3 ms·
There are 1v1 FPS titles, namely Duel games like Quake, Unreal Tournament, etc. which don't have this problem. For team FPS games it's certainly an issue, but
by corin_ 14y ago
There are 1v1 FPS titles, namely Duel games like Quake, Unreal Tournament, etc. which don't have this problem.
For team FPS games it's certainly an issue, but not necessarily an insurmountable one. For starters, we've already seen that there are plenty of people happy to watch it (a Counter Strike tournament earlier this year saw 77k concurrent unique viewers for its final match).
Good commentators play a big part in this, it's their job to help viewers understand the big picture and understand what's going on all over the map, not just where they're looking.
One option, that hasn't often been used but is certainly a potential solution, is to have a slight delay on the broadcast, just 30-90 seconds to allow the cameraman/men to know what action is about to happen and show it appropriately.
Generally speaking, the view on esports streams is usually controlled by a single person, often one of the commentators, but with a slightly bigger budget there are other ways to play around to get the best footage. For example there was a league called the Championship Gaming Series a few years ago, they were News Corp. owned and had $50m in funding (there's a whole long story here that I won't go into) - one of the games they used was Counter-Strike: Source, and rather than the usual production standard of taking a feed from one client which changed views repeatedly, they had one client spectating each player, and a number of other camera angles set up, then did standard TV production to switch between them, which was a big improvement. But hey, those shows were produced by 13 (if I remember the number correctly) time Emmy-award-winning sports producer Mike Burks who had experience from NFL and a bunch of other sports.