In the aftermath of a truly exciting E3 2021, Anand Krishnaswamy picks through some of his most-anticipated upcoming games and attempts to highlight a couple of developments that might have slipped under the radar.
Given the fact that the growth of eSports as well as tech advancements, one would never expect problems such as the server crashing during a game between professionals, especially not when money is on the line for them. However, in the last few months, there have been two big tournaments that faced problems.
After a no-show in 2020, The International returns this year, but it will not be quite the same as the tournament will no longer have an open qualifier.
Scholarships, while they are beginning to emerge in India, are too few as of now. However, they present a real possibility to give much-needed legitimacy to eSports in the country.
While there are no correct answers to the controversy, the immediate need is to ensure that all rule changes are properly communicated, as pointed out by Johan "N0tail" Sundstein after his initial outrage against Alliance.
It is hard to say what would be the most effective solution to removing or reducing toxicity in gaming. One of the most important points to keep in mind would be that most misbehaving players are only doing so because they have been exposed to abusive behaviour while gaming.
We need stricter regulations to ensure that gambling operations do not make use of the loosely-worded definition for real-money gaming to seek legitamacy.
Amidst eSports' transition to traditional formats, India's lack of established managing bodies cause for concern
Looking at the recent esports results, it is shocking to see that the only esport in which Indians have done well in 2021 is chess. Moving forward, there are many things that need to be done to ensure that more Indian esports talents are able to play at the highest level.
If video games are made less complex, it would certainly increase the number of players in the short run, however, it also means players run out of challenges faster and begin to get bored.
Given the nature of eSports and the fact that it is often considered an equaliser in terms of physical abilities, should there be separation within eSports at all?
The fact that despite the growth of mobile gaming and PC gaming having generally taken the limelight, a developer has chosen a gaming console shows that the industry might be moving in a new era where the device being used to enjoy the game is less important.
Despite strict measures being taken and the fact that Singapore was able to host a closed-doors event successfully, there are problems that need to be addressed as far as offline events go.
The list of problems with Cyberpunk at launch were actually quite large, many of them were patched over before the majority of players even had a chance to play the game.
Given the fact that Dota 2 have seen a steep decline in recent years, it is very likely that Dragon’s Blood is a unique new approach thought up by Valve Corporation to boost their dwindling numbers. As is the case with every trend, it is imminently possible that several other big organisations within the gaming industry may attempt to replicate this approach if it proves to be a success.
Singapore Major, eSports' first offline event of 2021, promises to set the ball rolling in post-COVID world
Things certainly are beginning to look up for the eSports industry as far as the scope of offline events goes, but their viability and efficacy in times of corona are yet to be ascertained.
There are many kinds of copying within the world of gaming. The common scenarios include reworks for a game or modifications, sequels, games inspired by an older game, and in rare cases games that very closely resemble an older game.
There are a variety of reasons that drive eSports players to change the game they play professionally. Here's an attempt to analyse some of those.
Having a federation to manage this behemoth could bring a host of benefits that would include the implementation of regulations for eSports within the country. This would help to remove the confusion that revolves around online gambling that is exploited in a bid to piggyback on the popularity of eSports and online gaming.
Given how for every cheat there are at the least 16 players who are clean and do not support such behaviour it is ultimately possible to reach a stage where cheating can be effectively removed from gaming an esports.
The rankings released by ESFI have many issues and as such there is a need to re-evaluate the methodology used for determining them. The fact that well-known eSports teams are missing from the ranking is a cause for concern as it does not bode well for the credibility of the organisation or the industry.