GLHF: Good Luck, Have Fun Review


Good Luck, Have Fun Review
Hi Everyone,

Today I am writing a review on a book. Yes, not a game, but a book. This is an Esports book titled Good Luck, Have Fun. It is written by Roland Li, and came out in 2016.
The book is all about how Esports came to be. From the beginning of video games, to Twitch, and the way that it was operated. This book even covers League of Legends, a favorite of many Esports Organizations.

This book was a good intro to the world of Esports for me, and I am not well versed in Esports (even though I am trying my hardest and I would love to work in the industry, part of the reason why I write my gaming reviews). I have watched Twitch and Mixer streams of Esports games, especially Rainbow Six Siege, but I have not watched many for the other games in Esports.

As this is a book, and not a game, the review is going to be a little different. For starters, there is no “story”, outside of the content of each chapters. No bad guys at all. Also, the gameplay is different. The book covers many of the different games in the Esports Industry, to which I will list. So without further ado, here we go!!

(Note that I write Esports as such, other places write it differently. As I learn more or someone formally corrects me, I might change it)

Good Luck Have Fun: The Rise of Esports

Review Time:


Overview: 


The book is about many different rising Esports contenders, and the owners with them. One of the people in the book, Alex Garfield, is the owner (at the time) of the team Evil Geniuses. They are huge in the world of Esports, from different teams, to the way that they operate.

Good Luck, Have Fun covered the different ways that the Esports industry works, from hiring and firing new members, to a little bit of the insight of how to get capital, along with the wonderful information on how Tournaments work. I think that the last point is huge. The Tournament structure is the most important part of this segment I think. Why? Well, it is a simple answer. Without the tournaments, there are no teams, teams don’t compete, players don’t get paid, and companies fall through.

One could argue that the company/developer is the most important, which is not wrong. But my point is that the tournament is the most important part. The company doesn’t have to make a competitive game at all, but the tournaments get the viewership. These are the ones responsible for the retention of the gamers, and longevity of franchises.
I think personally that the book does a good job of promoting the understanding of tournaments. Roland Li does a good job of making sure the reader fully understands the tournaments, and the risks involved. There is a certain level of hope that one reads when he goes on to cover the tournament, even though the tournament was ages ago. This can even be felt with the player drama.

Players:


The author does a tremendous job covering the players. Each one feels unique, and every single one of them has a backstory that truly propels them into the spotlight. Not every single one is obviously covered, but that is not an issue. Roland Li goes in depth over the players, especially towards the end, such as the Former Evil Genius members ppd and Arteezy. The last few chapters mostly cover them, but one complaint I have is that they did not cover the other players as much. That may be due to a contractual or legal issue, so I am not that worried.

Games and Services:


I loved the gameplay that Roland Li covered. He went over several different games and services, from League of Legends and Starcraft 2 (along with others) to the services provided by Twitch. I liked how the casters were formally brought in to the game, to how Starcraft 2 had a huge impact on South Korea. I liked the backstory of Twitch, and how they went from a small company (super small I’m talking) to a huge giant.

The book even spends several chapters (mostly towards the end) on Dota 2, and the Dota Invitational. It is really cool to see the way that the Invitation was portrayed in the book, and I hope that from my standpoint that they continue to do this.

Problems:


There really are not any problems I have had with the book. It was really good. It is not entirely up to date, but it’s one of the most up to date books that anyone will find. When I say up to date, I mean that it was published in 2016. Even though it is 2019. I’m not going to worry though, as it is one of the only Esports books, and it is super modern, along with being a great reference point.

Overall:


I think that this book is a great introduction to the Esports industry. You have to read it for yourself. Honestly. Especially if you want to get in, or even ahead of your competition. I would read it. It gives you a fresh way of understanding the culture, and learning how to become a true part of the industry.

Rating:


I give this book a 5 out of 5 stars. It is truly fantastic!!!!

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Picture is from: https://www.publishersweekly.com/978-1-63450-657-1

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