Online gaming The 1990s

StarCraft finds a second life as a South Korean spectator sport

Blizzard released StarCraft on March 31, 1998, with three factions that played nothing alike and matchmaking built into the game. In South Korea it became the foundation of the first large professional gaming scene.

North American release; the Brood War expansion followed later in 1998

Entry 97 of 164 in the record

What happened

Asymmetry was the design risk. Strategy games of the period generally gave each side the same units with cosmetic differences, because balancing genuinely different armies is extremely hard. Blizzard shipped three factions with separate economies, unit rosters and production logic, then spent years adjusting them through patches. That the result stayed competitive at the highest level for well over a decade, with expert players still finding new approaches, is the strongest available evidence for how carefully that tuning was done.

Its Korean reception depended on conditions that had nothing to do with the game. South Korea was in the middle of an aggressive national broadband rollout, and a financial crisis had pushed many people toward opening small businesses, among them the PC bang, an hourly-rate computer room where a copy of the game was always installed. Playing in public against strangers became the default rather than the exception, and skill turned visible and comparable in a way it never is in a bedroom.

Television followed the audience. Dedicated cable channels broadcast matches with commentary, teams found corporate sponsors, players signed contracts and drew salaries, and a governing body formed to organize leagues and regulate transfers. By the early 2000s a top professional could be a recognizable public figure with a following outside the game entirely. Nothing comparable existed elsewhere for years, and Western esports, when it eventually grew, borrowed the structures worked out in Korea more or less wholesale.

The world at the time

Organized competition around games in 1998 meant arcade tournaments and small computer gaming events with modest prizes. Broadband was rare outside a handful of countries. The idea that people would watch other people play games, on television, in numbers large enough to sell advertising against, had no real precedent and very few advocates.

Historical significance

Competitive gaming as a paid profession, with leagues, sponsors, broadcasts and a governing body, was worked out here first. It also showed that a game's competitive life can be measured in decades if the underlying design is deep enough, which changed how publishers think about supporting a title after release.

What it changed

Professional leagues spread to other titles and other countries over the following fifteen years, eventually reaching prize pools in the tens of millions of dollars. Live streaming platforms built in the next decade gave the model a global audience without television. Matchmaking services attached directly to games became standard infrastructure, and the company repeated the pattern with its later releases.

Sources consulted

  1. Replay: The History of Video Games Tristan Donovan · Yellow Ant · 2010
  2. Electronic sports Encyclopaedia Britannica
  3. Reporting archive on esports and competitive gaming Ars Technica

Listed sources support the facts in this entry. Wording throughout is original to this archive. Read more about how entries are researched in sources and methodology.

Last reviewed September 2, 2026. Report a correction