What was I most interested about in these Clan League Tournament matches?
Timing, Initial Deployments (e.g. eyes where), Mass Tactics & Firing Angles Tactics.
Timing? Frequently this is a common reason for a win or a defeat. Timing. It's a bottleneck for a decision-making-cycle.
Initial Deployments? Set-up where, when, how a given team can adjust within a given time frame.
Mass, Firing Angles Tactics? Is one seeking to gain a positional and/or localized edge? Seeking to harass a D.P.M and/or a per Alpha Shell advantage?
Point is how to achieve a common team goal of surviving a match & winning it?
As far as the commentary, perhaps the broadcast speaker can take a point of view as a National Media's Sports Networks do?
There's a difference between calling a broadcast from a point of view of one team or the other, versus calling a broadcast as a show.
There's also a difference if one is only hearing a contest versus seeing and hearing a contest: Radio versus Television.
Frequently in the Relic versus Havok game, it seemed as if one third caller was criticizing another caller... not giving the masses, both a play by play technical commentary & plus color commentary.
Point of a broadcaster is to draw in the fans to keep them glued to the game, if one's seeking to sell ads to keep revenue coming in.
Felt as if the broadcast was marketed toward **other tournament battle callers**, not the casual masses.
Granted this video game, frequently lacks the pauses other sports have, where each broadcaster role can easily switch off. American Football has gap between each play's down. Baseball has gaps between each pitch, between each batter, and each team switching between defensive & offensive. Ditto Tennis, Basketball, Ice Hockey, Badminton et la. Once a match starts in Clan League, it's a constant ongoing matches with little to no pauses -- so to allow the broadcaster's to switch off roles. The only real pause in WoT Clan League Broadcasts is when a seven minute match ends, and a three minute gap appears.
Edit addition: American Football Broadcasts typically also limited the amount of information given to their audience, in the areas of operational efficiency statistics and in terms of live video point of view.
- It's fairly rare to see a N.F.L game show the whole defensive backfield during a play. Commonly the video point of view, is limited to seven to nine players, not all of them. Ex-N.F.L players who later become broadcaster's have been known to ask for the full view video feed, and the N.F.L's head office does not allow it to be released for broadcast purposes. That full video point of view, is limited for the teams uses only.
- Secondly, operational efficiency statistics that can predict outcomes better than what the commonly published N.F.L statistics do, are not promoted by the sports broadcasters'. The broadcasters' interest is to sell the big show, to build and grow an audience. Promoting relatively accurate efficiency statistics, would give audiences an indication that there's little to no reason to show up. Why? If one's team is bad, why would an casual fan show up to watch a foretold defeat? Why pay out a loser?
- Thirdly, on the topic of matchmaking this Clan League tournament is doing something right. How? It places the best teams against the best teams. Over time that's what can drive up ratings & casual interest. For a casual fan, it great watch winners playing each other. Why? It's a great show.
Moving on to casual games matchmaking, I do wish Wargaming Developers' would take a very close look at how the N.F.L creates a schedule. What does the N.F.L schedule do? A portion of every team's yearly schedule is set-up to put losers versus losers, winners versus winners, average versus average. Point being winner's versus winner's is great for broadcasting purposes, its' a strong narrative. Allowing the worst to play the worst, allows those teams a better chance at becoming winners and creating positive momentum. Even the rookie draft process is designed in a way, so that the worst teams have a chance at gaining better individual talent. Meanwhile free agency allows individuals and teams to independently choose whom to work with.
Presently, Wargaming's matchmaking system and business model is a free for all, designed around vehicles and battle tiers. There is zero scarcity on clan creation. No real introduction process for WoT rookies into the game. Frequently experienced players tend to create platoons based on 'statistical data' created by 3rd parties whom Wargaming Inc has outsourced & condoned. That's a fashion model selection process for organizing platoons/clans/team battles/clan wars/strongholds et la, instead of a process emphasizing other qualities. Which in turn promotes the creation of re-roll accounts, and persons with multiple identities. Vehicle power creep becomes winning or losing factor. To the point that vehicles are akin to use of Speedo's LZR Elite swimsuit in competitions, which since have been banned by F.I.N.A Congress. Overall, these factors have become negative factors for long term health of this video game's community I'd suggest.
Edited by Valan, Oct 27 2015 - 23:47.