Only
a few years ago, esports were operating out of makeshift studios. Today’s
events use OB trucks and professional broadcast equipment to push the limits of
live.
It is arguably the
second truly global sport after football and continues to outpace growth
predictions. Game-streaming platform Twitch registered 355 billion eSports hours
viewed last year, and market intelligence company NewZoo forecasts the industry
will be worth $1.6bn (£1.2bn) by 2021.
Will Waters, vp of
‘customer success’ at NewTek believes the reason for this popularity “has a lot
to do with the live aspect of the events and the excitement of ‘anything can
happen.’”
Its rise also goes
hand in hand with higher production values, demanded by broadcasters like Sky
and ITV (partnered with esports network Ginx) and by enthusiasts themselves.
“Esports audiences
are generally much more attuned to experiencing higher-quality because many
games are available to play in HDR and UHD,” says Jens Fischer an account
manager for broadcast equipment vendor EVS. “The digital engagement or social
media aspect of gaming is also an important part of the live events. Not only
do audiences want to see the best possible quality, they also expect a more
engaging live experience.”
All of which has
prompted eSports producers to upgrade their kit and work with vendors more
associated with live TV outside broadcasts.
“A major difference
between conventional sport and an eSport event is that the audience at the
venue don’t just want to sit and watch the game. They want to be truely
involved,” says Fabian Leimbach, technical director at ESL, a leading eSports
producer and event organiser.
ESL’s UK studio
operations in Leicester has room for several teams of gamers, commentators and
an audience of up to 100 fans. The largest studio broadcasts 3-4 times a week
and includes a range of products from Ross Video.
“We wanted to take
a step up from our previous equipment and create slicker and more
professional-looking broadcasts, but also wanted to ensure that these
broadcasts could be easily and consistently run by the people on the team who
aren’t broadcast engineers,” says Sam Deans, ESL UK’s production director.
OB trucks rollup
Esports is one of
the few sectors actively embracing large trucks and flypack formats. “Esports
companies like to make a statement to their tech oriented fanbase, and a large
truck/flypack definitely adds to the wow factor,” confirms Marc Genin, vp,
Gearhouse Broadcast USA. “I would say that, currently, esports is probably the
only growth market for large trucks outside of entertainment.”
He finds similarities
with the music and entertainment market where the first thing an esports
company looks for in a city is a venue with status – a Hollywood Bowl or Royal
Albert Hall. “These venues add to the excitement level of the event and add
kudos. Of course, most of these venues do not have a large control room and
typically have a screen control room only. The only alternative is to bring in
a large truck or flypack to service the event.”
On some events such
as Call of Duty, the client will
supply the qualification infrastructure that is typically a ‘multiple
production in a box’ solution as made by Ross Video, NewTek or Blackmagic
Design. Again, there’s a demand for high quality broadcast equipment for the
main programme for which a large truck/flypack is the answer.
“It has the
capability to take in the client supplied feeds and mix them into a full
broadcast production. In short, high production values for a major tournament
are always asked for.”
There are unique
challenges that come with an eSports event that are typically not a part of a
traditional sports production such as working with non-broadcast standard resolutions
and framerates. Other challenges, depending on the gameplay, include capturing
a massive number of players both in the gaming environment along with POV
cameras.
“Esports producers
are pushing the limits of broadcasting equipment to tell the story,” says
Waters.
According to
Fischer, “Previous workflows for eSports have been built around whatever
technology was readily available. This means that production teams work much
more on-the-fly, creating very imaginative programming. The teams’ approach to
using more broadcast-standard equipment is to find the most interesting way to
produce their live shows, using the technology to their advantage as much as
possible.”
EVS worked with ESL
to create first-of-their-kind in-game replays for live esports tournaments –
something akin to output that would be delivered to fans watching any football
or basketball game.
“For ESL’s
first-person shooter games, we worked out a way to place observer PCs into a
live game to view the action as if they were cameras,” explains Fischer. “Feeds
from these are recorded in the PCs’ native 120Hz and ingested by the EVS
server. ESL’s technical team use an LSM controller to create a replay in the
same way they would for a traditional broadcast, slowing down the feed to the broadcast-standard
60Hz. This creates a half-speed replay with completely smooth playout and
absolutely no loss of frames.”
ESL also deploy EVS
DYVI which is a video switcher built on a IT/software-defined architecture.
This means ESL can create a program setup within DYVI for each of the games
played at any given tournament. Then as live production begins, the technical
director can instantly recall the games’ configuration with the press of a
button and begin cutting together a programme without any unnecessary delay
between events.
It’s not all EVS
kit at ESL. The producer also uses the Ross Video Carbonite Black production
switcher and XPression graphic platform.
Higher frame rates
The typical
streaming format for eSports is 1080p/60 or 50 which mirrors that of gaming
machines. “There’s no option other than to broadcast fast action games like Overwatch or Fortnite in anything else,” says Fischer. “Audiences at home just
wouldn´t accept it.”
Higher resolutions
and framerates are nice, but it is arguably better to have a stable stream for
the viewer to watch than to drop frames or risk buffering and lag.
“Viewers are quick
to point out technical difficulties in the production and will move on when
presented with a poor experience,” says Waters. “HD in 1080/60p will be
dominate for now, but as bandwidth and computing costs continue to fall, more
viewers will look to UHD streams of their favourite eSport event.”
Production
Associates and Fanview used Forbidden Technologies’ Blackbird Forte cloud video
platform, for pre, live and post-event production for an Epic Games-hosted Fortnite Celebrity Pro-Am tournament
at E3 in LA. The core technology is the Blackbird codec which gives producers
the ability to ingest video and edit in the cloud with little if any latency.
Drawing from traditional sports
There is evidence
that eSports are most successful when they draw directly from the editorial
presentation of mainstream sports.
Multiplayer
Online Battle Arenas (MOBA) games for example account for more than half
of Twitch’s eSports viewing and take the lion’s share of tournament prizes –
The International 2017 had a prize pool of $24.69m (£18.68m).
“Much in the MOBA
world will seem alien to fans of traditional sport but, ignoring the specific rules
and instead looking at movement, balance, objectives and map design, some
familiar themes emerge,” observes Jonathan Broughton, lead analyst for
the Insight arm of Broadcast Intelligence.
These include designated
boundaries (like the markings on a football pitch); player positioning; and
team tactics (when to defend or attack).
Esports fans have
also begun to mimic the habits of traditional sports viewers. “Teams are more
important than players, transfer windows are eagerly watched, and a significant
proportion of audiences now comprise non-gamers who are simply fans of the
format,” suggests Broughton. “Friendly areas must be defended and opposing
areas attacked – leading to a balanced approach that normally results in
offensive and defensive player roles being assigned.”
Waters identifies
the “drama created by rivalry, tension and release between players as they
interact with the game, announcers that narrate the gameplay and commentators
that analyse the player choices. These are the elements that great video
directors use to create narratives that capture viewers and make them eager for
more.”
There is a lot more
involvement with the live event too that in some cases include covering live
bands at the finale. “Esports in truly a hybrid of both sports and entertainment
from the facility perspective,” declares Genin.
To broaden its
reach, ESL has evolved the live programming of the IEM events to feature
similar elements to those in television sports. Pre- and post-game programming,
half time shows and expert punditry are now staples of ESL’s events.
At the same, the
nature of internet-only delivery and the pace of many of the games being
played, means the speed of program production is very important. “During a live
esports game, anything three-minutes old is forgotten,” said Simon Eicher,
executive producer at ESL. “Our live programming and our social media content
is what engages the fan base. Therefore, we need to be reactive, creating and
delivering these supplementary assets as quickly as possible.”
Statistics are
another inseparable component from the games. Tools like recorded replays and
match histories create an abundance of data, all instantly available for public
consumption. As in-game events occur, they are recorded and logged, and different
programs or models can scan those logs for information. Every swing of an axe,
movement around the map, and coordinate location can be noted.
“Personally, I
wouldn’t even try to compare eSports with actual sports,” says Leimbach of ESL.
“I’m talking about quality but production technique. We don’t want to be a
sports broadcaster because we would lose a lot of the things that make eSports
dynamic and unique.”
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