Fortnite vs. Overwatch: Who will invent eSports 2.0 and become #1?

Fortnite vs. Overwatch: Who will invent eSports 2.0 and become #1?

Fortnite and Overwatch aim to take eSports to the next level. How has eSports been so far? What is the big goal? And what concepts are Fortnite and Overwatch pursuing? After our article, you’ll know more.

eSports so far

Developed structure: eSports, as we know it today, has developed since the 90s and 2000s. It has organically grown out of a hobby and the players’ desire to compete. But for a long time, game companies have also discovered the potential to promote their games through eSports. And eSports companies have been around for a long time and make their money with eSports.

Who is playing? In most eSports, teams of 4-6 players compete against each other. They organize themselves into eSports teams. These are “companies” that have teams in various games and work with sponsors.

What are or were the established eSports? Some of the most well-known eSports with the highest prize pools include Dota 2, Counter-Strike: Global Offensive, and League of Legends. Other popular and lucrative eSports in the past were: Starcraft, Halo, and various titles from Call of Duty. (via eSports-Earnings)

LoL Faker PC
Faker, LoL God

Teams and time are important: Since teamwork is crucial in most eSports, it has become common for players of a team to live together in “houses,” spend more than 12 hours a day together, and train repeatedly. The constant practice of routines, the “mechanics,” and perfect teamwork are considered essential for victory.

Where do they play? Most games take place virtually, with two teams competing over the internet without meeting in person. However, there are also “tournaments” or “championships” where the teams compete for prize money on-site.

League of Legends eSports

A scene has formed: Over the last few years, a scene has formed around eSports, parallel to mainstream gaming.

The disadvantages of the system:

  • eSports has a high entry threshold: Only the best can pursue it professionally
  • Abstract teams – eSports organizations often seem artificial, lack a proper location, and are hard to grasp
  • Unprofessional – Since many people in their 20s and 30s work in eSports, there are often organizational problems: players are poorly paid or poorly treated
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  • The schedule is fragmented – Several organizations compete for the best players. Multiple “splits” take place, with various regional leagues. It is confusing.
  • Sport vs. Entertainment: Many of the big stars in eSports are shifting to “entertainment” because they can earn more money with relaxed streams on Twitch than with the hard life of a pro: Much has changed since Twitch emerged
  • Few events – There are only a few highlights in a season that fans have to wait a long time for – daily league games are often less exciting
Chris Moneymaker
Chris Moneymaker – founded a huge boom

How should eSports 2.0 become? Model: Poker

In which direction could eSports develop? For some years, eSports organizations and game companies have been working to reinvent eSports to make it ultimately more profitable. The companies believe: “The big money lies in events.”

Model Poker: Between 2003 and 2006, there was a “poker boom” in the USA. The card game suddenly became popular and was regularly broadcast on television. The tournaments took on an event character. And stars like “Chris Moneymaker” emerged, conveying the message that anyone could win a poker tournament if they played well enough. A lot of money was made back then with the poker boom – and game companies want that too.

Fortnite-Golden

The goals of the new eSports:

There are various approaches from which game companies are approaching the topic of “eSports 2.0”. These goals often appear:

  • Professionalization – players should receive a “secure salary” and benefits
  • Event and merchandise – companies want to make money from ticket sales to events and merchandise. They also want to profit from the broadcasts of the events. The events should acquire an event character – similar to major sports events
esports-gucken
  • Stronger connection to teams or stars – companies want to enhance the binding power of eSports by making teams and/or their stars more attractive
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  • Make the game popular – eSports should help the games themselves by becoming more prominent in public, gaining more popularity, and reaching new buyers. Additionally, eSports should strengthen players’ attachment to their games, as they can engage with the game even when they are not playing.
overwatch contenders esports team misfits Twiq

Blizzard’s solution – the Overwatch League

League inspired by the NBA: Blizzard’s solution for eSports 2.0 is the “Overwatch League.” Here, they orient themselves towards American sports leagues like the NBA. They want to eliminate some disadvantages of traditional eSports.

Important cornerstones are:

  • Blizzard takes it into their own hands: Blizzard operates the Overwatch League. You no longer need a middleman like the old model. They collaborate with eSports organizations by selling them slots in the league at a high price. There is no relegation from the league.
overwatch contenders esports team giantti
  • Each team belongs to a city: The teams of the Overwatch League have city names. This is intended to increase fans’ attachment to a team. However, teams often have only a weak connection to the city because players frequently come from other regions of the world.

Overwatch League – Blizzard controls everything

  • Professionalization: The teams belong to established and financially strong eSports organizations. Players receive fixed contracts
    Overwatch League London Spitfire wins finals Stage 1
  • Every game is an event: All games take place on-site, in a tournament arena in Los Angeles.
  • Evolution instead of revolution: The Overwatch League is a logical “evolution” of the established eSports. Therefore, veterans have accused the league of being a “plastic league.” However, so far, the success has validated Blizzard’s approach. Revenues are significantly above expectations.
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  • Condensed schedule and monopoly position: There is only one league with multiple seasons per year and playoffs. Everything is supposed to focus on the Overwatch League.
Fortnite-Basketball

Fortnite: World Cup – A completely new approach?

Fortnite brings the “Ego” into eSports: Epic Games plans to take a different path with their hit game “Fortnite.” This is now becoming clear. Epic Games wants to establish the “Fortnite World Cup” for the 2018/2019 season. Initial details are now emerging.

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No teams, but stars: Epic Games does not want to rely on the typical squad format with 4 players per team that is common in shooters. Instead, the focus will be on “Solo” and “Duo.” This seems to be a strategy to optimally utilize the established Twitch scene around the game. Twitch stars do not need a partner. They play solo.

$100 million prize pool: With this enormous sum, Fortnite is already attracting players. This amount has not been touched so far. It is also not yet clear how it will be distributed.

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Low accessibility: A stated goal of Fortnite is that eSports should take place on all levels. By eliminating the necessity to play and train with a team, they aim to achieve this. This way, anyone can practice by simply playing for themselves. They do not need to learn to coordinate with three others and spend a lot of time on that.

Event character: Epic Games gave a preview of what players can expect at E3 2018. The “ProAm” tournament turned into a gigantic star event. Thousands of fans saw sports stars like Paul George or actors like Joel McHale in a stadium. However, the real star was clearly Fortnite player “Ninja,” who drew the most attention.

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Fortnite – the eSport for the “Twitch” generation?

Skill decides: In fact, the most popular player of Fortnite, Ninja, is also regarded as the best player in the world. He demonstrated this by winning a tournament with DJ “Marshmello,” which was endowed with a prize of $1 million. When stars play solo, it resembles a “gladiator’s battle” – individual talents and personalities can shine better than if they had to fit into a collective.

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Fortnite takes a different path: Even though the details are not yet clear, Epic seems intent on creating the “eSport” for the “Twitch” generation. And to give solo players a chance to shine without teams. It will be interesting to see how they ultimately implement this plan.

eSports 2.0 – This will be exciting

Interesting concepts: We are in an exciting time for eSports. Thanks to Blizzard and Epic Games, movement is being introduced into the structures. And surely established forces like LoL or Dota 2 will also try to further develop their sport. They have the know-how and the resources. Many want a piece of the increasingly enticing eSports pie:

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