Federer versus the Protoss: Can Video Games be a Spectator Sport?
A few years back, David Foster Wallace wrote a brilliant article in the New York Times arguing that watching Roger Federer play tennis could in certain moments amount to a kind of transcendent experience:
Almost anyone who loves tennis and follows the men’s tour on television has, over the last few years, had what might be termed Federer Moments. These are times, as you watch the young Swiss play, when the jaw drops and eyes protrude and sounds are made that bring spouses in from other rooms to see if you’re O.K. The Moments are more intense if you’ve played enough tennis to understand the impossibility of what you just saw him do.
But I don’t want to talk about Roger Federer. At the risk of forsaking any claims to not being a complete dork, I have a confession: I’m hopelessly addicted to watching replays of people playing video games on youtube. And it gets worse: I’ve never even played these games, haven’t seriously played any video games in a number of years in fact. But damnit, sometimes it feels good to come home from a long day at work and just put on some Starcraft 2 replays.
For those readers still with me after that embarrassing disclosure, I want to try to explore this idea that video games can be a viable spectator sport, perhaps even a better spectator sport than sports themselves.
Let me illustrate with an example.
The clip above is one of the first examples that comes to mind when I think of what DFW calls “Federer Moments” — moments in sports when he says “the jaw drops and eyes protrude and sounds are made that bring spouses in from other rooms to see if you’re O.K.” Around the same time that DFW was writing this article, the Korean Starcraft pro BoxeR–arguably one of the first publicly known pro-gamers, with annual earnings of about $400,000 a year–was in the finals of a tournament playing against [NC]Yellow. Without going into too much detail, the clip above has passed into gaming mythology as one of the most daring, innovative, and creative plays in Starcraft history, with Boxer going all-in in the early game, utilizing mostly non-combat units to secure a four-minute win in a highly-competitive tournament. It is a BoxeR moment. It is an act which, properly conceived and understood, is impossible.
So competitive video games, too, have these kind of transcendant moments which seem to bend the rules of logic (and not just because aliens are shooting lasers at each other).
But I think there are other reasons that video games have a unique power not just as a sport with these moments, but as a spectator sport. The video-game replay has risen in the last couple years as a true force on the internet. Indeed, cursory glances on Youtube’s most viewed pages show that Gaming category on Youtube gets far more hits than the Sports category. Some channels, like HuskyStarcraft’s, will routinely get 60,000 – 70,000 views for every full replay that they post.Why might this be so?
There are a number of reasons for the increased views on these videos that many other commentators have pointed at–that gaming is becoming more mainstream, for example. But I think there’s one central reason why gaming replays are so uniquely powerful as a spectator sport: Video game replays are unmediated, putting the viewer directly into the eyes of the players.
One of David Foster Wallace’s primary complaints about watching Federer play on television is that you lose part of the aesthetic that might be felt when watching him play live:
TV tennis has its advantages, but these advantages have disadvantages, and chief among them is a certain illusion of intimacy. Television’s slow-mo replays, its close-ups and graphics, all so privilege viewers that we’re not even aware of how much is lost in broadcast. And a large part of what’s lost is the sheer physicality of top tennis, a sense of the speeds at which the ball is moving and the players are reacting. This loss is simple to explain. TV’s priority, during a point, is coverage of the whole court, a comprehensive view, so that viewers can see both players and the overall geometry of the exchange. Television therefore chooses a specular vantage that is overhead and behind one baseline. You, the viewer, are above and looking down from behind the court. This perspective, as any art student will tell you, “foreshortens” the court. Real tennis, after all, is three-dimensional, but a TV screen’s image is only 2-D. The dimension that’s lost (or rather distorted) on the screen is the real court’s length, the 78 feet between baselines; and the speed with which the ball traverses this length is a shot’s pace, which on TV is obscured, and in person is fearsome to behold.
Video game replays, however, don’t have this problem. The overhead vantage in a replay of a videogame like Starcraft is the only vantage, the same vantage that the players themselves see. Thus there is no foreshortening here–the intimacy of the video is a real intimacy, not an illusion.
And in some kinds of video game replays, this intimacy goes even deeper. My favorite type of video game replay is the live first-person commentary–a video that features the player’s thoughts recorded in real-time as he or she is playing the game.
The video above is not really a famous moment in gaming history. It’s just a guy posting a game of DOTA 2 he recorded live, and it only has about about 746 views. And yet, from about 33:00 – 34:00, he experiences the beginning of a kind of Federer Moment. He’s about to score a Rampage, a rare feat where a player kills five enemies in a row. And, in the middle of all of this, he giddily begins to laugh in excitement. I think the spontaneous laughter here from the player himself embodies all of the power and charm of the videogame replay. Imagine, for example, what it would be like to hear LeBron’s thoughts in realtime as he goes for the dunk or Tebow as he’s throwing a touchdown. The video above, sure it’s mundane–he’s no Korean superstar for a tournament, just a guy playing games–but being mundane makes it somehow more real. By the end of the game, we see that he’s had 28 kills and a single death–an act which, in this world, should be impossible. But through the intimacy of the video game replay, it’s an impossible that we get to share.


