EGsports
Grooming the Champions of the Keyboard
Alan Feuer
The New York Times
9/28/13
ALAMEDA, Calif. — On a picture-perfect East Bay afternoon — 75 and a
clear blue sky — a few top players for the Evil Geniuses were holed up
in the Lair. Preparing for a qualifying match, a StarCraft prodigy named HuK was
sitting in one of the gaming rooms, communing with his monitor and
limbering his fingers on a keyboard. Down the hallway, his teammate
DeMusliM was running through a replay of his own last match and working
on his manual dexterity, swirling a pair of worry balls in his hand.
It was 3 p.m. and the California sunlight was beating at the windows,
but the Lair’s front shutters were drawn tight, leaving the gamers to
focus in the darkness on their training, which meant playing video games
from dawn to dusk each day, or from dusk to dawn each night. Their
physical needs had been seen to: the kitchen refrigerator was stocked
with bagels, the living room cooler with caffeinated sports drinks. At
their flashing terminals, the four young men were immersed enough in
work that they hardly noticed the two maids feather-dusting everything
around them — and occasionally poking a vacuum cleaner between their
legs.
Like sports stars everywhere, professional-level video gamers need a
place to practice, and for the high-tech athletes of the Evil Geniuses —
the Yankees of the video gaming world — that place is the Lair, a
sock-strewn tract house on an ordinary side street in this breezy island
city east of San Francisco. With its redundant Internet connections and
eight-to-a-toilet dormitory rooms, the Lair is a clubhouse and a crash
pad: a residential exercise space where digital Derek Jeters can roll
out of bed and stumble downstairs for workouts in the gym.
“If I lived by myself or with a roommate, I’d probably surf Reddit all
day,” said HuK, a 24-year-old Canadian player, whose real name is
Christopher Loranger. “But living in the gaming house, everybody’s
playing all the time or talking about playing. That’s the biggest thing
about being here: it motivates your game.”
For almost a decade, pro-circuit video gaming has been inching toward
acceptance as an e-sport. Organizations like Major League Gaming, which
calls itself the N.F.L. of Internet athletics, have established online
matches and annual contests at actual arenas, not infrequently attended
by thousands of screaming fans. While the games themselves, like Call of
Duty and StarCraft II, have not yet managed the conventional success of
Nascar, say, or Major League Baseball, they have brought fame and
fortune to their players, some of whom have achieved immense celebrity,
with soaring salaries and corporate endorsement deals.
All of this is in part because of houses like the Lair, which have
fostered the financial health and increased the visibility of teams like
the Evil Geniuses and competitors like Dignitas
and Curse. If you search “gaming house” on Google, dozens of video
clips will pop up, offering tours of similar places across the nation.
Late last winter, the phenomenon achieved a defining mark of cultural
validity when CBS Interactive set a reality show inside a gaming house.
Its title? “GameCrib.”
A two-story structure with drab beige walls and little in the way of
interior design, the Lair is as close as one can get to a classic gaming
house: it bristles with equipment, but is otherwise furnished in what
could be called Spartan Frat House style. The downstairs gaming rooms
are strewn with moldy pizza crusts and day-old bowls of cereal, and a
vinelike tangle of Cat-5 Ethernet cables creeps across the floor. The
living room has a sectional sofa and a 60-inch television set. Aside
from a few homey touches, the house’s only other decoration is a row of
packaged flash drives arranged atop the mantel like art.
The Evil Geniuses — or EG, as the team is often called — was the first
pro squad in North America to establish a gaming house for players,
adhering to a tradition that began in South Korea, the center of the
gaming world, in the 1990s. The team’s first Lair, in Phoenix, opened in
2010, but it closed in August when its players and their managers moved
here.
The relocation was a strategic decision by Alexander Garfield, EG’s
chief executive, who wanted the franchise to be closer to the thriving
online culture in Silicon Valley. Unlike N.F.L. or N.B.A. teams, which
earn money from ticket sales and television deals, video gaming outfits
tend to rely on advertising revenue. EG’s business model is more or less
to advocate the hipness of its clients to its core demographic: 18- to
30-year-old men. The team produces videos for companies like Intel, eBay
and Papa John’s Pizza, promoting the products to its youthful, wealthy
fans.
“We’re kind of like this bizarre combination of the Yankees, ESPN and
Ogilvy Mather,” Garfield, a tattooed 28-year-old, said recently. “EG is
primarily a sports team, but we’re also a television network and an
advertising company wrapped in one.”
The Lair sits at the center of these intertwining strands. It is, most
important, where EG’s gamers go to improve their games, and thus improve
their marketing potential as a brand. But given its atmosphere of
intimate community, it is also a private studio of sorts where a number
of the videos are made.
“What our fans want most of all is behind-the-scenes content,” said Anna
Prosser Robinson, EG’s creative and account director. “So it’s great if
we can film our guys walking around and talking about a product, or
pounding down a burger in the Lair.”
One might not think that playing video games (or pounding down burgers)
would be a lucrative career choice, but in fact, pro gamers are
surprisingly well paid. Although Garfield refused to say precisely how
much his players make each year, he acknowledged that his team’s top
stars earned annual base salaries “well into six figures.” In addition,
they have income from product endorsements and earnings from
tournaments, like next month’s League of Legends competition at Staples Center in Los Angeles. The first-place team at that event, which recently sold out, will win $1 million.
“Take a guy like Ben,” said Garfield, referring to DeMusliM, whose real
name is Benjamin Baker. “He’s been doing this since he was 15. Now he’s
23. He earns, let’s say, 60 to 80 grand a year, plus tournaments and
endorsements. After a while, it starts to add up — especially when he’s
living here for free.”
The attractions of the Lair are such that one of EG’s most exciting prospects, a StarCraft player named Conan Liu,
or Suppy, is considering moving into the house this fall after he takes
leave from his junior year of pre-med studies at the University of
California, Berkeley. It is typical for players to spend a year or three
living in the Lair, then return to ordinary life. Another EG star, Ilyes Satouri,
a French-born StarCraft player known as Stephano, retired last month at
20 and left the house. He took with him nearly $250,000 in tournament
earnings, which he plans to use to pay for college.
EG also keeps homes in Seoul, South Korea; Stockholm; and Cologne,
Germany, all of which are important gaming hubs. The American Lair was
built to house eight players, but because the team was still settling in
after moving from Arizona, only four were living there this month.
They were Loranger (or HuK); Baker; Clinton Loomis, a Dota 2 player who
is known online as Fear; and Bryce Bates, a StarCraft gamer whose handle
is Machine. They ranged in age from 23 to 25, and their daily habits
showed it. Most remained in bed until after noon, when they wandered
down the Lair’s front stairs in surfing shorts and T-shirts. All of them
went barefoot and were somewhat lax with hygiene. Dirty dishes sat at
Baker’s desk for two days one weekend. Loranger kept some Lady Speed
Stick deodorant at his desk, handily in reach.
“I was here yesterday and did four loads of laundry,” said Prosser
Robinson, a former Miss Oregon, who, in an online twist to an old sports
story, married EG’s captain, Geoff Robinson, known as iNcontroL.
Prosser Robinson had the unenviable job as the house mom at the
since-shuttered Lair in Phoenix. As one of the new Lair’s infrequent
female visitors, she labeled the players’ sheets and pillows (which tend
to disappear) and put up a note on the refrigerator, encouraging them
to write their names on food they wished to keep.
“Most of the guys are in their early 20s and haven’t had their own
apartments yet,” she said. “They’re all well meaning, but they don’t see
what a 28-year-old woman sees.”
Indeed, while living in the Lair, EG’s gamers concentrate on gaming, and
their training regimens are as gruelingly monotonous as any pro
athlete’s. They regularly spend at least eight hours a day scrimming,
that is, playing online scrimmages with friends. In between, they might
find time to post on Twitter or shop online, but even these brief breaks
are restricted to the boundaries of their monitors. Within the Lair, a
tautly focused silence tends to reign. It is broken only by the
patter-clack of keyboards or by occasional exclamations: “Nice shot,
dude!” or “Dang, I just got killed!”
Something of an oddity in the house, Bates likes to run in the early
afternoons and has tried, with only marginal success, to interest his
housemates in the Insanity workout plan.
“We all take gaming pretty seriously,” Bates, a former high school athlete, said. “But you can’t be focused on it 24/7.”
Looking up from his computer, Loranger agreed.
“You can definitely play too much,” he said, surrounded by a bagel with
cream cheese, a pair of old chopsticks and a rubber-gripped hand
exerciser. “People tilt,” he added, “just like machines.”
What causes tilts most often, gamers say, is entering the black hole of
all-night gaming sessions: it is an occupational hazard that players
will sometimes choose the darkness over the light. Baker said that when
he lived in Arizona, he often played games until 7 a.m. and then went to
bed until 4 p.m. Recently, he has placed himself on a much more
wholesome schedule.
“These days,” he said proudly, “I’m getting up at 8 a.m. I don’t like to totally exclude myself from the world.”
The world — or perhaps more specifically, the real world — can often be
an uncomfortable or an unfamiliar place for introverted gamers.
“Our players tend by nature to be fairly inward people,” Prosser
Robinson said. “Most of them have never known anything except for video
games. The nicest way to put it is that it sometimes colors how they go
about their lives.”
One night, for example, the players in the Lair went out for dinner.
Garfield, the boss, was picking up the check. As the sun went down, they
all piled into Bates’s car — his was the only vehicle among them. Their
destination was Ozumo, a trendy sushi restaurant in Oakland.
Sitting in a private room, surrounded by displays of bottled sake, they
looked a bit uneasy, and at first, their conversation was a halting mix
of silences and shoptalk. Then the others noticed that Baker was sending
a text message to someone on his smartphone. Garfield, in charge as
always, asked, To whom?
It was a young woman, and Baker needed help. Roused by this romantic
challenge, his teammates came to his assistance. Joining forces, as a
multiperson Cyrano de Bergerac, they offered suggestions for Baker’s
texts. In the end, their communal gambit worked. The woman was intrigued
and texted back.
To Bates, the effort was in keeping with the Lair’s collective spirit.
“It’s what we do,” he said. “We help each other and hold each other
accountable. It’s just pretty cool when you can live with your best
friends.”
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