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10 Jul, 20 tweets, 5 min read
1/ To help shine some light on the magnitude of the Counter-Strike ecosystem's issues, TO losses in 2019-2020 per public filings:
- ESL ~$80mm (incl. all games)
- BLAST ~$25mm

Combine team losses, and the ecosystem (excl. Valve) is easily losing upwards of $50mm/year.
2/ Worth noting that 2020 was actually the better year financially for ESL -- they were able to keep much of their sponsorships/revenue with significantly reduced costs, driven by layoffs and lack of offline events.

2019 was *worse* than 2020. Scary for return to "normal."
3/ Why are investors (note: not VC funds -- primarily family offices, strategics, etc.) funding this?

Assuming continuous growth (my pinned tweet's article explains some of the high-level rationale for industry as a whole), eventually this turns into a lucrative media business.
4/ So, what's the problem then, you might ask?

Active Counter-Strike player base has roughly doubled since mid-2019, but the viewer numbers are flat to down.

That is potentially catastrophic, especially seeing as @CSGO is doing more to promote tournaments in-game.
5/ How do you solve this?

There are two options:
- You either return viewership to growth by bringing back more ex-viewers/players, increasing conversion of players to viewers, or by increasing players, or
- You start monetizing the product more effectively
6/ How can we improve viewership?

We need to make the game more accessible for viewers; that means scheduling games better (i.e., Liquid should not play at 4AM PT), reducing length of games and making it more predictable, improving spectator product, etc.

See yesterday's thread
7/ What about monetization?

You'd need to make the viewers pay for the product.

This was thought to happen at the platform level (e.g., Twitch/YouTube), but unfortunately fans refused to watch on other platforms, so media rights deals have actually gone down(!) in recent years.
8/ Wait, what?

Twitch knows Counter-Strike events need it (bc fans won't watch elsewhere), so they refuse to pay meaningful cash for media rights.

This is what fans accomplished by flaming Facebook, Mixer, etc. for not being "Twitch."

Now it's down to direct fan monetization.
9/ What do you mean by direct fan monetization?

You'd really need to start hosting PPV events at this point given all the other streaming platforms are largely irrelevant, and there is no existing business model for charging fans any subscriptions (esp. after ESL ~killed ESEA)
10/ Why now though?

Viewership hasn't grown in two years, but last year it was blamed on COVID and in early 2021 on lack of offline events. No excuse now.

VALORANT also poses a threat to compete for the same funding, and is *already* taking investment away from Counter-Strike.
11/ Why does a small reduction matter?

There is no "small reduction" in an ecosystem losing $50mm/year and not showing growth; no sensible investor will continue funding those losses if they can't see a reasonable path to success.

Ergo, small reduction becomes significant.
12/ What does significant mean?

Take down salaries and prize money by 50% and see how many players stay in CS:GO instead of starting to stream or going to other games.

Lose top players and you lose more interest, putting viewership in a downward spiral.

You may not recover.
13/ Why aren't we hearing of this from the companies in question?

Their raison d'etre is operating tournaments (CS:GO is largest driver of ESL/BLAST business) or teams (many orgs).

If their investors heard them voice this much concern, it might become a self-fulfilling prophecy
14/ Why doesn't @CSGO step in?

Read about their company culture and you'll understand. Also, CS:GO remains incredibly profitable (estimates vary) and esports is its most important user acquisition channel after Steam.
15/ Can anything else be done?

If you could combine all of CS:GO esports under one TO (e.g., Riot model), you could probably easily turn the whole ecosystem profitable through increased market power, restriction of supply, and cost synergies.

But that won't happen, either.
16/ Who cares? #IEM is great.

I care because I've spent the last 20 years of my life either playing or watching Counter-Strike, and the game has had an outsized impact on my life that I'd like for millions of others to experience too.

For that, we need it to become sustainable.
Addendum 1: There's virtually no path to PPV solving the whole ecosystem's issues, which is why the only way to resolve it is to fix the product and start growing viewership again. Hence yesterday's thread (see below)
Addendum 2: For each losing year, the future expectations must grow enough to offset the incremental losses to warrant continuing investment.

If you buy an asset for $1 but need to lose $9 over five years before it gets to breakeven, your cost basis is now $10, not $1.
Addendum 2 (cont'd): If you assumed you were going to only lose $4 before breakeven, your cost basis has now effectively doubled (from $1+$4 = $5 to $1 + $9 = $10).

That means, in effect, that returns also must double -- that's a step function change, not a marginal improvement.
Addendum 3: Should have noted that "ESL (all games)", as defined here, is really how their parent company MTG reports "Esports" - ESL Gaming is the sub that owns ESL, DreamHack, ESEA, their non-branded white-label services, etc., hence the "all games", incl. under separate brands

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More from @tomi

9 Jul
1/ Thread: Some of the #IEM games have seemingly lasted forever, so I went through two extreme examples to understand the breakdown of time.

Summary: Counter-Strike needs rule changes to make it more viewer friendly for a growing part of the audience. @CSGO
2/ Astralis vs FaZe (nuke only)

Actual game: 1h 14m 38s / 71%
Freezetime: 15m 40s / 15%
Total game: 1h 30m 18s / 86%
Tech: 4m 30s / 4%
Timeouts: 4m / 4%
Breaks: 6m 26s / 6%

Total: 1h 45m 14s

Series ended 2-0, but lasted over 3h 7m (due to OT). #IEM
3/ Liquid vs mouz (inferno only) #IEM

Actual game: 1h 35m 58s / 70%
Freezetime: 17m 40s / 13%
Total game: 1h 53m 38s / 82%
Tech: 12m / 9%
Timeouts: 4m / 3%
Breaks: 8m 17s / 6%

Total: 2h 17m 55s

Series went the distance (incl. OT), and took over 4h 50m (!) to finish. #IEM
Read 12 tweets
14 May 20
1/ THREAD: I believe the increasing length of matches is becoming a problem in Counter-Strike.

Maps used to run at most 40-45 minutes with BO3 series often finishing in ~2h30. Now +4 hours long series are common, as we’ve recently seen with matches running late into the night.
2/ Various fundamental rule changes have led to a gradual increase in match length in the past years. There include increases in:

- freezetime
- roundtime
- bomb timer
- timeouts
- half-time break

While each alone is relatively minor, cumulatively the impact is meaningful.
3/ In addition, the modern economy in CS:GO appears to make matches more drawn out – teams don’t tend to get blown out because there are fewer save rounds, leading to an increase in rounds played per map on average, compounding the impact of each individual change outlined above.
Read 21 tweets
26 Apr 20
1/ THREAD: With sports on pause globally, there's talk about esports (competitive gaming) being a beneficiary, as many tournaments and competitions can be held online and thus take place, albeit in a different setting, regardless of restrictions imposed on society by COVID-19.
2/ Over the past few years, we’ve seen an increasing number of headline-worthy comparisons between traditional sports and esports, many of them comparing apples to oranges, at best, if we're being generous.
3/ Examples include comparing total unique viewers who tuned in even for a second across a week(s) long tournament on a free online live stream, to pay-TV AMA for a 3 hour game, or even worse – those who attended the Super Bowl in person.
Read 34 tweets
29 Dec 19
1/ THREAD: Weak 1H 2020 will put significant pressure on current FY2020 and FY2021 consensus estimates, which should weigh on the share price in the coming quarters and risk changing the growth narrative.

Other risks are merely the icing on the cake (disc: short). Image
2/ Following 31% q/q deliveries decline in Q1 (as US M3 backlog was exhausted and Europe deliveries had not started en masse), managed to grow deliveries sequentially from Q1’s low base throughout the rest of FY2019.
3/ Q4 will follow Q2 and Q3 in setting new deliveries records, this time at >110k, driven by geographic expansion, release of RHD M3 and expiration of various tax incentives (NL, US FIT).

However, will barely hit the lower end of its delivery guidance of 360-400k in FY2019
Read 26 tweets
25 May 19
1/ Finally read the Kotaku esports bubble article.

I'm obviously biased, with a vested interest in the industry (and teams in particular) doing well, but I think the text missed the mark in many ways.

Thread below, focusing on the team (arguably most criticized) POV.
2/ Much like with other fast-growing, nascent industries, there are of course plenty of bad actors (see e.g. @DenialEsports) who use the apples to kiwis comparisons (differing viewership metrics, full events vs. single games, etc.), but it doesn't mean it's standard practice.
3/ From my experience, the smaller teams (w/ most to gain) tend to play more fast and loose, whereas the bigger teams (w/ most to lose) tend to be more conservative with data, assumptions, etc.

Bad actors can exist anywhere, but faking numbers isn't a viable long-term strategy.
Read 22 tweets
19 Feb 19
1/ Thread with my updated view of $TSLA. With two quarters of positive GAAP net income and cash flow, the longs are out celebrating victory en masse, but it seems premature.

How well is $TSLA doing now? Feedback and comments welcome. $TSLAQ (disc: short)
2/ Executive departures have been a red flag at $TSLA for a long time, but Q4 earnings call’s shocker of CFO Deepak Ahuja leaving and being replaced by 34-year-old Zach Kirkhorn (with 2 months as VP Finance under his belt) raised these questions once more.
3/ Previous Finance departures during the two most successful quarters in $TSLA’s history?

CAO – Dave Morton
VP Worldwide Finance & Operations – Justin McAnear
Senior Manager, Finance & Operations EMEA – Alex Buhr
Read 32 tweets

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