Michael Decker retweeted
I'm not expecting next-gen consoles to cost less than $1000, and I think the reality is that next-gen will be an enthusiast-only console.
Current-gen consoles will probably be supported for the next 10 years because next-gen will never have enough volume on its own to release next-gen-only titles and make those games profitable.
Michael Decker retweeted
🥇 DACH CS Masters (CS2): Tabellenführer ☑️
🥇 Die Meisterschaft (R6): Tabellenführer ☑️
🥇 Rival Rush (RL): Tabellenführer ☑️
Michael Decker retweeted
Wir suchen Verstärkung für drei vergütete Positionen! 🎯
Für die weitere Entwicklung von Entropy suchen wir Leute, die tatkräftig anpacken, Verantwortung übernehmen und gemeinsam mit uns langfristig etwas aufbauen wollen.
Alle Positionen werden nach vorheriger Vereinbarung finanziell oder in Form von Sachprämien mit einer festen, kleineren Vergütung honoriert. Die Vergütung entwickelt sich dabei gemeinsam mit dem Wachstum von Entropy weiter, sodass du auch persönlich vom Erfolg deiner Arbeit profitierst.
Alle Aufgaben können bei freier Zeiteinteilung vollständig remote ausgeübt werden und lassen sich flexibel mit Arbeit, Schule oder Studium verbinden.
Projektleitung / COO (m/w/d)
Du leitest das Tagesgeschäft bei Entropy und koordinierst dabei ein kleines, gut strukturiertes Team aus motivierten Mitarbeitern.
Dein Hauptfokus liegt darauf, Entropy gemeinsam mit uns kontinuierlich weiterzuentwickeln, interne Abläufe zu koordinieren und gemeinsam definierte Ziele zu erreichen.
Dein Profil:
▪️Deutsch und Englisch in Wort und Schrift
▪️Umfangreiche Vorerfahrung im Esports-Management
▪️Gute Kenntnisse der Esports-Szene, insbesondere in Deutschland
▪️Flexibilität und die Bereitschaft, dich in neue Aufgabenbereiche einzuarbeiten
▪️Kommunikative und klare Art bei der Leitung eines kleinen Teams
▪️Eigene Ideen und Visionen, um Entropy langfristig voranzubringen
Social Media Manager – Allgemein (m/w/d)
Du betreust unsere allgemeinen Social-Media-Kanäle, erstellst eigenständig Beiträge und interagierst mit unserer Community von insgesamt mehr als 70.000 Followern auf unseren verschiedenen Kanälen.
Zusätzlich arbeitest du mit internen und externen Grafikern und Video-Editoren zusammen, um kreativen Content rund um Entropy zu entwickeln und über unsere Kanäle zu verbreiten.
Dein Profil:
▪️Deutsch und Englisch in Wort und Schrift
▪️Erfahrung mit den gängigsten Social-Media-Plattformen
▪️Gute Kenntnisse der Esports-Szene, insbesondere in Deutschland
▪️Zuverlässige und strukturierte Arbeitsweise
▪️Kreativität und ein gutes Gespür für Social-Media-Content
Social Media Manager – Counter-Strike (m/w/d)
Du betreust unsere Social-Media-Aktivitäten rund um Counter-Strike und begleitest unser Team mit aktuellen, kreativen und relevanten Inhalten vor einer bestehenden Community von mehr als 60.000 CS2-Followern.
Dabei erstellst du eigenständig Beiträge rund um Matches, Turniere und aktuelle Entwicklungen und arbeitest mit unseren Grafikern und Video-Editoren zusammen, um unseren Counter-Strike-Content kontinuierlich weiterzuentwickeln.
Dein Profil:
▪️Deutsch und Englisch in Wort und Schrift
▪️Erfahrung mit den gängigsten Social-Media-Plattformen
▪️Sehr gute Kenntnisse der Counter-Strike- und Esports-Szene
▪️Zuverlässige und strukturierte Arbeitsweise
▪️Kreativität und ein gutes Gespür für relevanten Counter-Strike-Content
Interesse?
Dann freuen wir uns über eine Nachricht via Discord (ID: midecker) und einen kurzen, aber aussagekräftigen Text darüber, wer du bist, welche Erfahrungen du mitbringst und warum du gut zu Entropy und der jeweiligen Position passt.
Michael Decker retweeted
A new edition of The Four Horsemen is out now!
Guest Horseman @SVGDota joins @RLewisReports, @Thorin, and @MonteCristo to break down this year's Dota TI.
This episode is on a NEW YouTube channel (more on that tomorrow), but the podcast links are the same. Links below!
Michael Decker retweeted
The Four Horsemen discuss the BIGGEST PROBLEMS with VRS with Guest Horseman @messioso!
He joins @RLewisReports, @Thorin, and @MonteCristo to discuss the DISASTROUS XSE Pro League event, how teams are gaming the system, and what positive changes can still be made.
Links below!
Michael Decker retweeted
Why are The Four Horsemen optimistic about the future of esports?
@roaldvanbuuren joins @Thorin, @MonteCristo, and @RLewisReports to discuss the state and direction of the esports industry on a new episode of their podcast.
Streaming everywhere now, links below!
Michael Decker retweeted
🎙️Gründer & CEO von Entropy Gaming, Michael Decker im exklusiven GG-U Interview.
Von den Anfängen 2016 über den ‚Esports Team of the Year‘ Titel 2022 bis hin zu aktuellen CS2 Plänen, Scouting, Bootcamps und der großen Vision für die nächsten Jahre.
💡Tiefgehend, ehrlich und mit richtig viel Substanz. Das ist echter Mehrwert für jeden, der die deutsche CS2-Szene ernst nimmt.
👉 Jetzt Lesen: gg-u.com/news?article=173372…
#DACHCS #Interview #SzeneNews #CS2
@EntropyGaming
@targetdecker
Michael Decker retweeted
A brand-new edition of The Four Horsemen is streaming everywhere now!
@Thorin, @RLewisReports, and @MonteCristo break down what the EWC's move to Paris reveals about the Saudi Arabian sportswashing project, followed by a discussion on multiple ENC dramas.
Episode links below!
Michael Decker retweeted
My reply to someone considering starting a video game company:
The distribution of possible rewards for starting a video game company are generally not very good today. The market is well served, and gaining a foothold requires strong execution on both business and product issues, along with a substantial amount of luck. Plan to burn through seven figures with a not-great chance of making it back.
If you do go for it, some bits of advice:
Identify your customers clearly before you start. Not just a broad community, but specific people, and imagine them as you make decisions.
Initially, build the smallest, most concise game you can imagine anyone paying for. It will still take much longer than you expect.
Once something exists, hill-climb the value. Hopefully you will have some elements that clearly bring joy to people, which you can magnify. There will inevitably be tons of things that people find confusing, frustrating, or just boring that you will need to fix.
Michael Decker retweeted
Tapping in on the Twitch viewbotting discussion as an actual agency brand advertising executive.
This Twitch post is unlikely to convince any advertisers or streamers that the issue is improving.
Here's how to actually address this problem -
Viewbotting is an engineering and incentives problem disguised as a cultural one. There is no solution to this problem that can ever be achieved via culture change or moderation. People are debating the efficacy of the solution in Twitch’s post when the entire implementation isn’t even relevant.
Given Twitch’s track record, no one should believe Twitch will enforce this “viewer cap” change appropriately even if they did have the proper backend data (and I think they don’t.) They won’t even enforce against popular streamers who have viewbotting programs visible on their screen, streamers who roleplay bringing slaves on their broadcasts and feed them treats, or broadcasters who advocate blatent political violence, and so on.
Many streamers are on their 8th or 9th temporary bans for various TOS-breaking content. No one believes Twitch's intervention via moderation will change anything.
So again it’s a matter of engineering and incentives. I’ll break down each one. But first a productive question to ask. Why does Youtube Live - which now eclipses Twitch’s live viewership by 40% - have nearly no problems with bots and viewbotting?
Well first the engineering problem. Viewbotting gets solved by better detection, pattern recognition, IVT analysis, device fingerprinting, IP patterns, watch-time anomalies, removing off-platform embedding, and other boring backend stuff. As Dan correctly noted, these are things you can’t be public about because they’ll quickly see counterplay from the viewbot services. You just have to lock in and fix it. Google has spent billions of dollars solving this because advertisers don’t like invalid traffic. Their IVT rate now sits at a healthy 11% or so, easily beating competing live services like Tiktok (24%) and Twitch (35%+.)
Twitch hasn’t taken this problem seriously. I’ve spent hundreds of thousands of dollars on Twitch, and no team member has ever communicated to me or any of the agencies I work with about their IVT rates accurately. On the contrary it often feels like they throw raw viewership numbers around in pitch decks and presentations as the REASON to go advertise there. That used to work, but money is getting smarter in digital. Brands correctly care about return on spend and engagement with real people rather than just the perception that there are viewers around.
You need both bravery and expertise in engineering to make massive changes. Twitch actually has phenomenal engineers, many who were brought on by the former CEO to develop the world’s most advanced CDN (content delivery network) from 2015-2022 before Youtube Live recently surpassed it. But I’m not sure the company has the bravery to make real, necessary changes that many commentators on this post have noted must happen. Successfully “fixing” this would represent a 30-35% global drop in viewership for a website already perceived as ailing against its competitors.
To solve the engineering side you just have to apply more of the above technical solutions and spend money and time. Communicate with advertisers, refund us in high IVT events, keep improving your CDN, etc. It’s not a moderation issue, it’s not a viewer cap issue, that’s crowd pandering and will fix nothing. Both advertisers and the community begged for years for attention on this topic, while viewbotters bled us all and collected millions of dollars. Twitch has eroded trust and should just stop making these posts to the public. Users have lost tolerance for the platform and just need to see the actual changes.
The second problem is the incentive problem. Every system to succeed on Twitch is set up based on the number of viewers you have. The entire Partnership/Affiliate pipeline is viewership based. The entire discovery funnel is viewership based. Sponsorships are calculated on CCV per $. And the entire culture of the website is “more viewers = better.” So of course everyone will do anything possible to get more viewers. This not only encourages viewerbotting but also toxic streamer culture (IRL nuisance streamers, etc) because, again, it’s all about the views.
On Youtube Live monetization rewards sustained engagement and overall channel performance. Ads, super chats, channel memberships, etc. Discovery is pushed by an interest-based recommendation algorithm. Viewers will find you because of interest alignment - not because you have the most viewers. Barely anyone viewbots there because there’s no point. Adding viewers won’t help your channel, and Google’s AI/ML will instantly and automatically suppress your channel and shut off your ads.
It is frustrating that the C-Level over at Twitch keep posting about viewbotting as if it’s going to get solved by human moderation. As if Twitch is going to magically have an amazing enforcement team with “the data” that goes after the serial offenders and returns everything to normalcy. This is all solvable, even from where Twitch is now. But you have to make the investments on the engineering/CDN side and just get to work. Everyone is waiting and hoping for these changes.
Twitch’s viewbotting epidemic is a downstream effect of what every major streamer and industry professional told them would happen for years. They didn’t implement discovery engines, they didn’t change the incentive systems, they didn’t invest aggressively against obvious botting cases, and they didn’t communicate. Now they have an existential advertising and creator crisis. You reap what you sow.
A note on our work to combat viewbotting, from CEO Dan Clancy:
There’s been a lot of discussion recently about viewbotting on Twitch, and I wanted to share an update on our enforcement efforts.
Viewbotting is bad for our business. We don't benefit from it, and we believe it harms the creator ecosystem overall. However, effectively combatting viewbotting is challenging. As we deploy updates to our real-time detection algorithms, viewbotting companies quickly respond with updates to avoid detection. Also, our detection systems must be precise to ensure that legitimate viewers are appropriately counted.
Today, we’re introducing a new enforcement type that we plan to roll out over the next few weeks. For channels identified as persistently viewbotting, we will apply a cap to the streamer’s CCV for a fixed period of time, on all of the Twitch surfaces. The cap will be based upon historical data regarding that creator’s non-viewbotted traffic. Repeated violations will result in longer penalties. Streamers will be notified when an enforcement is applied, along with the duration of the penalty, and can appeal through the appeals portal.
While streamers will be notified, we will not make a follow-on announcement when we begin issuing these enforcements, and will not publicly share details about when and where these enforcements are applied. Unfortunately, providing details simply makes it easier for companies to work around our interventions.
We believe this approach will help us make meaningful progress against viewbotting. We will continue refining our systems and expand when we apply these enforcements over time.
- Dan Clancy
Michael Decker retweeted
On a new edition of The Four Horsemen, @MonteCristo and @Thorin lay out the historical context of co-streaming, trace the full arc of how esports co-streaming evolved, and share why Riot Games is to blame for many of the current problems.
Streaming everywhere now, links below!
Michael Decker retweeted
Esports has an identity problem and it will suffer until we've solved it.
For years we’ve tried to package it like traditional sports with jerseys, calling players athletes, commentators in suits and events and broadcast sets built to look like the Premier League or NBA.
But the reality is, esports fans aren’t sports fans. In fact, most care less about sports than the average person. So why are we still building products that look and feel like something they never wanted in the first place?
Fans in esports don’t stay loyal to teams the way football fans do. They follow games, stories and when a game shifts, so do they. We can try to fix it but that's the reality of how the ecosystem works. There's no point in fighting it or trying to fit it into something it's not.
The problem is that our industry keeps forcing a sports template onto an audience that doesn’t relate to it. We act surprised when loyalty is weak, when trophies and results don’t build community and when fans don’t spend. We’re building for the wrong customer.
Esports isn’t like traditional sports. Sure, it has a big competitive element, but really it’s about culture, entertainment and community.
If we want to build something sustainable, we need to stop copying and start creating products that actually feel authentic to gamers; content that entertains, not just recaps wins and losses, events that are underground and authentic, not the next Superbowl.
(This is Part 1 of 3 on esports audiences. Part 2 speaks about the differences per geograpic esports audiences and Part 3 on the differences between game titles)
Michael Decker retweeted
According to the brand, ~88% of pro CS players use ZOWIE monitors. Why? They didn't market to the community—they became part of it.
Focus over breadth, identity over hype.
See the @ZOWIEbyBenQ deep dive at the link in comments 👇
Michael Decker retweeted
[Nachgefragt]
Wir haben @targetdecker gefragt, was den meisten Amateur Orgas fehlt
Antwort Michael:
Ein Konzept, das vor allem auch wirtschaftlich nachhaltig ist. Ich sehe immer wieder neue Projekte, die laut eigener Aussage „professionell“ und „international erfolgreich“ sein möchten oder gar „den E-Sport in Deutschland auf ein neues Level“ heben wollen.
Dabei scheitert es meistens schon an den Basics, wie einem durchdachten Branding mit Wiedererkennungswert, einem Management mit ausreichend Manpower und Know-How und vor allem einem Finanzierungsplan, der nachhaltig ist und nicht nur davon lebt, dass die Gründer ihr privates Geld Monat für Monat verbrennen, bis sie irgendwann nach 1-2 Jahren keine Lust mehr darauf haben und das Projekt eingestellt wird.
Das schadet dem E-Sports mehr als es ihm nützt, denn die wenigen seriösen Projekte, die wirtschaftlich und nachhaltig arbeiten wollen, müssen mit derartigen Organisationen zwangsweise konkurrieren
Michael Decker retweeted
Herzlich willkommen, @urage_gaming! 🟣🔵 Als exklusiver Premiumpartner für Mäuse, Mauspads und Tastaturen wird uRage sowohl das Esports Center NRW als auch die Spieler und Content Creator von Entropy ausstatten. 🤝
Michael Decker retweeted
Erfrischt die Gäste im Esports Center und ab sofort auch die Spieler von Entropy Gaming. Herzlich willkommen, @SpeziOriginal! 🟠🔵
📄 entropygaming.de/spezi-wird-…
Michael Decker retweeted
Startklar für die neue Saison in der #ESLMeisterschaft und der #FragsterLiga! Entropy CS:GO 2023 👏
🇩🇪 @devraNNCSGO
🇩🇪 @tahsiNcsg0
🇩🇪 @fADE__csgo
🇩🇪 @davencsgo
🇷🇴 @chankyftw
🇨🇭 @_LyNeX_ (Stand-in)
🇩🇪 @NickGymro (Team-Manager)
@AcademyofSports | @SkinBaronDE | @TeufelAudio
Michael Decker retweeted
Nach einem nervenaufreibenden BO5 im Finale, setzen wir uns auf der letzten Map in der Overtime durch und gewinnen die 4. Saison des Rainbow Six: Siege ESA Cups! 🏆
@AcademyofSports | @TeufelAudio | @SkinBaronDE
Michael Decker retweeted
Guter Sound kann im #Esports über Sieg und Niederlage entscheiden. 🎧 Entropy-Gründer @targetdecker hat mit unserem Partner @TeufelAudio über die Wichtigkeit von Sound und Kommunikation im professionellen Gaming gesprochen. Klickt euch rein!
blog.teufel.de/e-sports-entr…





















