Name a more iconic duo than change and esports. I'll wait. Additions and tweaks are made to esports titles all the time. With some seeing changes nearly every week https://bajatusjuegos.com/get-in-on-the-quest-for-atlantis-at-belle-rock-sites/.
New characters, items, levels, they're all added to the game to make it more interesting for both casual players and hardcore fans. But one change made to CS:GO outside to the game itself, changed the way organizations structured their rosters and put an emphasis on players who could lead their teams from the front lines. In August of 2016, Valve dropped a bombshell of a ruling on the CS:GO community, limiting the way coaches could talk to their players in game. Quote, "During a match, the coach may only communicate with the players during warmup, half-time, or during one of four 30 second timeouts that the coach or players can call." Now that might not sound so bad out of context, but there's something you have to understand: Before the ruling, coaches were totally unrestricted in how they could talk to their players. And that was the standard for years prior. Even before Global Offensive. Back in the days of 1.6 and Source, coaches and free reign to talk to and direct their players whenever they wanted. But they were limited to standing behind them. and gleaning whatever information they could from watching their screens. But CS:GO brought a new innovation to the game: a spectator mode, with special coaching features that allowed coaches to spectate their players from inside the game. Provided they were given their own dedicated PC at an event. This feature allowed coaches to see and hear everything their players saw and heard. And it gave them a much clearer picture of what was going on in the game. Spectator elevated coaches abilities to make a strategic call and, as the feature became more ubiquitous, a simple question began to emerge. Why bother with a bottom fragging in-game leader, when you could just pick up another aim star and get your to make all the calls? This mindset played a role in how organizations built their rosters from around from 2015-2016. Gob b, for example, was removed from mousesports and replaced by spiidi. Zeus was kicked from Natus Vincere and replaced by s1mple. Slemmy exited Cloud9 with autimatic taking his place. Ninjas in Pyjamas was being transformed under the leadership of coach THREAT. And even the entire concept for the old G2 “super team” roster, the one that was later sold to FaZe Clan, was birthed from this brawn over brains mentality. In the meantime, CS:GO was getting bigger, and like in any growing game, organizations started building support staff to get an edge on the competition. Coaches, analysts, trainers, nutritionists, you get the idea. They provide relief to the players, and then the players' level of play improves. Or so the theory goes. "It's just like in any traditional sport, you got coaches and you got more support staff and you got more people helping you doing your job right? So like in Ice hockey, you know, you got physical trainers offensive coaches, defensive coaches, assistant coaches." "In Counter-Strike I thought part of what was gonna be cool about having coaches and stuff is that a couple things happen when you have a coach. One, it makes it so the players playing can focus more on their game. But yeah you make it so there's more skilled players in the game right. And more people that like strategy and have a mind for strategy can focus only on that. And don't have to play at the same time. So those are the benefits." Despite that, Valve clearly felt like the direction of competitive CS:GO was straying too far from what they had intended for the game. For instance, Valve never allowed coaches to have their own dedicated spectating PCs during Majors.
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