Some people even believe that competitive gaming can get more out of stats than any conventional sport can. After all, what kind of competition is more quantifiable than one that’s run not on a field or on a wooden floor but on a computer? What kind of sport should be able to more defined by stats than eSports?
“The dream is the end of bullshit,” says David Joerg, owner of the StarCraft statistic website GGTracker. “eSports is the one place where everything the player has done is recorded by the computer. It’s possible—and only possible in eSports—where we can have serious competition and know everything that’s going on in the game. It’s the only place where you can have an end to the bullshit that surrounds every other sport. You could have bullshit-free analysis. You’d have better conversations, better players, and better games. There’s a lot of details needed to get there, but the dream is possible.”…
“There are some stats in every video game that are directly visible to the player, like kill/death,” GGTacker’s Joerg said. “Everyone will use it because it’s right in front of their face, and then people will say that stat doesn’t tell the whole story. So then a brave soul will try to invent a stat that’s a better representation of a player’s value, but that leads to a huge uphill battle trying to get people to use it correctly and recognize its importance.”…
You could make the argument that a sport isn’t a sport until it has numbers backing it up. Until someone can point a series of statistics that clearly designate a player’s superiority, there will always be doubters. If that’s true, then it’s true for eSports as much as it was for baseball, football and any other sport when it was young. For gaming, those metrics remain hidden in the computers running StarCraft, League of Legends, Call of Duty and any other game being played in high-stakes tournaments. Slowly, though, we’re starting to discover how competitive gaming truly works. We’re starting to find the numbers that tell the story. That’s exciting.
This is a two part problem:
1. Developing good statistics based on important actions with a game that have predictive ability.
2. Getting the community of gamers to agree that these statistics are relevant and can be helpful to the community.
Both are complex problems in their own right and this will likely take some time. Gaming’s most basic statistic – who won – is relatively easy to determine but the numbers behind that winning and losing are less clear.