The eSport For Everyone
With the wide reach of its 20 year old brand, Pokémon not only attracts young and old alike, it gives them all places to play competitively. Currently, officially sanctioned Tournaments are divided into three groupings based on age. Due to this, all ages can compete against like minded fans for glory. Being able to entertain the entire family unit is very important. Just like kids have their favorite Quarterback or Goalie, kids being able to cling to a Pokémon or Trainer is crucial for future widespread success as an eSport.
Other eSports have also tried to reach out to a wider audience. League of Legends, most notably, is being played competitively in High School and College circuits. This type of forward thinking is fantastic! eSports are much more cost effective to pick up for a school then traditional sports. Building a venue and buying equipment can be very costly endeavors. However, eSports provide the same type of team building and competition, but in a much more feasible package. This can especially become appealing for schools such as charter schools and other private schools.
Accessible But Not Accessible
Pokémon finds itself in a unique position to exploit these facets of the new and emerging eSports market. One fatal flaw really stands in its way, accessibility. While the Pokémon franchise is totally accessible from a gameplay standpoint, it has a long way to go from a hardware standpoint.
Fact is, the main series of Pokémon games can only be played on a 3DS, or one of the DS spinoff consoles. This alone means that anyone who is interested in playing Pokémon competitively must invest in a 3DS, even if they have no interest in any other game on the console. Furthermore, the 3DS prevents Trainers from being able to stream or compile otherwise interesting content related to the games without hacking or modding their console. Such restrictions really put a stranglehold on the competitive community.
Contrast that with the ease and openness of most of the popular eSports out there currently. DOTA and LOL both provide play with a free to play PC client, with modest minimum requirements. Pair that with the ease of streaming gameplay and hosting content such as Let’s Plays. Letting passionate fans share their experiences helps to spread the energy of the competitive community. This usually results in new people chasing a dream of playing in the top tier.
It All Comes Back To Money
Promoting a successful sport comes down to one thing, money. Providing enticing rewards provokes competition. This draws competitors, which can bring in viewership, which can then be marketed. Pokémon fails utterly and completely on this point, compared to DOTA’s million dollar prize pools. Such as the DOTA International 2016 where the winning team took home a prize of over nine million dollars. While Miguel Marti de la Torre, who took place at Pokémon’s European International, won a measly five thousand dollars.
That disparity in winnings just cannot stand if Pokémon is to be taken seriously as an eSport. There is no doubt that Pokémon is a lucrative brand, TPCI should open it up and share it with the fans. Maybe turn the World Champion into a figurehead of the Pokémon brand for a year. Let Trainers share their passion with their friends, and just make loving competitive Pokémon easier all around.
In the age of viral marketing, Pokémon’s place on such a restricted console really hurts it. Couple that with a lack of substantial rewards for the work it takes to compete and it is not hard to see why so many shun competitive Pokémon.
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