Legitimizing Esports and the Role of the Developer
· 5 min read · 2 figures
Esports spent the last decade trying to prove it belonged beside traditional sports. It built leagues, sold franchises and borrowed the structures through which established sports organize their competitions.
Ultimately, a sport depends on people believing it is worth getting good at. If a developer wants to sustain that commitment and build a legitimate esport around its game, I think two conditions must hold:
- Exceptional teams have a meaningful route to the highest level.
- What they learned last year is still substantially worth knowing this year.
Or simply, merit must rise, and mastery must last.
In esports, we usually discuss the first through league formats and the second through patch notes. The connection is easy to miss: a pathway can be open on paper while repeated relearning makes the investment too costly.
First, esports places few obvious physical limits on who can become exceptional. That possibility is what makes esports beautiful. Second, the developer controls both the rules competitors master and the pathway through which that mastery is rewarded.
Unlike traditional sports, the same institution can decide both who gets to rise and how long mastery remains valuable.
Merit must rise
If merit is going to rise, a competitive system first has to discover it.
Basketball has an unusually visible predictor in height. Formula 1 filters potential competitors through an exceptionally expensive development route. Esports sits elsewhere: development costs vary by title and circumstance, but serious competition is accessible to a comparatively broad population while appearance reveals little about who might become exceptional.
Figure 1 compares how much elite potential can be inferred before competitive performance is observed and how much an individual or household must spend to become a credible prospect.
On these dimensions, esports more closely resembles activities such as football, chess and distance running than basketball or Formula 1. A broad population can develop ability while organizers have limited ability to know beforehand who among them might become exceptional.
That matters because the less reliably talent can be identified in advance, the more important competition becomes as the discovery mechanism. Open qualification gives overlooked players and improving teams repeated chances to reveal their level.
This is especially important while an esport is young and its strategic ceiling is still unknown. Every serious competitor is another attempt at solving the game, and some will discover strategies or styles the established field has missed.
A wider competitive field therefore helps discover the limits of the game itself, raising the standard of play over time. Open competition creates the conditions for merit to rise far enough that greatness becomes visible.
A franchised organization has every reason to sign the best players it can find, so a closed league can still discover and reward exceptional individuals. What it cannot guarantee is that an exceptional team can earn its way in by winning.
Mastery must last
A live game benefits from attention. New content, balance changes, and fixes give players reasons to return and signal that the developer care.
But competitive games also evolve through their players. One team finds a winning strategy, opponents study it, counters emerge and the original strategy evolves in response. This is how a sport deepens: knowledge accumulates as competitors solve one another within a stable enough ruleset.
Frequent, substantial changes can interrupt that process. Maps, characters, and weapons contain months or years of accumulated timings, setups and decisions. Changing them can render that preparation less useful and cut short the cycle through which strategies are tested, countered and refined.
A competitive game therefore needs enough stability for that cycle to play out. Otherwise, adaptation to the developer begins to replace adaptation to the opponent.
Mastery lasts when competitors are allowed to push the limits of a game faster than the developer moves them.
Two levers
Unlike most traditional sports, developers can influence both the rules being mastered and the pathway through which mastery reaches professional competition.
Valve used that power to make competition more contestable. Its 2023 announcement, A Level Playing Field, introduced requirements intended to constrain privileged relationships between teams and tournament organizers and move invitations toward rankings and open qualification [1].
The Overwatch League represented another model. Admission was tied to city-based franchises with reported initial fees of $20 million. Blizzard confirmed the league's transition away from that structure in 2023 after teams voted on whether to continue under the existing agreement [2]. Its end had many causes, but the franchise model illustrates the distinction at the center of this essay: purchasing admission is not the same thing as earning it through competition.
What matters is whether the system preserves the two conditions:
- Can results carry outsiders upward?
- Can competitors build on yesterday's mastery rather than repeatedly replacing it?
The developer's role
When designing a league, the developer should ask whether teams proving themselves below it can earn their way in.
When changing the game, it should consider what competitive preparation the update displaces and how much time players have to rebuild it.
A roster spends years learning how to think together. That work needs somewhere to go and enough continuity to remain useful when it gets there.
A legitimate competitive institution can set an extraordinarily difficult test. It should let the result count.
References
- Valve. “A Level Playing Field.” Counter-Strike, 3 Aug. 2023. Official Counter-Strike source. The post states that invitations to tournaments will be determined by Valve’s ranking system or by open qualifiers, organizers may not hold conflicting business relationships with participating teams, and compensation must be public and based on inspectable criteria. The requirements were announced to take effect in 2025. ↩
- Chalk, Andy. “The Overwatch League Is Officially Dead.” PC Gamer, 8 Nov. 2023. PC Gamer source. Reports initial franchise fees of $20 million, a majority of teams voting to exit, and Blizzard confirming the transition. The article also notes pandemic disruption and the loss of sponsors and a Chinese publishing partner, so the closure has more than one cause. ↩
Figures
Figures 1 and 2 are conceptual diagrams. Neither uses a numerical scale.