E-sports are a thing, at this point we can move on to other aspects of this conversation. I'd like to put forward a few problems and ideas about the nature of the new medium. The last few years have seen a meteoric rise in the popularity of e-sports, which we can attribute to the ease of entry and ease of access with streaming services popping up everywhere. This popularity has already prompted acceptance by virtue of acknowledgement by the U.S. government and even a few college scholarships.
So, this leads to a few questions about the nature of E-sports, especially as they start to intermingle with our established cultural systems. One of the unifying things about sports is their ease of entry. To play soccer/football, all you need is a ball. The rules are simple, understood by all of the players and the equipment is minimal. I do not think that it is unfair to say that today getting your hands on a smartphone or raspberry pi is nearly as simple as getting your hands on a ball and some cones. However, the recent push for ARM powered devices means that the easiest computing devices to get do not typically have the ability to run the current popular competitive games. This is an accessibility issue.
As they stand now, E-sports have their rules and regulations governed over by (typically) two or more entities. We have the entity holding a sporting event, who may be able to change some aspects of the game and the game publisher. This is contrasted by traditional sports, wherein there are regulations governed by sporting leagues and then the culturally accepted institution of each sport in general. The rules for any given sport can be tweaked, played with, and they exist outside of the context of the competition or any company. This raises two issues to me. The first is the relative immutability of game logic and the second is the ultimate dependency of E-sports on single points of failure (the developing company). These are issues of long term maintainability.
Let me drill into why I find accessibility an issue. Let us imagine that we continue on the current line of mainstream acceptance. I find it important to allow as even a playing field in the genre as possible. The equipment costs need to be minimal, the investiture in academic institutions needs to be robust. We are at a point where computing power is starting to no longer become a practical issue for complex games. The Raspberry PI can play a game such as Quake III: Arena with a reasonable 1080p resolution, and that is as cheep as it comes. However, currently most games rely on much more expensive architectures and a lot of them also predicate the purchase of Windows on top of that. For this reason, I think a focus on multiplatform play is important, and that we need to be able to produce and play minimal resource versions of games. Targeting something like the Rasberry PI in terms of a solid minimum spec would go a long way toward lowering the accessibility bar.
Now, lets continue on this line of mainstream acceptance to allow me to explain why long term maintainability seem important to me. Let us imagine that we have convinced a school to invest in an E-sports program. This means that they need to establish a curriculum and they need to invest time, effort and money into the process. A sudden change in game logic could invalidate a large sum of investiture. In order to ensure that their efforts are not wasted, schools need the ability to maintain a commonly accepted base of play. Think about the differences between high school, college, and professional play regulations. School-friendly variants like flag football, inta-school accepted regulations, etc. These institutions need the freedom to move as a speed that they can adapt to. A sudden balance patch or the introduction of a new mechanic is not something they can plan around.
Additionally, these games need the ability to become cultural institutions. For this reason we need schools to have access to source code and some degree of reasonable educational licensing for associated iconography and characters. In the end I think that E-sports would greatly benefit from Open Source clones of popular games and genres. Consider Quake III: Arena vs something like OpenArena, both games hone the same skills and really someone can switch between the two with minimal fuss. However, OpenArena has a far more lenient licence, which would allow for the kind of student exploration and remixing that I feel are essential in educational environments.
I've focused mainly on the issue of bringing E-sports into the same sort of entry parody and openness that we see in 'traditional' sports, but I'd like to see what other people consider issues facing E-sports. Please feel free to comment on my own points or present your own!
So, this leads to a few questions about the nature of E-sports, especially as they start to intermingle with our established cultural systems. One of the unifying things about sports is their ease of entry. To play soccer/football, all you need is a ball. The rules are simple, understood by all of the players and the equipment is minimal. I do not think that it is unfair to say that today getting your hands on a smartphone or raspberry pi is nearly as simple as getting your hands on a ball and some cones. However, the recent push for ARM powered devices means that the easiest computing devices to get do not typically have the ability to run the current popular competitive games. This is an accessibility issue.
As they stand now, E-sports have their rules and regulations governed over by (typically) two or more entities. We have the entity holding a sporting event, who may be able to change some aspects of the game and the game publisher. This is contrasted by traditional sports, wherein there are regulations governed by sporting leagues and then the culturally accepted institution of each sport in general. The rules for any given sport can be tweaked, played with, and they exist outside of the context of the competition or any company. This raises two issues to me. The first is the relative immutability of game logic and the second is the ultimate dependency of E-sports on single points of failure (the developing company). These are issues of long term maintainability.
Let me drill into why I find accessibility an issue. Let us imagine that we continue on the current line of mainstream acceptance. I find it important to allow as even a playing field in the genre as possible. The equipment costs need to be minimal, the investiture in academic institutions needs to be robust. We are at a point where computing power is starting to no longer become a practical issue for complex games. The Raspberry PI can play a game such as Quake III: Arena with a reasonable 1080p resolution, and that is as cheep as it comes. However, currently most games rely on much more expensive architectures and a lot of them also predicate the purchase of Windows on top of that. For this reason, I think a focus on multiplatform play is important, and that we need to be able to produce and play minimal resource versions of games. Targeting something like the Rasberry PI in terms of a solid minimum spec would go a long way toward lowering the accessibility bar.
Now, lets continue on this line of mainstream acceptance to allow me to explain why long term maintainability seem important to me. Let us imagine that we have convinced a school to invest in an E-sports program. This means that they need to establish a curriculum and they need to invest time, effort and money into the process. A sudden change in game logic could invalidate a large sum of investiture. In order to ensure that their efforts are not wasted, schools need the ability to maintain a commonly accepted base of play. Think about the differences between high school, college, and professional play regulations. School-friendly variants like flag football, inta-school accepted regulations, etc. These institutions need the freedom to move as a speed that they can adapt to. A sudden balance patch or the introduction of a new mechanic is not something they can plan around.
Additionally, these games need the ability to become cultural institutions. For this reason we need schools to have access to source code and some degree of reasonable educational licensing for associated iconography and characters. In the end I think that E-sports would greatly benefit from Open Source clones of popular games and genres. Consider Quake III: Arena vs something like OpenArena, both games hone the same skills and really someone can switch between the two with minimal fuss. However, OpenArena has a far more lenient licence, which would allow for the kind of student exploration and remixing that I feel are essential in educational environments.
I've focused mainly on the issue of bringing E-sports into the same sort of entry parody and openness that we see in 'traditional' sports, but I'd like to see what other people consider issues facing E-sports. Please feel free to comment on my own points or present your own!