ESport phenomenon lately may be spelled on the rise. Various game developers seem not to lose, using eSport as one means to sell more products made them. Starting from Overwatch, who has a vision for eSport league in the United States that has models like the NBA basketball league. Then there's also from the recently released game, Injustice 2, which instantly prepares various competitions for serious players to play.
But you know, eSport is not as glorious as it is today. No competition was held in a magnificent stadium with a big screen, no competition with prizes of billions of US dollars. Then, where does eSport start? This is the history of eSport culture from the past until now.
The first time the eSport culture evolved was from a game competition. Interestingly, this game competition even existed for a long time, precisely in 1972, at a possible time when the computer is still very rare, there is no internet, and there are not many video game titles.
When the game competition was held on October 19, 1972, it was held at Stanford University when students were invited into a competition named Intergalactic Spacewar Olympic, a competition for a game called Spacewar. Do not ask about gifts, a competition known as the first eSport competition is only a one-year subscription to Rolling Stone magazine.
After that one by one other gaming competitions were popping up. In 1980, Atari held a Space Invader competition with 10,000 participants! The greatest of his time. Even then, the game competition became a phenomenon, and was picked up by leading American magazine Life and Time.
Going into the era of the 90s, internet technology began to spread in the United States at that time. As a result, the game competition also evolved into online competitions, along with organizations that have a vision to make the game competition into an eSport industry.
Some big competition in the 90s one of them Nintendo World Championship which was held in the United States. Then Nintendo resumed the competition in 94 with an event that was recognized as Nintendo PowerFest and many other competitions.
In that year, also began to appear organizations to set eSport leagues such as Cyberathelee Professional League, QuakeCon, and Professional Gamers League. When the game that was competed began to vary, such as Quake, Counter Strike, and Warcraft game.
Entering the year 2000an, the development of eSport become more rapidly. One of the countries that are highly accepting of this culture is South Korea. When it was in South Korea, the famous game for eSport was Starcraft, to the point that its players were revered, like a capitalist artist.
In that year, also began to create great competition and eSport organization. Some names such as World Cyber Games, Intel Extreme Masters, Major League Gaming, created in the 2000s.
The phenomenon of watching people playing games also also developed in this period. Stream service providers such as Twitch and Youtube are increasingly encouraging gamers to watch eSport games and also watching others play games.
Until now become eSport as you currently see. Dota 2 Competition with prizes millions of US dollars, League of Legends competition that is managed with a very professional that looks like a real sport, to a variety of games as if not to lose to participate plunge into part of the eSport culture.
Introduction
Gilgam.es is planning and preparing to launch a platform allowing both individual players and teams to compete in popular eSport games – DOTA2, League of Legends, Counter Strike: Global Offense, Call of Duty, etc... –, supervised by our own artificial intelligence
The biggest problem in every online game is cheating, either financially (credit card frauds) or in-game cheating. We aim to eliminate the risk of the former by decentralizing transactions on the basis of ethereum blockchain; while in case of the latter, we are planning to eliminate in-game cheating by means of strict KYC1 software monitoring, using our own artificial intelligence.
Why should you join?
We believe we can provide comfort by providing some features ie
Player management
Upon registration, each player is to meet KYC requirements. Connecting the steam account with KYC options ensures that each player can register only with one account. Banning cheaters is final; they cannot register again to the system.
Match results
Match results are determined in 2 steps. Match results will be checked and supervised by our own AI. Continuously learning, it screens cheaters and immediately bans them. Participants may accept the screened results or can veto them. Verification of vetoes will happen within 48 hours. Final decisions will be made by experts within our internal monitoring system.
Screening cheaters
The first line of defense against cheaters and cheating software is the anti cheat system embedded in our client software. It monitors the extensions loaded into the memory of running games and in case it detects any suspicious software, it will request its user to remove it. The second defense line is our AI continuously monitoring the processes and results of running matches. It will learn player behavior patterns on the basis of pre-defined boundary conditions, tuned on salient behavioral anomalies. The third line of defense is made up of the internal experts of the system who are able to draw final consequences on the potential manipulation of the game, based on the recorded stream image and statistics of the game. The fourth defense line is provided by connecting the Steam account with KYC functions
more info download whitepaper
Roadmap
Crowdsale
The Gilgam.es Token initial distribution will be in the form of a crowdsale. Anyone will be able to acquire GGS at a discount rate by pledging ETH into the token sale smart contract. People who have other cryptocurrencies such as ETC, BTC or XRP can create GGS via a thirdparty conversion service that will be available on the crowdsale page. The sale will last four weeks from 20/06/2017 to 20/07/2017. These dates are approximate, as the actual start and end time will correspond to Ethereum block numbers.
funds structure
Resources
website | https://ico.gilgam.es/ |
website asia | https://ico.asia.gilgam.es/ |
whitepaper | https://ico.gilgam.es/whitepaper/Gilgam.es.whitepaper.pdf |
https://twitter.com/gilgam_es | |
slack | https://gigamesteam.slack.com/ |
bitcointalk | https://bitcointalk.org/index.php?topic=1949202.0 |
https://facebook.com/gilgames.platform |
0 comments:
Post a Comment