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Broken Silicon's next guest will be Phil Englert, a Business Development manager for a company that helps supply, direct, and operate many of the biggest Esports competitions in the world.

This is someone who has experience literally directing the in-game (and out of game) cameras during competitions, advising on the hardware venues use, organizing venues, and a while ago even directing cameras in physical sports at ESPN.  This is someone who is happy to answer any and all questions about how Esports operates, makes money, the challenges of running these events, and where it's going!


You have ~15 hours (Till noon US Central Time on 2/18/2022) to submit your thoughts, questions, and input.  He is very happy to completely explain how this industry operates, and where it is going - so this should be a fun chance for us all to really get some insight into the professional gaming side of this industry we love!


https://www.linkedin.com/in/phil-englert-a7b26a37/

Comments

Anonymous

Hi there, question for Phil: As a semi invested viewer of a couple of esports games I found that leagues/tournaments managed by the publisher/developer tend to be higher production value but also lead to choices and rules that are not what the competitive community or game community at large would have preferred. That applies to game balancing, tournament rules but also casting and production decisions. Can you speak about differences I.e. what’s better or worse between publisher organized esports and community/third party organized esports? Thank you! A former Heroes of the storm esports viewer.

Anonymous

Hi Tom and Phil. How much difference is it planning for live sports games and the filming of the esports events.

Anonymous

Hi Tom and Phil, I am trying to start an eSports program at my University. I have 2 questions: 1. How you go about promoting eSports events? 2. How do you maintain attendance at eSports events? In my experience, a lot of people leave after getting eliminated or after their friends lose.

Falto

hello! My question is simple, how do esports make money exactly?

Timo H

My biggest general question is, can a game live only as esports title with minimal casual playerbase? My personal theory is healthy competitive scene needs large "base of pyramid" to draw upon.

Anonymous

As a big fan of CS GO I was curious about what it's like to work with a game that old compared to something newer like Valorant. And is there anything different with working with Valve compared to a more traditional company like Riot Games to set up events? Also, what elements do you think makes a game eSports worthy? Lately I've seen a lot of games made with the eSports scene in mind right away instead of something that happens organically like Counter Strike. Are there pros or cons to this approach?

otiv lcurtš

hi Tom and Phil! Phil, how big of a correlation there is, between the rise in popularity of eSports and the rise in popularity of cheating and cheating-software in online games. I had this epiphany, one day whilst I was scrolling through the facebook market place, and just saw a blatant ad for a bot for Apex Legends.  I kinda realized then that, the same way someone can cheat and achieve wealth in more physical sporting events through the use of substances like steroids, so can someone make money and gain notoriety in eSports events through the strategic use of bot's. Since, nowadays one can profit from becoming extremely skilled at competitive games. Finding new ways to cheat and not get caught in time, effectively opens up a market for more divisive cheating software.  Therefore the rise in eSports could be simultaneously causing and incentivising more and more cheating in online games. I would love to hear your thoughts on this!

Anonymous

What anti-cheat methodologies both software and hardware do eSports events use? Are there any that the industry as a whole should/could be using that they aren’t? As dystopian as it sounds, would it be effective to bind one’s real-world ID to their internet persona somehow so that if you’re ever caught cheating you could never play online games or compete in events again? Some believe cheaters are effectively destroying a product that they own, and therefore there should be more real-world consequences for cheating.

Eleriam

Hi Phil, Starcraft II is probably the hardest e-sports game, because if you lose it's always your fault, and as such, the winner of a tournament is pretty much guaranteed to be worthy of the title. What's your opinion on the game, and why do you think it doesn't have the attendance of other major e-sports games?

Anonymous

Hi Phil, do you think game companies should offer a esports version of the game for competitive players? Recently, the pro halo players are asking 343 industry to re-balance certain weapons in the game while regular players beg to differ. The first solution came to my mind is to have two separate version of the game with certain esports-specific settings.