The Rise of eSports Racing
Understanding the growing popularity of eSports and what it might mean for the future of motorsportPhotos courtesy of Microsoft, Sony (SCEA), and Codemasters
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Many reading this have probably had dreams of becoming a professional racer at some point in their lives. It's one of those daydreams that comes with being a gearhead. Though historically speaking, becoming a driver in a top tier pro series has always been a long, tough, and very expensive road.
That desire to reach the top echelon of motorsports is one of the factors I think contributed to the evolution of racing games from being physics-defying, arcade-like experiences into the hardcore, racing simulator games we know today. The likes of Forza Motorsport, Gran Turismo, iRacing, and Assetto Corsa are all representative of that.
While those games are more than enough to keep most of us satisfied, over the last few years a major shift has happened. As racing games became more realistic, racing game developers and fans began to bridge a gap between simulator racing and the real thing.
Back in 2010, the term "eSports" was reserved for competitive shooter games like Halo and Call of Duty. Massive tournaments and leagues were set up for the best players of those games with, in some cases, millions of dollars on the line.
Hardcore racing game players and developers started to look at this model and think, "Why not us?"
It started with Forza Motorsport when they launched the Forza Racing Championship (Forza RC) back in 2016. Unlike the GT Academy, the Forza RC was not about earning a real ride in a real race car. Instead, the Forza RC's focus was simply to find the best Forza player in the world. Registration was opened to everyone who owned Forza Motorsport and eventually teams formed as the best players worked their way through a tournament format until the best of the best rose to the top. From there, those players went on to an invitational event where a world champion was crowned.
Forza RC is going into its second year and has grown exponentially since its beginnings, with major tournaments being broadcast live to thousands of people via Mixer, Microsoft's own streaming service.

























