So in my writing class we had to write about a problem in a community that affected us. I wrote about our community, and I think the thoughts expressed in this paper might interest some of you guys, so I'll post it here. A bit of backstory about the paper itself, I worked on a much longer version of it over the course of the whole semester and lost it all because I didn't have but the first few pages backed up. The original paper included some really awesome statistics and sources, but oh well :(. The following is from a 10 hour marathon writing session that took place last night from 10pm to 8am. So, the paper's not quite as collegiate as I would have hoped it to be, but the points brought up, in my eyes at least are still valid. Shoutout to my bro Val for proofreading 2000+ words in half an hour on a Wednesday morning.
Sustainability of Online Communities with a Focus on Competitive Team Fortress 2
by KevinIsPwn
As foreign as the topic may seem to many, competitive video gaming is a rapidly growing hobby. Many different games are played at different levels, but competitive gaming is all a step up in skill from casual gaming. With worldwide tournaments boasting millions of dollars in prize pots, it is hard to ignore this cultural trend. In some countries, professional gaming is considered more prominent than professional sporting. This is only the case for a small group of elite, wildly popular games, though. In most games, the competitive community is driven by a will to improve and be great at something, even if that something is a video game. These communities, generally maintained over the internet, often boast an active player-base without assistance from the game studio which actually created the game. These communities typically fade out as newer games are released and players move on to different hobbies. This is the case for many online communities. As newer and better websites, games, and networks are built up, people migrate to those new things. One such community, the competitive Team Fortress 2 community, is in this situation. Some people would argue that this community is perfectly sustainable, but, in its current state, the competitive Team Fortress 2 community is not sustainable in terms of both finances and membership. In order to make competitive Team Fortress 2 a sustainable community in the long run, old members of the community must actively recruit new members, sponsors have to pick up high-level teams, and content creators need to produce high quality content targeted towards potential new players.
To start, sustainability is the long-term endurance of communities. It is most often used in ecology and is used to describe a system that is both productive and diverse. The word is derived from the Latin word "sustinere" which essentially means to "hold up." So, a sustainable community is one that achieves a long life by the means of being both diverse and productive. The sustainability of the community is directly correlated to the effort the community puts into growing the community.
Before getting too far in, it is important to note that competitive Team Fortress 2 is a unique game. A casual game by nature, Team Fortress 2- or “TF2”- has attracted a few thousand die-hard fans to devote incredible amounts of time into the game. Grant Vincent, a top player, has put over ten thousand hours into the game since its release in 2007. He has averaged four hours a day every day for the past seven years, a sixth of his life since the game was released. A player this obsessed is rare, but many people in the community have put several thousand hours into the game, yet no one is making a living off of competitive TF2. The will to make a living off gaming, present in larger competitive games, is not there in TF2. People play it because they love to play it.
There are a few types of competitive TF2. The format in which the highest level players play in is called "6v6". As one would expect, this format puts two teams of six up against each other. This format has half the number of players in each game as a casual format does. In TF2, the player gets to choose between nine classes to play. Each class has its own role, whether that is flanking, defending, attacking, healing, etc. Of these nine classes, only four of them are regularly used in "6v6". This is due to the power of these four classes in a smaller, faster playing environment. The community of people who have poured thousands of hours into the game naturally want to hone their skills in the most precise way possible. Because of this, these die-hard fans created this structured play style to promote the highest possible skill ceiling. These formats are wildly different from the original game, which to some is off-putting. However, the only changes in the competitive formats are made to make the game as fair as possible, and as fun as possible.
Recently, a large number of players in the community came out and said that they think Valve, the game studio that created TF2, needs to support the game for it to be sustainable for a long period of time. The competitive community wants newer players to be allowed to try competitive formats without having to do their own research to find info on the formats. Rather than recruit new players themselves, these people blame Valve for the lack of new players. It has been proven that games do not necessarily need developer support to create a huge competitive community. A good example of this is Nintendo's popular party fighting game, Super Smash Bros. The community has grown over the past decade despite Nintendo's to shut down the competitive scene (McWhertor). However, all the largest competitive games, or esports, typically are supported by the studio that made the game.
The competitive TF2 community has maintained a pretty consistent player base for the past seven years without support from Valve. Impressive as this may seem, barely breaking even with the same number of players each season is far away from guaranteeing a sustainable community in the long term. Despite multiple outreaches made by members of the competitive community, Valve has not implemented a competitive mode for players to play in-game. Valve’s unwillingness to support competitive TF2 is the root cause of the community’s current unsustainability. The most popular competitive games, also called “esports”, are all supported directly by the studio that created the game. For example, the video game “League of Legends” recently had a grand finals event hosted by Riot Games, the company that produced the game. The event broke 27 million total views (Chalk). By investing in the competitive scene of their games, studios invest in the future of that game. Powered by their drive to improve, players will devote much more time into the game than a casual player would, so where a casual player might play a few hours and then quit, a competitive player may play a few hours a day every day for several years. Valve recognizes this and supports other games it has made, but not TF2. Valve caters towards the audience of TF2 that makes them the most money. Players pay for sidegraded weapons, new miscellaneous items, etc (Suderman). The players that participate in this are often new, casual players that will spend a few dollars, play a few dozen hours, and never return. It makes more sense economically for Valve to release a new in-game hat for your character than fixing a glitch in the game. It’s easier for them to add a wacky mini-game than to host an international tournament. This all makes sense logically, but it’s unfortunate that it works out that way.
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