In the beginning of May, an extremely interesting event took place in Kiev. Esports studio WePlay! Esports held the finals of “Forge of Masters. WePlay! League.” The event's main focus was not as much on distributing the prize pool among the best of the best, but rather on increasing the overall level of the region at large. This competition will be the topic of today's article.
We've visited the competition and had a chance to talk to the general producer of "WePlay! Esports", Maxim Belonogov – who told us some details about this event. His comments were incorporated in this article and can be found further below.
Before that we should provide you with an overview of the Forge of Masters. The organizers have envisioned this league to carry the task of developing the CIS-based CS:GO scene. This seems to be the reason for the absence of teams belonging to the top-10 HLTV (or any other popular ranking) within the pool of the first season's participants. However, most of the participating teams are quite promising. Maxim has told us the reasons for WePlay! to make this kind of decision.
I believe that everything should be done with a noble purpose in mind. If the project is not supported by something more important than a simple cash grab (anything, be it a noble goal or a desire to test some process, to check how something works or interacts); if there's no creativity applied and it results in a generic tournament, I've got to say that personally I wouldn't be interested in such a tournament.
Overall, the viewers have appreciated the gesture and the statistics of the first season of Forge of Masters are encouraging. On average, 6 thousand viewers have watched the matches of this competition. The peak mark of 23 thousand viewers was reached during the first encounter between HellRaisers and AVANGAR in the upper bracket finals.
When talking only about the LAN-finals of the season, it shows the best results. Since this part of the competition was conclusive and of great importance, it managed to gather 9 thousand viewers on average. The vast majority of these (8 thousand out of 9) have gathered at the Russian-language broadcast. This is understandable, given that three out of the four participants in these finals were represented exclusively by the CIS players.
Since for the WePlay! this was the first offline event in a while, it cannot be said that it went off without a hitch. However, the studio's general producer has maintained a positive outlook on things as he noted that any and all of the problems encountered were solved rather quickly thanks to the excellent team they had.
You may have noticed that on the first day we had some FPS problems within the game, causing the visuals to become slightly blurry. At the end of the day, each of us could claim that his/her shift was over and it was time to go home – but most of us have chosen to stay overnight and rebuild what we had been working on for several days already. It speaks of a great desire to do our job right.
As a result, we can say that the organizer's first attempt was a success. Their tournament was attended by a large number of people, with the finals having the hall completely crowded with spectators. The studio aims to continue improving its content in the future, as evidenced by the upcoming announcements of new events and the constant communication with its audience.