eSports Help & Information!
When we decided to design eSports we knew there would
be many questions that both the general and professional community
would want answered. During the development of eSports we recieved
many e-mails and phone calls from all kinds of different individuals
with all kinds of different questions. What we've tried to do is
compile a list of the most common questions and their appropriate
answers for you to view in an ordered, easy to read fashion.
General eSports FAQ
The purpose of this FAQ is to
answer some of the more general questions pertaining to MGON's eSports.
These questions mostly cover concept and some of the things that
we've been asked during development. If you have any other questions
for the eSports team then please forward your questions to [email protected].
- What is eSports?
- What is the single coolest aspect of the system?
- The system will be set up to track your skill
level and find match-ups which most suit your ability. How will
this be done?
- What sorts of skill measures will you use with
different game types? (racing, strategy games in particular, where
there are several measures of success)
- What sorts of games are you thinking will be
popular titles with users of the system?
- How do you aim to deliver more of a complete
online competitive experience, rather than just a server to play
online games on?
- Will you use events, commentators and try to
involve spectators and sponsors? How will you do this?
- Tell us about the complete virtual gaming arenas?
- Tell us about the eSports API and what it means
for those running the tournaments as well as those playing the
games. . . .
- How will people be able to take part in eSports?
Will it be broadband only?
- How will eSports work as a subscription based
service?
- How will it work if you are already using an MGON
affiliate ISP as your service provider?
- Which ISPs will support eSports?
- What if the ISP I'm using isn't an MGON affiliate;
will I still be able to become a member?
- How do we join the beta and when will this be
finished?
- What is the next stage for eSports?
1) What is eSports?
eSports is a world wide virtual arena, where gamers can compete
against one another, both locally and globally, in structured leagues
and ladders, in some of the most popular computer games.
MGON has designed a three part system consisting of a Transaction
Engine(TE), Application Program Interface(API), and structured telecommunications
partnerships. With these three key components, MGON has a product
in which the best possible competitive gaming experience can be
achieved.
In other words, eSports is a place for players to meet and compete
in a fully automatic online environment. Not only does eSports take
away hassles of playing competitively, but it allows for gamers
to compete for incentives.
2) What is the single coolest aspect of the system?
Kris - The way we have automated the process of being
involved in large online competitions. It means the amount of hassle
you need to go through to get involved in the fun has been cut down.
Tom - Not to mention the opportunity to play in a very much
controlled environment and thus receive a fair ranking both nationally
and worldwide. Compared to other ranking utilities, eSports is the
only one that has this level of cheat control. Plus we haven't even
started talking about the big leagues and tournaments we're going
to run and the prizes that come with them. I guess that was two
answers but hey, its cool anyway!
3) The system will be set up to track your skill
level and find match-ups which most suit your ability. How will
this be done?
Kris - Whenever you play in an event using eSports, we
collect all the results from that event. These collected results
are used to rank the player in comparison to the other players.
Since we use comparative rankings (that is, we compare each players
results and against ever other player), it is quite easy to locate
someone of an equal skill level.
4) What sorts of skill measures will you use
with different game types? (racing, strategy games in particular,
where there are several measures of success)
Kris - This will vary on a game by game basis, and depend
on what information MGON and the developer of the game feel is relevant
to the rankings. For example, in an FPS (First Person Shooter),
we can use things such as Kills, Deaths, Accuracy, Flags Captured,
etc. Looking at something like a racing game we can use Lap times,
qualifying positions basically anything that the game will tell
us.
In a strategy game, we can use stats like buildings
created, buildings destroyed, units created, units destroyed, resources
mined, time to complete campaign, etc. Anything that the game can
tell us, we can use to rank players.
Tom - Using the different type of statistics gathered from
the games we will give the eSports members the chance to build role-play
characters around their favorite games. For instance if you are
a very skilled Quake 3 player you will receive an official title
(ie. Commander or something like that) and various attributes that
tell to the world exactly how good you are.
5) What sorts of games are you thinking will
be popular titles with users of the system?
Kris - At launch we are using FPS type games, as these provided
a quick route to proving our concept. In the coming months we aim
to support many games in all genres where eSports complements the
online aspects of those games. Right now we are exploring racing
sims, RTS (Real Time Strategy) type games and flight sims. Anything
is possible. The API we are using to eSports enable these games
is platform and architecture (server client, peer to peer etc) independent
so we have no limitations.
Tom - No doubt this new level of competition will appeal
to the masses playing games such as Quake 3, Unreal Tournament and
Counter-Strike initially. There are already over 100,000 people
playing these types of games online at any given moment.
6) How do you aim to deliver more of a complete
online competitive experience, rather than just a server to play
online games on?
Kris - You asked me what my favorite part about the system
was, and I said the reduction in the amount of hassle there is when
I want to play. What we are going to provide is a service that lets
gamers get the most out of their games, with a minimum amount of
effort on their part. We want them to be a few clicks away from
playing or competing; eSports provides that.
Tom - Always having a top notch server to play on will be
worth a lot especially to the more professional players. For the
casual gamers I believe the most fun will be in creating a roleplay
character for your favorite game and watch him/her grow in skill
and gain new rankings and titles in public. This is one of the major
appeals in MMORPGs (Massive Multiplayer Online Role Playing Games)
such as Everquest and Ultima Online.
7) Will you use events, commentators and try
to involve spectators and sponsors? How will you do this?
Kris - We are planning regular events, at all skill levels,
with a range of prizes to encourage competition, and the use of
the eSports system. We will have in depth coverage of all our events
at our own websites (for example www.eSports-america.com) and will
provide the ability for spectators to make predictions and comments
on matches of their choice. We are also looking at the use of tools
such as QuakeTV to allow for broadcast of eSports matches to interested
spectators.
Tom - We have also initiated discussions with major TV broadcasters
about running regular TV shows. So far the interest has been very
high and no doubt eSports will be seen on cable in the near future.
8) Tell us about the complete virtual gaming
arenas?
Kris - By complete virtual gaming arenas, we mean we want
to provide a place for users to meet, play and compete. They can
browse our websites to get the latest news and strategy guides,
or download the latest maps and skins; they can meet up with other
users on our forums and on our irc servers, or they can play games
in either organized events, or simply the open play server we will
provide.
Tom - When you compare the eSports arenas to real life sports
arenas you will notice a lot of similar thinking when it comes to
keeping everything related to a certain sport within reach. You
have the spectators and the casual gamers, the teams and the star
players, the tournaments and the big prizes. The only difference
here is it will be virtual and on-line.
9) Tell us about the eSports API and what it
means for those running the tournaments as well as those playing
the games. . . .
Kris - The eSports API, once integrated into a game, allows
MGON, and its partners to manage those servers in relation to members,
events, and statistics.
For a person using the eSports system, it will
mean that all tasks normally associated with competing, or for that
matter, simply playing is fully automated.
From a developers point of view we are supplying
a simple to use, platform independent API that they can use to complement
their games online experience.
Tom - In simple terms, eSports is designed not only to establish
a competitive standard for online multiplayer games, but also to
increase the lifespan of games.
10) How will people be able to take part in
eSports? Will it be broadband only?
Kris - eSports is definitely not broadband dependant. Just
as you can play StarCraft or Quake 3 over your 33.6 connection,
you will be able to participate in eSports. Fortunately, we are
able to take into account your connection speed when it comes to
ranking you. So you won't be unfairly advantaged when it comes to
competing.
11) How will eSports work as a subscription
based service?
Kris - A user will pay a monthly subscription fee of approximately
USD 7 / EUR 7 to the eSports service. Inclusive in this fee will
be access to all open play servers, access to all basic eSports
tournament services, and prioritized access to all other MGON services
(websites, downloads, etc).
Open play servers are basically normal game servers,
the only difference being that you require an eSports username and
password to be able to join. This means we can supply server resources
dedicated to our members.
The basic tournament service gives you access
to a large number of MGON tournaments as well as our ranking and
statistics system. You will also have the ability to start your
own unofficial tournaments and matches, so that you can compete
with your friends in the eSports environment.
Above the normal subscription fee, we will from
time to time run extra events (in conjunction with special sponsors
and prizes) that will require you to pay a small extra entry fee
of around USD 3 / EUR 3.
12) How will it work if you are already using an
MGON affiliate ISP as your service provider?
Kris - If you are using an MGON affiliate ISP and wish to
participate in the eSports environment, your ISP will give you the
option of upgrading your account. This means you will pay your eSports
subscription fee to the ISP on top of your normal access fees.
13) Which ISPs will support eSports?
Tom - Our aim has always been to be present in markets with
well-established internet infrastructure, such as the United States
and Europe. They want eSports and are ready for it. We are currently
in discussions with a number of different isps and portals in both
the UK and Sweden.
14) What if the ISP I'm using isn't an MGON
affiliate; will I still be able to become a member?
Kris - Yes, you definitely will. eSports aims to be a global
independent arena for gamers. If your ISP does not offer bundled
eSports subscriptions you can simply sign up directly at our website.
(www.esports-europe.com)
15) How do we join the beta and when will this
be finished?
Kris - You can sign up for the beta on www.eSports-europe.com.
We are aiming to launch the service on the 1st of November.
16) What is the next stage for eSports?
Kris - Right now we have completed our first development
cycle, from here we are going to launch the service in Europe, and
follow that up with launches in other markets that are ready for
the eSports service (USA, Asia). At the same time we will begin
our second development cycle, mapping out more features and functionality
(identified by user and developer feedback) and eSports enabling
more games.
Tom - eSports is a concept in itself that will continuously
develop, just like todays regular sports are. The development has
only just begun so far.
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