Feature image by KOI
When the screenshot of three collegiate teams forfeiting to Fisher Esports hit X (formerly Twitter), it reignited one of the longest-running debates in the collegiate esports space: Should former pros, or even active Tier 2 players, be allowed to compete in collegiate esports?
The reactions ranged from strong yes to strong no, frustration to optimism, and even outright philosophical disagreements about the purpose of college esports itself. What emerged was not a simple two-sided argument, but a complex matrix of values: competition/leagues, education, player development, accessibility, and the reality of esports as a career.
College Esports News examines the issues through the actual voices of collegiate players (both amateur and ex-pro), coaches, and directors.
The Case Against Allowing Pros: “It Ruins the Spirit of Collegiate”
For many, the concern can be boiled down to a simple principle: schools that recruit former professional players, or current high-level semi-pro players have an overwhelming competitive advantage.
This frustration is what sparked the original tweet from Uxorious, main tank for Georgia Tech’s Marvel Rivals team:
“Colleges buying pro esports players is so great for the scene guys!”
Three forfeits in a row paint a picture: some teams believe the match cannot be won against a stacked team, so why bother devoting time towards playing when there are other priorities for students.
For Adam Antor, an assistant professor of esports at Ferris State, that’s not a surprising take:
“If I was a team looking for a good time competing in a collegiate league, I’d forfeit matches against all pro teams too… Huge reason why a lot of varsity programs join conferences and leagues like [NACE].”
According to this perspective, collegiate esports should be fun, developmental, and accessible. Getting stomped by pro-level rosters doesn’t just diminish competitive integrity, it kills morale.
Daniel Clerke, Director of Maryville Esports, who has rosters full of top-tier players (some ex-pro and some who were called up to pro while studying there), took a more nuanced stance by focusing on both the pro players while allowing non-pro teams an alternative:
“I saw kids dropping out of school constantly to pursue pro and they get cut at 22 and are 4 years behind their peers in life. I’ve lost more than 5 former players to mental health. […] no direction for their life overnight.
Just make a club division. You are disqualified from club when you get any amount of scholarship.
People shouldn’t have to play us if they don’t want to…”
This argument sees collegiate esports not as a retirement home for ex-pros, but as a protective structure that offers education, belonging, sustainable career paths, and a healthier alternative to chasing unstable pro contracts.
In this view, varsity-collegiate leagues should not be dominated by pro-tier recruits.
The Case For Allowing Pros: “This is Competition. Show Up and Play.”
On the opposite end of the conversation sits a very different philosophy: Competition means playing the best at your best level, win or lose.
For people in this camp, forfeiting to avoid a blowout isn’t strategic, it’s disrespectful and does not benefit teams.
Smawl, Overwatch coach at Cumberland wrote:
“If any of my players ever go about with a “Let’s FF because we will lose anyway” mentality, I will bench them or force them to go and play.
If you care about your esports career enough to do collegiate then you should take this as an opportunity and not be a coward.”
Jono Eaton, who works in esports at Michigan State University, added:
“FFing bc you don’t think you can win is soft and inexcusable”
Eaton later added:
“Picking your school for “a chance” at going pro instead of the education you want is a bad call”
For them, collegiate esports is closer to NCAA sports. If a basketball team faces against Duke, they don’t walk away. They compete, learn, and grow. Even if the score line is not good.
Even former pros chimed in, including Will Ohlstein, a current pro and current Overwatch player at Winthrop:
“[…] you are competing in a COMPETITIVE TOURNAMENT.
Never in a lifetime would I think I would 1. Go Pro and 2. Get a paid education for doing the 1st thing. […] to think that having the opportunity to play against a higher level of competition is a bad thing you just shouldn’t be in a sport period.”
To these voices, competition is a teacher, not an obstacle. Getting rolled isn’t humiliating, it’s a benchmark and a measuring stick to grow against.
The Middle Ground: “Players Deserve Opportunity, But the Structure Needs Fixing”
Many industry voices voiced concern about competitive integrity rather than “pros vs. no pros,” and say that there should be separate competitions for top teams regardless of the “pro” title and more casual teams.
Zachary Lewis, a VALORANT data analyst, outlined the core issue:
“The larger systemic issue here, is that currently most collegiate leagues want the spirit of high competition, but the revenue of a rec league. So they want to take any team in, from for club teams to “all pro” teams, because otherwise they wouldn’t have the revenue to run.”
This mismatch creates chaos involving club teams looking for fun facing ex-pro players, varsity programs with scholarships facing teams with no resources, and concerns that leagues can’t afford to only have top level or amateur player teams, which requires them to take all competitors to stay afloat.
Lewis believes the fix is obvious:
“Collegiate leagues need to split their competition offerings into recreational leagues, meant for the “for fun” clubs that a lot of collegiate organizations operate at, and high level competition where you are expected to compete against who ever is in your league.”
This is where leagues like the NECC, PlayVS Collegiate League, and NACE come into play. Teams are placed into divisions based on ranks and play-in competitions, rather than titles, budgets, or any external circumstances.
This approach echoes what many traditional sports already do (NCAA Div I-III, and Power 5 Conferences), and is what Maryville’s Clerke proposed.
Voices From the Field: Coordinators Warn of Structural and Competitive Imbalances
College Esports News talked to two coordinators from two different institutions about their thoughts; Dev, Colorado State University’s Apex Legends Coordinator, and Noah, the Esports Coordinator at Augusta University who have very different takes on pros in esports.
“It’s a slippery slope”: Dev from Colorado State University
Dev, CSU’s Apex Legends Coordinator, believes that pros in collegiate create unhealthy competitive distortions, especially in titles where one team can warp the entire lobby.
“Pros being involved in collegiate esports is a slippery slope and in its current iteration, negatively impacts the collegiate esports scene.”
He pointed to traditional sports as a model, where skill tiers naturally rise from high school to college to professional.
Collegiate esports, he argues, has inverted that pipeline:
“If you throw a bad NFL player into a college game they’ll still do incredible, and we’re seeing that in a lot of esports titles for collegiate right now..”
In games like Apex Legends, Dev described how one or two dominant teams fundamentally alter the flow of competition:
“Having one or two teams that are dominant completely shifts the dynamic of how the game is played. it forces teams to go from thinking of how to rotate into zone to position themselves for a good spot with KP [kill points] potential to making most teams think “how do i avoid X team”.”
According to him, it doesn’t just affect gameplay, it hurts player experience across entire leagues, even among students who scrim regularly or compete in the Challengers circuit.
Dev also warned of a “bidding war” environment:
“I think there’s no harm in pros seeking an education and competing, I think the issue comes with it being a bidding war to secure these players, to which these players then likely (and I’m not entirely 100% on this) hardly commit to their collegiate teams.”
He believes pros pursuing degrees is fine, but the recruiting arms race is the real danger:
“I feel that collegiate esports at its backbone is people of similar interests dedicating hours upon hours to get better and to build a culture, and pros that aren’t actively participating in that goal are killing the scene.”
As for solutions?
Dev suggested two possibilities:
- Division splits between scholarship-funded programs and club-level teams
- Probation/banning windows restricting ex-pros from immediate collegiate eligibility
“Introducing a ban or “probation” period for ex-pros still allows them to pursue an education but keeps things a bit more fair.”
Another Coordinator Perspective: “Don’t punish pro students — structure the leagues better.”
On the opposite side is Noah, the Esports Coordinator at Augusta University, who sees pros as a natural, and fair part of collegiate competition if they are genuine students.
“Personally, if a pro player is actively pursuing a degree then they have every right to compete for their institutions teams and represent them.” “[…] pro players should not be punished for their skill or experience in a game.”
When asked what “actively pursuing” means, he was clear:
“Actively pursuing a degree as my university and program would define it is a student who is enrolled with a full-time class load (at least 12 credit hours). Whether that’s remote or in person or a combination, doesn’t matter.”
Noah places responsibility not on players or schools, but on leagues:
“It falls to the leagues and tournament organizers to properly manage the skill differences between various programs.”
He praised NECC’s division model, which sorts teams by skill and region, as a workable approach, but noted:
“Problems usually arise when there are not enough teams to equally distribute and create even matchups, so expansion is key.”
To Noah, the solution is not banning pros, it’s scaling infrastructure so competition can be properly tiered, giving players from iron to pro an opportunity to compete with similarly skilled players.
Those Who’ve Faced Pros: “It Made Me Better”
A surprising number of players who competed against pro-tier collegiate teams said the experience was worthwhile despite being stomped.
Copy, a former Fisher Esports player shared:
“I literally got clip farmed by Moobs [Winthrop VALORANT][…] Helped me change how my team would take sites, make calls, and work together. Helped us make a few deep runs.
Mike DeCesare from Winthrop added:
“[…] everyone who is in a top position has sacrificed and worked to be there. You owe it to yourself to take advantage of the opportunities that so many have worked towards building. You only learn by going all out […] You owe it to your teammates to bring the best version of yourself every day despite the odds.”
A Nuanced Perspective: “Pros Belong. But With Guardrails”
Some leaders have recommendations for their teammates and their ex-pro competitors.
BCL, Varsity Call of Duty captain at Syracuse, offered a blended viewpoint:
“Pros should have the opportunity to pursue a college education. However, if that’s the case, it should be at an R1 institution. I think it’s fair to justify using their abilities to make a college education cheaper, but it should be done at a high quality school.
They (and anyone in college esports ever) should also be mandated to be on campus, in their facility, for all practices and matches. If you’re a college student, that should be doable.”
He also opposes teams playing against pro teams from forfeiting:
“If you’re facing a team with pros on it, you should play it out. It’s high quality vod of how to play the game the right way. If you want to learn how to play better, give it a try, set some goals.”
So… What’s the Answer?
After hearing every perspective, one conclusion becomes obvious:
There is no single solution, because “collegiate esports” means wildly different things to different people.
To some, it’s:
- A competitive pipeline
- A scholarship opportunity
- A way in and out of professional play
For other, it’s:
- A campus activity similar to traditional club sports
- A community space
- A low-stress environment to compete for fun
The problem comes when trying to force these groups into one league.
The consensus among many experts seems to be:
- Pros should be allowed
- Forfeiting should not be encouraged, and is not honorable
- Collegiate leagues need either formal or informal divisions
- Some for players at the top of the game, and high-level varsity teams
- Some for club and recreational squads who are using the game to stay connected to their classmates and represent their school not on the highest stage
- One caveat here is with the existence of prize pools in collegiate esports. Leagues and competitions with large prize pools are going to attract top teams who want to win for the money and/or the glory.
Until then, the debate will continue loudly.
Final Thought
What everyone agrees on, whether they love or hate pros in collegiate, is this:
Collegiate esports is still young and evolving, and still figuring out what it wants to be.
The question should not be “Should pros be allowed?” yet. The question needs to be “What do we want collegiate esports to become? And who gets to decide that? Leagues? Schools? Players?”




