TL;DR
- 2019 All-Star viewership dropped 50% from 2018 levels, reaching only 300K peak viewers
- Riot’s shift toward content creators alienated core fans who wanted to see professional players
- Teamfight Tactics integration reduced League of Legends screen time and spectator engagement
- Inadequate marketing left many fans unaware the event was happening
- Successful esports events balance professional competition with entertainment value

Esports Charts data reveals a concerning trend for Riot Games: the 2019 All-Star event recorded the lowest viewership metrics in four years, sparking widespread community dissatisfaction with the event’s execution and format changes.
This year’s All-Star showcase underperformed across virtually every measurable dimension. Broadcast hours decreased significantly, total watch time plummeted dramatically, and peak concurrent viewership reached unprecedented lows. The gaming community identified several critical factors contributing to this disappointing broadcast performance.
The 2018 All-Star tournament achieved remarkable success with nearly 600,000 concurrent viewers at its peak and accumulated over 6.5 million total viewing hours. The 2019 edition presents a stark contrast, barely reaching 300,000 peak viewers while generating only 2.8 million watch hours total.
These figures represent the poorest performance Riot has experienced with their All-Star format since its inception. Historical data shows that previous iterations consistently maintained peak viewership above 400,000, making the sub-300,000 performance particularly alarming. This dramatic decline likely stems from multiple strategic changes implemented by Riot, including the introduction of Teamfight Tactics competitions, increased invitations to content creators, and reduced representation of top-tier professional competitors.
League of Legends enthusiasts rapidly identified multiple reasons why this year’s All-Star failed to capture their attention with the same intensity as previous editions.
Originally conceived as a relaxed competitive environment where professional players could showcase their skills in fun, low-stakes tournaments after a grueling season, Riot gradually shifted toward featuring lesser-known streamers and industry influencers alongside established pros. While the intention appeared focused on promoting emerging talent and expanding the event’s reach, this approach backfired with the core audience, who perceived too many unfamiliar faces diluting the star power they expected.
Certain high-profile personalities did enhance the viewing experience, notably popular streamer Tyler “Tyler1” Steinkamp whose inclusion generated positive reception. However, the overall emphasis on content creators—combined with limiting fan-voted professional representation to just two players per region—created significant community backlash and diminished viewer engagement.
The transition from the popular two-versus-two League of Legends charity matches to Teamfight Tactics competitions received overwhelmingly negative feedback. While players enjoy engaging with TFT gameplay directly, many find the spectator experience significantly less compelling. With Teamfight Tactics occupying substantial broadcast time that previously featured League of Legends content, dedicated MOBA fans demonstrated reduced interest in following the event’s proceedings.
This highlights a critical distinction between gameplay enjoyment and viewing entertainment value. Auto-battler games like TFT often lack the immediate excitement and clear narrative arcs that characterize traditional MOBA competitions, making them less ideal for large-scale esports broadcasting without specialized production approaches.
Many community members reported minimal awareness that the All-Star event was occurring, citing Riot’s insufficient investment in pre-event marketing campaigns and promotional activities.
Effective event promotion requires multi-channel campaigns beginning weeks before the actual broadcast. The absence of coordinated social media teasers, player highlight reels, format explanations, and schedule announcements created an information vacuum that prevented the event from generating necessary pre-event hype and audience anticipation.
For future All-Star events to regain their former popularity, Riot must implement several strategic adjustments. First, rebalance the participant mix to prioritize fan-voted professional players while selectively including content creators who genuinely enhance the viewing experience.
Second, carefully evaluate the spectator appeal of alternative game modes before allocating significant broadcast time. Consider shorter, more dynamic TFT segments rather than extended tournaments that displace core League content.
Third, develop comprehensive marketing campaigns starting 3-4 weeks pre-event, utilizing player storylines, format innovations, and community voting to build anticipation.
Action Checklist
- Conduct audience research to identify preferred content mix between pros and creators
- Review and adjust participant selection criteria to prioritize community preferences
- Develop spectator-friendly formats for alternative game modes
- Create 4-week marketing calendar with specific promotional milestones
- Implement post-event analytics to measure success of changes
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