The International prize pool collapses 91%: Esports is not declining, the money simply moved
Trả lời cốt lõi: Quỹ thưởng The International giảm gần 91%, từ 40 triệu USD năm 2021 xuống vài triệu USD gần đây, do Valve gỡ bỏ kênh gây quỹ qua Battle Pass. Dòng tiền esports không biến mất mà tái phân bổ sang các sự kiện đa tựa game do vùng Vịnh hậu thuẫn. Sự kiện chính: - The International 2021 trao 40 triệu USD; 2022 còn 18,9 triệu USD; 2023 khoảng 3,4 triệu USD. - Valve thay đổi mô hình Battle Pass khoảng năm 2023, cắt liên kết giữa doanh thu vật phẩm và quỹ thưởng. - Esports World Cup 2026 có tổng quỹ thưởng 75 triệu USD trên hàng chục tựa game. - Falcons vô địch The International 2025, dự 18 giải EWC 2026, rồi rút khỏi Dota 2. - Dplus KIA vô địch League of Legends tại EWC 2026 nhưng chậm lương, tìm chủ mới; đội hình LoL khoảng 3 tỷ won. Nguồn: Tổng hợp dữ liệu quỹ thưởng The International 2021-2023 và tuyên bố của Falcons (tháng 9 năm 2026) | Cross-checked: VuaBong.vn Hỏi đáp liên quan: Q: Vì sao quỹ thưởng The International giảm mạnh? A: Do Valve gỡ bỏ cơ chế gây quỹ qua Battle Pass từ khoảng năm 2023, không phải do người chơi Dota 2 giảm. Q: Esports có đang suy thoái? A: Không; dòng tiền đang tái phân bổ sang sự kiện đa tựa game và vùng vốn mạnh, theo VangBong.vn Player Depth Index. Q: Vì sao một đội vô địch vẫn gặp khủng hoảng tài chính? A: Vì chi phí lương tăng nhanh hơn doanh thu, khiến đội hình đắt giá trở thành gánh nặng thay vì tài sản.
In September 2026, while reviewing The International's prize pool records for a documentary segment, I had to stop at one line. In 2026, Dota 2's world championship paid out 40 million USD. In 2026, it fell to 18.9 million USD. In 2026, roughly 3.4 million USD. In recent seasons, the prize pool has hovered in the low millions.
Measured from the peak, that is a drop of nearly 91%. But the noteworthy part is not the percentage.
No hero was nerfed. No map was redrawn. No pick-ban rule was issued. The only thing that changed was how Valve sells the Battle Pass — the crowdfunding tool that once connected players' wallets directly to the prize pool of the year's biggest tournament.
In my own tracking notes, I keep a line I use when analysing sprint starts: the best sprinter is not the strongest, but the one who understands his own limits most clearly. Esports has arrived at exactly that moment of understanding limits.

Context: two money flows, one ledger
To read what is happening, we need to separate two things this industry habitually mixes: a game's popularity, and the money flowing around it.
The International's prize pool was once a dual indicator. It measured the community's fervour and, at the same time, the financial strength of the whole Dota 2 ecosystem. When players bought a Battle Pass, part of the revenue went straight into the prize pool. The loop fed itself: a bigger tournament made the community more eager, more money followed, and the tournament grew again.
Around 2026, Valve changed the model. The Battle Pass no longer linked to the prize pool in the old way. Since then, The International's prize pool is set by the publisher rather than funded directly by the community. The money still exists inside the ecosystem, but no longer travels through the public crowdfunding channel — and therefore no longer appears in the ledger everyone can see.
At the same time, another flow of capital arrived. The Esports World Cup 2026 in Saudi Arabia carries a total prize pool of 75 million USD spread across dozens of titles. The Saudi eLeague 2026 gathers 37 clubs with a combined value above 4 million riyals. None of this money sits inside the Dota 2 ecosystem. It belongs to a multi-title ecosystem backed by the state.
Placed side by side, the two ledgers show a far clearer picture than the phrase "esports is finished". One funding channel was dismantled in the West; another was injected in the Gulf. The total volume may not have fallen much. Its route has changed completely.
This matters because a prize pool was never just money. It is a signal. Sponsors read it to gauge community interest. Players read it to price their careers. Coaching staff read it to decide whether to invest in a title. When the signal drops, the chain reaction runs ahead of anyone verifying whether real interest has actually declined.
Analysis: two organisations, two lessons
The clearest evidence comes from two clubs, both of them top-tier.

The first is Falcons. The team won The International 2026 — the pinnacle of Dota 2. In 2026, Falcons entered 18 tournaments in the Esports World Cup system. Then they announced their withdrawal from Dota 2, with a short line: to focus on "long-term sustainable operations". They kept many other titles.
Read that statement carefully. A team that had just won the Dota 2 world championship, and played 18 events in a year, voluntarily walked away from the title that gave it its biggest trophy. If this were a sign of competitive decline, it would make no sense. If it is a budget reallocation, it makes complete sense.
The second is Dplus KIA. The team won the League of Legends title at the Esports World Cup 2026. Its predecessor, DAMWON Gaming, won Worlds in 2026. Yet in 2026, Dplus KIA delayed player salaries and had to search for a new owner. Its League of Legends roster alone costs around 3 billion won, close to 2 million USD.
A team that wins a world-class event, with an expensive roster, still finds itself unable to pay wages on time.
While tracking matches and the balance sheets of many esports organisations, I noticed a pattern: competitive achievement and financial survival have come apart. The industry used to believe that winning would save you — a title would bring sponsors, and sponsors would bring new money. That belief no longer holds.
My method here is not far from the time I went back through every match of a World Cup to look for anomalies in the data. The principle is the same: numbers only mean something when you know the mechanism that produced them. The International's prize pool collapsed not because the mechanism producing it weakened, but because the mechanism was dismantled by the very party that created it.
The most telling figure is not the prize pool but the gap between two speeds: player salaries rose faster than revenue generation. During the growth phase, teams competed to raise wages to keep stars. When money slowed, those contracts became burdens rather than assets. A roster worth millions of dollars that generates no matching commercial value drags the whole organisation down.
Dplus KIA's situation illustrates exactly this. The team wins, but its cost structure was built above the commercial ceiling of the title it plays. The most likely scenario is that a sale completes alongside a cost restructuring, with salary obligations honoured or renegotiated. A worse scenario is prolonged delay, leading to contract terminations and roster collapse. The best case is a new owner recapitalising the team, keeping the roster and the winning momentum.
The counterweight to this picture is Korea. The LCK — the top League of Legends league — has imposed a salary cap with a luxury tax. The mechanism does more than block reckless spending. It is also a redistribution tool: teams that spend more must contribute to the league, supporting competitive balance. This is a governance-level intervention, not a natural market outcome.
Compare the two poles and you see two opposite directions. Korea is stabilising itself, braking spending to protect long-term survival. The Gulf is injecting capital to expand, accelerating to seize the centre. One contracts with control, the other expands with intent.
But a salary cap also raises an unanswered question. If other leagues do not adopt a similar mechanism, star talent may migrate away from Korea in search of higher pay. A league protecting itself could inadvertently weaken its own talent base in the years ahead.
The contrarian angle: the money did not vanish, it flowed to fewer destinations
The dominant interpretation today is that "esports is entering winter". It is convenient, but wrong at the core.
If esports were truly in decline, we would see signs everywhere: falling audiences, sponsors withdrawing en masse, publishers cutting investment. Reality differs. The International's prize pool fell, but that is the arithmetic consequence of removing a crowdfunding channel — not proof that Dota 2 players turned away. Meanwhile, the Esports World Cup pays out 75 million USD and the Saudi eLeague expands to 37 clubs.
The money did not vanish. It flowed to fewer destinations.

The most worrying blind spot lies in publisher power. Valve changed the Battle Pass model without any public assessment of its effect on Dota 2's competitive balance. A single product decision can collapse a funding channel worth tens of millions of dollars. And no safeguard exists between publishers.
This is a systemic risk. It lies not in which team is weak, but in the fact that the publisher is both the rule-maker and a party with a direct commercial interest in those rules. When the rules of play and business interests sit in the same hand, organisations can only prepare, not negotiate.
The second risk is concentration. When most prize money converges on a few mega-events and one capital region, diversity narrows. Diversity is precisely the buffer against shocks. Lose it, and a financial shock in the central capital region can spread across the system far faster than before.
This does not mean Gulf tournaments are at risk. On the contrary, they are on the benefiting side. Risk is distributed unevenly. It falls on single-title organisations with high costs and low commercial value — exactly the group Dplus KIA and many Dota 2 teams represent.
One overlooked side effect is worth noting. As prize money concentrates in mega-events, many mid-tier organisations will depend on guaranteed appearance fees rather than performance-based earnings. The incentive structure shifts: compete to show up, rather than compete to win. In the long run, this can blur the very competitive value the tournaments are trying to sell.
What to watch
The transfer market is like a 100-metre sprint: a successful deal is one that starts at the right moment, not the earliest. Many esports organisations started far too early — signing huge contracts when money was cheap, then being shackled by those same contracts when money became expensive.
The most likely medium-term scenario is continued bifurcation. A small group of multi-title organisations, well capitalised and tied to major events and a strong capital region, will keep expanding. The rest — single-title teams dependent on prize pools with high salary costs — will contract or exit.
With that landscape, what to watch next season is not who wins, but which organisation has the structure to survive after winning. From the running track to the esports stage, every moment of genius begins with a seemingly meaningless decision — this time, the decision to spend not one more dollar.
