DWG KIA Won the 2021 LCK Summer Grand Finals, Securing Their Third LCK Trophy.

Last Saturday, DWG KIA faced off against T1 in the 2021 LCK Summer Split playoff grand finals. After 4 hard-fought matches, DWG KIA came out on top with a decisive 3-1 victory. This was the first time that Damwon Gaming organization accumulated three consecutive LCK trophies and became the second team to achieve this feat. T1 had the first LCK three-peat when they won 2016 LCK Spring and summer, 2017 Spring, 2019 Spring and Summer, and 2020 LCK Spring. Unfortunately for T1, DWG KIA currently proved themselves to be the better team and perhaps the best in LCK.

In game 1, DWG’s victory was largely contributed by the Camille played by Kim “Khan” Dhong-ha. Kim “Canyon” Geon-bu’s Trundle constantly ganked the top lane, putting a lot of pressure on T1’s top laner, Canna, and widening the kill score gap between the offlaners. Entering the 26th minute, Camille was already 3 levels ahead of Gwen. T1 tried to fight back and initiated a calculated teamfight where they hope to use Faker’s strength with Azir. DWG KIA, however, already knew its winning condition. Camille spends little to no effort in zoning or locking down Ezreal, practically removing T1’s primary damage dealer in most of the clashes.

The course of game 2 also started out in similar fashion: Canyon repeatedly ganks the top lane to try to secure an early advantage. However, unlike game 1, Canna was able to trade his death for one of DWG’s members and make their ganks less profitable. As a result, Khan’s Camille was not really able to get the ball rolling, and the match was kept at a stalemate. The game was ultimately decided on the second baron fight around the 28th-minute mark. T1 started the Baron, and DWG immediately came to contest. Khan, yet again, secured an important pick-off on Faker, turning the engagement into a favorable 4v5. The teamfight ended with the whole T1 team being wiped out and DWG getting a free Baron. The game was practically over from there.

Down 2-0, T1 went all out and played very aggressively from the start. Faker’s Azir and Canna’s Kennen put a lot of pressure in the early game and constantly dived towers with little to no fear. As a result, they were able to grab a dominant lead in the match. Azir and Kennen’s huge AOE damage output ultimately proved too much for DWG to handle, and T1 kept the series alive.

In game 4, T1 tried to repeat their game 3’s formula. Faker and the whole T1 roster came out with an early lead and made Khan’s life in the top lane miserable. However, the 17th-minute clash was perhaps the first sign of a comeback from DWG. T1 unfortunately continued to play sloppy, and the advantage soon fell into DWG’s hands in a Baron teamfight. DWG finally sealed the match with ShowMaker’s beautiful Quadra kill and was crowned as the 2021 LCK Summer Split champions.

Furthermore, DWG KIA’s victory in this tournament also secured them the first seed going into Worlds and a spot at the group stage. Despite T1 beating Gen.G in the semifinals last week, the second seed still goes to Gen.G due to their superior championship points. As a result, T1 would most likely be participating in the Play-Ins, unless they secure a win in the Regional Qualifier this Thursday.

A New Multiplayer Racing Mode Is Coming to Microsoft Flight Simulator

With the current running of Gamescom 2021, Microsoft Flight Simulator has certainly turned a lot of heads with the announcement of their major update. There are new aircraft, improvements in several flight regions, and a whole new game mode that will be introduced. Make sure to strap your seatbelts in because we have a lot of content to cover. 

Multiplayer

Microsoft Flight Simulator, for the most part, has focused on single-player gameplay. However, this expansion will introduce a new multiplayer mode where you can race against your friends or other simmers and showcase your piloting skills.  To keep the integrity of realism of the game, the developers actually teamed up with RARA or the Reno Air Racing Association and based the racing mode on the STIHL National Championship Air Races. Consequently, we will most likely see some themes in the multiplayer mode, such as vintage World War 2 fighter planes or classic jets like the De Havilland Vampire. The release date of the Reno Air Races expansion pack was unfortunately not specified. However, Microsoft did announce that it will be available around this Fall.

World Update 6

Germany, Austria, and Switzerland have been drastically refurbished in the upcoming World Update on September 7th . There will be new aerial imagery and major overhauls on the 3D terrains of Basel, Graz, Vienna, and the extensive mountain ranges of the Alps. Furthermore, custom-made regional landmarks or famous locations, airports, and new flight missions will also be added. Needless to say, this update will immensely improve the visuals of the game and provide a more realistic experience to simmers. To top that all off, World Update 6 will be completely free to download in the in-sim marketplace.

New Aircraft

Last but not least, Microsoft also announced that they will be adding a new series of aircraft called Local Legends, which introduces planes that are more well-known in specific regions. One of the teased aircraft is called the Junkers JU-52, which just happens to originate from Germany, a country touched up in the World Update. Again, the developers go as far as collaborating with Bernd Junkers, the grandson of the original JU-52 designer in 1930, and an experienced pilot of the craft to assure that every element of the plane is as accurate and realistic as it can be. The Junker JU-52 will be available to purchase for $14.99 on the same date as the World Update.

But enough with history, let’s venture into the future because Microsoft Flight Simulator will also be releasing a next-generation aircraft. Microsoft has been working closely with Volocopter’s eVTOL (electric vertical take-off and landing) air taxi prototype to create VoloCity. VoloCity does closely resemble a helicopter, a highly requested aircraft that Microsoft also plans to introduce in the future. For now, however, the VoloCity air taxi will only be released later in November.

Be Careful! These are Common Injuries in Gaming and Esports

Injuries are always devastating in any kind of sports, even in esports, and they can single-handedly end a pro’s career. In the CS:GO scene, for instance, Olofmeister and Shox have experienced injuries that pushed them out of the pro scene for several years. Some may say that it is even a miracle that both of them are able to play today and perform up to their standards even after going through rehabs and surgeries. Olofmeister kept his injury matters more private, so it was initially not really known what was wrong with him. Many speculated that it was a wrist or arm injury since these areas are more prone to harm in a CS:GO pro. However, in a later interview by Fragbite, he revealed that a nerve around his shoulder-breast area was “clogged”. As for Shox, he suffered from a wrist problem that can only be solved through proper surgery.

Unfortunately, other pro players like Fear from Dota 2 were forced to end their careers early as their injuries constantly take a toll on their health and performance. Fear was prevented to compete in The International 4 due to his (at that time) mysterious arm/elbow injury. Although he came back in 2015 to win it all in The International 5, he finally retired a year later from professional Dota 2 in the hopes of improving his health. 

With regards to the local superstars in Indonesia, we all know about the infamous injury experienced by the Mobile Legend pro, TuturuHis injury prevented him from being able to play for long durations and eventually sidelined him from the RRQ roster. Although Tuturu has not officially stated that he will be retiring from the pro scene, it is difficult to say what the future holds for him if he were to return. He even stated on his stream that he won’t be coming back to the pro scene due to the limitations of his ailment.

Tuturu’s pro career was sidelined to his injury | Source: Indosport

You might think that only pro players are prone to these injuries since they are the ones who play for 8+ hours a day. However, casual players might also experience these injuries if we are not careful, which is why it is imperative to have a basic understanding of the potential dangers of gaming and how to avoid them.

Before we delve deeper into this topic, we need to establish several warnings. Firstly, I am not in any way a qualified physician or doctor. If you want a more detailed explanation or are currently experiencing any injuries related to gaming, please visit a proper physician yourself. Secondly, I will try to explain everything in layman terms or use abstractions that will make the topic easier to grasp for the general readers. It might not be the most accurate representation of all the physiology that is under your body, but I don’t expect all of you who are reading now to be a professional physician that understands cryptic biology terms. For those of you who might not be satisfied with my explanations or want to read more about the topic, I highly suggest visiting this website for more information. With that out of the way, let’s move on.

The Basics of Gaming Injuries

There are three general types or categories of injuries that usually plague the esports and gaming world. The first type is called overuse injuries. As the name suggests, this type of ailment occurs when a muscle, tendon, or any part of your body is overused. The second type of ailment is called nerve impingement.

Olofmeister is speculated to be affected by this type of injury. When nerves are clogged, you will start to experience pain or limited movements as your brain cannot properly control the muscles connected to the impinged nerve. The last type of injury is called postural injury. These injuries occur mostly due to bad posture and usually affect the spine that runs through your back and neck.

Of course, there are other ailments that do not fit these three categories. Eye strain, for instance, is an injury that many of us can experience due to focusing on our screens for too long. Gamers also often experience migraines or headaches, which are ailments that do not fit any of the three categories we just mentioned. These ailments are usually fitted into the fourth category on their own, others.

Now that we have a basic understanding of the types of injuries that can occur, we can identify the common specific injuries that occur in gaming and esports.

Carpal Tunnel Syndrome

The Median Nerve clogged in Carpal Tunnel Syndrome | Source: esportshealthcare.com

Carpal Tunnel Syndrome, or CTS for short, is probably the most infamous nerve impingement injury, and it affects the median nerve. The carpal in carpal tunnel syndrome refers to the bones in the base of your hand. The connective tissues or ligaments (these are the “rubber bands” and “glues” that keep your hand in place) then form the tunnel. The median nerve runs through the middle of the carpal tunnel, which allows you to control your hand muscles. You can get a better visualization from the image above.

It also helps us sense touch in certain parts of our hands. If this nerve is clogged in some way, you sort of getting the idea of what is going to happen to your hand. Your fingers might feel numb and weak, especially on your thumb. You might feel tingling sensations on your fingertips. Another sign of CTS is the decrease in mass muscle in the base of your thumb. In other words, your thumb sizes might not be proportional in both hands; one is much thinner than the other.

Unergonomic mouse grips are perhaps the primary cause of CTS or other similar nerve impingement ailments. If your grip makes you feel uncomfortable, change it immediately even if it might change your performance in-game. You can maybe even follow the grips the pro players frequently use like the palm gripclaw griptip grip, and even the other crazy ones like the scorpion grip. If you think that the grip from the image below is comfortable, then use it.

The awkward-looking mouse grip of current Valorant pro, Brax | Source: Reddit

Remember, as long as you feel that the grip is suitable and, more importantly, not causing pain, then use it. If you can’t find a good grip, consider changing your mouse since that might be the cause of your problem. I once bought a mouse to replace my old scrappy double-clicking mouse, but I immediately felt cramped after using it for 30 minutes. Instead of forcing myself to get used to the mouse, I went back to the old broken mouse and prevented the injury from a mile away. Only use a mouse that you are comfortable with. This tip might just save you from a ton of physical and financial pain (from hospital bills) in the future.

Too much stress placed on the hands can also cause CTS. When you play or practice for too long, the tissues or ligaments in the carpal tunnel might actually densify (or get thicken) to combat the stress. Sooner or later, this change can eventually cause an impingement of the median nerve. Thus, consider taking breaks, relax, and stretch your hands once in a while.

In reality, Carpal Tunnel Syndrome is just one form of nerve impingement ailments. Cubital Tunnel Syndrome is a similar injury that affects more the pinky side of your hand. As I mentioned previously, Olofmeister is also rumored to have a nerve-impingement-related injury, but he is affected in the shoulder-chest region. From Olof, we can see that nerve clogs can occur all throughout your body and will, eventually, deter your health and gaming performance. However, all similar nerve impingement injuries can be prevented with similar strategies: ergonomics, frequent stretching, avoiding prolonged uncomfortable positions in your hand or body in general.

Gamer’s Thumb

The anatomy of the human hand | Source: keengamer.com

Gamer’s Thumb is an overuse ailment that is caused by repetitive and prolonged stress on the thumb. This is the ailment that Tuturu is speculated to experience. To reiterate, overuse ailments usually affect the muscle or, in this case, tendons. Tendons are what connect your muscle to your bones to allow it to move.

Take the example of lifting a barbel in the gym. If your bicep muscle contracts, it will “shrink” and the tendons will pull the bones in your arm, which allows you to lift the barbel. Tendons are usually lubricated or protected with tendon sheaths since they frequently experience a lot of force and friction. However, excessive usage of our muscles and tendons can eventually cause inflammation to the tendon sheaths, which is what occurs in Gamer’s Thumb.

You can already probably guess that this injury is more prone to happen to console and mobile gamers. Since console and mobile users mostly control their in-game actions using their thumbs, they have a higher chance of overusing and overwhelming their tendon sheaths.

Again, prolonged usage of the thumbs is the primary cause of Gamer’s Thumb. However, unergonomic hand positions can also contribute to this injury. It is important to keep your wrists straight and avoid bending them either to the pinky-side or thumb-side too much. Furthermore, poor blood flow also plays a factor in Gamer’s Thumb since it highly affects the lubrication of the tendon sheaths. Warmups and exercises are recommended to prevent overuse ailments like Gamer’s thumb since it increases blood flow and reduces frictions.

Finkelstein’s test | Source: doctorsgates.blogspot.com

One way you can exercise or test Gamer’s Thumb is the Finkelstein’s test. You simply grip your thumb between your other fingers, then bend your wrist to your pinky side like the image above. This movement puts pressure on the tendon sheaths and will allow you to sense pain in your wrists if there are any. In other cases, you can also use this motion for stretching.

Like CTS, it is important to note that Gamer’s Thumb is just one form of many overuse ailments that plague the gaming and esports community. For all of you PC gamers, mouse elbow or tennis elbow is a very dangerous overuse ailment that targets the entirety of your arms and hands. Fear is initially suspected to be affected by this injury, although he was later diagnosed with a different ailment.

Back & Neck Pain

Back pain and Neck Pain | Source: njnbi.com

Unlike the aforementioned injuries, back pains and neck pains can be caused by a wide variety of factors. But more often than not, joint fixations are the primary culprit behind these ailments.

In your back, you have your spine that stretches from your lower back to your neck. The spine is made up of joints which allows the spine to move and flex in different ways. Unfortunately, when we play games, we mostly sit still, and our spine is fixed in a static position. If we have a bad posture, these joints will experience a lot of pressure from our body weight and eventually get locked together. Slowly but surely, your spine discs (the glue-like liquid that is in-between your spine bones) will degenerate or rot away. The thing is, you will most likely not feel anything if a joint fixation occurs until it’s too late. Once the discs get thinner, you will start to feel the pain and experience limited movement due to a lack of lubrication from the discs.

The degeneration of spine discs, also often called Arthritis | Source: spineuniverse.com

Posture is the key when it comes to back or neck injuries. A good posture will distribute the weight of our body equally on our spine. Bad postures, on the other hand, adds unnecessary pressure that causes the shrinkage of the discs. In reality, there is no one-size-fits-all gaming posture. However, there are some tips you can take that might significantly improve your posture and decrease the likelihood of you getting back or neck pains.

Firstly, use a headrest if possible and always rest your head against it. Of course, you will also have to place your monitor at head level. If your monitor height can’t be adjusted manually, you can always use the “traditional” method and utilize your books to raise your monitor height. Next, always sit upright and stick your back against the chair. No matter how uncomfortable it may seem at first, do not slouch! Slouching induces immense pressure that shrinks your spinal discs. If you want to read more about how to improve your posture, which I highly recommend you to do so, you can visit the following link.

Perhaps the easiest way to prevent back and neck pain is just to not sit down. Our body and spine are simply not evolved enough to sit down and handle our body weight for most of the day. When you just finished a game, stand up and stretch while you queue for your next game. Walk around your room or house, do your chores, or conduct any physical activity that requires you to move.

Conclusion

Gaming may not be a physically demanding sport or activity. However, this does not mean that it is free from devastating injuries that can potentially be threatening to your health. Fortunately, as esports continues to develop, more and more individuals in the industry begin to realize these career-ending ailments that pro players can experience if left unchecked. Many established esports organizations today, such as Counter Logic Gaming, have hired professional physicians to take care of their players and maintain the longevity of their rosters.

As for the rest of us, the casual gamers, knowing a thing or two about the common ailments in the gaming community might also be helpful in the future. If you have experienced any physical pain or problems when you play, you use some tips that you have learned from this article. Start by changing your posture, your mouse, or your mouse grip depending on the problems you might have. Any injury, whether coming from a pro or a casual, is never fun.

Featured Image: Liquipedia

7 Best Pokemon to Play in Pokemon Unite

Pokemon Unite is currently one of the hottest growing MOBAs in the gaming market. Even if it was just officially released last July 2021, the game has managed to amass a relatively large and loyal player base that has dug up and established the meta. As of writing this article, there are only 21 available Pokemon that can be picked in Pokemon Unite, which is incredibly meager compared to other MOBAs hero pool size standards. It would make sense to pick only 2 or 3 of these Pokemon as the strongest in the pool. However, I will try to include Pokemon from all the plethora of roles in the game, so the list will be extended to 7.

And as a side note, this list was made before the balance patch that took effect on the 4th of August. A majority of the Pokemon in the game have experienced nerfs, buffs, and tweaks that might change how this list was compiled. I tried my best to consider the new update when selecting the strongest picks, but it is difficult to say for certain how the meta will alter only after the update happened for a few days.

On one hand, there is a possibility that this list might be completely useless and irrelevant. On the other hand, the meta might also not change and the list will stay the same. You can watch the video below to get a more detailed insight into what the new update might look like.

But without further ado, Here is a comprehensive list of the strongest Pokemon that are almost always picked in higher ranked games and that you should perhaps consider picking up to climb the echelons of this new game.

Snorlax

source: Pokemon Unite

Snorlax must always be present in all compositions if you want to have the advantage over the enemy. His kit and utility are too insane, and there is no other reason to pick him over most other defensive Pokemon. His CC, engage and sustain for tanking the team is very strong and impactful. Heavy Slam is an amazing early-game engagement skill that will help your team snowball and ensure your late-game damage dealers get a comfortable start. Block is simply one of the most broken moves in his kit and, honestly, the entire game. The skill is also an effective counter to annoying Pokemon like Gengar since it allows Snorlax to absorb all the bursts for his team. Snorlax is also very beginner-friendly in that the Pokemon is not that difficult to use and master. As a plus, he is not changed (buffed or nerfed) in the latest patch, which means he should theoretically still be one of the strongest picks in the meta.

Lucario

source: Pokemon Unite

Lucario is currently the most stable pick in Pokemon Unite since he can pretty much fit into any lane without losing matchups. Lucario’s early game damage is massive, and early-game characters like him should theoretically fall off as the game progresses. However, this is not the case for Lucario since his natural raw damage and agility also make him more than decent in the late game.

The skill that makes supplies Lucario’s damage is Power-Up Punch. The skill is also perfect for contesting (securing or stealing) objectives like Drednaw since the skill deals increased damage with more missing HP of the target opponent. Needless to say, when there is Lucario in your lineup, the enemy team is already at a slight disadvantage when trying to fight for an objective. The only downside of Lucario is that he has a higher skill ceiling than most other picks, so playing him optimally will require a bit of practice. On the flip side, this makes Lucario a fitting character for one-tricking since he can solo-carry and rewards players with a high mastery.

Machamp

source: Pokemon Unite

Machamp is almost replaceable and similar to Lucario in that you can easily snowball and solo carry games by outputting a lot of damage. Machamp is probably a lot weaker than Lucario in the early stages of the game before he gets Submission, which is why he is often placed in the bottom lane with a support like Eldegoss to babysit him in the early game. But once Machamp gets Submission he is a completely different beast. The skill allows you and your team to essentially delete an enemy Pokemon, and thus you can easily pick off high-priority heroes before a teamfight starts and turn it into a favorable 5v4.

Machamp’s kits are also difficult to avoid and escape. If he has a target enemy, he can most definitely reach it and eliminate it. Do you feel that the enemy Cinderace is obliterating your entire team? Well, Machamp can end your team’s misery with a press of a button. And despite having all these powerful single-target traits, his unite move, Barrage Blow, has the capability to turn around a teamfight by dealing a ton of AOE damage. His kit is just incredibly strong, overall solid, and uncounterable, so you should consider picking him up, especially if you want to one-trick a Pokemon and solo carry your games.

Gengar

source: Pokemon Unite

For those of you who played Pokemon Unite, you know why he is on the list. Gengar is infamous for being one of the most broken and annoying picks in the game as he has the ability to snowball and solo carry games, especially in lower elos. The problem with Gengar is that enemies have to play properly to counter him: be aggresive before he is level 9 since it is when unlocks the troublesome Hex + Sludge combo. Therefore, you will have to capitalize on Gengar before he reaches level 9 by applying some aggression early on. However, Gengar might be less effective in higher elos since players can capitalize on his weakness. Despite this, he is still an incredibly strong pick in all levels of play due to his solid skillsets. Note that Gengar did receive some nerfs in the new patch, specifically on his Hex move, but we can’t say for sure how much weaker he is now after this change.

Cinderace

source: Pokemon Unite

Cinderace is a very stable pickup and can be played in almost any lane. Currently, there is also no better attacker than Cinderace. Having a Cinderace on your team will highly assist in your team’s objective contesting capabilities since he can churn through them very quickly with his high physical attacks. The most popular build that makes Cinderance OP is Blaze Kick + Feint. Feint is a very elusive and sustain skill that allows you to stay longer in fights and deal much more damage. Of course, this skill counters Gengar’s annoying hex + sludge bomb combo, so consider picking this hero if you constantly find a Gengar mowing down your games. Combine this skill with the blaze kick and you have yourself a criting, high-damaging, and hard-to-kill character that will eliminate you in seconds. Cinderace is also a relatively simple and intuitive Pokemon to play and the skill ceiling is not that terribly high.

Alolan Ninetales

source: Pokemon Unite

With regards to the special attacker role, Ninetales is probably the best of the bunch. Aurora veil is the primary reason why many players in the higher ranks pick Ninetales in 90% of all team compositions. Aurora Veil does everything from decreasing incoming damage, increasing outgoing attacks, boosting the movements speed of your entire team with just a press of a button. Simply put, the skill will help you to win a majority of your teamfights in all stages of the game. The skill also counters virtually all melee and movement-dependent Pokemon that need to get up in your face to deal damage. Although Ninetales might not be able to dish out damage like a Cinderace, her kit and utility make up more than enough of her weaknesses. Ninetales is also not that difficult to learn and make an impact on your games.

Eldegoss

source: Pokemon Unite

Last but certainly not least, we have Eldegoss. In higher tier games, Eldegoss has a close to 100% pick rate and is considered mandatory in all compositions. The shield, buffs, and sustain that this support provides makes will tip the balance of any teamfight in your team’s favor. If Eldegoss is not picked off early on a fight and can stay alive to spam his skills, his team will virtually be unkillable. A highly skilled Eldegoss will make a 5v5 fight feel like it’s a 5v6 or even a 5v7. You can go for a full damage or attacking composition and, chances are, will not still be able to penetrate through the sustain of Eldegoss. Despite all these powerful traits, Eldegoss is still rarely picked in low to mid-tier games since people who are not that experienced in Pokemon Unite or MOBAs, in general, might not understand why Eldegoss is so broken.

If you want to grasp the sheer OP-ness of Eldegoss, you need to look at the perspective of other similar support healing characters in other MOBAs. Healers or supports in MOBAs are usually limited by their mana. Sona from League of Legends, for instance, can provide her team with heals, MS buffs and attack damage boosts with her supportive kits, similar to that of Eldegoss. However, once her mana is used up, she becomes virtually useless. This mechanic explicitly exists so that Sona wouldn’t be walking base that heals your team endlessly. But in Pokemon Unite, there is no mana system. Eldegoss, by the definition of other MOBAs, is literally a walking base that infinitely heals your team. Lastly, there is currently no way to counter Eldegoss’ kits. And the only way you can combat an Eldegoss is with your own Eldegoss, hence why it is always virtually picked in higher ranks.

Eldegoss did receive some heavy nerfs in the latest patch so that he can’t provide as much heal and shields to his team. However, he technically can still output unlimited heals in the long run, so it will be interesting to see if people will still run him just for this ability.

Featured Image: Nintendo Enthusiast

The Correlation Between Free-to-Play Games and Thriving Esports Scenes

League of Legends, Dota 2, Mobile Legends, and Free Fire are some examples of games with massively successful esports scenes. Uncoincidentally, they are also free-to-play games. Of course, this trend begs the question: why are most games with big esports ecosystems use the free-to-play model?

Esports is a clever method to generate long-term income, which does not apply in the Pay-to-Win method. Apart from the long-term business model, which we will discuss in more detail later, there are several factors that allow esports to grow rapidly in free-to-play games.

The Different Types of Video Game Monetization Models

Before discussing the correlation between free-to-play games and thriving esports scenes, let’s take a look at the various monetization models in the game industry today. Free-to-play is just one of several monetization systems used by game developers. Other models that are commonly adapted today are the pay model and subscription model.

In the pay model (sometimes referred to as single payment), players are required to pay a certain amount of money to be able to play a game. In other words, you pay for the game upfront, and the game is yours forever to play. The younger generation or today’s mobile gamers who are used to the free-to-play games may feel unfamiliar with this system. However, the pay model is actually the most common and oldest monetization methods in the gaming industry. Most AAA game developers (like Cyberpunk 2077 or GTA V, for example) and indie developers (like Stardew Valley) do use the pay model extensively.

Source: Rockstar Games

Games using the pay model are usually not too focused on esports. Of course, there are exceptions to this trend, such as most of fighting games (Street Fighter Series, Tekken Series, and so on) or sports games (FIFA, PES, NBA 2K series, and so on). Counter-Strike: Global Offensive also initially used the pay model but then was made free-to-play in 2018.

In the subscription model, players have to pay a certain amount of money every month to play the game. This model is rarely used in Indonesia and is more commonly known by western gamers. MMORPG games, like World of Warcraft or Final Fantasy XIV Online, often use the subscription model.

The subscription fees of World of Warcraft. Source: Blizzard Official Site

World of Warcraft actually integrates different monetization models at once. For example, players must first pay a certain amount of money to get access to the latest expansion, then pay again every month to continue playing. The expansion access fees are usually more expensive (around IDR 500 thousand, similar to the price of AAA games), while the monthly subscription price is much cheaper (around IDR 150 thousand per month)

The subscription model may feel similar to the Battle Passes (like the Royale Pass on PUBG Mobile or Starlight Member on Mobile Legends) in free-to-play games. However, the key difference between the two is that Battle Passes don’t restrict you from playing the game if you don’t pay the monthly fee. On the other hand, in World of Warcraft, free-to-play players can only level up characters to level 20. Subscriptions will allow players to level up to level 50, and purchasing expansions will increase the limit to level 60.

As the subscription model continues to develop, payment of fees is no longer limited to real money. In World of Warcraft, for example, you can pay the subscription fee using the “gold” you get in-game (through crafting, hunting, or trading). Of course, players will need to collect a ton of gold to be able to pay the subscription fees on a consistent basis. Therefore, players have to either sacrifice their time in-game or real-world finances to play the game.

The most modern monetization system in the gaming industry is free-to-play. As the name suggests, players don’t have to spend any money to play the game. However, if the game is free, how can the developers generate revenue to sustain the game? Well, most free-to-play games nowadays implement various types of micro-transactions.

Weapon skins are an example of a micro-transaction used by the free-to-play game, VALORANT. Source: VALORANT In-Game Store

Micro-transactions provide the option for players to purchase cosmetics with real money. In some games, micro-transaction items are usually just add-ons and do not provide any unfair advantage to the gameplay. Examples of these items are character skins in MOBA games or weapon skins in FPS games. However, some in-game micro-transactions will allow the player to get stronger or reach higher levels faster. Purchasing the double XP item in RPG games is one example. Free-to-play games that include the option to afford items with unfair advantages are called Pay-to-Win.

The micro-transaction is not only used by free-to-play games. World of Warcraft and Street Fighter V also such in-game purchases to complement their gameplay experience. 

In addition to the micro-transaction method, free-to-play games are now starting to explore new monetization methods to add to their source of income, one of them being esports.

 

Why Are Successful Esports Games Mostly Free-to-Play?

“If you don’t pay for a product, you are the product.”

A slightly different version of this quote was mentioned when the television was first booming in the public. Today, this expression became widely used, especially in the era of over-attachments to social media such as Facebook, Twitter, Instagram, etc. So, what does esports have to do with this particular quote?

As you may have already guessed, most game publishers and developers in the esports world are trying to turn average players into esports enthusiasts. The esports audience will then be used as a “product” that can be sold to investors or sponsors. This statement may sound somewhat cynical on the surface. However, from the player’s perspective, we actually do not have to experience the “exploitative” nature of other monetization methods. 

If you have read Ellavie’s article that discusses the different game industries of Japan, China, and South Korea, you may remember that the free-to-play model is actually a fairly old concept in the gaming industry. Nexon, a South Korean game publisher and developer, was the first to release a free-to-play game called QuizQuiz in 1999.

However, before today’s esports boom, monetizing free-to-play games can hinder the player’s in-game experience and, sometimes, make it severely irritating.

If you’ve been a gamer since the age of internet cafes, you might remember the infamous RF Online. If you play RF Online, you will eventually come across the Premium Service: a service you can activate by buying a voucher (with real money). Premium Service will give you the convenience of greater XP gains and more loot monsters.

RF Online, an RPG game that was popular in its time

Back then, this was one of the most common forms of monetization for free-to-play games. Indeed, RF Online can be played without needing to spend a single penny. However, your XP gain will be extremely slow, and getting good equipment is extremely difficult because your loot quality is underwhelming. Furthermore, the main attraction of RF online is its PVP element, which requires you to accumulate the highest possible level and obtain the best equipment to be able to compete with other players

Can players have super strong characters without Premium Service? Yes. However, you will need to spend more time and effort grinding the game rather than someone who simply used the Premium Service. These types of monetization systems place more priority on paid players and somewhat neglects free players, which is why I refer to them as being “exploitative”.

There is some debate about the fairness and ethics behind these systems. Fair or unfair, ethical or unethical, it is up to you to decide. In the end, RF Online is, surprisingly, still alive until this very day. Players who are still loyal to the game continue to buy the Premium Service and do not seem to have any problem with the monetization model. Back when I was in junior high school, I also played RF Online and even bought the Premium Service.

However, we can all agree that this system of income is incredibly limiting and somewhat risky for the game developers. What happens if all of the players suddenly stop buying the Premium Service?. Even worse, what if everyone stopped playing the game because they felt exploited by the Premium Service system?

Another system that is similar to RF Online’s Premium Service is the “speed up” feature in Clash of Clans (CoC). Although the two systems may look different, they inherently have the same principle: speed up the progression (character strength/troop creation/level up) for players who have in-game purchases.

During the height of its popularity, CoC had amassed tremendous income with this monetization model. According to statista, Clash of Clans had earned an income of $ 1.8 trillion USD in 2015. Unfortunately for Supercell, this figure continues to decline every year, reaching a low of $ 722 million USD in 2019.

The data is an illustration – if not evidence – of how this monetization system is not a sustainable income strategy. As I mentioned before, the system heavily depends on the player’s desire to speed up progress and buy micro-transactions. Once the game’s hype dies down, players will eventually stop playing, and the income source consequently disappears. We also briefly discussed the “pay-to-win” issue in free-to-play games if you want to know more about why monetization in this approach has its own problems. 

Developers have used many ways of incentivizing players to keep staying in the system. They might use “subtle” methods, as seen in the Vox video below. If this method fails, they might use the “frontal” method, which is essentially slowing down the free players’ progress.

On the other hand, the presence of esports has indirectly opened up new business opportunities for game developers and can even extend the lifespan of their games. One of the reasons why this can happen is that esports games are usually very accessible.

As you have seen from the title, most games with successful esports scenes are free. Because the game is free-to-play, players can access the game as long as they meet the minimum specification required to run the game (which is usually much lower than paid premium games).

We can take VALORANT, released in 2020, as an example. VALORANT can be run with only an Intel HD GPU, which is built into the processor. FIFA 21, on the other hand, is a paid game that also requires an external GPU (adding to the total cost of the game) in the form of a GeForce GTX 660 and a Radeon HD 7850.

The two games have their respective esports scene. But which of the two are more popular? As you have probably guessed, it is VALORANT. Games with easy access (free-to-play and low hardware specification requirements) have more potential in attracting new players rather than games with difficult access (paid and high hardware specification requirements). As a result, VALORANT was able to accumulate up to 478 thousand viewers on Twitch, while FIFA 21 merely reached 82 thousand viewers, according to twitchtracker.com.

There are several steps in the monetization process of free-to-play games. Low specs and free games first attract new players (with little to no effort). These players slowly become viewers or enthusiasts through watching streamers or tips and tricks contents. Tournaments and leagues can then be presented to these viewers and commercialize them in the form of sponsorships, media licenses, or other investments from external parties.

Let us take Riot Games’ League of Legends as an illustration. If you frequently follow Hybrid’s news, you can see the abundance of deals Riot got in 2020 alone. Riot collaborated with many popular brands in various fields ranging from fashion such as Louis Vuitton, AAPE, tech companies like Cisco, to music brands such as Universal Studios and Spotify. These brands are willing to make a deal with Riot because it has the capability to ammas an audience of 44 million people during the 2019 LoL World Championship. Therefore, it is not surprising that Riot Games decided to make esports one of the pillars of their business rather than just a marketing tool.

Riot Games’ achievements are living proof that esports is a more sustainable and profitable monetization method for free-to-play game publishers.

Dota 2 can also be another example of a game that thrives from the presence of esports. Valve sells a Battle Pass (containing various skin and cosmetics) on a yearly basis and uses 25% of the sales to increase the prize pool of The International (TI). Valve raised US$40 million from The International Battle Pass last year. Keep in mind that this is only 25%. The remaining 75% of the Battle Pass sales are going directly to Valve’s pocket. You can imagine how much Valve is profiting from the esports monetization model alone.

Making games that are free-to-play, especially when it is integrated with a healthy esports ecosystem, has been proven to be an effective business model. Esports also provides a lot of commercialization potential by building the interest of external parties to invest in the game. It can also incentivize players to buy in-game content, like Dota 2’s Battle Pass, that will support their favorite team and the overall esports ecosystem.

 

Why Are Other Monetization Systems Less Successful In Building Esports Ecosystems?

I have previously discussed the factors behind the success of competitive esports games. If you have read that article, you will also find the ease of access to the particular game is key to its esports growth.

The price of the game and minimum spec requirements are the two elements that affect the accessibility of a game. In the end, the number of players in a game will always be determined by how high the entry barrier is set by the game developer/publisher. The lower the price and the device specifications, the greater the market potential the game can amass. Referring back to the VALORANT vs. FIFA 21 argument, VALORANT is superior in terms of player numbers since the game is free, while FIFA 21 costs IDR 849,000. VALORANT can also run without an external GPU, while FIFA 21 requires the use of an external GPU.

FIFA 21 also has esports tournaments, but its growth has been severely limited due to the less affordable prices of the game and the requirement of higher PC specs than free-to-play games.

With regards to the different approaches of game developers I mentioned earlier, we can take Nintendo as a case study. The Smash Bros community frequently complained to Nintendo due to the lack of financial support they receive in Smash tournaments. On one occasion, Nintendo even expresses its unwillingness to invest in esports.

Despite Super Smash Bros having a massive following of loyal fans, Nintendo still does not want to capitalize on the esports income strategy. This notion is especially true for developers who already had success using the pay model. After all, if Nintendo already generated significant revenue from the sales of Super Smash Bros alone, why would it bother to risk investing in an esports scene?

Shuntaro Furukawa, Nintendo’s president who previously expresses his standpoint about the Super Smash Bros esports scene. Source: Time

On the other hand, developers releasing free-to-play games (which obviously cannot rely on game sales) will need an alternative source of income. Selling skins can be one way of generating revenue, but it will most likely not cover the operating cost of the game. Developers can also use the aforementioned “exploitative” monetization methods. For example, Riot Games can make a champion unlockable on a certain level, which indirectly forces players to pay to level up faster. However, these types of monetization model has been shown to not be sustainable in the long-term.

Indeed, cultivating an esports ecosystem requires significant investment and is not always guaranteed to be profitable. However, when proper and careful steps are taken, we have seen how many developers thrive solely from their esports scenes. As Riot Games CEO Nicolo Laurent once said, “We no longer see esports as just marketing, but as a business.” Nicolo also added, “we want to make sure everybody has something to win.” From Nicolo’s statements, it is clear how esports has a wider economic impact compared to micro-transactions or the pay-to-win model.

Conclusion

From this discussion, we have explored why free-to-play games, when integrated with esports, can bring many income benefits for the game developers.  Esports also have the potential to build players’ loyalty, extend the lifespan of a game, and bring commercialization interests from external parties

So, should all free-to-play games have an esports scene? Well, not exactly. After all, the game’s direction is solely dependent on the developer’s goals and focus. For example, Clash of Clans still managed to persist until today (although its popularity is declining) without the esports monetization model. Riot Games, a developer famous for its thriving esports scene, still prioritizes making high-quality games rather than focusing on esports.

I very much agree with Riot’s philosophy here. After all, esports is the product of a game. A high-quality, creative, and well-balanced game will naturally produce a competitive esports scene. Thus, developers should put more effort in perfecting their game and player experience, then an expansion to the esports scene will automatically follow.

The original article is written by Akbar Priono

The Success Story of Moonton and Mobile Legends in Indonesia

The recent acquisition of Moonton by Bytedance sparks the question about the company’s future and the fate of MLBB’s esports ecosystem. In this article, Aswin Atonie, Brand Manager of Moonton Indonesia, also shared his insights about the direction of the company’s development. Before all of that, however, let’s take a step back into the past and observe the path that Moonton took to reach its success.

Moonton’s Arduous Path in Raising Its Golden Child, Mobile Legends: Bang-Bang

According to Moonton Games’ official LinkedIn page, Shanghai Moonton Co., Ltd was founded in 2014 as a software company and, eventually, shifted its focus into game development. Moonton’s first game was called Magic Rush: Heroes, which has the generic gameplay collecting heroes through gacha.

A year after the release of Magic Rush: Heroes, Moonton released a new game we all know today as Mobile Legends. Back in 2016, the game was released under the name Mobile Legends: 5v5 MOBA, which got renamed to Mobile Legends: Bang Bang soon after.

Competitive mobile games (especially the MOBA genre) are still relatively new and underdeveloped in 2016, prompting many game developers to take the early opportunity to jump into the genre. For example, other than Mobile Legends, Vainglory was released by a new developer called Super Evil Megacorp. Gameloft, a well-established game development company, also created its own version of mobile MOBA called Heroes of Order and Chaos. 

Unfortunately, Moonton’s journey in developing Mobile Legends had a rough start, facing a number of controversies in the early years.

In the early versions of Mobile Legends, the game was argued to appear unoriginal and copied ideas from other franchises. For example, back then, Alucard very much looked like Dante from the Devil May Cry series. Akai also appeared as a panda wearing pants and carrying an iron ball, which has a slight resemblance to Po from the Kung Fu Panda movie. Franco also arguably a direct copy of Pudge from Dota 2.

Interestingly, there were no complaints or lawsuits coming from the organizations that owned Dota 2, Kung Fu Panda, or Devil May Cry. However, one particular game developer, Riot Games, does have something to say about Moonton’s growing franchise.

Riot Games launched a lawsuit against Moonton in the central court of California, United States, on June 7, 2017. At that time, Riot Games accused Mobile Legends: 5v5 MOBA and Magic Rush of copying or mimicking League of Legends. In its court documents, Riot provided several screenshots that shows the similarity of the content between League of Legends and Moonton’s games. Here are some examples of the accused plagiarism, taken directly from the official court documents,

Some snippets of plagiarism allegations in Riot Games’ legal prosecution documents against Moonton in 2017. Apart from Mobile Legends, Riot Games also considers Magic Rush: Heroes to have copied League of Legends. Source: Dot Esports
Another excerpt from Riot Games’ prosecution documents towards Moonton. This time, Riot Games provides a comparison between LoL’s content and Mobile Legends’ content. Source: Dot Esports

 

According to the Dot Esports article published in 2018, Riot Games’ lawsuit ended in a forum non-conveniens. In these circumstances, the case is dismissed because the California court considers that another area of jurisdiction will be better suited to deal with the action. Since Moonton is based in China, the lawsuit will be adjudicated in the high court of China.

After Riot’s allegations, Moonton faced yet another lawsuit in 2018, which was filed by Tencent against Xu Zhenhua, one of Moonton’s representatives.

Dot Esports claimed that Xu Zhenhua was sued because he was deemed to have violated the non-disclosure (prohibition of submitting confidential information) and non-compete agreement (prohibition of moving to a rival company in the same field). The lawsuit initially ended with Xu Zhenhua being fined 2.6 million Yuan (approximately Rp. 5.5 billion). However, further speculation by Dot Esports’ internal source suggests that the fine got raised to about 19.4 million Yuan (approximately Rp. 42 billion).

Despite all the hard-fought trials and tribulations that Moonton went through to develop MLBB, it eventually rose over its problems and grew to the giant franchise we know of today. However, before discussing the reasons behind MLBB’s success, let’s take a look at the fate of Moonton’s other games.

 

Other Moonton Games That Did Not Have the Same Degree of Success as MLBB

As I mentioned earlier, Moonton has released other titles in the past. Besides Magic Rush: Heroes, Moonton created Mobile Legends: Adventure and Sweet Crossing: Snake.io

Mobile Legends: Adventure can be considered to be more of a casual game. Similar to Magic Rush, the gameplay of ML: Adventure is an automated turn-based RPG and also applies the concept of gacha with hero collections. Sweet Crossing: Snake.io is also a game suited for casuals. It has very similar gameplay to Snake.io, which was popular among local streamers, but filled with cute animal characters.

However, these games never reached the same degree of popularity as Mobile Legends, perhaps due to the absence of an esports ecosystem. According to Google Play, Sweet Crossing, ML: Adventure, and Magic Rush, only had around 10 million installs at the time of writing this article. On the other hand, MLBB surpasses all of them by a mile, already reaching more than 100 million installs.

Sweet Crossing, one of the games made by Moonton that is very different from the previous games released by the company. Image Source – Google Play Store

The total downloads per month of the three games are actually quite decent. Using data from Sensor Tower, Sweet Crossing recorded a total of 1 million downloads on the Google Play Store worldwide in February 2021, while Mobile Legends: Adventure and Magic Rush: Heroes accumulated 400 thousand downloads and 20 thousand downloads, respectively. However, these figures are relatively insignificant when compared to MLBB, which has over 5 million worldwide downloads on the Google Play Store in February 2021.

MLBB is arguably already ingrained in the current Indonesian culture. Every day, there is always some news that is somewhat related to MLBB. These news include information about the game, such as new hero releases, Starlight, or the latest skins, to esports content, rumors, and gossip. Furthermore, a great deal of MLBB news is not released by Moonton itself, but rather by local content creators, media, pro players, and Moonton partners.

All the other three games released by Moonton do have some degree of success. After all, reaching 10 million downloads on Google Play Store is not at all an easy feat. However, MLBB is simply on another incomparable level when it comes to success, and the three games will never be able to compete with MLBB despite having decent social media followers. Why is this exactly?

In my opinion, esports is one of the biggest factors that come into play in this matter. Esports makes the discussion of the MLBB ecosystem much more interesting. Without esports, Mobile Legends’ news will only be filled with patch updates, hero releases, tips and tricks, skins, or Starlight membership.

But with the presence of esports, the Mobile Legends game has various engaging topics of discussion, ranging from rumors or gossip, pro player’s opinions (team rivalries, in-game meta), post-match interviews, and so on.

Furthermore, MLBB tournaments in Indonesia have a league format that is routinely held every week. As a result, new content and drama is constantly produced to spice up the ecosystem and the news surrounding MLBB.

The presence of esports brings a lot of content and attention to MLBB. There are also many MLBB tournaments watch parties that bring new conversations or opinions related to the game. Image Source – Nimo TV’s Facebook page

On the flip side, the other three games made by Moonton have a more casual and simple gameplay. As a result, there are rarely any competitive aspects or drive that can arise through these games. 

Therefore, esports is perhaps the primary reason behind the MLBB’s rise to popularity in Indonesia. If you want to look more into the positive impacts that an esports ecosystem can bring to free-to-play games, you can read the following article.

 

The Mutualistic Relationship Between MLBB and the Indonesian Esports Ecosystem

MLBB and the Indonesian esports market have benefitted from each other’s existence, hence the mutualistic relationship. To understand why this is the case, we need to take a look at the development of the Indonesian esports ecosystem.

As I have previously stated, the presence of MLBB might have single-handedly resurrected Indonesian esports. One of these “revival” moments was greatly felt during MSC 2017 and MPL Season 1 in 2018, held in Taman Anggrek Mall.

These two tournaments succeeded in showing the huge potential of the gaming and esports market in Indonesia. As an illustration, normal esports events held at Taman Anggrek can usually fill the whole 1st-floor atrium of the mall. However, MSC 2017 and MPL Indonesia Season 1 were able to fill the whole mall with esports enthusiasts. People were watching from the floors above, and some even deliberately stayed in the elevator to watch the tournament. Amazing, isn’t it?

In October 2020, I also briefly discussed why Indonesia was able to overtake other regions and become superior in mobile game esports. According to the Esports Charts, MPL Indonesia was also able to beat several major international tournament in viewership numbers. In February 2021 alone, MPL Indonesia had more viewers than older esports leagues such as the Korean LCK LoL league or the biggest CS:GO tournament, IEM Katowice. 

We can clearly see the impact that MLBB and Moonton have brought into Indonesian esports. Although sometimes ML is considered “only popular in Indonesia”,  the Indonesian esports community has to inevitably thank Moonton for being the main catalyst of the ecosystem’s growth.

One of the effects of the growth of the Indonesian esports ecosystem is the increasing number of game developers investing in the local market. To my knowledge, there were almost no game developers directly investing in the Indonesian market before the MSC 2017 phenomenon. 

However, proceeding the event, Tencent entered the Indonesian market in 2018 with PUBG Mobile. Several years later, in 2020, giants like Riot Games even penetrated directly into the local market through games like VALORANT and Wild Rift. In the case of Wild Rift, Indonesia (and other countries in SEA) even received a “special treatment” through the earlier access to the beta release compared to the Western and East Asian regions.

Moonton also gave way for the massive development of local Indonesian esports teams or organizations. Many local esports organizations, big or small, can grow and thrive thanks to MLBB. Indonesian esports teams are also able to compete and get achievements on the international stage. You can see this example in my discussion about RRQ Hoshi’s position as the most popular and successful MLBB team.

MLBB was also considered as an impetus of the largely growing RRQ’s fan base. | Source: ONE Esports

Earlier I mentioned that the relationship between Moonton’s MLBB and Indonesia’s esports scene is mutualistic, which suggests that Moonton also benefited greatly from its penetration into the Indonesian market.

Why is the Indonesian market very profitable for Moonton and MLBB? Why do Moonton and MLBB need Indonesia? Well, despite Moonton being based in China, MLBB surprisingly did not get released in China itself.

If you frequently follow Hybrid’s discussion about the development of the game industry, you will certainly understand the importance of the Chinese market. In short, China’s rapid development of gaming culture and technological advancements essentially acts as a gold mine for game developers. If you discover more about this topic, you can read the following discussion on Hybrid.co.id conducted by Ellavie.

To see why the Chinese market is considered incredibly lucrative by most developers, we need to take a look at some data. Sensor Tower had investigated mobile games with the most revenue throughout 2020 and found that PUBG Mobile and Honor of Kings were the two top-ranking ones.

PUBG Mobile was released globally (including in China) and raised $2.6 billion USD. However, Honor of Kings, which was only released in China, managed to collect revenue of $2.5 billion USD. You read that right, a game released exclusively in China can almost beat an internationally published game when it comes to revenue. Therefore, you can clearly see the scale of profitability and income that the Chinese market can bring.

Because MLBB was not able to be released in China, Moonton had to find another country with a market that can bring the same level of profitability. Eventually, Moonton found Indonesia. We also interviewed Moonton about the story behind Moonton’s market penetration into Indonesia.

Moonton Indonesia, represented by Aswin Atonie as its Brand Manager, replied, “The penetration into the Indonesian market has been carefully meticulously planned for a long time. We did various research and analysis before concluding that Indonesia’s gaming industry is essentially an empty canvas that is vastly open for development.”

Aswin Atonie, Brand Manager for Moonton Indonesia. Image Source – ONE Esports

Aswin Atonie also revealed a little behind-the-scenes story of MSC 2017. “From our studies, we prepared our breakthrough into the market through MLBB South East Asia Cup (MSC 2017), which actually has been planned since the first launch of MLBB in 2016. As we have expected, the event bore fruit and received great interest from the Indonesian fans.”

Without a doubt, Moonton’s decision to penetrate the Indonesian esports market brought in tremendous success. Through another interview conducted by Hybrid’s editor, Aswin Atonie revealed that Mobile Legends accumulated 1 billion downloads with 100 million active users today. According to an article published by ONE Esports in 2019, 31 million of those active users were from Indonesia.

The mutualistic relationship between Moonton and the Indonesian ecosystem that still holds to this very day has brought them both to the spotlight. If MLBB did not emerge as a phenomenon in 2017, the Indonesian gaming and esports market could stagnate without any skyrocketing developments. Likewise with Moonton, if it failed to realize the potential of the Indonesian gaming market, it may not have achieved the same degree of success today.

Now, the last thing we need to discuss is Moonton’s future ahead. What path of development do you think Moonton will take in the upcoming years? Will it continue to survive and grow only through Mobile Legends? Or will Moonton try to improvise and create new games in new genres?

 

Bytedance Acquisition, New Games, and Moonton’s Future

With the Moonton’s recent acquisition by Bytedance, this sub-topic is probably the most interesting to discuss today. In terms of MLBB game development, we saw the positive improvements of MLBB through project NEXT. Various elements in the game are improved, old heroes are updated or revamped, and in-game visuals are also upgraded while maintaining the non-graphic-intensive nature of MLBB.

With regards to esports, we can see how the Mobile Legends Professional League continues to grow in Indonesia. There is an ever-growing number of viewers, the commercial side is also constantly improving, and the scene continues to develop the competitive perspective as well. From a business standpoint, we, of course, already knew about the recent buzz of the acquisition of Bytedance (TikTok’s parent company).

With all the achievements that Moonton has achieved at this point, what will be Moonton’s next step? The recent Moonton acquisition has also spawned even more questions.

Although Aswin Atonie did touch upon this topic in our interview, he was not allowed to comment on the changes that will occur after the Bytedance acquisition. Fortunately, he did give us some hints about the direction of Moonton’s future development. Firstly, he discussed the potential of creating a new game. We already knew that Moonton has released other games such as Mobile Legends: Adventure and Sweet Crossing. However, does Moonton have any plans to dive into other competitive genres such as Battle Royale, FPS, or Digital Card Games?

“We always want to be updated with the latest trends in the game industry, but currently our focus won’t be shifting from the MOBA genre. We strongly believe that there are still countless aspects that we can develop in MLBB.” Aswin explained

“In the development of MLBB, we still focus greatly on improving player experience through the implementation various features, in-game updates, and events that we regularly release such as 515 e-Party, Project NEXT, Winter Gala, and so on. Behind the scenes, however, we (Moonton) are also currently developing other games. Information related to this will, of course, only be shared when the game is considered ready.” Aswin continued, explaining Moonton’s next plan in terms of game development.

The next question that comes to mind is the idea of expanding the MLBB market and esports to other countries. As I have explained before, even though MLBB has grown and developed tremendously, the scope of the game is mostly limited in the Southeast Asian region.

“We certainly want to continue to expand the market, and we already have specific plans for each region. Currently, we have two designated teams each responsible for managing the Developed Area, such as Southeast Asia, and Developing Area, such as Europe, the United States, and East Asia.” Aswin answered.

Despite its expansions proposals, Moonton still intends to put much of its resources into the Indonesian ecosystem. “We want to keep developing the esports ecosystem in Indonesia by educating the public perspective when it comes to the negative stigma of gaming, as well as inspiring the younger generation to play with a purpose. I feel that, so far, MLBB has opened up so many job opportunities in the esports sector, such as being an esports athlete, gaming content creator, esports team management, event management, and so on.”

Before closing the discussion with Aswin, I also asked about the possibility of Moonton exploring the world of console games in the future.  Aswin answered that “As a business player in the game industry, we believe that PC and console games will continue to develop in the future. But, of course, we still want to capitalize on the current expanding mobile era. Therefore, as of now, Moonton will only be focusing on developing MLBB into a mobile game that provides the best player experience.”

That wraps up Moonton’s Cinderella story who had a rocky start followed by a period of exponential growth which propelled it to success. Hopefully, Moonton’s journey can be an inspiration for all of you who are currently looking to invest and grow a business in the esports or gaming industry.

Featured Image – Moonton Epic Con 2019 (Source – Moonton Official). The original article is written by Akbar Priono

Various Ways that Brands Can Do to Penetrate the Esports Market

The phenomenon of esports has become mainstream in today’s younger generations. We can see this in the large viewership in most esports events. The large audience for the esports game PUBG Mobile and Mobile Legends Bang Bang are just two examples that display the interest of Indonesian gamers in esports. This recent growth in esports has begged the question of how the industry can be a branding medium for many sponsors.

In this article, I will discuss various methods brands can follow to enter the esports ecosystem and analyze the pros and cons of each method. I will also include related sources to support my points.

 

Official Leagues or Tournaments

I have briefly discussed the methods of getting into the esports ecosystem in the esports ecosystem schema article. From that article, we can observe a couple of factors that induce brand collaboration. In this article, I will try to delve deeper into these topics and expand on them.

The first method that brands can use to enter the esports industry is official leagues or tournaments. I did put this option first because it is the most effective method to follow. Using the analogy of the football industry, sponsoring a major league in esports is like sponsoring the English Premier League or maybe La Liga in Spain.

Esports games usually have a main league that features a lot of competition between top players, which allows them to supersede all other tournaments. Fans and gamers are naturally inclined to watch major leagues more than other competitions because of the interesting competition they bring.

Furthermore, major leagues or tournaments in esports usually involve the game developers themselves. For example, Moonton handles the MLBB Professional League, Tencent handles the PUBG Mobile Professional League, and Garena Indonesia handles the Free Fire Master League. Knowing this, what opportunities are open for brands to cooperate with the major leagues in esports?

Azwin Nugraha PR Manager Esports from Moonton. Image Source – Esports.id

For our discussion on this matter, I use MPL as an example. Azwin Nugraha as PR Manager of Moonton Esports was my source in discussing the opportunities for collaborating with MPL Indonesia. “The MPL League opens several opportunities for cooperation. For example, we offer sponsorship deals on many levels. There is cooperation in the form of partnerships where deals are done through mutual agreements. There is cooperation in the form of barterings, such as bartering of physical goods or promotional media. ” Azwin’s mentioned.

With regards to sponsorship deals, Azwin explained that they have three levels of sponsorship at MPL Indonesia. “The first and highest level of sponsorship is called the Presenting Sponsor, exclusive for only one sponsor. The second level is Official Sponsor, which is available for 4 different sponsors. The third level is Partner in Esports, which can only be given to limited brands with specific conditions. “

Mandiri Lord Cam, match sponsors are displayed when presenting important moments in MPL Indonesia matches. Image Source – MPL Indonesia Official YouTube Channel

“Each of these levels has their own specifications. Of course, the standard price in each of the levels are different, the highest being the Presenting Sponsor level, followed by Official Sponsor, then Partner in Esports. The benefits that each level offers also differ. The last difference comes in the sponsorship value.” Azwin continued.

Based on my observations, MPL Indonesia displays its sponsors in several media assets belonging to the league. For example, sponsors are often displayed in social media posts, official websites, decors in the venue (stage, player desk, caster desk, etc.), in-game elements, important moments of the match (Lord Cam, MVP, highlights player highlights, and so on), and in side-contents outside the match (MPL Quickie for example).

Brands with higher levels of sponsorship are usually displayed more often. Again, according to my observations, Bank Mandiri and the Samsung Galaxy A Series are two sponsors that are frequently displayed in MPL Indonesia. Apart from appearing on the official website, Bank Mandiri also presents Lord Cam moments, as well as Player Highlights on social media content. On the other hand, Samsung presents the MVPs in match broadcasts and social media content.

The Samsung Galaxy A Series appeared during the presentation of the match MVP.. Image Source – MPL Indonesia Official YouTube Channel

Finally, I also asked about the advantages of MPL as a medium for collaboration/cooperation/ sponsorship and other challenges. Azwin then explained, “Being the sponsor of MPL Indonesia brings many benefits because we have a diverse audience of gamers from a wide range of economic levels, gender, and social status. Essentially the target audience for MPL itself is Gen Z and Millennials.”

As I mentioned earlier, major leagues are usually the most anticipated event in the esports ecosystem. Therefore, the viewership numbers of major leagues tend to be higher than most other forms of tournaments. In the case of MLBB, we already see how the MPL Invitational in July 2020 can overtake the view count of Korean LoL league matches.

“MPL tournaments also have a very far reach and exposure. So far, MPL broadcasts conducted through various digital platforms have gathered successful and improving results.” Said Azwin, explaining the advantages of MPL Indonesia as a collaboration medium for brands.

However, major leagues or tournaments are just one of the many options brands can choose to collaborate with the esports industry. There are other collaboration mediums to engage with the gaming audience, such as hosting third-party tournaments.

 

Hosting 3rd-Party Tournaments

There are two ways brands can host third-party tournaments. Brands can either use the assistance of other organizers or fully organize the event under their own brand.

Let’s take Telkomsel as an example. Telkomsel has created its own tournaments in the past and has frequently appeared in the esports world. Through the Dunia Games (DG) brand, we can probably consider that Telkomsel has its own esports ecosystem. Telkomsel its own esports team called DG Esports, the duniagames.co.id website – which is the center of gaming-related activities (news, digital esports tournament platforms, and digital payments for gaming) – and even hosted tournaments such as Indonesia Games Championship, DG League, and DG Indonesia Playing Time.

DG League, an esports tournament created by Telkomsel using the Dunia Games brand. Image Source – DG League Official

To investigate how and why Telkomsel created their own original DG brand instead of being a sponsor in other esports events, I conducted an interview with Rezaly Surya Afhany as Telkomsel’s Esports Manager. Rezaly explained, “Actually, Telkomsel and Dunia Games also conduct sponsorship activities with other esports partners. However, we do admit these activities tend to be less popular than the brand activities that we do independently.”

Furthermore, Rezaly then explained several reasons why Telkomsel prefer creating their own brand instead of doing sponsorship deals. “In my opinion, flexibility is the key reason we build our independent esports ecosystem outside of sponsorship. In the end, Telkomsel’s goal is to market itself in the esports world. To achieve this goal, we will try our best to always be present in sponsorship deals, exhibitions, media, publishing, or even in esports competitions themselves.

Indeed, in the past, Telkomsel had become a popular sponsor across the esports ecosystem. Telkomsel sponsored the team through Elite8, which used to have a strong reputation in the Vainglory game scene. They also sponsored major leagues such as Arena of Valor Star League Season 1. However, after that, Telkomsel switches its strategy and develops the Dunia Games ecosystem.

Besides having tournaments, Dunia Games also has its own esports team called DG Esports. Image Source –  DG Esports’ instagram.

Rezaly then explained another reason behind Telkomsel’s ideology in creating their own esports brand. “By developing our own brand, we can connect the esports ecosystem more deeply. We can observe what aspects of the value chain in esports can grow organically and anticipate challenges from the dynamics of the esports and gaming industry. Besides that, we also try to develop the passion for gaming and esports in our company and our partners. If all parties involved are excited and interested in the esports, we hope we can create better ideas and keep developing the industry or ecosystem in the future.”

As a telecommunications company, Telkomsel is considered an endemic brand in the esports ecosystem. However, telecommunication networks are needed by all gamers to be able to access their games. However, observing the continuous growth of gaming and esports, it’s no wonder that Telkomsel is willing to invest highly in the ecosystem. Hopefully, in the future, we will have a more diverse set of companies providing the needs of the industry other than telecommunication services.

Rezaly then explained further regarding the DuniaGames ecosystem. “As a prominent digital telecommunication company as well as a digital game payment channel in the region, we try to be present in every line of gaming activity. Some examples include providing special data packages for gamers, allowing credit conversion into game vouchers, publishing game titles, and hosting esports events. Our goal is to provide the best and affordable digital and communication experience for the gaming community. “

Rezaly Surya Afhany, Esports Manager at Telkomsel. Source:  Dunia Games Official

Before ending the discussion, I asked about the benefits and challenges of building a separate ecosystem. “When it comes to the advantages of building our own esports ecosystem, I feel that we have more organic business growth and can be much more sustainable in the future. It also allows us to easily adapt to new emerging gaming trends or business models.”

As mentioned by Rezaly earlier, flexibility is one of the aspects that Telkomsel seeks to achieve when developing their own esports brand. However, as I explained earlier, Telkomsel can easily achieve this goal partly because of its position as an endemic esports brand. 

The same thing cannot be said for non-endemic brands whose main line of business does not correlate with the esports ecosystem (fashion, food and beverage, or cosmetics businesses, for example). For non-endemic brands, hosting a tournament with other existing organizers will be the best option. However, imitating Telkomsel’s strategy of developing their own esports ecosystem will require a great deal of investment capital (money, time, and energy) and most likely result in diminishing returns. 

 

Collaborating with the Esports Team

Sponsoring or collaborating with an esports team can be another option for brands if they want to enter the esports industry. However, sponsoring an esports team can be quite confusing for brands inexperienced in the esports market. After all, there is a wide range of selections of teams and games that brands can choose from in the esports ecosystem. Furthermore, some teams only compete in specific esports scenes. For example, a team might only compete in PUBG Mobile esports but not Mobile Legends. On the other hand, there are organizations such as RRQ and EVOS that have divisions in almost every Indonesian esports game.

Let’s take Alter Ego as an example. The Alter Ego team itself is arguably one of the biggest and most successful esports teams in Indonesia. As far as my observation goes, Alter Ego is doing quite well in 3 different esports scenes, namely Mobile Legends Bang Bang, PUBG Mobile, and VALORANT. I also interviewed Indra Hadiyanto as COO of Alter Ego to expand on the discussion.

Indra Hadiyanto, COO

I first asked him regarding the collaboration opportunities that were open with esports teams like Alter Ego. “There can be a lot of collaboration opportunities with our team. You can collaborate with us just for the sake of branding. You can also have a content collaboration, creating tournaments or even product collaborations, which is less interesting in my opinion.” Indra explained.

Apart from being an esports team, Alter Ego also has a sister company, called Supreme League, that acts as an esports organizer. Therefore, it is not surprising that Indra mentioned that creating tournaments can be a collaborating option. But not all esports teams have a business line like Alter Ego. There are also esports teams that focus and diversify towards talent management. To find out the specific forms of collaboration that can be done with an esports team, I also asked about the sponsorships available at Alter Ego.

Indra explained, “Sponsorship in Alter Ego has three levels which are varied in terms of logo placements in the pro jersey. Logos in the chest region is ranked highest, followed by the shoulder logo, then the back logo as the lowest level.” After that, Indra continued explaining the variations in the investment value of each of these sponsorship forms.

“Even though there are levels in logo position on the jersey, the sponsorship cost still depends on the form of collaboration that the brand wants to do with Alter Ego over the next year. Therefore, if two brands want to be displayed in the chest region of the jersey, the sponsorship price could possibly change. One brand might have additional requests in the sponsorship deal, whether it’s conducting community gatherings or players to promote a campaign. ” Indra explained further.

Finally, I also asked about the strengths and challenges of collaborating with esports teams. “Of course, collaborating with esports allows your brand to access the younger market,” Indra replied to open the discussion. “In my opinion, esports is an incredibly unique market and its fans are usually very loyal. For example, if JessNoLimit uses a new brand of keyboard, then his followers will also buy these products. The effect is not limited to gaming gadgets only but also includes other aspects like fashion.” Says Indra.

Alter Ego’s collaboration with BonCabe. Image Source – Alter Ego’s Official Instagram

“When it comes to the challenges, I feel that it mostly occurs in how you want to convey a message to the fans. Apart from that, challenges include how to attract fans and keep their interest. Generally, it also includes how to make brands agree to long-term contracts.” Indra explained from the perspective of Alter Ego.

Like sponsoring a soccer team, one of the advantages of sponsoring an esports team, in my opinion, is the strong identity that you can create with related brands. For example, when sponsoring a team that often wins championships, your product brand might be associated with a good quality that only winners want to use.

On the other hand, working with the esports team also presents a lot of challenges for external brands. One of the challenges may be dealing with the instability of the esports competition climate. In football alone, a team that is doing well can suddenly fall out of shape. This event can occur more dramatically in esports. Teams can be disbanded in a matter of days, and strong players in the roster can spontaneously leave. Fortunately, the three major esports games in Indonesia (Mobile Legends: Bang-Bang, PUBG Mobile, and Free Fire) each already have competitions in a stable league format that have set specific constraints to deal with these situations. However, it still does not rule out the possibility for a strong team to have sudden disappointing performances. 

 

Collaborating with Esports Influencers

Like most of the entertainment industry, collaboration with a Key Opinion Leader (KOL) is also an option. Returning to the football analogy, this collaboration is similar to Nike sponsoring Christiano Ronaldo. In the esports ecosystem, there is a diverse range of KOLs that brands can choose from, which can be both an advantage or disadvantage. Apart from pro players, brands can also collaborate with shoutcasters, streamers, or cosplayers related to the gaming/esports ecosystem.

For this discussion, I interviewed Florian “Wolfy” George, a well-known shoutcaster in the PUBG Mobile Indonesia esports scene. Firstly, I asked about the opportunities and the various forms of cooperation with a Key Opinion Leader figure in esports.

“The main opportunity, of course, is being able to engage with KOL followers directly or indirectly. The engagement aspect here is distinctive to every KOLs. With regards to the levels of cooperation, it also ranges between individuals. The cooperation can just be in the form of a social media post, story, or content, or even reaching long-term projects such as a campaign or a brand ambassador.” Wolfy said.

Collaborating with KOLs in esports has very much the same process as collaborating with KOLs in other fields. The only difference perhaps lies in the segmentation of the audience. Of course, the esports audience is mostly comprised of young people who enjoy gaming as their pastime activities

“In my opinion, the cooperation between a brand and a KOL is always unique. I feel that because each brand and KOL represent their own unique ‘color’. That is why I believe that they can probably work on different forms of collaborations than just social media posts or stories. In my opinion, every collaboration between every KOLs and brand is unique in their own manner. ” Wolfy mentioned.

The collaboration between Wolfy and the JBL audio brand in promoting its newest line of gaming headsets. Image Source – Florian “Wolfy” George’s Instagram.

Before closing the interview, I also asked Wolfy’s opinion about the advantages and disadvantages of working with KOLs in esports. “When it comes to the strengths, I feel that the presence of a brand that supports a KOL can help them (KOLs) to improve the quality of the ideas that were echoed from the start. With regards to the shortcomings and challenges, one of them might be in terms of market segmentation. KOL esports is usually only popular in one specific game, which poses problems if a brand wants to target audiences from multiple games.”

Specificity is definitely a factor that needs to be considered when collaborating with KOLs in esports. The collaboration tends to be more intimate with the specific community that it has set in. But as Wolfy mentioned, brands can only focus on one line of esports game.

Therefore, the KOL medium might be better suited for small collaborations that target specific audiences. For example, Audio products will work well with KOL esports PUBG Mobile. One of the reasons is because playing PUBG Mobile requires good audio quality, which means that the collaboration works very well. If a brand wants to reach a much larger audience, then collaborating with multiple KOLs might be a viable alternative.

 

In-Game Sponsorships

The last and currently the most trendy method that brands can use to enter the esports community is through in-game sponsorship. In-game sponsorship is merely displaying a brand logo in the game elements of esports matches. Instead, games will include the whole brand inside the game itself.

One of the prevalent esports brands in this method of collaboration is Garena.  Last August 2020, I made a list of the collaborations done by Garena.

From that article, you can see that Garena has worked with AOV,  Fruit Tea, Wiro Sableng, and DC Comics. However, not all of the collaborations I listed can be considered as a sponsorship. Although Garena did not state this explicitly, I feel that the aforementioned collaborations are more inclined towards a partnership deal.

However, that does not mean that Garena has never had an in-game sponsor with another brand. One obvious example is the appearance of the KFC fast-food mascot Colonel Sanders as a skin in Arena of Valor in Taiwan. Quoting from Fanbyte.com, this cooperation was a form of promotional cooperation between the two. In this collaboration, players who buy a special food package for around US $ 5 will get a gacha box, containing Colonel Sanders’ skin for the Ormarr character. Apart from skins, there are also other KFC-themed in-game elements that players can obtain, such as a Recall Effect, Kill Effect, or Sprinting Trail Effect.

Garena’s collaboration with KFC is just one example of in-game sponsorships. Along with the development of esports, we can also see other sponsorships like Bathing Ape (a streetwear fashion product) with PUBG Mobile, Tesla with PUBG Mobile in China, or Louis Vuitton with League of Legends, which appears through the Prestige skin of the Qiyana character.

Source: League of Legends Official

Collaboration in this form is perhaps one of the most attractive forms of sponsorship for brands. After all, it provides brands with the opportunity to showcase their products in a game. Therefore, this form of collaboration might be more suitable for brands that sell physical products, such as clothes, foods, or beverages.

However, in the Indonesian ecosystem, one of the shortcomings and challenges in collaborating through this method is the small number of game developers/publishers operating directly in the country. Furthermore, not all game developers want to do this kind of collaboration because it can be considered as “hard-selling”. Developers might worry that these sponsorships will interfere or sabotage the playing experience of their games.

 —

The points I mentioned above are, of course, not complete, but they are primary elements that need to be considered in the esports ecosystem. There are also many other related elements, pertaining to the elements mentioned. Hopefully, this article can shed a light on the esports industry and assist brands in entering the esports market.

The original article is written by Akbar Priono

Underrated Tips on How To Rank Up Effectively in Wild Rift

Season 0 of Wild Rift has just ended a couple of days ago and Season 1 has officially begun. Season 0 is definitely an experience full of experiments, and most people – including myself – might not have ranked up to our expectations. After all, ranking up in Wild Rift can be pretty challenging, hectic, and stressful. I have personally got hard stuck in my rank a couple of times, and even rage quitted. However, Season 1 gives loads of new updates, heroes, and a much needed fresh start for a lot of players. Will you be trying to push to a high rank in this season? If you plan to do so, consider the upcoming tips that you might not have tried before.

 

Find Friends and Climb the Rank Together

Screenshot_20210109_180745_com.riotgames.league.wildrift

Speaking of duos, queueing up with someone you know will significantly increase your chances of winning. This is especially true for players who are support or ADC mains since they always lane together. Continuously playing with a friend allows you to understand their playstyle and complement it. You will gain some sort of synergy and, most importantly, communicate in a game where communication is the key to victory. If you have friends who haven’t played Wild Rift, introduce the game and play with them. You can also add players you found in the game if you like how they play and synergize. There are also tons of regional Wild Rift discord servers that you can join. Even Riot In themselves encourages players to queue up together. In the recent 2.0 update, they introduced a party finder system to allow players to queue up with other players easily.

 

Understand Item Builds and Rune Composition

Screenshot_20210109_180725_com.riotgames.league.wildrift

There are still many players who still stick to one single build and do not adjust to matchups. Having the proper item builds and rune composition will win you more games than you might think. You can start by copying builds from top players in the game. However, it is also imperative that you understand why their build works so that you can modify it according to your own situation. After all, every game is different, and some builds will work better on some matchups. Understand your team’s and the enemy’s composition, then adjust the build accordingly. Some games will force you to buy grievous wounds items. Some games will force you to purchase magic resistance items. Knowing when and how to modify a build properly will exponentially improve your chances of winning.

 

Stop Playing, Start Learning

An Indonesian Wild Rift steamer, Bandot, once mentioned that watching better players will vastly improve your gameplay. Instead of playing 10 games a day, you can play only 5 and use the rest of your time to gain some knowledge about Wild Rift. I usually do this by watching Wild Rift gameplays on YouTube. You might learn some tricks and crucial tactics that you might not have known before. These can then be implemented on your own gameplay next time. Learn from the best to become the best.

You can also learn things from your own games, especially when you are losing. When you are in a losing position, ask yourself what you can do better. Always analyze what the enemy team is doing that is able to bring them to that winning position. If you do this, not only will you gain a significant amount of knowledge from your games, you will also not waste effort flaming your teammates.

 

Stick With a Role or Two

Wild Rift Roles. Dexerto
Wild Rift Roles. Dexerto

This tip is pretty obvious and self-explanatory; you will simply perform better in a role you are comfortable with. However, despite being an obvious tip, many people like to switch roles especially if they don’t seem to find any success. I personally have even fallen into this trap, and all it does is lose me games. Choose a role or two, and stick with it. In the long run, focusing on a single role is the best tactic in ranking up.

Playing and focusing on a single role will allow you to gain the necessary knowledge and skills to bring your team to victory. Examples of this knowledge are matchups, counters, power spikes, etc. However, the current picking system in Wild Rift frequently forces players to play off roles. If you didn’t know, picks in ranked are split into phases. Therefore, if you got the last pick phase, someone in your team might already take your role. This is why I recommend mastering at least two roles. Although you might not be as proficient in the second role as the first one, you will at least not perform badly if your main role is stolen. For example, though I am a support main, I can also play the Baron lane if I meet an ADC-support duo queuing up together.

 

One-Tricking

You can take the first concept of focusing a single role to another level by one-tricking. Instead of only focusing on a single role, one-tricking means that you focus on only one hero. With one-tricking, you will know all the matchups, strengths, weaknesses, counters, and tactics of the hero. This means that you will most often be able to carry the game, even if you have a bad matchup. Of course, one-tricking has its cons, which you can see from this video. However, I think that one-tricking in Wild Rift is one of the best strats to rank up in Wild Rift, especially if you one-trick a META hero. The current hero pool in Wild Rift is not that big, and so there are also not many counter picks.

So if you do decide to one-trick, I recommend that you choose a meta hero, as I have said before. A couple of examples of meta heroes that are good for one-tricking are Camille, Zed, and  Lee Sin. However, this doesn’t always have to be the case, as good one-trick players can carry games even if they don’t use META heroes. I also recommend that you pick a hero with a high skill ceiling, which all the previous heroes I mentioned have. These heroes usually provide significant rewards and outplay potential for those who master them in and out. Moreover, high skill heroes are usually not picked frequently because only a small percentage of people can use them effectively. Thus, difficult heroes are perfect for one-tricking.

5 Reasons Why Cyberpunk 2077 Failed Miserably

Cyberpunk 2077 may have just caused one of the biggest upsets in all of gaming history. At the most basic level, Cyberpunk did not look like a game that took eight years to make. Yes, the graphics of Cyberpunk do look astonishing. However, the game contains so many flaws beyond the extent of any other games made by big game developers, let alone a game that took eight years to develop. It is difficult to pinpoint what precisely caused the failure of Cyberpunk 2077. In fact, the failure of Cyberpunk is caused by a culmination of many internal and external factors of the game. But certain aspects do shine out more as a major flaw of Cyberpunk; here are 5 of those.

 

1. Last-Gen Console Performance Issues

Pixabay
Via: Pixabay

From the very first day of its release, Cyberpunk 2077 is unplayable on last-gen machines. Last-gen machines are, of course, the PS4 and XBOX One. Several reports mentioned that the game would crash constantly and is only playable with low resolution and framerate. All in all, it’s safe to say that Cyberpunk runs terribly on last-gen. However, the CD Projekt’s CEO said the opposite statement a few months ago, claiming that the game runs well on last-gen. I personally do not think that CD Projekt has to force themselves to make the game playable at last-gen unless they’re planning to make extra bucks. They could just release it for PS5 and PC, end of the story. However, releasing Cyberpunk on last-gen, while unplayable, and claiming it to be playable, further worsens the reputation of the game. They tried to extinguish the fire by providing refunds, but the damage has already been done.

 

2. The Bugs

Via: Twitter
Via: Twitter

Every game, especially newly released ones, will contain bugs. Bugs are normal and should not, technically, be part of the judgment of a particular game. After all, bugs can be fixed and patched later on after the release. However, the overwhelming amount of bugs in Cyberpunk are simply immeasurable. There are probably more lowlights of Cyberpunk bugs and glitches on the internet than its highlights. What makes these bugs stand out is that it occurs “in the norm”.

Bugs should generally occur when players go beyond the scope of the “normal” game. For example, visiting the far corner of the city without any purpose, or traveling away from the mission routes. Unexpected actions like these will usually cause bugs because the game devs cannot expect all of them.

However, the bugs on Cyberpunk 2077 can occur simply when driving or carrying out a mission. Indeed, some bugs even prevent the mission from progressing and force the player to reset. These are all actions that players are supposed to do and will encounter frequently. There is no reason why CD Projekt cannot spot these easily and patch the bugs. In my opinion, this is why the bugs on Cyberpunk 2077 are frustrating and cause so much trouble beyond similar games such as GTA.

 

3. Mediocre AI and NPC

Via: Kotaku
Via: Kotaku

One of the features in Cyberpunk 2077 that CD Projekt promised was advanced NPCs. The NPCs were rumored to have their own hand-made routines. However, the NPCs in Cyberpunk became one of the laughingstocks of the game. Most of them use the same generic phrases or reaction. Things also get funny when you try to use violence, such as aiming or shooting a gun. They usually just throw their hands up, crouch, and panic. Sometimes the NPCs also despawn into thin air.

Don’t even start with the cops. Cops in Cyberpunk can magically teleport to your location if you commit a crime, even if you are somewhere remote. You can also easily escape the cops by just driving a couple of blocks away. All of these are not what an advanced wanted system looks like

Ultimately, the NPCs in Cyberpunk are nowhere close to advanced. It is poorly and lazily made, unlike what CD Projekt promised.

 

4. Too Much Ambition

Via: YouTube
Via: YouTube

This factor is probably what ultimately causes Cyberpunk to be a big upset. The game has been hyped up by the developers and the community since the first teaser trailer came out. CD Projekt promised that the NPCs and AI to be far more advanced than any other game. They promised that it would be playable even on last-gen consoles. They brought in Keanu Reeves in 2019, and he said that “it is going to be breathtaking”. So many sources mentioned that Cyberpunk will be the most anticipated game of 2020.

You really have to give their marketing team a massive credit for presenting the game as something that will forever change the gaming landscape. However, the developers did not have the same picture in mind.

If Cyberpunk had not been painted as something picture-perfect or next-level, it probably won’t have stirred this much controversy. CD Projekt could’ve just mentioned that this is their humble attempt of moving out of The Witcher series, and people probably would have accepted the game as it is. If there had not been so much hype and ambition coming from CD Projekt, Cyberpunk wouldn’t have flopped to this extent.

 

5. Premature Release

CD Projekt
CD Projekt

With the quality of Cyberpunk that we are witnessing, it is safe to say that CD Projekt might have released this game a tad bit prematurely. The game is populated with countless bugs and features that have not been optimized. CD Projekt could have waited and delayed Cyberpunk for another year to release a more polished game. However, we all know that this is not the case.

The reasoning behind the premature release is definitely interesting as well. Many people speculate that CD Projekt was pressured by the investors and their fans to stop the delay. However, an article by thegamer.com confirms that releasing the game at this stage is CDPR’s own decision. It is what CD Projekt and their investors deem to be the right move financially. Indeed, it makes sense to release a Triple-A game on a pandemic, as people will be more likely to buy it. But I think that this incredibly damages CDPR’s integrity, especially when they want to release more games in the future.

They could have waited around two more months to optimize the game further. Though they might lose some revenue, they will release a version of the game that will not damage CDPR’s reputation.

But what happened has happened: Cyberpunk 2077 is released as a game that feels unfinished, and CD Projekt got a lot of backlash for it.

Feat Image via: Nexus Mods.

The History of CD Projekt: Driven by Ambitions

With the release of Cyberpunk 2077, CD Projekt has titled themselves as one of the most polarizing and amusing game developers out there. They had their highs with The Witcher Series and probably their low with Cyberpunk. CD Projekt has a very long history behind them filled with innovations, ambitions, and some flops as well. While most people may hate CD Projekt’s overconfidence with the premature release of Cyberpunk, they might have just not understood the full history of the company. CD Projekt is a company defined by its confidence, ambitions, and the drive to create something that has never been done before. To get a full picture of this, let’s look at their history, starting from their humble beginnings.

 

The Birth of CD Projekt

In 1994, Marcin Iwiński and Michał Kiciński formed the company that we now know as CD Projekt. Back then, they were not making games as we all know today. Instead, they were importing western games and selling them in the Polish market. Their main objective was to localize these games. Localizing is translating the games into the market’s language, which is Polish in their case. In the ’90s, the gaming market in Poland was still very small, let alone games with the Polish language. This was, in part, due to the only recent emergence of Poland from the socialist rule.

With their ambition, CD Projekt immediately filled the void and took advantage of it. They started by repacking the game with Polish boxes, titles, and manuals, so that Polish people are more incentivized to buy the games. They eventually moved on to fully localizing the games. The first game they fully localized was Ace Ventura. Later on, they managed to secure a deal with Interplay and BioWare for Baldur’s Gate. Fun fact, in the near future, BioWare was the one who helped CD Projekt build the engine used for the first Witcher game.

However, CD Projekt was not going to stay in the localizing business; they wanted to create their own game. Before doing this, Marcin and the whole team secured the license of a book that they are already passionate about Wiedźmin (Polish for Witcher). The road for creating the game was not at all easy for CD Projekt. They could not find a deal with any publisher and, thus, created their own by the name of CD Projekt Red. After five years of development, CD Projekt unraveled The Witcher series to the gaming world.

 

The Witcher

Credit: CD Projekt
Credit: CD Projekt

The Witcher was released in October of 2007 and immediately became a massive hit. It has a Metacritic score of 81 out of 100 and garnered many positive reviews. Indeed, this game is nothing when compared to the games CD Projekt released in later years. However, if you look at the context behind its success, this game is probably the one that impacts the company the most.

Firstly the RPG genre is still relatively new and hasn’t fully matured yet, so releasing this kind of game is already very ambitious. Secondly, they are competing with similar big-titled games such as Assassin’s Creed and God of War 2, both released in the same year. Being able to rival these titles alone is already very successful, especially being their first-ever game. Thirdly, The Witcher is a new and unknown series filled with brand-new combat mechanics that actually require players to think.

Those mechanics, of course, include the signs or the elements that players can select, each having its unique capabilities, strengths, and weaknesses. There are also different fighting styles, and potions you can create for seeing in the dark or regeneration. It is also one of the rare times, during those days, that we get to see a game that provides branching dialogue. This feature alone adds so much replay value to the game. From the get-go, you can see that CD Projekt is fueled with creativity and ambition to create a brand new game.

 

The Witcher 2: Assassins of Kings

Via: Steam
Via: Steam

In 2011, CD Projekt released the second iteration of The Witcher series. Within four years, CD Projekt exponentially stepped up the series in a lot of areas. The combat experience was far more difficult than the first Witcher game. It was also, in my opinion, one of the more difficult RPGs of the era. I got hardstuck in this game far more times than other RPG games. The character leveling is also improved and gives players freedom of customization.

There are four upgrade paths which the players can choose and customize according to their own will, each with their own set of strengths. Similar to the first iteration, Witcher 2 incorporates branching dialogues. However, this time, the choices that players make actually determines the 16 different endings of the game. The graphics of Witcher 2 is also significantly improved – the details look sharper, and the effects look shinier. This was in part because of the different engine that was used to run Witcher 2 that allowed for smoother and higher quality gameplay.

 

The Witcher 3: Wild Hunt

The Witcher 3. Via: The Verge
The Witcher 3. Via: The Verge

The third iteration of The Witcher series was released in May 2015 and forever revolutionized the genre. Even until this day, it is still regarded as one of the best games ever created. The world in Witcher 3 is much more expensive to explore and is integrated with more advanced dynamic environments.

Players will need to use boats and horses to traverse around the world due to sheer size. There are also more quests and side quests that players can do. Both the large open-world and number of missions cause Witcher 3 to have the longest game length out of the previous iterations. Combine this fact with the 36 different endings of the game, you will never run out of gameplay material.

The skill tree or upgrade path is very similar to the second Witcher. However, the gameplay of Witcher 3 is exponentially improved. Sources say that Witcher 3’s combat is less clunky, delayed, and much smoother when compared to Witcher 2. Of course, you will also see a massive overhaul in the graphics. The overall project is far more ambitious than any other CD Projekt’s projects so far. It has been reported that the development budget was around USD 81 million, with over 1500 people working on the project.

After its release, the game was an immediate hit. Four million copies were sold in its first week and became first in the UK and Japanese video game charts. Approximately 50 million copies have been sold worldwide as of 2020.

Later in October, CD Projekt released their first-ever game expansion with the Hearts of Stone DLC. The May of next year, another DLC was released, this time called Blood and Wine. Both these two DLC’s add to the already massive success of the game. The Blood and Wine DLC won CD Projekt an award at The Game Awards 2016 for the best RPG game.

 

Gwent: The Witcher Card Game

Gwent. Via: Steam
Gwent: The Witcher Card Game. Via: Steam

In 2018, CD Projekt released a card game based on The Witcher series. The game was not too popular and successful as all the previous Witcher games. However, the project was meant to be small from the start, inferring from the small budget and number of people working on it. The game managed to be nominated for some awards, such as “Most Promising New eSports Game” at the 2019 SXSW Gaming Awards.

 

Thronebreaker: The Witcher Tales

thewitcher.com
thewitcher.com

In the same year, CD Projekt released yet another card game. However, Thronebreaker solely focuses on the solo play or single-player mode rather than the multiplayer aspect of Gwent. The game comprises a 30-hour long campaign, with a similar overall style of gameplay with Gwent. Despite this, sources say that the game did not meet its sales expectation and was not too successful.

 

Cyberpunk 2077

Cyberpunk 2077 jadi game pertama dengan concurrent players 1 juta pada hari pertama.
CD Projekt

I think we already knew what happened to this game. The teaser for Cyberpunk 2077 was released eight years ago in 2012 and has accumulated massive hype in the gaming community. The game, however, did not live up to its expectations. Cyberpunk 2077 is brimming with bugs and lousy NPC’s. Console players are ripped-off due to the game’s incompatibility. It will not take much effort to find an article explaining why the game is overrated and underwhelming.

 

Conclusion and the Future

Despite their failures, you really have to admire the ambition of CD Projekt for creating a game that is on the scale of Cyberpunk. There is a reason why there has been no game like Cyberpunk before: it is an immensely enormous, challenging, and risky project.

After all, you can already see that this theme shines in their vision throughout their history. They jumped on the Witcher series as their first-ever game and redefined the RPG genre. They moved out of their comfort zone and created a card game. Now, they undertook the largest project in game development history with Cyberpunk. Although Cyberpunk 2077 was a major flop in the industry, I think that CD Projekt can learn from their mistake with this game. The gaming industry needs developers like CD Projekt who are not afraid to go beyond their comfort zone and try something big and new. It is developers like these that allow gaming to continuously progress and advance in the future.