In an attempt to enlighten people about progaming (aka StarCraft) here are 2 fantastic Final Edits from Teamliquid.
The first is focused on Flash who redefined playstyles and matchups, a kid who achieved a 90% win rate in one season (when the top players are 65%), someone said to be neigh invincible against anything anyone could throw at him.
The kid who crushed all the greats before him and all the opposition that rose to him.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=108774
The next is Baby.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=132831
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Then you have the darker side of pro gaming, some of which came to light in part of the match fixing scandal.
The Reality of Progaming
http://www.teamliquid.net/forum/viewmessage.php?topic_id=126075
Note that the article has a lot more information, I just plucked some bits.
The B-Team situation is a lot like no skill laborers trying to form a union in the US. There's just too few spots and too many people who would gladly do the job for less.
The first is focused on Flash who redefined playstyles and matchups, a kid who achieved a 90% win rate in one season (when the top players are 65%), someone said to be neigh invincible against anything anyone could throw at him.
The kid who crushed all the greats before him and all the opposition that rose to him.
Flash defines the modern Terran: versatile, confident, and defensively perfect. He is a young boy who dreamt of being like BoxeR and became a progamer. He is a young boy who with his brilliant mind and prodigal skill set the standard for every Terran to follow him at the mere age of 15, an inspiration to younger gamers.
With two consecutive Starleague titles, Jaedong has set the bar high for everyone to follow him. Flash is walking NaDa's path toward a dual victory with confidence and the swagger of a champion. The largest obstacle in his path, Jaedong, was obliterated with ease.
Lee Young Ho is everything NaDa was. He can execute flawless early-game aggression, flawless mid-game timing pushes, and flawless late-game management. Flash began his career pushing TvP to its absolute limit, continued it by defining TvT, and is now at the absolute top of TvZ players.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=108774
The next is Baby.
http://www.teamliquid.net/forum/viewmessage.php?topic_id=132831
Three years ago, Jun Tae Yang was an unassuming Terran. After placing high in the Elite School League, (T)BaBy, having only seen 12 summers, was drafted by WeMade FOX. But despite his early success, the professional echelon proved to be a different beast altogether, a realm in which only the most dedicated and tireless can etch their name in history. Though dedicated, the amateur prodigys results quickly became dismal, and stayed so for many years. It wouldnt be until the winter of 2009 that Jun Tae Yang would strike from the shadows of WeMades B-team, shocking the world by slaying a Tyrant and achieving an all-kill (4-0 vs a team), foreshadowing the end of one age and the beginning of another; a change in seasons.
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Then you have the darker side of pro gaming, some of which came to light in part of the match fixing scandal.
The Reality of Progaming
http://www.teamliquid.net/forum/viewmessage.php?topic_id=126075
Note that the article has a lot more information, I just plucked some bits.
The B-Team situation is a lot like no skill laborers trying to form a union in the US. There's just too few spots and too many people who would gladly do the job for less.
The first thing that comes up when talking about the life of a progamer is the conflict with parents. The most famous progamer, (T)BoxeR, said that his parents did not know he played StarCraft. Back then "progamer" meant just a person looking to earn money from gaming, before games were broadcasted. On the other hand, the top player right now, (T)Flash, persuaded his parents and became a progamer with parental support. However, this is a story of a progamer who rose in the era where earning over a hundred thousand dollars a year playing games were "role models".
"A" also couldn't avoid the conflict. His parents did not allow him to become a progamer because the future is too uncertain, and "A" also understood his parents. "What kind of a parent would want their kid to lead a difficult life? The future is very dim when you become a progamer....." After a few months, his parents allowed him to pursue his dreams, and after passing the test, he joined a team.
Nowadays, in order to get connections to be able to take tests for progaming teams, people spend a lot of time in clans. Once you hit 20, it becomes almost impossible to be tested to join a team. When asked about this, "A" answered "You have to be at least in your 10's. 20 is the oldest you can be."
Hong asked about the practice time. A daily cycle of a progamer is different from that of a normal person. They wake up around 10 and their day starts after eating breakfast, and it continues until late night. If you look at "Nal_rA's Oldboy" from OGN, the SPARKYZ team ate lunch at 4PM. I think it was to achieve the optimal condition when the leagues take place in the evening. The practice time, not counting time for food, was 11 hours and 30 minutes for A team members, and 13 hours and 30 mnutes for B team members. This was mandatory.
There are barely any days off. There are matches in the weekends, so you have to practice even in the weekends. This became worse as time went on. The players are dissatisfied, but have no way of speaking out. Kim put it this way.
"KeSPA was formed by the corporations that sponsor the teams. Because it helps them advertise, they try to increase the number of matches. They fill up the whole year with matches. It's not like they have to pay more to have more matches."
Players like (T)BaBy debuted at the age of 13. If we see them as laborers, it is illegal.
The gamers between 15 and 17 years of age can be in labor, but the problem is time.
Also, the minimum wage must be met with a labor contract. The minimum wage for 2010 was 4110 wons per hour (app. $3.60). For 44 hours a week, the minimum wage is 928,860 won per month (app. $820). The progamers are required to practice around 60~75 hours a week, and over half of these hours are during weekends and late nights. The weekend and late night minimum wage is 1.5 times larger, so it would be 6165 (app. $5.40) won/hour.
If we say the progamers practice at least 60 hours a week, and if only half of them are part of the 1.5x rate, the minimum amount they need to be paid for a week is 308,250 won (app. $270), for a month, 1,339,345 won (app. $1,180), and for a year, 16,072,155 won (app. $14,000). The minimum wage for a A-team player would be 16 million won, and for B-team player, it would be 20 million (app. $17,600). This shows how much these progamers are working.
If we put these regulations on progaming, the number of progamers would decrease significantly, and some corporations will give up. The increase in pay of a progamer over time will also decrease. However, this will greatly increase the conditions of life of progamers.
This is the reality. B-team players are given a dorm, but they don't get paid. They don't even sign a single thing, let alone a contract. Even if they leave, there are plenty to choose from. The bigger teams pay them 500 thousand wons a month.
What if you're one of the players that play in proleague? They sign a contract. It's not a labor contract, but a civil contract. Even then they get paid 10 million won a year on average and usually doesn't pass 20 million. A few "star" gamers earn over 200 million a year.
Hong asked if the practice hours are mentioned in the civil contract. "A" said no. Hong said if they're going to make certain hours of practice mandatory, it should be a labor contract. Although the hours are not listed in the contract, a civil contract can be nullified by the sponsors at any time, so the players must obey the hours.
Even though StarCraft is an individual sport, a progamer can't participate in even the preliminaries (StarLeague) without being in a progaming team. The system is set up so that the sponsors have ultimate control over the progamers. If it's too much to change the contracts to labor contracts, there should be at least a guarantee of the players' rights and futures. The gamers get treated neither as the "creator" of game content nor the "laborers" for the gaming teams.