As esports grows and creates opportunities for gamers to level up to the pro or streamer level, there is still a huge barrier in the way. There is not a wealth of training options for gamers. If you can’t get better within the environment of the game itself, then you’ve peaked. Practice makes perfect, but what if there’s no such thing as practice?
The Meta is looking to change that with the launch of a new training platform that builds off the success of KovaaK’s FPS Aim Trainer. Kovaak is a former Quake pro, known for his hyper accurate aim, who built Kovaak’s FPS Aim Trainer out of personal need. He wanted a way to grind out his mechanical aiming skills, and built out various scenarios across 10+ major titles to practice.
The Meta cofounders Duncan Haberly and Chris Olson had been working on their own training platform that focuses on guided trainings around specific skills, with physics and gun mechanics identical to popular titles, to let gamers learn from their mistakes and train better habits.
After the two esports entrepreneurial teams met, they decided to join forces and offer what they believe to be the ultimate training tool.
It’s comprised of two parts. The first is The Meta’s self-guided training platform, with various branches that focus on a different skill set in FPS gaming. The second is Kovaak’s Sandbox, the aim trainer that lets users test the skills they’ve learned by playing through more than 2600 user-generated scenarios.
For now, the Meta guided training focuses on flicking (otherwise known as click timing), with plans to introduce tracking and scoping skill branches soon. The self-guided training side of the platform feeds users insights about their deficiencies — maybe they tend to miss their shots when enemies are in the upper left quadrant of the screen — so they can dedicate time and energy to improving that part of their game in the aim trainer.
The Meta is available on Steam for PC players, with plans to launch for consoles in the future.
The Flicking trainer has more than 40 sub-levels, with support for Overwatch and Fortnite. Kovaak’s Sandbox, as the FPS Aim Trainer is now known, has more than 2600 user-created scenarios and supports titles like Overwatch, Fortnite, Quake, Call of Duty, Apex Legends, Paladins, CS:GO, Battlefield, and Rainbow 6.
The Meta is $9.99, as a single-time payment, and the company says it’s currently averaging 20k units sold per month. The gaming startup has raised $2.5 million in funding from investors like Village Global, Canaan Beta Fund, Courtside VC, AET Fund (Akatsuki Entertainment Technology), betaworks, and GFR Fund (GREE).
There is movement in the esports space around training and improvement. In 2018, Epic Games introduced Playground Mode to allow players a chance to experience the Fortnite environment without dropping in alongside 99 other gamers. PlayVS, the startup looking to take esports infrastructure to the high school and college level, is investing heavily in data, reporting stats and analysis to players, coaches, fans and recruiters. StateSpace, a direct competitor to The Meta with $4 million in funding, uses neuroscience to help gamers train, hoping to create a standardized metric by which gamers’ skills can be measured.
Esports is growing across almost every metric, from viewership to awareness to revenue, and with that, we can only expect to see more startups dive into the space and stake their claim.
Fortnite, one of the world’s most popular games, will now be an official high school sport and college sport thanks to an LA-based startup called PlayVS .
The company has partnered with Epic Games to bring competitive league play to the collegiate and high school level. This also marks PlayVS’s entry into colleges and universities.
PlayVS launched in April of 2018 with a mission of bringing esports to high school, with a league akin to traditional sports like basketball or football. Though a partnership with the NFHS, high schools (or parents, or the students themselves) can pay $64/player to be placed in a league to compete with neighboring schools, just like any other sport.
But PlayVS partnerships go deeper than the NFHS (the NCAA of high school sports), as the company is also partnering with the publishers themselves. This is the part that puts PlayVS a step ahead of its competition, according to founder Delane Parnell .
While other companies are setting up paid competitive leagues around video games, very few if any have partnerships at the publisher level. This means that those startups could be shut down on a whim by the publishers themselves, who own the IP of the game.
PlayVS is the first to score such a partnership with Epic Games, the maker of the world’s most popular video game.
These publisher partnerships also allow PlayVS to productize the experience in a way that requires almost no lift for schools and organizations. Players simply sign into PlayVS and get dropped into their scheduled match. At the end, PlayVS pulls stats and insights directly from the match, which can be made available to the players, coaches, fans and even recruiters.
For PlayVS, the college landscape presents a new challenge. With high school expansion, the NFHS fueled fast and expansive growth. Since launch, more than 13,000 high schools have joined the waitlist to get a varsity esports team through PlayVS, which represents 68% of the country. PlayVS says that just over 14,000 high schools in the United States have a football program, to give you a comparison.
The NFHS has a relationship with the NCAA, but no such official partnership has been signed, meaning that PlayVS has to go directly to individual colleges to pitch their technology. Luckily, they’re going in armed with the most popular game in the world, and at a time when many colleges are looking to incorporate esports scholarships and programs.
And it doesn’t hurt that PlayVS has quite a bit of cash in the bank — the company has raised $96 million since launch.
Unlike the rest of the PlayVS titles, the first season of Fortnite competition will be free to registered users, courtesy of the partnership with Epic Games. Registration for the first seasons closes on February 17 for high schools, and February 24 for colleges and universities. The season officially kicks off on March 2.
The format for competition will be Duos, and organizations can submit as many teams of two as they like. The top teams will be invited to the playoffs with a chance to win a spot in the championship in May.