Tutorial: Free telestrator for Open Broadcaster Software

One system I’ve definitely wanted to use in analysis is the telestrator, or video marker. For those not familiar with the term, it’s what sportscasters will use to take a free-frame of an instant replay and draw own it. We’ve seen it used by Riot Games and other eSports companies as part of a smart TV, but that can be expensive: I wanted to try to find something free and usable in a home/casual environment.

The big problem is usually making sure what you draw is visible to streaming/recording; usually, these type of programs will project a drawable layer on top of whatever you’re annotating, and sometimes, depending on the capture, this can be hidden.

I’ve found ZoomIt, a freeware program, that works with Open Broadcaster Software as long as certain conditions are met. Here’s how I got it working for my Dota analysis on Windows 7:

Step 1: Download ZoomIt

ZoomIt is a freeware program created by Mark Russinovich. You can download it here on its home site, or on the mirror I made on Mega.nz.

After installing it, you should see a window like this.

What you’re looking for is under the Draw tab. I have the hotkey set to Ctrl + 3.

From here, any time you hit Ctrl + 3, the game or window will freeze, and your cursor will turn into a drawing cursor. You can change the colour of the marker by pressing the “O”, “Y”, “R”, “B”, “G” or “P” keys on your keyboard to change to orange, yellow, red, blue, green or pink, respectively.

You can then draw on whatever you want to show off. You can hold down shift while drawing to draw a straight line, and hit ESC to erase what you’ve drawn. Hold down CTRL and scroll up or down on your mousewheel to increase or decrease the width of the brush. Press T and type in order to get text.

ZoomIt essentially lives in your taskbar minimized, like similar screenshotting programs like Puush. I usually close it when it’s not needed, as the hotkeys tend to conflict with others.

Step 2: Set up Open Broadcaster Software

OBS is a software that lets you capture multiple elements and arrange them for streaming or recording. I’m assuming that you know how to use it already, as there are multiple other tutorials for setting it up.

However, the important thing here is that whatever game you are running will need to run and be captured in windowed mode. This includes in OBS, where you will add a source for “Window Capture”, not “Game Capture.” The good thing about this is that if it’s scaled properly, most people won’t know the difference, as it usually captures the Inner Window by default.

This is because when the game is in Fullscreen or Windowed Borderless mode, the game gives priority to the cursor as it behaves inside the game. However, when in Windowed mode, it allows for a greater degree of control by outside forces like ZoomIt; when you trigger your Draw command, the game will freeze and continue in the background. When you hit ESC after drawing, the game will go back to “live.”

This process is likely not to work for console games streamed via capture cards, as those are piped in as separate sources to your PC, not as a window that’s influenced by the Windows OS. This system would likely work on emulators, but for console play you would likely need to have recorded videos.

2017 Update: This method doesn’t seem to work on certain games when it comes to Window Capture; it WILL work on Display Capture, which means you can use it for YouTube/VLC.  Might just be a Windows 10 thing, so it’s kind of up to you to see if it works for you.

Step 3: Workflow for Replay Analysis

In games with replay systems like Dota 2 or Starcraft, or with videos like YouTube or VLC, the standard workflow is to pause the game where you want to annotate. Then you would draw, explain your analysis, clear the drawings with ESC, then unpause the replay/video and continue on.

Note: I generally recommend using VLC as a video player for VOD analysis without a replay system, as you can hit the “E” key on your keyboard to advance the video by one frame to the future. This is an improvement over loading videos up on YouTube, as they tend to lack the fine frame-by-frame control that is often necessary.

By streaming this sequence with OBS, you will be able to provide analysis of moments to your audience in either a live setting or recording for local editing.

Hopefully, this will allow for a more easy jumping-on point for those of us who want to analyze both pro and personal play. By using free tools like OBS and ZoomIt, the barrier to creating broadcasts with value to the viewer should be smaller.


 

If you liked this guide, consider following me on Twitch, YouTube and Twitter. Cheers!

On the (possibly grim) future of Overwatch

Blizzard’s FPS title Overwatch is probably one of the most hyped titles this year due to a couple different factors:

  • Vibrant characters give personalities for players to gravitate towards
  • MOBA-like mechanics mean that there are cool things for players to do besides aim and shoot well
  • People saw the success that first movers on Hearthstone were able to get with streaming and eSports

Naturally, this led to a bit of a gold rush and disappointment when Blizzard first handed out closed beta keys. Targeting streamers and YouTubers, the focus on marketing left a bad taste in a lot of peoples’ mouths, but this past weekend Blizzard opened up a stress test to a larger amount of applicants.

While not everyone got in who wanted a key, I did.

Basically I spent five hours with a group of five other players in a Skype channel playing in a fully-stacked group. Here’s what I found:

Learning is easy

Blizzard has learned from the design of Team Fortress 2 in the sense that there are a lot of prompts to do things in order to limit the amount of learning that needs to be done beforehand and the information that needs to be remembered.

Routes to attack and defend are highlighted on the ground before the map starts, giving people a chance to see where enemies might come from. This is great when learning new maps, as you need to be able to move between points of interest at a moment’s notice. I found that playing as a Defender meant that I needed to go through all areas of the map from the initial spawn, giving me a chance to familiarize myself with where I’d eventually be falling back to.

Things like hovering icons on the UI let you know where important objectives are, and a flashing marker on respawn re-contextualizes where your current objective is as a gentle reminder. I liked this because the last thing I wanted to think was “what am I supposed to be doing right now?” when winning or losing the map could be on the line.

A quick hit of the F1 key also gave me a screen that showed me my key bindings and the skills assigned to them. This was great for learning new heroes easily; I also loved how when you died to a hero the game gave you tips on your death screen for beating them next time. Getting mowed down by a hero who could turn into a stationary turret prompted a reminder that that hero can’t turn 360 degrees, meaning he could be flanked.

The game also reminds you when your composition of heroes lacks a certain role, meaning that you (in theory) won’t be completely steamrolled because you won’t have a tank.

All in all this is really important from a design perspective, because Blizzard wants to be able to introduce new and casual players to a traditionally unforgiving gametype in an FPS. The last thing they want to happen is for someone to balk at the amount of learning to do when starting up, or dismissing a good opponent as “cheap” and not booting the game up again.

Teamwork is important

I probably had the best time with Overwatch due to the fact I was playing with five other competent FPS gamers. I cannot imagine the chaos of solo queue, and preferably, I never want to.

Being able to co-ordinate class balance is amazing, because I never ran into the Team Fortress 2 problem of five people wanting to play Sniper and no one claiming Medic. Sure, the opening few games were just people trying out a bunch of classes, but once people found their comfort zones we actually went on a fairly huge streak due to being organized.

Having at least one healer is so essential due to the length of spawn times and the travel time getting back to the main warzone. Tanks soak damage and often have valuable disruption abilities that let damage dealers or assassins to work. Even snipers have a role due to Widowmaker’s completely broken Infra-vision ultimate that lets you see a red outline of all alive opponents for a short time.

I can see this game being similar to Counter-Strike: Global Offensive where communication is essential, but for a different way. You need to be able to adapt to information on the fly and feed it to teammates who may not be in the know. Things like being the only one to notice that someone snuck behind us to capture the point directs the whole ship to success.

Like I said, I did not spend any time in solo queue, and sadly I ran into a friend as an opponent in a match who was doing so. We steamrolled them particularly badly, mostly because we could co-ordinate mass revives, pushes and defenses where they couldn’t.

Depth is needed

The one thing that worries me about Overwatch is that need to balance the new player’s experience with the ability to actually have long-term fun. Despite 21 heroes, I feel like there will be a tier list that develops soon enough, and optimization is a quick way to kill the experimentation that lengthens a game’s life.

I can hear it now: “Why did you pick Reaper when McCree is so much better? We would have won if you had picked Mercy, she’s so OP right now.”

I want to see more game types, more map designs that favor multiple approaches, and strategies that benefit from having a distinct hero composition. That’s the kind of depth you usually see from a MOBA like League of Legends or Dota 2: creative risk is rewarded.

Right now, I can see Overwatch running into a pitfall where as new heroes get released, they will either succumb to the same MOBA power creep problem (where old heroes are not adapted to new playstyles, and fall out of favor) or maps will become painfully exploited as new mechanics are introduced for which they were not originally designed.

In trying to combine a FPS base with MOBA elements, Blizzard may have introduced themselves to a combination of problems inherent to both genres, as well. I hope they have the talent on hand to recognize and fix those problems.


I had fun with Overwatch, but with a $40+ price tag without the promise of free map packs or modding tools, I don’t see myself investing into it as heavily as if it were free-to-play. I do not have faith in Blizzard to not charge high prices for new heroes like Heroes of the Storm, and I honestly don’t feel like grinding for access in order to have the fluid lineup you need for success.

Edit: I’ve been informed that Overwatch devs have said they won’t be pursuing a HotS-esque pricing model, and that they don’t want to restrict people’s access to the 21 heroes. However, the wording is very specific to the “original 21”, so the strategy when it comes to new heroes may change.

Seeing that stationary hero turret from before and realizing that I haven’t unlocked or paid for the hero that is his counter is going to suck. Seeing pubs or casual players being limited to a free hero rotation (invariably leading to very bland lineups) is also going to be a problem.

These are all assumptions, but I wish that there were more information to keep me from making them. As it stands right now, all I have to go on is previous business practices and the tendency for games to try to nickle-and-dime as much as possible for add-ons, even when you invest for the base product.

I hate even calling it a “base” product because I feel like I’m resigning to the fact that multiplayer games can’t just be games anymore; they have to be franchises and money-mills for their parent company. While some monetization methods are okay, they’re accepted because they make a relevant, “fair” trade-off: the game will be free with only cosmetics buyable, or essential stat-boosting elements won’t be accelerated by payment.

However, I’m really nervous Overwatch is going to just say “screw it, people are hyped enough for our game already, we’ll just do all the monetization and the majority won’t complain because we’re Blizzard.” Then people will buy it anyway in order to play with friends, fueling the perception that that kind of model is fine as long as you can weather initial outcry.

Gamers are impatient and their passions are fleeting. They’ll find something else to complain about by another company tomorrow.

Maybe this whole wrap-up has been a bit unfair to all parties involved. I’ll try to keep some optimism for Overwatch, because in the end, I’d like to enjoy it.


Matt Demers writes about eSports, gaming and culture. You can follow him on Twitter, Twitch, Facebook and YouTube. He writes a weekly newsletter about the above topics every Monday.

Thoughts on Kero Blaster

One of the most beloved video games of all time is Cave Story, a labor of love by one Daisuke “Pixel” Amaya. Developed over the course of years, it was initially released for free, and eventually ported to consoles like the Nintendo 3DS and WiiU later.

Basically, if someone wants an example of a passion project that turned out amazing, you go to Cave Story. It’s pretty much the best freeware game of all time.

It took a while, but Pixel eventually released Kero Blaster, his next title, to a Western audience through a digital download, and on November 11, it hit Steam. I bought it, and beat it last night.

Fans of Cave Story will be happy to note that Kero Blaster is really similar to it. You jump, shoot and platform to kill enemies, complete stages and defeat bosses. Along the way you get money that can be used for permanent weapon and health upgrades; unlike Cave Story, you unlock four weapons as the game progresses, and each can be upgraded three times.

The game also differs in that it uses a traditional lives/Game Over system, which can be really unforgiving. Each hit you take docks you one heart from your meter, and you start out with two. After all your lives get expended, you start at the beginning of a level with all the money you collected still intact. To an extent, this means the game is grindable.

Unless Game Over-ing, you save your progress each time you enter a new room, and will spawn at the beginning if you die. The game mixes modern mechanics with challenge that I think gamers are looking for these days; Kero Blaster is unforgiving in Boss patterns, but it’s really rewarding when you clear it.

It’s not really the Dark Souls of platformers, nor is it just unfair like I Want To Be The Guy or Kaizo Mario levels.

Like Cave Story, the art style and the music are top notch. There’s a decent amount of exposition by characters that feel like they have personality despite minimal graphical complexity and chances to speak. It’s a fun, silly game that doesn’t have too much of a plot to it, but it doesn’t feel neglected.

Where Kero lacks is its length: you can beat this game in about 3 hours, including the grinding it may take to beat bosses. After finishing the game, you can open up a New Game+ mode with three collectibles to find in already-existing levels and a Boss Rush, but besides that the replay value will likely be taken up by Speedrunners or people looking to break the game.

For $10, this might be something that’s best left on your wishlist to wait for a sale, but supporting it means supporting one of the best philosophies in gaming: make something good, put your heart into what you make, don’t take your audience for granted and don’t be afraid to be weird. I’m cool supporting that in Pixel, because despite Kero Blaster not being revolutionary, the work he put into this and Cave Story (the latter over five years) seems worth rewarding.

Maybe that’s me mythologizing him a bit, but I think in this current age of gaming it’s healthy to examine that builds loyalty and how we respond to it. For me, Pixel’s story is one a lot of people can learn from, and his work ethic puts mine to shame.

Kero Blaster can be found on Steam or Playism. You can play a free demo called Pink Hour on Steam or Playism for a sampling of the mechanics.


Matt Demers writes about video games and eSports from Toronto, Ontario. You can follow him on Twitter and Twitch.

50 women in esports: a brief list

Sparked by a debate that happened yesterday about female representation and role models in esports/gaming, I decided to compile a list of women in the industry that I enjoy following on Twitter. I’ve included a little blurb about what they do and a follow button beneath all of them. I encourage you to follow them if you’re interested in expanding your horizons to the different voices within our industry.

As a disclaimer, though, I wanted to stress that there isn’t a “right” or “wrong” way to be a woman in gaming; like guys, they should be able to enjoy, work at and participate in whatever they want to. They are not obligated to educate you, be superhuman or deal with you longer than they want to. Some just want to enjoy their hobby, passion or job, and that’s up to them.

This is not meant to be a definitive “valuable women in esports” list. There are definitely people on this list that I am not aware of, and by all means, you should seek them out. If you know of some, share their stuff and encourage more people to check out what they’re involved in; people sharing their stuff is the best way to help them grow.

By getting a better perspective of these people and how they contribute to esports (again, in as big or a little as a way they want to), I hope we can encourage success and help our ecosystem thrive.

If any of the people listed want to be removed from this post, please feel free to get in contact.

Dota 2

Sheever is a personality in Dota 2, and streams playing the game both by herself and with other personalities. She primarily works for the ASUS ROG DreamLeague, and has worked as talent for The International and other events.

Caitlin McGee is a statsperson for The Standard Deviants, a group of people who provide on-screen stats during competitive Dota 2; she is also writes about ergonomics in gaming, and how to avoid the pain that comes with it.

ProveDota works as a freelance caster for Dota 2, and also has a YouTube channel where she makes videos such as her “History of Dota” series. She has also worked as an interviewer during TI5.

Evany Chang manages Team OG, a player-owned Dota 2 team, winners of the 2015 Frankfurt Major and the 2016 Manila Major.

LlamaDownUnder is a play-by-play caster for Dota 2, and she can be found speaking at increasingly high speeds while casting games for BeyondtheSummit and Starladder.

Sajedene plays a heavy role in the operation of DotaCinema (the largest Dota 2 YouTube channel) and Digital Chaos, a professional team. She also streams on her own Twitch channel.

Soe works as an interviewer for ESL, and has worked on camera for a number of different eSports events. She also is a talented artist and streams on Twitch.

Helen Xu is a Chinese-to-English translator in Dota, working with teams at events like The International 5 to provide a bridge between languages. She also has worked to make vlogs for behind-the-scenes looks at The Nanyang Championships in Singapore.

New for 2016

Shannon Larkin works with Valve to put together amazing events for the Dota 2 community, like The International and Majors. She is the architect of the event known as the Midnight Snack, for which players and talent are forever thankful.

AnneDroid casts Dota for online and LAN events at a speed never thought possible by mortal ears. She also tames dragons, so that’s probably where she gets the magic from.

Slotherina (aka Alyssa) manages Digital Chaos, the runners-up for last year’s The International. As any Dota 2 manager can tell you, this is equal parts triumph and herding cats.

Ashnichrist is both a streamer and a leader of the Desoladies, a Dota 2 community for women.

Andra Ciubotaru leads DotaBlast, a site that has both interviews and news for the game. Based in Romania, she also has experience reporting on politics.

League of Legends

sjokz is an on-screen personality for Riot Games’ League Championship Series, leading panel discussions and interviewing the biggest players in the game.

Bridget Davidson is the Head of Esports Player Management for Riot Games, working to co-ordinate and educate the professionals of the LCS. In most cases, if there’s a problem on that front, she’ll know about it.

Froskurinn works as a caster for the Oceanic Pro League, serving as an analyst both on the camera and off. She is also a frequent guest and host on League of Legends talk shows.

Kelsey Moser is a journalist for theScore eSports, writing about the EU LCS and LPL China regions. She writes deeply analytical articles about game and team strategy. Disclosure: I am one of the people who edited her work at theScore.

Rachel Gu is a writer and translator who works for Gamespot and writes content for GoldPer10. She is one of the major Chinese-to-English translators in League of Legends.

Remilia played professional League of Legends for the LA Renegades, and was the first female player in the LCS. She currently streams League of Legends.

Anna B. Baumann is a legal academic in European Law, and advocates for player rights across eSports. She has served as a legal resource for journalists and has volunteered her expertise in community discussions.

Emily Rand is an eSports writer who has contributed to numerous eSports publications, such as LoLeSports, FolloweSports, GoldPer10, and more. She is the foremost English-speaking expert on the Brazilian League scene.

Curly is SK Gaming’s Editor-in-Chief, and has worked to publish numerous articles and interviews with players from around the globe.

Velvet works for Riot Games as a referee for LCS games. You can see her behind teams laying down the law when it’s needed.

Sam Brown has worked as social media and promotions for League of Legends teams and currently works at streaming company Twitch. Beware: she has memes and knows how to use them.

Brittany Brown has worked for companies like OnGamers and Gamespot as an on-screen talent, and has experience with radio as well. She currently works as a Partnerships Associate at Twitch.

Nicola Piggott is a Communications Manager for Riot Games’ eSports operations, and is the main point of contact for everything press-related when it comes to the LCS and beyond. Practitioner of photo stealth.

Becca Roberts works in PR at Riot Games for the eSports operation. Often posts behind-the-scenes photos at some of League of Legends’ biggest events.

Katherine Stull has written about eSports for LoLeSports, the Daily Dot, Team Dignitas. Currently a game design and journalism student.

Erika Tseng worked in Player Relations for Riot Games, and helped lead the Taipei Assassins to a Season 2 World Championship title. After departing from Riot, she now works at Epic Games.

Sigils is the manager for the Chiefs eSports Club, working in Australia to help build the International scene of League of Legends. Her team has attended numerous International Wild Card events.

Jamaica King works in Web Content Operations for Riot Games, and helps them publish videos, articles and infographics about the LCS. She also is a fitness/running blogger in her non-eSports time.

Amanda Stevens is a journalist and hosts The Analyst Desk, a podcast about analyzing League of Legends.

Cassandra is one of the hilarious people behind eSports Express, a satire site about the people and storylines that make eSports colorful.

Grace is a Korean translator for League, contributing to LoLeSports and offering a look into KR media that may otherwise get ignored.

Leah B. Jackson is an eSports Web Content Co-Ordinator for Riot Games, and helps make LoLeSports function. She also writes articles and provides observations through social media.

New for 2016:

Alex is a freelance video producer and editor, working with teams like TSM, Dignitas, Renegades, Team Liquid, and more.

Smash Bros (Melee, 64, 4, etc)

Pidge is a Smash 64 Tournament Organizer and has done a number of things to ensure the survival of that competitive scene. From volunteering to pushing for acceptance of DIY solutions to the shrinking supply of N64 controllers, Pidge is an advocate for a niche community.

Lilian Chen works for Google as a designer for YouTube Gaming. In the past, she has given a Ted Talk about “responding to sexism in gaming with empathy,” and has advocated for a more inclusive gaming community.

Holly Hua works at a major gaming company in public relations; she is also a frequent Smash Melee competitor and streams her gaming on her Twitch channel.

Yink is a Smash Tournament and charity organizer, speedrunner, and committed Nintendo fan.

Narcissa Wright competes in both Smash 4 and Melee, and is a prolific speedrunner. She has held world records in The Legend of Zelda: Ocarina of Time and The Legend of Zelda: Wind Waker.

New for 2016:

Alicia is a graphics designer for ShowdownGG, a company that produces weekly game nights, including the ever-popular “Get Smashed at the Foundry” series.

scf3 streams for Splyce and competes in Smash tournaments; besides Smash, she’s primarily affiliated with the Pokemon series, and does graphic design work for other streamers.

Suzy is an artist, clothing designer and organizer at a grassroots level, but is also a core part of the nigh-unstoppable “Pewzy” doubles team with Kevin “PewPewU” Toy.

Other eSports

Lauren Scott is a commentator for Counter-Strike: Global Offensive, World of Tanks, Dirty Bomb and Battlefield 4. She works for ESL in both online tournaments and live stadium events.

Sophia Lyon works in marketing and content for Titan, one of the biggest Counter-Strike: Global Offensive brands.

Hafu is a Hearthstone pro gamer, playing it competitively and streaming for her fans. In the past she has played World of Warcraft, Bloodline Champions and Diablo 3 at a high level.

Emily Chow is a Product Manager at ESL, helping to bring some of the biggest eSports events in the world to life. She is also a former FGC competitor, and apparently can beat you (yes, you!) at Soul Calibur.

Sasha “Scarlett” Hostyn is a Starcraft II player that is regarded as one of the top foreign talent to play the game.

Rachel Quirico is a veteran host and personality of numerous eSports. She has lent her interviewing talents to numerous shows, agencies and operations, and was a member of the FragDolls.

TL Taylor is the author of Raising The Stakes, an academic look at competitive gaming and the forces at work within the industry. She has also co-authored Ethnography and Virtual Worlds, a guide for those who want to study virtual worlds.

Helena Kristiansson is a photographer for ESL, and produces some of the most iconic looks at players’ happiest (and sometimes lowest) moments.

Anna Rozwandowicz works for ESL as Director of Communications and Boss of PR. Essentially, if there’s information coming out concerning ESL, she is the one overseeing it.

Susie Kim is a commentator, Korean translator, interviewer and resource for creative player selfies. Currently living and working in Korea for Twitch.

Jaycie “Gillyweed” Gluck is a commentator for the burgeoning Heroes of the Storm competitive community, and has casted live LAN tournaments including Blizzcon 2015.

Sue “Smix” Lee is a Partnerships Associate at Twitch, and also works as a host, interviewer and personality for multiple eSports.

GN4Rcandy is a former Counter-Strike: Global Offensive player and manager that has since moved to Dirty Bomb, a team-based shooter. Currently streams and radiates positivity.

Sunset is a writer and personality that writes about Starcraft, League of Legends, Smash 4 and Heroes of the Storm. Has freelanced for Red Bull eSports and LoLeSports’ Oceanic web site.

Tricia Sugita works for Azubu in Talent Management, and is a Tournament Organizer YouTuber, streamer and for multiple games.

As I said above, this is a personal list, and not a definitive one. I do not mean to offend by omission.


Matt Demers writes about eSports on a freelance basis. You can follow him on Twitter, Twitch, YouTube and Facebook, and support his work on Patreon. He writes two newsletters about eSports/work/productivity, and BetterDota.

Thanks, Marcus – a Dyrus obituary

Some of you know that eSports is something I came into by accident; it was never supposed to be a career, but more a hobby.

Marcus helped pull me in.

I started playing League of Legends casually in 2010, a little bit before Season 1. Garen has just been released, putting my start date around April of that year; I was garbage at it, and to a certain extent, I still am.

Marcus helped me get better.

I picked his stream out of a lineup of the popular players of the time; I started with Chauster, migrated to TreeEskimo, then finally found a chill stream with a monotone guy who wasn’t above the occasional trolling.

Marcus wasn’t (and isn’t) totally emotionless; you just had to grasp the subtleties of his happiness, frustration and triumph. When he did emote, you knew it was something both serious and worth paying attention to.

Like that stoic dad who never needed to raise his voice, it became easy to respect the guy behind the keyboard because a lot of us could empathize with what someone in his position faced.

That’s particularly what draws me to eSports: seeing how young men and women with a very specific skill set deal with a massive amount of attention and expectation. Marcus did as well as anyone could have hoped, but also seemed to hide his struggle behind a barrier that few of us will ever really pass by.

And that’s fine. He’s entitled to.

This weekend we saw Marcus’ tearful goodbye speech at the 2015 League of Legends World Championships, along with an outpouring of gratitude and memories. While his statement was somber — he thought he had let his fans down — it felt like he didn’t need to apologize. He tried his best, stayed true to himself, and that was enough.

While some might argue that he isn’t worthy of the praise that people might heap on him now that he’s done, I think there’s value in someone who’s performed at a consistently high level during his career, represented his generation of players and stayed loyal to his teammates.

When others stepped to criticize TSM, Marcus was one to defend them. When people thought to speak for him, he realized that people could never see the whole picture. Like I said before, he was stoic until he needed to be otherwise, and even if people disagreed, they tended to listen.

Despite never winning a Worlds, Marcus will be remembered by the League community as a unique personality and voice. However, as he retires, a number of his posts seem to point towards a period of rest and reinvention.

After giving so much of his time to this game and seeing competitive League of Legends evolve from fighting about players streaming weekly online cups to competing in a full-year, unified league, I would not blame anyone for wanting that time.

While the Internet tends to reward those who go “all in” on their passions to make a living, there’s a sad problem where it tends to suck the fun out of it. For a little while it’s been more evident that long-time players are tired, burned out, and that can cause negative feelings to seep into something they once loved.

Trust me, that really sucks.

Despite League being such a unique and vibrant phenomenenon, sometimes you just need to step back and find out who you truly are. We might see Marcus step back to the spotlight soon, or we might see him fade away and be more comfortable watching from the outside.

I don’t think anyone should blame him for taking either route.

Thanks, Marcus. You were different, in a good way. I hope you find the peace you deserve with the people who support and love you. You gave me a personality to empathize with and follow as I waded into the shallow end of eSports, and you were still there while I tread water in the deep.


Matt Demers writes about eSports from Toronto. Follow him on Twitch and Twitter.