E-Sports as a whole have been on noticeable decline though
I feel like it's gone the way of so many other nerd movements
1: A bunch of nerds doing Thing because they love it and think it's fun
2: Thing grows more and more because the initial nerds put all their love into it
3: Big companies eventually catch on and begin normie-fying Thing to market and sell it to the biggest audience possible
4: Thing has now become so normie-fied that the original audience has long since left for something else
<------- We are here
5: VC firms keep pumping money into it under the belief that "we keep putting money into it and eventually we will win the market"
Other than E-sports, this shit also applies to game modding, NFTs, superhero movies, and more recently AI.
Valve already cut back on The International for DOTA 2 by removing the Battle Pass from it
This was actually a really weird move IMO. People willingly threw ~$90M of pure profit at them for what equates to about a months work for 4-5 artists and a voice actor, and it's somehow a better business to
not do it? I remember the writing being on the wall with the Singapore TI being ~$21M less than the last TI, but that was also due to the battle pass being out criminally late compared to the last years, running only for a mere 60 days:
I'm not saying that 2022 would've beat 2021 by any stretch of the imagination, but surely removing the battle pass was a terrible business decision for valve.
But let's be honest, the magic is kind of dead. Pro players are no longer just gamers who are really good at a game, it's a full-time job funded by giant corporations. Games are no longer a hobby or a pasttime, they are skinner boxes for corporations to suck you dry through. And games no longer draw you in by being fun, they draw you in with Billion-dollar marketing campaigns so they can lure you into the skinner box, where you can swipe your credit card like the fucking paypig you are to them.