EVO, eSports and Why Fighting Games Matter
Article
Abstract: Evolution (EVO) is the largest fighting game tournament in the
world, and has been one of the highlights of my summer for the past five years.
EVO 2015 was no exception, packed with skilled players and tons of great
matches. EVO got me thinking about eSports and the fighting game community’s
(FGC) place within it. Several inherent factors uniquely situate fighting games
in a place where exponential growth as a scene, and eSport, could occur. As I
think about my history with fighting games, I can appreciate their contemporary
existence and get excited about their future. Fighting games matter, and you
should give them a chance.
It was hot and muggy, one of
those summer days in Philadelphia that doesn’t stop until long after the sun
has set. I was spending the summer working on my honors thesis, all day in lab
and all night with the amazing Justine. With the recent release of Marvel vs Capcom 3 my passion for
fighting games had been fully rekindled—I could not get enough of them. I spent
the entire month long PSN outage in the game’s training mode. I started
watching streams. Playing whenever I got the chance. I even tried my hand at Ultra Street Fighter IV. But something
big was coming. That was Evolution (EVO), the biggest fighting game tournament
in the world. For the first time ever I tuned in via Twitch streams. The
tournament passed by in a flash of absolute brilliance. I was totally sucked
in, staying up well past 2am to watch the finals unfold. I sat with Justine,
watching in awe of the skill on display at this phenomenal event. I knew, from
that point forward, EVO would be something I watch every year. How could I not?
That was 2011. Now four years
and five EVOs later, EVO 2015 is in the books. As always, the tournament was
the greatest display of fighting game skill you can find anywhere. I tuned into as much of the pool play as I
could. I made sure to catch as many finals as possible. I’m so glad I did. The
awesome Persona 4 Arena Ultimax and Super Smash Bros. Wii U finals led into
the jam-packed Sunday series of Top 8’s. We had the crowd exploding in
excitement over crazy characters and huge player flubs in Guilty Gear Xrd. Mortal
Kombat X solidified the rule of the indisputable king of Nether Realms
games. Super Smash Bros. Melee was
filled with upsets and intensity. UMVC3
saw America dethroned as Mahvel
champs, and shook up the whole notion of tier lists. And then there was USFIV. The finals, losers and grand
finals especially, were some of the most dramatic, tense, skillful, technical,
smart, heartbreaking, and crazy matches I’ve ever seen. I can’t put into words
how compelling it was. Please do yourselves a favor and watch it. As big as
other events like The International or the League of Legends finals are, EVO is
my world championship of choice. EVO
2015 was exceptional, exciting, enthralling, and any other positive ‘e’
adjective you can think of.
It’s hard to talk EVO in
today’s gaming environment without the world of ‘eSports’ coming to mind. I
want to live in a world where it’s just as normal to watch EVO as it is to
watch the World Series. eSports are big now, and they’re only getting bigger. That
said, however, there have been numerous roadblocks standing in the way of eSports’s
mainstream acceptance. The biggest, and certainly most unavoidable, roadblock
has been time and money. Like anything else, eSports / competitive gaming needs
time to grow. Huge leaps and bounds have been made on this front in recent
years: tournament applicants are larger now than they ever have been, more and
more teams are forming, and viewership is at an all time high. The money is
starting to build. Prize pools are growing as advertisers are jumping
on board this growing scene. Large non-gaming-affiliated companies are starting
to sponsor teams and events as well, as we’ve seen with GEICO's
Hearthstone sponsorship. I’m of
the opinion that mainstream eSports acceptance is an inevitability. We’ll be
seeing DOTA2 or LoL or Street Fighter on
ESPN’s main channel sooner rather than later.
The Hearthstone eSports scene is growing at a pretty rapid rate. Behold the power of a massive playerbase and good sponsor money. |
But more can be done to
expedite this process. The fighting game community (FGC), perhaps more so than
any other competitive gaming scene, are taking steps to work towards this future.
As my good friend and podcast co-host Charles
Fliss wrote on his excellent
blog, for eSports to succeed they need “more character and less advertising,”
they need “celebrity.” When watching sports, individuals develop a connection
with the athletes as much as they do the sport or team. Fliss writes how video
games have a fundamental problem that physical sports do not: “there is a
disconnect between the person playing and the game itself. The player controls
an avatar…[whereas physical athletes are] inseparable from [their] sport.” Fliss
argues quite effectively that you need to know the athlete and understand their
skill to develop a relationship with eSports. His solution? “eSports lends
itself to the theatrical nature of the world of…WWE.” Fighting games have
engendered theatricality for quite some time. Take the Community Effort Orlando
(CEO) tournament as a recent example. The finals take place in a facsimile of a
WWE wrestling ring. Several players even adopted WWE-like entrances, which
gained so much traction they were even written about on
ESPN. Positive word of mouth on the biggest sports news website can only be
a good thing, and I hope the FGC can keep this forward momentum going. My
favorite two entrances are below.
The 1 versus 1 battles in
fighting games give them an inherent advantage over many of the other popular eSports.
One of the chief complaints levied against watching eSports is that you don’t
know what the hell is going on. Fair enough. The first time I tuned into The
International, the biggest DOTA2
tournament in the world, I had no clue what was happening. Was it exciting?
Sure, I guess. But understanding what’s transpiring on screen is a huge obstacle to new viewership. In
general, video games often have more complex rule sets than conventional
physical sports, adding to the initial work that is required to grasp what’s
going on. In fighting games, however, it’s easy to understand the basic
situation. The first person who gets hit more, losing more of their health bar,
loses. I recently showed my non-gamer Ph.D. candidate friend a match of Ultra Street Fighter IV and within a
couple rounds he grasped who was who, and who was doing better. I’d say that’s
the level at which most follow physical sports. The one v one format is also
advantageous in demonstrating individual player skill which, again, is strongly
compelling. Often times the cameras will pan to show the player inputting their
commands (i.e. pressing buttons), allowing you to see the speed and precision
they rely upon to win.
I’d say the final advantage
of the format is that competitive fighting games look almost nothing like regular play.
Watching a pro match of Call of Duty
looks only slightly different than when you play online. Watching professionals
play Heroes of the Storm or Hearthstone is great, but again suffers
from looking like ‘regular’ gameplay. I know the skill that goes into being
pros in those scenes, and it’s a lot, but it simply looks less impressive. For anyone whose spent any time at all with
a fighting game, be it at an arcade or on console, it doesn’t take long to
recognize the matches going on don’t look anything
like when you and your friends played after school. And that’s powerful.
In both the competitive
gaming scene, as well as the larger world of gaming, fighting games exist in a
relatively small niche. Prize pools are small, viewership is dwarfed by many
other titles, and the games don’t generally sell well. It devastates me. Fighting
games have meant a lot to me over the years. The more I think about them now,
the more I appreciate them in a broader context, and hope that others will do
the same. Fighting games have a long history of bringing people together. At an
arcade, you made new friends and rivals. At home, you solidified friendships
and lost hours and hours to intense competition. The FGC is perhaps one of the
most diverse communities in all of eSports / competitive gaming. Its arcade
roots are at the core of this. No matter who you are, or where you come from,
if you have the skill you’re accepted into the FGC family. Rich or poor, able
bodied or not, whatever your ethnicity or race, it’s your skill that gains you
entrance. That is awesome. And, for the most part, the community acts like a
family. It gives players a second home. (NOTE: Huge issues still remain in the
FGC about inclusion, especially when it comes to women. My above statements
predominantly apply to males. I don’t mean to diminish the notably inclusive
nature of the FGC with this footnote, but I also do not want to pretend there
aren’t still significant hurdles to overcome as the community moves forward.)
But so many people are afraid
to jump into fighting games. If someone gives a reason for not trying out
fighting games, it’s often that “fighting games are just too hard to play.” In
some regards, I agree that fighting games have an accessibility problem. In USFIV for example, some characters have
combos that required doing an input in 1/60th of a second. Or
inputting 2+ moves simultaneously. But fighting games are more accessible now than
they have ever been. And as we keep our eyes trained on the future, fighting
games are looking to become even easier to pick up and play. You have games
like Divekick that only require two
total buttons to play, teaching players fundamentals like spacing, footsies,
and resource management. Rising Thunder is
an upcoming game from Seth Killian
in which every attack is just a single button press. Skullgirls that has a training mode that
does an excellent job of running through all the essentials to generally
understanding how to play a fighting game. Even the biggest of big titles like Street Fighter V are taking huge strides
towards accessibility, as can be seen by their panel at this year’s EVO. Sure,
playing at the highest level will take a substantial time investment. But that’s
true for any eSport. Or anything
done at ‘the highest level.’
I love the core design philosophy behind SFV. It looks to take what's great about Street Fighter and situate it in a modern context. |
So please, if you take
anything away from this piece it’s this: give fighting games a chance. They’re easy
to pick up and deceptively complex. They embrace theatricality and celebrity.
They have an amazingly passionate community to give you the resources and support
you need. And above all? They’re just fun to play. So watch some streams, pick
up a game or two. Maybe I’ll see you at next year’s EVO.
Games like Rising Thunder make me excited for the future of fighting games. I want you to get excited too! |
(Final footnote: I dislike
the term eSports. So does the majority of the FGC. Not only does it draw
unhelpful comparisons to physical sports, it also sets unrealistic viewer
expectations. Not to mention plenty of legal headaches, as people like David Graham ('UltraDavid') have written
about. There was too much to get into about that here. It looks like the term
is sticking, though. At least for now.)
it's really good,
ReplyDeleteThanks for sharing about esports,.
esports tournaments
Thank YOU for reading! eSports has become a fixture in my daily life. It has been fascinating to follow its (quite rapid) evolution.
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