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When it comes to esports, the potential for expansion seems endless. Initially, different groups of individual players came together to enjoy their hobbies in an organized and competitive way, and over the years it has grown into a veritable billion dollar industry. Crowds of gamers have joined streaming media and live esports events from around the world to make up for the jealous traditional sports audience.
With that said, I will now only describe esports.
One of the main differences between esports and traditional sports (in addition to the obvious physical movement requirements) is that esports will change dramatically.
I'm not just talking about any game played by esports stars. Of course, one official league may use a specific version of CS: GO in their tournaments, while another welcomes updates and patches to the game itself and forces its players to stay tuned within the scope of supported strategies, but there are plenty of of the most important. changes that can sweep the world of esports.
One of those changes is the rise and fall in popularity that many games experience and how this translates into esports.
Of course, there will always be a mainstay in the gaming world; CS: GO, LoL, Dota 2, etc., but what about seasonal games? Specifically, Fortnite.
Fortnite is a game whose influence spread quickly all over the world, especially among young players. This is a free game. The micro-transaction-based business model and its convenient access to the anchor have made it popular, which has translated into its popularity among the e-sports crowd. Imagine a group of loyal Fortnite fans who want to participate in the Fortnite World Cup, or even just watch Twitch to watch their favorite players play.
Now consider that in January this year, Fortnite announced its lowest income since November 2017. Is this a sign of coming? It is possible, but more likely, that a new game will appear sooner or later, which will reduce the popularity of Fortnites and encourage huge changes in the player base, which in turn will translate into the world of e-sports.
My opinion (simplified) is this: the popularity of some games comes and goes, and it is possible that within a few years Fortnite will become a dead game, and another unreleased or even unimaginable game will enjoy the same reputation.
But how does this affect Fortnite eSports players?
Traditional athletes train for their sports and hope to have a long-term career in this field. Once they are completed in this field, they can always continue to comment on management, training or any other form of support function. It is equally effective. In their sport, but no NFL player does not have to worry about spectators leaving the sport in their careers, let alone in their previous lives.
It seems that many e-sports players are also trying to take this career path. Professional players like Robson Merritt (TeaGuvner), from professional players to coaches, have not missed any beat, and have done a lot on the path of their choice. Good, but if the game is not for playing at all, what is the use of training him?
In this case, once the game is no longer profitable, the player exits the game. What we see in the world of e-sports is the general organization or guiding concept that is being developed so that gamers can apply the skills and tactics they have established to other games. this is possible? Maybe, but there are many variables to overcome in e-sports, and professional Fortnite gamers may not be able to bring their skills to Dota 2 and enjoy the same success.
Only time will prove everything.
So, if they think it is necessary to change their career path, I raised the topic of retraining e-sports players in different games, but what might be the future e-sports player training plan? When answering this question, everyone in the industry thought of one thing, and that is artificial intelligence.
We already know that e-sports players spend about 8 hours of training every day (usually). This means working as a member of the team as well as your own work to improve and develop your skills in the game. But what happens when the best player in any game reaches the top and there are no strangers on the Internet who can provide challenges in the lobby of the game?
This is where AI comes in. If you are a casual gamer, then you will be familiar with the concept of multiplayer robots. Many games have them, even the recent Battlefront 2 has robots. The goal behind them is to give players a true multiplayer experience, even if they can't (or don't want to) play online.
Bots uses AI written by game developers to act consistently with in-game multiplayer games. Computer controlled enemies and teammates simulate the behavior of real players in a multiplayer game. Nobody controls them.
Also, if you are not familiar with the concept of robots, then I can tell you that this option is usually available for players to adjust the difficulty level of the robot. You can play against simulated rookies or experienced veterans, depending on the player.
Now, let us apply this technology to the e-sports world and player training programs, and you will understand why AI can be at the forefront of the e-sports training world.
Potentially, players can spend unlimited hours fighting against too many opposites, and the AI in their games can be developed according to the player's skill level to suit their habits. Not only that, AI opponents can also follow suit
For coaches, the esports team has enjoyed the experience of those players who decide to stop competitive gaming for whatever reason (aging is [a popular type) and now teach new pro players how to use all their tactics and games to win. Knowledge.
However, esports are traditionally fast-paced. In fast-paced games, it is difficult for coaches to pick individual players for feedback, especially in the blink of an eye, where opportunities are missed that appear every few seconds. .
So what if esports teams can implement their guidance into the game itself, allowing AI to take over and deliver targeted criticism when it becomes relevant, as a form of immediate feedback?
This is the current plan on higher CPUs and will be possible on future processors. These types of artificial intelligence programs can analyze the player's environment, play style, opponents, etc., to provide instant feedback to the player at that moment, in order to improve skills more smoothly and quickly.
After talking about the last quarter, let's take a look at those e-sports players who have just started their careers and have not even started to play.
As artificial intelligence has become an important force in the e-sports world, these types of artificial intelligence are likely to be downloaded by casual gamers in the future to improve their performance in the game.
Therefore, AI integration can completely change the potential pipeline for player progress and game engagement, especially considering that the types of CPUs available for mass games are becoming more and more powerful every year.
This means that players may purchase (for demonstration purposes) the latest Call of Duty. Then after participating in a multiplayer game and investing in a multiplayer skill set, they purchased an e-sports training AI in the game. Suddenly, not only do you have a player who might become a new e-sports player (depending on their skill level), but you also have an additional in-game transaction that can generate more (ie passes).
Therefore, with the development of artificial intelligence in e-sports training, we have a way for e-sports to directly affect the lifespan of new games and established games, but there is another way to implement this artificial intelligence, and the e-sports world can Directly affect casual games, that is, with the support of players.
I mentioned before how the AI in the game can replicate professional players so that professional players can train against them. The same technology can be collected and distributed to a wide audience, allowing gamers to compete with virtual representatives of their favorite e-sports athletes.
You can imagine how attractive this is to the marketing team and the players themselves; players register to distribute their avatars to the game audience in exchange for what we essentially call appearance fees. In return, players have the opportunity to interact with the game world Play with the big stars in China. E-sports, see how they do it.
You can imagine how this can also be divided, imagine that different amateur leagues not only compete with each other in the game, but with the help of this AI, their skills also compete with professional teams. Game developers can also maximize the impact of this AI and provide prizes and rewards in the game for teams or players who can beat the professional AI.
But this raises a big question: Will artificial intelligence make it easier for new players to enter the world of esports, and will it be easier to enter the future of esports?
A big question about the future of esports is accessibility for new players and how easy it is for amateur gamers to get involved in the industry. Therefore, to answer this question, we must focus on the fastest growing platform for e-sports on mobile devices.
Currently, mobile games account for 51% of total gaming revenue globally, and the largest audience is China (although recent political restrictions on video games in China may change this soon), the total number of gamers Chinese has reached 620 million alone.
Considering that games like Hearthstone, Gwent and other online fantasy card games are very popular in the field of esports and are easy to play on mobile phones.
can easily access these games on mobile devices only, which means that we can see a lot of professional gamers flooding these different games, even though ordinary people on the street don't see them as traditional games.
So let's talk about "traditional" games, shooting games like Fortnite. Fortnite can also be downloaded to mobile devices. If gamers want to spend their time on the game itself, with the help of a gamepad, they can easily master the leaderboards. China is already the largest consumer of mobile games. Imagine how many potential professional gamers are waiting for them to explore the world of e-sports.
This is not lost in China. The revenue generated by e-sports must be substantial enough. Different companies and government departments have noticed that they are now opening "gaming hotels" where young gamers can develop their skills within a period of time. The environment is similar to the game house where many professional gamers from all over the world live.
That is a trend that will spread throughout the world. Game hotels, game camps, and even university e-sports scholarships have all been launched. Therefore, the industry has more support for new players entering the field of e-sports than ever before.
I mentioned at the beginning of the article that there will be many big changes
Ensure a stable internet connection on WiFi to enjoy online games on any mobile device they use, whether it's a tablet or a mobile phone.
With 5G, players can more easily jump into any type of mobile game and practice their skills anytime, anywhere. This level of accessibility will not only attract more players to use the platform, but also attract a larger group of mobile game developers, and wider accessibility will bring higher overall profits.
In addition, games and mobile devices can become an important part of a technology that has not yet been fully integrated into the world of e-sports: VR
So far, virtual reality has not been fully utilized in the world of e-sports, which is suitable for audiences And the game itself.
Starting with games, many industry experts and game developers call VR the future of games. In other words, the game world has not yet seen a viable and enjoyable VR game whose success is comparable to Fortnite or CS: GO. People like Pavlov have taken some measures, but in fact, the availability of virtual reality to the mass audience has not yet reached the same level as mobile games, so it may take a while before we can see the League of Legends world in virtual reality. champion. .
Having said that, through mobile devices, VR may become an important part of the audience experience. For the organizers of e-sports competitions, it is not too difficult to establish a "virtual arena" and sell tickets or allow entry into this arena as an alternative to those that can use Google Cardboard and the like. This is a kind of A simpler way for players to participate in or close to e-sports activities while fully immersed in the experience.
Currently, there are not many ways to integrate VR in e-sports. But we are convinced that in five, ten or twenty years, we will see more virtual reality technology in our video games, and the e-sports scene will flourish like traditional games.
However, these are just some of the ways that e-sports may change in the future. We have not yet seen the full impact of the coronavirus on the industry. The global technological development of the e-sports industry may be just around the corner, which may force me to rewrite the entire article.
Now, we can be sure that due to the integration of AI, the long-term prospects of professional players have been better reflected, and as the game expands, the list of different teams should grow exponentially. The popularity of games and e-sports, and easy access to hobbies.
Do I have any potential predictions for the future of e-sports? Put it in the comments below!