits TSM. TSM was a marquee name in LoL before LCS became a thing. They were the ONLY team to receive an invite to IPL5. As for how the LCS structure benefits them, it doesn't appear to. TSM needs to consistently shell out top dollar for the best players while not receiving much help from the League. They apparently don't receive much from the summoner icon sales. There is not much profit to be had from LCS directly. Sure, they have a huge following, which translates in to merchandise sales, but I contend once more that they'd still be a huge success regardless of LCS format.

On to how other esports lose them money while coming out stronger in the LCS despite multiple slumps. The only place TSM would lose money is through merchandising and a slight loss from player salary. The LoL stipend is 25k per player iirc.

Brief pause to talk about how teams are likely making their money. Merchandising aside, there's the obvious sponsorship deals. They net nice money, but the short amount of stage time on LCS with minimum exposure on the jersey is likely not enough to appease most sponsors. That's why there are streams with banners and what not. Sponsors probably aren't looking at LCS teams and thinking "Well damn, let's pay for 2.5x5 inches of space on a team jersey that will be shown for roughly 30 minutes max per week. #worth"

"the strongest brands in gaming are almost all related to League...: SKT, KT..." SKT and KT were already the largest teams in Korea prior to League's release. The LCS has literally NOTHING to do with their popularity nor how strong their brands are. To say it's because of League is beyond insulting.

TSM owes the LCS absolutely nothing. The LCS owes TSM everything. They are the team that generates the most views. They are by far the most popular team. They are by far the team that generates the most hype and discussion. They are the Dallas Cowboys, but they actually fucking win.

As to team owners getting uppity about "patch changes," of course they can. Riot themselves spewed that bullshit line of "competitive integrity." Not to mention it only improves the viewing experience of some people. There are people that liked seeing more champion diversity.

Hosting esports can not be a money sink. That's just bad fucking business. The board would have fired the shit out of you if you were operating at a loss.

Team owners that have branched out to other games can continue to do well regardless of how well LoL does. They can continue to do well if they have done a good job of branding. Their livelihood does not depend on League of Legends.

[–]SHlTTY_MS_PAINT 6ポイント7ポイント  (39子コメント)

TSM owes its very existence to League of Legends.

This is a 2 way street. As much as TSM owes it's existence to League, League owes is popularity to TSM

Reginald & TSM along with CLG back in early season 2 are the main reasons League exploded the way it did

[–]Hydruss 41ポイント42ポイント  (11子コメント)

I absolutely LOVE TSM and it is part of what drew me into League of Legends and made me passionate about it but realistically, if there were no TSM we would just be saying this about some other team that filled the void and "made" League more popular.

[–]parkwayy[Parkwayy] (NA) [スコア非表示]  (0子コメント)

Eh, I can most definitely say that if for whatever unforeseen reason TSM was relegated next Spring split, I wouldn't give two shits about the LCS.

I'd maybe watch the playoffs, and Worlds periodically, but I definitely wouldn't watch anywhere close to what I watch now.

[–]AlejandroPSJ 33ポイント34ポイント  (20子コメント)

I dont think so. If it wasnt TSM it woud have been any other team. Its not like as they are huge interesting personalities (although for this subreddit maybe). Besides LoL is extremely more popular in other regions than in US

[–]Straikkarr126 12ポイント13ポイント  (7子コメント)

Yea, pretty much this, some other team would have just taken the opportunity TSM and CLG took at the beginning.

[–]ThatsThatCrackMusic -3ポイント-2ポイント  (11子コメント)

Its not like they are huge interesting personalities

Are you kidding. The first thing I think of when I hear "League personalities" is that TSM team with Dyrus, Oddone, Regi, Chaox, Xpecial

[–]AlejandroPSJ 11ポイント12ポイント  (9子コメント)

Im not saying they are not famous, Im saying theres nothing spectacular about them. TSM just took an opportunity, and thats great, but if it wasnt them it would have been another

[–]dyingjack 2ポイント3ポイント  (0子コメント)

"League personalities" is that TSM team with Dyrus, Oddone, Regi, Chaox, Xpecial

And they all had more stream viewers when they streamed lol instead of other games did not they? Edit:But then again,LCS stream get mor viewers with top teams.

[–]thepromisedgland 3ポイント4ポイント  (0子コメント)

This is a false dichotomy. I don't know where you get the idea that the competitive scene would lose its advertising value if Riot collected outside sponsor revenue or didn't exercise absolute control over it, and I certainly don't see how you get from that assertion to the conclusion that all other parties to the venture should just sit down, shut up, and accept whatever peanuts Riot feels like giving them.

[–]iamcdr 3ポイント4ポイント  (0子コメント)

LCS is about making for money for Riot, not about fans. It's an user aquisition tool, it's a monetization tool, it's an engagement tool. It's an extremely cheap investment considering the amount of value it brings for Riot. They probably get 100% ROI just from Worlds champions and Championship skins.

Decisions like lane swap patch aren't made "for the fans", they are made for the metrics. If the viewership numbers drop, they have to do something. Make a botlane stream, change the meta so the game "looks more fun", it has nothing to do with what fans actually want to happen. Riot doesn't give a flying fuck about "fans", it's all about excel spreadsheets and numbers for their analytical team.

I'm not even gonna comment on biggest brands being related to League, since it shows complete ignorance. SKT and KT were powerhouses, sponsored by the biggest Korean brand long before League even existed. EG, Fnatic, TL, all the Chinese teams have a much longer history.

Riot is not even close to "paying TSM to exist". The money they give to LCS teams is laughable compared to sponsor contracts. They don't pay their casters even nearly enough. All they care about is ROI and it's insane. Revenue split with teams? Fuck that, they get our pennies, that's enough for them. Any kind of security for people who invest millions of dollars to promote your game? Fuck that, we prefer the "you're cool, you're cool, we don't like you, get the fuck out of the LCS, you have 2 weeks to sell the team".

It boggles my mind how anyone even remotely close to League can say that Riot does anything for the fans. Like what, the replay system? Sandbox mode? Ranked system, that is designed to cater to people who care about it, instead of retention and engagement tool for casuals?

The LCS is made for Riot to make profit out of it, but it's dependant on owners and their teams. They are the ones that bring people in and ultimately bring in the money. They are the ones creating value for Riot. Nobody watches LCS to listen to Jatt or look at Phreak, they want to see Bjergsen, Doublelift and Perkz. What do they get in return, besides laughable amounts of money every split? If there was any kind of revenue share Regi would actually make millions, but now he has to rely on sponsors and others esports (that bring way more money in, ask Ocelote). LCS is the main marketing channel for Riot and it's super cheap considering it's reach. Other F2P companies drop more money every month on marketing, than Riot does on esports every year.

There isn't a reality in which Tryndamere statement makes sense. It's a slap to the face of every owner and basically saying "shut the fuck up and keep making us money, while he do whatever the fuck we want".

[–]falaran 3ポイント4ポイント  (3子コメント)

Do you work for riot? This is a baffling post riddled with inaccurate assumptions and wild speculation

[–]Shalmy 0ポイント1ポイント  (4子コメント)

You are wrong since the start of your postulate.

Every esport in the world other than the LCS uses some form of the "tennis model".

The most successful and respected esport scene prior to SC2 and LoL rising was Starcraft 1 in Korea. Because of the nature of the game (solo game), there was a few other tournaments beside the main league (2 officials solo tournaments by KeSPA partners OGN and MBC, one by a rival, GOM, and the WCG) but basically there was only one league and one organizer, the almighty KeSPA.

Back in 2008-2010, every esport fan wanted his game to become like SC1 in Korea but there was simply not enough money in other games to do that.

You seems to forget that The Champions was a thing more than one year before the start of the LCS. Since it was created by OGN, who worked for more than a decade with KeSPA on SC1, they did what they had always do : a closed league system. It was a huge success and everybody here in the West wanted the same thing.

We already had those discussions on the future of LoL in 2011-2012 when there was no leagues and the major consensus back then was that to have a healthy and stable scene, leagues where needed. Teams where too instables in an open tournaments model.

Finally, you comparison to traditional sports forget one important point. If the "tennis model" is the norm for solo sports, its absolutely not the case for team sports. They all have a league system. And LoL is a League sport.

Your analysis on why things are what they are now is biased because you have absolutely no historic perspective on it. LCS haven't been created ex nihilo. Esport has an history.

[–]onewhitelight(OCE) 4ポイント5ポイント  (1子コメント)

Finally, you comparison to traditional sports forget one important point. If the "tennis model" is the norm for solo sports, its absolutely not the case for team sports. They all have a league system. And LoL is a League sport.

Thats what OP is saying?

[–]Sofaboy90 0ポイント1ポイント  (0子コメント)

ogn wasnt a closed league. western teams were welcome to participate and they did. ogn teams also werent ogn exclusive as they competed in many internation tournaments including mlg, ipl and iem. it was riot who has shut down the possibility of competing in ogn as a western team. leagues themselves arent the problem, its all the barriers riot has put around its league that are the problem

[–]Nordic_Marksman 0ポイント1ポイント  (0子コメント)

Tennis model isn't necessarily on tournaments but the fact that they are using non exclusive leagues and the most promising event is what players/teams will choose. So if ESL makes a good tournament over a similar prize pool league almost everyone would choose ESL tournament for the league with the same prize pool.

[–]Partierdude 0ポイント1ポイント  (0子コメント)

A simple way of looking at it.

The LCS is just one big advertising budget to riot.. They decide they want to spend £10 million on advertising so that's the budget for salaries tournaments casters etc.

Then the prize money can be seen as a bonus to teams who have done well 'commision' for 'selling' the game to all the fans who now want to play because they watched the final. The reward to the players is the prize money.

[–]mbr4life1 0ポイント1ポイント  (0子コメント)

Well I'll counter that some of those brands such as Fnatic existed before LoL and were on the bleeding edge of esports.

[–]Noxsolum 0ポイント1ポイント  (1子コメント)

There are problems with this model and that's the thing that LCS owners are upset about. While LCS is great for the fans and great for the game, it's not doing anything for the teams and making them sustainable. You give examples of the strongest brands but a few of them were either already an established brands or have since died off in the LoL era. OG almost got relegated, SKT and KT were already an established brand.

There needs to be a way for teams to preserve their spot and for them to get more reliable sponsors. I'm not exactly the most versed in business models but surely even if you panda to the fans with it, if your teams are not being able to play or big names (E.g. Dignitas get relegated then there will be nothing to follow for the average fan.

[–]parkwayy[Parkwayy] (NA) [スコア非表示]  (0子コメント)

Also, plenty of great brands have been tossed aside in the LCS. SK/Gambit/Dignitas/EG, etc.

Not sure why Riot is so keen on letting their established brands slip away, people watch LCS for the teams/players, and much less so for the actual game.

[–]pedrog94s 0ポイント1ポイント  (0子コメント)

That tennis reference makes no sense. And most of the teams made name for themselves out of league. But the rest I can agree on.

[–]ekoee 0ポイント1ポイント  (0子コメント)

May be an unpopular suggestion, but I wouldn't be opposed to ads showing during countdowns or pauses if it allows Riot to make more money. Hell, they could even paint sponsors on SR. They could use a percentage of that money to pay out to teams based on viewership of games. It doesn't costs viewers anything to watch an ad during a break.

 

Good teams would get paid more by Riot because of their overwhelming fanbase, and it doesn't hurt Riot too much because they would pay not only a set salary but also based on views per game (thus quantifying their investment by monetizing viewership, rather than how many people bought skins after a match).

 

This also makes it so that teams don't get stagnant, because there is an end goal besides Worlds; if you don't have views you lose out on money. Better teams will always get more people watching. Or, you could help fan favorites (think Raider Nation) not leave the scene completely.

 

Relegations could even work the same, if they could implement this into the Challenger Series. Teams with massive fan bases that get relegated (probably would be crazy rare) would still be able to get paid out on viewership, helping them build an infrastructure and a core group of players to make it back to the LCS. They wouldn't lose completely everything.

 

With the introduction of the scouting opportunities by Riot, they could make a change to create a pro scene that focuses on viewership rather than getting people to play the game. New talent could be cultivated into a much more stable scene in terms of infrastructure and financing. The more people that watch and the more exiting the games, the more people will want to play.

[–]ShinyGoomyz [スコア非表示]  (0子コメント)

I would not be playing league right now if it were not for TSM

[–]DeadlyFlourish [スコア非表示]  (0子コメント)

The aim of LCS is also to make money, indirectly. By getting more people to play league they're getting more people to spend money on their stuff :)

[–]headphones1 [スコア非表示]  (0子コメント)

This involves zero investment from the game studio, but also means they have zero control, and the scene is accordingly much less stable for it.

Yeah, tell that to /r/GlobalOffensive who have been up in arms for and against Valve who have recently decided to remove in-game coaches for large events they sponsor and exert control over.

[–]joaojmc [スコア非表示]  (0子コメント)

It's not a coincidence that the strongest brands in gaming are almost all related to League in some way: SKT, KT, TSM, CLG, Fnatic, Evil Geniuses, Cloud 9, Team Liquid, OG, etc.

TSM, CLG, OG and Cloud 9 were born to League. All others were giants even before League was born.

teams make way more off of League than other esports

Oy? Dota... CS:GO... No? Sure then.

[–]dabulge [スコア非表示]  (0子コメント)

TSM doesn't owe Riot shit. If anything Riot owes TSM. Tsm is the biggest league of legends brand probably in the game at least in the na lcs the bigger of the two lcs leagues. Their streamers have the most viewers they bring the most views to lcs! That literally brings direct revenue to Riot games because they have complete broadcast control over their game. DL and BJERG have 20k views every time they stream. The lowest TSM streamer gets like an average of 14k viewers throughout their whole stream. That is so much exposure to different skins and to the game. Am I missing something, or is this post still completely out of touch. "Petty Shit like revenue sharing"!!!??? WHATT?! Riot made a billion dollars in revenue last year, and it's petty for owners to want revenue sharing for a game that they help promote? This is just crazy.

[–]peachtime [スコア非表示]  (0子コメント)

ok no shit, but it doesnt really excuse how disconnected and delusional his comment was lol

[–]syrinxspirit -1ポイント0ポイント  (0子コメント)

It's kinda funny to see a post like this where some dude makes claims based off of zero knowledge inside the scene as far as where the money is made and who is getting paid what, meanwhile Monte posts a video that contradicts a lot of this having known plenty from inside the league.

Always nice to see the subreddit upvoting posts that's aren't true.