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[dragon snarling]
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[roars]
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[narrator]
Spoiler: this dragon isn't real,
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but this stadium is.
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This is the opening ceremony at theLeague of Legends World Championship
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in Beijing, China.
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This is a Dota 2 tournamentin Seattle, Washington.
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And this is the Counter-Strike GlobalOffensive final held in Katowice, Poland.
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-173,000 people went.
-[audience chanting indistinctly]
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League of Legends, Dota 2, Counter-Strike,these are all video games,
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the kind that, 20 years ago,most people would just play at home.
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Today, eSports, that’s electronic sports,
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is a global phenomenon.
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In 2017,60 million people around the world
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watched the League of Legends finals.
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In 2018, Luxor, the Las Vegas casino,
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dedicated an entire new spaceto eSportsand gaming.
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All of thisis for playing video games.
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-[announcer shouts indistinctly]
-[cheering]
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[narrator] But where exactlydoes eSports fit in?
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eSports players are nerds.
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If you don't break a sweat,
I don't consider it a sport.
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Let's talk about the 20 million people
who are watching the damn thing.
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They gotta be crazier than
the ones playing.
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[narrator]
So, how are these sports different?
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And how did eSports become a phenomenon?
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[theme music plays]
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[crowd chanting indistinctly]
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[cheering]
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[man] We're ready for someRocket League action, are you ready?
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[cheering]
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[man 2] There's too much! Too many!There's no stopping Rogue now!
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-[announcer shouts indistinctly]
-[loud cheering]
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[man]
I literally went from player to caster,
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based off a suggestion
of one of my teammates
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because he thought me yelling at him
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was entertaining and good
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and that I should do commentary,
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and that was it.
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There's technically hundreds
of disciplines
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that exist in the world of eSports.
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But I think you can actually bucket them
into some very specific categories.
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First Person Shooters, or FPS,
would be the first one.
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Real time strategy: that requires you
to have an incredible mind.
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But also, it requires you to be
incredibly fast with your hands.
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Then you've got MOBAs.
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That is typically a team of five
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that are getting together
to complete a certain goal.
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Usually that goal is going into someone
else's house and completely destroying it.
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And then you've got
sort of an emerging category,
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which would be considered
the Battle Royale category.
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The idea is that 100 people drop in and
only one come out or one team comes out.
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[narrator]
Fighting Games are a force in tournaments.
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And some gamesare difficult to categorize,
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like Rocket League,
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which is best described as"competitive soccer driving..."
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Starcraft is like if chess and symphony
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were like, to get together
and Starcraft popped out.
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My favorite eSports game to play
is Dota 2,
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like basketball and chess,
but on steroids.
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League of Legends is kind of like soccer,
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except there's towers and dragons
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and a forest and monsters.
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Yeah, it's nothing like soccer.
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[narrator] They're all video games,
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but the rules and techniques involvedin playing them
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are as differentas basketball and croquet.
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So players usually specializeand compete in tournaments and leagues
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specific to their game.
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That's why eSports is plural.
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And while eSports is pretty new,
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competitive gaming isn't.
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The American story in particular is amicrocosm for how all eSports developed
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and how they're starting to change.
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The video game company Atari
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made this infomercial in 1982
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to try to convince peoplethat video arcades
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were wholesome fun.
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I think they're neat.
That's what I do in my spare time.
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You could claim that Atari's1972 invention of Pong started eSports.
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That would be a dumb claim.
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But as the first blockbuster video game,
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Pong was the start of a competitivearcade culture.
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In the early '80s, TV shows like Starcade
introduced competitive gaming
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to a wider audience.
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But a glut of home gaming consolescaused the industry to crash in 1983,
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as gaming moved into people's homes.
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It took one influential genreto keep the fighting spirit alive.
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[game chimes]
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Fighting games, to me, will always have
that special place in my heart as
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"you're the real OGs."
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Some of the true early moments of eSports
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were hands down in
the fighting game community.
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This is legendary shit where so-and-so
from So Cal
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heard about the skills of so-and-so
from Nor Cal,
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and they arranged a meeting
to get together at Funland.
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[man]
FGC stands for Fighting Game Community.
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We were the first ones to the pool
on competitive gaming.
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In the arcade days, there was definitely
something to be said about when
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you would show up and you would see
black kids sitting next to Asian kids
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sitting next to white kids
and Latino kids,
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just playing the same game,
all talking to each other.
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Probably don't know each other's names,
but they know they play the same game.
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And that was the common bond.
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[narrator] In 1997, there wasa turning point between arcade play
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and the future in online gaming.
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It happened when eSports found a legend.
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['80s electronic music playing]
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One of the best of them is the gamer named
"Thresh." His real name is Dennis Fong.
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-How you doing, Dennis?
-How you doing, Stewart?
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Thresh is a god.
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[dramatic choral music playing]
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He is accurate.
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He would surprise you.
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He would know what you were going to do
before you could do it.
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You could be scared of this guy
by watching him play.
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My name is Dennis Fong
and I'm also known as Thresh.
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There was a period where this guy
was unbeatable.
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I've basically never lost a tournament.
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He was the Michael Jordan.
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The one that everyone wanted to beat,
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that everyone wanted to be,
and that everyone looked up to.
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I was, uh, on a 2400 baud modem
for most my Quake career.
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[dial-up screeching]
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I was a modem player going up against
people that were playing on a network
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and I was crushing them.
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[narrator] Thresh pulled movesthat people had never seen before.
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His strategies are now standardin first-person shooter games.
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Other people just reacted to the gameand mashed buttons,
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while Thresh controlled the field.
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Like here, where instead of justchasing his opponent for a kill,
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he snags some armor to keep it from him.
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[Thresh] If you have to use your reflexes,
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you probably did something wrong
that led up to that.
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[narrator] In 1997, Thresh wasalready famous amongst gamers,
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but a big tournament took him mainstream.
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There was a Ferrari
as the first-place prize,
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and it was actually put up
by John Carmack, who created Quake.
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His Ferraris were not normal Ferraris.
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He would invest hundreds of thousands
of dollars to soup them up.
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Under the hood,
it was basically like a rocket.
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And I remember, at that moment,
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when I had realized
I had the game locked up, I had won,
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I remember looking in the monitor and
for the first time in the whole tournament
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I actually noticed that the Ferrari
was sitting right behind me
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in the reflection of the monitor.
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I actually didn't know how to drive stick.
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[chuckles]
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No, I did learn in the first day
that I got it.
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[narrator] That prize was a big deal
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and put eSports on the front pageof The Wall Street Journal.
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Still, it was justone developer's giveaway.
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But as broadband adoption increasedin the US and worldwide,
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faster connection speeds made it easierto play and watch games,
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setting the stage fora sustainable eSports industry.
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[man speaks indistinctly to crowd]
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[narrator] This game is part of
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the North American LeagueChampionship Series, or NALCS.
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League of Legends,one of the most popular eSports,
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has its own leaguethat feels a lot like the NBA.
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Across a range of leagues, players haveearned anything from tournament prizes
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to millions a year in feesand endorsements.
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Throughout eSports, money is startingto flow to companies and players.
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This chart
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shows the 25 biggest tournamentprize packages in eSports history.
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That top right dot?
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That’s almost $25 million.
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Game makers like Riot and Blizzardsupplement tournaments with leagues.
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And even the NBA has partnered to createits own eSports league.
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In a lot of leagues,teams like Cloud9 are typical:
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fielding separate squads in many differenttypes of games, all under the same name.
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Imagine if the Lakers had a teamthat played in the NBA,
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and other teams that played hockey,football, and poker and...
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you get the idea.
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[intro music plays]
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[narrator] eSports seems differentfrom sports like basketballin one way:
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they aren't as obviously physical.
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But if physical exertion makes a sport,
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what's the bar?
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Is racing a sport?
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Or is chess a sport?
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The sports network ESPNbroadcasts all of these.
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The only thing everyone agrees onis that a sport involves a challenge
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with a score at the end.
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For the sports industry,the question "what is a sport"
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isn't philosophical.
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It's business.
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Those are young, uh,
predominantly male consumers
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and that's what matters to us,
and so we entered the business...
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[narrator] But there is somethingtruly different about eSports.
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A professional sport like basketball
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has a lot of different stakeholders.
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But some eSports are controlled byjust one company.
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These are the true warriors of our team.
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These are custom-made boxes that contain
all of the equipment that we need
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to go and do a big show
anywhere in the globe.
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LAX to Vancouver, right here.
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00:11:06,832 --> 00:11:09,669
Boston to Wüjang.
I think that's a pretty common flight.
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Oh, I missed this. We have a sweet
Riot Games Brazil tag.
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That's a cool tag.
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We are basketball, we are the NBA,
and we are ESPN a little bit.
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00:11:18,719 --> 00:11:23,182
And so the role that Riot plays in the
development of League of Legends eSports
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is kind of unpreced--
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[narrator] Wait, let's go back.
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We are basketball, we are the NBA,
and we are ESPN a little bit.
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[narrator] Gamemakers like Riot
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are building a cutting-edge modelfor professional sports
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where they controlevery aspect of the game.
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We're the ones producing the broadcast
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and we're the ones
shipping that broadcast out
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to be consumed by the end viewer.
So we're also ESPN in that regard.
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[man] My job is a shout caster
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00:11:47,832 --> 00:11:51,252
and I am either
calling the action in the game
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or I'm the person
who's on the desk afterwards
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who's then explaining the game again,
but from further away.
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eSports storylines, I think,
in a lot of ways,
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are easier to craft
than sports storylines,
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because eSports personalities are much
more accessible than sports personalities.
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You look at an NFL game,
they play on the field with helmets
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and you maybe hear from two of them
in the post-game interview,
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whereas, eSports, you have all the guys
right in front of you on stage.
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A lot of them stream online
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for hours after games, where they're just
interacting with the fans constantly.
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So their stories are way more present,
and storylines are super important.
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[narrator] But game companiesdon't just cover their own matches,
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they organize them too.
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You know, the NBA takes an
existing sport, basketball,
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and organizes the competitive play of it.
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And that's their whole responsibility.
They market against it.
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We do that as well.
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The role models that we looked to
were the other major sports in the world.
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So I actually downloaded
the operating manuals or the rule books
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for the top 50 sports in the world.
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00:12:51,437 --> 00:12:55,483
Everything from cricket to darts
to the UFC to the World Series of Poker,
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00:12:55,566 --> 00:12:59,236
to the traditional sports:soccer,
basketball, baseball, football, hockey,
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and read them all.
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[narrator]
Now, Riot has stuff like a penalty index,
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with a $500 fine for removingyour headset too quickly.
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00:13:08,204 --> 00:13:11,582
But the biggest difference betweentraditional sports and eSports
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is that a company actually owns the game.
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And it can change the ruleswith just a click.
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Imagine this basketball player could shiftfrom six feet tall to eight.
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Imagine the hoop itself could change,
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or if there were suddenlya second basketball.
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And imagine how that would change thestrategy and the way the game is played.
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In eSports, adapting to changesis key to the game.
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I'm in charge, ultimately, of game design,
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so whether we make a bad champion
or the game is not balanced,
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it's ultimately my fault.
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[narrator]
Designers use data and issue patches
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to completely change characters and rules.
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If a certain character
or a certain strategy
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has become too dominant or has fallen off,
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we make adjustments to that character
to kind of keep them relevant.
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We refer to buffing and nerfing
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as changing the stats in the game.
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So if you have a champion you like
and we nerf that champion,
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we’re making it weaker,
lowering their power.
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And buffing is the opposite.
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"Nerfing" originally came from
the idea of Nerf guns, like,
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the champion is so weak now
that it can’t do real damage,
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it’s firing Nerf weapons
instead of actual weapons.
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[narrator] Riot even designsthe characters to play differently
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for players with different skill levels.
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Among the stats we look at, one of
the most important stats is win rate.
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Like, win rate for Garen starts at, say,
something like 52% at the lower tiers.
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[narrator] New playershave a good win rate with Garen.
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They win in a lot of fights, usuallybecause they're playing other new players.
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When they start playing better players,his tricks don't work, and he fails.
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As a new league player, you learn
that you can hide in the plants
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where no one can see you,
then you jump out, spin your sword around,
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and you can get a lot of kills that way.
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Any experienced player knows that trick
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and won’t fall for it and knows
how to stop Garen in his tracks.
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You compare that to a champion
like Twisted Fate,
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you can see his win rate starts out
much lower than Garen’s,
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but at high tiers of play,
he can really start to come into his own.
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[narrator] So, players have to adaptas they get better at playing
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and as the game itself gets tweaked.
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In League of Legends,all that happens every two weeks.
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People say that
"eSports is just pressing buttons."
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eSports is just pressing buttons in the
same way that chess is just a board game
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or soccer is just kicking a ball around.
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If you think about what your favorite
parts of sports, is the spectatorship
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and the competition
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and the ability to be able to cheer
and how it gets your heart pumping
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and like how it's entertaining to watch.
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So eSports has all of that.
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The best moment in an eSports game
is the clutch moment.
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It's one guy on one team
and four guys on the other.
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And it's this...
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insanely tense moment.
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No one's breathing, no one's moving.
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Everyone's just watching,
trying to see what this guy does.
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[Fields] It's a whole generation of people
after generation of people
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getting together
and enjoying fake violence.
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Now, when you say it like that
it sounds weird as hell, right?
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Like a cult or something.
But it's no different than, like,
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MMA and soccer and basketball.
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The only difference is that you can play
fighting games forever.
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Gotta stop playing soccer eventually
'cause your knees'll go out.
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[narrator] By 2020, 300 million peoplewill watch eSports online.
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As more game makers realize eSportsis key to their success,
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more stakeholders see an opportunity
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and more players turn into fans.
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Almost definitely,
it's going to be in the Olympics.
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I think as a professional sport,
it'll probably be...
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the second biggest sport in the world
behind soccer. I do come from an era where
there wasn't regular work,
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there wasn't big payouts and streaming,
sponsors weren't necessarily buying in.
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I don't get salty when I think about now
people are playing for $18 million purses.
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I'm fucking happy.
I am so stoked because we made it.
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[cheering]
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It's so awesome that it continues to grow.
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The future is bright,
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and all of that time spent
was worth every second.
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