From the PEL annual awards ceremony, we can see the breaking circle of the peace elite ecology

Mondo games Updated on 2024-01-31

Introduction: The style of play of the peace elite is always changeable, but the development logic behind it is also stable and solid.

Author: Erhao.

I was fortunate enough to pick up two or three ears of wheat, and I looked forward to smelling the fragrance of wheat for thousands of miles in the coming year. ”

In the 2023 Peace Elite Annual Awards Ceremony and PEL All-Star Weekend on the 26th, Xiao You, who won the most influential host of the 2023 PEL year, once again talked about his feelings when he won the award last year. In the author's opinion, this sentence not only condenses the dedication and precipitation of event workers like Xiaoyou in their respective positions, but also highlights the "mental journey" and future direction of the big ecology of peace elite in 2023.

Looking back, the "gleaning" of the peace elite is reflected in all sorts of details. For example, in 2022, Peace Elite Esports will continue to make efforts in internationalization, in addition to adjusting the overall schedule of the league to fully integrate with international events, it will also change the perspective of competition and audience OB from the first person (FPP) to the third person (TPP) that global players are more familiar with. On the one hand, this kind of gameplay is enriching the empowering value of game linkage to all parties in the ecosystem, and on the other hand, it is also enriching the play, viewing experience and interactive scenarios of peaceful elite players.

For the Hangzhou Asian Games, the Peace Elite Asian Games version deeply cultivated the sports design of "racing + shooting", redesigned the rules and competition mode in combination with modern sports, and produced a version of the Peace Elite Asian Games that was recognized by the audience and the Asian Organizing Committee.

Looking back at the competitive mode of the Peace Elite Asian Games version: each game will have four teams participating in the competition, each team includes one driver and three shooting positions, and the players need to drive a vehicle to race on the desert map, and at the same time need to shoot in the city with targets on the way, and when the shooting reaches the target score, they can continue to drive the vehicle to the game, and finally determine the winner through the race time. Behind this, it is the initiative of the original high-threshold hardcore e-sports content to move closer to a more universal popular language.

In this Asian Games cycle, the linkage between China's first Olympic shooting champion Xu Haifeng and the Peace Elite Asian Games version of the national training team is to convey the spiritual core of traditional sports and e-sports to the public through traditional sports athletes who are more recognizable to the public.

Or in terms of cross-border cooperation between celebrities, Peace Elite and its e-sports events have held hands with star artists in many fields such as Song Qian, Di Lieba, Hua Chenyu, Wang Yibo, Yang Chaoyue, Wang Jiaer, Wu Jing and other fields in the past, which is not only a measure for Peace Elite to enrich game content and event highlights, but also to find a common language for games, e-sports and multi-circle people.

Similar cases include brand cooperation with Peace Elite, from luxury car brands Maserati and McLaren to catering brands McDonald's and food brand Master KongFrom the pharmaceutical brand 999 Cold Spirit, the mobile phone brand OnePlus to the jewelry brand Chow Tai Sheng, it can be clearly found that the brand cooperation territory of Peace Elite from products to events is not only huge, but also very rich in categories, which is enough to cover all kinds of life scenarios of the audience.

These cases may seem chaotic, involving a game product and all aspects of the development of esports, but if you think about it carefully, it is not difficult to find that the core goals of these cases all overlap in part - to make the game content more engaging and the esports event more beautiful. The direction is also very clear, so that the content of the peace elite breaks the circle.

At the annual awards ceremony on the 26th, we once again found clues to the pursuit of "breaking the circle" by the peace elite. Taking the game ecology award section of the annual awards ceremony as an example, the awards cover game creators, game streamers, games, and commercial cooperation brands. Judging from the name of the subdivision award alone, it covers all parties in the game content production chain.

Looking at the Oasis Ecological Awards, in which each sub-award pulls the perspective to the gamers themselves, it is not difficult to find the intention of the Peace Elite to encourage the player group to "co-create" the gameplay. Zheng Ruwei, head of the marketing business of "Peace Elite" of Tencent Game Photon Studio Group, said in an interview: "Our Oasis Qiyuan and Oasis World, both modules, are actually designed to 'expand' our entire game ecology from just a shooting game to a layout that can accommodate more scenes and gameplay possibilities. At the beginning, when we were working on Oasis Qiyuan, what we wanted to do was to be ecological, so that more people could come in and make good games with us. ”

The above two awards have actually penetrated the logic of the production and promotion of game content from the Peace Elite, and from the perspective of e-sports, this style of play is still being further refined.

For example, various awards related to league clubs are based on the club's achievements, as well as their business value, comprehensive operation and influence. Behind such an award setting is the demand for multi-dimensional capabilities of clubs in the entire peaceful elite e-sports ecosystem.

Or in terms of players, in addition to the subdivision awards that measure the performance and performance of the players in the arena, there are also awards that consider the players' live broadcast operations, short operations, and commercial value. From clubs to players, the setting of more awards outside the arena is not to encourage players to "not do their jobs", but to the development needs of the industry for core players in the development process of increasingly popular and professional esports.

E-sports, which already has a huge audience, is now embracing the opportunity of the Asian Games, and this era requires clubs and players to become the tentacles of the industry to reach the general public, and take advantage of the popularization of the industry through various first-class platforms, but also needs everyone to convey a positive industry image when connecting with the public population.

It is also worth mentioning that in this year's annual awards ceremony, the event commentators and hosts took the stage in the form of singing and dancing and talk shows. On the one hand, this kind of gameplay enriches the image of these practitioners in the minds of the audience, and on the other hand, it may also contain the details of the peaceful elite e-sports seeking to "break the circle". As a bridge between e-sports events and the audience, the richness of the content output method of this working group is also to explore the viewing preferences and program forms of different groups of people, and enrich the circle-breaking form of e-sports content from the details.

Over the years, the style of play of the peace elite has always been changeable, but the development logic behind it is also stable and solid. In 2023, Peace Elite will play a total of 2.1 billion matches, with a total of 12.2 billion hours of matches. Behind these figures, the peaceful elite ecology that has always followed the logic of breaking the circle is obviously ushering in "thousands of miles of wheat fragrance".

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