Peter Dager

League of Legends set the pace not just for MOBA eSports, but for eSports in general, helping it blossom into an international sensation. But it wouldn’t be long before League of Legends came into its own, eventually becoming a genre-defining video game with over 100 million active monthly users that would go on to solidify eSports as an eye-grabbing worldwide phenomenon with championships that outclass the viewership of some of the world’s most popular traditional sporting events. While League of Legends was still in its infancy, the mod that spawned it, DotA, already had a healthy player base and competitive scene.

When it launched in 2009 as a free-to-play game, no one could have anticipated the popularity it would garner over the next decade. With a free-to-play release, the MOBA elements that everyone loved from DotA, and a more refined, MOBA-only experience, it’s no wonder that the game took off. After just a few short years the game had already hooked tens of millions of players.

eSports now have incredible popularity. Platforms like Twitch make it easy to view your favorite players, and it seems like every new major game that comes out has to leave some room, in terms of content and balancing, for the competitive scene. If there’s a game out there that people enjoy playing, it’s a good bet that there are people out there who enjoy watching others play it.

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