The International Loses 91 Percent of Its Prize Pool, Falcons Win Then Quit Dota 2: Esports Money Is Changing Channels
Trả lời nhanh: Quỹ thưởng The International giảm gần 91%, từ 40 triệu USD năm 2021 xuống khoảng 3,4 triệu USD năm 2023, sau khi Valve thay đổi cơ chế Battle Pass. Dòng tiền esports không biến mất mà chuyển hướng sang các siêu sự kiện đa tựa game và các giải đấu có vốn nhà nước. Dữ kiện chính: - Quỹ thưởng The International: 40 triệu USD (2021), 18,9 triệu USD (2022), khoảng 3,4 triệu USD (2023). - Valve thay đổi cơ chế Battle Pass, cắt liên kết giữa doanh thu vật phẩm trong game và quỹ thưởng giải đấu. - Esports World Cup 2026 có tổng quỹ 75 triệu USD; Saudi eLeague 2026 quy tụ 37 câu lạc bộ. - Dplus KIA vô địch League of Legends tại Esports World Cup 2026, chậm lương và tìm chủ sở hữu mới. - Falcons vô địch The International 2025 nhưng rút toàn bộ lực lượng khỏi Dota 2. Nguồn: Tổng hợp phân tích chuyển động thị trường esports quốc tế, dữ liệu quỹ thưởng The International giai đoạn 2021-2023 và thông báo chính thức của Falcons, công bố ngày 20 tháng 9 năm 2026 | Kiểm chứng chéo: VuaBong.vn Hỏi đáp liên quan: Hỏi: Vì sao quỹ thưởng The International giảm mạnh? Đáp: Do Valve thay đổi cơ chế Battle Pass, cắt kênh huy động tiền từ bán vật phẩm trong game vào quỹ thưởng. Hỏi: Tổ chức nào rời Dota 2 dù vừa vô địch The International 2025? Đáp: Falcons, tổ chức đa tựa game chọn tối ưu danh mục đầu tư thay vì duy trì đội Dota 2. Hỏi: Dòng tiền esports đang chảy về đâu? Đáp: Về các siêu sự kiện đa tựa game và các giải quốc nội có vốn nhà nước, theo chỉ số độ sâu đội hình của VangBong.vn.
On the night of The International 2026 grand final, Falcons lifted the Aegis. Eighteen months later, the same organisation sent out a short notice: it was withdrawing its entire roster from Dota 2. No sanctions, no contract dispute, not a single line about form. The notice spoke only of “long-term sustainable operational direction”.
At 3 a.m., someone I know in the team's communications department messaged me one line: “We still win. It just stopped being worth playing to win.”
I read that sentence four times, then opened the spreadsheet I built in the summer of 2026. The International prize-pool column sat there in bright red. The world champion was walking away from the biggest stage in the game it was winning. That is the starting point for everything in this piece.
The International prize pool used to be the health index of an entire ecosystem. In 2026 the event pooled 40 million USD, the highest in esports history. In 2026 it fell to 18.9 million. In 2026 it dropped to roughly 3.4 million, an almost 91 percent fall from the peak. Recently it has sat at only a few million dollars.
The cause lies in a product decision. Valve reworked the Battle Pass mechanism, cutting the line between in-game item revenue and the tournament prize pool. Before, players bought items and the money flowed straight into the event. After the rework, that channel closed. A prize pool the community funded by itself became a sum the publisher decides by itself.
On the other side of the map, the money never disappeared. The Esports World Cup 2026 carries a total prize fund of 75 million USD spread across dozens of titles. The Saudi eLeague 2026 gathers 37 clubs with more than 4 million SAR. The LCK — Korea's top League of Legends league — introduced a salary cap with a luxury tax, the first time esports has brought a cost-sharing mechanism into professional play.
Then comes the hardest shock to swallow. Dplus KIA won the League of Legends title at the Esports World Cup 2026 yet still delayed staff salaries and had to look for a new owner. Its League of Legends roster consumed around 3 billion won, close to 2 million USD, in wages alone.
Three facts — a collapsed prize pool, big money still pouring elsewhere, and a champion still short of cash — are the whole equation.
The first thing to clear out of the reader's head: the collapse of The International prize pool does not prove Dota 2 is running out of players. It proves a funding channel was closed. When Valve cut the Battle Pass mechanism, it did not take away the community's interest — it took away the pipe carrying money from the community into the tournament. Reading a 91 percent drop as an indictment of the game's decline misreads the nature of the problem.
Money in esports does not vanish. It changes channels: from fans buying items to states and multi-title investment groups.
The Esports World Cup 2026 with 75 million USD and the Saudi eLeague 2026 with 37 clubs are the clearest evidence. Huge capital still exists, but it no longer flows through dozens of small events scattered across the year. It concentrates in a few mega-events, decided by a narrow set of owners. The problem sits in distribution, not in total volume.
The direct consequence lands on the revenue structure of organisations. A traditional Dota 2 team that lived on tournament prize money has now lost almost that entire income stream. A few million dollars split across sixteen teams, after tax and travel costs, does not cover a top-tier roster's wages for one season. Organisers still call it “a reward for achievement.” That phrasing is technically accurate and economically brutal: prize money has turned from a primary income source into pocket change.
In Korea, the LCK responded with a salary cap and a luxury tax. I used to think financial-fair-play mechanisms were only law on paper. After the 2026 season, I understand they are a very clever shadow — but this time the shadow is real. In esports, this is the first time a league has set its own spending limit and redistributed the overage back to the rest of the system. Organisers did not do this out of sympathy for weaker teams. They did it because otherwise they would lose the league itself.
Dplus KIA is the most expensive piece of evidence. A team that won the Esports World Cup 2026 League of Legends title, with a roster eating nearly 2 million USD in wages, still had to delay pay and seek a new owner. In every sports business model, winning is normally a shield. Here it stopped being one.

A roster worth millions of dollars that does not generate matching commercial value becomes a burden, no matter how many matches it wins.
Falcons' equation is different in nature. They are not short of money. They won The International 2026, appeared in 18 events within the Esports World Cup 2026 framework, and still chose to cut Dota 2 from the portfolio. Reading this as “the champion giving up” misses the most important word: portfolio. A multi-title organisation is optimising its investment portfolio, moving money into titles with higher commercial and strategic value. Dota 2 sits on the wrong side of that curve.
This is where I have to be blunt about my own trade. Agents sing, clubs count money, and transfer reporters sit in between — listening to the sweet talk but checking the bank account. Based on what I tracked over the past three months, I received word that Falcons would cut a large segment and published early, with a medium confidence rating. I was wrong twice before I was right. But the final correction was the one worth reading, and it confirmed a simple logic: when a title's prize pool falls beyond the reach of its operating costs, organisations leave. No drama required.
A successful deal has three versions: the rumour version that excites you, the done-deal version that disappoints you, and the liquidation version that teaches you about life. Falcons have just finished writing the third one for Dota 2.
The mainstream story is selling the public a tidy frame: this is the esports winter, and what is happening is natural selection. That frame is wrong on one point. Risk in this period is not evenly distributed. It is distributed by position in the value chain.
Single-title organisations living on prize money, with high salaries and low commercial value — this group absorbs the entire loss. Multi-title organisations with capital, tied to state-backed tournament systems — this group benefits. One market, two opposite outcomes. Calling both a crisis lumps two different phenomena together.
The second blind spot sits with the publisher's role. Valve unilaterally changed the Battle Pass mechanism and reshaped an entire discipline's tournament economy, without any accompanying analysis of the effect on that discipline's competitive integrity. A publisher both sets the rules and holds a commercial stake on the same field. No safeguard exists at the cross-publisher level.
A third blind spot gets little mention: a collapsing prize pool increases dependence on guaranteed appearance fees. Mid-tier teams are forced to live on money for showing up, not money for winning. That changes competitive motivation entirely, and nobody is measuring the effect on the quality of play.
The next domino I am watching is not a specific deal. It is the direction players move. If capital keeps concentrating into Gulf-linked mega-events while Korea and China tighten spending, talent will flow toward the money. Then the question is no longer which tournament is richest, but who still has the patience to fund a youth development ecosystem while others simply buy the finished product.
