One of the most popular and lucrative markets in games is the competitive scene. Games like Starcraft, Street Fighter, DOTA, CS:GO and more, continue to earn money thanks to the Esports push and games as a service model. But time after time, one of the biggest failures of this market is not cultivating the community, and why a lot of competitive games just bleed out.
Today’s Critical Thought is our first patreon-funded Critical Thought for the channel. Josh Mull of PVPLive joined me to talk about Esports design and what it means for a game to be “esports friendly.” We talked about the state of current esports games and what kinds of games competition-level players are looking for.
To follow Josh and PVPLive, you can find their info below.
PVP Live: https://pvplive.net
Josh’s Twitter: https://twitter.com/pvpolitik
We had a great chat on our live show recently about two of the latest games entering the competitive market: Injustice 2 and For Honor. While they both couldn’t be further from each other, they have one thing in common — Unpredictable character builds. In the past, we looked at why competitive players don’t like character changing items that get in the way of balance. However, the conversation posed an interesting question: Why does being unpredictable work in MOBA design?
Hearthstone has been one of those mysteries for me over the last few years. On four separate occasions I’ve tried to play it, and each time I’ve walked away frustrated. Despite being one of the surprise hits from Blizzard, I just cannot play it. Trying other F2P CCGs, it occurred to me why I’m feeling like this, and the problems I have with Hearthstone’s game design and competitive model.