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Re:Shady Numbers and Bad Business: Inside the Esports Bubble by ben-schaaf on Monday June 03, 2019 @12:13AM (#20080348)
> It had amazing spectator functions where you could jump from player to player at will, it had the ability to host the server yourself, you could trade players from the sideline onto your team at anytime, you could pause the match, you could practice on any map you wanted, you could pick a map and run around for an unlimited amount of time practicing, etc.. etc...

Other than subbing in players, most source games have all of these features. Not sure about Dota 2, but certainly CS:GO and TF2 have all those features with a community that uses them.

Re:Shady Numbers and Bad Business: Inside the Esports Bubble by toofy on Monday June 03, 2019 @12:19AM (#20080373)
Interesting, can you host your own servers with cs:go on your own lan and allow other random players to connect and spectate the match? If so I’m impressed and I need to check it out. The ability to swap players from spectators would be an important one as well. But even without this, I’d still be really interested.
Re:Shady Numbers and Bad Business: Inside the Esports Bubble by xemdetia on Monday June 03, 2019 @01:14AM (#20080566)
The thing you are looking for is HLTV, which is something that has been around since goldsrc under sv_hltv: https://developer.valvesoftware.com/wiki/Console_Command_Lis...

I haven't looked at the config/set one up since HL1 days so here is a relevant article to how you would set that up https://support.steampowered.com/kb_article.php?ref=1990-UAV... and I am sure there is an equivalent one for source/hl2 games. It lets you set things like delay and so on and I remember it being relatively straightforward.

Re:Shady Numbers and Bad Business: Inside the Esports Bubble by arrivance on Monday June 03, 2019 @05:37AM (#20081631)
It's called GOTV for CS:GO, fyi.

Basic guide here: https://www.reddit.com/r/GlobalOffensive/comments/2arae2/how..., might be slightly outdated.

However, the swapping players from spectators would require them to directly connect into the game server, and simply spectate from there. I believe you can set them as coaches to prevent ghosting, as spectating directly from the server doesn't allow setting any sort of delay.

Re:Shady Numbers and Bad Business: Inside the Esports Bubble by AmericanChopper on Monday June 03, 2019 @07:26AM (#20082070)
> can you host your own servers

So the thing holding esports back is not enough barriers to entry?

Re:Shady Numbers and Bad Business: Inside the Esports Bubble by jaziek on Monday June 03, 2019 @09:47AM (#20083001)
Needing explicit permission / cooperation from the developer of a game to run a tournament is more of a barrier to entry than needing to host a server.
Re:Shady Numbers and Bad Business: Inside the Esports Bubble by AmericanChopper on Monday June 03, 2019 @04:10PM (#20087997)
I can’t think of a single popular online multiplayer game where I would need permission or cooperation from the developer to operate a tournament with my friends/local community...
Re:Shady Numbers and Bad Business: Inside the Esports Bubble by manfredo on Monday June 03, 2019 @12:54PM (#20085344)
This doesn't raise the barrier to entry it lowers it. Players can continue to host their own servers for old games. Back in the day, teams would host their own servers and recruit good players they met on them. Also allowing LAN parties (not quite the same thing as hosting servers, but similar) fosters a physical sense of community which is crucial. The culture of kids going to each others' houses to play Smash is probably a huge part of why it's so popular as a competitive game.
Re:Shady Numbers and Bad Business: Inside the Esports Bubble by AmericanChopper on Monday June 03, 2019 @04:08PM (#20087968)
> fosters a physical sense of community which is crucial

Then why have none of the most successful esports had this characteristic? A characteristic they have all shared however, is a simple, out-of-the-box online multiplayer experience.

Archiving old games is an entirely seperate concern.

Re:Shady Numbers and Bad Business: Inside the Esports Bubble by toofy on Friday June 07, 2019 @07:43PM (#20129583)
Well the original—at least from my perspective—esports game was quake, which spawned quake con. At some point when quakecon startee really gaining traction, most games from that point forward stopped implementing a lot of the capability which fostered those types of communities.

While esports has gained a little bit more traction since then, my suspicions are aligned with the article, it’s mostly due to dumping massive venture capital into hyping it. And it seems to have hit a wall.

I bet, if they want to move beyond the wall it has hit, one of the key moves will be to start implementing those features discussed above, which will foster the communities which will allow those organic communities to form.

Re:Shady Numbers and Bad Business: Inside the Esports Bubble by de_watcher on Monday June 03, 2019 @04:33AM (#20081391)
Dota 2 has that. Except for subbing players (would be probably a bit of a mess).