Fighting Game Community Championship

iGameOutLoud
7 min readJun 4, 2024

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In 2015, I conceived the idea for a unique fighting game tournament, the Fighting Game Championship League (FGCL). To promote this concept, I even created a brief trailer, which you can view [HERE]. It’s ruff but I did not have any Adobe Premier skills back then. Over the years, I have presented this idea to various stakeholders, the last was to executives at GameStop, just as they were contemplating a strategic shift towards NFTs. This concept has been a persistent ambition of mine for nearly a decade, so I have decided to document and share it with anyone interested. Here it is.

The Fighting Game Community (FGC) is distinct within the eSports landscape. Unlike other major tournaments where the game itself is the primary focus, in the FGC, the community drives the eSports scene. While the games are important, major tournaments often feature five or more different games, with thousands of participants competing to become champions. In contrast, other eSports rely heavily on a single game, with the success of the eSport hinging on the game’s quality. This is particularly evident with the exception of Smash, which some consider a close relative of the FGC. Shooters, MOBAs, and RTS games do not enjoy the same flexibility.

My concept was to create a tournament league focused on the community rather than a specific game. A similar attempt, the Road to EVO, employed a league model akin to the PGA, where various existing tournaments helped seed players into qualifications and brackets leading up to the major tournament, EVO. In contrast, my model is more akin to traditional football, emphasizing a team-based approach.

Team-based fighting game tournaments have a long history and have grown increasingly popular and exciting over time, which has been gratifying to witness. However, I have observed that these tournaments typically remain tied to a single game.

My idea involves a nine-month season where, at the outset, a lottery selects six fighting games to be played that season. This approach recognizes that many high-level players excel in multiple fighting games, not just the one they are best known for. To determine the true greatest of all time (G.O.A.T.) in fighting games, competitors would participate across various titles.

Disclaimer: This is merely an illustrative example to convey the tournament concept. The teams, players, and games mentioned are solely for demonstration purposes and may not align logically. Therefore, if you see JDCR playing Smash instead of Tekken or SonicFox competing in Dead or Alive 5 instead of an NRS game, please refrain from judgment. The selections were made randomly.

Here is a visual depiction of what a draft would look like. First is the list of games.

I used a randomizer wheel to select the top six games, resulting in the following lineup: Smash Bros. Melee, Killer Instinct, Soul Calibur V, Tekken 8, Fatal Fury: City of Wolves, and Mortal Kombat X. Notably, Street Fighter was not selected. That may have to change….lol.

Please keep in mind that this is a conceptual outline and may differ from the final implementation. There are many possibilities for refining the lottery process, including incorporating a team draft similar to fantasy sports. Names would be pooled, and coaches would make their selections. Below are some visual examples: six teams of five players, each with one coach. Ideally, coaches would be knowledgeable about various fighting games, but for the purposes of this example, the names were chosen at random.

Coaches

Player Pool List

This is the results of a random draft I did.

With the teams and games set for the season, players can improve their skills and learn new techniques during the preseason. The preseason will feature a standard single elimination tournament until the Top 8, which will be double elimination. This could be conducted before the draft for seeding purposes and again after the draft for preseason practice. In any “standard” tournament, the games are selected at random.

For the actual season format, coaches and teams will have significant influence over the tournament structure. They will receive the list of games and the order in which they will be played. Coaches can then select a team member to represent them in a best-of-five match. This provides an example of how a single match might be conducted.

Each match victory will earn the winning team 10 points, with 30 points needed to win overall. Coaches will have strategic abilities (a more creative name for these abilities is welcome) to influence bracket play. Here are a few examples:

  • Handicap Win: Automatically grants a selected player a round win. (One use)
  • Player Substitution: Allows a coach to substitute one player for another. For example, if Ryan Hart struggles in MKX, the coach can sub in SonicFox. (One use)
  • Opponent Handicap: Reduces the opponent’s points for a win. For instance, if Daigo believes Luffy won’t perform well against Atif Butt in Killer Instinct, he can limit Atif Butt’s win to 5 points instead of 10. (Must be submitted before bracket play)
  • Shadow Selection: The coach plays instead of the listed player. The removed player can only participate in a tiebreaker or championship match if this ability is used.

These are preliminary ideas, but with further brainstorming, more innovative strategies can be developed.

The introduction of these strategic abilities is aimed at enriching bracket play with additional layers of strategy and decision-making. However, it’s important to note that the inclusion of these abilities in bracket play is flexible and can be adjusted based on mutual agreement among coaches prior to the start of the bracket. If coaches collectively decide that no coach abilities will be utilized during bracket play, the tournament can proceed accordingly. This ensures that the tournament format remains adaptable to the preferences and agreements of all participating parties, promoting a fair and collaborative competitive environment.

As the season unfolds, anticipate witnessing an unparalleled display of skill as contenders vie for the title of the greatest of all time (G.O.A.T) in fighting games. Keep an eye out for standout performances, as one individual emerges as the team MVP, showcasing exceptional prowess across multiple fighting games. Who will earn the coveted title of season MVP, demonstrating consistent excellence throughout the competition? Stick around to discover which elite competitors will earn their place in the highly anticipated “All-Star” Tournament, showcasing the best of the best in the world of fighting games.

Logistics

Initially, my vision involved utilizing existing major events such as Combo Breaker, CEO, Frosty Faustings, EVO, Dreamhack Dallas, Texas Showdown, East Coast Throwdown, and others as venues for the tournament series. However, during discussions with some Atournament organizers (TOs) in 2015, it became apparent that the fallout from the Road to Evo initiative had soured their willingness to engage in similar collaborations. While I don’t have specific details, it was clear from conversations that there was little appetite for such partnerships. Consequently, this raised the question: what next?

The solution remains elusive at this point. Logistics pose a significant challenge, requiring collective effort rather than individual endeavor to resolve. It’s evident from the continuity of our favorite tournaments, often organized by the same group of tournament organizers (TOs) over the years, that executing large-scale events with proficiency demands extensive expertise and networks. I am convinced that if these TOs were to collaborate, their combined knowledge and skills could potentially elevate them to a dominant force within the esports landscape. However, for now, that remains a hypothetical scenario.

There are several potential iterations of this idea worth exploring. One approach could involve structuring teams along regional lines, affiliating them with major tournaments such as Texas Throwdown for the South and Combo Breaker for the Midwest. Alternatively, established esports organizations like Fnatic, FaZe, Cloud9, and Evil Geniuses could create their own teams, leveraging their existing player representation and team infrastructure.

Another possibility is to designate Dreamhack events as the global hub for all bracket games, with Dreamhack serving as the overarching organizer of the tournaments. Alternatively, a major tech company such as Amazon could unexpectedly step in, providing substantial funding to bring the concept to fruition.

Alternatively, a grassroots movement could emerge, with a collective of tournament organizers pooling their resources and expertise to build the concept from the ground up. These are just a few avenues worth exploring to further develop and realize this idea.

While I may lack a definitive answer regarding logistics, one thing is clear: progress hinges on the willingness of all stakeholders to engage in constructive dialogue with sincere intentions. Without active participation from all parties committed to advancing the discussion, any potential advancements will remain stagnant.

Conclusion

Here’s my brainchild, take it or leave it — but I’m confident you’ll see its potential. It’s been marinating for nearly a decade, and now, I’m eager to share it with you. As a 43-year-old father of six, balancing a demanding tech sales job, I’ve poured my passion for fighting games into this concept. Though time and finances limit my ability to see it through, I believe in its power to revolutionize the FGC community. While my journey with this dream may be at a standstill, I’m always ready to brainstorm and explore possibilities. If you’re ready to dive into the realm of innovation and opportunity, don’t hesitate to reach out — let’s make magic happen.

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