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integrating eSports into their marketing/ community outreach budget means that there is a significant meaning in its popularity. On the flipside, many event organizers who were in a healthy competition with one another, now must work within the standards of publishers; sometimes becoming detrimental to their own survivability. As publishers bring their eSports titles onto a new mainstream and systematic platform, perspectives of ‘how to grow eSports’ is varied and so are the priorities of those involved. Provided below is a general grasp of how the most popular competitive gaming titles are handled by their game publishers. While many concur that each direction has its flaws, no one can quite agree on how they are flawed. LEAGUE OF LEGENDS AND RIOT GAMES
Riot Games’ approach to League of Legends eSports is strict and entirely in their control.
Titled the League of Legends Championship Series [LCS], this league is divided into two seasons (South Korea has three seasons), known as “splits” where it is comprised of three sequential segments (league system is set to change for Season 4): Regional qualifiers are where 16 teams qualify through partnered events for 5 spots in the regular season; comes with full benefits of being a professional game and contractual obligations (see below for more details). The regular season where 8 teams (5 qualifying and the top 3 of the last season/ split) participate in regional matches for North America and Europe: 10 weeks of 28 best-of-one matches leading to the playoffs. The bottom two scoring teams are out are sent to the promotion/relegation tournament. The playoffs are a round-robin group stage where the remaining 6 teams have a chance of winning up to 50,000$. Grand
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