This essay will be examining Intel Extreme Masters (IEM)
PyeongChang; StarCraft II and how this particular tournament was organised and
run in comparison to other StarCraft II tournaments, such as IEM Katowice.
IEM PyeongChang was particularly noticeable as a major
tournament in 2018, not just as one of the two biggest IEM tournaments of each
year but also as a major stepping stone for esports as a whole, with the event
being organised between the Electronic Sports League (ESL) as well as, for the
first time, the International Olympic Committee (IOC). this tournament
showcased the possible amalgamation of two of prolific sporting events; As well
as being organised by two large organisations the tournament was also sponsored,
as in previous years, by Intel, Acer and HyperX, all of which showcased their
products through both product placement and online advertisements that showed
an intelligent understanding of their consumers, using simplistic but effective
designs that utilised elements of twitch culture such as emojis and advertising
to potential streamers using adverts displayed between tournament matches:
Intel i7 Advert shown throughout the IEM PyeongChang
broadcast
There are a number of areas that make this tournament
particularly interesting, from the sponsors and how they interacted with the
consumer base that watched the tournament; to the players, some of whom had not
yet qualified for the main tournament and had to play a tie-breaker round
before the main event had even begun. The event was also held without a live
crowd, something that had not previously been seen at any other IEM event.
The location in which the tournament was held, is itself
important, and was decided based upon the impeding Winter Olympics, with the
tournament starting one week before the Olympic opening ceremony the dates were
set to coincide with one another as a deliberate strategy to showcase esports
on a larger and much more publicized stage for the purpose of advertising
professional gaming as being slowly implemented within the wider sporting world.
The prospect of esports being seen under the same title as
regular sports is plagued by the same debate as other games such as snooker or
darts.
This stance was similarly reflected within the tournament
itself, with the theme and setting of the event, from the stage decoration down
to the tournament trophy being deigned with the Olympic logo to mirror the
aesthetic of the winter Olympics. These visuals largely enhanced the event from
the point of view of the online viewer base. IEM PyeongChang used this winter theme well in establishing an
aesthetically attractive reception to their viewers:
IEM PyeongChang 2018 Ice Sculpture
Besides the location of the event, the tournament bracket
itself was also structured to ensure that the even the participants were
represented by as many countries as possible, with matches being streamed
through twitch.tv and being casted in three languages as well as translated
post game interviews provides an important association between the viewers and
the professionals. In this way, interactions such as post game player interviews
really help the viewers to relate to their favorite players.
PyeongChang Host Desk
The players were selected based on both regional qualifiers
and via invite; with regional qualifiers split between Europe, North America,
South America, Sough Korea and East Asia. The remaining four slots were
invitational, this gave the organisers a way of setting up certain matchups,
such as rivalries between to players to enhance the entertainment value of the
tournament.
Regarding the way the bracket itself was organised, the two
qualifiers from the North America region were played as part of the event but
as a separate cast in a different location before the main event. Whilst this
was a way of increasing the length of the tournament, it also created a
disconnect between these qualifiers and the main event, this was particularly
confusing to the online audience and is something about the event that could
have been improved. However, after these qualifiers, players were randomly
seeded in a four round, single elimination bracket.
IEM PyeongChang Tournament Bracket
One area of note is the format that the bracket was set up,
with the choice of an eliminating swiss style tournament system. This system
was introduced initially in the ESL Cologne One 2016 CS:GO tournament but has
since been adopted in other tournaments organised by the ESL such as the
Hearthstone global games tournament, Overwatch open division and IEM
PyeongChang.
The strength of using this tournament system is that it
plays well to unpredictable and chaotic games, StarCraft II being a prime
example of this, with some games lasting anywhere between 6 and 40 minutes.
With this variation of game length, a round robin tournament would not have
been possible if longer games were played. Instead this variation of a Swiss
style tournament allowed for all matches to be played in a best of five format
with only the finals being played as a best of seven.
With comparably less players than other major StarCraft
tournaments held in 2018, the event lacked a number of key features present at
events such as IEM Katowice and GSL Code S Season 3 such as a live crowd.
In
contrast to these two tournaments, IEM PyeongChang did not have a live
audience, whilst this would have allowed the casters and broadcasting staff to
focus on producing a high-quality livestream as well as saving costs associated
with stage and floor space for a live audience, this lack of offline viewer
participation produced a lack of energy surrounding the event that extended to its
casting. This same emotion provided by the crowd was an
element almost palpable in its absence at IEM PyeongChang. The images below
show the visual and therefore atmospheric difference between PyeongChang and
Katowice:
IEM
PyeongChang 2018 Main Stage
IEM Katowice 2018
Main Stage
With the missing
crowd the event did redeem itself with in-depth player
interviews after each match. The bracket of the event was well placed to
deliver ample opportunities for the two desk hosts to interview the winner of
each match, with rivalries between players such as ‘Serral’ and ‘Scarlett’ providing
in depth interviews which provided the audience with a window into the overall
strategy of both players.
The tournament
played well to its audience, not only with interviews but also by involving the
online viewership with new technologies such as allowing viewers to vote in
live polls before each match, showing the audiences view on which player will
win the series and unlocking exclusive replay packs and game content for
subscribing to the ESL twitch channel. This illustrates the growing integration
of twitch with games and even commercial companies. As an example of this; the
recent WCS Global Finals Tournament held in late October 2018, also allowed
players to receive in-game rewards called “Loot Drops” for watching the
tournament through twitch for 8 or 16 hours, a feature that IEM PyeongChang did
not include but perhaps will in future. The continued melting of livestreaming
and game rewards certainly reflects this point, and with mainstream games
rewards methods like loot boxes now being modified and applied to the online
viewership of esports tournaments; there are many opportunities for future
esports events to utilise these emerging technologies as an incentive to help
grow their viewer base.
In conclusion, as a tournament being held under an Olympic logo but
without the crowd that is usually so notable in prior events. IEM PyeongChang
was a tournament of firsts, with the event being seemingly geared to be appealing
to international online viewers rather than a local live studio audience, this
is reflected by decisions made in the planning of the tournament such as
allocating only two of the sixteen slots to players in the region of South
Korea despite the event being held within the home region.
With much of the monetary efforts of the event going into visual effects
and interior decoration as well as the previously mentioned advertisements, IEM
PyeongChang was designed well for its online audience, however with the purpose
behind the event to showcase esports as an activity worthy of further
integration into the Olympic games; the tournament fell short.
With uneven and
imbalanced qualifiers that produced a player base unrepresentative of the
majority of professional players, this, combined with the live audience
shortfall produced a broadcast that may have been suitable for long term fans
of the game, but came across as a closed off and secluded event for the type of
audiences that should have been the primary focus of the broadcast; audiences
who are just beginning their viewership of esports as a true sporting event,
new viewers to esports that, as a demographic, had to be the focal point around
which the tournament was organised to fulfill the purpose of the event.
As such, IEM PyeongChang showed a distinct deficit in planning for the
purpose of branching out to new audiences, with the event failing to provide clear pathways to bringing common ground
between traditional sports fans and esports fans was a clear shortfall in
providing routes to achieve the original objective and therefore the overall
purpose of the tournament.
Even the areas that were presented well such as the insightful player
interviews, well planned, relevant advertisements and exciting player matchups
were beneficial only to viewers who fully understood the game. Whilst the well-designed
visuals of the event may have been themed around winter sport, the lack of
energy, crowd and enthusiasm caused the tournament to be received coldly.
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