The Cyberathlete Professional League's traveling circuit created the West's first pros: players who hauled their own CRT monitors through airports to Dallas, Cologne and Singapore for weekend prize brackets in Quake and Counter-Strike, living event to event without salaries. Online qualifiers, publisher leagues and streaming income dissolved the lifestyle, and the CPL itself shut down in 2008.
LAN-circuit shareware pro已不复存在。这里整理是什么消灭了它,以及哪个职业接手了那份工作。
High scores and LAN cables
For a quarter century, competitive gaming ran on novelty rather than wages. Twin Galaxies, founded by Walter Day in Ottumwa, Iowa in 1981, adjudicated arcade world records for Guinness; Atari's 1980 Space Invaders Championship drew ten thousand entrants; Nintendo toured its 1990 World Championships across the United States. Champions got television spots and sponsor trips, not salaries, and the idea that any of this could be a job belonged to science fiction and one prescient Rolling Stone article.
当时还发生了什么
Stanford AI Lab students compete at Spacewar! on a PDP-10 in the first recorded video game tournament. Bruce Baumgart wins the free-for-all; the prize is a year of Rolling Stone, whose writer Stewart Brand documents the night — spectating included — for the magazine.
Atari runs the first mass gaming tournament, drawing more than ten thousand players through US regional heats to a New York final. The winner, Rebecca Heineman, later co-founds the studio Interplay — the first person to parlay a national gaming title into a games-industry career.
Around two thousand players enter the online Red Annihilation Quake tournament; sixteen finalists meet at E3 in Atlanta, where Dennis "Thresh" Fong wins id Software programmer John Carmack's own Ferrari 328 GTS. Weeks later Angel Muñoz founds the Cyberathlete Professional League in Dallas, the first standing pro circuit.
After the 1997 financial crisis, cheap broadband and tens of thousands of PC bang cafés make StarCraft: Brood War a national pastime. OnGameNet launches as a 24-hour game channel, the government-approved Korea e-Sports Association (KeSPA) forms, and corporations begin salarying full-time players — the first true pro class.