This week-end: ESWC Summer 2017

Since its lastest edition of February in Paris, and before the next Paris Games Week, ESWC will hold its Summer Edition, organized for the first time in Bordeaux, France, on Saturday 1st and Sunday 2nd of July, 2017.
For this special occasion, a lot of things are bound to happen in the 1500m² of the Bordeaux Palais des Congrès. Tournaments, animations, live streams and the likes of it will rhythm the week-end.
See below for the tournaments that will be played during the ESWC Summer:

For the third event in a row the ESWC will host a Clash Royale tournament during the ESWC Summer 2017 from 1st to 2nd July at Bordeaux. This new challenge will gather 32 finalists for a cash prize of 5,000€ split between the top four players. However, to be part of the event players will have to fight their way through qualifiers or to be directly selected.

After having invested in esports last February, FDJ first ever international competition is about to come to an end during the ESWC Summer, with the Finals of the FDJ Masters League on Street Fighter V. 32 european players participated in the qualifiers, and it’s down to 4 finalists for the conclusion on the Main Stage with a $20.000 cash prize to grab!

Invocators, it’s time to bring your troops together for the ESWC Summer Cup with OMEN by HP tournament on League of Legends at Bordeaux. Open to 32 French teams the LAN is aimed at both amateur, streamer and pro teams.

Other notable events contain but do not limit to:

New streaming provider: Mixer

A new streaming service is now supported by Toornament: Mixer.
Mixer is a Microsoft next-gen streaming service that offers viewers real-time influence and participation in live game streams.
Real-time and interactivity are the cornerstones of this new service, and you can start broadcasting from XBox One or Windows 10 in a few clicks, without having to install any extra software.

When selecting the streams for your tournament, you can now add a Mixer URL and attach the stream to the matches of your tournament. That will display the stream directly on the Public and Match pages for spectators to see.
The process is detailed HERE.

Use Case: Super Evil Megacorp (Vainglory)

Last week-end was played the first ever Western Unified Tournament in Vainglory, with teams from both Europe and North America competing for the honor of being the first champion, and their fair share of the $60.000 Cash Prize.
In case you missed it, all the results can be found on Toornament:

We’ve been working hand in hand with Super Evil Megacorp from the get go, in their attempt at making their game a huge esports title, and it’s time to take a look back at the long way already made, and what’s still to do.

First things first, please introduce yourself and your company

Hello! My name is Heini Vesander, and I am the Executive Producer for esports at Super Evil Megacorp. Super Evil is a game studio based in San Mateo, California. We build soulful, beautiful core gaming experiences for the next generation of gamers on touch screens.

Could you present your game Vainglory?

Heini:Sure thing! Vainglory is a MOBA for mobile, and the world’s #1 mobile esport. We launched the game in July 2015, after an early release phase, and we’re excited about how enthusiastic our community is! Vainglory is a full-on MOBA for iOS and Android. Players play on a team of 3 against another team of 3 and the goal is to destroy the Vain crystal in the opponent’s home base. The game is about outplaying your opponents real-time using powerful heroes and perfecting team coordination. The game is free to play and download – and there’s no timers or energy mechanics. So players can play as much as they want.

Vainglory is a mobile game, built with Esports in mind, what is your take on Esports on mobile?

Heini:Vainglory was built with the aim to build a deep, meaningful player experience on mobile. A game that’s community-driven and fun to play with friends. We built Vainglory ground up for mobile, without trying to casualize the MOBA genre – nor make a direct port from another platform. In doing so, we built a game that is competitive and fun to watch. We dreamt that the game would become an esport, but honestly, the community surprised us by organizing competitive tournaments way before we even said “esports”. Based on feedback from the community, we added a spectator mode and later a built a spectator client that runs on a mac to empower esports.

The Western Unified Championship stage, in London – ©ESL UK

And so, we believe in the potential of mobile esports. Especially if you look at the numbers – 700 million PCs out there, and 3 billion smartphones. Some day soon, mobile esports will become big. Weather the leading title will be Vainglory or something else remains to be seen. We’re super excited about the growth of our competitive scene, and we’ve welcomed amazing teams like Fnatic, Cloud9, Echo Fox, TSM and G2 esport. We’ve also seen homegrown teams like Hammers and Gansktars succeed. It’s still early days for mobile esports and we’re very excited about the near future.

The Western Unified Championship Trophy, lifted by the winners, Cloud9 – ©ESL UK

How did you discover Toornament?

Heini:The very first Vainglory community tournaments were run by VGL (vaingloryleague.com), and they were using the Toornament platform. It proved to work really well. What we really like is how easy the tournament brackets are to share on social media and especially on websites. VGL inspired us to use Toornament for our Vainglory8 broadcasts!

What are the features you use most on Toornament?

Heini:What’s really great with Toornament is how easy it is to organize and handle big tournaments. It’s also very easy to share access to the many people involved. The platform’s simple design works both for desktop and mobile, and the app is an easy way for teams to follow the status of the tournament.

What feature would you like to see added to Toornament?

Heini:Our first wish is a feature that allows us to schedule multiple matches and series to specific dates and times. Currently, each match needs to be reported manually, which makes the process complicated and slow when the brackets are big. Our second wish is an improved way for teams to report their scores and screenshots of end-of-match.

We’d like to thank Super Evil Megacorp for their trust in our platform, and especially Heini Vesander for having taken the time to answer our questions. As for his wishes, one has already been almost fulfilled, with our Scheduling Tool that allows organizers to batch edit their match schedules on a single page, and many more things possible thanks to our API.
We will keep improving the experience of our users, organizers and participants alike, and we take into account and study every feedback that’s made to us!

In-Game integration: Studio survey

As we have already stated before, one of our long-term goals with Toornament is to enable an easy and efficient in-game integration, to encourage developers, organizers and participants alike with their esport impetus. With the emergence of many new titles every week, we want to be able to provide the best solution possible, and that goes through an open discussion with the people involved.

We carefully listen to the remarks and comments of our organizers and participants, and now it is time for us to widen the scope of our feedback by addressing directly the game studios and developers from all horizons.

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We have come up with a short survey to help us identify the challenges and needs you may have, as game creators eager to implement some sort of competition process in your game. Whether it’s with a real esport objective in mind, or for recreational purposes, your opinion matters to us!

Take the Survey!

Thank you for your time!

The real Esports opportunity lies in their ecosystem

Here’s a great column by The Chernin Group’s Edward Chang on GameIndustry.biz :

eSports: The missed billion-dollar opportunity for publishers and platforms

Now, we don’t usually publish opinion piece on our blog but this it’s hard to pass on this one. You should read it.

tl;dr Esports belong to publishers and this can be a hurdle for third-party start-ups and platforms. If publishers want to thrive in Esports, they have to nurture a dedicated ecosystem.

Spoiler Chang nailed it.

The post goes through the relationship between the top Esports publishers and the Esports platforms. With a defensive / conservative approach to their game, publishers seem to slow things down and only think short term. Esports are about long term vision.

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Credit: Newzoo

Advanced statistics, tournament organization, bets, in-game items, replays, spectating experience and custom services are some of the many opportunities which could amplify the Esports reach and economy.

At Toornament, we’re blessed to be integrated with some of the major games and work hard to integrate with more, at a deeper level. We’re an Esports platform but we believe that the real platforms are the games themselves. They must be the source and epicenter of a rich ecosystem of integrated services and businesses, in which all parties will benefit from each other.

Video games are closed products, but Esports must be an open platform. If we keep this in mind, the industry will really thrive.

Read: eSports: The missed billion-dollar opportunity for publishers and platforms