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Chapter 121 - Chapter 121: Global Expansion! A Grand Blueprint for Building the Esports World

The plans for the LPL Professional League had just been finalized, but Qin Feng's vision had already turned towards a broader horizon. In the strategic meeting room at Riot Games headquarters, a conference concerning the global Esports Landscape was underway.

On the enormous electronic screen displaying the world map, the markers for major competitive regions glowed brightly. Representatives from agencies in North America, Europe, Korea, Southeast Asia, and other regions joined via video conference, their expressions filled with anticipation.

"Everyone," Qin Feng stood before the screen, his voice steady and powerful, "the success of the Star Sea Cup World Invitational has proven one thing: the future of esports lies in globalization. Today, we will collectively build a truly Global Esports System."

Qin Feng first brought up a detailed chart of the competition system planning.

"In the leagues of each competitive region, we will introduce a Promotion and Relegation System," he explained. "Each season, the 1-2 teams with the lowest league rankings will be relegated to the Secondary League, while the top teams from the Secondary League will earn promotion."

Smith, the North American agent, immediately asked, "Qin, will such a system affect investor confidence? After all, no one wants to spend a fortune buying a spot only to worry about relegation risk."

"This is precisely where esports differs from traditional sports," Qin Feng calmly responded. "The Promotion and Relegation System ensures the competitive vitality of the league, making every match full of suspense. At the same time, we will establish a Relegation Protection Mechanism, where teams relegated for the first time will receive a season-long buffer period."

President Kim, the Korean agent, nodded in agreement: "This system is excellent and will motivate all teams to continuously improve. In our LCK Region, we suggest retaining three promotion and relegation slots."

As the discussion deepened, the structure of the global competitive regions gradually became clear:

1. China Region: Centered in Shanghai, covering mainland China, Hong Kong, and Macau.

2. Korea Region: Centered in Seoul.

3. North America Region: Covering the United States and Canada.

4. Europe Region: Centered in Berlin, covering EU Countries.

5. Southeast Asia Region: Centered in Singapore, covering all Southeast Asian countries.

6. Wildcard Region: Including emerging regions such as the CIS, Latin America, and Turkey.

"Each competitive region will establish a complete League System," Qin Feng elaborated, "including Spring Splits, Spring Playoffs, Summer Splits, Summer Playoffs, and Qualifiers that determine spots for the World Championship."

The annual event calendar was displayed on the screen, and the meticulously designed schedule amazed everyone present.

"March-April: Regular season phase for each region's Spring Split

May: Spring Playoffs and Finals

June: Mid-Season Invitational, with champions from each region's Spring Split participating

July-August: Regular season phase for each region's Summer Split

September: Summer Playoffs and Finals

October-November: World Championship, where top teams from each region compete for the highest honor"

The European agent representative said excitedly, "This schedule is perfect! There will be high-level competitions all year round, which will continuously keep the audience engaged."

"The Mid-Season Invitational will be the first direct confrontation between competitive regions during the season," Qin Feng particularly emphasized the importance of this event. "Spring Split champions from the six major regions will gather to compete for the honor of 'Mid-Season Champion'."

The Southeast Asian representative raised a question: "How will the venue for the Mid-Season Invitational be determined?"

"It will adopt a rotation system," Qin Feng proposed. "The first Mid-Season Invitational will be held in China, and subsequent events will be rotated based on the strength and infrastructure conditions of each region. This will not only ensure the quality of the events but also promote the development of esports culture in each region."

When Qin Feng introduced the plans for the World Championship, the meeting atmosphere reached its climax.

"The World Championship will be the largest and most competitive event in esports history," his voice was filled with passion. "Each competitive region will determine its participating slots based on its year-round performance:"

"- China, Korea, Europe, North America Regions: 3 slots each

· Southeast Asia Region: 2 slots

· Wildcard Region: 4 slots (determined through Wildcard Qualifiers)"

"A total of 16 top teams from around the world will compete for the Summoner's Cup in a month-long tournament!"

This scale shocked all the agent representatives. Smith exclaimed, "This is practically the World Cup of esports!"

To ensure the quality of events across all global competitive regions, Qin Feng proposed a detailed standardization plan:

1. Game Version: Globally unified use of the same game version

2. Competition Rules: Standardized pick/ban process, pause rules, referee standards

3. Broadcast Standards: Unified broadcast quality, commentary desk specifications, data display

4. Player Treatment: Unified accommodation standards, training conditions, salary guarantees

"We will dispatch a Global Event Standards Team to assist each competitive region in establishing a professional event operation system," Qin Feng announced. "This team is composed of core members of the Star Sea Cup and has rich experience in international events."

In the final stage of the meeting, Qin Feng particularly emphasized the importance of talent development.

"We will establish a global Esports Talent Development Program, including:"

"- Event Referee Training and Certification System

· Professional Commentator Development Program

· Club Management Talent Training

· Esports Data Analyst Certification"

President Kim of Korea deeply agreed: "Only by establishing a comprehensive talent development system can the esports industry achieve sustainable development."

Working Together, Creating the Future

As the meeting drew to a close, Qin Feng delivered his concluding remarks:

"Everyone, what we are creating is not just an event system, but a brand new Global Sports Industry. Through this system, we will:"

"- Provide the highest quality esports content for global players

· Create a stage for professional players to realize their dreams

· Offer a sustainable business model for investors

· Create new career choices for young people worldwide"

He looked around at the representatives of the agents on the screen, his tone firm: "Let us work together to usher in the golden age of esports!"

After the video conference ended, warm applause erupted in the meeting room. Everyone knew that from today onwards, a new chapter in the history of esports would begin.

And in the following months, Qin Feng's plans gradually began to become reality:

· The Global Event Standards Team began to travel to various competitive regions

· Preparations for regional leagues were in full swing

· Professional esports venues began to be planned and designed

· The talent development program officially launched

A new era belonging to esports was slowly unfolding.

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