The securing will permit Twitch to tackle Goodgameโs exceptional administration bundle, and in addition its staffโs industry mastery and group initiative, keeping in mind the end goal to offer a much more extensive show of help and adaptation chances to the more noteworthy Twitch group.
As esports and live feature diversion television keep on growwing at a dangerous pace, publicists have attempted to see how to most adequately captivate and achieve this huge crowd. Goodgame has helped take care of this issue with a stockpile of new, non-customary engagement routines interestingly suited to the regularly developing advanced media group of onlookers. This, coupled with its endeavors to create clear measures for reporting and correspondence of quality to supporters, has permitted Goodgame to succeed at inviting real patrons and publicists into the group.
Under the authority of its CEO, Alexander Garfield, the organization has made a model that keeps players and substance makers concentrated on what they do well while adapting their work all the more adequately through ads, sponsorships, and marketing. With Goodgameโs particular ability set added to Twitchโs now industry-heading accomplice system, Twitch streamers will soon have considerably more approaches to construct their vocations as substance inventors.
I was never much of a team sports kid. I grew up in Philadelphia (where itโs culturally impossible to not passionately support your local sports teams), but when it came to actually competing, team sports werenโt my thing. I was a math, science, and music kind of kid, which meant that aside from always being the first to finish my times tables โ which is true, by the way โ I had to fulfill my competitive drive as a spectator. And those of you who are familiar with American sports know that investing yourself in the success of Philadelphia sports teams hasnโt paid off much over the past twenty-five years (apologies to the โ08 Phillies).
In the summer of 2002, I went to a LAN in the basement of my friendโs house. My rig was running a Pentium IV, and my monitor weighed approximately one thousand pounds. One of the guys at the LAN was an avid Counter-Strike player, so we all decided to try it out. I went 0-13 in my first game, and to say the least, I did not have fun. Guns with impossible-to-control hit patterns that become even more inaccurate if youโre moving in the slightest? I think my initial feedback was something along the lines of, โThis game is dumb.โ
Naturally, from that point on, I didnโt touch another game aside from Counter-Strike for about five years. I joined a team, played in amateur leagues and tournaments, and followed the professional scene closely. I bought a Steelpad S&S (SK Edition), and lost my mind when Sean โBullseyeโ Morgan single-handedly brought 3D back from the brink of defeat in overtime against 4Kings. I didnโt realize it at the time, but Counter-Strike actually played an important role in my life: it put me in touch with a competitive drive that I didnโt even know I had. It gave that part of me a voice. My Counter-Strike team was so much a part of my high school life that my mom suggested I write my college essay about it. I didnโt โ I told her that I couldnโt imagine any credible college understanding, let alone respecting, the value of esports. Now, universities offer esports scholarships and that same school I was afraid to tell about my hobby wrote an article about it in the college magazine. How far weโve come.
While I originally picked up Counter-Strike in 2002, I didnโt actually have a role in the esports scene until 2004, when I volunteered to do coverage for a Canadian team called Evil Geniuses. They werenโt the best team in the world (or even in North America, where they were in the top four), but they were my favorite team, by far. They were all close friends, and to me they were the shining example of everything that was great about esports: being friends and having fun while still taking competition seriously. I wrote a couple of articles for them, but it wasnโt long before the players were faced with what was back then an all-too-common problem: their manager had disappeared along with the teamโs sponsorship money, and they would have to disband unless new sponsors were found. I offered to help, and the players agreed to stay together if the support was there. It was, and we made it to CPL Summer โ05, where we finished second โ the upper bracket finals match between EG.ca and SK.swe is still one of my best esports memories.
More than a decade later, here I am running a company called GoodGame, which most of you guys probably know best for being the backbone of EG and Alliance, but which also does a bunch of other things within esports. In addition to supporting our two flagship teams, we operate our own tournaments; we work with personalities and live streamers (both competitive and non-competitive); we produce talk shows and other kinds of esports content; and we also help support third-party teams, players, and tournaments โ in some cases by funding them directly, and in other cases by helping them find sponsors and grow their businesses.
Iโm very proud of what weโve accomplished over the past ten years. Weโve had the privilege of signing some incredible players and teams, and weโve also had a lot of fun making those announcements (and announcements of announcements); weโve brought home championships in just about every major esports title; and in the past five years alone (since esports really started to pick up), weโve been responsible for funneling more than $10 million toward players, teams, tournaments, and other parts of the esports ecosystem.
If thereโs one thing Iโd ask you guys let me brag about unapologetically, itโd be that weโve done all of these things without the help of any kind of investment, venture capital, or other outside nonsense. Weโve gotten to where we are by working hard, and by prioritizing growth, player support, and the health of the ecosystem over our own, personal gain. Our companyโs profits have never gone into our managementโs pockets โ weโve always re-invested everything back into our teams, players, tournaments, and other projects โ and there hasnโt been a single moment in our ten-year history at which a player wasnโt the highest-paid person in the company.
Thatโs the truth. No hidden management bonuses, no Swiss bank accounts, no bullshit. On a certain level, itโs kind of funny that weโve developed a reputation in the community for, uh, rolling in money. Granted, we probably didnโt help set the record straight by doing this kind of stuff, but we figured that if the community liked us (or liked to hate us) in that role, we might as well run with it and have fun. We work in an industry built around playing video games โ if you take yourself too seriously, youโre doing it wrong.
Whatโs motivated us all these years, if not money? Itโs pretty simple: we love esports. Video game tournaments, held in arenas filled with thousands of screaming fans, and millions more watching online? Thereโs nothing cooler than that. Iโve been hooked since 2002, when we used to โwatchโ Counter-Strike matches on mIRC via text-based scorebots. I can say with confidence that the esports spectator experience has improved since then.
Iโve always believed that if the cool thing to do also feels like the right thing to do, then itโs probably worth doing. That philosophy has been the foundation for just about everything weโve done โ from our big-name player acquisitions, to us being one of the first tournament organizers to offer travel and hotel stipends, to the โ ahem โ generous player salaries weโre known for, to my very first task back in 2004: finding enough sponsorship money to afford five plane tickets and keep the team alive.
Now, this is the part of the blog where I acknowledge the fact that weโre two pages in, and I still havenโt said a single thing about the acquisition. I hope youโve found what youโve read so far to be useful and relevant โ I wanted to first provide some backstory and context, because I think itโd be really silly to try and explain why weโre aligning with Twitch (and why I think you guys should view it as a good thing) without first explaining what GoodGame is, and whoโs behind it.
Now that you guys have that context, let me explain why I sold the company.
Esports has never been bigger than it is today. It seems like every other day, we see a new article in a major publication, or a new media company taking a shot at producing or hosting esports content. Thereโs never been more mainstream interest in our industry โ which is a good thing โ but while itโs exciting, we need to make sure that interest is focused and channeled in the right ways if we want to keep growing our industry without breaking it. Thatโs why, now more than ever, itโs necessary for us to all work together.
Iโd like to think that GoodGame could play a role in helping get everyone on the same page. We understand things from the teamโs perspective; the playerโs perspective; the tournamentโs perspective. Weโve run many different kinds of esports projects, and we know what it takes to make them successful and sustainable. But at the same time, up until now our companyโs been just as consumed as everyone else by the day-to-day demands of running a business in a very competitive industry โ and itโs limited our ability to look out for everyone and think as altruistically as weโd like.
Thatโs why I decided to align us with Twitch.
This isnโt going to be one of those post-acquisition blogs in which the fact that thereโs money involved in the transaction is conveniently glossed over. Thereโs no doubt that being bought by Twitch means all of our employees will be taken care of very well. But at the same time, weโre talking about a group of people whoโve dedicated most โ if not all โ of their adult lives to esports and to growing this industry. Itโs a deserving bunch. On top of that, weโve reserved a portion of the transaction for a player pool, which means that every player currently contracted with GoodGame will receive a small portion of the companyโs sale. And as an Amazon subsidiary, weโll also be able to offer our players other additional benefits to which they didnโt previously have access.
TL;DR โ itโs a good deal for everyone involved. And while Iโd be lying to you guys if I said that the level of support didnโt factor into my decision, Iโd be lying just as much if I told you that the support alone wouldโve been enough. Donโt get me wrong, the financial security doesnโt hurt. But I didnโt put ten years of my life into this company โ and this industry โ only to sell my soul in public for a couple of bucks.
No word-mincing. No bullshit. Thatโs not what this is.
I donโt know if any of us whoโve been in esports for the long haul had any idea what we were doing when we first started out, but Iโd be the first to admit that I didnโt have a clue. I wanted to help out a group of friends that I liked and respected โ thatโs what I was doing back in โ04. Thatโs why, when my Counter-Strike team was drafted into the Championship Gaming Series in the summer of โ07, my initial reaction was that it was time to move on. I didnโt really see a point in continuing if my players didnโt need my help anymore. I stayed, obviously โ thanks in large part to my mom, who insisted that Iโd built something valuable that would outlive the loss of five players. I still remember her lecturing me in the kitchen of her house (thanks, mom). Apparently, she was right.
Ten years later, Iโm still not sure I know exactly what Iโm doing, but it seems to be going okay. My experience in building GoodGame, Evil Geniuses, and Alliance over the past years has been one of hard work and pleasant surprises. Itโs actually really hard to tell if what youโre doing is working when youโre not on the outside, and so weโve gone through many cycles of deciding to do something we think is cool; working hard to make it happen; and then releasing it to the public with our fingers crossed. Usually, what weโve done has been well-received. Hopefully today is another example of that.
I believe in Twitch โ I really do.โโTheyโre great at what they do, they understand esports, and they genuinely care about making sure the community grows in the right way.โโTo use an industry meme: they get it.โโWhatโs kind of interesting about this acquisition is that it doesnโt really change our business at all โ our players were already streaming on Twitch because we felt it was the best platform to be on (not a hard argument to make these days).โโWe had many offers over the years to leave for other platforms โ some of them for silly amounts of money โ but we always turned them down and stayed with Twitch because Twitch was the only option we could tell people with a straight face was good for players and good for sponsors.โโWe built our companyโs economy on Twitch viewership metrics, and itโs not a coincidence that 2011 (when Twitch started to focus on esports) was also when our business really started to take off.โโSo itโs only fitting that, as a part of Twitch going forward, weโll be working with players, teams, tournaments, and content creators to help them grow their careers and businesses.
Three pages of text later, Iโm not really sure how you guys feel about all of this. I hope that you like it, and that you believe itโll result in a lot of good work being done for players, teams, and tournaments. But I understand if youโre skeptical, and Iโd only ask that you keep an open mind and pay attention to what we do next. Iโll be doing an AMA tomorrow (exact time and subreddit TBD) for those of you who have questions or whoโre interested in learning more.
Iโd like to conclude by thanking all of the players, fans, sponsors, family, and friends whoโve helped us over the past decade. Itโs crazy that weโve ended up here. Iโm so proud of everything weโve accomplished.
Sincerely,
Alex
CEO, GoodGame
@ottersareneat on Twitter