x , ,, x 4 t[ ,F ,, a .., '. _. The Michigan Daily ( michigandaily.com I Thursday, April 11, 2013 BEHIND SCREENS: DESIGN AND ILLUSTRATION BY NICK CRUZ Jt has been a long time coming. Arcade wizards have been vying for world-record high scores since arcade cabinets were introduced. In the 1990s and early 2000s, Local Area Network-based events gave the hardcore garners opportunities to com- pete against one another. Today, innovations in technology and a shift in culture provide individuals with a competi- tive outlet in games like "StarCraft," "League of Legends" and "Call of Duty," among many others, forming the profes- sional leagues that fund and organize tournaments letting gainers play videogames for up to seven-figure prize pools. This culture h1as since been dubbed eSports, short for elec- tronic sports. A platform for watching games At the head of eSports is Sean "Day[9]" Plott, CEO and host at DAY[9]TV. His "Day[9] Daily" web series centers on strategy in the competitive online video game "StarCraft IL" He regularly acts as a commentator for professional gaming tournaments worldwide. "I get nervous when I'm on air," Plott joked. Broadcasting since October 22, 2009, Plott's a veteran of the "StarCraft" scene for over 12 years and is a former pro- fessional gamer. But the 2000s were a rough time to be in the business. The aesthetic gap between games first com- ing out and the games being played competitively was large enough to make potential tournament sponsors "leery of involving themselves ... (asking) 'Why are we doing an old game? Why aren't we doing a new game that looks beauti- ful?' "Plott said. The release of "StarCraft II" in 2010 marked the start of eSports' popularity and prevalence in the gaming commu- nity. The visual quality and high-speed action of the game kept watchers enthralled. Best of all, a new way of reach- ing viewers became available through online platforms like Justin.tv, which hosted a lot of "StarCraft II" content imme- diately after release. It also allowed individuals streaming their gameplay to post ads on their channels during breaks in action. Similarly, YouTube was, and still is, an enormous platform for watchinggames, and its revenue-sharingprac- tices made it an attractive option. "Now, all of a sudden, not only is it free to stream, but you can actually generate revenue streaming," Plott explained. "You could, at any hour of the day, even if there was no tour- nament, you could watch the best of the best... duking it out. The spectator sport began to grow because streaming was so huge." "StarCraft II" is now available to watch on gameplay- streaming sites like Twitch.tv (formerly part of Justin.tv), where hundreds of thousands of spectators tune in every day to watch players practice and compete. Many tune in to watch "League of Legends," "Call of Duty," "Dota 2" and other games whose exciting nature and demand for exten- sive practice have earned them massive viewerships and the title of eSports. The second trend Plott pointed to is a shift in eSports from smaller communities outward as the movement gained legitimacy. "It started off with the grassroots communities - the streamers like djWHEAT, like JP, like me just making con- tent that we thought was cool ... (and) the community on Team Liquid and Reddit doing their best," he recalled. "Then, we started to see the tournamentorganizers start to step in and make huge moves ... it was the tournament organizers doing the big, flashy involvement and being lead- ers," Plott continued. "Now we're starting to see the pub- lishersget involved. The publishers saying things like ... 'We are going to run our own thing and because it's our game, we can do all sorts of great integrations with that.'" The standard for competition In "StarCraft II," players compete online against one another for placement within a given division of a given league, which corresponds with their skill level. As play- ers excel and are placed into gradually higher leagues, from the humble Bronze, representing the bottom eight percent of players, to the exalted Grandmaster league, which repre- sents only the top-200 players in a given region. "For a while, (going pro) was just playing on the ladder of whatever game and then (hoping) that a tournament orga- nizer or team would see you," Plott said. "Now, your perfor- mance on the ladder can seed you into a tournament where you could become a huge pro." More and more, formerly under-the-radar players are being brought to the main stage either by streaming their own content or getting into tournaments that their play helps them gain entry to, a model used by many other com- petitive games. Blizzard, one of the world's largest game development companies, recently instated three World Championship Series regions, split between South Korea, North America and Europe. Each region will have qualifying rounds and elimination rounds starting this month. The ultimate goal is to crown a world champion at the end of each year in a massive tournament broadcast live across the globe. "I really likethe direction (Blizzard's) going in," said LSA Freshman Adriel Leung. As an amateur "StarCraft II" play- er himself, he is the current coordinator for the University's Collegiate StarLeague team. For students, the CSL provides a structured avenue to play competitively. Competing play- ers typically are not pursuing professional gaming, but the league brings in serious competition and thousands of dol- lars in prize money. See ESPORTS, Page 3B 4 I