Matthieu Dallon: The ESWC will soon be celebrating its 10th birthday, and it's true that the event has always been marked by its social, festive and community atmosphere. Each week we take a look back in photos at previous editions, above all wanting to give a tip of the hat to everyone who has participated in the experience and each of its steps from the beginning. I'm thinking above all of the staff and the champions. For 2012, we want to maintain this spirit of friendship and the pleasure of getting together, while guaranteeing the champions have the best conditions for the competition and the audience gets the show they're expecting. I would say that 2011 marked the return of the ESWC. I was called on to produce the event. Nearly 80,000 people attended the matches over 5 days. Probably a world record. Of course new elements will be introduced in 2012, but the important thing is to consolidate our status as a major international tournament.
You announced your re-entry as the owner of ESWC (through Oxent) in May, three years after the bankruptcy of Games-Services…

Photo Source: Dallon
How are you trying to avoid losing money with Oxent in the 2010's just as you did with Games-Services in the 2000's? If, as it looks for now, you try to host the same style and structure of event with Oxent, why do you think it will work now, if it wasn't quite profitable in the 2000's? As you said in the 2009 interview, "Games-Services had almost always lost money".
The real question is what is this investment for? Who gets something out of it? In my opinion; It's essentially for educating a market, brands, agencies and the media, and to increase the audience, so that one day there will be a regular and growing profit which will be shared with the players, clubs, organisations and games publishers.
I think that eSport is in it for the long run, an adventure that is even more complex than that of sport in the 20th century. It took both FIFA and the Olympics nearly 100 years to become the institutions we know today. After just 10 years, we are at an early technological and economic crossroads that may let world eSport organisations take a place in the model described above.
Are we, industry-wise, in a totally different situation these days? Are Twitch/own3D/Dailymotion the reason for that? Or do you blame your unintentional three-year-pause on the miserable situation of 2009's general economy and still believe the original product was and still is the best way to handle it?
The crisis in 2008 and 2009 was really very hard for everyone involved in eSport. The ones who came through it were clever enough to develop service activities alongside their purely sporting or media business. For Oxent, the orientation is technological. We work on web and mobile products, which generate their own revenue, and their objective is to add long-term stability to our business in the case of a shortfall in sponsoring revenue.
I think it's the ideal model if we indeed hold all of the rights, in particular to market the games’ content.

Your words: "The relation between games owners and eSports organizations is the most important question of all for the future. And I think it is even more important for the champions than for leagues producers." Riot Games and S2Games massively subsidizes 3rd party tournaments, Valve hosts its own 1-Million-Dollar tournament, Blizzard hosts its very own WCS with partners. How independent are the teams and the league producers in 2012?
There's no independence; but it's a necessary phase. Let's just say that for 10 years, nobody was interested in these issues – the number of times I even had to explain what eSport means to games publishers... Today we're starting a period where publishers are reconquering a potential engine for growth. So they're investing to the hilt, probably in a way that's inversely proportional to their past indifference.
Today all pictures or sequences generated by the game, are controlled and owned by the game publisher. Every form of game performance is owned by the game publisher, who grants more or fewer benefits to eSports organisations.
To build eSport up for the long-term, this question of rights will have to be genuinely dealt with one day, and settled on the side of the player. My personal project is to develop this idea. The day the players truly hold the rights to their performance, they will be able to transfer it to an organisation, like a singer with a record label or promoter; like an athlete with a club, league or association.
How independent are you, if you pick up three Nadeo games and list Blizzard as official partner, compared to other event producers?
My previous answer couldn't be more transparent. We are at a level of eSport maturity which dictates that the publishers license and control use of their game. It's legitimate, we have to deal with it.
Finally, I'd like to say that everyone involved in eSport - players, clubs, leagues, publishers, the media - is in fact interdependent. And it's maybe a stroke of luck that today eSport is backed by a worldwide content and global media, everyone knows each other, and no one can get ahead without the others.






