- 2003 (nov 18): esports was listed as china's 99th official sport. the company set up to run the league, huaao xingkong, had 300 million yuan from hong kong's CITIC pacific for 50% of its shares
- 2004 (march): the league, CEG, was due to open. it slipped a month when the CEO, a vice president and several esports people quit over how to run it. the new boss came from the marketing department of a football club, beijing guo'an
- 2004 (april 10): CEG opened. 8 regional divisions, 1 million yuan of start-up money each, in sports arenas, home and away
- 2004 (april 21): the broadcast regulator banned computer and online game programmes from tv. CCTV's esports show and the local ones went off air
- 2004 (end): a CEG arena often held about 30 people, both teams' players included. only wuhan kept drawing a crowd
i was working in esports in 2003. everyone around me thought spring had come. the plan was that each local sports authority builds a club and local businesses take it over before the million runs out. nobody answered why a business would. tv was gone, nobody told the esports websites when or where matches were, and most of the spectators who did turn up were players' friends and relatives.
the head of wNv put it this way: CEG took more than half a year and paid under 30,000 yuan for a discipline. a WCG cycle took under three months, a regional counter-strike champion got 30,000, the national champion 80,000. wNv and AS went abroad. the strongest team, shaanxi, won the national league every year, mostly with KinG's YollinY squad. to stop them moving to other teams, shaanxi often withheld their prize money from the final.
in 2004 i reported that CITIC pacific was pulling its money out of huaao xingkong, and got a lawyer's letter accusing me of spreading rumours. in july 2005 the staff were told another group would come in and take full part in running the company.
(from a chapter i wrote in 2013 for a history of chinese esports. it's free, link in the comments)