eSports for Competitive Mobile & Indie Games | David Hiltscher

Jessica Tams
Jessica TamsCasual Games are the Center of the Universe em Casual Games Association
HOW TO GET STARTED IN ESPORTS FOR
COMPETITIVE MOBILE & INDIE GAMES
OUR EVENTSOUR PARTNERS OUR REACH
10+ global stadium events
100,000s+ paying attendance
100,000+ visitors
per trade show
60 MM monthly viewers
ESL is the largest
premium content creator
125+ million social media impressions per year
12,000 hours of live ESL broadcasts
• World’s largest esports company
• Global footprint with offices in nine countries
• $15 MM in prize money awarded
ABOUT ESL
89M eSports enthusiasts worldwide, by 2017 that will be 145M
32M eSports viewers in North America alone, 71.5M Globally• eSports advertising will grow to $300 MM by 2018
• 16 - 34 year olds (Millennial) | 95% male
• Internet is their #1 source of fun & entertainment
THE MARKET
ESPORTS AND ESL
PLAY IS COMPETITIVE
• ESL provides structure to emerging sports (= games)
• Competition scales with audience growth
• Regular broadcasts add engaging entertainment layer
• Star players emerge, creating aspirational incentives
• Retention and engagement mechanism for games
COMPETITIVE GAMES
• Gameplay focus is synchronous PVP
• Online
• Gameplay mechanics with clear skill curve (easy to learn, hard to
master)
• Very often free-to-play
• Attractive to watch
• Player motivation driven by aspiration (achievement, winning, skill
improvement)
DESIGN CONSIDERATIONS
• Game Modes
• XonX
• Win Conditions & Draws
• Symmetry
CORE FEATURES
MATCHMAKING
• Matching players from a queue
• Skill-based at some point
• Some form of incentive system
CUSTOM LOBBIES
• Make it possible for people to select all match participants
• Allow settings to be made, and have result screens with player names
ANTI-CHEAT
• Especially PC games need to be tamper-proof
• Store as much telemetric data as possible on the server side
• Scheduled Events
• Play with Devs
• Tournaments
• Matchmaking time slots
STAGE 1 – EARLY ALPHA
RETAIN EARLY ADOPTERS
Family & Friends or very limited Alpha
HOW TO ORGANIZE
• One main channel for communication (reddit?)
• Social channels for support
• Constant communication / feedback loop with players
• Address concerns
• Immediately handle disputes
• Doodles / Strawpoll for scheduling
• DIY tournament systems
BEST PRACTICES
• Start with one day per week, expand on demand
• Combat toxicity early on
• Weekly feedback threads (solicit actively)
• Implement organizational feedback
• Stream if possible (spec mode, or at least dev matches)
• Only small prizes (toxicity / legal issues)
• Core focus: Player liquidity in Matchmaking
• Simple point or rank system helps a lot
• Add skill matching component
• In-game rewards (random drops if possible)
• Tournaments as additional retention system for best players
and content provision
• Influencer tournaments / play dates
STAGE 2 – CLOSED BETA
BUILD TO 24/7 ACTIVITY
Alpha to Closed Beta
BEST PRACTICES
• Closely monitor matchmaking KPIs
• Match quality
• Waiting times
• Actively promote emerging streamers, teams & players, the
backbone of your future competitive community
• Tournament rules & dispute handling
• Activate Party functionality for matchmaking
• Building up a competitive scene for the top 10%-20% of
hardcore players
• Weekly cash tournaments
• Official Broadcasts
• If budget allows, take competition finals offline
• If matchmaking stable, possible to add additional XonX / game
modes
STAGE 3 – OPEN BETA
GROW A SPORT
Open Beta to Release
SUMMARY
RETAIN EARLY ADOPTERS
Family & Friends, Alpha
BUILD TO 24/7 ACTIVITY
Alpha to Closed Beta
GROW A SPORT
Open Beta to Release
• Smart choices in game design, feature
selection and competitive mode
• Scale activity offering over time
• Constant, active communication with
players
• Focus on player liquidity in matchmaking
• Incentivize competitive play
• Love your influencers
• Lay groundwork for competitive structure
• Increase content frequency
• Add more gameplay options as player base
grows
Benefits:
-Powerful engagement & retention tool
-Provides content for activation
-Foundation for long lifecycle of game
THANK YOU!
David Hiltscher
VP Gaming Communities
E: d.hiltscher@eslgaming.com
T: twitter.com/affentod
Come see us @ gamescom
Hall 8 – Intel Extreme Masters
Hall 9 – ESL Arena
1 de 14

Recomendados

Intro to liveopsIntro to liveops
Intro to liveopsCrystin Cox
441 visualizações34 slides
PlayFab analytics gdcPlayFab analytics gdc
PlayFab analytics gdcCrystin Cox
497 visualizações22 slides
PlayFab multiplayer_partyPlayFab multiplayer_party
PlayFab multiplayer_partyCrystin Cox
461 visualizações21 slides

Mais conteúdo relacionado

Mais procurados

PlayFab and unity gdc2019PlayFab and unity gdc2019
PlayFab and unity gdc2019Crystin Cox
300 visualizações13 slides
PlayFab ugc gdcPlayFab ugc gdc
PlayFab ugc gdcCrystin Cox
282 visualizações29 slides

Mais procurados(12)

PlayFab and unity gdc2019PlayFab and unity gdc2019
PlayFab and unity gdc2019
Crystin Cox300 visualizações
Jakub Dočkal, Alda GamesJakub Dočkal, Alda Games
Jakub Dočkal, Alda Games
White Nights Conference569 visualizações
PlayFab ugc gdcPlayFab ugc gdc
PlayFab ugc gdc
Crystin Cox282 visualizações
Game Development with Windows Phone 7Game Development with Windows Phone 7
Game Development with Windows Phone 7
Allan Mangune631 visualizações
Club Presentation - V5.1Club Presentation - V5.1
Club Presentation - V5.1
Team App709 visualizações
Webinar: Releasing Better Games FasterWebinar: Releasing Better Games Faster
Webinar: Releasing Better Games Faster
Perforce729 visualizações
User-Generated Content in Social Casino. Get Creative!User-Generated Content in Social Casino. Get Creative!
User-Generated Content in Social Casino. Get Creative!
GameDesire Company1.2K visualizações
Functional objectives and strategiesFunctional objectives and strategies
Functional objectives and strategies
Oliver Pratten563 visualizações
Opening / Closing RemarksOpening / Closing Remarks
Opening / Closing Remarks
SPSNewYorkCity5.9K visualizações

Destaque

Esports & Gaming Opportunities  Esports & Gaming Opportunities
Esports & Gaming Opportunities DingitTV
145 visualizações7 slides
eSportseSports
eSportsfontyyutri
524 visualizações13 slides
Esports glt presentation.Esports glt presentation.
Esports glt presentation.Hirustaa Manirajan
15.8K visualizações17 slides
e-Sports REPORTe-Sports REPORT
e-Sports REPORTArena Media España
17.1K visualizações78 slides

Destaque(8)

Esports & Gaming Opportunities  Esports & Gaming Opportunities
Esports & Gaming Opportunities
DingitTV145 visualizações
eSportseSports
eSports
fontyyutri524 visualizações
Newzoo Esports slides for Esl sales january 2016 v2 Newzoo Esports slides for Esl sales january 2016 v2
Newzoo Esports slides for Esl sales january 2016 v2
Filipp Paster1.1K visualizações
eSports - More Than Just a GameeSports - More Than Just a Game
eSports - More Than Just a Game
Luc Ryu, CPA, CA, CBV7.8K visualizações
Esports glt presentation.Esports glt presentation.
Esports glt presentation.
Hirustaa Manirajan15.8K visualizações
e-Sports REPORTe-Sports REPORT
e-Sports REPORT
Arena Media España17.1K visualizações
eSports: The Biggest Sport You've Probably Never Heard OfeSports: The Biggest Sport You've Probably Never Heard Of
eSports: The Biggest Sport You've Probably Never Heard Of
sparks & honey95.8K visualizações

Similar a eSports for Competitive Mobile & Indie Games | David Hiltscher

VICTIERYVICTIERY
VICTIERYvictiery
485 visualizações10 slides
IPL Fantasy LeagueIPL Fantasy League
IPL Fantasy LeagueTenTenTen Digital Products
1.4K visualizações18 slides

Similar a eSports for Competitive Mobile & Indie Games | David Hiltscher(20)

So You Want to Make an eSports Game | Ohad BarzilaySo You Want to Make an eSports Game | Ohad Barzilay
So You Want to Make an eSports Game | Ohad Barzilay
Jessica Tams805 visualizações
Marketing Games in 2016Marketing Games in 2016
Marketing Games in 2016
International Digital Entertainment Agency (IDEA)4.1K visualizações
VICTIERYVICTIERY
VICTIERY
victiery485 visualizações
IPL Fantasy LeagueIPL Fantasy League
IPL Fantasy League
TenTenTen Digital Products1.4K visualizações
Marketing Games in 2018Marketing Games in 2018
Marketing Games in 2018
International Digital Entertainment Agency (IDEA)298 visualizações
The art and science of live eventsThe art and science of live events
The art and science of live events
Crystin Cox117 visualizações
LiveOps-E-bookLiveOps-E-book
LiveOps-E-book
Scott Willoughby665 visualizações
Twitch Sessions - Product Improvement for StreamersTwitch Sessions - Product Improvement for Streamers
Twitch Sessions - Product Improvement for Streamers
Maximilian Kwok138 visualizações
GameZBoost White Label Gaming PlatformGameZBoost White Label Gaming Platform
GameZBoost White Label Gaming Platform
GameZBoost816 visualizações
Deck wowDeck wow
Deck wow
Adrien Courtat195 visualizações
Digital fan engagementDigital fan engagement
Digital fan engagement
Victor Baldi70 visualizações
Maintaining longevity of sns gameMaintaining longevity of sns game
Maintaining longevity of sns game
Son Aris344 visualizações
GameOnGameOn
GameOn
Kevin Dunsmore123 visualizações
Powering-Up Your Game with TwitchPowering-Up Your Game with Twitch
Powering-Up Your Game with Twitch
Twitch Developers419 visualizações

Mais de Jessica Tams(20)

The rise of the regulators | Paul GardnerThe rise of the regulators | Paul Gardner
The rise of the regulators | Paul Gardner
Jessica Tams272 visualizações
Epic Team Principles | Roman ZorinEpic Team Principles | Roman Zorin
Epic Team Principles | Roman Zorin
Jessica Tams172 visualizações
10 Years of Angry Birds | Stephen Porter10 Years of Angry Birds | Stephen Porter
10 Years of Angry Birds | Stephen Porter
Jessica Tams833 visualizações
Understanding Mobile Game Players | Saad HameedUnderstanding Mobile Game Players | Saad Hameed
Understanding Mobile Game Players | Saad Hameed
Jessica Tams276 visualizações
Soft Launch Planning and Management | Dylan TredreaSoft Launch Planning and Management | Dylan Tredrea
Soft Launch Planning and Management | Dylan Tredrea
Jessica Tams308 visualizações
Accessible Reality | Trevor BlomAccessible Reality | Trevor Blom
Accessible Reality | Trevor Blom
Jessica Tams133 visualizações
Playtika's growth by change | Boaz LevinPlaytika's growth by change | Boaz Levin
Playtika's growth by change | Boaz Levin
Jessica Tams281 visualizações

Último(20)

PyCon ID 2023 - Ridwan Fadjar Septian.pdfPyCon ID 2023 - Ridwan Fadjar Septian.pdf
PyCon ID 2023 - Ridwan Fadjar Septian.pdf
Ridwan Fadjar163 visualizações
MemVerge: Memory Viewer SoftwareMemVerge: Memory Viewer Software
MemVerge: Memory Viewer Software
CXL Forum115 visualizações
Micron CXL product and architecture updateMicron CXL product and architecture update
Micron CXL product and architecture update
CXL Forum23 visualizações
ChatGPT and AI for Web DevelopersChatGPT and AI for Web Developers
ChatGPT and AI for Web Developers
Maximiliano Firtman152 visualizações
Spesifikasi Lengkap ASUS Vivobook Go 14Spesifikasi Lengkap ASUS Vivobook Go 14
Spesifikasi Lengkap ASUS Vivobook Go 14
Dot Semarang34 visualizações
Web Dev - 1 PPT.pdfWeb Dev - 1 PPT.pdf
Web Dev - 1 PPT.pdf
gdsczhcet48 visualizações
[2023] Putting the R! in R&D.pdf[2023] Putting the R! in R&D.pdf
[2023] Putting the R! in R&D.pdf
Eleanor McHugh34 visualizações
METHOD AND SYSTEM FOR PREDICTING OPTIMAL LOAD FOR WHICH THE YIELD IS MAXIMUM ...METHOD AND SYSTEM FOR PREDICTING OPTIMAL LOAD FOR WHICH THE YIELD IS MAXIMUM ...
METHOD AND SYSTEM FOR PREDICTING OPTIMAL LOAD FOR WHICH THE YIELD IS MAXIMUM ...
Prity Khastgir IPR Strategic India Patent Attorney Amplify Innovation23 visualizações

eSports for Competitive Mobile & Indie Games | David Hiltscher

  • 1. HOW TO GET STARTED IN ESPORTS FOR COMPETITIVE MOBILE & INDIE GAMES
  • 2. OUR EVENTSOUR PARTNERS OUR REACH 10+ global stadium events 100,000s+ paying attendance 100,000+ visitors per trade show 60 MM monthly viewers ESL is the largest premium content creator 125+ million social media impressions per year 12,000 hours of live ESL broadcasts • World’s largest esports company • Global footprint with offices in nine countries • $15 MM in prize money awarded ABOUT ESL 89M eSports enthusiasts worldwide, by 2017 that will be 145M 32M eSports viewers in North America alone, 71.5M Globally• eSports advertising will grow to $300 MM by 2018 • 16 - 34 year olds (Millennial) | 95% male • Internet is their #1 source of fun & entertainment THE MARKET ESPORTS AND ESL
  • 3. PLAY IS COMPETITIVE • ESL provides structure to emerging sports (= games) • Competition scales with audience growth • Regular broadcasts add engaging entertainment layer • Star players emerge, creating aspirational incentives • Retention and engagement mechanism for games
  • 4. COMPETITIVE GAMES • Gameplay focus is synchronous PVP • Online • Gameplay mechanics with clear skill curve (easy to learn, hard to master) • Very often free-to-play • Attractive to watch • Player motivation driven by aspiration (achievement, winning, skill improvement)
  • 5. DESIGN CONSIDERATIONS • Game Modes • XonX • Win Conditions & Draws • Symmetry
  • 6. CORE FEATURES MATCHMAKING • Matching players from a queue • Skill-based at some point • Some form of incentive system CUSTOM LOBBIES • Make it possible for people to select all match participants • Allow settings to be made, and have result screens with player names ANTI-CHEAT • Especially PC games need to be tamper-proof • Store as much telemetric data as possible on the server side
  • 7. • Scheduled Events • Play with Devs • Tournaments • Matchmaking time slots STAGE 1 – EARLY ALPHA RETAIN EARLY ADOPTERS Family & Friends or very limited Alpha
  • 8. HOW TO ORGANIZE • One main channel for communication (reddit?) • Social channels for support • Constant communication / feedback loop with players • Address concerns • Immediately handle disputes • Doodles / Strawpoll for scheduling • DIY tournament systems
  • 9. BEST PRACTICES • Start with one day per week, expand on demand • Combat toxicity early on • Weekly feedback threads (solicit actively) • Implement organizational feedback • Stream if possible (spec mode, or at least dev matches) • Only small prizes (toxicity / legal issues)
  • 10. • Core focus: Player liquidity in Matchmaking • Simple point or rank system helps a lot • Add skill matching component • In-game rewards (random drops if possible) • Tournaments as additional retention system for best players and content provision • Influencer tournaments / play dates STAGE 2 – CLOSED BETA BUILD TO 24/7 ACTIVITY Alpha to Closed Beta
  • 11. BEST PRACTICES • Closely monitor matchmaking KPIs • Match quality • Waiting times • Actively promote emerging streamers, teams & players, the backbone of your future competitive community • Tournament rules & dispute handling
  • 12. • Activate Party functionality for matchmaking • Building up a competitive scene for the top 10%-20% of hardcore players • Weekly cash tournaments • Official Broadcasts • If budget allows, take competition finals offline • If matchmaking stable, possible to add additional XonX / game modes STAGE 3 – OPEN BETA GROW A SPORT Open Beta to Release
  • 13. SUMMARY RETAIN EARLY ADOPTERS Family & Friends, Alpha BUILD TO 24/7 ACTIVITY Alpha to Closed Beta GROW A SPORT Open Beta to Release • Smart choices in game design, feature selection and competitive mode • Scale activity offering over time • Constant, active communication with players • Focus on player liquidity in matchmaking • Incentivize competitive play • Love your influencers • Lay groundwork for competitive structure • Increase content frequency • Add more gameplay options as player base grows Benefits: -Powerful engagement & retention tool -Provides content for activation -Foundation for long lifecycle of game
  • 14. THANK YOU! David Hiltscher VP Gaming Communities E: d.hiltscher@eslgaming.com T: twitter.com/affentod Come see us @ gamescom Hall 8 – Intel Extreme Masters Hall 9 – ESL Arena

Notas do Editor

  1. Welcome to talk Genesis of presentation. 10 years at ESL, lot of big and small titles, recently more indie devs Discussing same topics, answering same questions, so compiled a talk, as a DIY approach
  2. Game Mode: Stick to one, but also experiment. Rocket League was a fun accident. XonX: The larger, the more complex. But some game mechanics need at least 4 or 5 players. Make informed decision, and build maps for it.