Going & Being Pro: Gaming Gear

If you’re trying to get into esports and competitive gaming, you want to make sure you have the right equipment. This ensures you can perform the best when the time comes for you to compete.
A lot of folks grow up with this idea that playing video games on their television is the best experience or the most optimal. But according to Malik Forté, a 14-year veteran in the gaming industry, the input rate on most televisions isn’t as good as when you’re playing on a monitor, even if you’re playing on a console.
Malik insists that if you switch over from a tv to a monitor you’ll notice that the latency from the time you press a button on your controller to the time you see it play out on the screen is going to be a lot shorter. You will gain a lot more comfort as a player knowing that as you press buttons on your controller the resulting actions are happening with minimum latency.
Outside of the monitor, the most important thing is to make sure the game settings are comfortable for you. The biggest misconception in competitive gaming is that you must follow the top pros’ settings. None of that is true. You need to do what’s best for you and your gameplay style.
Everybody has something different that works for them. Malik Forté plays shooters without vibration because if he is pressing a button and the controller shakes, it hurts his accuracy. Some people need that vibration as a cue for when things are happening to them within the game world. Preferred settings are really case by case. You need to find what is best for you before you decide when it comes to those small mechanical decisions.

Introduction to Esports and Competitive Gaming: Case Study: History of MPBA/NBA2K

In 2014, Ivan Curtiss began his professional esports career when he and his friends started an amateur pro-am league called My Player Basketball Association (MPBA).

Curtiss first met LT Fairly and Lawrence West, also known as ‘BiggWest’ in the 2K community, while playing in various gaming leagues. Through playing together in various leagues, LT had the idea to start his own league. He brought in Curtiss first, then BiggWest came in later down the line. BiggWest marketed the league, assisting LT in anything he knew about day-to-day operations.

Slowly but surely, the league started picking up a lot of traction. Many of the top players, who played the Jordan Rec Center mode at a time when everybody played with their My Players, formed teams to participate in structured and organized leagues.

Later, in 2016, NBA 2K came out with a pro-am mode. This allowed players to come together and form teams in their own arenas and gymnasiums so they could play against other teams like their own. But it wasn’t until a year later that the MPBA was looked at as the premier pro-am league to play in. At that time, they had received a lot of acclaim and success through the league.

In 2017, the NBA 2K League was announced to the 2K community. It was going to be a professional esport league. In the first draft held, over 80% of the drafted players, especially in the first round, participated in the MPBA. And that is where their notoriety began. Curtiss describes it as their wake-up call that this professional esports event was something that they themselves had created. They got to see the success of players who participated in their league develop from amateurs to professionals.

During that season, they were also awarded the opportunity to work with BucksGG, which is the Milwaukee Bucks affiliate team of the NBA 2K league. Curtiss and LT worked as draft analysts. They helped put together their team and roster in the first season. Afterward, LT assisted them in small roles daily, and Curtiss stayed on as a community manager.

Module Overview: “What is a Game?”: What is a game?

“What is a game?” This is the first question Jessica Hammer asks in her game design class.

Pure definitional questions are not actually that interesting for either game research or game design. “The way I try to help my students think about what games are is that there are different lenses or different frames for defining what is or isn’t a game, and you can pick one or a subset of lenses to talk about games with when you are either designing or studying games,” says Hammer.

Typically, Hammer will start by teaching her students about three different frames of how you can look at what a game is. One of these frames is formal. What are some of the characteristics of an artifact that make it a game, whether or not it’s being played, totally in the abstract?

The second is thinking about it aesthetically. Do people feel playful when they’re playing? What is the experience of play? People will play things that are not games, and people will play games in ways that are not playful.

If you think about professional baseball players, are they feeling super playful when they’re playing the seventh game of the World Series? Probably not.

But we still recognize baseball as a game. So these are two different lenses that can get us to different answers about whether something is a game even when we’re looking at the same experience and trying to analyze it.

The third is thinking about what we culturally understand as a game. There are some agreements as a culture about what a game is.

“When I talk about games, I always say, OK, tell me some games you play. People almost never talk about sports because the word ‘game’,“ says Hammer.

If you asked someone “Is sports a game?”, the answer would be “Yes, of course sports are games.”

However, if you asked someone if they played games, they don’t always think of sports or gambling or other kinds of activities that by both formal and aesthetic experiences would certainly fall into the category of games.

Looking at these cultural understandings explicitly is a third way to ask the question of “what is a game” and come up with an answer that is interesting.

As a game designer, someone can’t tell you what the right frame is for your work. But as current-and-future game designers, you are going to have to come up with a frame for your work that you find productive for making incredible experiences for players.

Think about what something being a game means to you, and worry less about some kind of categorical definition that you might spit back on an exam. Because in the real world of games, nobody cares.

Professional Leagues, Events, Venues, and Player Facilities: Collegiate programs

There has been a lot of interest coming from schools. The innovative schools in the early days recognized that if they offered esports programs, they’d be wilfully attracting some of the brightest STEM students on the planet.

STEM is a big part of gaming. Engineering is a big part of gaming. And computer science is definitely a big part of gaming. Some of the brightest kids on the planet are coming into STEM programs because of gaming, and the wise schools recognized early on that they could use esports for recruiting.

In that regard, Wim Stocks helps schools that may not have seen that very early tide coming in. They’ve aided them in building their curriculum. They’ve helped schools create the notion of a career by offering a curriculum, training, and learning opportunities for careers in esports and venue design.

Wim Stocks also had a hand in helping a college cultivate local sponsorships to help support the building and funding for an esports program on that particular campus. But they are not just the intercollegiate competitor, enabler, and league. They are also helping schools build far bigger footprints in esports than they might have been able to do independently. So much of esports is focused on competition.

Let’s use an analogy. First, think about the business of traditional sports. Then, think about all the jobs surrounding traditional sports: production, broadcasting, stadium design, agents, analysis, marketing, advertising, and sponsorship. Those same dynamics exist in esports.

One of the schools that Wim Stocks have a close association with has identified that there are 87 different skill sets that they can base their curriculum around to help students who want to be involved in esports build their knowledge, education, and experience. By no means is this a small opportunity. They also work very closely with production companies. There are very specific things to esports that don’t come into play from any other sports or any other experiences. And so that’s a powerful dynamic for esports, the marketing of esports.

Professional Leagues, Events, Venues, and Player Facilities: Talent Pipelines

The pathway into professional gaming is an important bridge in creating more opportunities for players. Unfortunately, when it comes to esports, that pathway isn’t as well defined as it is in more established sports industries.
Wim Stocks better outlines the disparity using the talent pipeline in baseball:
“If you want to play baseball, you want to be a professional baseball player in Major League Baseball, you know what to do. You start at T-ball when you’re six years old. You go to little league. You play for your high school. You play for your college. You play Minor League ball.”
According to Stocks, this pipeline isn’t nearly as defined in esports. Luckily, the work he’s doing with World Gaming and Collegiate Star League (CSL) is aiming to turn that around.
“You could say we act like the NCAA of esports,” Stocks explains. “We organize leagues. Every game is a league, no different than there is an NCAA football league. In our case, there’s a CSL League of Legends league. There’s a CSL Counterstrike league. There’s a CSL Dota 2 league. There’s a CSL Madden league.”
These leagues aren’t just to host competitive matches – they’re designed to help aspiring players get better while creating a global gaming society. The collegiate leagues are open to college students. Like other major collegiate sports, the aim is to build an infrastructure around creating enthusiasm for esports, developing talents, and presenting clear opportunities for those who want to take their gaming to another level.
As for what adopting this model means, Stocks is clear about what the future of the esports talent pipeline could look like:
“The more this starts to look like traditional sports that have a template – that have a built-in infrastructure and tremendous understanding – the more we can model that for esports.”

Professional Leagues, Events, Venues, and Player Facilities: Tournament Platforms

Which platform makes the most sense to operate tournaments on, and how do we decide which platform and which system we should be running these tournaments on? Ari Brummer has some interesting opinions on the topic. According to Brummer, it varies from game to game. Some games provide a simple answer. For example, League of Legends is played on a PC. And that’s the only way you play the game. Likewise, Mario Kart and Super Smash Brothers are played on the Nintendo Switch exclusively. But some games, like Call of Duty, or sports titles, like Madden or NBA 2K, can be played easily across various platforms, so it’s up to you to decide.

Not all games are cross-platform, but recently, games like Call of Duty have adopted this approach. So, for example, you can run a tournament where gamers are playing on Xbox, PC, or PlayStation – both of which are cross-generational. But for a game like NBA 2K, you have to pick one specific platform to enter tournaments on.

Brummer is running a draft-eligible tournament for people to have the opportunity to join the NBA 2K league if they win. It will take place on the Xbox. Before choosing Xbox as the platform for the tournament, their research had shown that there was recently a high uptick in sales for Xbox. They also discovered that there are a lot of competitive players in NBA 2K that play on Xbox. This research drove them to shift their focus from Playstation to Xbox to make sure that top-level talent could compete in the tournament itself.

They aim to have a wide variety of tournaments to cater to players at all levels and make them more accessible to different platforms. This means, if they are running a Madden tournament on Xbox, they might run a FIFA tournament on Playstation. So, using research to make a decision beforehand, they ensure that there’s a clear marketing strategy in place so that gamers know exactly which platform is needed during the sign-up process.

Some Histories of Gaming: Case Study in the History of Mobile Gaming: Canabalt

One of the questions Jessica Hammer is often asked is how games have changed with the advent of digital technologies. According to Hammer, games have been shaped by the technologies people had on hand for as long as people have played them.
“For example, if you look at the manufacturing of game pieces, of dice, of cards, of Meeples, of the things that we can make and that have a cultural understanding of how they work – these shape the kinds of play we can do with them.”
Hammer often connects games across the digital and non-digital divide. To her, there is no divide.
“The way I analyze games is looking at the sort of verbs or actions that they encourage players to take. So you’ve got matching games that are happening in the physical world. For example, if you think about Set, it’s a game of visual perception. You’re looking at a set of cards. You’re looking for matches.
“But that connects to games like match-three games, like Bejeweled or Candy Crush, where you’re looking for matches in a digital environment. Those underlying principles of what the player is doing and the kind of perceptual tasks that are being asked of them are the same.”
However, technologies still have new angles to offer. They provide new human-computer interactions, affordances, or new capabilities for interaction. One way they do this is by automating the complex equations that can make physical games difficult to play at an enjoyable pace.
“Most people who play board games have had the experience of sitting around and waiting while someone else is counting up points,” explains Hammer. “A computer can do that for you, what we call, automagically.”
Computers are also great at hiding key information in games that call for it like Hanabi, one of Hammer’s favorite games.
“These are new capacities that computer games give us,” says Hammer. “We can use them to enhance the kinds of core human interactions that games are.”

Some Histories of Gaming: Technological Change in the History of Games

Games are nothing without players, a sentiment that rings particularly true regarding Roblox. As an interactive experience based on community development, the company knew from the very beginning that it wanted players to be able to express themselves through shared collaborative experiences.

But to foster real collaboration, Roblox knew that respect among community members was crucial. Within the company, there’s a constant conversation taking place to ensure that everyone is given the opportunity to build something special. With this goal in mind, Roblox Studio was designed to use LUA, one of the most user-friendly coding languages available. Roblox seeks to give kids the tools to create; to see players become developers.

When looking at the top games on Roblox, you’re likely to see concepts that, if they were to be pitched in a traditional green light fashion, they would probably never happen. But thanks to the supportive community the company’s built, gamers don’t have to worry about that green light process. Any kid can come on to the platform and, thanks to its ease of use, they can create a game. It really allows them to express themselves without adults getting in the way with rules and regulations. Kids know what kids like.

Whether it’s a seasoned player who’s been active in the world for years or a brand-new developer coming to the community for the first time, Roblox provides everyone with amazing opportunities to be creative in a way that encourages others to add to the story…making the world of the game so much cooler in the process.

Choices in Development: Engines, Languages, and Platforms: Unity or Unreal?

“Some game engines are better for creating great, giant worlds,” says Genevieve Johnson. Unreal was initially known for that, whereas Unity’s metier was smaller, boutique 2D games that could render smoothly on a tablet.
“But what we’re seeing today is that Unity’s excellent for creating large, 3D games. And Unreal can create wonderful games for your phone,” continues Johnson, “It then becomes a question of, how strong are you in coding?”
One thing that Johnson particularly likes about Unreal is its visual scripter.
”I tend towards using Unity as my game engine because I find it to be programmer-friendly. Whenever I have a unique mechanism that I want to work on, I can effortlessly write the code from scratch. That may be more difficult for some people. But to me, it’s very freeing,” says Dan Shimmyo. Unity enables him to try lots of things in a flash.
Malik Forte’s advice to anybody trying to decide between Unreal and Unity is that if you’re looking for accessibility and don’t want to get too deep into learning a code language, then Unreal is the way to go. It’s a lot more accessible and easier to use.
“Unity is for more veteran developers who understand coding language and are further along with working with game engines,” he says.
So, for someone who is just getting started and wants to get an idea of how a video game engine works, according to Forte, Unreal is the way to go to get the hang of things.
“If you want to move on to something bigger like Unity, you can do that later,” says Forte.

Community & the Design Process: But Make Your Game

Community building is essential when designing your own game. Some designers are great at it. They are going to love us. And they might have loved us as humans. But the minute the game comes out, if it does not engage them, it does not matter.
Drawing a Death – When Community-Building Becomes Excessive
David Jaffe recalls a game he worked on. “Drawing a Death is the biggest failure I’ve ever worked on,” he says. “It was a total crash and burn. I loved it-super proud of it, so proud of the team. Got a couple of good reviews. But mostly, the reviewers hated it. The audience didn’t show up for it-total disaster.” However, Jaffe and his team did great with the community.
So, what went wrong? Jaffe felt they spent too much time community building on drone death. While they were community building, their open and closed betas were not doing well.
But you can put such an emphasis on community that you give it way too much value than it really deserves. Then, it is more lip service. They will say, “oh, community is everything. We listen all the time. We’re here to serve you.” But that is not true. As David Jaffe learned, if you focus too much time on community-building, you can lose sight of how well the game is performing.
Community is Not Just a Two-Way Street
The relationship between customer and designer works when you make what you want, the team wants, and you take appropriate feedback from the community. Pleasing the customer is crucial, but building a successful game is also important. It is not really a two-way street. To keep the relationship healthy, it is more like a 1 1/2 way street.