Esports Community Is a Business Asset No One Knows How to Price

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Wouter Sleijffers ran Fnatic from 2015 to 2019. He was there when the organization reached the League of Legends World Championship finals in 2018. When he talks about what makes an esports organization viable, he isn’t drawing from a slide deck. He’s drawing from four years of actual operating decisions, including at least one he turned down.

His recent interview with Esports Now — reported and extended by Esports Insider — makes an argument the industry keeps almost making but can never quite commit to: that community, not tournament performance, is the durable asset. The problem is that “durable asset” is hard to invoice.

What “top four is good enough” actually costs

Sleijffers told Esports Now that “top four is good enough.” The reason has nothing to do with prize money. Winning constantly drains your own roster: star players get poached by organizations with larger budgets. The fans who latched onto those players follow them out the door. The organization retains the trophy. The asset walks.

Esports fandom is attached to individuals before it is attached to teams. Audiences track where their favorites land, follow them across leagues and platforms, and re-subscribe to whatever service carries them next. A team can win a world championship and finish the year in worse structural position than a team that came fourth, if the fourth-place team kept its personalities intact.

A championship on the P&L looks like a win. The community erosion underneath it doesn’t show up until the next broadcast cycle.

Detailed shot of an illuminated gaming keyboard with red backlight focusing on WASD keys

The Street Fighter weekend Fnatic didn’t organize

Sleijffers recalled a weekend when Henry, Fnatic’s then-finance controller, asked for the keys to the organization’s London bunker to run a Street Fighter community event. Self-organized. No marketing budget. By Saturday morning it was full — people from across the UK and from abroad, there to compete.

Fnatic’s cost: a set of keys. The return: a community that associated Fnatic’s space with belonging.

This is the kind of activation that doesn’t appear in a sponsorship pitch. There’s no reach metric, no conversion rate. The Street Fighter players told each other; Fnatic’s job was to stay out of the way. That dynamic — community pulling the content rather than the organization pushing it — is what Sleijffers means by organic. You can’t replicate it with a marketing budget. The organizations that understood this treated their physical and social infrastructure as a platform and trusted communities to do something with it.

Caedrel and the wrong kind of reach

On streamers, Sleijffers named Marc “Caedrel” Lamont as the right model. Former pro player, now caster and streamer, drawing more viewers than the pro players he once competed alongside. Sleijffers’ framing: “From an ROI perspective, you get more viewers with simple gameplay edits without needing expensive talent in the content.”

The operative variable is proximity. Caedrel came from inside the game. His audience skews toward people who played it, follow the league, and trust his read of the action. Retention is high because the audience has an existing stake in the subject. When the stream ends, they’re still there.

A celebrity co-streamer with no prior relationship to the title can post larger peak numbers. When the campaign ends, those viewers go back to wherever they came from. The organization paid for reach and got none of the attachment. The community stayed exactly the same size.

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What the Overwatch League got wrong

Sleijffers declined the OWL franchise model. Fnatic would have had to rename itself after a city, like every other team in the league. They passed.

His description of the model: “an immature game trying to slap a mature sports model on top of itself.”

The OWL’s failure had multiple causes — buy-in costs reportedly reached $20 million per slot for late entrants, broadcast arrangements fell apart, viewership declined sharply after the launch season. But Sleijffers is pointing at something prior to the economics. The city-based model assumes fans attach to geography the way a baseball fan attaches to a home team. Esports audiences don’t work this way. They follow organizations, personalities, and game titles. They will watch Fnatic play in any city, on any platform, under any league banner. The moment Fnatic became the London something-or-other, the thing they were following ceased to exist.

The OWL imported an attachment mechanism the audience had never developed. The economics failed later. The identity failed first.

The funding problem grassroots doesn’t solve

Sleijffers’ preferred model: publishers set rulesets, communities self-organize, points aggregate upward into top-level circuits. He pointed to his son playing local Yu-Gi-Oh! tournaments at a fair, tracked by a system that connected to higher-level competition. It’s a real example. It works for card games, for darts, for fighting game communities that have sustained themselves for decades without publisher intervention.

What the model doesn’t answer is who pays for the bottom of the pyramid.

Grassroots costs less than a franchise slot. It doesn’t cost nothing. The point-tracking system needs maintenance. Physical space needs access. Legitimacy requires someone to validate results. The moment that someone is a publisher or league operator, central control re-enters. The moment it’s community-funded, volatility enters instead.

Sleijffers is right that you can’t reach profit in — as he put it — “a mature ecosystem that isn’t just borrowed from somewhere else.” He’s also describing something the industry has not yet built. Community is a real and measurable asset. The industry just hasn’t agreed on what unit to price it in.

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Di Adrian Kovacs

Adrien is an international reporter and analyst who works at the intersection of sports, politics, and industry. His writing is precise and sharp, and he has a natural instinct for finding stories where others see nothing. He moves between airports, arenas, and confidential documents.