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Sick of getting tread on? Part II: Killing the WSOP model

The single biggest thing holding gaming back is our addiction to and dependence on prize money.

We need and ultimately want a model that provides a reliable revenue stream that doesn't evaporate in a matter of a week (re: CGS).  Yet we jump at every opportunity to make some fast cash, regardless where or who it comes from, and then wonder why nothing with any stability comes along.

To free gaming from this constant bubble cycle, and promote sustainable growth within the scene, we need to re-examine the very foundation of the scene.  If the way competitive gaming works can be modified so that teams and players own their product and can build a predictable business model around it, the scene will no longer need to rely on the fickle kindness of strangers to grow.

Where we are: Jack Binion's Horseshoe Gaming League

For many of us in the States, CPL was our first 'professional' competitive venue.  they tried to make the case that they were emulating professional sports leagues; in reality, CPL and every other LAN-based circuit since have looked more like the World Series of Poker than a professional team sport league.

The WSOP was started some 40 years ago by Jack Binion as a small invitational tournament.  The present-day WSOP features scores of buy-in tournaments, and Harrah's now owns the circuit and provides the big prize pots.  To put it in simple terms: some guy tosses a bunch of money at a game; as it grows to larger proportions expects participants to pay for the privilege to participate; most folks exit competitions having lost money; the best handful of players make a good bit of money and the circuit owner comes out making the most from the whole affair; ultimately the guy that started it cashes out and walks away.

Sound familiar?


This model does work when the participants are individuals, and all individuals are involved in the same competition from the start; or, at the very least, when we're dealing with organized gambling.  In the WSOP's Texas Hold-Em tournaments, all players start with the same amount of chips and all players have an equal chance at the top prize.  Players are not really accountable to their fellow players, only to the WSOP, and the WSOP is only accountable to itself, certainly not to the players, save for providing venues and the cash prize.  It's generally a 'free-market' sort of approach to running competitions.

It's a system uniquely fitting for poker - not team sports.  Imagine top-level professional basketball as a set of 20 teams, comprised of a radically different group of teams every season, buying into the league each season, and competing for a massive cash prize.  At the same time, imagine that the NBA exists as its own, separate, for-profit corporation.  It's utterly ridiculous, however that's exactly how we conduct our competitions, season after season.


Looking to footy for direction

The Football Association (the FA) in England is the governing body of soccer (as we yanks call it) in England.  It acts as the sanctioning body for practically all soccer competitions in England, from the Premiere League all the way down to the lowest of amateur open leagues.  Here's the kicker: it started as a coalition of 11 football clubs in 1863.  No huge finances, no big prize pools, no sponsorships - simply a group of teams joining in cooperation towards playing their sport and growing their game.

This bears repeating: the FA came into existence because a group of teams got together and formed it.

The FA's main competition, the FA Cup, had its first winner in 1872, and has been held annually with little interruption; 2010's winner was Chelsea, who received £1,800,000 in prize money from the cup's main sponsor for earning the title.  So whats the difference between the FA Cup and the WSOP?  The FA Cup is a competition commissioned by the teams themselves through the FA, as the teams comprise the association.  There's no third party middleman with an interest only to profit off the whole operation and take their share; the only interests being served by the FA are those of the collective of teams.  No single person or holding group owns the FA, looking to scrape a bit off the top of everything that goes on; ownership is essentially shared collectively amongst all member clubs.

Directly from the FA's site: "The FA is a not-for-profit organisation and is committed to making football a positive and inclusive experience for everyone involved in the game, allowing all participants to enjoy the game and maximise their ability."  Isn't that really what we need?  An organization, non-profit, put into existence by those who game, existing only to further gaming for the benefit of participants?  Certainly, the FA in its current form generates a LOT of cashflow, but it all comes directly back down into the game it's there to support.  And just like every association, its directors are accountable to the association's members, not the other way around.

At the very least, gaming will never see this kind of success or structure if we continue to play along with third-party league platforms as the foundations of the competitive community.

If you think that gaming, or even TF2, isn't large enough to organize in this manner, then at what point will it be sufficiently large?  When the mass of the community is double, triple, or quadruple the size, and the third-party leagues have been allowed to grow larger and larger?  At that point it will just be that much harder to enact any sort of change or spur basic community organization.


Competition as product

In my last post, I attempted to support my perception of the current scene structure, where the leagues are the producers of the main product in competitive gaming (the league experience), and where teams and gamers are the consumers of that product.  The problem is that the gamers, as the consumers, still expect to be the primary benefactors of this setup; this is fundamentally at odds with basic economic principles...and reality in general.  Consumers don't make money consuming.

There isn't a single entity, here in the States or abroad, that has reached solvency based on this model.  Every big gaming circuit to this point has gone bust or is limping along, massively in the red, and there certainly isn't a single gaming team that has broken past 'sea level' with their finances.  Why do we keep expecting something new, built in the same vein, to magically work all of a sudden, as if it just wasn't the right time before, or it just wasn't the right 'CEO.'  That's the very definition of insanity. If gaming is to move forward, with gamers being first in line to benefit from their product, then they need to stop being the consumers and collectively assume the roles that the plurality of leagues are filling today - you need to move yourselves to the top of the food chain.

Teams, not leagues, must be the economic engines and base business units of team gaming in order for it to become a worthwhile endeavor.  The league must simply be the representation of teams doing business together.

Redskins-Cowboys; Yankees-Dodgers; Celtics-Lakers; Complexity-EG?  It's compelling matchups that generate interest in a sport, and it's no different in competitive gaming.  But in our scene, control of this product is willingly relinquished to third parties.  Why?  Laziness?  Apathy?  Ignorance?  I've followed the scene in general for some time, and those aren't adjectives I'd use for the vast majority of individuals that compete seriously.  Yet as a collective, this is exactly why we find ourselves in the current situation.

The first step is realizing what your team's product is.  It's not your mad skills and uber DM.  It's not the hours you spend practicing, pubbing, or scrimming.  If you hold an expectation that you should be rewarded simply because you're good at TF2 and you put a lot of time into it, you haven't thought through the economics of sports.  You cannot possibly be rewarded for your individual skill and effort until the fundamental economics of team sports have been put into practice.  Your product is the competition itself.  While it's the individual skill of the players on your team that generates the intrigue within specific matchups, it's the matchups themselves that are your product.

Figure out how to monetize this for yourselves and you free yourself from reliance on prize money.


The power of collective bargaining

Sponsorships are particularly hard to come by for gaming teams for two reasons: it's every team for themselves, and the competitive model offers little opportunity for teams to offer potential sponsors return on their investments.

Let's be real, the average gaming team doesn't have a lot to swing around as sponsor bait.  For teams in the vast low-to-mid+ range, the promise of bringing in titles and accolades are slim to none.  Media coverage is sparse.  Website traffic is a trickle.  Prospects at LAN?  Right, most potential sponsors aren't going to bother buying you plane tickets if you aren't going to place.  Yet, if you're among the top three or four teams, you're living large, at least compared to the rest of your scene.  The situations that the majority of teams find themselves in is about as disparate as possible from the experiences of the top teams.

Collectively, teams that aren't part of the upper crust would have a much easier time finding support.  "Sure, we may not all be the greatest teams in the game, but there's ten of us, and you can sponsor us all at the same time."  The range of 'sponsor bait' available to groups of teams is much broader than that available to each team on it's own.  Pooling resources makes getting server sponsorships much easier.  Form a league or a small cup with a group of teams, get a media outlet on board, hype the hell out of it, attract a sponsor, and share the proceeds.

Individually we're all fighting over the essentially the same limited spectrum of potential sponsors, so what's preventing us from banding together and attracting them all at the same time, for everyone's benefit?


War is Peace

I hope to bring to light the sense of cooperation between teams necessary to be viable as businesses collectively; this is an essential part of sports economics and marketing, but is somehow completely absent from today's gaming scene.  Yes, teams in professional sports are individual business units, but the competition between them stays limited to the field of play and contract negotiations with players - in all other aspects, they cooperate with each other to augment their businesses and their collective value.

This cooperation between teams is, quite literally, the league.

Name me a successful team sport where the league is something other than an association of teams, where the governing body wasn't put into place by the teams themselves, and where the league's profits aren't shared amongst the teams comprising the league.

It's not an accident that team sports leagues are setup in this manner - it's the model that works.  Teams are privately owned, the league is shared by the teams that comprise it.  That way, the people that are actually producing the product, own the product, and profit from the product.  The league exists to manage production of the product (matchmaking), ensure fair play, and market the totality of everything going on in the game for the benefit of all involved.


OK man, what's your angle?

It's a perfectly fair question to ask - what's my beef?  Why am I so concerned about this?  What do I stand to gain if things do change towards this direction?

Well...really nothing.  In fact, if you guys started forming proper leagues, it would probably spell the end of free access to high level matchplay for TGBF broadcasts at one point or another.  But if that's just a side effect of legitimizing gaming, then it can't come soon enough, in my opinion.

Look, I stopped trying to figure out a way to make even modest amounts of money from my endeavors in gaming years ago, once I figured out that nobody stands to make any money based on the way things were and are.  If we're to find steady cashflow in gaming, unification through gaming associations is the only way forward.

You may say my concentration on cash is the wrong angle; but some way or another, things need to be paid for.  Players and administrators should be compensated for their skill and time.  Servers, infrastructure, and travel costs need to be covered.  That money has to come from somewhere, and relying on an endless stream of good Samaritans, scammers, and occasional prize tournament is not viable!

In the end, my purpose is simply to get you thinking and get dialog flowing.  What I've written over the past few days is the result of many hours of research and musing on the topic of bringing legitimacy and stability to the gaming scene and I simply wish to share those thoughts and get people talking.  If that's all these series of posts accomplishes, I'll be satisfied.


Next installment: association gaming - what it looks like and how to get from here to there.

Last Updated ( Monday, 05 July 2010 10:43 )  

Comments  

 
#23 improperdancing 2010-07-07 06:17 Quoting shdw.puppet:
The playoffs were scheduled in an asinine way that makes no sense to me. I dont know if you guys can see this, but they were scheduled so that the top half all play teams in the bottom half, but not staggered in such a way that the top half doesnt meet in week 2. What astonishes me is that there are literally algorithms that do a better job… were they not used?


Apparently not.

And no offense to the TWL admins, but it doesn't take a retard to schedule playoffs. Have none of these people every watched sports in their entire lives? A bracket looks like this:

1-8
4-5
——-
3-6
2-7

I find it hard to believe that anyone could screw that up, but then again the TWL admins have made failure par for the course this season, so I guess I should start tapering my expectations on their intelligence.
 
 
#22 shdw.puppet 2010-07-07 06:01 Quoting Hawkeye:
stuff that wont fit in 100 chars


Thanks for your input, for disclosure, I agree with much of it and will be sending a lot of these suggestions to a TWL improvement committee, an organization I work on. I am going to make a thread in the forums about this and would appreciate any input at all. TWL was not designed for games like TF2 and solutions for that are being analyzed.
 
 
+1 #21 shdw.puppet 2010-07-07 05:59 Quoting improperdancing :
Wow just noticed that the Div 3 playoffs are even worse. The top four teams in Div 3 are all in the top half of the bracket.

Talk about one giant goddamn failure.

Somehow I think Ducky is behind all this…


The playoffs were scheduled in an asinine way that makes no sense to me. I dont know if you guys can see this, but they were scheduled so that the top half all play teams in the bottom half, but not staggered in such a way that the top half doesnt meet in week 2. What astonishes me is that there are literally algorithms that do a better job… were they not used?
 
 
#20 jiggawhat 2010-07-07 04:47 I don't think a free league could come even close to the nice interface, stats, standings, all that stuff, that ESEA does. ESEA clearly spent a lot of time on making that thing and a free league would have a lot of trouble making anything as good.

A game's success is pretty much wholly dependent on top level competition. That's what will attract sponsors, and make or break LANs. So while there may be hundreds of teams in division 3, 4, 5, 6, without the top talent in the game it's dead.

As cynical as it might sound a gaming community won't survive 3+ years after the game was released on love for the game alone. People get bored of the game, move on, etc. If there was no $ at all I really would doubt that teams like EG and coL would stay. What does coL gain by staying? They're already on top

That's what probably happened in Australia. Mad Dogz didn't have a financial incentive to stay in the game, and nobody could beat them…there was no reason to keep on playing and they left.
 
 
#19 improperdancing 2010-07-06 14:22 Wow just noticed that the Div 3 playoffs are even worse. The top four teams in Div 3 are all in the top half of the bracket.

Talk about one giant goddamn failure.

Somehow I think Ducky is behind all this…
 
 
#18 Fish #641 2010-07-06 12:38 To fix TWL, you need active admins who care about doing a good job (read: Charles, ehFK, etc.). They need to have better communication with the teams in order to get the best possible map pool and ruleset. Scheduling needs to be one week. You have to foster an environment that makes people want to be attached to it. For all of the shit that we gave DJ, his articles were beneficial. They got people talking about the league. Again, you need admins that care. It took TWL one season (well, a qualifying preseason and then a season) to make CEVO irrelevant and ESEA arguably 2nd place. TWL has the highest potential because it's the least restricted by upper management.
 
 
#17 yak 2010-07-06 11:18 Quoting jiggawhat:
So we should be satisfied with whatever we have. Creating a community run league with no prizes, low quality (no stats, no LAN playoffs, none of that), is the wrong thing to do at this point.


Why should a community run league automatically be lower quality, and as for stats? -> tf2lobby.com

Quote:
The only reason why ETF2L works is cause they have LANs where the $ is at. If there were no LANs or ESL I can guarantee you that euro tf2 would be as dead.

ETF2L has no LAN finals like ESEA, i40 for example is a seperate deal that can be entered by anyone. ESL does have a purse but given that 300+ teams signup for ETF2L and 250 ish teams are competing with for no prize money I doubt that euro tf2 will die if the prizes go away.

ETF2L is a community, run by gamers and players in their spare time for each other. I do however agree with the fact that advertising is unlikely to solve money problems given that gaming occupies a niche market.
 
 
#16 Hawkeye 2010-07-06 08:42 Quoting shdw.puppet:
What specifically do you have in mind, namely something I can take back to my bosses at TWL. What are they missing? What is needed from them to make themselves at least a little bit more relevant in competitive gaming now and in the future?


We have heard a LOT of complaints from all the TWL Admins about the site and how it works, that should be job one, the site has been the same for about a decade.

When matches are scheduled or match comms gets updated, the system should be notifying teams via e-mail.

The standings on the site need to matter for all games, right now they are not relevant and everything in TF2 is/was done behind the scenes that got posted to a google site for those that cared to look, made it very difficult for things to happen and news to get out.

The match comms notes should be used to inform teams of relevant information that gets decided, not necessarily the forums, the forums are just for discussion of it. The unlock status although posted in the forums was not known by many teams.

Playoffs, as far as who is in and who isn't should be fairly obvious throughout the season. It's still guess work for the middle of the pack teams.

The time between seasons is to long and contributes to teams falling apart, months when it should be a couple of weeks. You want to keep your teams playing.

Some were covered below, but those are what sticks out.
 
 
+1 #15 improperdancing 2010-07-06 08:28 Perhaps to validate my arguments that TWL's admins are a bunch of nitwits, they just put out the Div 2 bracket and the top two seeded teams have a chance to play each other in the second round of the playoffs.

You guys are seriously making my job too easy.
 
 
#14 improperdancing 2010-07-06 08:01 Quoting shdw.puppet:
What specifically do you have in mind, namely something I can take back to my bosses at TWL. What are they missing? What is needed from them to make themselves at least a little bit more relevant in competitive gaming now and in the future?

I think one of the main points being thrown around here is that, unless gaming gets as popular with people other than the competitors themselves (i.e. S.Korea), there will not be the money, the fame or any of the perks that come with professional athletics. As has been said, it is more fun to watch two teams of athletic individuals beat the living shit out of each other than to watch 12 nerdy kids game.


Here are a handful of ideas:

1. Site overhaul. TWL's site looks cluttered and unprofessional compared to other league sites. The black and red look is hard on the eyes as well.

2. An actual scheduling system. CEVO and ESEA (and even XPL) all have scheduling software on their websites to allow easier match scheduling. You propose a time, the other team accepts, and every admin can easily check when matches are supposed to be played and look into it if they are not reported on time.

3. Some sort of anti-cheat software. While these programs can be annoying, I feel they do go a long way toward legitimizing competitive play.

4. For the love of God, get better admins. The TWL admins currently are lazy and useless. They don't respond well to criticism and have done a very poor job this season. I see people ask legit questions on the forums that take several days to answer. The current division structure is a mess and looks like a joke on the website. Teams were not informed when they received byes. The list goes on. The admins this season were terrible.

5. Figure out a better way to rank teams. Use a system like CEVO or XPL uses that factors in more than just wins or losses, which are easily inflatable when the scheduling is as poor as it was this season.

6. Only allow a week for teams to play matches. This two-week stuff is bullshit. Teams shouldn't need two weeks to get six guys online for an hour. All the two-week thing does is make the scheduling a complete joke, as the Swiss Pairing is totally screwed up by it.

7. Let the players pick the map rotation. Maps like Indulge that everyone hates shouldn't crack the rotation in a league just because the admins are friends with the guy who made them. That happened this season in TWL, and it's just another indication of why the current admins are a joke. Indulge is a shitty map and I have yet to meet anyone who legitimately thinks it's a good competitive map.

8. Admins shouldn't be allowed to make decisions regarding divisions their teams play in. I talked to Synchronicity about a decision Ducky made regarding their team that caused them to lose a game and give Ducky's team the number one spot going into the Playoffs. This decision also effectively bumped down the team in eighth place and stole a playoff spot from them that they probably deserved more than the team that got the cheap win off Synchronicity.

The point is, Ducky had a reason to be biased in this situation and from the way it sounded, he absolutely was biased in his decision. Giving admins the authority to make decisions like that when their teams stand to gain as a result doesn't help my opinion that TWL is fast turning into a joke league.

9. Tell your admins to chill the fuck out. I ripped some aspects of XPL in an article last week before everyone found out their owner was a fraud. Charles took it in stride and actually conversed with me about the issues and was willing to see my point of view and think of ideas to fix my concerns.

I made a post on TWL's forums ripping their terrible scheduling this season and the admins got defensive and acted like there wasn't a problem, and then demanded that I find them a better scheduling program to fix it. You're the admins, kids. I think that's your job. Of course, since they won't admit there's a problem, I don't see anything getting done there either.

—-

And the list goes on.

Until TWL fixes at least some of those issues, they will never regain support of invite-level teams, and will probably revert into another UGC as mid-level teams like mine start to drop support due to the rampant incompetence of the people in charge over there.
 

Total: $567.25

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