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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.

  Information Navigation!
  • Home
  • Getting Started - Setting up YOUR eSports profile.
  • What are "eSports Credits" and what do they do?
  • What is the "eSports Challenge System" and what does it do?
  • What is eSports? (a list of features & reasons to join)

  • Frequently Asked Questions

    - General eSports FAQ**
    - Technical eSports FAQ
    - eSports BETA FAQ

  • 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].

    1. What is eSports?
    2. What is the single coolest aspect of the system?
    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?
    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)
    5. What sorts of games are you thinking will be popular titles with users of the system?
    6. How do you aim to deliver more of a complete online competitive experience, rather than just a server to play online games on?
    7. Will you use events, commentators and try to involve spectators and sponsors? How will you do this?
    8. Tell us about the complete virtual gaming arenas?
    9. Tell us about the eSports API and what it means for those running the tournaments as well as those playing the games. . . .
    10. How will people be able to take part in eSports? Will it be broadband only?
    11. How will eSports work as a subscription based service?
    12. How will it work if you are already using an MGON affiliate ISP as your service provider?
    13. Which ISPs will support eSports?
    14. What if the ISP I'm using isn't an MGON affiliate; will I still be able to become a member?
    15. How do we join the beta and when will this be finished?
    16. 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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