The Armchair Athleticism critical series is an opinion-base article series regarding the issues and sociocultural deficiencies of the E-Sports and StarCraft scene. All articles are perceptive-base and revolving around my own experiences and understanding of the subculture.

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The Solo Trail – Unbeaten Posted on October 20th, 2012



Short version of credentials:

Manager of 5 progaming teams (50+ professional players)





Writer for 11 E-sports websites (5 team sites + 4 organizations: 150+ docs/articles)





Organizer or Contributor of 11 community events (74,000 viewers/attendants)





Some video-editing for one or two organizations, nothing big, just twitch.tv highlight-editing, presentational writing, etc. Why are you starting your own space? I was listening to the suggestions of several friends and I finally started this space after I hit a dead-end in my endeavours in E-Sports. I’m at a point where I am not really affiliated with anyone and now’s a better time than ever to do some opinion topics. Doing my own content meant I would be alone and would work around my own initiative, drive and interest. However, it also meant that I may do something that requires more work than I thought and I would be on my own. It meant that the community reception can be more direct and harsh towards me personally and my views as I would not be backed by some credible organization as when I was writer for some. In the end, this series that took me about a month of writing, editing, verification and re-writing will really be everything I’ve learned, observed and felt throughout my time. I started out with three pieces and ended up going to ten. All of them delve into inspecting the five perspectives of the scene: teams, tournaments, players, spectators and contributors. Ultimately, it aims to really take a strong look into the many issues that inhibit the StarCraft community and E-Sports culture. Short version of credentials:I was listening to the suggestions of several friends and I finally started this space after I hit a dead-end in my endeavours in E-Sports. I’m at a point where I am not really affiliated with anyone and now’s a better time than ever to do some opinion topics. Doing my own content meant I would be alone and would work around my own initiative, drive and interest. However, it also meant that I may do something that requires more work than I thought and I would be on my own. It meant that the community reception can be more direct and harsh towards me personally and my views as I would not be backed by some credible organization as when I was writer for some. In the end, this series that took me about a month of writing, editing, verification and re-writing will really be everything I’ve learned, observed and felt throughout my time. I started out with three pieces and ended up going to ten. All of them delve into inspecting the five perspectives of the scene: teams, tournaments, players, spectators and contributors. Ultimately, it aims to really take a strong look into the many issues that inhibit the StarCraft community and E-Sports culture.

Posted on April 3, 2013

With the announcement of the StarCraft II World Championship Series (2013) made public, many questions and excitement have arose around the scene. Teams, fans and organizers are both delighted with what’s been planned, but also anxious to see how it’ll further the reach of the idea of E-Sports. We called for the idea back in November, 2012 under the article name:with hope that something similar to WCS would be pushed forward to help all scenes and their players prosper and rank amongst one another:

“But at the same time, there is definitely a lack of outlets for foreign players to shine and rank themselves amongst one another with a monetary prize-finish at the end. The suggestion of regional-prized tournaments ranging from different levels helps alleviate the frustrations for many players and connect them back with challengers they can build off from one another.



[…] A good mix of region-based leagues and international tournaments creates a balanced and constant cycling of both aspiring professional players and levels of champions from local to national to international. With a more gradual spread of tournaments, there should be a result of less emphasis on having a Korean (currently the best players) on your team and more demand for foreigners to improve instead of becoming the marketing extremity. This will also add more stable grounds for smaller teams to compete rather than rely on mercenaries to compensate (Team Legion, Check-Six, Alt-Tab) for roster inadequacies.”

This World Championship Series from Blizzard is definitely in the right step, but also has various drawbacks. Their reasons to create this season World Championship Series is a dilemma readers and fans are probably already familiar with:

“First, while the abundance of tournaments spawned tons of lively competition, it also made it difficult for players and teams to avoid scheduling conflicts. More importantly, for spectators, there was nothing tying the events together to create a unified storyline, and it was hard to identify who the best players were from week to week.”

Creates an even schedule of multiple seasons, allowing for proper budgetary planning and scheduling for players and teams (I expect contracts to be drawn up less annually and more every two seasons, especially with newer recruits).



It creates regional champions and helps teams earn reputation and reward for their players (see: Minor Tournaments – A Progamer’s Resume [Jan. 2013])



Limits power struggles between organizations and the need to “one-up” one another through amount of prize-pool (to thus attract popular progamers) and other tactics.



Easy system to rank players regionally and worldwide to know who really is the best not through number of achievements, but through consistent performance and ranked points.



Allows the possibility of new champions rising and recycles those who longer are ahead of the curve.

NASL (NA), DreamHack (EU) and Proleague (KeSPA) [KR] will likely be part of the scoop of points attributed to WCS rankings and seeds, it also means they are considered second-class events due to their less impactful effect on a WCS season.



This point-system also means that any other tournament organizations looking to get involved in StarCraft II will have a steeper climb to reach relevancy.



Minor tournaments will likely see even less activity and participation as WCS online components of participation will attract many aspiring players (since it is more likely to attract a major team’s attention: see; Minor Tournaments – A Progamer’s Resume [Jan. 2013])



Events that are not associated with WCS nor receiving points to attribute to WCS seedings will have to fit their events within the championship series (and also create a reason why people should watch it).

[we wrote the same things in(Dec. 2012) and(Nov. 2012)]Indeed, as explained in the 2013 WCS overview, this system not only creates a proper boundary schedule for any person’s career (between April and November), it also allows for tournament organizations to properly line up their event for equal distribution of fan-interest as well as high-player attendance (both from the reputable players to the aspiring ones).In 2010 and 2011, Blizzard was in the background, delegating power and rights to various groups to establish a base of major tournaments and organizations. 2012 and 2013, they shifted away from a background position to being the forefront and captain of the E-Sports boat. Their semi-RIOT LCS (League of Legends) and FGC EVO (fighting games) system enables a consistent format for spectators to comprehend. It streamlines importance for all events of all regions equally and events within WCS (ESL, MLG, GSL, OGN/OSL and Proleague) grant seedings to WCS Season Finals. Here are some of the positives that WCS entails:The drawbacks to this system are evident, but were also inevitable as the scene expanded beyond its capability and reached. What people called “oversaturation” was merely a race to be relevant and a staple to the E-Sport. MLG, ESL and OGN/GSL are clearly the winners here and while Blizzard’s point-system can also be attributed to non-WCS events, it also means the following:As stated, the drawbacks are minor given the downward slope in terms of number of new tournaments and competitions being created. The online portion of WCS will also attract cheaters and potential hackers, but that is something that is both inevitable and small in exchange for convenience and widening the ability to attract as many new competitors as possible.The truth of it all is that Blizzard’s World Championship Series is a step in the right direction, few disagree, many don’t agree with some of the smaller issues such as the pseudo-region lock. Such as ways to bypass the system in which Koreans will be in North American system knowing they are not up to snuff to prevail in the GSL/OSL and Proleague. The point system can also be trouble if improperly balanced where we may see another Pool Play issue (players who have not been succeeding, continue to maintain seedings and points due to their achievement many months ago). In short, the faults and issues with the World Championship Series are both minor and hastening the process that was occurring already, the upside to it all is that the prize-money is elevated, the opportunity to compete is less costly and stories are created. With Blizzard’s WCS, the foundation of competition is elevated and the next step for StarCraft II has begun!