ESWC Vision

Video games champions will be the 21st century icons for a many generations

Born at the heart of the gaming and Internet culture in the late 1990s, e-sport is now a fully fledged discipline in its own right at the crossroads of new technologies, entertainment and sport. With the ESWC, e-sport has established its pedigree and written the beginning of its story.

Nothing is down to chance in electronic sports. It is all a matter of reflexes, psychology, training, and the ability to merge into a digital world and feel its force. The basics of strategic knowledge are worthy of chess. Heart rates during the matches may verge on 200 beats a minute. The essence of electronic sports is not hardware or software, but human being.

Champions as the link between gamers and main stream

Quote of an interview given in 2004 for ESReality.com

“No game can match Quake for the spectacular emotional intensity that it provokes. No other game, excepted maybe Starcraft, allows the gamer to transcend him so much when he begins to get the hang of it. No other game so justly awards the title of athlete to the gamer who masters it. Quake is a world, it’s a language. Playing “Quake” is a digital way of breathing. I believe in Electronic Sports because of Quake. That is my personal opinion, but it has the good fortune to be shared by all the Ligarena team. So, as long as Quake is not replaced or we are forbidden to use it, Quake will be in the ESWC.”
Matthieu Dallon – Games-Services CEO & ESWC Founder

Read the article: www.esreality.com

Quote of an interview given in 2006 for GGL.com

“I think it is one key to the success of a league to own its competitive gaming but that is not the only one, and that is also not the best. If the issue is to improve a game, you don't need to make it yourself; you just have to finance a mod. The real issue I see is the rights issue. For 10 years now I'm thinking on that, and in my opinion, there are only 3 economic models sustainable for Electronic Sports organizations: One is being the owner of a game, as publisher or studio (depending on the contract), and organize the competition as a service at all levels. Microsoft and the Xbox Live is the best example, but we will see in a near future EA organize its own EA world, etc. E-sports would be segmented by games as a big MMO. Second is being the owner of the champions, or being the champion himself! Like NBA for basketball, best players playing only in your competition. Major League Gaming is following this model. It cost a lot of money. Third is to bet on open source, GPL (general public license), and community to make e-sport a real sport, I mean an activity that belongs to everybody. I think this is the model to support and follow to have the best games fitting player's expectations, free players owner of their talent and their replays, and sustainable competitions, years after years writing a part of mankind's history.”
Matthieu Dallon – Games-Services CEO & ESWC Founder

Read the article: www.ggl.com