While most video games possess some semblance of an economy, even if that’s just trading bottle caps for heavy artillery (as in Fallout’s perversion of the barter system), online games and competitions under the eSports banner take the concept so much further. Free-to-play MMOs in particular usually finance their servers with nickel and dime payments, letting players buy access to new areas, earn powerful buffs, or gamble on the outcome of loot boxes. Knives and Stickers It’s the same for competitive games and multiplayer online battle arenas (MOBAs), which, while occupying a niche distinct to the MMO, nevertheless given their players the option of using
Just two decades ago, if somebody prophesized that reality TV would have the lion’s share of airtime on some channels, a job posting for a soothsayer wouldn’t be too far behind. There’s something bizarre about tuning in to watch others do things we’re capable of doing ourselves, not so much the pro sports of this world but the bundling everybody in the same house (Real World) expanded to sitting on sofas (Big Brother) or partying (Jersey Shore), and the arguing that typifies an hour with the Kardashians. Thus, the question present itself – are eSports and the popular forms of entertainment – actual sports themselves? Twitch
While VR commands a lot of attention from up and coming experiences and franchises, there is no denying that the first really big shots in VR games are yet to come. On the other hand, impact and workflow of today’s 3D games are all established and known. For some franchises, one might say that they’ve been here from the beginning of gaming. Milestone for many young (not so young) lives. One such game is Valve’s Counter-Strike i.e. CS. Together with League of Legends (LoL) and Dota 2, this holy trinity of eSports reach over 140 million players and attract more viewers globally than numerous mainstream sports.
Valve Corporation is an organization responsible for not one, but two of the most popular and influential eSports franchises: Counter-Strike: Global Offensive (aka CS:GO) and Dota 2. Given that Virtual Reality (VR) titles debuted strongly, and there are two VR titles in Steam’s Top 10 “Popular New Releases” category, it was a question of time before the potential of a tie-up between eSports and VR appears. Not surprisingly, VR has that potential to become the social tool like Nintendo Wii once was. In an article on Fortune, Chet Faliszek, game developer and Valve’s VR evangelist talked about the appeal of VR: “While we have The International and events where
As we move into 2016 it’s time to look ahead to the newest technology being used in gaming releases next year. For once, the eSports tournaments are now increasingly attended and these might incorporate elements of the latest technologies on the market. eSports traditionally have been considered of a flop as the reality never quite lives up to the consumer idea. Many go along expecting a virtual reality environment and are disappointed when presented with a room of gamers going head to head. The broadcasting of these matches can leave a lot to be desired, with large screens displaying out of ratio game screens. Still, eSports
The update that Valve released to Counter Strike: Global Offensive yesterday was a huge one to the community as it solved many problems that users were experiencing with bullet penetration, also known as Wall Banging. The problem with the previous implementation of bullet penetration in Counter Strike: Global Offensive was partially that it wasn’t very scientific and partially that it made very little sense. You could should through a thin metal grate and basically do no damage to someone, or shoot through a fairly thick metal vent and do an amazing amount of damage. In fact, you could do more damage to someone through the