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Starcraft 2 Was Almost Banned in Korea

Originals·June 2024·By Akshon Media
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Short answer: Starcraft 2 nearly faced a ban in Korea when KeSPA, which controlled the competitive scene, clashed with Blizzard over broadcasting rights and tournament control. KeSPA pressured South Korea's rating board to restrict the game to adults and banned affiliated players from competing, while Blizzard launched the GSL independently with GTV, ultimately weakening KeSPA's monopoly.

Starcraft 2 was almost banned in Korea. When you think of Korean esports, Starcraft immediately comes to mind—the RTS that defined an entire generation and launched the esports boom. But few realize that Starcraft 2 nearly disappeared from competitive play entirely. This wasn't an accident; it was the result of a fierce corporate battle that almost destroyed competitive Starcraft in the region. The conflict between Blizzard, the organization KeSPA, and broadcaster GTV reveals how fragile esports infrastructure truly was.

The KeSPA Monopoly on Korean Starcraft

For years, two television channels controlled Korean Starcraft: OGN (OnGame Net) and MBCGame. These broadcasters ran the OSL and MSL—the two most prestigious leagues in the world. Behind the scenes, KeSPA held absolute power. They controlled tournament operations, match scheduling, and broadcasting rights, creating an iron grip on the scene. This monopoly worked perfectly until someone dared to challenge them.

How GTV's Challenge Triggered the Conflict

In 2008, a new channel called GTV launched the GomTV Classic with a revolutionary idea: English shoutcasting for Western audiences. Tasteless and SuperDanielMan brought Korean pro Starcraft to global viewers for the first time. The strategy worked, and GTV became wildly successful. Blizzard even sponsored a 50 million won tournament. But KeSPA didn't appreciate the competition. When GTV partnered with Blizzard instead of going through KeSPA, the organization pressured teams to withdraw. Seven teams pulled out in a single season, and GTV collapsed. This wasn't about overworking players—it was about maintaining control.

Blizzard Took Direct Action Against KeSPA's Power

When Starcraft 2 launched in 2010, tensions exploded into the open. Blizzard wanted to work directly with teams and tournaments, but KeSPA refused to share power. In retaliation, KeSPA pressured South Korea's rating board to restrict Starcraft 2 to adults only, delaying the game's release. They also banned all KeSPA-affiliated players from competing in Starcraft 2 tournaments. Meanwhile, Blizzard partnered with GTV again and launched the GSL (Global StarCraft II League), bypassing KeSPA entirely.

Starcraft 2 Survived Through Player Defections

The standoff couldn't last forever. As player contracts expired, top Brood War pros like Jaedong and Boxer defected to Starcraft 2. By 2012, KeSPA's power had weakened significantly. They finally agreed to work with Blizzard, and the Esports Federation—a new organization formed by non-KeSPA teams—ensured KeSPA could never reclaim their old monopoly. While GSL survived, the years of conflict had already damaged the scene's potential.

The story of how Starcraft 2 was almost banned reveals the dangers of unchecked organizational power in esports. Watch the full video to see exactly how close Korean esports came to complete collapse.

Frequently asked questions

Why was Starcraft 2 almost banned in Korea?
KeSPA pressured South Korea's rating board to restrict Starcraft 2 to adults only as retaliation against Blizzard's decision to partner with GTV instead of negotiating through KeSPA. This delayed the game's release while Blizzard had to resubmit a version with recolored blood and removed vulgar language.
What role did GTV play in the Starcraft 2 controversy?
GTV launched the GomTV Classic with English shoutcasting for Western audiences in 2008, securing a Blizzard sponsorship. KeSPA pressured teams to withdraw, collapsing the league. Later, Blizzard partnered with GTV again to launch the GSL, further angering KeSPA and escalating the conflict.
How did KeSPA's monopoly affect Korean Starcraft?
KeSPA controlled tournament operations, match scheduling, and broadcasting rights through OGN and MBCGame. This monopoly allowed them to crush competition like GTV and ban KeSPA-affiliated players from Starcraft 2 entirely, severely limiting the game's initial growth in Korea.
When did Starcraft 2 finally gain acceptance in Korea?
By 2012, KeSPA's power had weakened as players like Jaedong and Boxer defected from Brood War to Starcraft 2. KeSPA agreed to work with Blizzard in March 2012, and the Esports Federation was formed to prevent KeSPA from reclaiming monopoly control.
What is the Esports Federation and why was it created?
The Esports Federation was formed by nine non-KeSPA teams involved in Starcraft 2 from the start. It was created to ensure KeSPA could never reclaim the monopoly power they held during the Brood War era and to protect the competitive scene from organizational overreach.
How did Starcraft 2 competition survive in Korea?
Despite KeSPA's ban on their affiliated players, the GSL (Global StarCraft II League) launched through Blizzard and GTV. Top Brood War pros eventually switched to Starcraft 2 as their contracts expired, and the Esports Federation's formation balanced power between organizations, allowing the scene to stabilize.

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