Slowly but surely, eSports has continued growing not steadily, but exponentially throughout the last few years, with the current year estimated to generate a revenue of around $700 million, and would see eSports being an industry worth around $1.5 billion in 2020. As a result, this has seen the industry take many turns into specific directions with the aim to expand as well as explore new limits and test what could be the future of eSports. The current expansion has seen game designers venture into the world of mobile eSports games. Rather than sticking to the general platforms, the PC, PlayStation and Xbox for example. They have delved into a new world where tablets and smartphones come into play.
Why is delving into the world of Mobile eSports Games such a smart move?
The difference between this new shift and the “old” style of gaming is simple. Take for example Call of Duty, a widely spread game played all around the world for years. However, it was only played by shooter enthusiasts on the previously mentioned set of devices and limited to users with devices matching the spec requirements needed to run it.
This whole concept doesn’t even need to be considered in a mobile game. A mobile game is almost always designed to run on any low-end smartphone, on low performance settings. There will be a significant reduction in performance, but the game will work, and a player will get a reasonable experience. What makes this move so smart, is that this is the era of smartphones and tablets. Undoubtedly, a large part of the world’s population now owns multiple smartphones per household, and as such, a mobile would be easily accessed by a much larger portion of players.
Better late than never
Although clearly late to the MOBA party, Tencent games have recently released one on mobile platforms, Arena of Valor. Clearly most champions currently within the game share similarities with others from an already established set of MOBAs. However, the smoothness as well as fast-paced gameplay, makes it a very different style of game. With a match lasting approximately, twelve minutes on average, it is a much more casual level game compared to other MOBAs with games generally averaging between 25-50 minutes per match.
Whilst considering all the above discussed situations, only time will tell if this is a success story, or just another collapsed castle that will eventually be forgotten.
Competitive Virtual Reality - VR eSports
Virtual Reality, or rather the ability to immerse oneself into a game has been a long sought-after dream by many. The need to escape from reality into a world of unlimited possibilities is just too attractive. We have seen some representations along the road, with movies such as Tron Legacy, as well as many Japanese Series such as Sword Art Online, a worldwide famous anime series launched a few years ago, that made a hit even in western cultures for the creative storyline that continues to this day.
However, our concern is eSports. How can Virtual Reality, or VR make its way into eSports, and can it be a positive transition?
The answer is that really, we don’t know. However, the fact that VR is making its way into eSports is an inevitable concept, as already two games have been announced and have made their way to the big stages already, with one even being featured during ESL Hamburg.
The two games in question are Echo Arena and The Unspoken. Both games are featured by Oculus directly, but Echo Arena has recently been making a splash onto gaming platforms such as the play portal by ESL Gaming.
The game itself is almost too simple. Take the movie Ender’s Game, where the children train in a zero-gravity arena with multiple obstacles where the objective is to get one person into the enemy’s gate. In this case, it is the same concept, just add an element of handball to it rather than pushing a person. Oh and, you can also punch your opponents, which is always a good thing when you want to release some steam, thank God for that.
Other Applications of VR
What was discussed above in itself is a full immersion VR Perspective, however there are other options for this set of hardware that’s so easily accessible now. For example, people around the world have already begun trying to implement VR into already established non-VR games, with the most recent hit being a player using a VR headset during a match of Playerunknown’s Battleground, rather than having to look around him, he’d simply turn his head the way he’d want to look.
The implications of both these two new realities are still under a total evaluation by both consumers, investors, and developers. Their existence, however, has been etched in stone, and only time will tell how greatly positive or negative their impact may be in eSports.
So stay posted as we bring you more eSports news, every week on Esportsonly.