THE FIRST-PERSON
SHOOTER Call of Duty: Black Ops, released in November 2010, hit an astonishing
milestone the following February when it became the single biggest-selling
videogame of all time in the U.S. In its first six weeks it had generated over
$1 billion in sales. Its sequel hit shelves on Tuesday and could do even
better.
Millions of players log
in to Activision Blizzard’s servers every day to compete in Call of Duty
matches, but Activision wants more. There’s a certain segment of the audience
that it is still looking to capture, some of the highest-skilled, most devoted
shooter players in the world: Professional gamers who support themselves (and
sometimes get filthy rich) playing in big-money tournaments. So the gaming
publisher has added features to Black Ops II aimed at making a spectator sport
out of Call of Duty. Players can “shoutcast,” or broadcast their matches to
viewers via YouTube livestreaming directly from their game consoles.
It’s a start, but
experts in the field of “e-sports” say that Black Ops II may still be unfit for
duty as a pro game.
The addition of
shoutcasting to Black Ops is an indicator that e-sports isn’t just about the
competitors, it’s about the fans. Hundreds of thousands of players subscribe to
e-sports commentators on YouTube to watch livestreamed matches, and they pack
sports arenas around the world to watch the finals of major game tournaments.
Then they practice every day in the hopes of becoming the Michael Jordan of
videogames. With e-sports being especially popular in Europe and Asia, reaching
these fans might be a way for Call of Duty to become a truly worldwide
phenomenon.
But pro gamers have a
fundamental problem with Call of Duty, and unfortunately, that problem is
exactly the aspect of the series that causes Activision to make such obscene
amounts of money off the franchise in the first place. Like clockwork, it
releases a new Call of Duty on the second Tuesday of every November. To pull
this off, the titles are developed by two different developers that switch off
years. And every year, millions of players abandon the game they’ve been
playing for the last 12 months and shift en masse to the new one on launch day.
The new games can bring
all kinds of changes. Guns fire differently. The physics of the world have been
tweaked. This makes it challenging and fun for casual players, but it’s a
nightmare scenario for pros. The most important thing for professionals is to
be able to practice and play the same game, with the same rules, for years and
years to hone their skills. (Imagine if they completely changed the rules of
Major League Baseball every year, using different balls, spacing the bases
further apart, adding a fourth outfielder.)
“A new game release
nearly every year is the biggest problem for a game’s healthy competitive
community,” says Rod “Slasher” Breslau, co-host of a web show about
professional gaming called “Live on Three.”
No comments:
Post a Comment