[0:00] there are few industries that have risen [0:01] and collapsed as quickly as Esports in [0:04] the 2010s Competitive Gaming had grown [0:06] Beyond South Korea RTS games Niche [0:09] forums and land cafes cable was on its [0:11] way out twitch was taking off and [0:13] viewership for traditional Sports [0:14] declined whereas the audience for [0:16] Esports rapidly increased Esports sold [0:19] itself as the sport of the future a [0:20] world where video game tournaments would [0:22] surpass the NBA and NFL where anyone [0:25] could Grind from amateur to Superstar [0:27] where gaming would be a viable [0:28] profession and stadiums would be packed [0:30] around the world with thousands of [0:31] screaming fans marketers had been [0:33] desperate to reach the younger [0:35] Generations who shunn traditional media [0:37] and advertising only Esports boasted [0:39] such a concentrated and engaged audience [0:41] of Millennials and Zoomers all this [0:43] value in theory would be captured by new [0:45] Esports teams and leagues who could [0:47] monetize these eyeballs through tickets [0:49] merchandise and media rights the same [0:51] way that the NBA NFL and Premier League [0:54] have eached used viewership to Rak in [0:55] billions over decades there was so much [0:58] hype that everyone expected the econom [1:00] omics to solve itself over Time Around [1:02] the World Venture capitalists invested [1:04] Millions into emerging teams game [1:05] Publishers hosted tournaments in world [1:07] class venues and broadcasted matches [1:09] with immense production value colleges [1:11] rolled out scholarships for promising [1:13] Pub Stompers prize pools ballooned into [1:15] millions and pro players were marketed [1:18] as budding celebrities with the best in [1:19] the world signing six to S figure [1:21] contracts as Esports progressed into the [1:24] 2010s the audience and spectacle reached [1:26] even greater Heights it was no longer [1:28] Mountain Dew and Doritos mainstream [1:30] Fortune 500 Brands jumped into sponsor [1:32] teams tournaments and players alike even [1:35] the billionaire owners and millionaire [1:37] athletes of traditional Sports joined in [1:39] enticed by the prospect of owning the [1:41] next Dallas Cowboys or Manchester United [1:43] with the media and Wall Street [1:45] collectively proclaiming Esports as the [1:47] next big thing in media and [1:48] entertainment this gaming future seems [1:50] certain fast forward to 2024 and Esports [1:53] has fallen apart many teams have shut [1:55] down they've run out of money or have [1:57] been sold for parts viewership has [1:59] declined for once dominant titles and [2:01] questions have been raised on whether or [2:02] not this audience is even valuable for [2:04] advertisers when twitch itself still [2:07] can't turn a profit game Publishers have [2:09] cut their support and shuttered leagues [2:11] many Pros have left Esports channeling [2:13] their star power into more sustainable [2:15] streaming careers or leaving gaming [2:17] behind entirely the highest valued teams [2:19] like TSM and Cloud9 have gone into radio [2:21] silence Under The Continuous layoffs and [2:23] roster cuts the few teams that have [2:25] ipoed are all penny stocks with the [2:27] majority already delisted from their [2:29] stock exchanges marketers are moving [2:31] away and the only supporters of Esports [2:33] still left are Saudi Arabia online [2:36] casinos crypto exchanges and fast food [2:38] chains no team or league has ever [2:40] managed to turn a profit even at their [2:42] Peak outside of vague unverifiable PR [2:45] statements and people are turning back [2:47] to watch the NFL premier league and the [2:49] NBA the fall of Esports has never been [2:51] covered by mainstream media as a result [2:54] the industry remains Rife with con [2:55] artists shell companies and charlatans [2:58] who continue to run the scene out in the [2:59] open with little scrutiny the pump and [3:01] dump has continued and the grifters that [3:03] are running Esports these days make even [3:05] the most delusional Silicon Valley VCS [3:07] and Founders look like angels in this [3:10] episode we'll break down the fraudulent [3:11] business of Esports and analyze eight [3:13] teams four Publishers and two middlemen [3:16] across Na and [3:20] EU this episode is sponsored by netw [3:23] sweep by Oracle the leading Cloud [3:25] Financial system powering companies all [3:27] around the world what does the future [3:28] hold in business ask nine experts and [3:31] you'll get 10 answers hire three [3:32] consultants and you'll get four [3:34] different reports read five newspapers [3:36] and you'll get six different [3:37] interpretations in one week the media [3:39] will report that rates are rising and in [3:41] the next that rates are falling analysts [3:43] will tell you that we're in a bull [3:44] market this quarter and then in a bare [3:46] Market the next could someone please [3:48] invent a crystal ball until then over [3:50] 38,000 businesses have future proof [3:53] their business with netw site by Oracle [3:55] the number one Cloud Erp bringing [3:57] accounting financial management [3:59] inventory HR into one fluid platform [4:02] with one unified business management [4:03] Suite there's one source of Truth giving [4:05] you the visibility and control you need [4:07] to make quick decisions with real-time [4:09] insights and forecasting you're peering [4:11] into the future with actionable data [4:13] when you're closing the books in days [4:14] not weeks you're spending less time [4:16] looking backwards and more time on [4:18] what's next modern MBA is small at the [4:20] moment but as soon as we grow in scale [4:22] within the US and into other countries [4:24] we will need and use netsuite today [4:26] we're stitching things manually with our [4:28] bookkeeper accountant and constant flood [4:30] of emails in our inbox it's [4:32] progressively harder to assess Business [4:33] Health especially as we've expanded to [4:35] multiple workflows and production [4:37] pipelines we'll need the ability to [4:38] track production costs to run payroll [4:41] that's compliant with states and [4:42] countries to manage our physical [4:43] inventory of equipment across borders to [4:46] evaluate profit and loss by team and [4:48] project rather than just at the company [4:49] level and to maintain a proper list of [4:51] accounts receivable rather than email [4:53] invoices and calendar reminders as a [4:55] corporation we have to pay tax [4:57] throughout the year and it's a nightmare [4:58] jumping from system to system just to [5:00] get one clean answer these are all [5:02] capabilities that only netsuite provides [5:04] and it's a platform and opportunity that [5:06] we will take every advantage of for the [5:08] future speaking of opportunity download [5:10] the cfo's guide to Ai and machine [5:12] learning at netsuite.com sodern MBA the [5:15] guide is free to you at netsuite.com [5:18] modm netsuite.com sodern [5:24] MBA before we dive into specific teams [5:27] we need a baseline understanding of orts [5:29] as a landscape like in traditional [5:31] Sports Esports is not a winner take all [5:33] Market but instead an ecosystem of [5:35] mutually dependent entities that must [5:37] work together to achieve Commercial [5:39] Success the route is multiplayer games [5:41] the more popular the title the greater [5:43] the player base the more competitive the [5:45] game play the better fit for Esports [5:47] players assemble their own teams or join [5:49] existing ones these teams then compete [5:52] in tournaments and leagues where the [5:53] formats rules rankings and prize pools [5:56] are administered by Third parties or by [5:58] the game publishers the competitions are [6:00] then streamed on Twitch or YouTube to [6:02] fans developers and Publishers invest [6:04] their resources to support the [6:05] competitive scene in exchange for free [6:07] marketing stronger engagement and player [6:09] growth teams provide paychecks and [6:11] coaches so players can focus on winning [6:14] Brands and advertisers can insert [6:15] themselves at any stage they can sponsor [6:17] a team the league the streams or all of [6:20] the above teams make money through [6:21] sponsorships and merchandise and League [6:23] organizers make money off sponsorships [6:26] tickets concessions and sometimes even [6:28] team entry fees in the 2010s the goal [6:30] was maturity if the teams matches [6:33] tournaments and leagues could each [6:34] improve in quality and process then [6:36] Esports would become more attractive and [6:38] accessible and then viewership in theory [6:40] would grow in line once viewership [6:42] reached some critical mass it would be a [6:44] piece of cake to sell the streaming [6:45] rights and perpetuity for millions and [6:47] eventually billions just like how it is [6:49] for the NFL and the NBA this annual wat [6:52] of cash could be shared amongst the [6:53] teams who would each use their cut to [6:55] finance player salaries and transfers at [6:58] the beginning publishers team owners [7:00] League admins tournament organizers and [7:02] players were all United in pursuit of [7:04] this payday everyone had to keep doing [7:06] their part Publishers needed to support [7:08] the game for competitive play leagues [7:10] needed to keep upping production value [7:12] and teams should spare no expense [7:14] bringing in the best players in the [7:15] world games had to be easy to watch [7:18] matches needed to be thrilling and [7:19] tournaments needed to become spectacles [7:21] in order for viewership to grow yet [7:23] payday never materialized broadcast [7:26] deals in Esports have never been [7:27] meaningful enough to offset cost or be [7:29] comparable to that of traditional Sports [7:32] in this mutually dependent ecosystem all [7:34] it took was for one entity to quit to [7:36] bring everything else down for some [7:38] titles it was the publisher who threw in [7:40] the towel first and for others it was [7:42] the teams themselves ultimately as soon [7:44] as one Domino fell the others would [7:46] collapse shortly after the complication [7:48] is that Esports encompasses a vast [7:50] number of games and no title is the same [7:53] some games are popular for years and [7:54] then flame out a small handful endure [7:56] for decades and some just never get off [7:58] the ground there's no definitive way to [8:01] rank Esports titles as viewership [8:03] fluctuates and prize pools are not [8:04] reflective of popularity for instance [8:07] DOTA boasts the biggest prize pools but [8:09] pulls in less viewership than leading [8:10] titles in the past decade Esports has [8:13] been dominated by League of Legends and [8:14] Counter-Strike these titles are [8:16] generally regarded as Tier 1 Esports [8:18] where the viewership is strongest and [8:20] the leagues are the most mature then in [8:22] tier two are titles with lesser but [8:24] respectable followings like Rainbow Six [8:26] Siege pubg valerin and DOTA then at the [8:29] bottom are titles with low viewership [8:31] and Niche competitive scenes like FIFA [8:33] Madden Call of Duty rocket League Street [8:36] Fighter and Super Smash BRS while [8:38] everyone has their role to play teams [8:41] players and organizers generally all [8:42] look first towards the Publishers to [8:44] determine their own Investments [8:46] Publishers have the deepest pockets and [8:48] the most to gain from Esports but since [8:50] they make money off the underlying video [8:52] game their business is not fundamentally [8:54] dependent on the competitive scene [8:56] whereas every other entity in the [8:58] ecosystem is on one end of the spectrum [9:00] are Publishers like Riot who [9:02] meticulously control every aspect of the [9:04] Esports scene for league and valerant [9:06] they're the developer publisher [9:08] broadcaster organizer and League [9:10] commissioner allinone and they get [9:12] involved in everything from player [9:13] salaries and team allowance to owner [9:15] conduct and sanctions on the other end [9:17] of the spectrum is Nintendo who has [9:19] consistently refused to cater to Esports [9:21] as the biggest tournaments for Smash and [9:23] Splatoon are generally Grassroots [9:25] community-run passion projects yet [9:27] Nintendo has no concerns about investing [9:29] ing in competitive Pokémon then in the [9:31] middle of the spectrum is EA Ubisoft and [9:34] valve who have had one foot in and one [9:36] foot out over the years the variance in [9:38] Investments attitude and agendas across [9:40] titles and Publishers made the goal of [9:42] turning Esports into a business even [9:44] more complicated even at the peak of [9:46] Esports the economic pressures never [9:49] disappeared instead of a classic pyramid [9:51] system where teams got relegated and [9:53] promoted based on Merit tournament [9:54] organizers began collectively [9:56] transitioning towards Clos leagues like [9:58] the NFL ml be an NBA with or without the [10:01] publisher support that way viewership [10:03] would not be fragmented across hundreds [10:05] of teams and multiple levels of [10:07] competition all the eyeballs could be [10:08] concentrated on an exclusive few teams [10:11] would pay millions to secure a permanent [10:13] spot in these closed leagues and get a [10:15] guaranteed share of League revenues [10:17] which on paper would ensure longevity [10:19] for all the direct emulation of the NFL [10:22] MLB and NBA the three most lucrative [10:24] sports leagues in the world into [10:26] Counterstrike Call of Duty OverWatch and [10:28] League of Legend Legends renewed hope in [10:30] the mid-20s that Esports could truly be [10:36] sustainable Esports is divided by region [10:40] North American teams were the least [10:41] competitive but the most well-funded [10:43] given the concentration of venture [10:44] capital in the continent their revenue [10:47] opportunities were also the greatest As [10:48] Americans are the wealthiest in the [10:50] world by measure of disposable income [10:52] and significantly more valuable to [10:54] advertisers than Asians and Europeans if [10:57] there was any org that could be [10:58] profitable it would in theory be an org [11:00] from na after Cloud Knight and TSM the [11:03] most famous org in North America was [11:05] FaZe who ipoed in 2022 since 2011 FaZe [11:09] has won 32 championships across [11:10] Counterstrike Cod fortnite pubg valerant [11:14] and Rocket League their legacy in gaming [11:17] culture and success in Esports was so [11:19] strong that they had even earned [11:20] recognition from traditional media they [11:22] sold themselves as a generational [11:24] company where their fans were loyal to [11:26] faas the brand rather than just FaZe the [11:28] team they not only showed up to matches [11:30] and bought merchandise but also watched [11:32] content and attended meetups Esports [11:34] Drew people in and phases network of [11:36] streamers rappers and influencers is [11:38] what got them hooked the centralization [11:40] of all these young eyeballs all year [11:42] round enabled the company to secure [11:44] brand deals with a Fortune 500 and to [11:46] launch genre Crossing collabs with [11:48] Disney Naruto and Porsche yet FaZe was [11:51] not the high margin media business or [11:53] the high growth Sports Empire it had [11:55] portrayed itself to be Esports [11:57] contributed less than 15% in Reven [11:59] Revenue while sponsorships made up the [12:01] majority of the Top Line despite [12:03] primarily dealing in digital goods and [12:04] services cost of Revenue actually [12:06] increased in line with Revenue brand [12:09] deals and tournament winnings were [12:10] awarded to phase the company but most of [12:12] the money passed through to the [12:14] underlying players and streamers while [12:16] the players were generally salaried the [12:18] content creators were all independent [12:19] contractors despite exclusively [12:21] representing faas the only way FaZe [12:24] could convince these content creators to [12:25] band together under one exclusive brand [12:28] was to compensate them with a generous [12:30] cut of every sponsorship deal with cost [12:32] of Revenue sitting well over 70% every [12:35] year FaZe was giving away at least 70% [12:37] of the money to content creators and [12:39] players and even as the company went [12:41] underwater the talent began to take even [12:44] more of the pie for themselves phze the [12:46] company was capturing the least amount [12:48] of value and still spending Beyond its [12:50] means with massive losses with poor [12:52] fundamentals across media and Esports [12:54] fa's shares tanked from $20 to 18 in [12:58] less than 2 years as the losses [13:00] continued the company found itself out [13:01] of hype and money in 2023 FaZe was sold [13:04] to games Square another Esports Oregan [13:06] na who funded the purchase with Equity [13:09] ironically games Square's own shares [13:11] have plummeted to be just as worthless [13:13] as phases still both companies took the [13:16] effort to spin a tail in the press that [13:18] FaZe was the victim of mismanagement and [13:20] that the founders have been rightfully [13:21] restored to turn things around they [13:24] blame fa's former CEO Lee trink a man [13:27] who allegedly bought diamonds split L on [13:29] dinners and rented mansions on company [13:31] dime while wrongly pivoting the brand [13:33] away from gaming the scrutiny on Lee is [13:36] fair as he can barely keep his own [13:37] career straight on some websites he [13:39] claims to have been the one who turned [13:40] Katy Perry and Jared Leto into musical [13:43] Superstars despite only working at [13:45] Capital Records for 2 years on other [13:47] websites he downplays his involvement [13:49] with these artists as routine [13:50] collaborations Lee also claims that he [13:52] ran his own Hollywood talent agency by [13:55] the name of Dar Mighty entertainment [13:56] where he allegedly managed Kid Rock the [13:58] back street boys and ice cubes for 8 [14:00] years without any websites or social [14:03] media the business address that Lee [14:05] registered for Dar Mighty entertainment [14:07] is the same exact address that he would [14:09] later register fazeclan with both point [14:11] to a random house in Los Angeles as [14:13] unqualified as Lee was it doesn't [14:15] absolve the cronyism and the conflicts [14:17] of interests that still run rampant in [14:19] Esports today the CEO at games Square [14:22] who rescued FaZe from bankruptcy was [14:24] fa's former Chief Financial Officer the [14:27] same CFO who approved improve the [14:29] spending set the budgets and Endor the [14:31] same business model that brought FaZe to [14:33] both IPO and Penny Stock FaZe continues [14:36] to compete and to push content the only [14:39] difference this time being that they're [14:40] bleeding someone else's Pockets while [14:42] poor leadership exacerbated phases [14:44] failures their struggles to make a [14:46] business out of Esports are not [14:51] unique by the mid 201010 the Esports [14:54] rocket ship had taken off and Outsiders [14:56] were eager for a finger in the pie one [14:58] of these was Madison Square Garden the [15:00] multi-billion dollar venue operator and [15:03] owner of the New York Knicks and New [15:04] York Rangers they had hosted the soldout [15:07] LCS finals in the garden the year before [15:09] and that event single-handedly convinced [15:11] leadership of the future if MSG could [15:13] own the next big Esports team that would [15:16] easily add another billion to their [15:17] valuation in 2017 they bought a 65% [15:21] stake in counter logic gaming of all the [15:23] Esports teams that they could have [15:24] acquired CLG was the safest CLG was one [15:27] of the oldest orgs in Competitive Gaming [15:30] having competed in League of Legends [15:31] since the very beginning and the team [15:33] there had just won their second [15:35] consecutive Championship founded by Pro [15:37] players rather than trickshotters CLG [15:39] had always focused on winning Madison [15:41] Square Garden's plan after acquisition [15:43] was to help CLG mature its marketing [15:45] media and merchandise businesses income [15:48] streams that the org could not properly [15:50] develop on its own before with smaller [15:52] Pockets but despite having more than [15:54] enough cash flow as the owner of an NBA [15:56] and an NHL team Madison Square Garden [15:59] gave up on CLG in less than 6 years [16:01] shuttering the org laying off staff and [16:03] killing the brand the only worthwhile [16:06] assets were CG's League team and LCS [16:08] slot both of which were sold to NRG who [16:11] like games Square could only pay with [16:13] Equity while Madison Square Garden [16:15] intentionally buried clg's financials [16:18] alongside the Knicks and Rangers during [16:19] its ownership to avoid scrutiny over its [16:22] Esports Money Pit we can actually infer [16:24] clg's bottom line if we extrapolate the [16:26] net losses for clg's minority share [16:29] holders which was the 35% that Madison [16:31] Square Garden didn't buy we can [16:33] calculate that CLG lost $6 million every [16:36] year for 6 years straight the absence of [16:38] bottom line Improvement can be explained [16:40] with the context that every CLG team [16:42] dropped off in performance in the Years [16:44] following its acquisition yet these [16:46] numbers also reveal that Revenue share [16:48] from LCS was not actually growing over [16:50] time as Riot had once promised the [16:52] entire purpose of having a closed league [16:54] for League of Legends was so that [16:56] underperforming teams would still [16:57] receive enough proceeds from the league [16:59] to sustain operations but as CLG showed [17:02] that clearly wasn't the [17:04] case even newer better funded na teams [17:07] did not Faire any better Faze CLG and [17:10] countless other first movers had all [17:12] demonstrated in their own ways how [17:13] fragile it was to do Esports first and [17:16] then content second competitive success [17:18] was not guaranteed and player salaries [17:20] were only increasing Enthusiast gaming [17:22] out in Canada attempted sustainability [17:25] from the opposite end by doing content [17:27] first and then Esports it made sense as [17:30] media was a proven business and Esports [17:32] was not their idea was to use the [17:34] established income from mature websites [17:36] to subsidize their Ventures into [17:38] Competitive Gaming enthusiasts bought [17:40] addicting games Escapist wise crack and [17:43] assortment of gaming channels and [17:44] websites over the years they expanded [17:46] their portfolio to include Live Events [17:49] stat trackers forums and communities all [17:51] through m&a and all related to gaming [17:54] these online properties despite [17:55] generating steady advertising income [17:57] were not particularly valuable in the [17:59] first place their Acquisitions had been [18:01] mostly funded by equity and any cash [18:03] portions had been deferred into [18:05] multi-year payments indicating that [18:06] there weren't many other buyers for [18:08] these websites in the first place [18:10] putting these assets together enabled [18:11] enthusiasts to surpass $10 million in [18:14] less than 3 years that cash flow was [18:16] then spent on the purchase of luminosity [18:18] in 2019 an emerging Toronto Esports team [18:21] who competed in Siege fortnite Apex and [18:24] Madden despite their later expansion to [18:26] OverWatch Pokemon and Rocket League [18:29] Esports and Luminosity has remained the [18:31] company's weakest link in 5 years [18:33] Luminosity has shown the least growth [18:35] whether measured by percentage or [18:36] dollars the only way the company has [18:38] reduced burn for its Esports division [18:40] has been through eliminating rosters and [18:42] replacing American talent with lower [18:44] salaried Latin American players while [18:47] media has brought in cash flow it hasn't [18:49] stopped enthusiasts as a whole from [18:50] losing money there's no profit in [18:52] assembling a portfolio of Aging cash [18:54] cows especially when they've already [18:56] peaked and they were purchased at a [18:58] premium if anything Esports seems to be [19:00] an expensive unnecessary diversion as [19:02] any viewer that Luminosity could reach [19:04] in Esports is likely someone who the [19:06] company already hits with its media [19:09] properties enthusiast's stock has [19:11] plummeted from $8 to 10 cents a share in [19:13] 3 years and was just delisted from the [19:15] NASDAQ like FaZe the original CEO has [19:18] been blamed for mismanagement yet the [19:20] new CEO that was brought in to clean up [19:23] the mess stayed just 10 months before [19:24] fleeing the sinking ship [19:30] the new narrative out of Na is that it [19:32] was the suits who screwed things up and [19:34] that putting these companies back in the [19:35] hands of content creators and players [19:37] who actually understand gamers are what [19:39] will turn things around we can see as [19:41] much when we revisit games square games [19:43] Square's pitch is that video games are [19:45] the bridge to reaching gen Z and that [19:47] the collective marketing power of their [19:49] influencers streamers and Esports teams [19:51] will bring success to your brand it's [19:53] the same and Bull business model [19:55] that FaZe luminosity and CLG had been [19:58] pedaling for years prior the only [20:00] difference being that game square is [20:01] bankrolled by Dallas Cowboys owner Jerry [20:03] Jones and Texas Lan Tycoon John Goff [20:06] like FaZe did at IPO games Square boasts [20:09] about its Blue Chip deals with Denny's [20:11] Chipotle and Miller Light and its [20:13] exclusive Talent like Tim the tatman and [20:15] Nick MKS games purchased complexity in [20:18] 2021 for $23 million one of Na's longest [20:21] standing Esports orgs who had won 140 [20:24] championships over its 20-year history [20:26] and yet another example of conflict of [20:28] Interest complexity was actually [20:30] co-owned by Jerry Jones and John Goff [20:33] yet after picking up phase in 2024 gam [20:35] Square immediately dumped complexity at [20:37] a loss selling the org for $10 million [20:40] with only 8% of the deal paid at signing [20:43] in cash if Esports was really the key [20:45] they would have kept both phase and [20:46] complexity given the legacy of both [20:48] teams Bank rolling two teams in [20:50] different races would only generate [20:52] higher probability of tournament success [20:54] but game square is clearly moving away [20:56] from Competitive Gaming and they can't [20:58] ad admit it the only money is in content [21:00] creation and there's no need to lose [21:02] millions of dollars every year Fielding [21:04] Esports teams when you can reach a [21:05] comparable audience and viewership [21:07] through streamers games square is closer [21:10] to a talent agency than an Esports org [21:12] and the inmates are now running the [21:14] Asylum just like FaZe the company pays [21:16] over 70% of brand deals and prize pools [21:18] to its content creators and players once [21:21] again the cost of Revenue is so [21:22] abnormally High and the gross margins [21:24] are so bizarrely low for a company that [21:26] deals a non-physical digital Services [21:29] the numbers are even stranger when [21:31] stacked up against traditional media [21:32] companies what's worth highlighting is [21:34] that all these streamers and content [21:36] creators are actually also gamees square [21:38] co-owners and shareholders they're the [21:40] only ones getting richer they land huge [21:42] deals that they never would have gotten [21:43] individually and they keep all the [21:45] profit for themselves as the company is [21:47] the one that's funding all the sales [21:49] marketing and BD that was needed to [21:51] secure those deals in the first place [21:53] with massive losses worthless stock and [21:55] R&D led by a ninja the fortnite streamer [21:58] games Square seems destined to run out [22:00] of cash just like FaZe and Enthusiast it [22:03] all raises the same questions do these [22:05] companies exist to profit off the talent [22:07] or is the talent there to milk money out [22:09] of the company and how can the [22:11] individual success of a content creator [22:13] or streamer whose followings are rooted [22:15] in parasocial interactions ever [22:17] translate into a faceless corporate [22:23] entity when we look at less capitalist [22:25] regions like the EU the same [22:27] unsustainability appears heroic is a [22:29] Norway org that Rose to Global [22:31] prominence on the heels of its [22:32] Counter-Strike team many consider their [22:34] undefeated performance in the 20121 ESL [22:37] pro league and the 1v4 clutch in the [22:39] grand finals to be some of the best [22:41] matches ever played in CS history like [22:43] traditional sports franchises heroic [22:45] believe that winning solves everything [22:47] as long as they continue to perform [22:49] internationally the brand and business [22:50] would naturally strengthen over time and [22:52] the singular competitive Focus did [22:54] appear to work from the outside even as [22:56] Counter-Strike transitioned into leagues [22:59] heroic was rewarded with permanent [23:01] membership in the pro league and blast [23:03] Premiere with Revenue share and [23:04] co-ownership in the two leading CS [23:06] leagues in the world hero was convinced [23:08] that it had the financial Foundation to [23:10] grow they expanded to Rocket league pubg [23:13] and Siege they landed Red Bull as a [23:15] jersey sponsor partnered with new [23:16] balance on merchandise and landed [23:18] features on Forbes and BBC despite the [23:21] continuous competitive success heroic [23:23] was never able to shake off business [23:25] realities Revenue had grown rapidly for [23:27] Heroic thanks to sponsorship and [23:29] tournament winnings but it never came [23:30] close to offsetting the top-of-the [23:32] market salaries demanded by the best CS [23:34] players in the world what was worse was [23:36] that proleague and blast had charged [23:38] hero $13 million as entrance fees which [23:41] hero had to pay if they wanted a [23:42] guaranteed spot on the biggest stage in [23:44] Counterstrike as a fixed asset heroic [23:47] could only write off a quarter of the [23:48] cost of membership as depreciation [23:51] membership fees and player salaries [23:53] combined sink the company to an [23:54] operating loss of $5 million in business [23:57] you can only rely on on Equity when your [23:59] Shares are worth something and you can [24:00] only ever rely on debt when you get cash [24:03] flow hero had only $180,000 in the bank [24:06] they had already borrowed $5 million and [24:08] half of that needed to be repaid by the [24:10] end of the year the company drained the [24:12] last drops of equity for investors in [24:14] exchange for emergency cash infusions [24:16] but the writing was on the wall the [24:18] closed CS leagues were not generating [24:20] any meaningful revenue and even if [24:22] heroic had somehow won every CS [24:24] tournament in 2023 that combined prize [24:27] pool would still not have been enough to [24:28] keep the lights on heroic was acquired [24:31] for 18 cents a share in cash by a [24:33] mysterious shell company that's [24:34] registered to a Norwegian Law Firm has [24:37] no website has a postal address in [24:39] Cyprus and is linked to a sanctioned [24:41] Russian gambling [24:43] company while heroic was hoping to [24:45] establish itself on a shoestring budget [24:47] astralis over in Denmark was Esports [24:49] royalty they had the best CS team in the [24:51] world with four major championships and [24:53] secured permanent slots in proleague [24:55] blast and LDC all of which were paid [24:58] with Venture Capital like heroic [25:00] astralis had pegged its commercial hopes [25:02] on the shift to close leagues despite [25:04] leading in tier one competitive success [25:06] Asis still posted loss after loss the [25:08] only year where astralis has ever posted [25:10] a profit was in 2023 when they sold [25:13] their LEC slot for $19 million to a VC [25:16] backed French team when segmented by [25:18] title every team in business division at [25:20] astralis including the physical gaming [25:22] Cafe has lost money in every year of its [25:25] existence in four years asus's stock has [25:27] plummeted to just 17 cents a share [25:30] despite racing to be the very first [25:31] Esports team in the world to IPO the [25:33] company proactively delisted itself from [25:35] the NASDAQ in 2023 to save the half a [25:38] million dollars that it was spending [25:40] every year on compliance the LEC sale is [25:42] likely the last big capital in Fusion [25:44] and the only play now is to stretch [25:46] every dollar to Outlast the current [25:48] interest rates and its cash starved [25:50] competition over in UK the Esports hype [25:53] had reached the ears of celebrity [25:55] athletes like David Beckham who loaned [25:57] his face and name to an English [25:58] organization by the name of Guild [26:00] Esports while Asis was the first to IPO [26:03] Guild was the first to IPO on the London [26:05] Stock Exchange but it's not clear why [26:07] any of this even matters when they're [26:08] all penny stocks while Beckham owns just [26:11] 3% that hasn't stopped Guild from [26:13] milking every scent from its $20 million [26:15] deal with the football star Guild spun a [26:17] story about building the best Esports in [26:20] the world where they would Scout upand [26:21] cominging players acquire them for cheap [26:23] develop them on company dime and then [26:25] sell them at a premium to other teams [26:27] like in the premier PR League they [26:29] continued to pound this drum despite the [26:30] reality that Esports teams all around [26:32] the world were already underwater paying [26:34] the salaries of existing players the [26:37] notion that they would have the budget [26:38] to regularly blow Millions more on [26:40] transfers was Pure Fantasy still thanks [26:43] to David Beckham Guild spun up teams in [26:45] FIFA fortnite valerant and Rocket League [26:48] while also Landing $14 million worth of [26:50] sponsorships from Subway Coca-Cola and [26:52] sky in Just 2 years in spite of a [26:55] non-existent fan base and poor results [26:57] still the company forged onwards and [26:59] continued to Shield the academy as the [27:01] source of future profits Guild was [27:04] ecstatic on his launch day crowing about [27:06] having netted over 3,000 signups for its [27:08] Academy the company was then shocked [27:10] when all the leads turned out to be [27:11] unqualified or spam it takes seconds to [27:14] type an email address into a form and [27:16] it's a Marvel to see multi-million doll [27:18] modern companies repeatedly celebrate [27:20] vanity metrics like signups page views [27:23] and YouTube subscribers as a sign of [27:25] business strength Guild Justified its [27:27] losses as for the course and even [27:29] pointed the finger at its poor [27:30] merchandise as the reason for falling [27:32] behind on Revenue as we've seen [27:34] merchandise is so minor relative to [27:36] every other operating expense that [27:38] selling even a thousand more hoodies [27:40] would never meaningfully reduce losses [27:42] Guild's next move was to insert itself [27:44] into the for-profit UK education system [27:47] where they would receive ,000 for every [27:49] student they enrolled in their Esports [27:51] diploma program what exactly was taught [27:53] in these classes remain a mystery to [27:55] this day by 2022 Guild was running out [27:57] of cash to save a pound the company [27:59] renegotiated its deal with Beckham who [28:01] gave up his cash payments for a greater [28:03] cut on merchandise sales and brand deals [28:05] after the usual cost cutting and roster [28:07] consolidation Guild squeaked its way to [28:09] 2023 pedaling a new vision of content [28:12] creation over Esports ironically their [28:15] fan base has remained so small that [28:16] their main partner a crypto exchange [28:19] refused to renew its sponsorship deal [28:21] and Guild is once again on the verge of [28:26] bankruptcy but looking at just the teams [28:29] paints an incomplete picture regardless [28:31] of their intentions and Inc competence [28:33] Esports can only ever be sustainable [28:35] when everyone Rose in the same direction [28:37] and no team could ever be profitable [28:39] without support from the rest of the [28:40] ecosystem players could always be [28:42] replenished as gamers in the 9s had [28:44] competed out of passion without money or [28:46] fame on the line and if there were no [28:48] official leagues or tournaments players [28:50] would simply host their own thus there [28:52] would never be a shortage of Talent OR [28:53] viewers the only other entity in the [28:55] ecosystem that was as critical as the [28:57] teams were the Publishers and there was [28:59] no publisher in the world more [29:01] aggressive about monetizing Esports than [29:03] Activision Activision was the first to [29:06] pickup on the potential of Esports 5 [29:08] years ahead of EA Ubisoft and take 2 [29:11] Activision's merger with blizzard in [29:13] 2008 gave Bobby cotic a front row seat [29:16] into the Korean Esports scene having [29:18] rescued Activision from bankruptcy in [29:20] the90s Bobby had longlook for ways to [29:22] inject longevity and monetization into [29:25] video games post launch trying to create [29:27] the next hit game was expensive and [29:29] risking everything on a single launch [29:31] every few years had killed off many [29:33] studios yet Gamers were fickle and they [29:35] demanded new shiny things to keep [29:37] attention and spend under Bobby [29:39] Activision's primary business was in [29:41] ruthlessly milking proven IPS like Tony [29:43] Hawk Call of Duty and Guitar Hero with [29:46] annual full price sequels yet when Bobby [29:48] saw the Grassroots popularity of a [29:50] 10-year-old RTS out in Korea he couldn't [29:52] resist building that competitive [29:54] longevity into its sequel Bobby didn't [29:56] want just more users and engage [29:58] engagement he wanted to own the eyeballs [29:59] and the future monetization [30:01] opportunities that came with them the [30:03] only way to accomplish that would be to [30:04] control everything the Starcraft 2 [30:06] Community could not be allowed to [30:08] self-organize like the Koreans had done [30:10] with brood War Activision embedded [30:12] itself into every aspect of SC2 [30:14] operating tournaments forcing battl net [30:16] 2.0 onto every player and pushing teams [30:18] to join the only official Blizzard [30:20] sanction Championship League the company [30:22] persisted with the same heavy-handed [30:24] approach with Heroes of the Storm [30:26] Hearthstone Call of Duty and OverWatch [30:28] watch under the belief that if they did [30:29] it for enough titles they could own [30:31] Esports in the west by the mid-20s [30:34] Activision was regularly Fanning the [30:36] Flames of Esports to shareholders and [30:38] orgs alike they drew comparisons to the [30:40] NFL they poached media Executives from [30:42] the NBA they boasted about blizzards [30:44] tournaments having already surpassed the [30:46] MLS and they implied that a 10x increase [30:48] in future viewership was not only [30:50] probable but would also solve [30:52] monetization to demonstrate how serious [30:54] they were Activision acquired Major [30:56] League Gaming with the ambition to turn [30:58] it into the ESPN of Esports and they [31:00] also started converting existing [31:02] tournaments into Clos leagues [31:04] Activision's leadership from the front [31:06] emboldened Esports orgs to jump in feet [31:08] first as their own valuations grew off [31:10] the same hype Activision was the piper [31:12] and the teams followed right behind [31:14] never once imagining that the publisher [31:16] would throw them under the bus [31:18] Activision channeled their figurative [31:19] buyin into literal buyin charging teams [31:21] $20 million each to join the OverWatch [31:24] league and $25 million to join the Call [31:26] of Duty League these fees were twice of [31:29] what Riot was charging teams for entry [31:31] into LCS or LEC OverWatch at this point [31:34] had only been out for five months and [31:35] was completely unproven as a spectator [31:37] sport whereas League had been around for [31:39] nearly a decade there was no [31:41] justification for these rates and the [31:43] millions of dollars that Activision had [31:44] invested into Esports was just a drop in [31:47] the ocean compared to what it was making [31:48] off microtransactions alone still [31:51] Activision pocketed these entry fees for [31:53] itself and they embarked on a global [31:55] Road Show selling League spots to glal [31:57] billionaire and VC back teams under the [31:59] promise of eyeballs and revenue that [32:01] simply never existed by 2021 Bobby had [32:04] completely forgotten about Esports [32:06] free-to-play live Services had taken off [32:08] and they offered comparable monetization [32:11] engagement and viewership without the [32:12] overhead of Esports war zone was the [32:15] hottest game in town it was bigger than [32:16] Diablo OverWatch World of Warcraft and [32:19] Starcraft combined in 2024 Activision [32:22] shuttered the OverWatch league and paid [32:23] out $6 million to each team to kick them [32:26] out the door as fast as possible [32:28] meanwhile EA in the 2010s was happy to [32:30] keep Esports as groundup Grassroots [32:32] community events for FIFA and Madden [32:35] their focus was mass Market monetization [32:37] as long as Competitive Gaming was [32:39] driving players to buy more Ultimate [32:41] Team packs the publisher was happy to [32:43] invest in a bit of marketing or [32:44] contribute to a prize pool every now and [32:46] then but as sales improved and the [32:48] relationship between Esports viewers [32:50] players and microtransactions proved [32:52] worthwhile EA ramped up its Investments [32:54] accordingly organizing leagues acquiring [32:57] sponsors and building their own [32:58] broadcast Studios for FIFA Madden [33:01] Battlefield and Apex tournaments but [33:03] similar to Activision live Services took [33:05] priority after 2022 and EA has since [33:08] remained half committed to Competitive [33:09] Gaming with one foot in and one foot out [33:11] across all its titles Ubisoft also took [33:14] a measured approach the competitive [33:16] scene helped prolong longevity for Siege [33:18] and the company has been cautious not to [33:20] rock the boat too much especially as [33:22] every other major title in recent [33:24] history has been a dud for the French [33:26] publisher Ubisoft doesn't charge teams [33:28] entry fees they have a revenue share [33:30] program with microtransactions that [33:32] helps support teams from a distance and [33:34] they've organized tournaments to [33:35] maintain the existing player base rather [33:37] than growing Spectators the only major [33:40] publisher that's consistently poured [33:41] cold water on Esports has been take2 [33:44] they've stuck to the same talking point [33:45] since 2015 that Esports is at most worth [33:48] only a billion dollars most of the money [33:50] goes to League of Legends and the [33:51] competitive scene for NBA 2K will only [33:54] go as far as basketball itself [34:00] beyond the orgs and Publishers even [34:02] companies who built venues for Esports [34:04] have struggled to turn a profit there [34:05] was TGs who ipoed on the story that they [34:08] had constructed a one-of-a-kind Esports [34:10] stadium in Vancouver that would host all [34:12] Gamers and tournaments up north they [34:14] sold concessions ran boot camps hosted [34:16] contests and rented space despite being [34:19] a venue operator TGs made more money off [34:21] sponsorships than it did hosting events [34:24] unsurprisingly there's not enough [34:25] Esports in Canada to ever sustain such [34:27] such a specialized venue and when [34:29] there's not enough events you just have [34:30] to manufacture your own the company [34:32] spent twice its revenue on Advertising [34:34] just to get gamers in the door and was [34:36] running out of cash despite being months [34:39] away from bankruptcy with a share price [34:41] of 5 Canadian cents a mysterious [34:43] Illinois company by the name of midnight [34:45] gaming bought the failing TGs for three [34:48] times its Market valuation at $18 [34:50] million midnight gaming claims to be a [34:53] conglomerate run by two employees with [34:55] no revenue and no assets its website is [34:58] a stock WordPress template with [35:00] lingering typos and formatting issues [35:02] the CEO claims to have raised millions [35:04] of dollars but the S1 shows that they [35:06] have just $11,000 in their bank account [35:08] against $400,000 of debt the other [35:10] employee is the chief gaming officer and [35:13] appears to be a family member he ran an [35:15] amateur team for a year before branching [35:17] out into a supposedly quote high demand [35:19] Esports consulting firm their contact [35:22] form leads to an anonymous catchall [35:24] address and the staff page is filled [35:26] with people who report zero Association [35:28] to the company on their own LinkedIn [35:30] profiles where these two employees found [35:33] $18 million to buy TGs how they deem TGs [35:36] to be worth that amount and what [35:38] midnight gaming is really a front for [35:40] are questions that no one has been able [35:42] to answer then there's Allied [35:44] entertainment who spent $9 million in [35:47] 2018 building an Esports Arena at the [35:49] luxer hotel in Las Vegas and has hosted [35:52] events like ninja versus Mr Beast the [35:54] MLB awards show and the world poker [35:56] tournament like TGs the vision was [35:58] simple as Esports grew the facility [36:00] would naturally just be in Greater [36:02] demand to leagues and Publishers Allied [36:04] monetized the space as much as they [36:06] could when they weren't hosting events [36:07] they collected admission and they [36:09] produced content but as Esports began to [36:11] collapse with Publishers and teams [36:12] pulling back the board saw the writing [36:14] on the wall and they pushed for a fast [36:16] sale rather than a slow death in 3 years [36:19] the company has turned through three [36:20] different CEOs each brought on [36:22] specifically to drw up interest from [36:24] Saudi Arabia and China as there was no [36:26] appetite left in na for Esports no [36:29] buyers have materialized and Allied has [36:31] since decided to diversify away from [36:33] Esports they're now banking on Chinese [36:35] mobile gambling apps to get the business [36:37] Back in Black and just like the orts [36:39] teams we covered before Allied is just [36:41] months away from being delisted from the [36:44] NASDAQ with the Publishers teams and [36:47] venues all on their way out the only [36:48] folks left in Esports are Saudi Arabia [36:51] online casinos crypto exchanges and [36:53] shell companies because no one's talking [36:55] about any of this the grifters are still [36:57] coming in each worse than before just [37:00] last month a Swedish org called ninjas [37:02] and pajamas and a Chinese org named [37:04] Victory 5 merged together to IPO on the [37:06] NASDAQ to confetti and Applause is Nip [37:09] group making money no did winning Cs and [37:12] LPL championships improve their losses [37:14] no how does nip group intend to become [37:17] profitable one day beyond selling [37:18] merchandise and winning tournaments by [37:20] repeating what every company has [37:22] attempted to pull off in the past decade [37:24] all at the same time Esports education [37:26] like Guild Talent man management like [37:28] FaZe venue rental like TGs event [37:30] production like Allied and content [37:32] creation like games Square nip group is [37:35] led by Mario hoe the 29-year-old son of [37:38] a billionaire maau Casino Tycoon and [37:40] with a Victoria Secret supermodel for a [37:43] wife Mario claims to have been a math [37:45] prodigy and the youngest graduate in [37:47] finance at MIT both of which cannot be [37:49] verified Mario ho does not appear [37:51] anywhere in the UK's International [37:53] mathematical Olympiad or the British [37:55] mathematical Olympiad the former which [37:57] lists out every winner starting from [37:59] 1967 and the latter which lists out [38:01] every winner from 2003 onwards there's [38:04] no one with the first name Mario or even [38:06] just the last name ho in either of these [38:08] lists on his Instagram Mario brags about [38:10] hacking the lights on the MIT Green [38:12] Building to play Tetris despite [38:14] overwhelming documentation that this was [38:16] a multi-year long stunt that had been [38:18] accomplished by students 5 years before [38:20] Mario even attended MIT it had become [38:23] just a regular campus exhibit and all [38:25] Mario had done was just taking a photo [38:27] with with it on another Instagram post [38:29] he brags about winning a Ferrari over a [38:31] game of rock paper scissors his bio has [38:34] been updated to just one line the [38:36] youngest ever Asian founder of a [38:38] us-listed company with connections to [38:40] Chinese Elite and Saudi royalty it's not [38:43] a mystery as to how nip group got to [38:45] where it is and who NASDAQ as the stock [38:47] exchange is ultimately pandering to the [38:49] Esports industry has been dominated with [38:51] these kinds of characters from the [38:53] get-go and Mario just happens to be the [38:55] latest [38:59] Esports was built on two theories one is [39:02] that viewership would one day reach [39:03] critical mass and two is that these [39:05] viewers would be worth just as much to [39:07] advertisers as viewers of the NFL or NBA [39:11] but how much are gen Z eyeballs really [39:13] worth to Brands when they're broadly [39:14] speaking too young to have disposable [39:16] income but also immature enough to still [39:19] be impressionable to online gambling [39:21] energy drinks fast food crypto and [39:23] streamers when twitch can't even turn a [39:26] profit themselves monetizing these same [39:27] eyeballs it's hard to imagine how anyone [39:30] else in a segmented mutually dependent [39:32] landscape like Esports could fare any [39:34] better the other variable is that people [39:36] get older the Millennials that grew up [39:38] watching LCS and playing League after [39:40] school have moved on to other games or [39:42] other Hobbies as every generation does [39:44] in life it's a mistake to believe that [39:46] people will stick to playing or watching [39:48] one video game for the rest of their [39:49] life and building a billion dooll [39:51] business on that assumption is like [39:53] drawing blood from a stone if we look [39:55] back at the roots of Competitive Gaming [39:57] play players never really needed huge [39:59] prize pools and six-figure salaries to [40:01] compete they didn't need stadiums or [40:03] coaches they did it out of passion and [40:05] pride in run-of-the-mill auditoriums and [40:07] plastic chairs it was about glory and [40:09] not money and it was about proving that [40:11] a kid from Kansas could match a top tier [40:13] Korean Starcraft Pro that a Japanese [40:15] player could perfectly Parry every [40:17] attack at 1 HP to clutch a winning [40:19] Street Fighter that a band of Americans [40:21] could upset the top Korean seat Against [40:23] All Odds in league and that two [40:25] teenagers from California could pull off [40:27] a move that no one had ever seen before [40:29] in Smash gaming is a skill but as the [40:32] past decade of Esports has shown it's [40:34] not a talent that the world is ready to [40:36] put a dollar on