“Start-up” had not yet entered mainstream lexicon and saying “the NFL of Video Games” would incur raised eyebrows.

And if you said “esports” people would look as if a horn was growing out of your head.
Feb 28, 2007
Opportunities for gaming were not nearly as abundant. There was no TikTok or Instagram. No Twitch live streaming. Facebook was just starting to fumble around with video and Twitter was at fetal scale. The twilight of the MySpace Top 8 and the unblocked list on AIM.
First steady supply of anime. We got C9 Jack from Crunchyroll, which in turn came from "Oh wow, people really like to watch anime online."
YouTube was truly the wild west. It had a 10 minute time constraint, while subscriptions and Content-ID were functionally not working. Very limited copyright enforcement and moderation. Discoverability was driven through the "Most Watched" category, and every week was dominated by rips of Naruto, Bleach, or One Piece.
MLG was one of the primordial pools of internet gaming culture that would go on to seed Web 2.0. Being a part of this movement was inspirational and in complete contrast with what was going on in the other half of my life.

Things like “going to class” frequently lost out. It didn’t help that community college was the most uninspiring experience of my life. As far as I was concerned, enrollment fell into three groups:
  • Older people with older lives I couldn’t relate to
  • Burn outs sent there as an option of last resort by their parents
  • High achievers trying to transfer as fast as possible
Where would you split your time?
It was the in-between place everyone wanted to leave as quickly as possible. Probably the only thing we had in common.
Nineteen is also that very awkward age right before twenty-one. Everyone older is at a bar, everyone the same age is away at college, and hanging out with anyone younger comes with the stigma of being the “old creepy guy.”

Between the midtown office, travel, and gaming, MLG was a beacon of hope. I was a standard bearer for the cause.
There was a growing list of competitors. MLG was firmly "Competitive Gaming," while on the other side of the ring was the Championship Gaming Series and "Esports." Our circuits were proxies to the larger holy war between consoles and pc - and both companies made plays across parallels like tv and streaming, Xbox and Playstation. Luckily we had the advantage of an opponent who only had the wrong combinations of games and television time slots.

CGS blew through their warchest and got swept away with everyone else when the economy deteriorated. Their gear would get passed down from one bankruptcy sale to another, and I recall seeing pieces pop up all the way through Clauf in 2015.

The field heading into the the Great Recession

Leaders who stay in one industry, going from organization to organization tend to have a signature strategy they champion. CGS's core premise of regular season matches in a league format was given a new breath of life when Jason Katz went onto LCS. It created appointment based weekly viewing while blocking out large portions of the calendar from competitors.

Another attempt at the CGS skeuomorphic city franchise model would resurface with the Overwatch League.
The demise of CGS created a common understanding that esports doesn't work on television. When speculation would occasionally return, as with pieces like "StarCraft is Too Big for TV to Ignore | SixJax Gaming," it would compel words from the survivors.

Wheat's understanding of the TV problem was only matched by his desire to never live through it again, and a large reason investor groups were compelled to give to video game organizers "infinite airtime for free."

The shared trauma of TV led to the proliferation of Twitch, which gave esports the breathing room by shouldering billions of dollars in live video expenditures.

Which to date, may be the largest marketing subsidy in the history of video game industry.
"100 full time pro gamers by 2008 " - Sepso '03
MLG had its own flavor of the business strategy circus. Between investors that needed to be managed and sponsors we needed to attract, we needed to speak their familiar language. This task fell to our leadership team who generally shared the following characteristics:

  • Ivy League educated MBAs
  • On their 2nd or 3rd professional endevour
  • Came from AOL


''By late 1999, many companies seeking to do business with AOL were no longer viewed as potential partners,'' Mr. Klein writes. ''They were a target, to be used. The first order of business was for AOL deal makers to find out how much money the dot-coms had raised in venture-capital funding, then try to extract as much as possible from them in online ad deals. Informally, AOL's goal was to get a minimum of 50 percent of a dot-com's venture-capital funding.''
In 2007, Welchian tactics were still the flavor du jour. There weren’t a lot of employees to cut, so the other option was acquisition.

They had as much obligation to build for the community as they did for the boardroom. Top tier execution and discipline with mutually understood playbooks. The rest of us where learning how to play jazz for the first time.

First was GameBattles. For about $250,000, MLG got the SOCOM and infrastructure that was scalable to other games. Next we picked up Agora Games, which built the same but for video games. I remember a general strategy to explore synergies between their two products to establish an MLG Rank across all of gaming. One rank to rule them all.

With WSVG on the rocks and CGS sequestered to some random channel on DirectTV, PC gaming looked ripe. We picked up GotFrag, restructuring their operations to eventually shutter the news arm and lean into streaming and broadcast resources.

Lee Chen (who would go on to do great things at Fastly) and Sir Scoots joined our MLG pirate ship through this acquisition.

MMO-Champion was another massive pick up, which never really did a lot for us. I faintly recall inquiring “why?” - apparently moving us logarithmically up from 10m impressions to 100m would unlock a new scale of advertising dollars. Big ad networks wanted to buy in bulk.
It wasn’t a terrible batting average. MMO Champion lifted numbers but was generally the biggest bust.

GameBattles needed work but scaled in a lot of ways.

Agora, also became an interesting side of the business. I think some of their alumni built an early version of League’s rank system. Eventually it was spun out to Warner Brothers.

After GotFrag got restructured, it allowed us to snowball into WoW, Starcraft, and League. In 2007 we focused on WoW, while CGS wrestled with trying to convince the Counter Strike community that they should watch Source instead of 1.6. A great example of community fragmentation as a result of competing product lines.
By 2007, some combination of these resources were enabling us to deploy homebrew livestream ads.
Well within the Overton window in 2007.
Our top of funnel marketing and product became a bit more formalized. Our presence on social media grew from MySpace to include Facebook, which still required a .edu address, which was perfect for the demo we most resonated with. I think there were some attempted to partner with community sites as well via “Friends of MLG.”

Right before the start of 2007, we upgraded to a new version of the website and later launched MyMLG. Paired with the in development MLG Rank and Gamebattles, the vision was to create the defacto competitive social network for gamers. Mock ups for a game where the images on the armor could be changed or include advertising. Pro Players had contractual obligations to write blogs, which incentivized the rank and file to do the same.
Gaming was one of the major frontlines in the Great Reddit vs Digg War. My intimate view into that conflict made it glaringly obvious how quickly League of Legends was growing.
We launched the Game Room platform. "Videos by the MLG community, for the MLG community." I think our biggest success was when one of our videos trended on Digg. Which was immediately followed by various forms of "Do-It-Again'' prodding.

I spent one Christmas holiday ingratiating myself with the Digg power user culture, meeting people like Slasher, and learning how much of the world orbited around MrBabyMan. All this gave me a clear read on LoL's scale as a result of Reddit.
Television made a return, albeit this time we were sequestered to the much more niche G4TV. Television was an important box to check for sponsor pitching, but the previous iteration demonstrated video games on TV had a ceiling and was not going to become a rising star or cash cow. In 2007 it was a much leaner operation as the livestreams took on more priority. Polishing this real estate helped us secure an important partnership with ESPN right before the 2008 season start.

Ahead of the season, I participated in my first pro circuit branding campaign. To me, who had loved both the previous iteration of the website and previous year’s branding, this constant need to update felt superfluous. I remember a lot of discussions about how to integrate the Boost Mobile logo and walls covered in variations of both pro circuit and new team logos. Our ace in the hole at the time was Zola, a young creative who made his bones in Halo videos and would eventually go on to creative direct for acts like the Chainsmokers and Coldplay.

The beginning of micro-transactions might have started with the Xbox 360 store. MLG content would launch that year and become a massive revenue driver. We began cranking out packs fairly quickly.
90 points was about $1.13 back then or $1.69 inflation adjusted to 2025.
I can't recall if it was here, later on in Starcraft, or both - but there was a pretty quick realization that fans were buying MLG agnostic of the specifics and after FB/CBN/Str8 it was diminishing returns on brand recognition. We also stood more to make more from bundles we wouldn't need to revenue split. I think we also had a constraint from Microsoft on how many packs we could sell a year. Variations of this realization would play out with various publishers and esports throughout the year.
It was cool to have one of the biggest NBA superstars of the time so engaged with our circuit. I rang in my 20th birthday LANning Halo with him and a few others in Orlando.
MLG built cache by investing into community building with dashes of mainstream culture. One of the big narratives was NBA Pro Gilbert Arenas becoming the new "owner" of Final Boss. His financial support allowed the team to have their pick of the litter whenever a roster swap was required. Associated events like his birthday parties became opportunities to built the star power of the team.
Boost Mobile had signed on for a bigger deal and had to be integrated into everything. Everyone pitched in with the circuit wide rebranding campaign and the walls were constantly covered in explorations.

Ahead of the season we expanded the number of pro contracts to 7 more players, with the topline numbers once again not guaranteed. This expansion created a perspective of growing opportunity. Outside of the 12 players signed to $250k contracts, there was a larger pool of lesser players who could be centrally managed through hope and incentivized through a million dollars in prizing. We ended up cleaning and rebranding teams like Perfect Storm, the Agency and more for the start of the season.

An idea that was kicked around a few meetings was centralizing Halo competition by moving all the players near the HQ for regular matches. The fear of being legally accountable for a large number of teenagers living unsupervised in New York City stymied a lot of the momentum.

While there were a lot of benefits to having direct control of players, one of the benefits of intermediary team owners is that they are the accountable party for managing the day-to-day of pro players. The structure of MLG’s relationship with players held until the release of Starcraft when the incentive to participate in multiple leagues made being a team owner financially lucrative. Once team owners did come in, this idea of.a low cost NYC event evolved into MLG Arenas with Starcraft.
Does saying "on tour" automatically make you cool?
This was also my first year of going to every event. Charlotte, Dallas, Chicago, Orlando, Vegas, Toronto, and “the Meadowlands.” A list of cities that represented a geographically diverse slice of Americana. Looking back, I was fortunate to experience these micro cultures before the entrenchment of social media.
These late stage Halo 2 events are a great example of what regionality looked like in early esports. It mirrored a lot of what was shown in the 11 countries of the USA. Top teams were top teams because they had top players. But a little below that teams were clustered around geographic groups.

There was a strong showing from Michigan with Walshy, Mackeo, Victory, Tupac, Fiddy, Ray, and JRG clustering around teams like Agency, Icons, and NLR.

Legendz was a core that originated from a Maryland LAN center.

There was a cluster of competitors from Texas and the West Coast. 5k was from some cornfields in the midwest.

Fans from those regions found this to be an authentic representation of themselves and their communities. This wasn't a rule, so much as it was something that happened.
The weeks before drama would build as LANS, montages, and team changes made waves across the forums. Event weekends would attract thousands of competitors and their accompanying entourages and tagalongs. During my period of “living with mom & dad,” a lot of my attention went towards extracting the maximum amount from each stop.
MLG Charlotte
While Halo got a pretty professional level of attention, other games like Gears and Rainbow shared a “leaner” operation that was set up, broken down and networked by the same people who cast, switched, and mixed the show. Many times we would also end up rooming together. It was the worst of times, it was the best of times. A lot of unsupervised underage drinking occurred as people in the industry got their start here.
Our teams would usually arrive ahead of the masses to set up the video operation. The days included troubleshooting some aspect of networking, recording, power, set up, and whatever else 2-3 broadcast centers, 30-50 (?) competitive stations and several hundred teenagers could come up with. We executed events in the face of a comically large amount of natural disasters and other “challenges.”
Thursday night you’d try to go easy. Either you had three long days of putting on a tournament or you were trying to stay sharp for the first day of competition. Events were punctuated by family style dinners and hotel room LANs. As you’d get closer to the weekend more people would begin arriving. People would get sensitive about sleep and there was a level of respect if someone wanted out of a night of heavy drinking. There were people that were always out and people you would never see. Everyone who did well at those tournaments would love to spout something about one approach versus the other.
The Friday Free-For-All was a pile of fucking magical chaos.
First - the rules:

  • Eight players enter, only four leave.
  • If you're top 4 when the 1st player hits 50 kills, you advance to the next round.
  • The more rounds you advance, the more points you earn.
  • The more points you earn, the higher your team's starting seed would be for the next day's 4v4.
  • Do well enough, and you qualify into the 1v1 competition for cash prize
The FFA’s were an incredible icebreaker for the thousands of awkward teenagers showing up to these events. If you made it 1 or 2 rounds, you’d end up moving up with some names that got pretty familiar. It was a gladiatorial bonding by fire where everyone was both an opponent and friend in the trenches. Once eliminated, you had an investment in figuring how high your 4v4 team would get seeded. So you’d follow the games of your three other team mates, rooting for someone to go deep so that the team would get a high seed. And if somehow you squeaked your way into the deeper rounds, you were all but guaranteed to sit shoulder to shoulder with some true professional players. The whole thing was narrated by Puckett on the venue wide PA system, and a clever name might attract a group of spectators to your station. The end of the bracket usually saw a good mix of pros and the next generation of talent. Someone random would win the whole thing due to the chaotic nature of the competition. Pistola was 13 when he won his first. There were so many social bonding mechanics that built connections between people.
The 2007 G4TV show.
Saturday morning the Open Bracket 4v4 starts, and by 5PM you’re seeing the 16 pro teams take on the 16 amateur squads. Most of the AMs wash out by late Saturday and a few heroes break through to Sunday morning. The first group parties and the second group heads to bed early to stay in game shape.

We close on Sunday with the usual cast of Final Boss, Str8, and Carbon and another round of hotel room LANs and parties.

This massive quantity of gameplay was recorded, captured, and published to our VoD service. I was accountable for making sure that hundreds of matches across 4 or more titles made it to our website. The process began with physical DVD recorders that were dragged from station to station, keeping track of the progress of entire 16 team bracket, and the limit of 2 hours of time per disk.
Back home in NYC, I was now joined by Lenox. We were given 8 gameplay capture stations and the singular goal to capture spool after spool of DVDs. The hundreds of hours of gameplay we were watching on eight different screens for months on end made us increasingly valuable to MLG's content development aspirations.

Our roles in managing VoD publication expanded to new frontiers through roles like sourcing, organizing, and laying out video for Top 10's, Player Mic Commentaries, and the Game Room.

Average day at work.
While some of this was laborious, managing VoDs came with the upside of slowly building relationships across the forums and AIM, which would open a door to a close up of player trades and other parts of the business.
MLG Top 10 from the Halo 2 Championship
Top 10's really blew up and I remember counting frames of split second snipes with Puckett and Contini in a tiny editing bay. We came to a pretty obvious conclusion that the current understanding of how many frames a human needs to see in order to react was pretty flawed. The content we were producing was fairly groundbreaking. Compared to your average internet creator, we had a larger selection of higher quality gameplay, professional editing equipment, and a built in audience. This success was followed by “Do-It-Again” prodding from our executives, and I remember having to explain the limitations of killtaculars in competitive play. That look of wide-eyed realization of the limitations of esports became very familiar over the next 20 years.
ESPN... New Halo.....Puckett...MLG...
User Submissions...Theater Mode....
We were pretty on top of the YouTube meta, the late 2000’s countdowns and gameplay commentaries. We had cornered the community for "good Halo players." With theatre and the forums, we had a lot of content to pick from.

Frequently the pattern is the resourcing of esports opens up adjacent possibles for gaming content, creators saturate and scale. Countdowns, live streaming, subscriptions, and the like. If we want to be generous, esports usually does a lot of forging on behalf of individual creators.
Looking at what was going on around us, Halo montages as a genre served as the blueprints for the first wave of Call of Duty montages and then sniper montages, which in turn were the foundations for organizations like Optic, Envy, and Faze. Many CoD pros got their start competing in Halo and the two communities share a common culture to this day.

Familiar Names

Modern Warfare 4 had a huge launch but CoD as an esport was held back by 3 things:
  • Fewer live events than Halo or Gears
  • Late start, first live event MLG was 2009
  • Designed as a 5v5, it was played 4v4, allegedly, to fit the live event set ups
Without big broadcasts and tournaments, top CoD players focused more of their attention on YouTube as the outlet for reputation building.

The Evolutionary Tree

As Youtube began incentivizing longer watch time and volume, it made sense to move from montages to gameplay commentaries, which were longer and easier to make. CoD commentaries served as a blueprint for Starcraft commentaries, which were the model for those transitioning to Twitch live streaming. There's a healthy level of shared genetics up and down the timeline.

A lot of this value was captured by multi-channel networks like Machinima who, as one of the few organizations trusted to funnel Google money, propagated the most successful formats.

There are probably other great examples?

Zola made his bones with Halo 2 and Halo 3 classics would go on to work with artists like the Chainsmokers and Coldplay.
Dan Chosich, who built nearly a decade of Halo creative, started with 50K and MLG content.
The Meta Challenges
COO Leads Operation, CEO Leads vision.
Since 2005 Halo 2 had been the GOAT, but now there was uncertainty. In real time we were watching our community fragment across the slow roll out of Perfect Dark, Gears of War, Rainbow 6, and Call of Duty.

We were operating the circuit on the back of a 3 year old title. The rest of the world had moved onto the Xbox 360 and was awaiting the imminent release of Halo 3.

The next Halo needed to include a very specific set of features for tournaments to be viable. My first exposure to the anxiety of publisher influence over esports. MLG was pretty much the best thing going for me and my first time experience platform shifts via a console transition year.
Compared to the investment year of 2006, ‘07 felt like an asymptote. There was a feeling of needing to keep the gun powder dry for whatever Halo 3 would bring. Skate to where the puck was going rather than contest the current front lines. There were a lot of tactical investments that were still challenging.


We’d need to source and pay for a lot of gear that was still hard to find on the open market. 360’s were still hard to obtain and we were still in the red-ring-of-death era. These weren’t going to be the reliable OG Xboxes that could survive being hucked from basement LAN to basement LAN, but much more finicky machines that had less than a stellar reputation.
This was my first time working a season start to end and with it came with the privilege to peak under the hood and touch new projects. Rebranding the circuit with new team logos, working with online video, and the next edition of the TV show. This year it was on G4 and I remember being closer in on the process as my value in finding clips and moments had become common knowledge.

Whispers of grand plans. Mock ups for a game where the armor could include partnerships. Plans to fly in all 16 teams to New York for a months long season. The potential digital future and the opportunity that Halo 3 would bring.
A solid lineup of Xbox 360 titles gave us a swings at launching new esports. We learned quickly that while we could put Rainbow6 and Gears into our framework, results would not necessarily be the same as Halo. We were also blessed to experiment with Shadowrun, which had a short but amazing run on the circuit. The game launched in late May, just three months ahead of the release of Halo 3. It's end was inevitable but the competition and live events were a beautiful moment.

Final Boss takes Chicago Boost Mobile Major League Gaming Shadowrun Championship

A crisp class based shooter, utilizing CS round system, with unique abilities. Well balanced between team strategy and individual skill. Shadowrun was impeccable, leaving a strong impression that gave me a strong belief in the principles behind Project A (VALORANT) many years later.
Staff and Pro Matches to Test the Equipment
A bunch of us were a core part of the SR beta testing community and were recognized with bots. SR came out at a time when top Halo pros were also looking for a title to practice with a 360 controller. We restructured our events to accommodate them.

Events were scheduled so that teams like Final Boss could compete in both Halo 2 and Shadowrun across one weekend.
The Shadowrun National Champions. The look of men who know they will be the first and last of their kind.
Also in May we got our first preview of Halo 3 when the beta dropped. Everyone felt obligated to spam games on Valhalla; a thankless task of trying to predict what competitive could feel like through the lens of Big Team Battle. While it was early, there were moments of hope with features like System Link, Theater, and a map maker visible. Having to go back to playing Halo 2 after the Beta felt like a letdown.

It was also an early and powerful lesson how effectively marketing, timing, and publisher direction could impact a title. The Microsoft marketing machine never really gave Shadowrun a chance, and once the culture shifted to Halo 3, Shadowrun's momentum hit a brick wall. This wasn't by design, but it illustrated the impacts publisher support played on esports.
The final leg of the season required us to concurrently run events for both Halo 2 and 3. Two massive workstreams, one to fulfill our commitment and one critical to our future.

We came out the gates strong. Halo 3 launched on September 25th, 2007. Three days later we had our first round of gametypes up on the file share. These began circulating across the entire Halo community, reinforcing our brand equity as the title-de-jour transitioned. We modified our final event of the season in Vegas to include a massive Halo 3 LAN that ran concurrently to of our other world finals for Rainbow, Gears, Halo, and Shadowrun. We kicked off a film festival that took full advantage of the game's theater mode. We worked to make sure developers would be onsite to "understand esports." Among them was Joe Tung, who would go on to lead League of Legends at Riot Games during a period of resurgence.

Also CPL ran a $1M tournament. I think a few people are still waiting for that check.
2007 MLG Milestones
Acquired targets that were positioned strategically to capture digital growth.
Transitioned into the next title of the flagship franchise while expanding into Gears, Rainbow6, Shadowrun, and online CoD.
Established clear brand identity in a sea of competitors.
Operated 7 city tour across the United States and launched multiple new partnerships.
Made on
Tilda