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{{main|List of esports games}}
A number of games are popular among professional competitors. The tournaments which emerged in the mid-1990s coincided with the popularity of [[fighting game]]s and [[first-person shooter]]s, genres which still maintain a devoted fan base. In the 2000s, [[real-time strategy]] games became overwhelmingly popular in South Korean [[internet café]]s, with crucial influence on the development of esports worldwide. Competitions exist for many titles and genres, though the most popular games as of the late 2010s are ''[[Counter-Strike: Global Offensive]]'', ''[[Call of Duty]]'', ''[[League of Legends]]'', ''[[Dota 2]]'', ''[[Smite (video game)|Smite]]'', ''[[Rocket League]]'', ''[[Heroes of the Storm]]'', ''[[Hearthstone (video game)|Hearthstone]]'', ''[[Super Smash Bros. Melee]]'', ''[[StarCraft II]]'' and ''[[Overwatch (video game)|Overwatch]]''.<ref name="momentum">{{cite web |url=http://www.pcgamesn.com/starcraft/2012-esports-battle-momentum-between-league-legends-starcraft-2-and-dota-2 |title=2012 in eSports: the battle for momentum between League of Legends, StarCraft 2, and Dota 2 |publisher=PC Games N |author=robzacny |date=31 December 2012 |accessdate=15 November 2013}}</ref> ''[[Hearthstone: Heroes of Warcraft|Hearthstone]]'' has also popularized the [[digital collectible card game]] (DCCG) genre since its release in 2014.<ref>{{cite web |last1=Clark |first1=Tim |title=What I learned from playing with a professional Hearthstone coach |url=http://www.pcgamer.com/hearthstone-help-what-i-learned-from-playing-with-a-professional-coach/ |website=www.pcgamer.com |accessdate=22 February 2015}}</ref>
 
==Video game design==
{{see also|Video game design}}
While it is common for video games to be designed with the experience of the player in game being the only priority, many successful esports games have been designed to be played professionally from the beginning. Developers may decide to add dedicated esports features, or even make design compromises to support high level competition. Games such as ''StarCraft II'',<ref>{{cite web |url=http://kotaku.com/5777029/the-sacrifices-of-starcraft-ii-made-in-the-name-of-esports |title=The Sacrifices of StarCraft II Made In The Name of Sports |publisher=Kotaku |author=Michael McWhertor |date=4 March 2011 |accessdate=8 October 2013}}</ref> ''League of Legends'',<ref>{{cite web |url=http://www.pcgamesn.com/leagueoflegends/how-riot-games-are-building-better-league-legends-and-catching-their-own-success |title=How Riot Games are building a better League of Legends, and catching up to their own success |publisher=PC GamesN |author=robzacny |date=24 October 2012 |accessdate=8 October 2013}}</ref> and ''Dota 2''<ref>{{cite web |url=http://esportsbusiness.com/valve-show-developers-how-to-support-esports-with-dota-2/ |title=Valve show developers how to support eSports with Dota 2 |publisher=Esports Business |author=Alan LaFleur |date=21 June 2012 |accessdate=8 October 2013 |deadurl=yes |archiveurl=https://web.archive.org/web/20131222120743/http://esportsbusiness.com/valve-show-developers-how-to-support-esports-with-dota-2/ |archivedate=22 December 2013 }}</ref> have all been designed, at least in part, to support professional competition.
 
===Spectator mode===
In addition to allowing players to participate in a given game, many game developers have added dedicated observing features for the benefit of spectators. This can range from simply allowing players to watch the game unfold from the competing player's point of view, to a highly modified interface that gives spectators access to information even the players may not have. The state of the game viewed through this mode may tend to be delayed by a certain amount of time in order to prevent either teams in a game from gaining a competitive advantage. Games with these features include ''[[Counter-Strike: Global Offensive]]'', ''[[Call of Duty]]'',<ref>{{cite web |url=http://www.gammagamers.com/black-ops-2-codcaster-system.html#.U67tWLEVCnY |title=Black Ops 2 CoDCaster System |publisher=Gamma Gamers |author=Steve Smith |date=15 August 2012 |accessdate=28 June 2014 |deadurl=yes |archiveurl=https://web.archive.org/web/20140812141220/http://www.gammagamers.com/black-ops-2-codcaster-system.html#.U67tWLEVCnY |archivedate=12 August 2014 }}</ref> ''StarCraft II'',<ref>{{cite web |url=http://www.pcgamesn.com/starcraft/starcraft-2s-new-observer-ui-mod-tool-should-make-better-esports-broadcasts |title=StarCraft 2's new observer UI mod tool should make for better eSports broadcasts |publisher=PC GamesN |author=Jeremy Peel |date=16 January 2013 |accessdate=3 November 2013}}</ref><ref>{{cite web |url=http://www.polygon.com/2013/7/29/4569606/starcraft-2-update-adds-new-esports-features-color-blind-mode |title=StarCraft 2 update adds new eSports features, color blind mode |website=Polygon |author=Michael McWhertor |date=29 July 2013 |accessdate=3 November 2013}}</ref> ''Dota 2'',<ref>{{cite magazine |url=http://www.pcgamer.com/2011/08/17/dota-2-tournament-showcases-valves-e-sports-spectator-package/ |title=Dota 2 tournament showcases Valve's e-sports spectator package |magazine=PC Gamer |author=Tom Senior |date=17 August 2011 |accessdate=3 November 2013}}</ref> and ''Counter-Strike''.<ref>{{cite web |url=http://www.destructoid.com/the-latest-counter-strike-go-update-is-for-spectators-263441.phtml |title=The latest Counter-Strike: GO update is for spectators |website=Destructoid |author=Jordan Devore |date=10 November 2013 |accessdate=3 November 2013}}</ref> ''League of Legends'' includes spectator features, which are restricted to custom game modes.<ref name="Spectator FAQ">{{cite web |title=Spectator FAQ |publisher=Riot Games |url=http://na.leagueoflegends.com/spectator-faq |accessdate=22 January 2014}}</ref><ref>{{cite magazine |url=http://www.pcgamer.com/previews/the-full-breakdown-on-league-of-legends-spectator-mode/ |title=The full breakdown on League of Legends' Spectator Mode |magazine=PC Gamer |author=Lucas Sullivan |date=17 June 2011 |accessdate=3 November 2013}}</ref>
 
In response to the release of [[virtual reality headset]]s in 2016, some games, such as ''Dota 2'', were updated to include virtual reality spectating support.<ref>{{cite web |last1=Thursten |first1=Chris |title=Dota 2 Battle Pass update adds crazy new VR spectator mode |url=http://www.pcgamer.com/dota-2-battle-pass-update-adds-crazy-new-vr-spectator-mode/ |website=PC Gamer |accessdate=9 August 2016}}</ref>
 
===Online===
A very common method for connection is the [[Internet]]. Game servers are often separated by region, but high quality connections allow players to set up real-time connections across the world. Downsides to online connections include increased difficulty detecting [[Cheating in online games|cheating]] compared to physical events, and greater [[Latency (engineering)|network latency]], which can negatively impact players' performance, especially at high levels of competition. Many competitions take place online, especially for smaller tournaments and [[exhibition game]]s.
 
Since the 1990s, professional teams or organized [[clan (computer gaming)|clans]] have set up matches via [[Internet Relay Chat]] networks such as [[QuakeNet]]. As esports have developed, it has also become common for players to use automated matchmaking clients built into the games themselves. This was popularized by the 1996 release of [[Blizzard Entertainment|Blizzard's]] [[Battle.net]], which has been integrated into both the ''[[Warcraft (series)|Warcraft]]'' and ''[[StarCraft (series)|StarCraft]]'' series. Automated matchmaking has become commonplace in console gaming as well, with services such as [[Xbox Live]] and the [[PlayStation Network]]. After competitors have contacted each other, the game is often managed by a [[game server]], either remotely to each of the competitors, or running on one of the competitor's machines.
 
===Local area network===
{{further|LAN Party}}
Additionally, competitions are also often conducted over a [[local area network]] or LAN. The smaller network usually has very little [[lag]] and higher [[Quality of service|quality]]. Because competitors must be physically present, LANs help ensure fair play by allowing direct scrutiny of competitors. This helps prevent many forms of cheating, such as unauthorized hardware or software [[modding]]. The physical presence of competitors helps create a more social atmosphere at LAN events. Many gamers organize [[LAN parties]] or visit [[Internet café]]s, and most major tournaments are conducted over LANs.
 
Individual games have taken various approaches to LAN support. In contrast to the original ''[[StarCraft]]'', ''[[StarCraft II]]'' was released without support for LAN play, drawing some strongly negative reactions from players.<ref>{{cite web |title=Why StarCraft II Still Doesn't Support Local Multiplayer |url=http://kotaku.com/5919892/why-starcraft-ii-still-doesnt-support-local-multiplayer |publisher=Kotaku |date=20 June 2012 |accessdate=7 September 2013 |author=Jason Schreier}}</ref> ''League of Legends'' was originally released for online play only, but announced in October 2012 that a LAN client was in the works for use in major tournaments.<ref>{{cite web |title=League of Legends LAN version in development at Riot Games, Mac client news coming |url=http://www.polygon.com/2012/10/17/3515164/league-of-legends-lan-version-in-development-at-riot-games-mac-client |date=12 October 2012 |author=Michael McWhertor |website=Polygon |accessdate=7 September 2013}}</ref> In September 2013, Valve added general support for LAN play to ''[[Dota 2]]'' in a patch for the game.<ref>{{cite web |url=http://www.techinasia.com/dota-2-update-lan-feature-worth-excited/ |title=DOTA 2 update: Why the LAN feature is something worth being excited about |author=Xairylle |publisher=TechInAsia |date=20 September 2013 |accessdate=23 September 2013}}</ref>
 
==Tournaments==