Game Regulation Could Boost Brazilian Development and Esports
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Olhar Digital
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Game Regulation Could Boost Brazilian Development and Esports

The regulation established by the Games Legal Framework has the potential to generate new opportunities for development studios in Brazil, particularly those focused on creating games viable for esports competitions. The proposed measures include the introduction of financing mechanisms, incentives for local production, and actions aimed at increasing the visibility of domestically produced titles.

It is expected that these tools will help independent studios overcome one of the industry's biggest challenges: securing the necessary capital to finalize and launch their projects in the market.

As an example, the Brazilian aerial combat game Wedgetail, developed by Thunder Games, aims to participate in the video game competitive environment. Among the initiatives mentioned are Rouanet Games, which focuses on raising sponsorships through the Rouanet Law for game development, and Game Brasil, a free public platform dedicated to promoting national creations.

The general objective of these proposals is to expand funding options and make Brazilian games more accessible to the public. For Bruna Simões, CEO of Thunder Games, these new instruments could be crucial for continuing projects that depend on external financial contributions.

The executive explained that the company has already carried out an initial round of investment for the game's development, which is currently in a playable pre-alpha phase. She also stated that the company is seeking a new fundraising round to complete the production of Wedgetail, whose initial launch is scheduled for the end of 2027.

Despite positive expectations, the real impact of these guidelines will depend on how they are implemented and the ability of studios to access the incentive mechanisms. Although the Games Legal Framework does not exclusively focus on esports, strengthening domestic production can bring indirect benefits to this sector.

With greater funding availability, Brazilian developers will be able to invest in multiplayer games, online infrastructure, and competitive systems—all vital elements for organizing tournaments. However, it is important to note that merely developing a competitive game does not guarantee its entry into the professional scene; this also requires an engaged community, character balancing, adequate technical support, and interest from tournament organizers.

In this landscape, projects like Wedgetail illustrate how incentives for domestic production can foster the emergence of new Brazilian intellectual properties with competitive aspirations. The news about the Games Legal Framework was originally published in Olhar Digital.

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Technology allows for competitive games based on individual performance
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olhardigital.com.br

Technology allows for competitive games based on individual performance

The competitive environment of video games can take on new forms of participation. In addition to traditional esports tournaments, platforms are beginning to use performance data to allow regular players to compete without needing to join professional teams.

One such concept is Game Skill Monetization (GSM), a model that converts statistics gathered during matches into points that determine the winners of competitions.

A representative from Gamers Brawl, a platform using this system, explained how the technology works and the challenges of ensuring result fairness in an interview with Olhar Digital during the Brasil Game Show (BGS).

Unlike classic confrontations, participants do not necessarily have to play against each other. Each user plays their matches in a standard mode, while the platform tracks metrics such as kills, assists, accumulated gold, and captured objectives.

Using League of Legends as an example, the system takes into account different character roles. For instance, a support player is evaluated by different criteria than an ADC, as each position contributes to the team in a unique way. Ultimately, the statistics are converted into points used to determine the competition winner.

This approach allows players to participate in contests without abandoning familiar game modes. However, the use of individual statistics also involves difficulties, particularly concerning result manipulation.

Among the problems highlighted are the use of secondary accounts, profile sharing, and cheating software. To detect potential violations, anti-fraud systems can analyze performance history and look for unusual changes in player behavior. In this case, the technology employs machine learning and examines over 100 attributes to detect suspicious situations. A sudden and significant change in statistics, for example, could lead to the suspension of the competition for analysis.

Nevertheless, such monitoring does not completely eliminate the possibility of fraud and depends on adequate criteria to avoid unjustified penalties. The model also raises the issue of access to video game competitions. While the professional scene usually requires training, team participation, and constant dedication, performance-based competitions allow casual players to experience competitive dynamics using their own matches.

The concept still faces issues related to point balancing, fraud prevention, and comparing different playstyles. Nevertheless, applying statistics to create individual competitions demonstrates how data generated by video games can be used to develop new competitive formats beyond traditional championships.

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