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[Interview] A break in the history of 'RAGE Shadowverse' held 30 times. We ask Shingo Otomo, general producer of RAGE, about the history of the tournament that has continued since 2016.

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WBOYOriginal
2024-08-27 18:32:471222browse

One of the selected titles for the e-sports event "RAGE" "Shadowvese" (iOS / Android / PC) will be transitioned to the successor "Shadowverse: Worlds Beyond" , so it will be held as "RAGE Shadowverse" . The tournament has come to an end on June 16, 2024.

[インタビュー]「RAGE Shadowverse」30回開催の歴史に一区切り。2016年から続いた大会の足跡をRAGE総合プロデューサー大友真吾氏に聞く

Looking back, it's been 8 years since I was selected for "RAGE vol.3" in 2016. ``RAGE Shadowverse'' has been held 30 times, giving the impression that it has become a long-running tournament. In this article, we asked Shingo Otomo, the general producer of RAGE, to look back on the tournament, the circumstances behind the launch of "RAGE," and what "RAGE" is aiming for in the future.



Looking back at the footsteps of “RAGE” from its inception to today

4Gamer:
Thank you for your cooperation today. Please tell us about the launch of "RAGE". How did it all start?


Shingo OtomoMr. Shingo Otomo (hereinafter referred to as Mr. Otomo):
"RAGE" was first held in 2015. At the time, I was in charge of OPENREC.tv, a live streaming platform specializing in games operated by CyberZ, and I was focusing on esports as a way to attract users.
However, as of 2015, most esports tournaments were already distributed on major platforms. If that's the case, then it makes sense that we launched ``RAGE'' as original content in order to create an e-sports brand that OPENREC.tv can exclusively distribute.

4Gamer:
Did you have any difficulties when starting up?

Mr. Otomo:
There were two people in total who started "RAGE": myself and another employee, but we had never run or planned an e-sports tournament, and we had never even run an event in the first place. It was the start of Since I was taking on a challenge in an area I had no experience with, everything I experienced was a series of hardships.

We spent too much on production, and it was difficult to gain acceptance from the community that had been driving the scene even before esports became popular.

4Gamer:
I think there was a lot of trial and error before it was accepted by each community. Mr. Otomo, is there any "RAGE" that left a strong impression on you?

Mr. Otomo:
What left a lasting impression on me was the first "RAGE vol.1". Although I made many mistakes, I have a deep fondness for it, and even now, the first thing that comes to my mind is the scene from ``RAGE vol.1''.

4Gamer:
The title of "RAGE vol.1" was "Vainglory". Why was this chosen as the first competitive title?

Mr. Otomo:
Rather than stepping into an already established team, we decided that it would be better for us to work together with an emerging title like "Vainglory" and play a part in its growth. .
I had the opportunity to meet with Super Evil Megacorp, the developer of "Vainglory," and when I told them my request and specific plans for holding the event in Japan, they very quickly granted permission, which also gave me support.

[インタビュー]「RAGE Shadowverse」30回開催の歴史に一区切り。2016年から続いた大会の足跡をRAGE総合プロデューサー大友真吾氏に聞く
From RAGE vol.1 (related article)
[インタビュー]「RAGE Shadowverse」30回開催の歴史に一区切り。2016年から続いた大会の足跡をRAGE総合プロデューサー大友真吾氏に聞く

4Gamer:
Mr. Otomo often speaks on "RAGE" about the importance of creating "stars" in the esports scene, but have you had this idea since "RAGE vol.1"? Is it?

Mr. Otomo:
yes. In "RAGE," we used a close-up approach to the players that reminded us of a martial arts event, and we always had the vision that the players who attracted attention in "RAGE" would become stars in the future. .

In order to let viewers know about the personalities of the players who will be participating in "RAGE", we recorded individual interviews, recorded what is called "inciting VTR" in martial arts, and even rented a studio to hold press conferences. We did a lot of things, such as giving presentations and creating the foundation for players to become stars.

From RAGE Shadowverse 2024 Summer GRAND FINALS (related article)
[インタビュー]「RAGE Shadowverse」30回開催の歴史に一区切り。2016年から続いた大会の足跡をRAGE総合プロデューサー大友真吾氏に聞く

4Gamer:
For "RAGE," which was an offline event, I think the coronavirus pandemic that began in 2020 was a time when we were forced to make various policy changes. Did you feel anything or learned anything new during this period?

Mr. Otomo:
Although I think the damage was less compared to other forms of entertainment such as concerts and plays, it was still a difficult time when there was a feeling of stagnation.
In 2020, when the Tokyo Olympics were scheduled to be held, we were planning to hold a large-scale world tournament called "RAGE World," but due to the coronavirus pandemic and the postponement of the Olympics, we were forced to make changes. It was done.

It wasn't all bad either. For example, by switching the operation of "RAGE Shadowverse" to online, the total number of entries has increased overwhelmingly. Geographical hurdles have been removed, and many people from regions that previously had difficulty participating have participated, which I believe has led to significant growth.

"RAGE World" was also held as an online event "RAGE ASIA", and professional athletes and teams from the Asian region participated. Streamers and celebrities also participated as an exhibition, making it a tournament with a strong festival element. I believe this is also an example that would not have been possible without the transition to online due to the coronavirus pandemic.

4Gamer:
If you only look at the aspect that has created a new range of entertainment, the coronavirus pandemic is by no means only a negative thing.

Mr. Otomo:
I agree. Of course, it was still difficult, but looking back, I think the positives may have been greater.

4Gamer:
"RAGE" is now in its 9th year after experiencing such various things, but I think there have been quite a few changes in our goals and vision from when we first started. Are there any new goals that you have added while running "RAGE"?

[インタビュー]「RAGE Shadowverse」30回開催の歴史に一区切り。2016年から続いた大会の足跡をRAGE総合プロデューサー大友真吾氏に聞く
Mr. Otomo:
The big change is that we have a new goal of "challenging the global market." For example, currently, if a tournament is held in Japan, the goal is to attract inbound viewers and gain an overseas audience. Although we have not yet realized this, we would like to take on the challenge of holding "RAGE" overseas.

4Gamer:
I see.

Mr. Otomo:
 Also, I think we need to continue facing the theme of making e-sports take root as a part of our culture, rather than ending it as a passing fad.

Since the coronavirus pandemic subsided, we have been able to sell paid seats at events other than those we manage, and we feel that the e-sports scene is booming, but this is driven by the popularity of titles and influencers. The aspect of being there is a big one.

I think the next step will be a stage where you can go to watch a game even if you are not a fan of a specific player, like in major sports, and have an enjoyable user experience. Only when we reach that point can we say that it has taken root as a culture, and one of our current visions is for RAGE to help drive this industry forward.


8 years with “Shadowverse”


4Gamer:
Next, let's move on to the story of "Shadowverse". First of all, please tell us why you chose "Shadowverse" as the title for "RAGE".

Mr. Otomo:
The deciding factor for ``Shadowverse'' was that it was a title that matched the ``RAGE'' policy of ``working together with emerging titles with the intention of playing a part in their growth,'' which I mentioned earlier.
It is also a title of a group company, and Mr. Kimura (Yuito Kimura), the producer of "Shadowverse", seemed to be aware of the e-sports scene since it is a competitive game, and the conversation progressed.

4Gamer:
 The "RAGE" competition with "Shadowverse" as the competition title has been held 30 times, but is there any episode that left the most impression on you?

Mr. Otomo:
An episode that left an impression on me was the trial and error process of finding a balance between a fair competitive environment for the players and the ``presentation'' unique to the event.
Due to the nature of card games, it was extremely difficult to meet the requirement of having both "entertainment" and "competitiveness," and there were times when I struggled a lot.

4Gamer:
What kind of trial and error did you go through?

Mr. Otomo:
Basically, in "RAGE Shadowverse," players are placed in a box isolated from the outside world, and the players compete in a fair environment where they can concentrate as much as possible, but in the past, they used a one-way mirror to It was held in such a way that the players could only be seen from the side.

However, although positive feedback was received from the spectators, the players felt that if they looked closely, they could see through the audience seats due to the lighting, making it difficult to concentrate, which was a flaw in the competitive nature of the game. I did.
I felt that "entertainment" and "competitiveness" were in some ways inversely correlated, and as a result of some groping to adjust the balance, we ended up with the current form.

4Gamer:
Mr. Otomo, are there any tournaments that left an impression on you?

[インタビュー]「RAGE Shadowverse」30回開催の歴史に一区切り。2016年から続いた大会の足跡をRAGE総合プロデューサー大友真吾氏に聞く
Mr. Otomo:
The most memorable tournament may be the 2017 "Shadowverse World Grand Prix".
Anyway, this tournament was my first world tournament, so it was really tough. We invited players from overseas, and we set up seats in four languages ​​at the venue, so we had a lot of trouble figuring out how to support them in terms of hospitality. A lot of unexpected things happened, and no matter where I look back, it's a tournament that always reminds me of how difficult it was (lol).

4Gamer:
RAGE was only directly involved until 2017, but speaking of the "Shadowverse World Grand Prix", when the prize money was announced at the 2018 tournament as 1 million US dollars, it was a great event not only for the "Shadowverse" community but also for the industry as a whole. I remember that there was a severe earthquake.

Mr. Otomo:
"Shadowverse" is the title for which we have held the most tournaments, and it is a title that we have a strong attachment to.
The professional scene was established, and we continued to hold "RAGE" to determine the champion of each card pack added once every three months, as well as experiments with the theme of music x e-sports, and paid seats. We also attempted to set up a VIP area and set a Guinness record for the most people playing an online TCG at the same venue at the same time. I feel like these eight years have been a great time for me to try so many different things.

4Gamer:
In June of this year, it was announced that the release date of "Shadowverse: Worlds Beyond" would be postponed to spring 2025. It's been a while since the last "RAGE" in "Shadowverse," but please tell us about your future efforts and prospects for "RAGE" in "Shadowverse."

Mr. Otomo:
We hope to continue our efforts in the future, such as by holding the ``Shadowverse Strongest Team Tournament powered by RAGE'' starting in July. The details of "Shadowverse: Worlds Beyond" are still undecided, so please wait for further information.

4Gamer:
Lastly, please give us a summary of the past 10 years of "RAGE".

Mr. Otomo:
I think it's been 10 years of continuous challenges. Because we have always continued to take on challenges without being complacent with the status quo, we are proud to say that we have grown to be the number one brand in Japan's current e-sports scene, with the exception of official tournaments by manufacturers. And I would like to continue moving forward without being complacent with the current situation and without stopping. We look forward to your continued support of RAGE.

4Gamer:
Thank you very much for today.

[インタビュー]「RAGE Shadowverse」30回開催の歴史に一区切り。2016年から続いた大会の足跡をRAGE総合プロデューサー大友真吾氏に聞く

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