783. League of Legends and Streamers
League of Legends, a resounding game that basically everyone knows as long as it is reborn.
Not to mention the scolding war with Warcraft players back then, not to mention the notoriety of "primary school students", just say that League of Legends' contribution to the e-sports industry is enough to make it famous in history.
"League of Legends" is a hero battle MOBA competitive online game developed by Riot Games and operated by Huaxia Tengxun Games.
There are hundreds of individual heroes in the game, and it has a ranking system, rune system and other special development systems.
"League of Legends" is also committed to promoting the development of global e-sports, in addition to linking various regions to develop professional leagues and build an e-sports system, it will also hold three world-class events every year: "Mid-Season Championship", "Global Finals" and "All Star All-Star Game", which have won the love of hundreds of millions of players and formed their own unique e-sports culture.
The game was developed in September 2006 and released in the US on October 27, 2009 and in the national server on September 22, 2011.
The map is inspired by Dota, which is a popular map in Warcraft 3, and this is also the fuse of the scolding war between League of Legends players and Warcraft players in Zhou Fangyuan's impression. Of course, as an aside, Teng Xun is indispensable at this time. This hand, Teng Xun generally plays relatively smoothly, anyway, he has enough traffic, and a little guidance can cause a lot of movement on the Internet. And as long as the movement comes up, the heat goes up, isn't it a matter of course that the game is booming? Besides, the quality of the game itself is still very good, and the map and gameplay in it can't be said to be plagiarizing Warcraft, after all, the two sides are still not the same. The DOTA map in Warcraft was not made by Blizzard, and Blizzard and Warcraft only played the role of a platform back then.
But how to put it, players are sometimes blindly obedient, they don't want to, and they don't think too much about the deeper, what's behind it.
Guided by someone with a heart, Warcraft players couldn't sit still first, and the voice of League of Legends' "plagiarism" and "childishness" never stopped. And League of Legends players didn't grow up eating dry food, so they fought back immediately.
Warcraft players, no, or to be precise, Dota players, say League of Legends is a plagiarism dog, a childish dog. Then the players of League of Legends say that the other party is a niche dog, a superior dog.
Anyway, it's all kinds of scolding, Zhou Fangyuan also participated in it back then, but he is not from any party, he is purely to disrupt the situation and eat melons and watch the show. In short, the game mode of League of Legends, including some of its internal heroes, is indeed very, very similar to DOTA, so the name of plagiarism has not been washed away for a long time.
But the popularity of League of Legends in the previous life will not be affected at all because of this small reputation.
Past:
On October 7, 2008, League of Legends: Clash of Fates was released to the public, marking the first official announcement of the game.
On February 21, 2009, internal friends and family began testing, and this is when there was a promotional video for the game. On April 10th, the game entered the alpha testing phase with 17 heroes. The closed beta began, and the first hero was released 8 days later, with both Alchemy and Kieran added during the closed beta. On May 9th, the first winter map added a custom game option, and on October 10th, the store was added. The open test began on October 22, and it was officially released on October 26, when the "Clash of Fates" was removed, and it came out as "League of Legends", the game mode is free, and there are 40 heroes.
On July 13, 2010, S1 officially began, and at this time, single-row, 3v3, and 5v5 were also added to the game, and the new Omen mode was added to all ranks.
On June 17, 2011, the s1 World Championship was held in Sweden with a prize fund of $50,000 and the winning team FNC.
In November 2011, there were 11.5 million monthly active players worldwide.
On November 15, 2011, s2 officially began, and at this time, the highest rank was only diamonds, and on June 29, 2012, the first epic skin "Future Warrior EZ" was really a son. On October 12, 2012, the S2 World Championship was held in the United States with a prize fund of 1 million US dollars, which was the highest prize released by the esports world at that time, the champion team TPA.
On February 1, 2013, S3 officially began, and the rank was added to the king rank. In 2013, the number of monthly active players worldwide reached 32 million, making it the world's largest and most popular competitive MOBA game. On October 3, 2013, the s3 finals were held at the Stamp Center in the United States, and the champion team SKT was watched by 32 million players around the world, breaking the record for all e-sports viewers.
In January 2014, the number of monthly active players worldwide reached 67 million, and on January 14, s4 began, and on October 19, the s4 finals were held in South Korea, with the champion team SWW.
On January 21, 2015, s5 started, and on October 31, 2015, the s5 finals were held in Europe, and the champion team SKT.
On February 1, 2016, s6 officially began, and on October 29, 2016, the s6 finals were held in Staples, Los Angeles, with the winning team SKT, at this time, the prize money was as high as $6.7 million, and the daily unique audience reached 390 million over 15 match days.
Let's put it this way, League of Legends, not the founder of e-sports, there are too many pioneers and predecessors in front of it, compared to them, League of Legends can only be regarded as a younger brother in terms of qualifications. But it's a huge boost to esports, there's no doubt about that. If there is no League of Legends, it may take at least a few years for e-sports to develop to the level before Zhou Fangyuan's rebirth.
Since around 1998, China's e-sports industry has gone through a "period of exploration", "development" and "maturity", and has entered an "explosive period" since around 2017 in the previous life. As for why the current stage is called the "explosive period" of e-sports, it is obviously closely related to several factors such as the "entry of e-sports into Asia", the alliance of large-scale events, the popularity of e-sports venues and e-sports real estate, the rapid development of e-sports commercialization, and the popularization of public e-sports awareness.
It can be seen that at this critical juncture related to the development of the industry, "League of Legends" provides assistance for the overall progress and transformation of the industry in different dimensions-
The successful "entry of e-sports" into Asia, including the smooth holding of e-sports events at the Jakarta Asian Games, has been vigorously promoted and assisted by e-sports game operators or developers including Tencent and Riot, and the documentary "E-sports in China" broadcast by Yang Ma at the beginning of the year has a more detailed description of this, in such a historic event, the League of Legends Huaxia team defeated the Nanxian team and won this landmark gold medal for Huaxia.
The popularity of e-sports leagues, as well as the resulting e-sports venues and e-sports real estate, is also driven by the Chinese league LPL of "League of Legends".
Since 2018, the LPL has implemented a home-and-away system similar to mainstream competitive sports such as football and basketball, and six LPL clubs, including LGD (Lin'an), OMG (Rongcheng), Snake (Shancheng), WE (Chang'an), JDG (Beijing), and RNG (Beijing), have successively owned their own home venues, and the rise of these e-sports venues has attracted more enterprises and local governments to start laying out e-sports real estate. In addition, the LPL region is also the first e-sports project in the world to open a multi-city home and away game, and has received attention from North America and Nanxian regions.
In terms of e-sports commercialization, in addition to the long-term strategic cooperation between LPL and the NIKE brand mentioned in the report, Tencent and Riot jointly established Tengjing Sports to be responsible for the operation and commercialization of League of Legends-related events including LPL, such as LPL's cooperation with KFC to create "Colonel KI", or cross-border cooperation with brands such as Mercedes-Benz, L'Oreal Paris, Yili, etc., were also landmark cases of the rapid development of e-sports commercialization in China at that time.
As for the promotion and popularization of e-sports, judging from the heated national discussion after the 2018 World Championship iG won the championship and the successive reports of authoritative media, the role of "League of Legends" in it is also self-evident.
After 20 years of development, Huaxia's e-sports has finally embarked on a crossroads to a great change. As the most mature e-sports project in China, League of Legends and its related events obviously have the ability and obligation to take on more responsibilities to promote and help in this change of Chinese e-sports.
At that time, the LPL League, which had been established for 6 years, was the most important long-term event of League of Legends in China, and it was also the cornerstone of League of Legends' domestic e-sports business.
Moreover, since the LPL league has gradually promoted the operation of the league system, the major clubs of the league have paid more and more attention to talents.
On the one hand, the clubs of the LPL follow the traditional sports such as football and basketball, and strengthen themselves by introducing overseas high-level players and coaches, thereby promoting the improvement of the competitive level of players and coaches in the entire league; on the other hand, with the help of the League of Legends Development League, formerly known as the LSPL sub-league, the multi-level events of the LPL, and the youth academy built by the clubs of the LPL, League of Legends Gradually establish a mature system for the discovery, training and delivery of local talents.
For a long time in the past, domestic e-sports clubs often adopted an extensive model for the selection of talents.
Early players who want to join a professional club either have to be introduced by acquaintances or have to "try their luck". The establishment of the trainee selection system can help many outstanding players who are in the rank of extraordinary masters, the strongest kings, and have the potential of professional players to gradually enter the LPL/LDL competition system through a reasonable selection process.
In terms of the construction of the event system, LPL relies on the global competition pattern of "League of Legends", as the top league of League of Legends in China, has been trying to improve its own competition system and competition rules for six years, and has continuously explored from the fields of supplier selection and training, club cooperation, live broadcast of the competition system, community and event culture construction.
For example, in addition to the introduction of the home-and-away system, the LPL has also taken the lead in trying the Eastern and Western regional competition system in China, as well as the "major league" system of canceling relegation and only having league seat access. With the development of LPL, the VSPN and Banana plans that have successively hosted LPL have gradually grown and become the top e-sports event organizers in China, and the capital forces including X East, Su X, B Station, Asus, Taobo Sports, Fun Plus Games, Li Ning and other enterprises have been injected into the Huaxia e-sports industry, which also takes LPL as a starting point.
It may be an exaggeration to say that League of Legends is the biggest contributor to China's e-sports, but to say that it has made great contributions to the cause of e-sports, there must be no problem in the slightest.
In addition, it should be noted that e-sports can have such a good development, or rather, League of Legends can be in a high position for a long time, have a huge reputation, and ultimately promote the great progress of e-sports, there is another existence that cannot be ignored, that is, online live broadcasting!
Webcasting is a new way of online social networking that allows you to watch videos on different communication platforms at the same time through the network system, and the webcast platform has also become a new social media. It is mainly divided into real-time live streaming of games, movies or TV series, introducing product knowledge and selling products.
The webcast absorbs and continues the advantages of the Internet, and uses video conferencing to conduct online live broadcasts, which can publish product displays, related meetings, background introductions, program evaluations, online surveys, dialogue interviews, online training and other content on-site to the Internet, and use the Internet's intuitive, fast, good performance, rich content, strong interactivity, unrestricted geography, and dividable audiences to strengthen the promotion effect of the event site. After the live broadcast is completed, it can continue to provide readers with replay and on-demand at any time, which effectively extends the time and space of the live broadcast and gives full play to the maximum value of the live broadcast content.
Domestic "network live broadcast" is roughly divided into two categories, one is to provide TV signal viewing on the Internet, such as the live broadcast of various sports competitions and literary and artistic activities, the principle of this kind of live broadcast is to collect the TV signal, convert it into a digital signal input into the computer, and upload it to the website in real time for people to watch, which is equivalent to "network TV"; the other is the real sense of "network live broadcast": set up an independent signal acquisition equipment on the spot to import the broadcast end, and then upload it to the server through the network, and publish it to the website for people to watch. The biggest difference between this kind of online live broadcast and the former is the autonomy of the live broadcast: independent and controllable audio and video collection, which is completely different from the single viewing of the broadcast TV signal. At the same time, it can be used for government affairs open meetings, mass hearings, live broadcasts of court trials, civil service examination training, product launches, enterprise annual meetings, industry annual meetings, exhibitions and other applications that are difficult to broadcast live by TV media.
In the era before Zhou Fangyuan's rebirth, the development of online live broadcast was simply rapid, and the scale of users grew rapidly. According to incomplete statistics, during the period before his rebirth, there were more than 150 domestic online live broadcast platforms, with more than 200 million users, some large online live broadcast platforms with more than 100 million registered users, more than 10 million monthly active users, and tens of thousands of users in some "rooms" during peak hours.
But in the same way, the rapid development of webcasting has also brought prominent security problems.
Some online livestreaming platforms disseminate sexually and vulgar information, repeatedly challenging the bottom line of social morality, and some online livestreaming platforms have illegal and criminal activities such as erotic performances, gambling, and gambling, seriously damaging the online environment and endangering social and public order.
This also smears a layer of black for the online live broadcast industry, to be honest. Originally, everyone studied hard, worked hard, and struggled to support their families, but as a result, these people who were anchors came up to scratch their heads and make gestures, earning other people's wages for a month or even a year a day, which itself is easy to arouse the disgust of a large part of the ordinary people, and as a result, the online live broadcast itself is still restless, and there are often problems, and the result is that this contradiction is becoming more and more intense and acute when Zhou Fangyuan is reborn.