Fortnite: the numbers of the video game of the moment that aspires to a place among the eSports



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Fortnite is a title Battle Royale developed by Epic Games and now spread all over the world, especially among the youngest, thanks to the ability to shoot the best of the limelight given all of the genre last year by PLAYERUNKNOWN (or PUBG) Battlegrounds – the first in the category to get really important numbers – , offering fans a free alternative. A hundred or so players are catapulted onto a map looking for weapons and defenses, with the ability to build on-the-fly structures both to defend and attack, wins who stays alive last . The most common question of the moment is whether Fortnite is an export title. But what are the main requirements?

A solid base of fans and enthusiasts. The first protagonists of the fortune of a video game are the streamer. Among them stands out Tyler "Ninja" Blevins followed by an average between 300,000 and 500,000 spectators with peaks that reached and exceeded 800,000. Figures similar to his bank account than thanks to donations received on Monthly Twitch can boast of dizzying profits

Even live events have received more positive comments like the recent PRO-AM in Los Angeles: 50 players and 50 star-system celebrities North America competed for the $ 3 million jackpot went totally to charity, while in the stands the crowd was delirious the 1.5 million spectators were reached that followed the live broadcast of the event of the house.

Competitive players of the highest level. Ninja is not only a great artist, he is also an excellent player (in his past, a long experience in the competitive Halo). Just watch a Ninja stream to realize that wins most matches, both solo and in team, the recent announcement of Red Bull still paying attention to traditional athletes and to the Export, on The sponsorship of Blevins is not a surprise.

In Italy, we are no less, at least in proportion. Our spearhead is called Giorgio "Pow3r" Calandrelli 25 years old and old acquaintance of the world Call of Duty . Proficient to migrate from the console to the PC, from the gamepad of the Playstation to get to Fortnite with the mouse and keyboard, pbading first Overwatch . His results were seen in streaming with an average of spectators for his games between 5,000 and 7,000 but with a record of 27,000 between Italians and foreigners.

I Fnatic one of the most representative European export teams – virtually present on the competitive scene since dawn -, threw his sights on Giorgio. Built their fortune on League of Legends and Counter-Strike the organization decided to invest in Fortnite, raising expectations on the competitive future of the game , and start to contract our Pow3r which was not disappointed: in his first official release he won $ 10,000 in live streaming, having managed to make 20 kills in a single match, placing himself against the top 20

The Competitive Structure . On the other hand Epic Games decided to leave the jackpot events more than their structure: 100 million dollars . Honest for a company that thanks to Fortnite generated revenues of $ 223 million in March alone, 300 in April and 318 in May for a total of $ 1 billion in the first half of 2018 with a concrete outlook of reaching less the double at the end of the year – all thanks to the purchase of aesthetic and seasonal items (which unlock aesthetic rewards), the game itself is free –

To make a quick comparison, the biggest jackpot reached a competition in one season, on Dota2, does not even reach half of what was proposed by Epic Games. Factual figures for the export scene and probably out of scale but which are necessary to make the whole world understand that the investment on Fortnite is serious.

Also necessary to overcome the lack of a well-structured competitive scene: tournaments are presented a few days before their performance, which is a short-term program. Epic Games has always had technical problems for online tournaments with many accesses: during the first official competition of Summer Skirmish line difficulties forced the organizers to interrupt

The most obvious limitation of Fortnite's current competitive structure however, is represented by the use of various public games to compare player scores by position and killings done on a series of correspondence. The first consequence is that opposing teams (or players) do not necessarily face each other in the same game, an anomaly in the export scene waiting for immediate correction.

Not today, not tomorrow but soon willy-nilly it will be an export in its entirety .

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