Shounicpost #10, longer question
When I say that we should no longer be a grassroots esport, that means giving up some control. As a grassroots esport, we call the shots, we design the game, and we figure things out for ourselves. Transitioning to a developer-designed esport means giving up that control and allowing them the creative freedom and time to create a proper game. In order for this to happen we would need to put our faith in the hands of the developers.
1) When I say "we test" I don't mean the we as competitive players. When I say that we need to test the game, I mean the greater TF2 scene needs to test the game. After all, "we" as competitive players are just a small subsection of the larger TF2 community that the developers have to worry about satisfying.
2) The developers want to see a competitive format that does well for new players as well as seasoned pros. They want an esport that is easy to pick up and play but also fun to watch at the highest levels of the game. That is how you create a good esport.
3) Our current competitive game is not exactly #2. I think our game is really hard for newbies to get into, but really fun at the highest levels. That's partially the developer's fault -- it's hard for new people to get involved in our game because of the barriers to entry. The developers need to lower those barriers and they have definitely done that by creating a matchmaking system. The system will continue to be iterated upon as long as people show interest in it.
4) With all of that said, it's on us as TF2 players to use that system and provide feedback AND SHOW INTEREST in this system to Valve. Valve won't spend time, money, and resources on something that nobody is interested in. We need to invest time in the matchmaking system in the same way that we have been calling for the community to invest time in FaceIT.
5) I don't think the community will be able to find the perfect format for Valve. I think Valve wants to figure it out for themselves, and that will frustrate comp TF2 players who don't want to wait.
SmytherI've had something to say on the TF2 team at valve and what they're doing, but it's past midnight so I'm struggling to string 2 sentences together right now. The TL;DR of it is that those 7 steps you listed is going to take valve at least another 2 years to get to step #5, where we have something worth playing, and 5 years to get to #7 where we have something that's actually reaching it's full potential.
This is the perfect example of #5. Some people don't have the time to wait while their esports career fades away, and that's completely understandable. I mention in the article that this is why some people have moved to Overwatch and other games. Valve is a company that is interested in the long term. They have 20 years to wait and make the perfect product. Individual players don't have that kind of time.
Many people have been predicting that Team Fortress will need a re-launch in order to re-gain interest in the franchise just like how Starcraft, Diablo, Dota, and Counterstrike did. The smart thing for the developers to do is iterate and design the perfect game before launching Team Fotress 3 (or whatever the sequel will be).