Plenty of good info so far, my analysis on the matter (aka wall o text):
Kragen said:
So far we have heard a lot of good arguments for 5v5 whilst the onlyest real arguments for 8v8 were "I think it is more fun" and "We allways played 8v8 for a reason !"
Can anyone make a pro/con list ?
Since only two things are being compared, I will simply list the strengths of both.
5v5
- Easier to make teams and there will be more teams
- Easier to keep track of individual players in an event stream (somewhat)
- Individual skill is more important
- Individual mistakes are more greatly punished (can be good or bad)
8v8
- Strategy is more complicated and has a higher skill cap (implicit with having to manage more people)
- Teamplay/coordination is more important
- Can use existing maps which have been used for years (may not be very important)
- Higher individual skill cap for awareness and game sense
- Individual mistakes are less likely to have severe impact (can be good or bad)
Let me know if I left something out.
Overall, I prefer 8v8s by a considerable margin, it is a key component in what makes warband unique and very challenging. Much of the skill behind 8v8 is in managing 8 players while still having individuals capable of being autonomous. This greatly rewards teams with cohesion and experience. To be honest, I don't think any team has even come close to the maximum potential for this game when it comes to strategy and coordination (the competitive community simply hasn't been large enough). I think 8v8 should continue to be the standard for top-level competition because of its' uniqueness and skill intensity.
However, I see no issues with also having 5v5 tourneys or LANs. I have yet to see a compelling argument to do one and not the other. Closest argument is essentially "it will take players away from the other formats", but I think that is up to the people. If it becomes a major problem where tournaments can't get enough teams, it can probably be reconciled then.
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On eSports, the key components I've seen for any "eSport" are (in no particular order):
- Availability to jump in a standard game
- Spectating quality
- Uniqueness (to some degree)
- Skilled mechanics
Warband is already unique and has a high skill cap, so the remaining elements to improve are spectating quality and game availability.
Spectating quality has come a long ways through the efforts of community members, the only remaining question is
which format is better to spectate? People have discussed this a bit, but I think,
for the uninformed viewer, a 5v5 is likely easier to spectate. The main objective behind a stream for new people is to display something visually appealing while showing off player's skills. This keeps the viewer engaged and entices them to play the game so they can be the one making the plays. In a 5v5 there is less distraction and more focus on individual skill to win rounds.
For informed viewers, either format is fine. It is easier for veterans to understand what players are doing from a distance, so you know when they make a big play.
Game availability is the biggest challenge for Warband, as it is super old and never had many people to begin with. Bannerlord should bring in a stream of new players upon release (assuming it is good
), but it is important to have a strategy behind keeping players engaged before release to continue getting more players. If the multiplayer server system stays exactly the same as it is now, I do not see any future for competition at an eSport level in Bannerlord. Why? It does not have the feel of a competitive game. Competitive games have defined competitive formats, and they ensure it is easy to play those formats. Without a matchmaking system for the competitive mode, the barrier to entry is too high for a more casual player.
How do we solve this problem? Here are a few ideas which may help.
- Define the competitive formats. Oh look, we are sortof trying to do that now.
- Support a matchmaking system for the competitive formats in the regular game. Every competitive game has this, it is necessary. While WBMM was fun for a while, and was a cool proof of concept, it obviously needs to be supported within the game to thrive.
- While supporting the matchmaking system, continue to support pub servers. Even with matchmaking for competitive, large scale battles via pub servers are still the backbone of this game (as the game was created with large scale battles in mind).
- Schedule regular events which are advertised in game. Rob has recently been doing pickup parties which are actually pretty fun. If this style of event was moved to an automated system which was supported and advertised in-game, I think it could do pretty well.
How should these ideas be implemented? Can go over that somewhere else, my wall o text is too large as is. Regardless, it would require in-game UI rework for finding multiplayer games.
If this is too divergent for this thread, sorry, I can copy pasta it somewhere else. (though this thread is literally titled "future of tournaments", so I figured broad was ok)