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Interview with GUard (31 comments)
Posted by Hell5pawn @ 09:25 CST, 14 January 2010 - iMsg
You live in a lithuanian city Šiauliai . Do you like it there? Is it an interesting place?

Yes, I live in Lithuania, a 3rd word country :)
My city isn't big, the population is approximately 200.000. We have like 5 nice, big clubs, where I usually spend weekends, there's also a couple of decent pubs. I was born here, that's why I like this city, but I'd really like to live in Vilnius, or even better in some european city!


You were nominated to the Player of the year award by eSports.lt. Do you think that you could win if QuakeLive would be more popular on Lithuania? (the award was given to dARKIe, a CS player)

Yeah, I was nominated, but Lithuania, like most of european countires, is focused on Counter-Strike. They don't write about me too often, we all know what they're interesed in :) Yet, I have a lot of fans! They never forget about me, they watch live streams etc. I'm really happy about it. I don't really care about eSports.lt awards.


How do you feel few days before the european Intel Extreme Masters finals?

I study at the university from the 4th to the 21st of January, for 12 hours 6 days a week. Apart from that, I have small problems at work so I don't have much time for training. When I find the time, I'm trying to play a few games against Spart1e and it seems that I'm in shape. I don't feel any pression before the tourney because I do not aim for top positions. I'm worried about the LCD monitors we'll be playing on there, I have to admit, I don't know how to play on low refresh rates. Getting there might also be troublesome, I don't like to travel on my own.


How do you prepare for the finals? Do you have a special training program?

I don't take the training too serious, it's even hard to call it a training in my case. The best I can do is to play against the top players, recently, as I already mentioned, I'm playing mostly with Spart1e, but the more I play, the worse my aim is and I stop to try, and start to base my aim on reflex, which results in missing a lot :D I could train harder, I know what should I do to make it more efficient, but for the time being, I can't practise like that.


Do you think you could reach the podium?

No, I don't think so. If playing on the PC's there won't be a problem and I won't be tired because of the trip, I might pass the group stage. Of course, I can steal a map from the best player of the tourney, but since it'll be BO3 I don't think I could win more than that. At the moment my skill is too low and I haven't put enough work into QuakeLive.


Latelly, you had almost over 9000 2nd places in online one day tournaments such as Zotac or G-Data. Was there always this one player that was better than you? Maybe it's some kind of a curse, or maybe the pression of playing in the final is still too big and you can't play "your game"?

Too be more precise, I've finished second about 10 times in the last 3-4 months :D My biggest problem is the fact that playing non-stop makes me tired fast. I don't like to sit in front of the PC for 3-4 hours without a break. I don't feel any pression when playing versus top players, well, maybe except the times when the frag difference is really slim or when the match goes into overtime, my hand shakes slightly and my heart beats faster only in those kind of situations :) Then the problem are my abilities, I'm not a top world-class player after all.


You represent your country in the QuakeLive TDM Nations Cup 2010. Lithuania was placed in a group C along with France, Austria, Germany, Serbia and Norway. Do you think you have a chance to advance? Which country seems to be the favourite, and against which countries do you have a chance to win?

We're attending this tourney only for the QL TDM community and for fun. We don't have any chance to advance, we're awfully weak and I as I said, we're playing just for the competition. The favourites of our group are the French and Germans. The best we can do is to win a single map, that's all we can do.

You're playing in Betsson Voodoo Gaming for almost 5 months. The QuakeLive division was shrank to merely two players: you and tox1c. Do you like each other with Robert? Do you think the team should have more players? If so, do you have any players on mind that could aid the squad?

It's better to have a team with 2 players than with 22 :) tox1c is a great person, additionally he's from Poland, and I like poles. We don't talk to much, but our relations are OK :) At the moment there aren't many good, free players. The only one that comes to my mind is Reaper from Ukraine.

Thanks for the short talk. Good luck in IEM Finals!

No problem, I'd also like to thank you. I wish good luck to all other participants!


Translated from polish. Original interview can be found here
http://voodoo.at.desk.pl/index.php?mod=articl...amp;id=89#
Edited by Nukm at 19:45 CST, 14 January 2010 - 13053 Hits
Interview with Cooller (297 comments)
Posted by Dird @ 11:15 CST, 7 January 2010 - iMsg
After weeks of trying I was finally able to track down and interview the Quake legend that is Russia Anton "Cooller" Singov. During the interview he gives his thoughts on the years passed as well as QuakeLive. Here's a snippet:
You lost vs Avek at Dreamhack this year but did not play like your usual self. What do you think is the reason for you losing this match?
Russia Cooller: Alltimes we try to find reasons. Let me say the luck was on his side this day.


Thanks to Russia iNkind, United Kingdom Aaron and United Kingdom skint for suggesting questions and to Cooller for agreeing to the interview.

The full interview can be read on the next page!
Article Page: 1 || next page >>
Edited by Dird at 11:20 CST, 8 January 2010 - 152021 Hits
Re: Q3A Config Tweaking (1 comment)
Posted by terrorhead @ 23:33 CST, 30 December 2009 - iMsg
Thanks.
3062 Hits
Street Fighter 4 - Season Summary 2009 (12 comments)
Posted by Aquashark @ 03:44 CST, 29 December 2009 - iMsg
Fighting games declined rapidly in the early 2000's and their glory faded from the collective consciousness, perhaps undeservedly for a genre competitive from day one and older than traditional established "eSports".

With no arcades, predominantly 2D graphics, troubling netcode and a sluggish 3D transition, their art barely shined through most of this decade. And when it did, many gamers didn't recognize the outlandish setting and reactions fell along these lines "What game is this?", "There was a Street Fighter 3?".

However the flame kept burning, mainly fueled by Japan (and Asia through extension), Shoryuken.com,
Daigo parry hype, emulators, GGPO and "Mahvel Baybee" (in no specific order).

Now, shortly arrived in 2009, Street Fighter4 comes along with a home console release (and eventually PC) resurrecting the genre it's synonymous with. SF4 attracts (mostly deserved) critical acclaim becoming a commercial success and the "new thing" to play.

The scene boomed with hordes of new players (leeched from other fighting games, veterans coming out of retirement, as well as new talent: nostalgic gamers or just plain 09ers), all of them dropping on top of the already established scene (caught somewhat by surprise).

Competitive Street Fighter4 could only benefit from this reception and the amount of activity throughout the year was impressive.
This was reflected in massive tournament turnouts for fighting games events, arguably peaking with 1024 players participating over 2 days at Evo 2009 in July. "Arguably" because tournaments like Gamestop Nationals or SBO 2009 branched in 3 countries with many qualifier rounds before the main event.

In turn, this competitive drive attracted massive interest from spectators. The live stream for Devastation 2009 (produced by the familiar faces of djWHEAT & LO3 Crew) accounted a total of 160,000 viewers over 2 days, paving the way for Evo 2009, whos live stream audience peaked at over 23,000 viewers at one moment. Also match videos uploaded on YouTube gathered thousands, tens of thousands and even hundreds of thousands views. Many other fighting games gained traction from their exposure next to Street Fighter4, thus growing the overall scene.

All this newly sparked interest could only be satisfied and maintained by gradually more intensive coverage. The fighting games community was paradoxically reluctant to do live streams in the beginning (probably not realizing the growth of their audience) and other forms of coverage was lacking or hidden in SRK forums.

However passionate people (empowered by copious amounts of whining) started to make things happen and coverage improved radically. The second half of the year had live streams every weekend (sometimes overlapping) making it feel indeed like a season of something established you'd follow on TV.

So what exactly happened this year?


Additional media:
- photo gallery of all major events in 2009: http://karaface.smugmug.com/ESports
- Super Street Fighter 4 trailers: New Contenders, New Features And Online Modes
Edited by Aquashark at 18:14 CST, 29 December 2009 - 7514 Hits
FnaticMSI.Strenx Player Spotlight Iview (4 comments)
Posted by fams @ 12:09 CST, 2 November 2009 - iMsg
The latest addition to the FnaticMSI Quake Live team, Kevin "strenx" Beaza, has been in a great shape lately, winning many online tournaments. The Frenchman won the Excello Cup two times, the first edition of the Zotac QL Cup and was king of ESL's King of the Hill competition. The Intel Extreme Masters Global Challenge in Dubai is drawing near and it's time for Kevin to prove himself on a LAN event with a lot of big names attending.

In an interview by Cameron "fams" Carson and Danijel "StreeT" Remus, you can read about Kevin's real life, his personality, gaming career, the upcoming tournament at Dubai, the Quake Live scene and his plans for future.

To read the entire Interview click here.
6120 Hits
The Mod Squad (5 comments)
Posted by sabre0001 @ 07:04 CDT, 26 September 2009 - iMsg
This article appeared in it's original format on eSports.ie

Modify:
modi·fy
transitive verb modified ;, modifying

1.to change or alter; esp., to change slightly or partially in character, form, etc.
2.to limit or reduce slightly; moderate to modify a penalty

Starcraft - A game supported by the developer. Constantly tweaked and developed to this day after ten years of release.
Quake - A game sustained competitively by a mod (CPMA) and externally developed projects such as GTV and maps.
Counter-Strike: A game modification that spawned a massive competitive scene single-handedly and one of the few mods to go retail.

The importance of the 'mod' cannot be understated. It has the potential to inject life, interest and diversity into old and stale games. A 'mod' can make a game what people wanted it to be in the first place or can take it in an entirely new direction (as Counter-Strike did with the Half Life engine and editing tools). For eSports, mods (or continuous developer support as Starcraft illustrates) are incredibly important. In a sense, they are the lifeblood of eSports. Not all games come equipped for a competitive scene but are pushed in that direction anyway by some party such as a tournament organiser, a sponsor, a developer and so on. As a result, it is left up to a dedicated and passionate mod team to develop or refine the platform that exists so that it can take on this new element. It could be argued that mods need more support and focus if eSports is to develop and grow.

There is, and always has been, a power struggle in gaming and eSports. Developers require profits and this is often dependent on finding a successful game and churning out a franchise. The biggest ones hit the shelves every year. However, as games such as Halo 3, Starcraft and Street Fighter have shown us, an eSports scene requires stability. It is only through familiarity, consistency and stability that a sustainable scene can be maintained. As stated in this clip (5:27), it is by being familiar with a game and its play that you can identify what makes a good player stand out. Unlike in accepted sports, that sense of familiarity is rare within eSports due to its turbulent nature.

'Mods' provide the stability required, as games can be utilised competitively for longer as they evolve over time. The game can be tweaked and developed after release without the need for a complete overhaul or new release. They can provide that platform of stability but this is subject to other conditions which can be analysed at a later point in time. A 'mod squad' or team allows for errors on the part of the developers to be rectified. It allows for the community to provide feedback and it may be taken into account. Capcom themselves, have admitted that Sagat is a touch overpowered in Street Fighter IV but what can be done? The answer is 'absolutely nothing' until the next edition is released. Until then, many online gamers will have to endure 'Sagat Fighter IV' and endless chants of 'Tiger...!' in their dreams. Most revealing is the fact that a number of people were pleasently surprised that no Sagat player made it to the top 8 of the EVO Championship Series.


The issue is that the team behind the mod do it for the love of the game. Mods by their very nature cannot be sold as they are developed using licensed parts from a game. One of the problems is that eSports hasn't captured the imaginations or public attention as much as hoped. Starcraft does immensely well in Korea and has gained total support from Blizzard as a result. Halo 3 has a strong competitive following in the United States and therefore, Microsoft have been willing to invest in eSports. But what of the others? Those that are behind some of the improvements and modifications are often ignored by the developer. Unfortunately, this means that the talented teams behind the competitive features, mods and developments can run into shortages of time or worse, will burn out. Are many talented mod teams destined to remain 'bedroom coders'? For eSports to grow, we need these passionate people reaping rewards for their efforts so that they can continue to produce work and react quicker to required changes. This is where issues arise. Teams are required to develop and work on these modifications but developers may be unwilling to take them on officially. Extra staff increase the wage bill which eats into profits and there is no proof at the moment that the developer will reap a significant enough return. There are people who are willing to do it for free. After all, this is how it works at the moment. This is not always the case as has been seen when id Software (Quake Live) hired arQon (responsible for CPMA for Quake 3). Perhaps times are changing and that is certainly for the best if true. However, most importantly, modifications which keep people playing older games can obstruct this idealised franchise model that developers have worked to build.

It is time for the eSports scene to take charge. Tournaments need to be able to choose the roster of games rather than bending at the mercy of developers. It is time that certain games receive the backing of the community and the LAN organisers and develop from there. Mod teams become important within a decision as such as they will be the ones responsible for ensuring that things remain in balance, that the game develops over time as new things become possible (spectator and shoutcaster support for example). All we can do for now is plead with developers not to churn out games. The biggest and most sustainable eSport games of recent years have become so big through lack of competition - Starcraft and Warcraft 3 have not seen sequels on the horizon, until now in the case of Starcraft, while Quake 3 and Counter-Strike have been forced to fight off competition...from within their own series. Starcraft did not develop such a following in Korea by releasing sequel after sequel, year after year. Ten years after the original, we are about to see the second in the series. So how can any other game or eSport scene be expected to flourish when subjected to competition from a multitude of sequels. Instead, the original platform has been constantly tweaked over time, new maps have been developed and introduced by leagues every so often in order to keep the action fresh and this has also allowed newcomers to enter the fray and be competitive. Developers may see little or no return from eSports at the moment but the truth is, they are part of the problem.


For the sake of argument, let us take Pro Evolution 6 as an example as it is a popular game and many feel that it is one of the best of the series. It is chosen as an eSports for the future BUT there is a twist. A PROMOD team is hired to develop a competitive mod. Rosters can be updated (although there is another route that could be considered that will be explored in greater detail later on), graphical tweaks can be made but most importantly, the gameplay can be refined over time. For example, within the Pro Evo game (and as a result, the initial PROMOD release), shooting and scoring from four yards out from the right corner flag occurs too frequently. Many feel that this is too blatent a glitch to allow. In step the PROMOD team; job done. The game becomes a better spectacle, people play the game more as their enjoyment is not reduced by such an element missed by the design team (but ultimately found and exploited by some players) and stability is introduced to eSports.

Here I would like to outline a model that could be adopted. Games are licensed and agreed upon for a fixed period of time (for example: five years) for tournament play. In year four of the cycle, there is a review at which point it is determined whether to continue with this game or use a competitor product. This allows professional gamers to plan for their futures, broadcasters can familiarise themselves with a new series if necessary, fans know what to expect and game companies will work towards producing their best. If their product is not picked initially, they have time to produce something that may be deemed worthy. Below are a number of eSports games that could be chosen to be supported for the future. They are popular games the world over, or have the potential to be, and the reason for each choice has been outlined. This list ignores scenes that are in place such as Virtual Racing or the niche games that are still played at a high level (such as Street Fighter 3: Third Strike, QuakeWorld and so on), and is not a definitive guide but can provide some food for thought and debate.

The eSports Games Of The Future:
Pro Evolution Soccer PROMOD: Pick a version; the pinnacle of the PES series probably being 6. Throw out the real-world roster approach; it's time to move away from Barcelona mirror matches (or Real Madrid for 2009/2010). Instead develop five balanced rosters that suit different playstyles. Some people prefer to ship it down the wings, some prefer a defensive approach while some embrace the Irish tactics of the 90's (route 1 football). Players should be able to find one or two that suit them well (and can counter-act another player) rather than adjusting how they play to suit the game. This allows for individualism and adds an element of playstyle to the game. It also allows for a tactical approach to a game or matchup: Does a player pick their usual team or do they counter-pick what they expect the opponent to pick. A PROMOD also allows for in-built sponsorship. Not only can a company sponsor an event but now the brand can appear on the billboards around the stadium. Simply release a tournament patch for the tournament computers and you're ready to go.

Quake Live: It is modelled on Quake 3 which is identified as the ultimate Deathmatch game. The fact that it is in Beta phase is just as good as a mod team as it allows for constant tweaks and adaptation dependent on feedback. The community is crying out for certain external support such as GTV and maps. GTV is not completely necessary if others continue to provide high quality support in their own streams...but in game is always going to be better quality and allows for spectators to interact with each other if nothing else. The main element that QuakeLive requires is LAN support. As it is focused on multiplayer, it is unlikely to face competition from id Software projects such as Rage or Quake 5 and the Unreal Tournament series has been shelved. Quake Live also features two fantastic competitive modes in the form of 1v1 duel and Capture The Flag. They are the easiest to cover, the easiest to understand and can produce great encounters as seen in QuakeCon 2009.

Starcraft 2: As Agent Smith would say, "it is inevitable". The gameplay seems solid from the battle reports that have been broadcast so far and the barrier to entry has been made lower. It needs to be modelled on professional Starcraft in how it is supported and tweaked after release. The professional structure is in place, in Korea at least, and this needs to be maintained and developed. One unfortunate piece of news that has been broken is that there will be no LAN support but there is time for that to change. One point to note is that within the professional division, the transition from Brood War to Starcraft 2 needs to be seamless.

Warcraft 3: Warcraft 3 is another game that has been successful for a number of years and has grown an eSports scene with dedicated fans and structured leagues. It is also a game that is tweaked over time to achieve balance. As an eSport, it is one in which new blood has been able to enter the competitive arena and have a degree of success.

Counter-Strike 1.6: A game (or remember, modification) that helped to start it all. It is backed by some of the biggest teams, tournaments and sponsors. After all this time, it must be doing something right. Broadcasters are now accustomed to the gameplay and know how to cover a match effectively. For the sake of keeping things fresh, a new map could be introduced every now and again. If pushed, a graphical touch up could be used (for fair weather fans!). A modification can also allow for the sponsorship approach as illustrated by the above example of Pro Evolution Soccer. The CGS displayed team jerseys which in competitive play, could be used to display a major sponsor (which increases the brand awareness, ensures that the team can continue to receive support and gives the sponsor more 'bang for their buck').

Trackmania Nations: It's free, popular and typifies what an eSport, or any game for that matter, should be - easy to play but difficult to master. It was originally designed for the Electronic Sports World Cup so has the competitive element in mind. An in-built track and car editor means that it can be kept constantly fresh by the community and any competitive maplist is compiled from custom maps. Some competition tracks could be more spectator or casual friendly with a clear sense of direction as to where the track is and should lead.

Call of Duty: Modern Warfare 2: This assumes that it can take Call of Duty 4's lead and replicate the competitive environment. Call of Duty 4 was a game that struggled initially to find its footing within eSports but the release of a Promod boosted it into serious contention. The Call of Duty series has been immensely popular on both PC and console systems which would make it a correct choice. A Promod is of utmost importance as CoD4 illustrated. This promod introduced important competitive elements that were missing from the Vanilla game (but some of which may be welcomed in the casual game).

Halo 3: Halo 3 is another game that has captured the public imagination and opened up eSports to non-traditional markets in the United States. As a game, it is popular around the world but hasn't replicated the structure that is in place in the US. The game boasts major backers and is the primary game of the MLG. Dr. Pepper has also launched its biggest sports marketing campaign using a Halo 3 star which indicates its importance as an eSport.

Street Fighter 4: Street Fighter is a series which has captured the attention and, with the recent release of 4, is in the public eye. Street Fighter 4 was the main attraction at the recent EVO tournament. Street Fighter as a series has been a pillar in competitive communities and almost any gamer has seen the YouTube clip of "That EVO Moment". It is a game that welcomes newcomers, particularly with the skill rated Tournament system. While that is flawed in that people who have never played the game are lumped in with people who just haven't ventured online as yet, the order is quickly restored. A round limit of 99 seconds, which is rarely reached, also limits the amount of pride damage a player must take. Of course, it could use a couple of tweaks but that is what this model is supposed to represent.

Warsow: Warsow has the potential to be a great eSports game; it is designed for competition and is free. However, in order for it to be a success, the learning curve needs to be flattened (the game needs to be 'noobified' as some would say). As it currently stands, there are a number of different moves that can be pulled off by characters with a combination of buttons (and wall positions) but there are also two types of ammo for any weapon along with all the powerups that duel fans are used to seeing. Warsow could benefit from a skill tier rating like Quake Live has in place so that new players can slowly adapt to the game in a safer environment. The potential is there to become a popular duel game, and a great eSport, but it is currently too intimidating for new players.


There is no denying that modifications are, and will continue to be, important for eSports. It is the continuous after-support that allows for a game to be tweaked to perfection. The model outlined above whereby a game gets a certain period of time as THE competitive game also allows for this 'tweaking to perfection' to actually take place. eSports has the potential at the moment but I believe that it is only through the emergence of mod teams and support of modifications that it will reach its full potential.
Edited by sabre0001 at 08:25 CDT, 26 September 2009 - 4241 Hits
Quakecon Interviews: RazerJ (137 comments)
Posted by Dird @ 04:15 CDT, 15 August 2009 - iMsg
In the build up to the upcoming QuakeLive QuakeLive tournaments at Quakecon I have interviewed a series of players to gain their thoughts on the current state of the game as well as the Gaylord showdown. The interviews are as follows:

Sweden Therese "g0d-trito" Andersson.
Sweden Pelle "xlo^fazz" Söderman
United States of America Chance "EG|Chance" Lacina
France Pierre-Emeric"fnatic\l1nkje" Portier
China Fan "RazerJ" Zhibo
Article Page: 1, 2, 3, 4, 5 || next page >>
Edited by Dird at 04:25 CDT, 15 August 2009 - 81764 Hits
Quakecon Interviews: dkt (59 comments)
Posted by nineX @ 14:07 CDT, 12 August 2009 - iMsg
I was able to get ahold of some of the professional players as they stepped out the door to head to Dallas for this year's QuakeCon event. Check back later for more.

United States of America Dave "eMg.icel0re" Ritson
United States of America Brian "grav`dkt" Flander
Article Page: 1, 2 || next page >>
Edited by Dird at 14:25 CDT, 12 August 2009 - 36999 Hits
Interview of GaB.burnedd for lan-area (16 comments)
Posted by Ser @ 11:16 CDT, 8 August 2009 - iMsg
As a belgian Quake Live player, I could not resist to interview our best dueler. GaB.burnedd is only 14 years old, and he's on a good way to become one of the top european players.

The interview is in french, but I hope the subtitles will be understandable for everyone. Feel free to leave your comments if you see something I can improve for next interviews.

Hope you will enjoy watching :)

The interview is availaible on lan-area.be (BE).
Edited by xou at 20:08 CDT, 8 August 2009 - 7434 Hits
TS-509 Review! (41 comments)
Posted by link @ 15:12 CDT, 13 July 2009 - iMsg
This is a review of the QNAP TS-509 PRO

The TS-509 PRO is a NAS with a lot of extra features, ranging from web server with PHP/MYSQL to torrent client. I personally think this product is perfect for smaller companies ranging from 2 to 5 people. It's also good if you are a household that needs a lot of data storage... or just like cool toys :)

I'm writing this review because I love to read amateurs opinion on different hardware so i decided to make one myself. I got this NAS because we needed one at work for backup. I did some research and this felt like a very valid option. You'll find more background information inside the article.

Press next page to start reading!

If you have any questions just let me know!
Article Page: 1 || next page >>
Edited by Paladia at 16:04 CDT, 13 July 2009 - 27888 Hits
Sun Tzu: Quake Edition (2 comments)
Posted by fams @ 07:55 CDT, 29 June 2009 - iMsg
In the third and final edition of the ‘Art of War’ series, we will be focusing on relating the book to Quake. In this edition we will be focusing quite a bit on how to think differently, and the reasoning and thought process behind using unorthodox strategies and movements.

Quake is a game of constant strategy and adaptation. Simply relying on aiming and item timings will not win you games against skilled players.

As the Sun Tzu series comes to a close with Quake, there seems to be a reoccurring theme in what Sun Tzu focuses on, and that is how you think, adapt and prepare for each situation, so keep that in mind.

You can find it on fnatic.com.
Edited by xou at 11:11 CDT, 29 June 2009 - 2831 Hits
Management 101 (No comments)
Posted by fams @ 23:40 CDT, 15 June 2009 - iMsg
Excerpt--

"“We don't force them to practice; they have their own practice methods. However, I will supervise their practices, if they don't have enough practices or don’t put enough effort in on them, I will point that out and let them fix it by themselves.” – Pei ‘King’ Le

Teaching your players responsibility will instill in them a professional attitude towards their career, and their teammates. It is one thing to be a team slave, and baby your players day in and day out; teaching your players on the other hand, ensures growth. You can be bogged down with the same work every day, or you can teach your players, and they themselves can take charge of their lives and careers, allowing you as the manager to help grow them as players, and the team/players brands as well."


To view the full piece, click here.
2978 Hits
E-Sports Full of Holes (6 comments)
Posted by fams @ 10:40 CDT, 3 June 2009 - iMsg
My latest article. Here is an excerpt

"Without a union to delegate problems such as these for teams, teams will come and go, sponsors will come and go, and so will E-Sports. There is nothing stopping any organization from torpedoing another organization. An E-Sports union that openly address’ the concerns of teams, fans, players and sponsors and helps direct things in a positive manner would go a long way to smooth things over. This would allow for problems to be solved in a way that everyone involved benefits.

On top of everything, there is no governing body to say ‘this is right, this is wrong’. Different from a union in the sense that the union is more of a comity of the teams/sponsors/players/fans and presents their cases to this ‘governing body’; the governing body would delegate trades, sanction events, determine pro status’, delegate payment of prize money/salary and other things that are, as of now, left up to each individual to try and work out for themselves. E-Sports is an industry with no rules or regulations, anyone can do anything they please; a model which has not worked out that well thus far."

You can view the full piece here.
5702 Hits
STUDY LINKS AGGRESSION TO BALDNESS (29 comments)
Posted by vorpal @ 12:19 CDT, 31 May 2009 - iMsg
A STUDY CONDUCTED AT THE UNIVERSITY OF ARIZONA AMONG 10 MALE GAMERS SHOWS A CORRELATION BETWEEN ANGER AND MALE PATTERN BALDNESS. THE SUBJECTS WERE EXPOSED TO 10 MINUTE DUELS WITH CURRENT QUAKE 3 CPMA NORTH AMERICAN CHAMPION MICHAEL 'VORPAL' HALL. EIGHT OF THE TEN SUBJECTS DEMONSTRATED INTENSE FITS OF ANGER WHILE PLAYING. ONE SUBJECT KNOWN AS SANDER 'VO0' KASJAAGER EVEN WENT AS FAR AS TO THROW A CHAIR IN THE TEST ROOM.

OF THE EIGHT PLAYERS WHO WERE PRONE TO FITS OF ANGER WHILE PLAYING VIDEO GAMES, SIX OF THEM WERE ALREADY SHOWING SIGNS OF EARLY ONSET MALE PATTERN BALDNESS. MORE RESEARCH IS TO BE DONE ON THIS SUBJECT IN THE FOLLOWING WEEKS, HOWEVER THE SCIENTISTS ARE VERY CERTAIN THAT THE RESULTS WILL STILL BE CONCLUSIVE EVEN ON A LARGE LEVEL. DR. LIONEL RICHIE COMMENTED "THOSE FUCKING NERDS BETTER WATCH THEIR TEMPER, OR ELSE THEY ARE GOING TO END UP EVEN MORE FUCK UGLY AND PATHETIC THAN THEY ALREADY ARE."

THE FOLLOWING PICTURE IS A DOCUMENTATION ON THE PLAYER SANDER "VO0" KASJAAGER'S MALE PATTERN BALDNESS. THE RESULTS ARE SHOCKINGLY CONCLUSIVE.

http://xs139.xs.to/xs139/09193/vo0940.jpg
Edited by vorpal at 12:39 CDT, 31 May 2009 - 15045 Hits
E-Motions (No comments)
Posted by fams @ 04:26 CDT, 27 May 2009 - iMsg
Emotions play an integral part in E-Sports, from how people make decisions in game, to how people decide what team they want to play for or what organization they want to work with. Little do people realize that E-Sports is very much a business, and that to make the most logical decisions you need to think analytically not emotionally. However that doesn’t generally happen in E-Sports, at least not yet.

We spoke to various experts around the E-Sports industry and asked them what they thought about emotions and their effects on game-play, personal lives, decision making, coping strategies and more.

Interviews contained--

djWHEAT
Sky
hotlips
Vertigo
Jason Bass
Stephano

fnatic.com

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Edited by iniiiiiiii at 05:16 CDT, 27 May 2009 - 2713 Hits
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