4 Massively Flawed Arguments Regarding the Negative Effects of Gaming

“Consistency is contrary to nature, contrary to life. The only completely consistent people are dead. ” – Aldous Huxley

Contradictions and paradoxes are perhaps the elements that define our human nature. We adore change but are often scared of new things. The realm of technology is undoubtedly populated with these contradictions, including video games. Of course, all of us always want to appear logical and intelligent. However, we frequently hate learning new pieces of knowledge and instead use preexisting stigmas in our judgments.

The esports industry has been and needs to continue dealing with the negative views about gaming. Many gamers, unfortunately, also have been carried away by the mainstream media that often injects this negative stigma. 

Therefore, let us discuss and parse each of these negative views towards gaming; from the perspective of a gamer obsessed with philosophy.

1. Games Are highly addictive

Source: Compound Interest

Game addiction, as what most people call it, is one of the most popular arguments used when discussing the harmful effects of gaming.

The truth is, anything that stimulates our bodies to produce dopamine can be addictive. Please read this scientific article (PDF) if you would like to learn more about dopamine. In short, dopamine is a “feel-good” hormone produced by the brain, which is why it is released when we feel happy. Some drugs can even stimulate the brain to produce high amounts of dopamine and consequently pushes a dependency or addiction towards the drug.

Playing games is just one of the millions or billions of activities that can trigger our bodies to produce dopamine. For example, there are also people who are addicted to social media, watching TV series (such as local soap operas, Korean dramas, Game of Thrones, etc), shopping, working, and many more. Yet, all these activities don’t share the same degree of bad press compared to gaming.

Interestingly, love also stimulates dopamine production, which is why most people can get entangled in it. Lovers don’t ever want to be separated. They will go to any lengths to be together and care less about any other aspects of life.

I do believe that games have the potential to become addictive. However, we should also acknowledge that there are countless addictive activities out there. Should anything addictive to us be eliminated from society? What about romance, as mentioned previously? What about being a workaholic?

It would be naive to think that all activities that make us inherently happy should not be permitted in our lives. Therefore, I personally believe that the addiction argument here is extensively flawed.

2. Games Can Be Harmful to Your Health

Source: Pinterest

In an article from Beritagar, there is a story about a parent who found out that their child had seizures and had a high fever after playing games on his laptop. It was later discovered that the boy suffered from epilepsy. In this case, did the game cause the boy’s seizures?

Let’s take a hypothetical example. Assume that we have a bunch of children who are allergic to peanuts and cats. In some unfortunate series of events, the kids swallowed several peanuts and came into contact with a cat, which prompted their allergic reactions. In this scenario, should we blame the peanuts and cats for harming the children? Obviously, no.

I think that many of today’s parents frequently find scapegoats for their failure to raise their children properly. Instead of spending time and paying attention to their children, parents blame video games, the internet, music (the blocking of Bruno Mars and similar musicians), and schools for their child’s misbehavior.

I have also been a parent for 11 years (at the time of writing this article), but I will not blame other subjects for anything that happens to my child. My wife and I are fully responsible for handling our child, at least until he turns 18. Having a child can be very easy. Raising them, on the other hand, can be a whole different story..

Source: Pixar

Others say that technology can make people lazy, severely damage their eyes, and so on. Like it or not, humans created technology to make their life easier and, by definition, accommodate their laziness.

Imagine the era before cars were invented. Everyone must walk or exert a lot of energy when traveling. Today’s internet makes communication effortless, which allows us to order foods and other goods from our beds. So, should technology be banned to force people to move, exercise and be healthy? I sincerely think that a life without technology will not be any better.

3. Games Promote Violent Behavior

Violence is perhaps another prevalent argument by people who hate new changes. You might remember that people back then claim that rock music induces violent behavior.

Unsurprisingly, acts of violence and crime have existed since the dawn of society. So does gaming actually increase violent behavior? To answer this question, we need to dive deep into the complex problem of violence itself.

Assume that there indeed exist a handful of people who commit crimes due to gaming. From this scenario, can we conclude that gaming causes violence? Of course, it would be naive for us to do so. Religion, for example, has been a catalyst of many wars and barbaric punishments in the past. However, religion rarely ever receives any backlash for the countless injustice it has performed.

The case is different for psychopaths or sociopaths. These individuals do have a unique way of viewing the world and would be, again, naive for us to think that gaming is the sole cause behind their unnatural behavior. A billion factors always come into play when we decide the actions (good or bad) that we make in our lives, even for psychopaths or sociopaths.

4. You Cannot Make a Living Out of Games

Source: The Verge

People who have a negative perspective towards games often think that gamers don’t have a great paycheck. There is probably some truth to this notion. However, like all careers or professions, everyone can be successful as long as they are willing to work with their utmost effort.

For example, which of the following professions earns the most money? Entrepreneurs? Bank employees? Programmers? Celebrities? Interestingly, there are more bankrupt businessmen than successful ones. Similarly, bank employees and programmers will not get promoted in their jobs if they are lazy. Celebrities can also stop being relevant if he/she does not continuously promote themselves. In reality, work ethic is the factor that determines a person’s success, not their profession.

The same thing goes in the gaming industry. Those who continuously work hard will be able to endure a long and sustainable career. I personally have lived off a career in the Indonesian gaming industry (specifically in the media sector) since 2009.

Any profession or career can be a cruel survival of the fittest. Those who cannot adapt and provide unique values ​​as professionals will not be able to compete and thrive. 

Revenue generated by the esports industry in 2018. Source: Newzoo

In conclusion, everything in this world all has its pros and cons. Thinking that everything can be perfect is simply unsophisticated and one-dimensional thinking. Every aspect of life can, in fact, all have their respective negative impacts, such as school (when you get an unprofessional teacher), work (an intoxicating work environment), or even religion (when used maliciously for personal gain). The same thing goes with technology, games, social media, and other upcoming trends in the future. 

Socrates once said that the unexamined life is not worth living. It is, indeed, imperative that we realize the potentially negative or harmful side effects of the latest technologies such as video games. However, it is also crucial for us, humans, to look into the positivity and true nature behind these new inventions. After all, technology is created to make life more enjoyable and the world a better place.

Translated by: Ananto Joyoadikusumo

6 Factors You Must Consider Before Getting a Compact Mechanical Keyboard

60% mechanical keyboards or smaller keyboard layouts provide far more compactness than full-sized (104 keys) or TKL (87 keys) layouts.  I initially got into 60-65% mechanical keyboards because I find them quite eye-catching. Furthermore, 60% layout is incredibly standardized (shapes or bodies don’t differ much between brands), so modifying the keyboard will not be much of a hassle.

Big gaming brands are also starting to get into the smaller form factor trend. Razer is one of the big gaming brands that already released a 60% mechanical keyboard called the Huntsman Mini. Ducky, one of the more well-known brands among keyboard enthusiasts, also has several mini-sized keyboards, such as the Ducky One 2 Mini, Mecha Mini, or Mecha SF. Apart from Ducky and Razer, Cooler Master also has several options for compact-sized keyboard products such as the SK622 or SK621. This year, Cooler Master also announced the release of another variant called the MK721. HyperX also recently released its own compact-sized keyboard with HyperX Alloy Origins 60.

Unfortunately, you can’t only consider the appearance of a keyboard when you are purchasing one. Blindly following the trend of small mechanical keyboards is not always a wise choice either. In fact, there are several other considerations that you need to think about before getting a 60% or other compact-sized mechanical keyboards. 

 

1. The Number of Keys

GK61. Source: Hybrid

This is the first thing you should consider when buying a compact mechanical keyboard. You might think that you will never use keys such as Del, F1-F12, numbers on the Numpad, or Arrow Keys (up, down, left, right).).

However, it is important that you closely reconsider the use of each button. The last thing you want is missing keys or functionalities that you will need to use frequently in your activities.

For example, I recently started to frequently use the Rename function, which needs to be accessed using the F2 key. The F5 key is also commonly used for Quick Save in many RPGs. Unfortunately, these keys are missing on 60% and 65% keyboards. 

If you are still in college or have a job that requires a lot of typing (such as journaling or blogging), using the arrow keys will greatly speed up your work. Therefore, using a 61-key keyboard like the GK61 will not be optimal for you.

Source: Hybrid

The buttons in the Numpad section are also very useful for those of you who often work with spreadsheets (Excel, Google Sheets, etc.). I even frequently use spreadsheets for playing games to track in-game stats. I also play a lot of games using ReShade, which uses weird shortcuts like Insert or Home.

Again, you need to carefully consider the buttons you currently use or might use in the future. 

As a side note, compact mechanical keyboards usually have different variants of size and number of keys. At the end of this article, I will discuss these specific variants and recommend the best option for each variant in the current market.

 

2. Mechanical Keyboard Layout

Source: Hybrid

As mentioned previously, compact mechanical keyboards have several variants in their specification. One of these variants is the keyboard layout. The keyboard layout is a crucial factor to consider when picking a keyboard as it will highly affect how you use the keyboard.

Take my unfortunate experience when selecting a keyboard layout as an example. I have a 68% keyboard with 73 keys called the GK73, which has a fairly unique layout. I was extremely careless when buying the keyboard and forgot to consider the missing keys in the GK73 layout.

The GK73 looks very slick and is incredibly ergonomic to use at first glance. The build was relatively small but still manages to include the Numpad. However, if you closely pay attention, the GK73 has several missing keys on the main part of the keyboard.

Take a look at your keyboard now. In the second row at the top, after the number 0, the standard keyboard has 2 more keys before the Backspace key. On the right side of the P key, there are “[“, “]”, and “\” respectively. Below that, following the L key, there are 2 more keys before the Enter key. Below that again, there are 3 keys between M and right Shift.

The Weird GK73 layout

Some of these keys are missing in the GK73, which bothered me quite a lot when using the keyboard. Nevertheless, I was forced to spend a lot of time and effort to adapt to this weird layout

Besides GK73, I also have 2 other 60% keyboards: GK61 and GK64. These two keyboards have the same size or dimensions, but only have a different number of keys. The GK61 has a standard layout like a full-sized keyboard with a reduced number of keys. On the other hand, GK64 includes the arrow keys, which means that several other keys must be excluded or reduced in size. For example, in the GK64, the right ALT and CTRL keys are missing, while the right Shift key length is only 1u. In contrast, the right Shift key on a standard keyboard layout has a length of 2.75u.

Fortunately, I rarely used the right Shift key, which allowed me to adapt more quickly to the GK64. Plus, I also use the arrow keys way more than the right Shift key. The GK64 also includes the Del button that can be incredibly useful when tidying up your files. Sadly, the GK64 also slightly shrinks the left Shift key, which can be annoying when I type for an extended period of time. To reassert, you need to carefully consider keyboard layouts before purchasing one because it greatly affects your typing experience.

That was the story of how I adapt to 3 different keyboard layouts. As a reminder, layout preferences and adaptation processes will differ for each person, so don’t take my opinions that I mentioned for granted.

Anne Pro 2. Source: Annepro.net

Lastly, it is important to note that missing keys are sometimes accessible using key combinations. For example, some 60% keyboards with 61 keys can access the arrow keys using a combination with the Fn key. However, key combinations like these will not be as effective as simply pressing a single key. You will also need to memorize these combinations, which just adds another layer of difficulty in the adaptation process.

If you want to adapt to your new keyboard quickly and effortlessly, make sure to pick a suitable and ergonomic layout for your usage.

 

3. Mechanical Keyboard Software

The GK6X Plus software created by makebyself

There probably aren’t many people who like to tinker with keyboard software such as Synapse from Razer or SteelSeries Engine. However, keyboard software is crucial for compact size keyboards since there is usually an incomplete number of keys, as we have established previously.

Moreover, everyone has their own needs and habits when using their keyboard. I, for example, really need to use the arrow keys and function keys. However, you might not ever use these keys, and so you can remap them using an appropriate software.

I once modified my GK61 and GK64 using Makebyself’s GK6x Plus software. Though the software is not very intuitive to use at first, the functionality it provides is quite complete. You can use the software to set key combinations and access the missing keys on the keyboard. For example, I created a key combination between the Fn key with numbers to access the function keys (Fn + 1 will access F1, and so on).

The macro functions of VIA / QMK can be difficult to use for ordinary users

The macro functions in the GK6x Plus are also relatively easy to use, unlike the macro functions from QMK / VIA which requires you to do some coding. From my experience, the GK6x Plus is by far one of the most sophisticated keyboard software out there and can also be paired with Razer Synapse.

Take the Rexus Daxa M71 Pro 65% keyboard, which is currently quite popular in the market, as another example. This keyboard does have arrow keys and several other keys such as Insert, Home, Delete, End, Pause, Page Up, and Page Down. More importantly, however, the tilde (`) button – usually used to activate Console Commands in games – is missing from the M71.

Without any keyboard software, you might have trouble accessing the tilde key. Using keyboard software, on the other hand, allows you to remap keys that are rarely used (such as Insert) to the tilde key. 

Control recoils with the Razer Synapse macro function

Indeed, software from third parties such as AutoHotkey, Sharpkeys or others can be used as well. But I generally prefer to use the built-in software since it is much easier to use – those of you who have used AutoHotKey may understand what I mean.

 

4. Separate Numpad / Macropad

If you want a compact-sized keyboard but also really need the numpad as well, you can just purchase a separate numpad. You can even go further and buy a macropad that can be remapped with various other functions.

Magic Force 21

Purchasing numpads is usually not much of a problem since there are a lot of them, such as Magic Force 21 that has mechanical switches. There are also a lot of other cheaper options for numpads.

As for macropads, they are usually much more expensive and difficult to find, since they provide more sophisticated functionalities. However, there are several options you can try if you really want to find a macropad. First, you can buy it from abroad. Unfortunately, the shipping processes can be expensive and time-consuming. Secondly, you can buy used macropads from previous enthusiasts. The last and probably the most ideal method of getting a macropad is to order a customized one.

I once ordered a custom macropad at this link, and the results are quite satisfactory. Unfortunately, my custom macropad also has several flaws. For one, it has no backlight. The software also uses QMK / VIA, which can be difficult to use for beginners, as I mentioned before. Despite these flaws, I still prefer getting a custom macropad rather than ordering one from abroad since I do not have to worry about the shipping process.

Macrodpad custom 5×5. Source: Hybrid.

If you order a custom macropad, you can even make special requests to modify the shape, layout, or number of keys. I strongly believe that a custom macropad is considered a must-have if you want to switch to a compact mechanical keyboard.

A minor thing you need to consider when it comes to an external macropad is the cable issue. Most macropads out there are wired, and so you will have an additional cable lying on your desk. 

 

5. Specific Reasons or Needs Behind Getting a Smaller-Sized Mechanical Keyboard

This section will help you determine if you really should switch to a compact mechanical keyboard. If you do not have any specific needs (that I will mention later) to purchase a compact keyboard, I think that sticking to a full-sized keyboard or TKL will be a much safer (and cheaper) option.

Source: Hybrid

One of the primary reasons why most people buy a smaller keyboard is their desk size. A full-sized keyboard has a relatively wide body and might not fit a small table. Interestingly, it might be a better option to actually buy a wider table than it is to shrink the size of your keyboard, since it is potentially a cheaper alternative. Furthermore, getting a bigger table means that you do not have to go through the keyboard adaptation process. A bigger table also accommodates extra space that can be used to put an additional monitor, for example.  If you desperately need more space (because your mouse constantly hits your keyboard, for example), then I recommend getting TKLs. It has a smaller body compared to full-sized keyboards and is much more adaptable than the smaller form factors. 

Another reason why most people buy a compact mechanical keyboard is its portability. If you want a keyboard that can easily be carried around, getting a smaller keyboard will be your only solution.  Compact mechanical keyboards are usually wireless or have detachable wires. It is also perfect for laptop users who often do not find the same level of comfortability when typing on their laptop keyboard.

Hotswapability is another specific feature that most compact mechanical keyboard users want to have. As far as I know, not many full-sized keyboards are hotswapable. Tecware Phantom Elite is perhaps the only full-sized keyboard variant that offers a hotswap feature in Indonesia. However, Tecware Phantom Elite only has a 3-pin hotswap (or plate mounts), while most premium / high-end switches (such as Durock, Gateron Ink, Tealios, Zealios) often use 5 pins (PCB mount). You do have the option to cut out 2 out of the 5 plastic pins, but that will undoubtedly take some extra time and effort.

 

A 5-pin Durock Linear Switch

If you are really interested in trying out various high-end switches, you have 2 choices to choose from. If you have a large budget, purchasing a compact-sized keyboard with a 3/5 pin hotswappable PCB will be a more effective option. However, if you want a cheaper alternative, you will need to spend some time modifying the 5 pin switch.

Some say that using a compact keyboard is much more comfortable because the distance between the mouse and keyboard is shortened. However, I personally never felt much of a difference in this regard.

Some people also get a smaller keyboard due to their more slick or simple design. Others simply want to experience the feel of a 60% keyboard. If you really think that a smaller keyboard will fulfill your specific needs and is worth your budget, then you should probably go ahead and get one.

Source: Hybrid

 

6. Mechanical Keyboard Size and Layout Variants

In the last part of this article, I would like to tell you the different keyboard form factors and the best current best options for each of them in the market.

60% 

Razer Huntsman Mini. Source: Razer

The 60% form factor is one of the smallest and commonly used layouts out there. There is actually a 40% form factor. However, as you may have expected, it has a lot of missing keys, and the use is pretty niche. As you have seen previously, a 60% keyboard usually has two variants: the 61-key or 64-key. The 61-key uses a standard full-sized layout with the numpads, function keys, F-rows, and arrows keys cut out. The 64-key, on the other hand, normally includes arrow keys with the exception of a shrinkage of several other keys.

65% and 68%

Rexus Daxa M71 Pro, one of the most popular 65% keyboards in Indonesia. Source: Rexus

Above 60%, the 65% form factor usually includes between 68 to 71 keys. It is considered the ideal form factor for most users since it always includes the arrow keys. Furthermore, there are a lot of good options for 65% keyboards in the market, so it is much easier to get.

With regards to the 68% form factors like the GK73, you really have to inspect which buttons are present or missing. These usually vary a lot between different brands or products. 

84 and 87 Keys

Keychron K2. Source: Keychron

There are also 84-key keyboards such as Keychron K2, AKKO 3084, KC84, and Iqunix A80. A keyboard with 84 keys has a 75% form factor and includes all the keys present in the 65% with the added bonus of the function keys. The 75% form factor is very similar to TKLs but is only more dense or compact in size. Although I do not have an 84-key keyboard myself, I am very interested in trying out this layout since it has a complete set of buttons while preserving a fairly small size. Unfortunately, this form factor is one of the most difficult form factors to find in the market.

A keyboard with 87 keys is more commonly known as TKL. This variant is the safest option to choose if you want a relatively compact keyboard that has an easily adaptable layout.

96 keys

Iqunix F96. Source: Iqunix

The 96 key variant is possibly the rarest variant of the mechanical keyboard. This variant is essentially a full-sized keyboard with all the spaces between the keys removed. The layout is quite interesting since it includes all the possible keys in a keyboard but is only 1u wider than a TKL.

I, unfortunately, could not find many good recommendations for 96-key keyboards. The Leopold FC980M, Iqunix F96, Epomaker GK96, or Keychron K4 are perhaps the only best ones in the market currently.

 

Conclusion

Source: Hybrid

Those were some of the factors that you might need to consider before purchasing a compact-sized keyboard. However, compact-sized keyboards are more difficult to find than full-sized or TKL keyboards. Their price is also much more expensive, especially if you get them from abroad.

Nevertheless, after using my 60% mechanical keyboard, I think that the experience is highly comfortable (as long as there is an external macropad). The sound of compact mechanical keyboards is pretty satisfying to hear as well, and is something that you cannot find in regular keyboards. 

All in all, if you do think that getting a smaller keyboard is considered beneficial for your needs, then there is most likely no fault in purchasing one. 

Translated by: Ananto Joyoadikusumo

WePlay Esports Announces Second DPC 2021 Major: WePlay AniMajor

With the Dota Pro Circuit 2021 Season 2 concluding soon, a Valve Major event is expected to be announced soon. It is thus unveiled on May 17 that this DPC season’s second Major is to be held in Kyiv, Ukraine, namely the WePlay AniMajor.

Tournament organizers WePlay Esports is yet again entrusted to conduct this year’s second offline Major event, after previous successful runs in both WePlay Bukovel Minor and WePlay Mad Moon. This year’s theme, as its name suggests, revolves around the world of anime. WePlay Esports is known for their story-telling capabilities in the tournaments they host, so it shall be interesting to unearth what they have up their sleeves this time around.

The event is set to take place starting June 2 to June 13 at WePlay Esports Arena Kyiv, with all 18 teams from the top regional DPC leaderboards joining the fray. It doesn’t only pride itself with a total prize pool of $500,000, but it shall also distribute a total of 2700 DPC points. Now that TI10 has been confirmed by Valve, teams are surely eager to rack up the remaining DPC points and secure their flight to Stockholm later this August.

Furthermore, the official list of participating DPC slots has been provided beforehand. The 18 teams will consist of the top 4 teams each from Western Europe and China, the top 3 teams each from Southeast Asia and Eastern Europe, and the top 2 teams each from North America and South America. As of the time of writing, only Alliance and Virtus.pro have secured the Playoffs seed, together with Team Spirit receiving the Group Stage seed.

As WePlay Esports has explained in their Reddit AMA, the tournament’s format will be identical to that of the Singapore Major, with the exception of a slight change in the event schedule. That is, the event will run for a total of 12 days compared to 9 days in the previous Major. Likewise, although the event will be hosted offline, the tournament will be closed to spectators given the current situation in Kyiv.

Regarding the choice of hosting an anime-themed Major event, organizers of WePlay Esports explained that “Dota 2 and Anime worlds have been connected in the audience’s interests for a long time already. […] Think about the fast SOLD OUT of Team Liquid Naruto merchandise series or the recent Dota 2 anime “Dragon’s Blood” on Netflix. And the most interesting is that the community loves and hates anime simultaneously. The same as the game itself.”

And like their previous events, general producer and chief visionary officer at WePlay Esports Maksym Bilonogov states, in a report by European Gaming, that his team hopes to “create a show that the fans will remember and want to rewatch for many years to come” in the upcoming WePlay AniMajor.

Featured Image by WePlay Esports.

Top 7 Legendary Dota Players of All Time

Dota 2 has been around for quite some time, a successor to the original Defense of the Ancients — which started out merely as a mod to Warcraft III: Reign of Chaos. Since then, the game has taken various shapes, eras, and timelines which form the game we all know and love today.

However, Dota 2 isn’t just like any other MOBA (multiplayer online battle arena) video games you would find. The game is famous for its ever-evolving competitive scene which has attracted millions of gamers, or more appropriately professional esports athletes, from all corners of the world.

DTS in ASUS Open Spring 2010. Source: joinDOTA.

Given how diverse the gameplay of DotA (and Dota 2) could be, different players have their own interpretation and understanding of the complex game. Distinct players have come up with their ingenious tactics and strategies which gave them the title of Dota Legends.

Though the title might be subjective to a particular person or group, these players have undoubtedly shaped the general understanding of Dota 2 and shall live on to be known as the world’s best DotA/Dota 2 players of all time.

This article shall list seven Dota Legends of all time (in no particular order), including players from both eras (DotA and Dota 2). Some of these players even played in both eras, some of which even still compete today. Aside from their legacies and victories, it’s also worth knowing what they were up to before retirement, which shall be discussed as well.

 

Vigoss

Dubbed V-God by the Chinese community, Ivan “Vigoss” Shinkarev is a Russian player known for his aggressive playstyle and team-ganking abilities. Indeed, he was amongst the earliest players to apply the Russian Dota playstyle of item-rushing and constant lane-pressuring — a tactic deeply rooted in the region’s playstyle. Together with ARS-ART, Vigoss quickly made Virtus.pro a Russian powerhouse in 2006-2008.

Ivan “Vigoss” Shinkarev. Source: GameSpot.

Perhaps Vigoss’ greatest achievement with Virtus.pro is his consecutive victories in MYM Prime Defending #6, #7, and #8. After his golden days in Virtus.pro, Vigoss joined other notable DotA teams like Ks.Int and DTS. Once Dota 2 was released, he joined the team Moscow 5 (M5) and even participated in The International 2012 where he, unfortunately, finished last. His last stint in the competitive scene was in 2015, but he has since hopped in and out of teams as a stand-in player.

 

YaphetS/PIS

Around the same time as Vigoss’ rise to popularity, Bu “YaphetS” Yanjun came to prominence in the Chinese scene. The pubstar-turned-competitive player had his skills showcased in a legendary video titled Perfect Is Shit, hence his nickname. Out of all the heroes he played, it is no doubt that YaphetS is known for his signature Shadow Fiend gameplay. In fact, one of Shadow Fiend’s nicknames was named after YaphetS himself at one time.

YaphetS playing with Tong Fu. Source: GosuGamers.

He played competitive DotA in 2010-11 and is renowned for his time playing under Nirvana.cn. They were generally known for being the second-best Chinese team at that time, ranked just below EHOME. He made a return to Dota 2 by playing with Immortal Magneto Gaming and Team FanTuan sometime in 2015, but failed to re-emulate his DotA achievements since then.

 

Merlini

In North America, another DotA legend soon came to prominence: Ben “Merlini” Wu. As of today, he’s probably known for being a commentator at Valve events, but his DotA career has a massive influence on the rest of the world. Merlini is popularized for his Zeus 1v3 ownage, but he too made novel strategies a popular choice in professional gameplay. For instance, Merlini arguably invented Boots of Travel Tinker and the Jungler role, both of which weren’t popular prior to his gameplay.

MYM Merlini. Source: MYM.

Merlini’s time in MYM quickly became iconic and he had joined several other organizations like EG, OK.Nirvana.int, and SK Gaming. In Dota 2, he joined Team Zephyr and Monib Baray for a short while, but ended up mainly as a commentator until 2017. From time to time, he also played with Vegetables Esports Club, a casual team consisting of Dota personalities.

 

YamateH

Back in the east, Ng “YamateH” Wei Poong also rose to popularity. Like his Chinese counterpart YaphetS, YamateH is iconic for his Shadow Fiend gameplay. In fact, the two faced each other off in a 1v1 Shadow Fiend show match in WDC 2010, where YamateH lost against YaphetS. Aside from that, YamateH’s Lina is also famous for outplaying SK Gaming’s Loda, which at that time, was the world’s best team.

Mushi (left) and YamateH (right). Source: VPEsports.

Out of all the legends mentioned earlier, YamateH has spent the greatest amount of time in professional Dota 2. Since his transition to the new title, he has joined various Malaysian and Southeast Asian teams like Orange, Zenith, Titan, Taring, and last played for TEAM STAR in 2020.

 

Loda

As hinted earlier, Jonathan “Loda” Berg was part of SK Gaming which utterly dominated almost the entire DotA scene back in 2007-9. Loda is known for his skills as a Carry player and his leadership while in SK Gaming. The Swedish player has since replicated his achievements in Dota 2 by famously winning The International 2013 with his team Alliance.

Loda (center) with Alliance’s Roster. Source: GosuGamers.

Ever since his TI3 victory, Loda has continuously been in Alliance and remained as an active player in various eras of Alliance’s roster. He has only retired officially in 2018 and proceeded to become Alliance’s present coach and co-owner. No other legends mentioned earlier managed to achieve as much as Loda did after his transition to Dota 2.

 

BurNIng

If YaphetS is iconic for his Shadow Fiend, Xu “BurNIng” Zhilei does the equivalent for Anti-Mage. Considered the best Carry player of all time, BurNIng has been in the professional scene as early as 2010. In DotA, he played under legendary rosters of CaNt, 7L, Ks.cn, CityHunter, EHOME, and Team DK. BurNIng’s victories with EHOME in tournaments like ESWC, IEM V, SMM Grand National 2010, and World Gamemaster Tournament 2010 showed how consistently the 33-year-old player performs.

During Team DK’s transition to Dota 2, BurNIng is also included in the lineup although the team struggled in their earliest stages. However, they soon became a powerhouse in 2014 once the team recruited Southeast Asian duo Mushi and iceiceice, as well as Chinese veterans MMY! and LaNm. Although BurNIng hasn’t secured a single TI victory under his belt, he won DAC 2017 with Invictus Gaming, beating the likes of OG.

 

Dendi

Last on the list is Danil “Dendi” Ishutin, one of Dota 2’s earliest icons and often considered “the face of Dota.” Although the name Dendi might no longer be heard by newcomers, older players who followed the first few years of Dota 2 will certainly be familiar with his signature Pudge pick. Like many other legends, Dendi made a name in DotA and continued to do so once the scene transitioned to Dota 2.

His most notable victory is no other than Natus Vincere’s first TI1 victory, and their subsequent second-place finishes at both TI2 and TI3. Unfortunately, Dendi’s performance since then has been a steep downhill, but the legend just never stopped playing the game he knows and loves. After his memorable departure from Na`Vi, Dendi founded his own organization B8, and is currently participating in DPC 2021.

 

Closing Remarks

There are countless DotA and Dota 2 legends, and to cover them all would lead to an ever-growing list of players. Everyone has their most beloved legendary players who might not make the cut on this list. This list merely serves as a reminder to some of the world’s best and most iconic players who shall live on to be remembered as Dota’s legendary players of all time.

Cover Image by DotaBlast.

Why Are Most Free-to-Play Games Advertisements Incredibly Misleading?

If you play a lot of free-to-play games, you will often be exposed to false advertisements. These misleading free-to-play game ads usually take different forms. There are even some ads that include sexual innuendos that might not even exist in the actual game. Some use modified screenshots of other games. Other fraudulent advertisements use animations that do not represent the gameplay of the original game. 

Such advertisements are annoying and demeaning to the targets. But why are there so many deceitful advertisements out there? There are, in fact, several reasons behind the prevalence of misleading game commercials. 

Without further ado, let’s explore this topic together.

 

1. Game developers/publishers who are not confident in their products

Just like the exams you experience in school, you will probably not cheat if you are confident with the exam materials. On the other hand, you will most likely cheat when you have doubts about your abilities during the test.

Take social media as another example. Most people who are confident with their looks will use their own photo as their profile picture, and vice versa. 

Likewise, game developers who are not satisfied or confident with their final product might want to represent something that has superior quality. As a result, they are willing to take screenshots of other games, manipulate images or videos, or even create advertisements that differ greatly from the actual gameplay.

You can try to imagine the contrary. Will CD Projekt reuse an ad for the release of  The Witcher 3? Please see the trailer (which can also be considered an advertisement) of The Witcher 3 above.

Everything in the trailer is, unsurprisingly, in the game. Let’s look back at the first presupposition at the beginning of this section. If CD Projekt has succeeded in creating a high-quality game and is confident in the results, why should they manipulate the trailer or the advertisement?

 

2. Game developers/publishers who don’t care about branding

Some publishers or developers don’t really care about their brand image. These game developers usually create free-to-play games with the sole purpose of generating large revenues from the players as fast as possible (by incorporating a pay-to-win system).

This is not too different from fraudulent investment companies whose goal is to take your money then escape without a trace. Though the game companies mentioned previously do not operate like this, most of them do not have long-term targets.

This game advert uses screenshots from another game called Archero.

These game companies can also change their brand name if they have generated a bad image in the community. The same can be said for most toxic players in online games. They have no plans to maintain their good name in the community and hide behind anonymity. When they get banned for their toxic behaviour, they can easily create a new account.

If these companies do not have long-term thinking, it is easy to justify their misleading actions to the community, such as using fake advertisements. On the other hand, this trick is close to impossible to execute for old and well-established companies Nintendo, which is 130 years old, or Sony, which was founded in 1946, without causing a severe backlash to their brand’s integrity.

 

3. A digital advertising system that encourages misleading ads

Unfortunately, the cause of the phenomena of false free-to-play game adverts is also driven by many commonly used digital advertising calculation systems.

Most digital advertising cost models used today are CPM (Cost Per Mile), CPC (Cost Per Click), CPI (Cost Per Install), and CPA (Cost Per Activation).

In the CPM system, the advertiser only needs to pay for every 1000 times the ads are shown. Meanwhile, with CPC, the advertiser only needs to pay every time the ad is clicked. The CPI and CPA indicate that advertising costs will depend on the number of installs of the application (CPI) and the number of times the app is opened (CPA).

From the advertiser’s point of view, the more profitable calculation systems are usually the ones with the highest conversion rates. For example, let’s say that you are selling onions in the weeb market. Then, two advertising services, called A and B, gave you an offer.

Service A said, “I have 10 trillion followers who can see your ad.” On the other hand, service B said, “I don’t have that many followers. However, you only need to pay me every time someone buys 10 grams of onions through my ad.”

From this analogy, the better option to pick is service B because the cost (or ROI ) is much easier to calculate concretely. You know very well how much money is needed to sell every 10 grams of onions, for example.

On the flip side, if you chose service B, you cannot be sure how many of the 10 trillion followers will actually see the advertisement. Even though, for example, only 10 people see your ad, you will need to pay the full amount for 10 trillion followers.

However, there is also a downside when choosing service B because they do not care if customers will become loyal in the future. Their primary goal is, after all, to attract new customers that will buy 10 grams of onions.

Service B can also put up an extensively misleading advertisement such as: “put 10 grams of this onion around the neck in 15 minutes, and you will have a 42% chance of preventing various diseases ranging from diabetes, cancer, heart disease, blood circulation, impotence, and cavities. If you use it for half an hour, you will have a much greater chance of 80%. “

Of course, these kinds of ‘overly attractive’ advertisements will most likely get a lot of attention from non-experienced consumers. But whether the onion product actually heals diseases is not service B’s business. The advertisement service only cares about luring customers to buy 10 grams of onions. If the onions do not actually work, the service B will turn a blind eye since they will receive their commission anyways.

Disclaimer: This story is obviously fictitious and is only used as an analogy to elaborate the discussion.

 

4. The majority of targeted advertisements are gullible

Of course, apart from the advertiser, agency, or service provider, the ad targets are also the ones that allow these fraudulent free game ads to rise in demand.

“Click here to see a photo of a beautiful artist who has just been caught staying at the hotel with Mr. Horse.” “This 1000-storey house can be yours by simply sending a selfie while holding your ID card.” Maybe these examples are hyperbolical, but people, more often than not, still get fooled by them.

Via: Reddit

Some people’s logic can be blurred when it comes to libido. That’s why there are game ads that promote sexual innuendos even though they might not exist in the actual gameplay. Other game advertisements use graphic (photo/video) manipulation to “beautify” the game.

You and I can definitely educate the market segment that these misleading ads are targeting. As fewer people get deceived by fake advertising, the likelihood that advertisers with use these cheap tactics will also decrease. I am very well aware that if you manage to read the article up to this point, you should not be included in the gullible market segment. However, there are still many people out there who can be potential victims of false ads. So, help them out by sharing this article! 

 

5. Unclear consumer protection laws

The last reason behind the prevalence of misleading game advertisements, in my opinion, lies in the lack of clarity about the current laws regarding consumer protection. From my googling results, two sources might be of good use. The first source is from an article on HukumOnline, while the second source comes from a study entitled Legal Responsibility of Advertising Business Actors for Advertising Products that Violate Advertising Ethics (PDF).

I am by no means an expert in the law, and I can’t quite grasp whether it is actually legitimate to bring up the issue of false advertisements in court. 

Even if it can be questioned, who can be held accountable? We also have to consider the fact that most of these mischievous publishers/developers do not have companies in Indonesia. Can I dispute this through international legal channels? Furthermore, what about the advertising platforms, such as Facebook or Google, that display these fraudulent ads?

Unfortunately, even though there are laws out there concerning fraudulent advertising, it does not make the problem any easier to solve, perhaps because of the weak law enforcement on this matter.

 

Conclusion

I believe that the prevalence of deceptive game advertisements does not originate from just one aspect. From the 5 aspects that I mentioned above, we only have the power to change and educate the market segment, although it is not easy to do either.

Nevertheless, I hope this article can be helpful for you and the people around you. So, again, don’t forget to share it!

Translated by: Ananto Joyoadikusumo. Feat Image via: Gibbs Law Group

Esports in China: The History, Turning Point Moment, and Future

China’s love and hate relationship with gaming and esports can be tracked all the way to the ’90s when gaming and esports are not a thing and still considered taboo at times. Today, China as a nation played a significant role in the realm of esports.

In fact, China is now recognized as the most prominent nation in the video game industry globally and the most potent challenger to the previously dominant market, the United States. They are currently the largest market by revenues, with total revenues of US$385,1 million in 2020, followed by North America, with total revenues of US$252,8 million.

In the past six months, we saw the Chinese esports industry emerging from the pandemic’s abyss to stage the year’s largest esports competition – the League of Legends World Championship – in Shanghai, as well as a US$100 million Series B investment in a Chinese esports company. But how did it all begin? Was the path to where they are now straightforward?

 

Gaming Before 2009: Massive number of negativity around the industry

Most people were unaware that before 2009, gaming and esports were viewed mainly negatively. It was often regarded as obscene, abusive, ineffective, and deficient in cultural refinement. To “protect the ideological thinking and morality of young people”, strict laws and regulations were in effect all over the place.

Censorship has been a source of contention since the 1980s when the first arcade games were introduced into the Chinese market. The general perception of gaming as a disruptive activity and a danger to addictive lifestyles prompted the development of policies in the 1990s, namely “Government Notice Strengthening the Regulation of Billiards and Video Games” by the State Administration of Radio, Film and Television of People’s Republic of China, and various other policies in the future years.

Image Credit: WIRED

Many international games were prohibited and could not be brought into China during this period, while domestic games received official warnings, forcing developers to change game material linked to the portrayal of violence and sex.

Chinese news outlets, primarily state-owned publications, stoke the fires by spreading negativity about gaming and esports. The term “gaming” is often associated with societal taboos, crime, brutality, illiteracy, and gambling.

The peak was The Lanjisu Fire accident — a 2002 internet cafe fire in Beijing that killed 25 young people — has been part of China’s collective memory. It was a watershed moment in China’s internet cafe period. The Lanjisu Fire elevated the issue of China’s internet cafes to a national level. Not only were the unhealthy conditions concerning, but so was the effect of internet cafes on China’s youth, with students spending days on end playing video games in these smoky halls, contributing to an increase in school absenteeism and internet addiction.

The accident provided an opportunity for the party-state to react to a moral outrage sparked by the media and backed up by concerned parents over the risks of internet cafes frequented by alleged teen-hooligans.

The fire prompted a massive ban on illegal internet cafes. The Beijing authorities initiated a drive to halt the construction of new internet cafes and screen all established internet cafes one by one and shutter all unlicensed enterprises and confiscate their operating tools effectively. Approximately 400,000 internet cafes were closed across the nation.

 

Moral Panic: The dark era of immoral practice

Negative public discourse on gaming in Chinese culture resulted in a state of moral panic, which Stanley Cohen defines as an exaggerated collective response to something that described as a threat to cultural values and interests.

We investigated a plethora of news stories about gaming and esports that seemed negative, especially those from 2009 or earlier. It was easy to find one thanks to Google Time Machine Feature.

These were some of the findings, which did not contain television broadcasts that citizens viewed on a regular basis. There were also a lot of questions raised on Baidu, China’s Quora-like website, about the effects and concerns of gaming addiction, which was very widespread. But the point is that gaming was seen negatively by Chinese parents.

At one point, the moral panic became so intense that Yang Yongxin, a Chinese clinical psychiatrist who advocated and practised electroconvulsive therapy (ECT) as a cure for alleged internet addiction in adolescents. He operated the Internet Addiction Treatment Center at a hospital, which has been closed since August 2016.

According to media reports, families of adolescent patients admitted to the hospital were charged CN¥5,500 (US$854) a month for therapy with a mixture of psychological drugs and ECT, nicknamed “brain-waking treatment” by Yang.

He treated 3000 children before the practice was prohibited by the Chinese Ministry of Health. Yang claimed that 96% of his patients had shown signs of improvement, a figure that was questioned by the Chinese media. Since the ban, Yang had used “low-frequency pulse therapy”, a treatment of his own devising alleged by former patients to be more painful than ECT. In 2016, the practice claimed to have treated more than 6000 adolescents.

 

The Turning Point: The Presence of Esports

2009 was a watershed moment for China, and thus likely for the rest of Asia as well. It was the year that the government softened its policies and controls by granting approval for the distribution of many games, including League of Legends and Dota 2. However, the agreement was non-Chinese developers were only allowed to distribute their games only through vendors affiliated with one of the China-based gaming publishers.

NetEase, Tencent, and Perfect World were three dominant forces in this matter. The former has the distribution rights to Minecraft, World of Warcraft, StarCraft II, Overwatch, and several other games. Meanwhile, in China, the latter is the sole distributor of Valve’s games Dota 2 and Counter-Strike: Global Offensive.

Photo collection of six city landmarks on CS:GO launch in China. Image Credit: Perfect World

This strategy aimed to improve China’s soft power by encouraging the creation of more domestic games with funds collected by vendors and gaming agency commissioning and taxation. This has aided the accelerated development of local gaming companies, strengthened societal perceptions of interest in the game industry, and significantly raised total domestic revenues by a lot.

 

Today: China’s Gaming Industry Overlap the United States, which opened up new possibilities for esports

According to Statista, in 2021, China is expected to account for 32% of all global game industry sales.

The gross sales of China’s games industry rose by 20% year on year to US$43 billion in 2020. Global game sales are forecasted to reach US$154 billion in 2021, with China accounting for US$49 billion of that total. It was also revealed that the mobile games industry had increased eightfold in six years, rising from US$4.2 billion in 2014 to US$32.4 billion in 2020.

Image Credit: Newzoo

The Future: China’s Strategic Plan for Esports in Public Sectors

No country has made this big of a commitment to the development of esports as the Chinese. The government encourages domestic esports development as a source of national pride, and unlike soccer or other common consumer sports, China dominates esports.

China’s desire to become the centre of esports can be seen in its efforts to align with and be more welcoming to esports. Regulations have been eased, and government investment and funding have also played a significant role. Even cities in China are vying to be China’s esports capital.

In eastern China’s Zhejiang Province, Hangzhou unveiled the country’s first esports town in November 2018. The Chinese government built and will oversee the plant, which spans approximately 17,000 square meters and is estimated to have cost roughly CN¥2 billion (US$310 million) to construct.

Peacekeeper Elite League 2020, which was hosted in Xi’an, China. Image Credit: VSPN

Chongqing, based in Western China, has already hosted various large-scale tournaments, including The Chongqing Major Dota 2 and StarLadder & ImbaTV Invitational Chongqing CS:GO 2018. The number of events organized in these cities is expected to increase after the pandemic.

Meanwhile, Shanghai has planned to open The Shanghai International New Cultural and Creative Esports Center, which would cost CN¥5,8 billion (US$900 million) and cover an area of 500,000 square meters. It is intended to serve as a centre for esports teams and businesses and will have a hotel.

 

The Future: Private Sector Go Hand in Hand with The Government

Besides the public sector, China has urged domestic technology behemoths, most prominently Tencent and Alibaba, to increase their funding and investment in gaming and esports.

Tencent, China’s most valuable gaming company, operates a number of game studios, including Riot Games, creators of League of Legends, VALORANT, and stakes in Activision Blizzard Ubisoft, Supercell, and many others.

Tencent Establishes a Tencent Esports Technology Union together with Intel, Qualcomm, Nvidia, China Union, Tencent Cloud, Razer, and Yesee Tech. Image Credit: Tencent

Additionally, the growth has expanded to the root, as Chinese universities have launched esports modules and majors to regenerate more esports players in the future. Peking University and Communication University of China are some of the prominent educational institutions that have introduced esports programs.

 

Closing: China’s Circle of Success in Esports

With China’s strength and the funding of both the public and private sectors, it will not be long before China achieves its goal of being the center of esports. 2020 has already shown to be a spark for established phenomena and esports in China can only continue to grow and spread through all sectors in the midst of a global pandemic.

Every week, large tournaments are held, brands want to be a part of it, youth interest in esports is higher than ever, and governmental support would back them all up to continue esports’ smooth and ever-growing trajectory in this country. This circle represents China’s greatest strength in achieving its ambition in esports in the coming years.

Feat Image Credit: ESL

5 Features That Helped Popularized Mobile Games in China and the US

Every country has its own unique gaming culture. For example, most Indonesian are first introduced to the internet through smartphones. Hence, most Indonesian gamers are mobile gamers. To maximize their income, developers can implement features that specifically target the market’s taste. For example, for Chinese gamers, playing games is a way to socialize with friends. As a result, co-op and PvP features are sought after by Chinese gamers.

To find out what features in mobile games will interest gamers, GameRefinery analyzed 200 of the most popular iOS games in China and the United States. Here are five features that boosted the popularity of Mobile games in the US and Chinese markets, as mentioned by VentureBeat.

1. Gacha in RPG Games

Gacha, or loot boxes, is one of the features commonly found in mobile games, especially RPG games. Usually, games with gachas often introduce a wide array of characters to play. Popular RPG games usually have specific gachas for characters, pets, weapons, and so on. One type of gacha that is often applied by game developers is an exclusive gacha with a set time limit. Therefore, players can only get the special characters/weapons/pets during the runtime of the gacha event. Exclusivity of items is, indeed, one of the reasons why gamers are very willing to buy in-game items.

You need orbs to get new characters in Fire Emblem Heroes. | Source: US Gamer

Another method that developers use to encourage players to buy loot boxes is by offering bonuses. For example, if you buy 100 orbs/gems for gacha, you will get a discount or extra orbs/gems. Examples of popular RPG games that use the gacha model are Fire Emblem Heroes and Genshin Impact. At first, the gacha system was popularized by Asian developers. However, recently,  the popularity of gacha games has been rising amongst Western gamers.

2. Cosmetic Items: Skins and Accessories

If the gacha model was popularized by Asian developers, cosmetic items were made popular by Western developers. Initially, cosmetic items were found in many shooter games. Today, in-game cosmetics such as character costumes and emotes are present in many mobile games, even casual games. As the name suggests, cosmetic items only serve to enhance the appearance of the characters in the game. However, gamers are still willing to spend money on cosmetic items because these items allow them to express themselves. Just like the gacha model, developers can also offer special skins or cosmetics for a certain period of time to encourage players to buy these items.

3. Guild

The guild feature plays an important role in maintaining the loyalty of mobile gamers. The guild system can be implemented in mobile games in different ways. For example, guilds can be used to unite players and make them cooperate with one another. Conversely, guilds can also be used to force players to challenge each other. Interestingly, nowadays, the guild system is not only used in RPG games but also in casual games like Homescapes. Games like Cookie Run also have a guild feature.

The guild system in Homescape was very simple during its first release. Guilds only allow players to chat and give lives to each other. Over time, however, the guild feature continues to improve and get updated. Today, the guild system in Homescapes also allows members to assist each other in obtaining rewards. Furthermore, Playrix, Homescapes’ developer,  also added a Team Tournament event or a competition between guilds.

Honor of Kings is a Chinese game that applies a double guild system. | Source: VentureBeat

Interestingly, games from China implement their own “double guild” system. Apart from the standard guild system, the double guild system broke the guilds down into smaller divisions. The smaller number of members allows players to forge closer relationships. One game that uses the double guild system is Honor of Kings.

4. Battle Pass

In the past year, the battle pass has become one of the most widely adopted features by mobile game developers. After Fortnite popularized the battle pass feature, many mobile game developers jumped into the trend and mimicked Epic Games. Playrix is ​​one of the developers that implement the battle pass feature on their casual puzzle games. In Homescapes, the battle pass will provide various boosters for players. The Chinese PvP game Battle of Balls also followed suit and launched their battle pass feature. In Battle of Balls’ battle pass, a player can choose a friend to contribute to the progression of their own battle pass.

5. Collaboration Events with Other Games

Creating a collaboration event is one way for mobile game developers to engage with their player base. Normally, this event will only be held for a certain period of time. For games that have many playable characters, developers can also introduce new characters during the event.

Dragalia Lost’s income dramatically increases when there is a collaboration event. | Source: VentureBeat

One example of a game that holds a collaboration event is Dragalia Lost from Nintendo. In April 2019, Dragalia Lost held a special event with the Fire Emblem franchise. The event features a PvE campaign that focuses on narrative as well as exclusive characters, such as Alfonse and Marth. After that, Dragalia Lost also held a collaboration event with Megaman. In that event, players can get Megaman and other exclusive equipment. They also, very recently, had a collaboration with Monster Hunter.

Translated by: Ananto Joyoadikusumo

Singapore-based Legion of Racers Announce their 6-player Roster for Olympic Virtual Series

The International Olympic Committee (IOC) has previously announced the Olympic Virtual Series (OVS) which will include esports in its competition lineup, one of which is motorsport. The Singapore-based SIM Racing esports team, Legion of Racers (LOR), has announced its six-player roster for the upcoming event.

The team consists of players from three neighboring Southeast Asian countries, namely Luis Moreno from the Philippines, Javier Lai, Ethan Yoh, Zaim Rasyad from Singapore, Andika Rama and Moreno Pratama from Indonesia. These six will race to become their respective nation’s only representative for the World Final — a requirement set by tournament organizers.

The event will kick off on 13 May, starting with a 10-day Time Trial Challenge as its Global Online Qualification stage, open to anyone eligible and is above 18 years old. However, there is a 21-year-old age requirement especially for players in Saudi Arabia, Kuwait, and the United Arab Emirates.

The top 16 contenders from Asia, North America, Central & South America, Europe, the Middle East, Africa, and Oceania, will then continue their journey to the World Final, planned to be held on June 6. Further, the competition will be conducted within the PlayStation4 game, Gran Turismo Sport (GT Sport).

The Indonesian LOR team member Andika “RamStig” Rama Maulana said that he’s certainly “very excited with the presence of the Olympic Virtual Series, especially when Sim Racing is included in there.” 27-year-old Andika who had previously won GT World Challenge Asia Esports Championship Sim Racer and ERGP Indonesia Edition explained that the choice of GT Sport as a sim racing game isn’t his most favorite, but he will perform his best nonetheless.

Legion of Racers announced their 2021 Racing roster. Source: Legion of Racers.

“Although I’m actually not really a fan of GT Sport as a sim racing, but yes, simracing is simracing, racing is racing, all the participants are in the same condition, so there’s no excuse. We will try to push as much as possible. In fact, I even borrowed my ex’s PS4, because my PS4 has been sold,” Andika added.

According to him, this event will be very challenging because “to qualify for the Main Event, they (organizers) will only allow for the top-16 players in the world and only one representative from each country.” Hence, Andika doesn’t only need to secure top-16, but also outperform other Indonesian participants in the process.

His fellow Indonesian teammate, Moreno Pratama, expressed a similar outlook towards the upcoming OVS event and the choice of GT Sport. The Balap Di Rumah 2021 champion, shared that he’s “very excited about the upcoming OVS.” Further, he is “also happy because GT Sport is starting to gain more traffic which opens more opportunities for GT Sport players to compete.”

Like Andika, Moreno has barely touched GT Sport for the longest time. He thus has to re-familiarize himself with the game, because “most of the sim racing events are held on PC (Assetto Corsa) which clearly has a very different feel compared to GT Sport.” Regardless, the 18-year-old will try his best and is ready to compete with LOR’s other Indonesian representative for the World Final phase — his very own teammate Andika Rama.

Andika described Moreno’s racing skills as being “really fast” and that he is also a “world-class” player. Therefore, Andika said that “it will be very difficult to be able to qualify. But yeah, nothing is impossible,” and surely he will “first and foremost, give my very best.” Together with their other LOR teammates, the two Indonesian representatives will soon begin their sim racing journey in the realm of GT Sport, in hopes of becoming their nation’s pride.

Cover Image by Legion of Racers.

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.

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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

One-Tap Potential: Jason “f0rsakeN” Susanto’s Youthful Esports Pursuit

When we think of esports athletes, we tend to think of relatively older players who either have dropped out of school to chase their dreams or be semi-responsible for their academic lives. More often than not, it’s tempting to play games over doing homework, since most of us probably dislike the idea of not having fun.

Well, one might wish that we had been taught how to balance games and academics since we were young — perhaps most of us would be Ph.D. gamers by now. Jokes aside, a delicate balance between games and life, in general, is as necessary as ever, especially during a time like today where the pandemic made every other thing, aside from work and studies, a little more tempting than usual.

To have the innate ability to balance those two extremes is a talent of its own, one that needs to be nurtured since young. But since most of us are casual gamers, we might not have much of a problem. But what about the professional players? They certainly have a life outside of games, don’t they?

Most adult gamers literally have a job of playing games professionally, so they might not have too much of a difficulty in that aspect. Younger professional players, however, mostly have to keep up with their academic or work life. Without a good balance on both ends, things might get cluttered; either you give up gaming or studies altogether.

The ideal is to not completely abandon either one of them, as both possess their own sets of benefits and struggles. It’s safe to say that a responsible gamer is the best kind of gamer; one that understands the importance of both and upholds the responsibilities entrusted to them.

Jason and Aerowolf at BINUS Esports Olympiade 2017. Source: Instagram @jasonsusantoo.

Such a character does exist in real life, a person whose age might shock older readers. His name is Jasonf0rsakeNSusanto, a 17-year-old VALORANT player from Indonesia. Some of you might have heard of his name in the professional Counter-Strike: Global Offensive (CS:GO) scene, but he has since made the switch to Riot Game’s hottest esports title of today.

There’s a lot to be told about Jason. His earliest days of playing professionally, his transition to professional VALORANT, and his recent successes with the Singapore-based team called Paper Rex. Let’s break his journey down part by part.

 

Dawn of the Aerowolves

Jason started his first professional stint with the subsidiary roster of a prominent Indonesian CS:GO team of its time, Recca Academy. Back in the day, Recca Esports was amongst Indonesia’s strongest teams, especially when its roster was filled with the likes of BnTeT, FrostMisty, roseau, Sys, and Jason’s very own brother, xccurate.

In fact, Jason has started playing competitively since the age of 11, way before his prime career time. However, there was an internal problem in the Recca Academy roster, which ultimately led to the disbandment of the roster altogether.

Fortunately, Jason soon found himself playing with a former Recca Academy teammate of his, Jose “Histoire” Iman. After the team’s disbandment, Jose’s father founded the organization known as Aerowolf, to which Jason was quickly invited to their premiere CS:GO debut roster.

Jason and his teammate Jose “Histoire” Iman. Source: Aerowolf Pro Team.

It was starting this time when Jason’s name quickly became a headline. With Aerowolf, the then 13-year-old Jason won ROG Masters 2017 Asia-Pacific: Indonesian Open Qualifier #2 and ESEA Season 25: Open Division – Asia-Pacific thereafter. Jason who was initially simply known as “xccurate’s brother” proved that he too had what it takes to be a professional esports player.

What’s amusing is not only Jason’s ability to achieve such a title at such an early age, but also his ability to balance both his academic life and chasing his esports dream. His secret lies in his father’s reminder to always balance responsibilities and Jason lives up to that standard.

In an interview with Jason, he explained that “since childhood, I was taught by my father to study earnestly and diligently if I’d like to play games. I was told to maintain a balance between academics and pursuing a career in gaming. That is what enabled me to try to balance things out in various ways. For instance, every time I come home from school I would immediately do homework or study before I play, and so on.”

Jason’s thought process at his age is truly commendable. Hearing his story made me realize how my younger self could’ve achieved more if only I had better managed my priorities.

Certainly, Jason is also somewhat lucky to have supportive parents behind his back. I had a chat with Jason’s father back in 2018, and throughout our conversation, it’s vividly clear that he’s open to a progressive perspective towards esports, so it shouldn’t be surprising that his children are presently excelling in esports.

But parents aren’t the only ones to deal with when it comes to playing professionally. Education plays a crucial role and excelling in school is seen to be of great importance especially in Indonesia.

Again, luckily for Jason, his school acknowledges and is very much supportive of his esports career. He said, “My school knows that I am active in the field of esports. They responded by having a positive outlook towards esports and I am even given the permission (to be absent) whenever I need to attend and compete in a tournament.”

 

Indonesian CS:GO Winter

Things were going well thus far in Jason’s esports journey. With the agreement and support from both his parents and school, he’s very much set to play CS:GO competitively; what’s left is for him to actually win tournaments.

Sadly, after being together for about five months, Aerowolf’s CS:GO division became inactive. With the initial departure of the Malaysian player Ashraf “acAp” Firdaus, Anlika “LurkZz” Putra, Andrew “Bali” Joseph, and Windi “wnd” Halim soon left the team as well. Only the two “brothers” are left in the team, that is, Jason and Jose.

It didn’t take long before Jason found a new home for himself. His choice was tied between joining either one of Indonesia’s top teams at that time: teamNXL and BOOM ID (now BOOM Esports). Jason finally decided to join BOOM ID, playing with the likes of 6fingers, and mindfreak, who is still Jason’s teammate up to this day. More on that later on.

His earliest days playing under BOOM ID, which later became BOOM Esports, weren’t exactly the nicest days. The team struggled to attain much of an achievement in the entirety of 2018 and had to undergo various player-swaps before starting to climb back slowly in 2019. BOOM Esports was able to secure several qualifier victories but still struggled in Main Events nonetheless.

During their time with Jason, BOOM Esports’ biggest achievement included their victory in Indonesia Esports Games 2018 and particularly GeForce Cup Pacific – Indonesia, where Jason took down his brother’s team to win first place. Later on, BOOM Esports won a third-place finish in GeForce Cup Pacific held in January 2020.

And now that we have entered 2020, you probably know what soon came down: the COVID19 pandemic. Most, if not all, LAN events got canceled worldwide due to restrictions, and most tournaments were forced to be moved online. Jason is “very sad because before the pandemic, events were held offline, but now we have to play from our homes.”

Jason playing for BOOM Esports. Source: Instagram @boomesportsid.

Before the pandemic hit, however, BOOM Esports already made a drastic roster change in their CS:GO division. They had just acquired players from the Brazilian team INTZ, and thus released their underwhelming Indonesian roster, except for Jason who stayed under the organization but remained inactive.

It is also around this time that the Indonesian CS:GO winter took place, perhaps even before 2020 kicked off. With the release of VALORANT, many former CS:GO players decided to transition to the new game given how stale the CS:GO professional scene has become. Nevertheless, Jason remained in the CS:GO scene, at least for a good while.

While being inactive under BOOM Esports, Jason spent a good amount of his time playing as a stand-in for different semi-casual and temporary lineups like FFAMIX, SGINDOMIX, and Big Time Regal Gaming.

Jason’s official team, unveiled in mid-2020, turned out to be a new team called JMT Game Team, consisting of the Taiwanese player Marek, Chinese players equal and Drea3er, as well as the Russian player killmatic. The team didn’t achieve much during their time, as the Asian scene was greatly dominated by more experienced teams, such as that of xccurate’s.

Unsurprisingly, Jason only spent a few months playing under the new organization and quickly found a new home in Paper Rex.

 

The T-Rex in Paper Rex

On September 4, 2020, Jason found himself playing under the Singapore-based organization Paper Rex. The team had struggled to keep up with the rest of the Southeast Asian scene, but picking up a new roster that included Jason proved to be the right fix they needed. It is also in this team where Jason teamed up with a familiar face, Aaron “mindfreak” Leonhart, whom he had played together with under BOOM Esports.

Paper Rex’s new VALORANT roster. Source: Facebook @pprxteam.

Aside from Jason, Paper Rex picked up players like Kumersan “Tommy” Ramani, Tidus “StyroN” Goh, and decided to move their player Alexandre “alecks” Sallé to the coaching role. With the new roster, Paper Rex won second-place in ESEA Season 35: Open Division – Asia-Pacific losing a short 1-2 match against TIGER in the Grand Finals.

According to Jason, Paper Rex is the best team he has ever played with. Out of all the teams he had played in previously, he chose Paper Rex as his favorite because “they are capable enough to manage what the players should do during training and are clever in setting schedules for training.” He also added that “the training given to us are never in vain as I gained a lot of knowledge playing with this team.”

Of course, playing under an international team like Paper Rex comes with its own set of challenges for Jason. Since he’s playing with an international team, he has to communicate with the rest of his team in English, which he admits to still struggle with until today. Moreover, their communication takes place via Teamspeak because of the current situation.

Paper Rex’s last achievement in CS:GO was their first-place victory in eXTREMESLAND Festival 2020: Southeast Asia, beating the likes of ZIGMA, Beyond Esports, and BREN Esports. After about five months of playing with a stable roster, the team suddenly announced an abrupt departure from CS:GO, including the retirement of all five of their players.

It is later unveiled on the following day that their roster, in fact, didn’t completely disband. The same five-man roster plus coach was signed into their novel VALORANT division, and their new journey awaits in a much greener pasture.

According to Jason, members of the Paper Rex roster agreed to make the switch and he himself agreed to it, especially seeing how much the professional Southeast Asian CS:GO scene has dimmed in recent years. Their switch looked very much inevitable. Jason himself had already made a name in VALORANT, as he topped first-place the Southeast Asian VALORANT leaderboard.

 

Paper Rex 2.0 and Beyond

Paper Rex didn’t take long to keep up with the rest of the Southeast Asian VALORANT teams — indeed a very sharp change since their CS:GO days. When asked whether he found difficulties during his transition to VALORANT, Jason explained that it was “not too difficult given VALORANT’s similar in-game shooting mechanics.”

Additionally, he shared that his CS:GO skill “just needs to be sharpened in the aspect of utilizing each agent’s abilities. Aside from that, the gameplay and aiming mechanics are almost identical to that of CS:GO.”

Jason considers his first-place victory in eFire Master League Season 1 and a third-place finish in VCT 2021: Southeast Asia Stage 2 Challengers Finals to be his best achievements in VALORANT thus far. His ultimate goal, however, is to not only play in a North American or European team, but to also win every tournament, and to be a world-renown player.

Paper Rex and Jason’s next upcoming event is VALORANT Champions Tour Stage 3, to which Jason claims that he’s “very confident and convinced” that he and his team could win VCT Stage 3 in the days to come.

Looking at how far Jason’s esports journey has come is truly inspiring. His story is unlike others and what’s even more amusing is that he is achieving so much at a very young age. As I begin to wrap up this writing, I came to recall his father’s closing message as we closed off our 2018 conversation: “I have kept my eyes on him. He will be the best player in the future.”

 

Cover Image by Paper Rex.