Chapter 416: What to Save You, E-sports

Since the first WCG was officially held in 2017, the esports industry has gradually become popular. Pen ~ fun ~ pavilion www.biquge.info

But now the current situation of e-sports makes Ye Le feel a headache.

It still has a lot to do and needs to be learned, improved and improved.

To put it simply, there are still three major problems in the esports industry that need to be solved urgently.

First, there is a lack of professional e-sports talents, not only professional players, but also related e-sports industry personnel.

The second is that the business model is too monotonous and imperfect, almost retiring to open an online store + live broadcast.

Third, the club's operating mechanism is not perfect, lacking closed-loop and sustainable.

Take, for example, Ye Le's recent investigation.

Due to social and environmental reasons, Huaxia E-sports Club itself puts forward higher requirements for managers.

However, nowadays, the management of e-sports clubs is very professional, basically professional players who have retired and transformed into positions, or some e-sports enthusiasts, and most of them are young people, and their education level and social experience are greatly limited.

Naturally, there are often things that these managers are fooling around.

Isn't this a joke?!

So it's no wonder that during this period, Huaxia e-sports was exposed to a lot of unspoken rules.

Scandals such as direct intrigue between professional players.

Recently, during the preparation for the third WCG, Ye Le heard that KOE Club, one of the four strongest clubs in China, revealed that their seeded players still started live broadcasts during the preparation period, and played online games that had nothing to do with the competition, and they played for several days!

On the other hand, those foreign clubs have very strict restrictions on WCG players, and they have always maintained a high level of competition.

How do you think this game should be played?

Restricted by the characteristics of the industry, the age of professional e-sports players is generally young, of course, this is also related to the fact that Ye Le once mentioned in public that professional players will decline in strength after the age of 25.

The players basically have no social experience, and some are even still in the rebellious period, and their psychological quality is relatively weak, too impetuous, easy to be blinded by the world of flowers, and the communication between players is also a problem.

At the last WCG, Ye Le saw with his own eyes that a young Chinese professional player had stopped in the quarterfinals due to poor psychological quality, and this player actually did not lack the strength to win the championship.

Although Europe and the United States did start much later than China in this world, they have gradually caught up with China from the system and system.

Ye Ledu had to admire them for using the principle of "mastering the skills of the master to control the country" freely.

That's right, Ye Le's set of Chinese e-sports leagues, competition systems, and club models have all been learned by this group of foreigners, and they have even made a lot of optimizations on this basis......

Ye Le can't watch the Huaxia e-sports that he has worked so hard to support be overtaken by others, and even become synonymous with backwardness and unprofessionalism!

In order for the esports market to truly grow, building an esports ecosystem is the key.

In this ecosystem, events are the foundation, and professional players are an important link between players and events.

If too much emphasis is placed on concept and less on ecology, it will be difficult for China's e-sports market to achieve true sustainable development.

Ye Le believes that Huaxia e-sports professional clubs are currently facing multiple problems such as the lack of professional management talents, inverted business models, and imperfect operating mechanisms, which are ultimately manifested in unsatisfactory results in large-scale events, and if they cannot be properly resolved, they will eventually affect the development of the entire e-sports industry in Huaxia.

Today's Huaxia e-sports is still very immature in terms of commercial development.

Ye Le, as the chairman of the Huaxia E-sports League, of course knows that in this industry, the average salary of players at the beginning is only 3,000 yuan, and with the improvement of the club's performance, the treatment of players is also improving, and after winning a number of championships, the salary will probably only rise to seven or eight thousand yuan.

And that's just the first team in the esports club, and the players are much less paid than other teams that don't have results.

Looking at the traditional sports industry, almost many people know that there is a big gap between the salary of a sports commentator and the salary of a player.

But according to Ye Le's understanding, in today's Huaxia e-sports industry, the income and fame of commentators are higher than the income of most ordinary players!

This is a very unhealthy situation, this phenomenon leads to many newcomers are reluctant to play professionally, the career life is short, the salary is low, it is not as cost-effective as changing coaches, commentators or live broadcasts, after all, players are also human beings and also need to survive......

This situation is not just a one-sided problem for the club, but also involves the overall environment of the industry.

Nowadays, the development of Huaxia e-sports is mainly aimed at making profits and promoting game products.

It is not really positioned as a professional sports event, which also limits the development of business models in the esports industry.

At present, it is almost dependent on the support of game companies like Aurora Games, and it is impossible to truly form a complete industrial chain.

In addition, the imperfect operating mechanism is also a shortcoming that the club must supplement.

In the previous South Korea, for example, the investors of this e-sports professional club, which is known as the world's largest e-sports country, are all large consortia in their country, such as SKT, KT, and Samsung

Therefore, what Ye Le hopes to see is that the establishment of the club is a market investment behavior of the enterprise, rather than a separate individual behavior, and the managers of the club are all employees of the enterprise, with a complete management system and rich management experience.

From the first WCG to the establishment of the Huaxia E-sports League, it should be the prelude to the blowout development of the e-sports market.

Thanks to the influx of rich second generation and venture capital companies, more and more capital has joined in.

An event has a prize fund of millions or even tens of millions, which has attracted the attention of the mainstream media and the public.

I have to say that in the past two years, the concept of e-sports has gradually been hyped.

But it's still in a state of savage growth in nature.

Most of the club investments in esports are made in the name of individuals, and the weakness of the management also makes it difficult for the club to operate.

For example, many team players who can't play are poorly treated, there is a shortage of capital flow, and there is a lack of corporate management mechanism, and the club is like a sand castle, which is in danger of disbanding at any time.

No, it's only been two years, and there have been a lot of problems and flaws in Huaxia E-sports!

The weakness of operation has left most e-sports clubs in China in a state of loss, and there is no guarantee for players, which makes the pressure on the players themselves very great.

This is also the reason why many domestic second-tier teams silently disbanded without achieving results.

The more Ye Le saw the current situation of e-sports, the more he had a headache, and he couldn't help but want to say: What should I do to save you, e-sports......