Tuesday, May 13, 2014

TF2- The competitive scene

The 2014 International Dota 2 Championship gives us a glimpse of what eSports could become in the future: it's own arena, millions of fans across the globe watching, casters screaming and shouting along with the ensuing action, fans in the stands cheering and waving flags, and a fucking huge prize pool (every gamer was stunned when the first International's prize pool of $1 million was announced; the current prize pool has already skyrocketed above $4 million). 

A lot of veteran TF2 players have been wondering just why TF2's competitive scene isn't as supported or prevalent as, say, Counter-Strike: Global Offensive or Dota 2. After all, TF2 has been Valve's flagship game for sometime. Let's take a look at TF2's competitive scene and some of the hurdles I see it trying to pass.

6v6 tf2 wiki represent

1. The stale metagame
Both competitive formats (6v6 and Highlander) pretty much have all the plays written down: roll-outs, optimal sentry locations, and methods to push have all been figured out.  Variety does arise from different combinations of weapons, but for the most part the competitive community has long figured out which weapons are optimal, situational, and simply not used.

A system of picks and bans regarding weapons was proposed, but items themselves do not necessarily counter each other as much as the different classes countering each other (unless you're talking about the mediguns which arguably dictate the entire game dynamic- but even then, there are only four of them right now and that's just one class).

Class based variety may be locked down in Highlander where one of each class is in the fight, but 6v6 shows more promise in that the dynamic runs mobile, generalist classes and runs specialists when needed.

2. Games are boring to watch
The stale metagame lends itself well to this one. 

The first couple of times watching a game can be exciting, but after awhile even the casual observer will begin to notice repeated trends. Roll out, get an uber, push. Many of the fights are at the mercy of execution rather than some grand tactic or strategy and that's fine: that's inherent with TF2. 

Minor tactics such as positioning is crucial, but once you get past that, you'd better start landing those airshots and meatshots. Big airshots and crazy kill streaks, while exciting for a moment and worthy of a montage, are difficult to come by (let alone if the casters catch it on camera) and simply not enough to make the entire game fun to watch.

3. Difficulty of access
This is a big one.

The easiest way to increase prominence is to simply have more people play competitive formats of TF2. The best way of doing this would be to implement in-game lobbies that would allow for 6v6, Highlander, and maybe even custom formats to be set up. Despite TF2 personalities like eXtine and Sal pushing for in-game lobbies, we haven't gotten them. While there are some very neat third party lobby systems, most TF2 players do not know about them or are not motivated to try them; consequently, many TF2 players have never even tried competitive formats of TF2.

Most systems today can be a hassle as well. Wait times in lobbies can be excruciatingly long: just getting a simple game going can take as long as 20 minutes because nobody wants to play a particular class. 
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So how do we bolster TF2's competitive scene? Honestly, the developers can release as many new weapons as they like but the core metagame isn't going to change until some serious balancing or even potential reworks of weapons are done. The overall argument that TF2 was or wasn't designed to be played competitively is subjective and shouldn't be the focus of the debate. What we know is this: the game was originally balanced around nine classes for teams of twelve and the game definitely has a competitive spirit as much as it does a casual and laid back one.

why can i only wear one medal

Me personally, I just want a lobby system for TF2's competitive formats and some kind of progression system similar to Dota 2. Points can be earned to level up and every level up promises a new item with increasing rarity each time you level up. On top of that, I have always imagined a kind of trophy case for your TF2 profile where you get to show off medals and items from various tournaments and events.

I look at MvM as a good model for a competitive lobby setting: solo queue or party up, get sent to a server, and give people a limited amount of time to figure out who's playing what. In an MvM game, there is always a push for someone to play Engineer or Demoman and there is always a guy yelling "we don't need two snipers" or "why didn't you get this upgrade first." People will figure out over time that a competitive setting requires some core classes and if they lose they know who's fault it is. The emphasis on cooperation and team composition would also be taught through competitive play. 

Do I think competitive TF2 is fun to play? I've played a handful of games on lobby sites and I certainly found them fun. Do I think competitive TF2 is fun to watch? No. I feel that TF2 matches are boring to watch; the plays are repetitive and it's hard to get excited when the casters themselves are not excited. 

Competitive TF2 isn't about whether or not TF2 was intended to have a competitive scene or whether or not a competitive scene is viable: it's about winning a crowd. It's hard to work on that when the crowd itself is fairly small. If a competitive TF2 lobby and a competitive play progression system ever becomes implemented and is as accessible as an MvM lobby is, I feel that TF2's competitive scene would receive a greater amount of players and attention- it would breathe a new air of life into the game as a whole, too.

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