Chapter 333 The E-sports Community and the Tear War in Memories
After the matter was handled, Jester was once again entangled by Lee Kun-hee's daughter.
This time, he had no contact, so he had to take this person to express his favor from time to time to show his feelings to himself. In Jester's eyes, this person who is only suitable for little girls is in restaurants everywhere within the company.
Most departments of Mars Entertainment have no secrets. The secrets are just some projects under secret research and development. This is not later generations, unlike later game companies that are learning from Blizzard. Developing a project is secretly recruiting personnel, starting secretly, and signing strict confidentiality regulations. Once the secret is leaked, they will be fired immediately. After the secret is released, they will be leaked and legal responsibilities must be fulfilled.
The city often leaked some things from the uncle party, and was spread everywhere by the fans. In the end, it was spread by rumors, and a four-dimensional image was spread.
Of course, the confidential research and development of Blizzard in later generations has its own uniqueness and advantages, but it is not suitable for the present, or in other words, when media information is so developed more than 20 years later, there is no need to use this thankless method at all.
When Jester led Lee Fuzhen to visit the newly established e-sports community business department, Jester accidentally encountered an argument.
Because of the new concept of e-sports he proposed during the Carnival, although many people, or most people, sneered at it, there are still many players who are keen on games, and they think that this is for granted.
They are all a kind of game, and they are also basketball, football, etc. invented because of games. Why can these be named competitive in people's careers solemnly, but electronic games are not allowed?
Now, even in Europe and the United States, contempt for video games can be seen everywhere.
Before Jester was reborn, he had watched documentaries on this aspect. It introduced the general environment faced by electronic games and even e-sports until 2000. At that time, even Europe and the United States sneered at the so-called e-sports.
It was not until 2000 that the e-sports player community formed, developed, and grew to a force that cannot be ignored that e-sports was truly faced.
The biggest reason why a game can become a competitive is because of its community type. Twenty years later, tens of thousands of fans were willing to fly in a plane, spanning countless miles to the United States, and then scream and cheer for the contestants they support and watch their supporters pick up the trophy.
What is the essential difference between this later sports competition?
Competition is a process of comparing strength and weakness. However, when Jester criticized the most, e-sports could have developed better, but because in the first golden age of e-sports, whether it was StarCraft or Warcraft, Blizzard did not make much contribution to promoting e-sports. In other words, Blizzard may have made contributions, but it did not have the due effect.
In fact, we can't just talk about Blizzard. Even the CS, which was comparable to the influence of StarCraft and Warcraft at that time, was CS. As the valve owned by CSS, we still didn't choose any better method.
Until later, Valve finally found a way to build a healthy, reasonable and complete e-sports community. No one knows how the end of this road is, but at least from the beginning, this is a healthy road, at least compared with the previous ones, much healthier.
This is crowdfunding.
Crowdfunding is based on the Valve's viewing mode on Dota2, which is good and far more developed than before. Has no one ever thought about this before? Jester thinks it is not, just because under the conditions at that time, this method is nothing different from whimsical.
The reason why this road is healthy is that it allows players in the entire community to participate, allowing players in the community to be no longer a bystander, but a participant.
This change in identity is crucial.
Did Blizzard really not have the idea of becoming a big StarCraft before?
Not necessarily, you should know that not long ago, Blizzard spent nearly 30 million yuan to create a competitive event in Blizzard. The specific name of Jest is not clear. However, the result of this season was that it was a huge momentum at the beginning, but in the end it was just a stone still in the water, just a splash of water sounded. The only difference was that it was not a stone, but a gem.
But it's essentially the same.
Although Blizzard wanted to promote "StarCraft 2" at this time, it was already in its twilight years of RTS. Even though "StarCraft 2" itself is really a very outstanding RTS, it is also the later years of this type of game. More new generation players are complex in this kind of operation and have no friendship with newcomers who have just entered the industry. Moreover, in a short period of time, it is almost impossible to get the pleasure of the game. Instead, they will be humiliated by their opponents with various black technologies. Which new player will be interested?
However, this way of developers taking everything themselves and creating a closed environment is not a healthy development path for e-sports communities. Such a community does not allow players from the player community to participate. This abnormal e-sports plan will not be successful in the Blizzard era.
It is no longer possible to succeed in the age of Riot.
On the contrary, this path of Valve pointed out a direction for everyone. Although Blizzard did not completely adopt the path taken by the fist later, Blizzard had quietly begun to form a healthy and healthy player community.
However, these are just some of the memories of Jester that flashed through his mind quickly. For Mars Entertainment today, it does not even have the meaning of reference. Now if you want to maintain this esports thing as weak as a newborn baby, you must be as savage as it was originally.
Of course, for a personal reason, and also because Jester will be more concerned about the player community than Blizzard at the time.
Although he paid for the competition entirely, and this method of only investing but not outputting is not in line with Jester's usual concept, he also knew that if he wanted to rely on crowdfunding like the later Valve, he could not only make up a large amount of bonuses, but also make a lot of money, and he had to accumulate.
Jester likes Blizzard very much because they have made countless classic games, which have brought countless joy to people including Jester. The great contributions they have made to video games and even e-sports are obvious to all.
However, Jester doesn't like Blizzard's attitude towards the player community.
In fact, as long as you understand a past, you can see that Blizzard's attitude towards the player community is cold. Their philosophy is that you just play games. As for how we make games, it's all your business. For professional and mature game designers, this concept may not be impossible, but if you think about it carefully, especially when referring to real cases, it is not the case.
The most significant thing is that it needs a comparison. In the future world, as a single game company, there are not many people who can compare with Blizzard. Ea and Ubisoft are publishers, and compared with them are Activision, so choosing a valve should be a more suitable choice.
In fact, in the future, these two companies have made great contributions in e-sports, and the games they produce win by quality.
Understanding the chronic disease of CSS may not be unclear about the history of CSS. This is actually just a mod-like thing produced by fans based on the module of "Half-Life", which means it is just a derivative of "Half-Life". However, after the game just became popular, Valve quickly captured the huge business opportunity hidden in this mod, so Valve directly absorbed the two producers into the company, achieving a win-win situation.
On the other hand, Blizzard, this is why people often compare these two companies, because these two companies do have a lot of contrast.
The most similar example to CSS is undoubtedly dota made based on the map editor of "Warcraft 3". Dota, the game type first appeared in the first part of "Starcraft". However, let's not talk about these for now, just talk about dota in "Warcraft 3". From the beginning to development to growth, this game has experienced the efforts of many people and many people who love this game.
During this period, he defeated many competitors and finally became the most popular among all the maps of the "Warcraft 3" map editor. There were more and more people playing, and even in the end there were more people playing "Warcraft 3".
It is impossible for Blizzard to not see this phenomenon, nor can it be uninterested in this game.
What's the result?
Blizzard chose the exact opposite approach when Valve handled CSS. You should know that Blizzard was in their position at the beginning.
They had no shame at all and forcibly announced that the copyright of dota belongs to Blizzard, which made the scum want to negotiate with Blizzard to develop dota into a real online client game. The creator who made the greatest contribution to the game type of dota was furious.
Of course, Blizzard expressed disdain for a player's anger, and directly sued the person who made great contributions to promoting Warcraft Map.
The result was well known. Because of the fierce battle between Blizzard and Ice Frog, some people who claimed to be the original producer of Dota took advantage of the chaos to launch a game that was purely a copycat and far inferior to Dota, which became a hit.
Just imagine, if Blizzard did not engage in that battle with Ice Frog at that time, but could have worked together sincerely, there would be no matter what the original production team had. (To be continued, please search Piaotianwen, the novel is better, updated and faster!
Chapter completed!