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Thu, February 9, 2023 | 05:28
Companies
StarCraft II championship launched
스타크래프트2, 세계 통합 프로게임 리그 열려
Posted : 2013-04-03 17:01
Updated : 2013-04-03 17:01
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By Cho Mu-hyun

Mike Morhaime
Mike Morhaime
Blizzard Entertainment CEO Mike Morhaime said Wednesday that it has launched a world championship series Wednesday for its strategy game StarCraft II.

"We are here today to announce a massive partnership that unifies StarCraft II and eSports under one global system, reducing schedule conflicts of major international events and creating a global ranking system that will allow us to determine who the top players in the world are at any point of time," said Morhaime at a media event for StarCraft II World Championship Series (WCS) at InterContinental Seoul COEX, Seoul.

"The growth of the ecosystem has accelerated for the past couple of years, all of us (Blizzard and partners) felt that it was important to work collaboratively to adapt to the changing environment," he added.

From now on the disparate eSports, or electronics sports, leagues played in Korea, Europe and U.S. will come under the new system, said the CEO.

"We strongly believe that the launch of WCS will be a catalyst for the growth of eSports," said Jeon Byung-heon, chairman of Korea eSports Association (KeSPA), also at the event.

The chairman said KeSPA plans to fund amateur tournaments together with Blizzard.

Each region will run 3 seasons, and five top ranking players from each region will compete in a global, grand final at BlizzCon, a popular game show organized by Blizzard this November in California. Starting next year, there will be 4 seasons, one per quarter.

All matches worldwide will be broadcast by onGamenet and Gom TV. A new global ranking will also be launched allowing fans to access player information.

Major League Gaming will run the leagues in the U.S. and Turtle Entertainment in Europe.

Players can also take part in leagues in different regions where they are not based. "It will be a positive impact on the rest of the world, some amount of Koreans competing in North America and Europe will increase the competitive bar," said Morhaime.

Players can also get "points" from no-WCS tournaments that will be reflected in their rankings for the championship. The CEO declined to comment on how these points will be measured but said it will be revealed soon.

On why China and Taiwan, where the popularity of eSports is rising fast, was excluded, Morhaime said the three regions chosen were "the most mature" and that the company was open to including other regions at a later date.

WCS is currently for individuals, but the CEO said it could run team leagues in the future.

Blizzard released the first expansion pack to StarCraft II, Heart of the Swarm, last month worldwide to boost the offering's popularity. The original game was launched in 2010.

The growth of eSports was significantly boosted by Korea's active leagues and the popularity of the title's predecessor StarCraft fifteen years ago. The game has rejuvenated gaming culture in PC bangs, or Internet cafes, and a strong professional league.

The popularity of Blizzard games, including the Warcraft and Diablo series, have made the U.S. company a household name with vast cultural influence here.

Game channel onGamenet was the first to organize a league for StarCraft.

Though Korea is not the most lucrative market for game makers, the country's competitive eSports league serves as an important barometer for them on where their game play evolves.


스타크래프트2, 세계 통합 프로게임 리그 열려

국내 지역별 리그, 세계 최초로 4일 서울서 개최

인기 게임 스타크래프트2의 세계 통합 프로게임 리그가 열린다.

블리자드엔터테인먼트는 3일 오후 서울 삼성동의 한 호텔에서 기자간담회를 열고 스타크래프트2의 글로벌 e스포츠 랭킹 시스템인 월드챔피언십시리즈(WCS)를 도입한다고 밝혔다.

지금까지 스타크래프트2 리그는 국내와 유럽, 미국 등지에서 산발적으로 열려왔으나 WCS가 도입되면 전 세계 프로게이머들이 하나의 시스템 내에서 경쟁하게 된다.

WCS는 지역별 리그에서 높은 점수를 얻은 프로게이머들이 11월 미국 캘리포니아에서 열리는 블리자드 행사 '블리즈컨'에서 대결을 펼치는 방식으로 진행된다.

블리자드는 WCS의 도입을 'e스포츠 종주국'인 국내에서 연 데 이어 세계 첫 지역별 리그 개최지도 한국으로 정했다. 국내 지역별 리그는 4일 서울 강남의 곰TV스튜디오에서 열린다.

국내 지역별 리그는 CJ E&M 온게임넷과 곰TV가 번갈아 주최하며, 미주와 유럽 대회는 각각 메이저리그게이밍(MLG)과 터틀엔터테인먼트가 맡는다.

이날 행사에 참석한 마이크 모하임 블리자드엔터테인먼트 대표는 '(e스포츠의) 변화하는 환경에 적응하기 위해서는 파트너들이 서로 협력하는 것이 중요함을 느꼈다'며 'WCS가 출범함에 따라 탄탄한 토대가 마련됐다'고 말했다.

그러나 지난 2010년 이후 프로게임 리그와 관련한 스타크래프트 게임의 저작권 문제가 불거진 이후 다소 수그러든 국내 e스포츠 인기가 WCS 도입으로 회복될지는 미지수다.

당시 블리자드는 국내 프로게임 리그가 자사의 게임을 쓰고 있으므로 저작권료를 내야 한다고 주장했고, 한국e스포츠협회(KeSPA)는 '스타크래프트는 이미 공공재적 성격을 갖고 있다'고 맞서 분쟁이 시작됐다.

이후 국내의 상당수 e스포츠 팬들이 이 게임을 이용한 프로게임 리그를 외면하기 시작했으며, 그 영향으로 후속작 스타크래프트2도 국내 흥행에 실패했다.

온게임넷을 운영하는 CJ E&M의 김계홍 방송사업부문 대표는 '팬들이 떠나면 e스포츠는 존재할 수 없다는 결론을 내렸다'며 '깊은 반성의 결실이 WCS의 출범'이라고 말했다.
Emailimpale@koreatimes.co.kr Article ListMore articles by this reporter
 
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