The Price of Passion: Is Co-Streaming Killing the Industry it Saved?

Luca Urazov

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Co-streaming has pushed esports into a tug of war between record viewership and financial fragility. While personalities like Marc “Caedrel” Lamont drive massive engagement, the industry is struggling to turn those raw numbers into revenue.

League of Legends Worlds 2025 Fans
Photo Credit: Colin Young-Wolff/Riot Games

A FlyQuest’s recent video has sparked a heated debate in the League of Legends community, putting the blame on co-streaming for cannibalizing the official broadcast’s viewership. While the video seems like a mix between a clickbait and real industry warning, it has shed the light on one of the biggest dilemmas in modern League of Legends: is the creator-led model actually healthy for the ecosystem?

The Cost of Growth: How Co-streaming is changing Esports

Riot had tested waters with co-streaming back in 2021 on VALORANT, with personalities like Tarik “tarik” Celik finding big success and completely shifting the landscape. Now those creators aren’t just watching the games, they command the audience since they pull near the half of the total watch hours at events like Worlds

This shift is even more dramatic in regional circuits like CBLOL, where co-streamers regularly pull in over a large share of the total viewership share. While these inflated numbers look great on reports for investors, they hide a growing dependency. By leaning so heavily on influencers to carry the numbers, tournament organizers may have inadvertently signaled a decline in the quality of the official broadcast.

Empty bags and broken bubbles: the economic failure of raw numbers

The early 2020s saw organizations overpaying for creators under the assumption that these massive personalities would naturally build a loyal fanbase for the team. Driven by a need to satisfy venture capital and crypto investors with vanity metrics, teams chased raw numbers that ultimately proved temporary. In most cases, there was no real plan to integrate these creators into the team’s community, meaning that when a streamer left the org, the fans followed them out the door.

This disconnect has left many investments looking pointless, but the financial leak runs even deeper. As Team Liquid coach Spawn pointed out, while creators draw huge crowds, they often screech over ad rolls or hide sponsor integrations. This behavior makes it nearly impossible for Riot or tournament organizers to monetize that specific segment of the audience. It has led to a rise in complaints around “reaction” content, where critics argue that streamers reap all the rewards of high-production events while returning almost no value back to the ecosystem.

The ESL 2026 Regulatory Model and Sjokz’s opinion

The co-streaming dilemma isn’t just a Riot Games problem. The CS2 scene and ESL have been having issues for years. Recently, ESL introduced a strict regulatory framework for 2026, effectively turning co-streamers into official distribution channels rather than independent commentators.

The guidelines are as follows:

  • The 5% Webcam Rule: To ensure in-game sponsors and HUDs are visible, a creator’s webcam can occupy no more than 5% of the screen during gameplay.
  • Commercial Inheritance: Co-streamers are strictly prohibited from muting or covering any official sponsor integrations, including commercials and analyst desk logos.
  • The “Always-On” Rule: To prevent “audience leakage,” creators must stay with the broadcast through desk segments and interviews, rather than switching to “Just Chatting” or other games during breaks.
  • Premium Feed Requirement: Creators must use a dedicated feed provided by ESL rather than “screen-grabbing” public streams.

The new rules weren’t taken well. Mark “ohnePixel” Zimmermann, one of CS’ most influential personalities, decided to step down from co-streaming CS2 events, stating how the rules are too restrictive and could seriously compromise the viewer experience.

CS streamer ohnePixel co-streaming an event
Photo Credit: ESL

The situation got only more hot after the veteran host Eefje “Sjokz” Depoortere voiced her support for the ESL standards on X. In her opinion those standards should become the norm, her comment shifted the debate from technical to a bigger discussion about the future of the whole ecosystem.

We must move towards a “symbiotic” future

Traditional sports networks pay billions for broadcast rights, yet esports currently allows creators to re-stream high-value content for free. One of the solutions proposed by Arsh Goyal was to introduce a paid license that triggers once a streamer hits a specific viewership threshold appears to be the most logical path forward.

By basing the license fee on a percentage of stream revenue and requiring creators to cover the entire event, organizers can treat co-streamers as true broadcast partners. This ensures that while creators maintain their unique community interaction, tournament organizers aren’t producing events at a total loss, maybe it won’t be the final solution, but this could be surely a good starting point.

LoL Streamer Caedrel
Photo Credit: Riot Games

While co-streaming is an essential pillar of the industry, the current model lacks sustainability. The “Riot needs Caedrel” argument is popular, and the ohnePixel situation proves how quickly the landscape shifts when regulations tighten.

Anyway, the goal is a symbiotic future where organizers must convert streamers hype into long-term brand loyalty. This can be made by prioritizing broadcast quality and community integration. The era where relying on raw numbers is over: it’s now time to create a more structure and sustainable ecosystem.

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Luca Urazov

Luca Urazov

League of Legends Writer
A League of Legends player first and a writer second, Luca has spent years immersed in the game and its esports scene. Writing became a natural way to channel that passion, and his tendency to look a little too deeply into everything. Away from League, he enjoys dogs and occasionally tries to stop overthinking, with mixed results.
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