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140,000 viewers for Evo MVC final... amazing
posted in Esports
1
#1
9 Frags +

First SSBM broke the fighting game record with 100k+ viewers : http://esportsupdates.com/100000-tune-in-for-smash-finals-break-evofgc-record/

Then later apparently this went up to 130k and for the MVC3 final it topped 140k concurrent viewers.

Fighting games are such great viewing experiences for the spectator, the commentators seem to be spot on, and the live audiences so enthusiastic. Attention on Fighting games seems to wax and wane but they seem to have really hit their stride now utilising twitch, tournaments and their online presence.

Wonder if TF2 can learn stuff from the gradual rise and rise of some of the older games that are now getting massive audiences.

First SSBM broke the fighting game record with 100k+ viewers : http://esportsupdates.com/100000-tune-in-for-smash-finals-break-evofgc-record/

Then later apparently this went up to 130k and for the MVC3 final it topped 140k concurrent viewers.

Fighting games are such great viewing experiences for the spectator, the commentators seem to be spot on, and the live audiences so enthusiastic. Attention on Fighting games seems to wax and wane but they seem to have really hit their stride now utilising twitch, tournaments and their online presence.

Wonder if TF2 can learn stuff from the gradual rise and rise of some of the older games that are now getting massive audiences.
2
#2
0 Frags +
Lucky_PierreWonder if TF2 can learn stuff from the gradual rise and rise of some of the older games that are now getting massive audiences.

That's mostly because developers/publishers are learning that they can make big money from these tournaments.

Valve's got other things on their minds than comp TF2.

[quote=Lucky_Pierre]Wonder if TF2 can learn stuff from the gradual rise and rise of some of the older games that are now getting massive audiences.[/quote]
That's mostly because developers/publishers are learning that they can make big money from these tournaments.

Valve's got other things on their minds than comp TF2.
3
#3
-11 Frags +

i dont think its so much the casting, although it is great, that is amassing so many viewers but more that smash bros is a very popular worldwide and all age groups can play it and have fun. its on almost every console and relatively cheap; the exposure smash bros has compared to tf2 is like a 10000:1 ratio.

i dont think its so much the casting, although it is great, that is amassing so many viewers but more that smash bros is a very popular worldwide and all age groups can play it and have fun. its on almost every console and relatively cheap; the exposure smash bros has compared to tf2 is like a 10000:1 ratio.
4
#4
3 Frags +

ARE YOU WATCHING SAKURAI

ARE YOU WATCHING SAKURAI
5
#5
6 Frags +

bumble, if you are wondering why people are down fragging you it is because SSBM is only available on one console platform.

Even without SSBM fighting games have been gaining viewership over the last few years, partly because of great commentary moments, partly because of cult 'in' stuff being fun (WOMBO COMBO, Curly Mustache etc. etc.), partly because of the work of EVO in promoting itself and the gaming orgs behind the games promoting themselves.

Fighting Games have been popular previously, but seem to have really moved out of their niche/cult status in esports and into a whole bigger realm. EVO2013 seems like a watershed moment as well. As Not_Matlock points out the actual companies are engaged with the esport, which has knock on benefits.

bumble, if you are wondering why people are down fragging you it is because SSBM is only available on one console platform.

Even without SSBM fighting games have been gaining viewership over the last few years, partly because of great commentary moments, partly because of cult 'in' stuff being fun (WOMBO COMBO, Curly Mustache etc. etc.), partly because of the work of EVO in promoting itself and the gaming orgs behind the games promoting themselves.

Fighting Games have been popular previously, but seem to have really moved out of their niche/cult status in esports and into a whole bigger realm. EVO2013 seems like a watershed moment as well. As Not_Matlock points out the actual companies are engaged with the esport, which has knock on benefits.
6
#6
3 Frags +
bumblei dont think its so much the casting, although it is great, that is amassing so many viewers but more that smash bros is a very popular worldwide and all age groups can play it and have fun. its on almost every console and relatively cheap; the exposure smash bros has compared to tf2 is like a 10000:1 ratio.

The casters are fantastic for the fighting games (James Chen, Ultra David, Yipes). Even if you have no idea what's going on in MvC, they explain it very well in pace with the match and they get you excited to watch the games. Hell, they are just as excited to watch the games.

[quote=bumble]i dont think its so much the casting, although it is great, that is amassing so many viewers but more that smash bros is a very popular worldwide and all age groups can play it and have fun. its on almost every console and relatively cheap; the exposure smash bros has compared to tf2 is like a 10000:1 ratio.[/quote]

The casters are fantastic for the fighting games (James Chen, Ultra David, Yipes). Even if you have no idea what's going on in MvC, they explain it very well in pace with the match and they get you excited to watch the games. Hell, they are just as excited to watch the games.
7
#7
5 Frags +

I think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.

I think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.
8
#8
1 Frags +
Doovadbumblei dont think its so much the casting, although it is great, that is amassing so many viewers but more that smash bros is a very popular worldwide and all age groups can play it and have fun. its on almost every console and relatively cheap; the exposure smash bros has compared to tf2 is like a 10000:1 ratio.
The casters are fantastic for the fighting games (James Chen, Ultra David, Yipes). Even if you have no idea what's going on in MvC, they explain it very well in pace with the match and they get you excited to watch the games. Hell, they are just as excited to watch the games.

Smash has probably some of the best commentators i've ever seen in a comp game (HomeMadeWaffles/Phil, Prog/D1, Wobbles)

[quote=Doovad][quote=bumble]i dont think its so much the casting, although it is great, that is amassing so many viewers but more that smash bros is a very popular worldwide and all age groups can play it and have fun. its on almost every console and relatively cheap; the exposure smash bros has compared to tf2 is like a 10000:1 ratio.[/quote]

The casters are fantastic for the fighting games (James Chen, Ultra David, Yipes). Even if you have no idea what's going on in MvC, they explain it very well in pace with the match and they get you excited to watch the games. Hell, they are just as excited to watch the games.[/quote]
Smash has probably some of the best commentators i've ever seen in a comp game (HomeMadeWaffles/Phil, Prog/D1, Wobbles)
9
#9
1 Frags +

http://i.imgur.com/VNPLQwJ.png

Not_MatlockLucky_PierreWonder if TF2 can learn stuff from the gradual rise and rise of some of the older games that are now getting massive audiences.That's mostly because developers/publishers are learning that they can make big money from these tournaments.

Valve's got other things on their minds than comp TF2.

you're right, aside from nintendo trying to ban the streaming of the melee they helped in absolutely no way at all.

http://i.imgur.com/VNPLQwJ.png

[quote=Not_Matlock][quote=Lucky_Pierre]Wonder if TF2 can learn stuff from the gradual rise and rise of some of the older games that are now getting massive audiences.[/quote]
That's mostly because developers/publishers are learning that they can make big money from these tournaments.

Valve's got other things on their minds than comp TF2.[/quote]
you're right, aside from nintendo trying to ban the streaming of the melee they helped in absolutely no way at all.
10
#10
12 Frags +

I never play or watch fighting games... I've played maybe 2 hours of SSB (I don't even know which one I played) but I was able to enjoy and keep up with all the games this weekend thanks to the commentators.

I really hope that's how newbie TF2 players feel when they watch our streams....

I never play or watch fighting games... I've played maybe 2 hours of SSB (I don't even know which one I played) but I was able to enjoy and keep up with all the games this weekend thanks to the commentators.

I really hope that's how newbie TF2 players feel when they watch our streams....
11
#11
-12 Frags +
grillzI never play or watch fighting games... I've played maybe 2 hours of SSB (I don't even know which one I played) but I was able to enjoy and keep up with all the games this weekend thanks to the commentators.

I really hope that's how newbie TF2 players feel when they watch our streams....

For the record, the commentators on the smash stream were horrible.

[quote=grillz]I never play or watch fighting games... I've played maybe 2 hours of SSB (I don't even know which one I played) but I was able to enjoy and keep up with all the games this weekend thanks to the commentators.

I really hope that's how newbie TF2 players feel when they watch our streams....[/quote]
For the record, the commentators on the smash stream were horrible.
12
#12
4 Frags +
MikeikeikeikeikeikeFor the record, the commentators on the smash stream were horrible.

Nope, they were actually pretty good.

[quote=Mikeikeikeikeikeike]
For the record, the commentators on the smash stream were horrible.[/quote]

Nope, they were actually pretty good.
13
#13
0 Frags +
RadmanI think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.

Nailed it. Unless you're already familiar with the environment the players are playing in, people are going to be lost. A fighting game is usually a 2D plane with two characters fighting. A top-down game RTS style game using actual terrain like DotA/StarCraft is easy enough to grasp. A sports match like basketball and soccer not only has a huge fanbase, but they're also viewed from a bird's-eye perspective.

Capturing the action of, say, a roamer bombing into a team to cause a distraction for Scouts to clean up, or a split push in CS:GO is maddening when trying to grab it all live with one camera angle to work with. Switching angles rapidly is disorienting to spectate, and even worse for newer viewers.

Solving this would be really complicated, I'd imagine. Accessibility is murder with first-person team games.

[quote=Radman]I think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.[/quote]
Nailed it. Unless you're already familiar with the environment the players are playing in, people are going to be lost. A fighting game is usually a 2D plane with two characters fighting. A top-down game RTS style game using actual terrain like DotA/StarCraft is easy enough to grasp. A sports match like basketball and soccer not only has a huge fanbase, but they're also viewed from a bird's-eye perspective.

Capturing the action of, say, a roamer bombing into a team to cause a distraction for Scouts to clean up, or a split push in CS:GO is maddening when trying to grab it all live with one camera angle to work with. Switching angles rapidly is disorienting to spectate, and even worse for newer viewers.

Solving this would be really complicated, I'd imagine. Accessibility is murder with first-person team games.
14
#14
0 Frags +
Not_MatlockLucky_PierreWonder if TF2 can learn stuff from the gradual rise and rise of some of the older games that are now getting massive audiences.That's mostly because developers/publishers are learning that they can make big money from these tournaments.

Valve's got other things on their minds than comp TF2.

Because nintendo payed a single dollar to have smash at evo (oh wait, no, in fact they have never sponsered an american tournament)

[quote=Not_Matlock][quote=Lucky_Pierre]Wonder if TF2 can learn stuff from the gradual rise and rise of some of the older games that are now getting massive audiences.[/quote]
That's mostly because developers/publishers are learning that they can make big money from these tournaments.

Valve's got other things on their minds than comp TF2.[/quote]
Because nintendo payed a single dollar to have smash at evo (oh wait, no, in fact they have never sponsered an american tournament)
15
#15
3 Frags +
VirulenceRadmanI think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.Nailed it. Unless you're already familiar with the environment the players are playing in, people are going to be lost. A fighting game is usually a 2D plane with two characters fighting. A top-down game RTS style game using actual terrain like DotA/StarCraft is easy enough to grasp. A sports match like basketball and soccer not only has a huge fanbase, but they're also viewed from a bird's-eye perspective.

Capturing the action of, say, a roamer bombing into a team to cause a distraction for Scouts to clean up, or a split push in CS:GO is maddening when trying to grab it all live with one camera angle to work with. Switching angles rapidly is disorienting to spectate, and even worse for newer viewers.

Solving this would be really complicated, I'd imagine. Accessibility is murder with first-person team games.

I was thinking if it was possible to have set points on the map we could bind to keys. For example, at mid fights, instead of pressing spacebar then manually flying to a good midfight angle, you simply could press a keybind to go to a specific spot that views the mid fight from a good angle (same would go for cps 1 and 2.) I never mentioned it to anyone because it seems impossible to do, but if it is possible I think it would enhance the viewing experience especially when fights in certain areas last a very long time.

So yeah if anyone is bold enough to attempt to figure something like this out, please give it a try!

[quote=Virulence][quote=Radman]I think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.[/quote]
Nailed it. Unless you're already familiar with the environment the players are playing in, people are going to be lost. A fighting game is usually a 2D plane with two characters fighting. A top-down game RTS style game using actual terrain like DotA/StarCraft is easy enough to grasp. A sports match like basketball and soccer not only has a huge fanbase, but they're also viewed from a bird's-eye perspective.

Capturing the action of, say, a roamer bombing into a team to cause a distraction for Scouts to clean up, or a split push in CS:GO is maddening when trying to grab it all live with one camera angle to work with. Switching angles rapidly is disorienting to spectate, and even worse for newer viewers.

Solving this would be really complicated, I'd imagine. Accessibility is murder with first-person team games.[/quote]

I was thinking if it was possible to have set points on the map we could bind to keys. For example, at mid fights, instead of pressing spacebar then manually flying to a good midfight angle, you simply could press a keybind to go to a specific spot that views the mid fight from a good angle (same would go for cps 1 and 2.) I never mentioned it to anyone because it seems impossible to do, but if it is possible I think it would enhance the viewing experience especially when fights in certain areas last a very long time.

So yeah if anyone is bold enough to attempt to figure something like this out, please give it a try!
16
#16
0 Frags +

I really like how commentators tell and sell the history of players. Works well because of how short it is relative to a TF2 game though.

I really like how commentators tell and sell the history of players. Works well because of how short it is relative to a TF2 game though.
17
#17
2 Frags +

I believe we've all pretty much agreed that any freecam or 3rd person view is not a good viewing experience for this game or really any FPS for that matter.

I believe we've all pretty much agreed that any freecam or 3rd person view is not a good viewing experience for this game or really any FPS for that matter.
18
#18
-4 Frags +
OhMyZeusMikeikeikeikeikeikeFor the record, the commentators on the smash stream were horrible.
Nope, they were actually pretty good.

half the shit they said wasn't even about the match or correct, they even started comparing melee to brawl (as if anyone gives a shit about brawl at a melee tournament) during a match, they tried too hard to predict what would happen next and were always wrong, they would just say shit out of their ass to be funny or to sound intelligent. To someone who doesn't know anything about smash they would seem like good casters, but they were not.

[quote=OhMyZeus][quote=Mikeikeikeikeikeike]
For the record, the commentators on the smash stream were horrible.[/quote]

Nope, they were actually pretty good.[/quote]
half the shit they said wasn't even about the match or correct, they even started comparing melee to brawl (as if anyone gives a shit about brawl at a melee tournament) during a match, they tried too hard to predict what would happen next and were always wrong, they would just say shit out of their ass to be funny or to sound intelligent. To someone who doesn't know anything about smash they would seem like good casters, but they were not.
19
#19
-2 Frags +

http://25.media.tumblr.com/a6e3515ea4a7c8b6f97cbbcbd586897f/tumblr_mfyjk8AYT71rewgato2_400.gif

[img]http://25.media.tumblr.com/a6e3515ea4a7c8b6f97cbbcbd586897f/tumblr_mfyjk8AYT71rewgato2_400.gif[/img]
20
#20
0 Frags +
truktrukVirulenceRadmanI think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.Nailed it. Unless you're already familiar with the environment the players are playing in, people are going to be lost. A fighting game is usually a 2D plane with two characters fighting. A top-down game RTS style game using actual terrain like DotA/StarCraft is easy enough to grasp. A sports match like basketball and soccer not only has a huge fanbase, but they're also viewed from a bird's-eye perspective.

Capturing the action of, say, a roamer bombing into a team to cause a distraction for Scouts to clean up, or a split push in CS:GO is maddening when trying to grab it all live with one camera angle to work with. Switching angles rapidly is disorienting to spectate, and even worse for newer viewers.

Solving this would be really complicated, I'd imagine. Accessibility is murder with first-person team games.

I was thinking if it was possible to have set points on the map we could bind to keys. For example, at mid fights, instead of pressing spacebar then manually flying to a good midfight angle, you simply could press a keybind to go to a specific spot that views the mid fight from a good angle (same would go for cps 1 and 2.) I never mentioned it to anyone because it seems impossible to do, but if it is possible I think it would enhance the viewing experience especially when fights in certain areas last a very long time.

So yeah if anyone is bold enough to attempt to figure something like this out, please give it a try!

it is possible. Just not on sourceTV, its only possible when spectating as a spectator.

I have not done research on this myself, due to the fact that i heard pretty soon that it was not possible, but there are some that can probably tell you more about it, i think Atmo (http://steamcommunity.com/id/bcpk/) should know more

[quote=truktruk][quote=Virulence][quote=Radman]I think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.[/quote]
Nailed it. Unless you're already familiar with the environment the players are playing in, people are going to be lost. A fighting game is usually a 2D plane with two characters fighting. A top-down game RTS style game using actual terrain like DotA/StarCraft is easy enough to grasp. A sports match like basketball and soccer not only has a huge fanbase, but they're also viewed from a bird's-eye perspective.

Capturing the action of, say, a roamer bombing into a team to cause a distraction for Scouts to clean up, or a split push in CS:GO is maddening when trying to grab it all live with one camera angle to work with. Switching angles rapidly is disorienting to spectate, and even worse for newer viewers.

Solving this would be really complicated, I'd imagine. Accessibility is murder with first-person team games.[/quote]

I was thinking if it was possible to have set points on the map we could bind to keys. For example, at mid fights, instead of pressing spacebar then manually flying to a good midfight angle, you simply could press a keybind to go to a specific spot that views the mid fight from a good angle (same would go for cps 1 and 2.) I never mentioned it to anyone because it seems impossible to do, but if it is possible I think it would enhance the viewing experience especially when fights in certain areas last a very long time.

So yeah if anyone is bold enough to attempt to figure something like this out, please give it a try![/quote]

it is possible. Just not on sourceTV, its only possible when spectating as a spectator.

I have not done research on this myself, due to the fact that i heard pretty soon that it was not possible, but there are some that can probably tell you more about it, i think Atmo (http://steamcommunity.com/id/bcpk/) should know more
21
#21
0 Frags +
ComediantruktrukVirulenceRadmanI think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.Nailed it. Unless you're already familiar with the environment the players are playing in, people are going to be lost. A fighting game is usually a 2D plane with two characters fighting. A top-down game RTS style game using actual terrain like DotA/StarCraft is easy enough to grasp. A sports match like basketball and soccer not only has a huge fanbase, but they're also viewed from a bird's-eye perspective.

Capturing the action of, say, a roamer bombing into a team to cause a distraction for Scouts to clean up, or a split push in CS:GO is maddening when trying to grab it all live with one camera angle to work with. Switching angles rapidly is disorienting to spectate, and even worse for newer viewers.

Solving this would be really complicated, I'd imagine. Accessibility is murder with first-person team games.

I was thinking if it was possible to have set points on the map we could bind to keys. For example, at mid fights, instead of pressing spacebar then manually flying to a good midfight angle, you simply could press a keybind to go to a specific spot that views the mid fight from a good angle (same would go for cps 1 and 2.) I never mentioned it to anyone because it seems impossible to do, but if it is possible I think it would enhance the viewing experience especially when fights in certain areas last a very long time.

So yeah if anyone is bold enough to attempt to figure something like this out, please give it a try!

it is possible. Just not on sourceTV, its only possible when spectating as a spectator.

I have not done research on this myself, due to the fact that i heard pretty soon that it was not possible, but there are some that can probably tell you more about it, i think Atmo (http://steamcommunity.com/id/bcpk/) should know more

I think two things would make tf2 way easier follow. First thing is a mini-map, I heard people were already working on it so when that comes out things will get much better. The other thing was already mentioned, but yea camera angles that are already setup with hotkeys. However, only if that view is in picture-in-picture because the gameplay is still more important in my opinion.

Love to be able to code this stuff up myself, but I don't know where to get a hold of sourceTV programming resources. If anyone can hook me up, would be fun to play around with in my spare time.

[quote=Comedian][quote=truktruk][quote=Virulence][quote=Radman]I think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.[/quote]
Nailed it. Unless you're already familiar with the environment the players are playing in, people are going to be lost. A fighting game is usually a 2D plane with two characters fighting. A top-down game RTS style game using actual terrain like DotA/StarCraft is easy enough to grasp. A sports match like basketball and soccer not only has a huge fanbase, but they're also viewed from a bird's-eye perspective.

Capturing the action of, say, a roamer bombing into a team to cause a distraction for Scouts to clean up, or a split push in CS:GO is maddening when trying to grab it all live with one camera angle to work with. Switching angles rapidly is disorienting to spectate, and even worse for newer viewers.

Solving this would be really complicated, I'd imagine. Accessibility is murder with first-person team games.[/quote]

I was thinking if it was possible to have set points on the map we could bind to keys. For example, at mid fights, instead of pressing spacebar then manually flying to a good midfight angle, you simply could press a keybind to go to a specific spot that views the mid fight from a good angle (same would go for cps 1 and 2.) I never mentioned it to anyone because it seems impossible to do, but if it is possible I think it would enhance the viewing experience especially when fights in certain areas last a very long time.

So yeah if anyone is bold enough to attempt to figure something like this out, please give it a try![/quote]

it is possible. Just not on sourceTV, its only possible when spectating as a spectator.

I have not done research on this myself, due to the fact that i heard pretty soon that it was not possible, but there are some that can probably tell you more about it, i think Atmo (http://steamcommunity.com/id/bcpk/) should know more[/quote]

I think two things would make tf2 way easier follow. First thing is a mini-map, I heard people were already working on it so when that comes out things will get much better. The other thing was already mentioned, but yea camera angles that are already setup with hotkeys. However, only if that view is in picture-in-picture because the gameplay is still more important in my opinion.

Love to be able to code this stuff up myself, but I don't know where to get a hold of sourceTV programming resources. If anyone can hook me up, would be fun to play around with in my spare time.
22
#22
3 Frags +
truktrukVirulenceRadmanI think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.Nailed it. Unless you're already familiar with the environment the players are playing in, people are going to be lost. A fighting game is usually a 2D plane with two characters fighting. A top-down game RTS style game using actual terrain like DotA/StarCraft is easy enough to grasp. A sports match like basketball and soccer not only has a huge fanbase, but they're also viewed from a bird's-eye perspective.

Capturing the action of, say, a roamer bombing into a team to cause a distraction for Scouts to clean up, or a split push in CS:GO is maddening when trying to grab it all live with one camera angle to work with. Switching angles rapidly is disorienting to spectate, and even worse for newer viewers.

Solving this would be really complicated, I'd imagine. Accessibility is murder with first-person team games.

I was thinking if it was possible to have set points on the map we could bind to keys. For example, at mid fights, instead of pressing spacebar then manually flying to a good midfight angle, you simply could press a keybind to go to a specific spot that views the mid fight from a good angle (same would go for cps 1 and 2.) I never mentioned it to anyone because it seems impossible to do, but if it is possible I think it would enhance the viewing experience especially when fights in certain areas last a very long time.

So yeah if anyone is bold enough to attempt to figure something like this out, please give it a try!

If you're in spectate I think the getpos and setpos commands work (probably what Comedian is thinking of). You would just have to set up binds to different keys in the format "bind "x" "setpos xxxx.xxx.xxx.xx.xxx". This number can be found by going to the desired position and using the "getpos" command. The positions of each point would be different on each map, so the best option would probably be to create a .cfg of each map and just execute that at the start.

[quote=truktruk][quote=Virulence][quote=Radman]I think the absolute biggest thing fighting games (and rts and mobas) have over TF2 is the viewers perspective. When we're forced to watch only one persons POV in a TF2 match, youre forcing the viewer to fill in all the blanks with their own game knowledge, which is kind of unwieldy for casual viewing.[/quote]
Nailed it. Unless you're already familiar with the environment the players are playing in, people are going to be lost. A fighting game is usually a 2D plane with two characters fighting. A top-down game RTS style game using actual terrain like DotA/StarCraft is easy enough to grasp. A sports match like basketball and soccer not only has a huge fanbase, but they're also viewed from a bird's-eye perspective.

Capturing the action of, say, a roamer bombing into a team to cause a distraction for Scouts to clean up, or a split push in CS:GO is maddening when trying to grab it all live with one camera angle to work with. Switching angles rapidly is disorienting to spectate, and even worse for newer viewers.

Solving this would be really complicated, I'd imagine. Accessibility is murder with first-person team games.[/quote]

I was thinking if it was possible to have set points on the map we could bind to keys. For example, at mid fights, instead of pressing spacebar then manually flying to a good midfight angle, you simply could press a keybind to go to a specific spot that views the mid fight from a good angle (same would go for cps 1 and 2.) I never mentioned it to anyone because it seems impossible to do, but if it is possible I think it would enhance the viewing experience especially when fights in certain areas last a very long time.

So yeah if anyone is bold enough to attempt to figure something like this out, please give it a try![/quote]

If you're in spectate I think the getpos and setpos commands work (probably what Comedian is thinking of). You would just have to set up binds to different keys in the format "bind "x" "setpos xxxx.xxx.xxx.xx.xxx". This number can be found by going to the desired position and using the "getpos" command. The positions of each point would be different on each map, so the best option would probably be to create a .cfg of each map and just execute that at the start.
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