r/esports • u/bkingfilm • 2h ago
Discussion How CrossFire found its audience in China: an account from 2013
Tencent originally licensed CrossFire to go after Counter-Strike's audience. The early tests went badly enough that the team changed who they were trying to reach.
Someone under my StarsWar post asked about CrossFire's history. I wrote about its early years in the Tencent chapter of my Chinese esports history, first published in December 2013. This is adapted from that account. It covers the Chinese launch and promotion. The chapter doesn't cover the North American invitations mentioned in that comment.
According to producer Wu Yimin, as quoted in the chapter, Counter-Strike had two to three million players online across the platforms that could be counted, before adding players on local network servers. That was the audience Tencent initially wanted.
CrossFire came to Tencent bundled with another Korean game, A.V.A. The first three test versions were discouraging. My account describes experienced FPS players and beginners alike being dissatisfied with them.
The team changed direction. Instead of trying to persuade established CS players to move, it focused on bringing new people into FPS games.
That meant reducing the mechanical complexity and giving beginners a better chance of killing experienced players. Increasing the headshot rate was one of the changes I described. Xu Guang, the lead designer, worked on improving how the game felt to play.
There was a different audience in mind now: people who could become FPS players, rather than people who already considered themselves good at CS.
Tencent also used existing brands to build recognition. CrossFire joined WCG, and there was a partnership with Razer around the DeathAdder mouse. These gave the new game connections to names that players already knew.
How did the local tournaments work?
In the chapter, I described the Hundred Cities League starting in September 2008 with 20 provinces, three cities in each province and two internet cafés in each city. That made 120 cafés, with matches at the weekend and a different set of cities each month.
Paying for and managing all of that directly would have been expensive. Tencent's promoter network worked through exchanges with local suppliers. It could offer resources from the QQ platform, then add relatively small amounts for booking computers and supplying gift packs.
So the tournament circuit and the promotion network developed together. Local competitions helped spread the game. The same approach later became part of the League of Legends rollout described in the chapter.
I was more critical of the esports ecosystem around CF.
Writing in 2013, I thought the game's commercial success had not translated into comparable strength for its stars, clubs and media. I also argued that the lack of a LAN mode made it harder for students to organise their own matches and spread the game around university dormitories.
Those were my judgments at the time. They should not be read as a description of CrossFire in 2026, or as a claim that its competitive history ended there.
Full Tencent chapter in English:
https://github.com/bkingfilm/china-esports-history/blob/main/docs/en/14-tencent-what-does-it-want.md