Overwatch League Players to Get $50K Salaries, Housing, Health Plan
Contracts will also include a retirement savings plan, according to new rules set down by Blizzard.
With Blizzard prepping its teams for the inaugural season of its Overwatch League, the company has unveiled how it expects teams to treat their players, from salaries and bonuses to extra benefits. Players signups will begin August 1, with players bound to one-year contracts with an option for a second year.
Blizzard is requiring the following from its current roster of seven teams:
- Players get one-year guaranteed contracts, with the option to extend it for another year
- The minimum salary for each player is $50,000 per year
- Each player will get health insurance and a retirement savings plan, provided by the team.
- At least 50% of a team's performance bonuses (from winning playoffs and other League events) will be paid out directly to players.
About $3.5 million in bonuses is expected be available in Season 1, with $1 million going to the winner of the season-ending championship.
As for team rosters, the seven teams will have a window of August 1 to October 30 to sign any of the 30+ million Overwatch players throughout the world, as long as they are not bound by an existing contract. Blizzard laid out a scouting report for teams to determine how to find the best players, and rosters are not confined to just pros. Anyone that players Overwatch is eligible. Blizzard said the signing process is unique to this year, and could easily change next season.
Once players sign their contract with their team, they will need to be approved by the Overwatch League and sign a contract with Blizzard as well.
Each team must have at least six players, but no more than 12. The team must supply housing and practice facilities for its players as well. What is a bit unusual is that Blizzard is not region-locking teams to players in its areas, so players from around the world can sign with any team. For Season 1, the teams that have paid their $20 million entry fee are Los Angeles, San Francisco, New York, Boston, Miami/Orlando, Shanghai and Seoul. More teams are expected to be added.
Blizzard has said it expecting to launch the season later this year. All regular season matches will take place in Los Angeles in the first year, although teams can showcase their talent locally in up to five amateur events in their "home territory" each year.
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John Keefer posted a new article, Overwatch League Players to Get $50K Salaries, Housing, Health Plan
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it seems blizzard is ready to increase their production value beyond single streamers, which is essentially the inverse of MOBAs. a FUCKLOAD of people watch those tournaments, and then streaming returns back to shitty players. meanwhile, in overwatch, many mediocre players stream and a handful of experts.
I am ready for gaming streaming to make a leap forward, find a happy medium between LoL's tier 1 fantastic weekend coverage and something kitchy just for background noise during the week. -
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well, from watching a few high level matches, it's likely just too much fucking noise with no announcer overlay. "MERCY LOW MERCY LOW" being shouted, when your POV doesn't even have mercy visible, is a problem. the MOBAs have really dialed in their streams nicely.
I think people would want to watch overwatch - there are some brain bendingly amazing plays and teamwork.
it's great to watch a stream of a game where they don't have to do the "YO thanks for subbin bro" every 5 seconds. overwatch could really rise to the challenge, and have a shooter be really engaging to watch. PUBG and CS are slow enough for people to follow more easily, so they certainly are fun - but damn... watching a pro grade Genji is something gamers should appreciate. we just have to fix the signal to noise ratio.-
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yeah. kinda the nature of that game, I suppose, but here is where blizzard can shine with specially crafted viewer modes for tournaments. MOBAs are a lot easier obviously, but FPSes can see some improvement for the viewer, I'm sure of it. it just needs announcers and the company hosting the stream to have better options.
otherwise you get "ULT NOW ULT NOW" at 9000 decibels while watching extreme mouse whipping and that's no good.-
CS:GO's spectator mode should be the example that FPS's follow. In my opinion, Overwatch will be a game with a sizeable community, one that will be active for years. Overwatch is not going to be a widely viewed or televised competitive game. I'm sure Blizzard is willing to hemmorage money on it for a while, but it's already been over a year and its gained little to no traction. Everything that gets talked about around the game as an esport is what Blizzard is trying to do, not what the game is already doing. They're spinning their wheels.
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I use CSGO as the model because of how its pace is much slower and its objective is easy to grasp. One team is trying to plant a bomb, the others are trying to stop them. They have realistic guns that go "pewpewpewpew". Its easy for the most casual of viewers to watch. An example being that my father who hasn't touched Counter Strike in years has watched some pro games with me and mildly enjoyed them, while not having a single god damn clue as to watch was going on in Overwatch. He's not the target demographic, but I feel like that sxample speaks volumes. He used to play videogames like CS and UT with me, but hasn't in so long. He still plays games (CoD, WoT on an XBO specifically), but just didn't understand OW well, yet he was able to still comprehend or work out what was happening during CS. He even said that the spectator cams and pacing provided enough time for him to get what was going on in CS.
Blizzard will be Blizzard and dump a lot of cash into the idea of this league, but I really don't see it going very far. The bubble bursted for new games to make entry.
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This is my concern. A lot of kids are going to see $50K/year and think that it's a life-changing amount and they can set everything else aside. It will only work out ultimately for a few of them--those that have the combination of in-game skills and social skills--that they get to be middle class for a while from playing a game.
The reality ultimately is that no one really cares if you are really good at the game. As a competitive player in these kinds of leagues, you're an expensive advertisement for the game/brand. Ultimately, you'll have to be good at the game *and* sell your personality in order for this kind of thing to be sustainable. And at that point, a lot of it is on you. Then again, we're obviously in a different world from the late 90s. I'm just really worried about a lot of kids thinking "i'll see where e-sports takes me"--and these are mostly kids who otherwise have lots of opportunities, support structures, etc.
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