Showing posts with label Louis Lemeillet.. Show all posts
Showing posts with label Louis Lemeillet.. Show all posts

Saturday, February 21, 2015

League of Legends, a Cultural Phenomenon?



by Louis "Guichex" Lemeillet

This a bit late, but I wanted to react to the recent release of Riot Games' official music album, which features eight tunes centered around the universe and lore of their unique game, League of Legends. Riot's music passion didn't start with this album, as they normally create unique tunes for each new champion or event, and even co-created an “eSports anthem” with the popular band, Imagine Dragons, for the Season 4 World Championship. Nevertheless, Smite & Ignite is truly a unique product and it's the first “album” made by Riot Games. If you consider this, in addition to their short animated movies, the growing in-depth writing of the lore of the game's universe, and the production of endless drawings for each champion, you can say that League of Legends contains several different art forms: cinema, literature, visual arts and so on.


Can a Videogame be Considered a Form of Art ?

Taking the words of one of the biggest figures in the videogames industry, Hideo Kojima, famous creator of the Metal Gear Solid series, videogames are a type of service and not a form of art. Game designers, since they seem inspired by countless artistic pieces, can be considered “museum curators,” arranging those pieces in a way that displays their artistry. But one can say that the line is really thin, and some other games designers and people in the videogame industry often consider videogames as a “greater” art - since they gather several forms of art in one piece. One art to gather them all, and in the darkness (of an attic), join them.

This debate, of course, comes along with the technological prowess of our current gaming devices which allow the display of stunning realistic graphics, long and intricate stories, and the face recognition which translate human emotions on a whole new level. Beyond Two Souls, of the famous Quantic Dream studios, was so presented in the Tribeca Movie Festival last year as a piece of art alongside several “real” movies. 

Personally, I believe Kojima is the one on point: the main goal of a videogame is definitely entertainment. With the economical landscape, you have to appeal to the masses if you want to make some revenue out of your work, potentially restricting the artistic desires of the game designers. We play videogames for various reasons, but the one that is always here is: we want to entertain ourselves. You could put all the artistic views you want in a game, but if the gameplay sucks, it will not live on as a masterpiece.

League of Legends cannot be considered a piece of “art,” but it has reached a level of deliverable entertainment possibly never reached before by any other cultural product. With the combination of several arts, the entertainment and the cultural “potential” of the sports world, League of Legends might become something which children will learn about in history books someday.

League of Legends, the Legacy

I might be getting ahead of myself with that previous statement, but it is also true that we've never experienced something similar before. Of course, eSports and videogames have existed for decades, but never have we seen a game reach the level where LoL stands right now. Even if you consider all of its franchises, Starcraft - maybe the most popular eSports game before LoL - has not reached Riot. Yes, Starcraft is truly a pure and very successful videogame with astounding storytelling, a strong universe and powerful cinematics (Blizzard's cinematics are on a whole other level and I don't think any other game developer reached it.) But as amazing as Starcraft is, they've never reached the popularity of League of Legends, at least in our Western regions. League of Legends' global viewership reached the level of traditional sports first, with spectators outnumbering the NBA finals and other extremely popular sporting events.

Moreover, eSports is the first and will probably stay the only sport which will be shared on approximately the same level of passion throughout the world. Of course, we're seeing disparities in the games watched depending on the countries, but League of Legends draws in viewers from almost every region of the world.

If you consider this from the “artistic” viewpoint, League of Legends has the potential to reach more people than anything or anyone before. Videogames are worldwide, eSports are worldwide, and League of Legends tops the scores in both those fields in terms of active players and viewership. It is also a game that is designed as a “durable” thing and not a “one-time” story like many “artistic” videogames. So, potentially, its music, drawings and short animated movies (one can dream of an extended movie of the Shurima past,) can reach hundreds of million of people and try to touch their inner sense of “art.” I've rarely seen a single product or person get on this level.

When I consider cultural phenomenon, which billions of people might know or have heard of, there's truly just a few things that stay on my mind: Michael Jackson, Star Wars, Mario, Banksy... and you can be sure that such pieces of culture will go down in history. Can League of Legends do so?


History is being made here, kid.

As we all know, history is written by the winners, and as successful as League of Legends might be today, you can't avoid the possibility of the product drowning in the mud with the course of the years. It's really hard nowadays for a cultural phenomenon to stay away from the potentially insane amounts of money that can be made. The Lord of the Rings franchise might have gone too far, for example, in the minds of many. If Peter Jackson stopped with the first trilogy, it would 100% have gone down in history as a “masterpiece.” The Hobbit trilogy, though, will never do that, and for a lot of people, it stands as a stain on the glory of the first movies.

Nevertheless, those things happen every time. You can see how people tried to make money after Michael Jackson's death, surfing on his popularity and drawing his legacy into the mud. But for such a phenomenon, it will not matter: Michael Jackson is one of the greatest musical artist of the modern times and will probably be remembered as such for ages.

Can League of Legends reach that point? I believe so. They might not produce real art, but they surely can produce massive entertainment and offer a cultural content close to the most popular traditional sports in the world. Moreover, they share a worldwide popularity that almost only videogames can reach. They were the pioneers of “mainstream” eSports and will be going down into history as much as the first eSports games and tournaments like the period described in the wonderful Smash Bros documentary when a bunch of high school geeks created the basis of what is today one of the most popular eSports scenes.

It's weird to think about kids learning about League of Legends in school and it will surely not happen anytime soon. By going down into history, you have to wither first and I don't think Riot is ready to let its franchise die this soon. But do you believe too that it has the potential? Or do you simply believe it will be overwritten by the global eSports phenomenon? I always will want to show my future kids what I played when I was little (Zelda, Smash, ChronoTrigger, Warcraft, etc.) I always thought it would be fun to see them come back to me and talk about videogames they learned about during their school days. 

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by Louis "Guichex" Lemeillet

Friday, January 16, 2015

The Rebranding Festival



by Louis "Guichex" Lemeillet

Roster swaps are common in the off-season, but this was the year of identity changes. Alliance became Elements, Evil Genuises became Winterfox, Curse and Curse Academy respectively became Team Liquid and Gravity. Even LMQ became Team Impulse. New names have also made their way into the scene with the qualification of H2k, Team 8, Giants and Unicorns of Love, and some of the biggest EU talents regrouped into the challenger team, Origen. With all this, it appears quite normal that casual followers of the LCS might be a bit lost in the new season, but it might also hurt the brands and general viewership of the series.

How the heck did this happen?

Part of this major branding issue lies within the GoodGame story. To recap quickly, GoodGame owned both Alliance and EG brands, but the new Riot rules don't allow two teams with the same owner. Therefore, after GoodGame was bought by Twitch, Alliance went on to be Elements and EG reemerged as Winterfox. Did Alex Garfield, owner of GoodGame, decided to sell those two teams after selling his company to Twitch in order to spend the rest of his life watching eSports from a hammock on a beach with a mojito in his hand? Well, yes and no, since the new team owners (Maelk and Guitar) are both former employees of his. 


EG and Alliance have "given away" their LoL teams but kept their other professional teams under the same banner. Dota 2, Counter-strike, Smite, Starcraft, HotS, and other teams will be kept under one and one name only, while the over-mediated League of Legends teams will be under a different name. In the end, Alliance and EG will be hurt to some extent as their fans lose brand recognition and possibly some sponsorships. In some ways, it's a good thing, since Alex Garfield could have easily become one of the most powerful figures in the eSports landscape, owning dozens of teams. But it will reduce further infrastructural development in the Western Scene. Money comes from sponsor, and without them, you can't offer players the necessary environment to perform at their best level.

Multi-gaming structures, which have teams bringing in a lot of cash because of their mediatization and fame, allow some expenses to be redistributed to their minor gaming teams. Therefore, the latter have better infrastructures than others and theoretically win more titles on a minor league scale. Being number one in less popular games, and having a presence in LCS, even if you're not top two, still brings extreme fame among a very wide target audience and might bring more sponsors than just having a top two team in the LCS. The staff costs would also been reduced to some extent, as you don't have to multiply the number of executives, even if you're running teams in various eSports scenes.

Among all this, you're hurting to some extent the long-term possibilities of the brand. Evil Geniuses were already on their way to become the multi-gaming structure with the greatest “hall of fame” in western eSports history. Now they're shooting themselves in the foot by giving away their LCS spot. Even if Evil Geniuses have no problem attracting the best world players in the next years, it will probably hurt them in the long-term if Winterfox performs extremely well during those years. With LoL being the most popular eSport game at the moment, people will remember EG failing where Winterfox succeeded. It's quite an overly simple view, but I believe giving away both Alliance and Evil Geniuses might have been a mistake GoodGame didn't have to make. Even after being bought by Twitch, they could have kept the ownership of that one team among the two.


The same happened with Curse, who had to sell Curse Academy but voluntarily rebranded their main team and “shared it" with Team Liquid, another powerhouse in the eSports landscape, a move I felt was even worse than GoodGame's. Curse is an extremely popular brand along gamers, owning multiple websites which each of us has heard about at least once: the main Curse website with all the popular addons, MMO-Champion, Reign of Gaming, etc. And no, Liquid doesn't appear in the Curse sites. Why would you voluntarily relinquish a sports team which would bring further traffic and revenue to your websites? 

I understand Curse wants to partner Curse Voice with multiple players/teams, something they couldn't do while also sponsoring a team. I also understand Victor "Nazgul" Goossens and Steve “LiQuiD112” Archancet's idea of merging Team Liquid's fame to Curse's potential. Nevertheless, I believe Curse.Inc will suffer a great loss. Why do LG, SKT, Samsung and other huge international companies sponsor Korean teams? Because they know the success of the teams will bring additional revenue to the brand. Sponsoring a sports team for a company has always been some kind of wishing-well where you're throwing money in hoping for further success. Curse.Inc will be relinquished as mere sponsor like any others and will clearly suffer from this as Team Liquid will greatly benefit in terms of fame and mediatization. 

What year is it?!

Even if players didn't swap that much, the casual followers of the LCS might feel a bit lost during the first weeks of the series. Along with learning a crowd of new teams who entered through the expansion tournaments, they'll have to grasp even more with the Alliance, Curse, LMQ and EG rebranding. In fact, I'm a little lost between the swaps, the new teams and aberrant news like Alex Ich joining Team 8 as a sub. It feels like it's the end of an era and I don't know if I'll get as hooked during Season 5. Time will tell but I believe I'm not the only one in that situation and many people might go on and look for something new. Oh wait, what's that new game again? Heroes of the Storm?

The Challenger scene will be quite hurt too, as many of their big names made it into the LCS, leaving behind a few teams with an uncertain future and a bunch of newcomers who might have a lesser skill level. H2k, Coast, Unicorns of Love, etc. grew a fan base during their time in Challenger Series, and those fans follow them to the LCS now. The “lesser competition” will take some time to get back on their feet and to offer the same level of games we had last season. Of course, as all couldn't make it back into LCS, EU & NA will each have one “super-challenger” with Origen and Fusion, but it might not be enough to attract viewership if they just stomp everyone else.

In the end, it's not something major and the LCS format changes already foreshadowed that Challenger Series would be hurt to some extent. For Riot, the changes were necessary to stay on top and answer consumer's desires, and it'll not result in a loss for them. They might lose a bunch of people watching LCS but the additional viewership brought in by new teams, and the more cohesive 10-team format, will quickly make it look as a bad dream. Also, a great deal of eSports followers are more following players than teams, therefore the rebranding of teams and the new hole in the Challenger Scene will not impact them at any point. Only Alex Ich's fans might still have trouble bringing their jaw upwards, trying to believe what they just read.

So wait...who's this team again ?

The fact that all those rebranding happened at the same time as the LCS bringing in two additional teams also left us with another major issue, although it might be just disturbing me: the too-much diversity in team names.

Unicorns of Love, Elements, Copenhagen Wolves, Team 8, Fnatic, Counter Logic Gaming. Not one of those names has a similarity with the others. People, and I can understand that, are just coming up with what's in their mind and what they find “cool.” Or at least that's how I imagine it. And to some point, apart from following the basic branding rules such as: easily readable for anyone, not too long, in english; that's all you gotta do. Yes, I'm looking at you Origen. Do you seriously expect casters to pronounce it with the rolling “rrr” sound on stream?


I must say, even if SEA is not like this anymore (maybe apart from the animal emblems), at least I loved their names. Saigon Jokers, Taipei Assassins...that was some NBA/NFL cachet right here. Of course, I can't expect for all teams to rename themselves, it'd be utopic. But I believe that, as I already wrote for fashion, the lack of uniformity in names is something that will not help mainstream sponsors take your business seriously. It looks unorganized, like a brainstorming session where everyone is throwing their ideas in and no one ever agrees. And come on, it's not like the video gaming and fantasy universes were too small to find any good ideas. Direwolves, ogres, centaurs, ents, tressyms, griffins, manticores...it's full of great names! Why do that instead of naming it “8”? I know I'm seeing this with some bias as I have a marketing background, but still, Team 8 doesn't bring anything to my mind when I'm reading/speaking it. At least bend turn that number 90° to the side, and you'd have Team Infinity. There I can imagine things: infinite potential, to infinity and beyond, etc. There you call values in the minds of followers and companies alike, and you can develop great storytelling and communication around it.

As I said, it's more of a personal matter to me here but to some extent I tend to believe some companies might look at this with the same eye as mine, and between one team with a generic name and one with a great storytelling, well the choice is perfectly obvious. You take the one you can do the most with in terms of communication and marketing campaigns. Even Elements looks somewhat childish and silly, but they still bring something to the table like “Froggen is the air” and “The Elements coach will be named The Avatar!” or whatever. It brings something imaginary which can be promoted. But at least Team 8 is still better than the “Team eSports,” an atrocity I witnessed in some CS:GO tournament.

Branding and naming is a very wide topic and might appear as rather plain for a lot of people but, for that reason, it's one of  the most difficult exercises for marketing professionals, and it's a decision that shouldn't be taken lightly. I know it's difficult for Riot to have a real and legitimate impact on naming decisions, and it's also none of their business, but with the number of teams growing and the rebrandings, the start of Season 5 will result in some kind of immense jiggery-pokery for the viewers and might hurt brands and Riot alike in the long-term. 

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by Louis "Guichex" Lemeillet

Tuesday, December 2, 2014

The Rise of Teamwork MOBAs



by Louis "Guichex" Lemeillet

Recently I got lucky and saw the Heroes of the Storm icon pop up on my Blizzard launcher, so I dove in and played it the hardcore way to discover the possibilities of the game, both casual and eSports wise. Also, along with thousands of other viewers, I watched the small tournament hosted during Blizzcon featuring several big gaming structures. So I can ensure now : HotS is a teamplay-based game, very different from League of Legends, with great potential. It was what Blizzard publicized and they held on to their promise: short games, never-ending action and teamwork on various maps. In the end, my personal feeling is that Blizzard took the best out of Dota 2 and Counter Strike to make their own MOBA. But, as much as it will help the casual gamer enjoy this kind of game more easily than in Dota or LoL, isn't it dangerous regarding eSports and competition ?

Team too heavy, can't carry alone.

These words, we at least heard them once during our solo queue adventures in League of Legends. Why ? Because, to some extent, it is possible because of the inherent meta to have one player shine above others with a top-notch performance and help his team carry on and get the victory. It is almost impossible to do that in HotS for two reasons: shared experience and no gold/items system. In League, you can grow stronger and faster than your opponent because of the gold and the powerful items you can buy. If you farm better and get a few kills, you'll have more experience but also more gold - therefore more items and more power. You can then proceed to walk on the map and help your team secure objectives, kills and help the team grow stronger as a whole. Quite simple.

In HotS, it is almost impossible (if you take two players of the same level) to perform a 1v1 kill. You'll need help from your team to make a kill or to secure the big “objectives” on every map. And even if you get a kill, you won't be stronger than your opponent when he comes back. You'll have a bit more exp but that doesn't help you - except if you could secure another skillpoint (which are not available at every level). And if you have one more skill point, it doesn't mean you can really pressure your opponent, nor is it always worth doing so. Almost every time you try to go for a solo kill, you'll take too much time and the enemy team will be able to catch and insta-gib you. 

Even if you look at Assassins, which are supposed to be able to kill opponents easily because of their permanent invisibility, their burst might be not enough and one CC can easily turn the situation. They can't grow stronger because of items, therefore their potential is limited, especially in end game. 


One of the best things in the game : play an Elite Tauren Chieftain

If I can't outplay my direct opponent, what's the point ?

Well, the point is that your team can outplay the opponents, not just you. And when I talk about this around me, there is a clash of opinions. “Heh, I can already never count on my team on LoL, why would I be able to do so in HotS?” “I would never play a game where I can't feel that I'm making a difference on my own,” “Well, at least it should reduce the number of people trash talking because you lost your lane a bit,” “I don't care as long as I can watch Kerrigan's booty.”

While the latter seems a very constructive point, I'd prefer to look at a very interesting opinion here: “I want to feel that I'm making a difference.” And truly, who doesn't ? If we play videogames, we want to personally be the hero, to perform better than the others, to show off a bit. That's the point of several videogames, and moreover, that's the point of competition. HotS may be a more casual-oriented game, but it still is a MOBA, therefore a competitive game where your ranking is important. Ranked games aren't available yet so I couldn't test what is going on and if teams were truly behaving like they should (with reduced toxicity.)

Until I can experience ranked, I'm still worried about that point since I've been seeing a special type of champion inside the game: the “siege specialists.” It means what it means, those champions are literally afk pushing lanes the whole game, or even afk in base giving a few buff to the team if you look at Abathur. It means that in several games you'll play almost 4v5 or face a split-pusher in a teamplay-based game. Of course, it increases the number of strategies, but it'll just lead to more toxicity and trash talk.

In HotS, you have to pay Gangplank so he can throw his ultimate for you.

So...Should I watch it ?

I'm only getting to the main point now, but I wanted to offer sufficient background to those who couldn't play the game at all yet. Whenever I see a MOBA now, I can't help but think of its eSports potential. Competition and a strong community are the keys to MOBAs success and it'll be a truly successful game only when it gets a competitive scene on its own, with its own large community. Blizzard clearly showed, by hosting a tournament during the Alpha, that they want to be on that eSports stage, and not just wait to watch what will happen like for Hearthstone.

So what of HotS potential? I'm torn. On one hand, I know a lot of people have gotten sick of the League of Legends scene because of the toxicity, the failures, and because it got boring. And Blizzard is a force that cannot be stopped when you consider its marketing and communication potential. They might be the gaming company with the strongest loyalty too, because of their history. An example? How many of us consider that the future Warcraft movie has poor casting and will probably result in a deception, but will still go see it? And the sequel? If you've been playing Blizzard's games for a while, you cannot not go see it. Another example, just recently they launched Warlords of Draenor and got 3 millions players back by snapping their fingers. No other company is able to do such a feat.

But let's get back on track. Do I want to watch a competition where I can't see outplays on an individual scale? Let's just take a look at the famous Faker vs Ryu Zed/Zed outplay. We were all stoked to see this. And we will continue to shout at the top of our lungs each time a 1v1 or a 2v2 trade engages. Almost none of those trades in HotS will result in a kill and you may only see 5v5 teamfights. I can't help but think that it'll get pretty boring very quickly, even if games are shorter. I want to see teams battling each other and outperform their opponent on a strategical point of view but I also want to see individual actions. And I want to be able to catch my breath between them. In HotS, it's action 100% of the time: no laning phase, no anything, and I'm afraid some viewers will be lost in what's going on and never get the time to understand it, since the game is already over twenty minutes in.

On the other hand, Blizzard has found a counter to this by offering a large panel of maps with different objectives and strategies, and they plan to bring more to the table. That's the Counter Strike side of the game: teams will be able to perform better on some maps while their opponents will outperform them on others. And along with the pick/ban phase of every game, you'll have a drafting phase of the map choice like for Starcraft or CS. Strategy-wise, it's pretty interesting and appealing, so long as teams don't decide that some maps are hard to play and never pick them. (I'm thinking about the Dragonshire map where taking the objective in a 5v5 premade scenario is almost impossible without taking drastic risks.) But we'll have to wait a bit more until we can see that.

Just an Alpha, yet a tournament with Fnatic, EG, C9 and more. 
That's how powerful Blizzard is.

It's not LoL, it's not Dota, it's not CS:GO, it's...different.

The major advantage of HotS is that it's a game bringing something new to the table and it benefits from Blizzard's very strong marketing power. We've seen what they can do on a game where eSports is not one of their first objectives, like Hearthstone, and damn, their studio at Blizzcon was amazing. For HotS, I have high expectations and I want to see what they can deliver. It's extremely interesting to see a new scene potentially rising up. Will they implement a league system? Will they copy the WCS model? What will the studios look like? Will they partner with Riot to create a global eSports convention?

Of course, I also might be dead wrong and teamplay-based games with non-stop action is what people want to see. Maybe they want to see 5v5's all the time, and how one team will outperform the other on this specific objective. But I mostly think that HotS will appeal to a more casual genre of gamer, and moreover, a casual genre of viewers. Studies have shown that a large part of the eSports viewership is not part of the “hardcore” gamers and they might be drawn by this casual looking MOBA with no pauses and no time to look away. It could also attract lovers of Bo3/Bo5 instead of Bo1 since it'll most surely be the standard format for this game.

In the end, HotS will probably be a success on the eSport scene and all the big multi-gaming structures will have a team. But I might not be watching if I can't find a way out of its repetitiveness. I do have high expectations that the pro teams will prove me wrong and show me how many strategies they can pull off in a game where an individual's performance is minimized, but how do you identify which player might have bigger potential than another? Do you only rely on personal affinity to recruit a new player? If your team is performing badly, how do you identify the weakest link?

One thing is for sure: Heroes of the Storm is a new kind of game inside the MOBA genre and is one of many. TOME, which just came out on Steam, is looking strongly like HotS on some points and trying to make a name in the competitive teamwork market. For now, I can only wait and propose a whole bunch of questions for which I'll be eagerly looking for answers. 

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 by Louis "Guichex" Lemeillet

Saturday, October 11, 2014

Fashion in Esports



by Louis "Guichex" Lemeillet

Is it weird to talk about fashion if we're talking as subjects of a group of teens who are playing hours of video games? Maybe, although I believe even geeks, nerds or whatever you call them, have their own fashion in some way, despite being far away from the “fashion” world you see in everyday mass media. But is it weird to talk about fashion if we're looking at a sport? Clearly it isn't. Every sports has its own fashion. Basketball, American Football, Soccer, Baseball, Golf, etc. they all have a clear set of clothes which is common only to them. So why not eSports? This discipline is still new and unites a bunch of people who weren't used to being in the spotlight before. Still, every successful team is selling its own merchandise and wants to popularize it. What is different from other sports is that eSports doesn't require a special outfit, and a lot of teams seems to have a different idea of what they have to wear mainly depending on their region.

Asia wants to be classy.



Asian teams (Korean, Chinese, South-East Asian) have somewhat united to wear almost the same outfits when they're performing on stage, or at least for the upper body. A lot of teams we saw at worlds are wearing low-key polo shirts with a little room allowed for the team logo and the sponsors. Regardless, they are still visible especially when Riot is making a lot of interviews and close-ups on players. A small difference is visible for EDG & AHQ where they're wearing classic t-shirts but are almost always wearing sports jackets which follow the same rule as before: subdued logos from sponsors.



In some way, the fashion these teams are putting on is really close to what you'd find in golf. And it's quite logical: golf is a sport, but not as intense as some other sports like Soccer or Basketball. Some might categorize it as “not really a sport,” but the same could be said for eSports. Also, Golf is a sport which requires a lot of focus, mental strength and precision. Same for eSports! The only difference here is on the lower body of our favorite players. Koreans are often wearing absolutely horrible sweatpants. I mean, I wouldn't dare to wear those kind of pants outside of my house nowadays, and I don't think it sends a good image around the world, since it'll keep pro-gamers classified as “geeks in sweatpants.” They also keep wearing them in advertisements like Faker did recently. I mean...come on.

Chinese and South-East Asian players are wearing a bit more classy jeans and you have to give them props for it. I know sweatpants are comfortable for playing in, but man, jeans aren’t that hard either. It's not because you wear jeans that you'll perform worse considering the level of those players.

Europe, too much soccer?



Despite being a fan of Europe's performance in eSports, I still don't understand how some structures think regarding their team clothes. I mean, yes, we like soccer a lot, but it doesn't mean you have to copy it and import it into eSports. Why did sports jerseys, of all clothes, make the cut here? My guess is a lot of people investing in eSports come from an average social class, not especially poor or rich, but with a middle-class culture which is obviously greatly centered around the most popular sport in Europe. No other sports come close to it, and it has a clear and vast influence on a lot of people.

Coming from this social class, eSports players and fans wanted to say their passion for video games was as great as some peoples passion with soccer (or as great as their own), and directly imitated its style, importing the sports jersey you can see on a lot of European teams now: Fnatic, Copenhagen Wolves, etc.

I honestly don't think this is the best piece of clothing for eSports. It isn't, properly speaking, a physical sport. It requires a lot of focus, and while you sweat a lot during an official match for sure, I don't think it requires such an outfit. The core “physical” and psychological needs of pro-gaming is mental strength and precision, which are mostly shared within sports like golf, or maybe baseball.

North America went in the right direction but stopped halfway.



North American LoL teams have embraced eSports fashion in a different way than other countries by not trying to make it look like a traditional sport, but almost all the teams have a different style of clothes. White hoodies and sky blue T-shirts create Cloud 9's theme. Dignitas has black hoodies and CLG wears long sleeve cotton shirts. TSM players wear satin varsity jackets and Evil Geniuses scored a fashion knock out in their amazing black leather jackets. Only Curse seems to enjoy the sports jerseys (and they should fit them more, because it looks like they're way too big for some players!)


But unfortunately, the NA teams are almost too convoluted. All of them want to differentiate from the one another too much, and none of them, except Curse, are reasoning as a business by renewing their official clothes regularly. At some point, a new season into LCS should mean a new set of clothes. Fans are generally happy to see those changes and feel like they need to buy the new ones to be a better representative of the team. Yet, a lot of teams are hesitant on this point and just play around with colors to offer more than one set.

In the end, I think eSports clothing styles may actually be too diverse. Hoodies, sports jerseys, polos, t-shirts (and even an attempt at polo-shirts and hoodies from SK) can be a little weird. All these pro-gamers play the same game but none of them are wearing the same thing. It comes across as a bit disorganized. But that just means that eSports has nothing written in stone yet. I like it, because then we can only go up.

Setting up some standardized fashion code might help set values and integrity inside the community. Moreover, it helps show the world that eSports are real, that they are happening here and now and that mainstream industries needs to invest now to get the bigger piece of the cake. I think polo shirts are the best option, but it doesn't really fit with the gamer image we have in our Occidental regions. Nevertheless, it has been shown in recent studies that a lot of eSport viewers are not hardcore gamers, and looking closely into this population might deliver the answer.

by Louis "Guichex" Lemeillet

Monday, September 1, 2014

The Delicate Case of YouPorn


by Louis "Guichex" Lemeillet

As you might know already, there have been several rumors about YouPorn investing in the field of eSports by sponsoring professional players in various popular games. Nothing is written in stone yet, but rumors are YouPorn is talking with a Dota2 team and some Hearthstone players who don't mind getting their nicknames linked to the “YP” tag.

What started out as what seemed like a joke is now maybe about to happen, since officials from YouPorn recently revealed their official eSports jerseys in a Reddit AMA. The jersey isn't as ugly as some expected it to be, as long as you're okay with pink. But fashion is not what I want to talk about. What is truly interesting me is the fact that YouPorn might get into the eSports scene. Some may find it fun, others might be worried about the image it will convey, and still others will be totally against it because...you know...Pr0n.



Wait so... This is not a joke ?

We still don't know for sure that YouPorn is actually sponsoring eSports players or not since nothing has been officially announced and contracts still need to be signed. But the real question is if they sponsor something like an official Dota 2 team, is it a joke or not? Just imagine Alliance vs YouPorn Gaming in the semi-final of the International 4. That would be...special.

Of course, it would make some people laugh, but it would probably send a really bad image to the world about eSports. Various companies like Riot, Valve, ESL, and others have worked hard for years to improve the image of eSports and make it mainstream. Moreover, they tried to make it very "pure," by getting it as close as possible to traditional sports: high quality competitions and streams, professional journalism (we saw the first press conferences in the last The International,) strict rules, salaries for pro players, professional visas, etc. And I don't think having a company affiliated with a morally suspicious sector will help in moving towards this greater goal that is having eSports recognized as a true sport.

We're facing the crucial step of assessing eSports as something “real” that everyone will have to acknowledge, and on the other side we're facing people who still think that it is not a serious business. And since it's geeks and nerds we're talking about, everything is allowed. Even porn. Because geeks spends time on their computer so they go often on porn sites, right? So...we can do it, right?

Let's say it once for all. No, you can't. Porn, although it is allowed in our “civilized” countries, is not something that you can show to the public and advertise. If we allow YouPorn to have sports teams, then they could also rent giant billboards. That would be completely insane. And illegal. Nevertheless, eSports are not properly legislated and maybe they could do it without being punishable. But at the same time, it would ruin any hope of eSports becoming a real sport, with its own legislation, at least for a few more years.

The reasoning behind it is simple. If you allow a morally questionable industry to sponsor some team, then the team becomes morally questionable. And if the team becomes part of a major tournament, then the whole field is morally questionable. Therefore, it can't be allowed.

What are the police doing?

It seems that the logical point of view would be to not allow a YouPorn eSports team to compete in any competition since it would damage the competitions image, and therefore, it would be stupid for any pro player to join this team since they won't be allowed to compete. And yet, few have spoken up to this topic by saying, “This is not right.”

Even if I'm pretty sure companies such as Riot or Valve won't allow a team sponsored by YouPorn, I'm still getting a little worried about how nobody is trying to stop them from what they're doing. And what is truly scaring me is the answers they got on their first tweet, like Araneae saying “Good idea” (even if he was being facetious.)


As soon as this topic arose, some of the biggest actors in eSports should have spoken up and said that YouPorn can't join the eSports world. Yet they still seem to think that they can come in with their team and join the party.

So I have two concerns right now. The first one is that YouPorn just walks right in and get themselves a team in some pro-gaming competition, but I don't find it realistically happening since no company will have the guts to take such a risk. Mainly, because there is no perks to allow it, aside from making a bunch of guys laugh for a week - until you get everyone on your back, transforming this whole funny story into a scandal.

The second one is that some companies will say, “No, it's really really bad. You can't,” and take the little path instead of the main road. Then YouPorn will say, “Okay,” and create “YP Gaming” or whatever, and come back with, “It's not YouPorn. YouPorn is financing it, but it's not Youporn. It's a 100% legitimate company.” With this solution, we will never have to face a YouPorn logo on the team jerseys, but it'll be harder for eSports companies to refuse their participation. In the end, nothing has changed because it still is a team sponsored by a porn company, but unofficially. And I have a feeling that what's really important in that last paragraph is the word “financing.” Youporn is probably one of the most visited websites in the world and so it could invest a lot of money into the eSports world which is currently trying to develop itself even further. This whole case could probably turn into a battle of ethics against money - a fight we often see money win in our actual societies.

Behind the curtains, this is a great deal for eSports.

Companies such as Riot or Valve would have problems refusing that kind of team into their competition because it'd be a 100% arbitrary decision, legally speaking. If YouPorn decides to go all the way, the mainstream media will continue to see eSports as a joke since we'll face a juridic battle between one eSports company and YouPorn. Even if a porn company doesn't win, the story still happens and the image of the eSports world is still damaged in association.

A story like a porn company, or at least a morally questionable one, trying to get into eSports is something that was probably bound to happen with all the fuss the eSports community is making, but officials are really under-reacting to this matter. If played well, companies could make their case in front of the law and ask for a real recognition to avoid such matters. It could be the trigger, maybe not to make governments totally acknowledge the eSports thing, but towards the development of a proper legal environment, the beginning of writing specific laws which would further be applied by each company.

As mainly Riot, but also Valve, Blizzard, and many others are trying to develop eSports as a whole, with a very “pure” image of it (fining players or structures for their behavior, etc.) they could have foreseen this kind of problems and deal with it instantly, maintaining their purity and further developing the community.

By letting this matter run on on its own, we're probably bound to face the official announcement of YouPorn buying and sponsoring an eSports team, where it will create a massive fuss. It might even be relayed into some mainstream medias and hurts the image of the community. And it'll be too late to say, “We never thought they would actually do it.”