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More of a contractual and delegation system; Blizzard Entertainment aims to maintain high interest in their eSport while also relying on the competency of established organizations to better standardize production quality. Known as the StarCraft II World Championship Series [WCS], there are three seasons of point-earning regions including North-America, Europe and South Korea (rules pertaining to the championship system is subject to change in 2014): Running simultaneously, WCS America, Korea and Europe produce an online league system through partnered organizations of each specific region: the North-American


September/October 2013

*Sources are courtesy of Lol.eSports and Leaguepedia

Star League [NASL] hosts WCS America, eSports League [ESL] for WCS Europe and GOMTV/OnGameNet sharing responsibilities for WCS Korea. Each season has a regional final, based on the player’s performance and win rates against other foes. Accomplishing in higher ranks of each region of each season rewards a professional player a large sum and points that contribute towards their qualification for the annual Global Finals at Blizzcon in November. For each regional season finals, 5 competitors (6 for the region hosting the seasonal world finals) advance to play in the world season finals. Sixteen players from the three regions go to play the international season finals after having placed in the top 5 ranks of their respective regional finals. So in short: there are 4 finals per season, 1 per region (3 total) and a global season finals. Based on their performance of each region of each season, players earn points, highest-earners qualify for the annual Grand Finals of the World Championship series at Blizzcon. So although winning each region and season finals is important, it is only necessary to rank highly on a consistent basis to qualify for the annual Global Finals at Blizzcon. About 1,600,000$ is awarded

such as getting players awarded US Visas as professional athletes and renting out the famous Staples Center in Los Angeles help to attract eyes from mainstream gaming news websites and even major news publications. Public attention and more interest may lead to more sponsoring company interest and a push on the legitimacy of professional pro gamers.

GLHF Magazine Issue #7  

In this special issue of GLHF we expand our coverage to include League of Legends and Dota 2. As part of the first of many such pieces, we f...

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