How Riot Games Transformed From One to Four Types of Esports within 12 Months

by carlparry on November 4th, 2020 at 1:19 pm

Riot Games headquarters

Only 12 months ago, Riot games stood as a firm that created a single video game only, and that was the League of Legends, and that entailed a single esports ecosystem that went global. However, on the 16th of October 2019, the company marked its one year anniversary, and it celebrated it with a video that revealed the list of new games that it was working on.

Currently, in 2020, the firm has not just launched three more games, but they now operate three different esports ecosystems. This somewhat rivals Valve’s foot in the door and Counter-Strike has inexplicably been responsible for some of the best CSGO gambling sites in 2020 which has allowed players to partake in skin gambling, item trading, games like crash, coinflip and jackpot and much more.

Throughout 2020, Riot Games have constantly been at conflict with Valve’s 2012 title Counter-Strike: Global Offensive. Despite not drawing in the same viewership or played hours as CSGO, Valorant still seems to be heading in the right direction.

The firm has succeeded in implementing a community centered initial growth system with the three new titles, including Valorant, Legends of Runeterra, and TealFight Tactics. Instead of running away with franchised leagues and million dollar prize pools, some form of breathing space was given to each of the titles by the publisher.

Through communication with organizers and teams, less intrusive support like incorporating unique features and funding of smaller prize pools would be provided. The senior director of global esports, Whalen Rozelle leads this growth strategy, and he does that by building on their experience from the evolution of the League of Legends esports.

According to Rozelle, one of the critical things which has been absolutely essential in helping them unravel how to get the best out of the strengths of each of their titles is the understanding of their communities, through partnering, participating, and listening.

Roselle went ahead to reveal to Esports Observer that they need to work with an approach that must be customized towards the needs of each game, while also considering the full scope of the global esports infrastructure of the group if they are to come up with very competitive ecosystems that will engage the players and fans for many more years.

An example to this is that the success that LOL has recorded globally has given Riot Games the chance to come up with regional esports operations across the globe. Each of the regions is spectacular and only people that work within the region would have a clearer understanding of the community engagement work, schedules, and formats over there. So, whenever they are searching to come up with an official global championship for TeamFight Tactics, Riot will study a region to know the most appropriate qualifying process for that region.

When 2020 wraps up, four global championship events would have been hosted by Riot Games for four games of completely different genres. In the coming years, there will likely be an increase in the number, as the publisher goes ahead to release the remaining titles that were announced in 2019, including a mobile LOL version and one fighting game.

The continuous expansion of Riot across the entire esports landscape must also create more partnership openings. Some of the non-endemic global brands have been brought into the space by the company, and they include Louis Vuitton, MasterCard and others. Having established those relationships, the multi-year established deals by Riot could be easily expanded to bring in international competitions in its other esports properties.

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