Some of key drivers for developing 22RS as an international esport was to make a game that was globally accessible, breaking down barriers to entry for professional sports/esports and also allowing the greater gaming community to monetise their passion.
From the start we knew this would require an online transfer of value, both for money and digital assets – including vehicles and event passes, etc. However when development started over a decade ago, the ecosystem for global finance simply wasn’t cut out for it; the high costs of international money transfers were prohibitive, and wait times to clear transactions were lengthy. We’d also have to do a lot of admin to process entrance fees and pay out winnings.
While we could have released 22RS without these features, building a global online competitive esport was a core value. We believed that frictionless transfer of digital value was critical to a sustainable esports business model for everyone from players to teams, leagues, organisers and content creators. Supporting the wider esports and gaming community in this way was not something we were willing to compromise on.
So, we forged ahead. Developing a game that relied on a non-existent digital finance infrastructure was extremely risky (as we identified in our SWOT and PEST analysis in 2010), but it seemed exceedingly unlikely that others weren’t thinking along the same lines as us. Our plan – and we hoped that it wouldn’t come to this – was that if no one else developed what we needed, then we would build it ourselves.
Luckily for us, blockchain was on the way.