EVOS Esports Crowned Champions of MPL Indonesia Season 7

After an eventful three-day action-filled Mobile Legends Professional League (MPL) Playoffs, the white tigers of EVOS Esports are crowned champions of MPL Indonesia Season 7. They took down Bigetron Alpha in the Grand Finals with a penultimate score of 4-2 after previously losing to them in the Upper Bracket Grand Finals.

This is not the first time the White Tigers were able to lift the Indonesian MPL Trophy, as this marked their second MPL victory with a strikingly different roster lineup. Last time, they were able to secure an MPL victory in Season 4 and the M1 World Championship thereafter.

However, in the seasons that followed, it was their rival team of RRQ Hoshi who had the chance to secure a back-to-back MPL victory in both Seasons 5 and 6. Nonetheless, EVOS Esports’ victory in this season is to be commended, given that their roster is relatively filled with newcomers of MPL.

EVOS Legends win MPL Indonesia Season 7. Source: @evosesports.

Specifically, EVOS Esports’ latest winning roster consists of EVOS veterans REKT, Wann, and Luminaire, newly transferred players LJ and Antimage, as well as up-and-coming players like Clover, Darkness, and Ferxiic. These players were mixed-and-matched throughout the Regular Season and the best 5-player lineup was eventually drafted to the MPL Grand Finals.

Interestingly, EVOS’ MPL Season 7 victory doesn’t only signify REKT, Wann, Luminaire’s second MPL victory playing under the EVOS banner, but also Antimage’s second alongside LJ’s fourth MPL victory after formerly playing under ONIC Esports and RRQ Hoshi respectively.

On the other hand, Bigetron Alpha had a respectable runner-up achievement despite their loss. Their Playoffs run in this season of MPL Indonesia is a major surprise considering their fourth-place finish in the Regular Season. Branz and co. were able to play consistently during Playoffs and even kicked EVOS down to the lower bracket before losing in the deciding final match.

With their respective Playoffs finishes this season, both EVOS Esports and Bigetron Alpha are guaranteed a ticket to the Mobile Legends Southeast Asia Cup (MSC) 2021, where they will face the strongest teams from neighboring nations. The tournament is planned to be conducted later in June 2021, with a total prize pool of US$150,000.

 

Cover Image by @evosesports.

Defying All Odds: OB Esports x Neon’s Singapore Major Tale and Team Profile

Almost all competitive events know and love the idea of having dark horses on their participant list. These dark horses are full of surprises, secret tactics, and, more than anything, have almost nothing to lose. Win or lose, most of these dark horses never fail to deliver entertaining matches, ones that audiences will likely remember forever.

When and why this phenomenon happens remains a wild guess, but when it does, it usually defies all possible odds, with chances being as slim as ever. The same story was told in Dota 2’s latest offline Major event: ONE Esports Singapore Major 2021.

The Filipino squad of OB Esports x Neon, formerly known simply as Neon Esports, did what most didn’t expect at all. Sure, they didn’t go home as champions of the event, but their journey and fight showed how intriguing and intense a Dota 2 match could be.

 

A Major Roster Problem

Before their matches even began, OB x Neon faced a major roster problem. Their supposed Hard Carry Player, Natsumi-, was “unfit to travel” with the rest of the team to Singapore, where the Major was held in. This alone was already a huge problem as a roster change right before an event is certainly not fun to have.

Nevertheless, OB x Neon secured a stand-in player to fill in their empty slot, their former Offlaner, Rappy. Rappy was a member of Neon Esports for almost two years and has played over 1000 matches together, so this move is indeed sensible.

Neon’s Singapore Major Update
Neon’s Singapore Major Update. Source: @NeonEsportsPH.

There’s still an issue with the respective player roles, since Natsumi- is a Hard Carry player, while his substitute, Rappy, is an Offlaner. To address that issue, the team decided that their official Offlaner skem would take up the Carry role and Rappy proceeded to play as an Offlaner like he usually does. With things seemingly in the right place, the team flew to Singapore.

Entering the Singapore Major, OB x Esports were seeded into the Group Stage thanks to their second-place finish in Dota Pro Circuit 2021 Season 1. Together with Fnatic and T1, the three teams are Southeast Asia’s only representatives in the event.

As the event commenced on March 27th, T1 had a fair share of their run in the Wild Card stage. Unfortunately, they failed to secure top-3 and had to pack their bags early, leaving only Fnatic and OB x Neon to represent the region.

 

Every Cloud Has a Silver Lining

Soon after, the Group Stage kicked off. OB x Neon was up against the world’s best teams around. Particularly, the Chinese giants of PSG.LGD and Vici Gaming, along with the up-and-coming South American team, Thunder.Predator, were the strongest contenders of the Group Stage.

As many had predicted, OB x Neon performed shakily on their first matchday, losing 2-0 in three different series, and managed to only tie a single match against Team Aster. Their start looked daunting and things were about to get even worse for the Filipino squad, as if they hadn’t faced enough challenges.

On March 30th, OB x Neon announced that their stand-in player, Rappy, was in close contact with someone who had COVID-19 prior to the event. Although Rappy tested negative in all four tests, the team decided to take the safe route and halt his activity with the rest of the team.

While performing poorly in the Group Stage, OB x Neon had to not only find a substitute for their initial substitute but also adapt to the new player, whoever it may be. With time ticking rapidly, the team scrambled to find a new substitute.

Skem was tasked by the team’s manager to find a substitute as quickly as possible, given that they were only hours away from the next Group Stage match. Skem rang up the Singaporean player Deth, who he might have got in contact with during his time with Complexity Gaming.

Skem at Singapore Major 2021
Skem at Singapore Major 2021. Source: @NeonEsportsPH & @ONEEsports.

The story of how they tried to contact Deth was nothing but a clutch, as highlighted in an article by ONE Esports. “To be honest, it was all a blur to me. First I was asleep, so the team couldn’t contact me. So skem reached out to my girlfriend, but my girlfriend was also asleep,” said Deth. “Skem continued frantically calling my girlfriend up until she woke up, then she repeatedly called me until I woke up too.”

Now that a substitute player is secured, what the team is left with is the problem of adapting to the new lineup — not to mention their tight Group Stage progress. Surprisingly, the shiny new addition of Deth to OB x Neon’s roster proved effective, if not better than their previous lineup.

On their second matchday, skem and his team were able to tie two different series: one against Thunder.Predator, and the other against Alliance. Moreover, they were able to deliver a huge upset against Team Liquid, who they absolutely stomped in the match that followed.

Thanks to their victory against Liquid, OB x Neon clinched a seventh-place finish in the Group Stage. They were only a position away from getting eliminated altogether from the Major event. What initially seemed like adversity, turned out to be a silver lining for OB x Neon.

 

“What an instant classic of a game!”

Skem and his boys managed to fit their way into the Lower Bracket of the Playoffs stage where they faced their Southeast Asian rival, Fnatic. As the two fought bravely to remain as Southeast Asia’s last representative, it was the Filipino squad who had the upper hand. More importantly, OB x Neon’s Position 2 player Yopaj soon received international spotlight given his outstanding performance.

OB x Neon’s next opponent is the beast of Vici Gaming. The odds were totally against the Filipino team judging from how well Vici Gaming performed in the Group Stage. Noticeably, the two teams greatly competed for Puck, a hero that became one of the strongest Midlaners in the 7.28c patch.

Yopaj at Singapore Major 2021
Yopaj at Singapore Major 2021. Source: @NeonEsportsPH & @ONEEsports.

Vici secured Puck in game one, where the hero paved way for their first win. Thereafter, the hero fell to the hands of Yopaj and proved to be as deadly as ever. In the two games that followed, Yopaj and his squad rolled over the multi-major winners and quickly rose to popularity. With a top-6 finish under their belt, OB x Neon certainly was no joke.

Continuing their super thrilling Major run, OB x Neon was up against their “final boss” or more casually known as Team Secret. Team Secret is famous for their high-intensity matches, especially for their consistency throughout different games. If OB x Neon made it through, they stand a chance to make history by defeating Team Secret.

Game one, simply put, was Secret’s free-to-roam playground. With a Bristleback and Keeper of the Light duet, Secret utterly crushed OB x Neon in the first game, despite Yopaj securing a Puck pick.

Game two, however, turned the stakes around. OB x Neon opted for an agile yet sustainable pick consisting of heroes such as Batrider, Leshrac, Gyrocopter, Tusk, and Oracle. This draft works by essentially sweeping the enemy team in a blitz skirmish as quickly as possible.

Batrider initiates a team fight with his Flaming Lasso, Leshrac chain-stuns with Split Earth, Tusk follows up with a Walrus Punch, all while Gyrocopter casually hits like a raid-boss. The sustainability acts as a backup/abort mission, thanks to Oracle’s False Promise, Tusk’s Snowball, and Leshrac’s Guardian Greaves.

That said, in just under 27 minutes, OB x Neon took game two, flipping the tables around and upsetting many. Most thought that Secret, being the beast that they’re known for, was going to 2-0 the Filipino squad, but OB x Neon stood strong.

The final determining game, as many had put it, was nothing but historical. It’s too complex of a match to describe in words, and I strongly urge readers to witness the game instead. However, to sum it all up, it was easily Yopaj’s career highlight, regardless of OB x Neon’s penultimate loss.

The last final moments of the game showed how the tiniest of details could flip a game’s outcome — essentially the beauty of Dota 2. After a back-and-forth skirmish between the two teams, Secret came out as the winning team. As the caster Gabriel “Lyrical” Cruz tweeted, it was “an instant classic of a game!”.

 

OB Esports x Neon’s Brief Team Profile

OB x Neon went home as 5th-6th-place finishers of the tournament. Although they didn’t win the Major event, it is clear that the Filipino powerhouse is to be respected in the tournaments to come. Seeing all these plays got me thinking, who are these guys anyway?

The Neon Esports organization has been around since 2017, making their first international stint by participating in The International 2017 Open Qualifier. Out of all the present players, it is PlayHard who had been with the team for the longest time, joining Neon’s TI8 Open Qualifier roster.

It was only starting late 2019 when the team started getting noticed in the novice Southeast Asian scene. Amidst the 2020 pandemic, the team began to climb up in the professional scene, and arguably their best Southeast Asian performance was during DPC 2021 Season 1. That means their earlier Singapore Major run was the first time they made it to the international spotlight.

OB Esports x Neon at Singapore Major 2021
OB Esports x Neon at Singapore Major 2021. Source: @NeonEsportsPH & ONE Esports.

The players alone have been in the professional scene for quite a long time, except for Natsumi- and Yopaj. Skem, PlayHard, and Jaunuel had played in different local and international teams like Mineski, Arcanys Gaming, Sterling Global Dragons, Geek Fam, and many others. The three probably had played together multiple times in different phases of their career and different teams.

On the flip side, Natsumi- and Yopaj only started playing competitively in 2019. The 19-year-old boys kicked off their esports career when they were only 17. In fact, before joining OB x Neon, Natsumi- was part of the Filipino Dota 2 team Adroit who won first place in the 30th Southeast Asian Games.

Yopaj, conversely, had a rather laid-back career in his earliest competitive esports journey. The now-famous Midlaner had an underwhelming experience during his time in Execration and played under the Indonesian organization The Prime for a while back. In September 2019, he joined the ranks of OB x Neon and the rest became history.

As of the moment of writing, OB x Neon is currently participating in Season 2 of DPC 2021, this time with Natsumi- back on board. Thus far, Yopaj has picked Puck twice and won both games against BOOM Esports. In their match against TNC Predator, where Armel picked Puck in all three games, OB x Neon lost 1-2.

Only three weeks into the event, it is still unclear whether OB x Neon could deliver the same result in the next leg of professional Dota 2. What remains is a mystery for most, but what’s certain is that the Filipino squad of OB x Neon should not be taken lightly.

 

Cover Image by Twitter @NeonEsportsPH and ONE Esports.

Should an Esports Organization Care about the Future of Its Pro Players?

Esports has become a big industry, and people today are able to make professional careers out of esports. Make no mistake, the salaries of professional players in top-tier leagues far exceed the DKI Jakarta Regional Minimum Wage. For instance, the minimum salary for Mobile Legends Professional League players is IDR 7.5 million. Players who have the opportunity to compete internationally receive an even larger pay. In Europe, the average salary for a professional League of Legends player is in the realm of billions of rupiahs.

Of course, salary is not the only variable one must take into account when choosing a job. There are several other factors to consider, such as insurance or pension funds. This is the reason why many people chose Civil Servants as their profession. On the other hand, women must also take into account the regulations regarding maternity leave and childbirth.

So, do esports organizations offer other incentives for their players?

 

Incentives Esports Organizations Can Offer: Health Insurance and Financial Education

Becoming an esports player is not as easy as it seems. Some sacrifices must be made to become a professional esports player. One of these sacrifices is health. A pro player will usually spend tons of hours everyday training which can highly impact their well-being.

In an article by TMZ SportsKenny “Kenny” Williams of Los Angeles Thieves and Dillon “Attach” Price of Minnesota ROKKR shed some light on their training schedule. Attach says he and his team can spend about 5-6 hours every day for training. They also train almost every single day of the week. If a tournament is coming, they will barely have any day off. On the other hand, Kenny said that he and his team spent about 35-40 hours a week practicing. Thus, assuming that they train for six days, they spend about 6-7 hours every day for practice.

“We have a fixed training schedule, which is usually from 1 pm to 7 pm,” said Kenny. “However, if we are approaching a tournament, we will usually train for much longer.” Of course, spending a lot of time sitting and playing can cause a variety of health problems, from an increased risk of obesity to muscle weakness. Furthermore, pro players sometimes receive injuries ranging from the wrist, back, or neck.

Apart from being aware of injuries, pros must also pay attention to their nutritional intake as it can highly affect their performance. Therefore, one of the incentives that esports organizations can offer to their players is the guarantee of an adequate nutrition plan. For this reason, some esports organizations are even willing to employ nutritionists to ensure that their athletes get the appropriate nutritional intake. Unfortunately, not every esports organization is willing – or even able – to do this.

Gizi dan nutrisi bisa memengaruhi performa para pemain esports. | Sumber: Deposit Photos
Nutrition can affect the performance of esports players. | Image credit: Deposit Photos

Professional players must not only care about their physical health but also their mental health. If left ignored, mental disorders can single-handedly end a pro player’s career. Unfortunately, this phenomenon occurred to Heo “PawN” Won-Seok, a League of Legends player from South Korea who is claimed by many to be the sole rival of Lee “Faker” Sang-hyeokPawN resigned because he was diagnosed with Obsessive-Compulsive Disorder (OCD).

Furthermore, competing in top-tier tournaments in front of large audiences can put immense mental pressure on esports athletes. The mental burden that esports pros face is even said to be on the same level as that of Olympic athletes. Also, the psychological state of a player has a huge influence on his/her performance. That is why some esports organizations felt that it was necessary to hire psychologists to aid their players. Unfortunately, again, not all esports organizations can or are willing to do this.

Education about financial literacy can be another incentive offered by esports organizations. Of course, financial literacy is a very important knowledge to have as professional players. However, even though there are esports organizations that are willing to educate their players about savings and investment, this practice has not become a standard in the esports industry. Thus, players need to be incredibly introspective on how to handle all the earnings they made throughout their careers.

If the health of esports athletes is of utmost importance, why don’t all esports organizations hire nutritionists or psychologists? If knowledge of financial literacy can greatly impact a player’s future, why are there not many esports organizations willing to educate their players about this topic?

Esports is a young and relatively brand-new industry. Indeed, the value of the esports industry is estimated to reach US $ 1 billion. Even so, most esports organizations have yet to find a definite and sustainable business model. Therefore, it would make sense that they will also try to reduce expenses and pass up on hiring nutritionists or psychologists. Instead, the organization will place the responsibility on the players to take care of themselves.

Psikolog juga punya peran penting dalam tim esports. | Sumber: Esports.id
Pyschologists also have an important role in the esports team | Via: Esports.id

With regards to financial literacy, the exact same reasons apply. Most esports organizations are unwilling to hire a financial specialist to educate their athletes about long-term financial planning, especially because financial literacy does not have a direct impact on a player’s performance.

Indeed, in normal business scenarios, loyal workers are usually more productive and provide a higher quality of service. As a result, customers will be more satisfied, and company revenues will hypothetically increase. In this case, companies have a solid reason for keeping their employees highly motivated in their work. One way to boost employees’ motivation is to make the work environment feel like home and give them lots of opportunities to learn new things. Unfortunately, the conditions in the world of esports – especially regarding professional players – are somewhat different. This difference is mainly caused by the exceptionally short career length of an esports player.

According to Esports Lane, an esports player’s career lasts only about 4-5 years on average. Therefore, an esports organization has no urgency to retain esports athletes for a long time. On the other hand, typical companies can employ an employee for up to a dozen years or even decades. So it is not surprising that esports organizations are not interested in providing benefits or incentives to their players.

 

Short duration of esports leagues and contracts

Esports is often compared to traditional sports. Competitive gaming is even now starting to be considered a legitimate sport and is included in various major sporting events, such as the Asia Games and the SEA Games. Even so, esports still has several differences from traditional sports. For example, the games that are played in esports are, obviously, commercial products. Therefore, the popularity of a particular esports scene can directly impact the game developers’ success. As an illustration, FIFA will not generate extra revenue if the number of amateur football players increases. However, if the number of Rainbow Six: Siege players goes up, Ubisoft’s income will most likely increase.

Another factor that distinguishes esports and traditional sports is that esports games have the risk of becoming irrelevant. Despite the average age of football spectators continuing to rise, no one is saying that “football is going to die!”. However, this notion cannot be applied to esports games. Games that have a growing esports scene, such as Dota 2, can be considered to be dying in certain regions. For instance, the Dota 2 ecosystem in Indonesia is getting irrelevant day by day. These two factors cause handling esports and sports to become very different. Aspects such as frequency and duration of competitions will not be the same in esports and traditional sports.

Within a year, esports competitions are usually held twice; in spring split and fall split or in summer split and winter split. On the other hand, traditional sports competitions, such as football, are usually only held once a year. Moreover, the duration of esports competitions is usually also much shorter. Free Fire Master League Season III lasts for 5 weeks, from January 16, 2021, to February 20-21, 2021, and the regular season of Mobile Legends Professional League lasts for 8 weeks before entering the playoffs, which usually lasts for 3 days. In comparison, the Premier League starts off in August and ends in May the following year, which means the Premier League lasts for about 10 months.

Free Fire Master League Season 3 hanya berlangsung selama 5 minggu.
Free Fire Master League Season 3 only lasts 5 weeks

The short duration of the esports league also influences the duration of the player contracts. According to shout caster Wibi “8ken” Irbawanto, on average, a player contract in esports normally lasts between 3 to 12 months. Indeed, there are some players who can obtain contracts for up to 2 years. However, these types of contracts pose a very high risk for the esports organization. On the flip side, the average contract duration for a football player is 3-5 years.

Short career lifespans and high occurrences of tournaments seem to be the two factors that cause esports players to never be reluctant in moving teams intermittently. Regularly jumping from team to team is by no means a bad thing. Moving between organizations is a clever method to increase a player’s salary. Therefore, it is only natural for a player to decide to move to another team in order to get a bigger income or greater benefits.

In addition, esports organizations are also never hesitant in kicking players or disbanding teams when their performance is deemed unsatisfactory. In this case, the esports organization is not to be blamed either. After all, sponsorship is still the most valuable contributor to the income of an esports organization. Furthermore, gathering a large following or fans is crucial in attracting sponsors, which is why esports organizations like to show off and make these kinds of large moves.

Player regeneration is also equally important. However, if an esports organization continues to shuffle rosters frequently, the team might also suffer some unfortunate problems. For example, the new players must always re-adjust to the rhythm and style of the newly joined team. If an esports organization decides to build a new team from scratch, then the players will need to train to play together from the ground up. For the pro players, changing teams regularly also poses its own risk. It is undeniable that the chemistry between players considerably affects the performance of a team. The case is the same in traditional sports like football. It is not uncommon to see a striker’s performance degrade and is unable to score a goal after joining a new team.

 

Who Is Responsible In Keeping the Esports Ecosystem Healthy?

Developers are usually the ones who are responsible for ensuring the esports ecosystem of their games grows since they hold the most authority and control. For instance, Activision Blizzard can set minimum wages for players competing in the Overwatch League. On the other hand, Riot Games is the one who sets the franchise system model in the League of Legends league.

Activision Blizzard menentukan gaji minimum pemain Overwatch League.
Activision Blizzard determines the minimum salary for Overwatch League players.

Let’s go back to the problem of rapid roster shuffles and short league durations. One of the things that publishers can do to prevent rapid roster shuffles is to, obviously, extend the duration of the league. In this case, both teams and esports athletes can have more time to make plans. However, extending league durations can potentially lead to new problems, such as losing audiences, which would impact the ecosystem’s income. Since most esports audiences are millennials who are often connoted with short attention spans, a longer league duration can be extremely boring.

As part of the esports industry, esports players and organizations also play a key role in ensuring the esports ecosystem’s longevity. One of the obligations of esports organizations is providing adequate resources – salary and benefits – for the players. Of course, esports organizations do not have to blindly support players and their post-retirement future like a charity. However, they can still collaborate with financial institutions and provide some knowledge of financial literacy to their players without spending extra funds.

Currently, more non-endemic brands are interested in entering the world of esports, including banks and insurance. Therefore, esports organizations have the option to partner up with a financial institution and provide insurances to their players. This exact idea was implemented by T1 in July 2020 when they collaborated with Hana Bank. Through this partnership, T1 players were able to receive insurance and financial services from Hana Bank. In exchange, T1 will promote the Hana Bank’s app and help them develop financial products for esports fans.

Kerja sama antara T1 dan Hana Bank.
Cooperation between T1 and Hana Bank.

Esports organizations can also help retired players in other ways than just through education. For example, they can offer some form of a post-retirement job. The CEO of RRQ, Andrian Pauline, once revealed that a retired RRQ player will be able to apply for jobs at subsidiary companies of MidPlaza Holding, which is the parent company of RRQ. EVOS Esports has also followed this concept. At the end of February 2021, EVOS appointed Stefan Chong as the Business Development Lead for the Singapore region. In South Korea, Lee “Faker” Sang-hyeok‘s loyalty to T1 allowed him to obtain a portion of shares in the esports organization.

Compared to publishers and esports organizations, pro players are usually seen as the group with the least bargaining power. However, this does not mean that pros should just accept any of the conditions an organization might put them in. One of the things an esports athlete can do before retirement is to learn a new skill through the aid of the organization. Therefore, he will be able to secure jobs after his/her esports career comes to a close. In addition, an esports player can also conduct business or entrepreneurship, which is why financial literacy is an immensely important knowledge to possess.

However, one thing is for sure: an esports player is the one who fully dictates the future of his/her retirement. Indeed, esports organizations can help in providing financial literacy education or offering several post-retirement jobs. But in the end, it is the players themselves who make the final say on their future.

 

Conclusion

To conclude, we can take the example of a sale-purchase contract. The sale and purchase agreement can happen if only the seller and the buyer agrees on a price set for the goods and services. The same concept occurs in work contracts. A worker will be willing to work and provide labor so long he or she agrees with the company’s offer. I think this analogy can also be applied in the world of esports. But, of course, esports players are usually much younger than typical company employees. Therefore, their experience in the work setting may still be very minimal.

Ideally, an esports organization should not only take care of the health and well-being of its players but also teach them how to be legitimate professionals. Better yet, they can also assist them in preparing them for retirement. However, in the end, the future always rests in the hands of the players themselves.

Translated by: Ananto Joyoadikusumo

How the Gaming & Esports Industry in Indonesia and China Reflect the Respective Characteristics and Policies of each Country

Indonesia and China have several things in common, such as their unusually large population. China is the country with the largest population size, while Indonesia has the fourth largest population size. From a geographical standpoint, Indonesia and China are also quite close, facilitating some extent of cultural exchange between the two countries. Therefore, it is not surprising that the leadership style of the Indonesian government closely mimics that of China’s government. But of course, this notion does not imply that Indonesia’s government follows communist ideologies.

In this article, we will discuss the similarities between the regulations that the Indonesian and Chinese governments impose on the games and esports. We will also compare the two governments in different sectors such as internet infrastructure, smartphones, and state-owned enterprises. From this discussion, we hope to see if the regulations these governments impose in the gaming and esports industry arise from laws in other related fields.

 

The Gaming Industry

Nationalism is one of the prevalent topics that are discussed in both the Indonesian and Chinese gaming industry. In Indonesia, there are often marketing using the sentiment of “games made by Indonesian children!” It is undeniable that certain segments are truly interested in these games. However, this marketing strategy can certainly backfire if the game is not equipped with interesting gameplay. In the end, we mostly play games for the sake of our own satisfaction and not for supporting the sovereignty of a country. Despite that, developers often incorporate local culture features into the game in the right place and time to attract specific users.

The sense of nationalism is also held in high esteem in China. Beijing even intervenes directly to ensure that all games released in China do not introduce content that contradicts their country’s ideology. This concept also applies to foreign developers who want to publish their games in China. Nationalism in China is held to the extent that all in-game texts must be translated to Simplified Chinese. According to the Niko Partners report, there are even games that got banned because they display English words such as “Winner” or “Attack”.

In China, the number of games released each year is also limited. Games that promote Chinese culture or history will also be prioritized. The government’s goal of filtering the release of games is to improve the quality of games and expand the audience that they can reach. By limiting the release of foreign-made games in China, the government indirectly protects local game developers by eliminating competition.

On the other hand, the Indonesian government does not impose any limitations or filter the circulation of games in the country. Instead, the government supports the local developers by hosting events, such as Game Prime, that showcase the creations of these developers. Furthermore, they are also trying to facilitate local developers through investments and the promotion of local games, such as Lokapala.

Chairman of the Indonesian National Sports Committee (Komite Olahraga Nasional Indonesia or KONI), Norman Marcioano, visited the headquarters of Anantarupa Studios – the developer of Lokapala – in December 2020. At that time, he expressed his desire for KONI to participate in promoting Lokapala as a national esports game, as quoted from Kompas. The goal can be achieved by including the game as part of a competition in the XX Papua National Sports Week (Pekan Olahraga Nasional or PON) 2021. Fortunately, Lokapala is also now one of the games competed in the Menpora Cup.

Lokapala jadi salah satu game yang diadu di PON 2021. | Sumber: Suara
Lokapala is included as a competition in PON 2021. | Source: Suara

Apart from upholding nationalism, both Indonesia and China also have another thing in common, namely the tendency to block games. In 2017, the Ministry of Communication and Informatics blocked a game called Fight of Gods. The game was blocked as it features characters in the form of religious figures or gods from various beliefs, such as Jesus, Buddha, Zeus, and Anubis. At that time, Kominfo explained that their premise of blocking the game was to prevent quarrels between religious adherents.

Furthermore, the Indonesian Ulema Council also issued a fatwa declaring the haram of PUBG Mobile. The news prompted Aceh to ban PUBG Mobile and other similar games. According to a CNBC Indonesia report, MUI argues that PUBG has the potential to alter the behavior of its players and harm their health. This event triggered rumors that Kominfo will also block PUBG Mobile. Unfortunately, in March 2019, Kominfo claimed that they were ready to block PUBG if MUI deemed it necessary. However, Kominfo later confirmed that all this news was just nothing more than a hoax.

Interestingly enough, PUBG Mobile is also blocked in China despite being released by Tencent Games, a Chinese company. The Chinese government blocked the game due to the violent and explicit content they display. As a result, in May 2019, Tencent relinquished the development of PUBG Mobile and launched a similar game called Peacekeeper Elite. The game has the exact same gameplay as PUBG Mobile but introduces a theme of war against terrorism instead of killing for survival.

 

The Esports Industry

The Indonesian and Chinese governments also share a common view towards esports. Although both of them seem to support the industry, they have their own unique methods in doing so.

For example, the Chinese central government supports the industry by declaring esports professional players as official jobs. In Indonesia, however, the local government often shows its support through financial means. Shanghai is one of the cities in China that is deeply invested in the esports ecosystem. In 2019, the local Shanghai government expressed their desire to make the city the “capital of esports”. They hope to realize this plan within the next 3-5 years.

Shanghai is not the only city that cares about the esports industry. The Hangzhou government has also shown an interest in making the city the central hub for esports. To achieve this goal, the Hangzhou government has prepared a budget of US $ 280 million to build a 360 thousand square meters esports complex. The Hangzhou government’s decision prompted LGD Gaming and Allied Gaming to open offices in the complex. LGD Gaming is an esports organization that has several successful esports teams. On the other hand, Allied Gaming operates the esports network in China. The action taken above shows the synergy and support between the government and private organizations in the esports industry.

Chongqing Zhongxian E-Sports Stadium. | Sumber: SCMP
Chongqing Zhongxian E-Sports Stadium. | Source: SCMP

In January 2021, the Shanghai government showcased the design of the esports hub they were planning to build. The esports hub, called the Shanghai International New Cultural and Creative Esports Center, will open in 2024. It is estimated that the Shanghai government will spend US $ 900 million to build this 500 thousand square meter facility. One of the functions of the esports hub is to host esports tournaments. It can also accommodate six thousand people in the arena. Once this esports hub is established, it will become one of the largest esports stadiums in the world. So far, most esports stadiums have a capacity of fewer than six thousand people. As a comparison, Arlington Esports Stadium, the largest esports stadium in North America, only has a capacity of 2.5 thousand spectators.

These two facilities are not the first dedicated esports stadiums to be built in China. In 2018, the Chongqing Zhongxian E-Sports Stadium was built, which has a capacity of 7 thousand people. The stadium is also equipped with a plaza on the outside that can accommodate up to 13 thousand people. The spectators outside will be able to watch the games through a giant LED screen on the outer wall of the stadium.

In Indonesia, the government supports the esports industry by forming an umbrella organization for esports called Pengurus Besar Esports, aka PB Esports, led by General Pol (Purnawirawan) Budi Gunawan. However, before the formation of PB Esports in 2020, there already several similar organizations that exist. These are organizations such as Asosiasi Olahraga Video Game Indonesia (AVGI), formed in July 2019, or Federasi Esports Indonesia (FEI) founded in October. 2019.

At the inauguration of PB Esports members, Budi Gunawan explained that the government wants to prepare everything needed by the esports industry, from regulations to training centers. The place chosen to be the esports training center is Sentul, Bogor. Unfortunately, there is yet news about the training center construction process.

Another form of support from the Indonesian government is the declaration of esports as a legitimate sport in August 2020. At that time, PB Esports representatives revealed that one of the concrete steps they took to develop the esports ecosystem was to capture hidden talents across the country. They will search for talented players at the provincial level and spar them against the national-level teams. In addition, PB Esports also intends to provide guidance to these athletes.

Looking at PB Esports’ official Instagram account, they have held many esports competitions at the provincial level with various games, including PUBG Mobile, Mobile Legends, and PES. Moreover, they also held numerous national-level esports tournaments, such as the Student Cup, which offered a total prize pool of up to IDR 500 million, and the KONI Cup, which has a total prize pool of IDR 200 million.

Piala KONI juga memasukkan esports. | Sumber: Esports.id
Piala KONI also includes esports | Source: Esports.id

In terms of gaming and esports culture, Indonesia also has similarities with China. For example, mobile esports is growing rapidly in both countries. In China, this happened because Beijing had banned the sale of consoles before 2015. As a result, only PC and mobile games are developing in the country.

In Indonesia, however, mobile games and esports are growing as a result of the introduction of smartphones. Smartphones are much cheaper compared to PCs or consoles and provide other functionalities than just access to games. Furthermore, most mobile games can be downloaded and played for free. The accessibility to games that smartphones provided single-handedly boosts the growth and development of the mobile esports ecosystem in the country. If you are interested, we’ve also explained why popular esports games are often free in this article.

 

Internet Infrastructure and Smartphone Business

Like it or not, the gaming and esports industries cannot stand alone. The existence and growth of these two industries are highly dependent on other industries. For example, the smartphone industry and the internet infrastructure greatly dictates the direction of the esports industry. No matter how skillful a player is, he/she will still not be able to play online games or compete in esports competitions if there is no access to a decent smartphone and internet. A poor internet network can even force teams to withdraw from the tournament. This exact incident happened to the Dota 2 national team during the qualifying round of the IESF World Championship 2020 for the SEA region.

Indonesia and China are both developing countries. However, China is much more advanced when it comes to internet quality and speed. Based on data from Speedtest, the mobile internet speed in China reaches up to 113.35 Mbps which is only slightly below South Korea’s internet speed (121 Mbps). Meanwhile, the mobile internet speed in Indonesia barely reaches 16.7 Mbps. The broadband internet speed in the country is also relatively awful, only reaching 22.35 Mbps. On the other hand, China’s broadband internet speed has reached 138.66 Mbps. In comparison, Singapore – being the country with the highest broadband speeds – has internet speeds of up to 226.6 Mbps.

However, the Indonesian and Chinese governments have a similar approach to the internet: they both care about censorship. China is famous for its massive internet censorship program called the Great Firewall of China. As a result of this program, titan tech companies such as Facebook and Google are restricted from operating in China.

There are three main reasons why Beijing censors the internet. Firstly, the government wants to maintain control of the masses. There are many incidents where social media were used to gather protests against the government. Indeed, not all Twitter hashtags end up affecting real-world outcomes. However, there are many cases where the power of netizens can surface and wreak havoc. One week ago, All England presumably deleted their Instagram account because of the onslaught of Indonesian netizens. Indonesian netizens assumed that the competition was rigged as the Indonesian team was prohibited to play due to a positive case of corona.

Akun Instagram All England sempat hilang. | Sumber: CNN Indonesia
The All-England Instagram account was lost | Source: CNN Indonesia

Another reason the Chinese government restricts access to the internet is to control sensitive information. By restricting people’s access to the internet, there is only a limited amount of information that can be shared or received. Therefore, in theory, the government can filter the information that reaches the public, especially on sensitive topics like the Hong Kong protests. China also censors the internet to protect local industries. The Chinese government bans the operation of foreign companies like Google and Facebook to allow local companies, such as Baidu and Weibo, to thrive.

Just like China, the Indonesian government also censors the internet. However, their objective of restricting internet access is to censor “negative” content, such as pornography. To achieve this goal, Kominfo is even willing to prepare Rp. 194 billion to get a crawling machine. Despite the effort, I’m very sure that it is still impossible to fully censor pornographic content. In March 2018, Kominfo also blocked Tumblr. However, you can easily bypass the blockade by using a VPN. These two examples, unfortunately, show the ineffectiveness of internet censorship in our country.

The Indonesian government sometimes also uses censorship as a means to filter sensitive information. For example, in August 2019, the government throttled the internet speed in Papua and soon blocked their internet access altogether. According to Tirto, the government claimed that they attempted to prevent the circulation of hoaxes that emerged after the Papuan people staged massive protests against the racist treatment of Papuan students in Surabaya.

Pemerintah Indonesia sempat memblokir internet di Papua. | Sumber: Deposit Photos
Source: Deposit Photos

Now, let us discuss the smartphone industry. We all know China for their vast amounts of factories and immense work power. Meanwhile, Indonesia began discussing the provisions of the Domestic Content Level (Tingkat Kandungan Dalam Negeri or TKDN) in 2015. Local components that can be integrated into smartphones are hardware, software, or investment. To fulfill TKDN, smartphone companies sometimes collaborate with local factories or even create their own factories. However, the reasons for manufacturing smartphone factories in Indonesia and China are somewhat different. Indonesia implements TKDN with the hope of advancing the local component industry.

On the other hand, most smartphone companies choose to manufacture their cellphones in China. Labor cost in China is relatively cheap since the employee salaries are usually lower compared to other manufacturing countries. Besides that, China has an immense workpower. Most of these workers in China also do not mind living in dormitories close to factories to reduce commuting time. China also provides an extent of geographical advantage as they are located near countries with raw supplies. Of course, since there is less distance to cover when importing raw materials, there is far less time and cost spent during the manufacturing stage.

Indonesia and China have also shared some similarities in their State-Owned Enterprises. As the name suggests, these are companies whose shares are controlled by the government. IN SOEs, the government usually owns a majority (at least 51%) or all of the company shares. Generally, there are two types of SOEs. The first type is called profit-oriented SOEs, and examples of these enterprises are PT Telekomunikasi Indonesia or Telkom, and PT Garuda Indonesia. There are also State-Owned Enterprises that focus on providing affordable quality goods and services to the public. Examples of these SOEs are Perum Damri, Perum Perumnas, and so forth. The same is true in China.

Furthermore, both Jakarta and Beijing also impose strict regulations on the financial sector. In Indonesia, one obvious form of government interference in the financial sector is the supervision of the Financial Services Authority (Otoritas Jasa Keuangan or OJK) on fintech startups. In September 2018, OJK issued 9 new regulations regarding fintech, including monitoring and supervision of fintech startups.

In China, regulations in the financial sector are even tighter when compared to Indonesia. For instance, Beijing highly restricts foreign investors to invest in Chinese companies. If foreign investors wish to invest in China, they have to fulfill some set of requirements. These are requirements such as living in China, working for a well-known company from China, or having a residence in China. If an investor was not able to meet at least one of these criteria, the government will carry out an extensive background check before permitting the investor to carry out their business in China. Moreover, the only shares that foreign investors can purchase are non-voting stocks. In other words, they will not have any say or power in the company.

In January 2021, the Indonesian government plans to limit foreign investors by setting a minimum investment of IDR 10 billion. Furthermore, according to CNN Indonesia, foreign investors must also establish a limited company if they want to carry out business activities in Indonesia. However, this regulation does not apply to technology startups wishing to invest in special economic zones. Although the regulations related to Indonesian foreign investment are not as strict as those of China, SOEs usually still dominate the market. For example, IndiHome still stands as one of the biggest ISPs in Indonesia despite receiving lots of criticism and complaints.

 

Conclusion

The Chinese government does not hesitate to limit people’s access to the internet. They conduct this form of censorship to prevent protests and protect local companies from global competition. This philosophy is also reflected in the decisions the government takes in the gaming and esports industry. For instance, Beijing does not hesitate to restrict the release of foreign games if it does not comply with the regulations or display a contradiction against the state’s ideology.

The Chinese government also greatly supports the esports industry, spending millions of dollars to build high-end esports facilities. The Chinese government’s decision to ban console sales has also affected the growth of the esports ecosystem.

Furthermore, the various decisions taken by Beijing have painted them as an oppressive government to the outside world. However, based on a survey conducted by the Ash Center, Chinese people are incredibly satisfied with the decisions and work of their government. In 2016, 95.5% of the respondents said they were “quite satisfied” or “very satisfied” with their central government. On the flip side, most of the Chinese citizens were unhappy with the local government. In fact, only 11.3% of the respondents said they were content with the work of the local government, as noted by the Harvard Gazette.

Although the Indonesian government shares many similarities with the Chinese government, there are also some key differences between the two. One example is consistency. The Chinese government is far more consistent in enforcing the rules they set compared to Indonesia. They were never hesitant to restrict and push out tech giants like Google or Facebook. Apple and the NBA have even complied fully with rules set by the Beijing government when they wish to create a venture in China.

Translated by: Ananto Joyoadikusumo. Featured Image via: Glogster

PUBG Mobile vs Free Fire: Statistics, Esports Ecosystem, and Their Respective Future

PUBG Mobile and Free Fire are two games that often get compared to each other and one can debate on which of these games are far more superior. However, the metrics in which we rate these games are often very subjective. Therefore, let’s try to be more objective in comparing the two games. In this article, we will use concrete data as well as predict the future of these games and their esports ecosystem.

Without further ado, let’s start discussing these two hottest Battle Royale games in the market.

 

The Surface of PUBG Mobile and Free Fire 

Before discussing the more in-depth aspects of the games, let’s start from the very basic, such as the gameplay of the two games. We already know that the two games are both Battle Royales. But what is Battle Royale and how do you play it?

Battle Royale is a relatively brand-new genre in the gaming world. The concept was first introduced in 2017 and immediately caught the attention of many gamers and developers. In the mobile gaming realm, the two biggest and most popular Battle Royales are PUBG Mobile and Free Fire.

What’s the difference between Battle Royale and other game genres? Competitive games generally use the concept of team vs team of 5 people. This concept applies to MOBA games (Mobile Legends for example) and First-Person Shooter (Point Blank or Counter-Strike). However, Battle Royale is slightly different.

Battle Royale competitive mode pits 14 teams at a single match. Each team usually contains 4 players. The goal is to survive the longest and be the last standing group on the map. Strategies to achieve this objective can vary from hiding passively or playing with full aggression to eliminate teams when they least expect it. In PUBG Mobile and Free Fire, you eliminate teams and their members by shooting them down with weapons scattered around the map.

So, what are the main differences between PUBG Mobile and Free Fire? The difference mostly occurs in the game mechanics. Just like any other shooting game, the player’s ability to aim is of paramount importance.

In Free Fire, the process of aiming and shooting enemies is highly assisted by the game system itself. For example, the crosshair will change color when it is pointing right at an enemy, and the system will sometimes also help you lock on to an enemy (also called aim-assist). The weapon recoil in Free Fire is also relatively predictable, making it easy to hit your targets continuously.

What about PUBG Mobile? The shooting mechanics in PUBG Mobile tends to be more difficult and requires more skill to control. Furthermore, there is far less assistance from the game system provided to the players. For instance, the crosshair color will not change regardless if you are aiming right at an enemy, although it still provides visual feedback (or hit markers) to show that your shot is registered. PUBG also has built-in aim assist systems, but it is far less helpful compared to Free Fire. Moreover, the aim-assist feature in PUBG Mobile can also be turned off, unlike in Free Fire. The weapon recoil in PUBG Mobile also simulates real-world physics and is, therefore, much more erratic.

Due to the difference in the game mechanics, PUBG Mobile and Free Fire tend to attract different player segments. PUBG Mobile tends to be liked by competitive players who like challenges and learning games to a deep level. On the other hand, Free Fire attracts more casual and, sometimes, younger players.

PUBG Mobile and Free Fire also have several differences in visual themes. PUBG Mobile tends to be more realistic and presents a “military” theme in their game. Although they sometimes release colorful skins, the equipment in the game is based on real military weaponry (such as grenades, flashbangs, and various types of firearms that do exist in the real world).

Free Fire has a more colorful or playful visual theme consisting of several futuristic and or fictional equipment. Free Fire actually still has some real-world firearms, but there are also several imaginary weapons. Some examples are the Gloo Wall which allows players to bring up ice walls to survive, characters with special abilities, and futuristic-looking vehicles.

After comparing the game from a basic standpoint, let’s dive into the “in-depth” aspect I mentioned earlier. These are topics such as the esports ecosystem, the growth of the player base, and the revenue generated by both games.

 

The Esports Ecosystem of PUBG Mobile and Free Fire

We have discussed the PUBG Mobile esports ecosystem scheme in an earlier article. What about the Free Fire esports ecosystem? Are there any competitive tournaments in the game? What is the scheme behind their esports sector? Free Fire has four primary competitions in Indonesia. There are the Free Fire Masters League and the Free Fire Indonesia Masters as the two “main cast” of the esports tournaments created by Garena Indonesia, the game developer company. Free Fire Masters League can be interpreted as the Regular Season round of a competitive league, while the Free Fire Indonesia Masters is similar to Playoff rounds.

Apart from these two main competitions, Garena Indonesia also has two other types of tournaments. There is Free Fire The One which is targeted at solo players and Free Fire Royale Combat, a tournament for amateur teams. We can say that Free Fire adopts a mixed system for these two particular competitions.

However, Garena Indonesia implements a closed system for the Free Fire Masters League. The FFML League is classified as a closed system because the selection of teams is incredibly limited. The team that wants to participate in the tournament needs more than just raw skill power. Christian Wihananto, Free Fire Producer from Garena Indonesia, briefly explained the process of entering into FFML at the press conference for the launch of FFML Season 1 held in early January 2020. Chris explained that there are administrative selections and buy-in slots worth IDR 50 million for teams wishing to enter the FFML league.

Skema Esports Free Fire Masters League.
Free Fire Masters League Esports Scheme.

However, there is a slight difference between the closed system applied in the Free Fire Masters League and the Franchise League applied by Mobile Legends: Bang-Bang in the MPL league. The franchise model in the MPL league stipulates 8 teams as permanent participants, without any promotion or relegation systems.

On the other hand, the buy-in slot for the Free Fire Masters League is only valid for a single season. As the league continued to develop into its third season, it introduced FFML Division 2 and included a promotion-relegation system. As a result, FFML Division 2 participants who achieved outstanding performances will have an opportunity to move up to division 1 and vice versa (Division 1 team that performs poorly will get relegated in the following season). Therefore, the FFML league itself cannot be said to be a purely franchise league.

In the interview I conducted, Christian Wihananto mentions that he prefers to call the FFML league a buy-in model. Furthermore, the Free Fire esports scene also includes an open system through the Free Fire Indonesia Masters (FFIM) competition. The FFIM competition brings together the best 12 teams in Indonesia. The 12 teams gathered consist of 6 teams from the Free Fire Masters League and 6 teams from the Play-Ins round.

 

Skema Esports Free Fire Indonesia Masters bagi peserta umum.
Free Fire Indonesia Masters esports scheme for general participants

What about the Free Fire esports business ecosystem? The Free Fire esports ecosystem business model is, in many ways, similar to PUBG Mobile and Mobile Legends: Bang-Bang. The similarities can be observed from the huge role that the developers (Garena Indonesia) play in the Free Fire esports business. FML, FFIM, and even amateur-level tournaments – such as FFRC and FF The One – are all organized by Garena Indonesia themselves.

However, the differences can be seen in the student-level tournaments in the PUBG Mobile and Free Fire scene. In the PUBG Mobile ecosystem, student-level competitions are held by Tencent Games, the game developer, just like all the pro-level tournaments. The tournament is called the PUBG Mobile Campus Championship or PMCC.

Meanwhile, on the other hand, most student tournaments in the Free Fire ecosystem are organized by third parties, some of which even involve government agencies. Some examples are the Dunia Games Campus League (2019) and the IEL University Series (2020).

Furthermore, PUBG Mobile organizes tournaments at the college or the university level whereas Free Fire more often hosts more tournaments at the school level (below university). Apart from the two examples I mentioned above, Free Fire also organized the Student Cup (for high school students) and the Menpora Esports Cup (open to high school and university students). Just like before, these two tournaments are held by third-party organizations.

Sumber Gambar - Piala Menpora Esports Official Website.
Image Source: Piala Menpora Esports Official Website.

I will continue the discussion of the difference between these two games in the next sub-topic. Now let’s take a look at the global presence of the two games in the esports world.

In 2020, both games held online international tournaments. PUBG Mobile held the PUBG Mobile World League from July to August, while Free Fire held the FF Continental Series in November.

The two tournaments equally divide the participants by region to solve several technical problems (such as ping differential) that will occur. PMWL divides the tournament into two regions: East Region (Asia) and West Region (western region). FFCS divides its tournament into three different regions: EMEA (Middle East), Americas, and Asia (SEA).

Even though Free Fire has more competition regions, PUBG Mobile has more country representatives. Quoting from Liquidpedia’s data, there are 31 countries represented through players who are members of the PWML: West Region and 13 countries for the PMWL East Region. Therefore, a total of 44 countries were represented in the PMWL event.

Quoting again from Liquipedia, the number of countries represented in FFCS is much smaller. It is recorded that there are 12 countries represented through the players who are participants in FFCS: Americas, 13 countries in FFCS: EMEA, and 7 countries in FFCS Asia. Therefore, only a total of 32 countries were represented in the FFCS event.

We can also measure the global presence of the two games by counting the number of languages they broadcast in. According to data from the pro features of Esports Charts, PMWL broadcasts in 16 different local languages (excluding English), PMWL East broadcasts in 9 languages, while PMWL West broadcasts in 7 languages.

With regards to Free Fire, FFCS broadcasts in 10 different local languages (excluding English) from the 3 competitive regions (2 languages in FFCS: EMEA, 6 languages in FFCS: Asia, and 2 languages in FFCS: Americas.

Sumber: Esports Charts
FFCS: Asia Viewership Data. Source: Esports Charts
Sumber: Esports Charts
PMWL: East Region viewership data. Source: Esports Charts

What about international viewership? To investigate this matter, we can use data from Esports Charts. According to the data, PUBG Mobile is superior compared to Free Fire in terms of views. However, both their largest fan base is located in Asia. As proof, PMWL: East only managed to record around 1.1 million peak viewers while FFCS: Asia recorded over 2.5 million peak viewers. You can observe the data in detail in the figures above.

 

Player Growth and Revenue Generated by PUBG Mobile and Free Fire

As we mentioned previously, the two games target two different player segments. We can see the evidence on their respective Google Play pages. We can see that PUBG Mobile is rated 16+ while Free Fire only has a minimum age requirement of 12. Therefore, it is not surprising why Free Fire provides much simpler gameplay equipped with colorful and futuristic visual aspects.

Despite targeting different markets, the two games are still undergoing stiff competition. Let’s first observe the player count statistics. Quoting from Invenglobal, which refers to the Business of Apps, PUBG Mobile reached 65 million peak Daily Active Users in 2020.

Sumber: Google Play
Free Fire has a rating of 12+. Source: Google Play
Sumber: Google Play
PUBG Mobile has a rating 16+. Source: Google Play

For Free Fire, we can refer to their SEA’s (Garena’s parent company) financial statements published in August 2020. In the report, it was stated that Free Fire had reached 100 million peak Daily Active Users. The report also mentioned that Free Fire made it to the Top Grossing list in Latin America and Southeast Asia. Furthermore, Free Fire was claimed to be the 3rd most downloaded mobile games globally.

Let’s move the discussion to the revenue generated by each of these two games. Even though PUBG Mobile has a smaller player base, the game developed by Lightspeed & Quantum turns out to be more profitable than Free Fire.

Sumber Data - Sensor Tower.
Source: Sensor Tower.

In December 2020, Sensor Tower reported that PUBG Mobile managed to generate a revenue of US $ 2.6 billion. This figure combines the profit acquired from the global PUBG Mobile game version and the local Chinese version, Peacekeeper Elite. With this total revenue, PUBG Mobile cemented themselves as the highest grossing mobile game, superseding Honor of Kings (Chinese version of AOV), Pokemon GO, and 3 other casual games (Coin Master, Roblox, and Monster Strike).

On the other hand, Free Fire managed to accumulate a revenue of US$ 2.13 billion, according to SuperData. As a result, Free Fire claims the title of the highest grossing free-to-play game in 2020, along with Pokemon GO, Roblox, League of Legends, and so on.

From these statistics, we can conclude that Free Fire and PUBG Mobile have their own respective successes in the Battle Royale genre. Free Fire managed to attract many players through the more casual gameplay and colorful cosmetics. On the flip side, although PUBG Mobile has a smaller player count, they are more likely to attract users that will perform in-app purchases due to the more mature segmentation of players.

With the various successes they have had in 2020, what will be the future of both of these games?

 

The Future of Battle Royale and the Development of PUBG Mobile and Free Fire

Unfortunately, PUBG Mobile might not have the most promising future with regards to its development as the game has experienced a lot of controversies both internationally and locally.

PUBG Mobile is often viewed as a game that inflicts “negative impact” upon its players. The game was blocked in Pakistan for this very reason. It is also blocked in India, though it was for another reason. In the local spectrum, PUBG Mobile has also been labeled haram by the Aceh Ulama Consultative Assembly since last June 2019.

According to Kompas.com, PUBG Mobile got blocked because it was inducing addictive behavior. This exact reasoning is also brought up in the previously mentioned international incidents such as Pakistan. Quoting India.com, the community considered PUBG Mobile to be addictive and had the potential to harm children’s physical and psychological health.

The addiction argument is often used by the community when discussing the impacts of online games. However, game addiction is actually not a very viable argument. You can see why in this Hybrid.co.id article.

Apart from addiction, I feel that the militaristic theme might also be another reason behind the paranoia caused by PUBG Mobile. If you play PUBG Mobile without the skins or cosmetics, the game actually presents you with a somewhat dark, war-filled, and violent world.

PUBG Mobile is also ironically blocked in China, where the game developer company is based, due to the violent content they display. As a result, PUBG Mobile rebranded to Peacekeeper Elite in China and minimized the disturbing content in the game.

Tencent – the game publisher – and Lightspeed & Quantum – as the game developer – may also be aware that their violent content might be the cause of the controversies they received. Therefore, along with its development, PUBG Mobile is also trying to add more color to the PUBG Mobile game. They achieve this by introducing various futuristic-themed cosmetics, which you can see in the recently released Royale Pass Season 18.

pubgm royale pass 18

What about Free Fire? Even though they are both Battle Royales, Free Fire tends to have less controversies. In terms of content, the Free Fire game looks realistic during its release. But over time, Free Fire also continues to develop its content towards the futuristic theme.

Free Fire had collaborated with the Money Heist series from Netflix, soccer player Christiano Ronaldo in presenting the character Chronos, and even the Attack on Titan anime to feature Eren Jaeger into the game. Free Fire had also been blocked by the Indian government, but it was due to the boycott of products made by China as there were some conflict between the two countries.

As a final discussion, what will be the fate of the Battle Royale in the esports realm? Even though the Battle Royale genre did receive criticism as a competitive esports, the rapid development of Free Fire and PUBG Mobile competitions has actually become a proof of some market interest in the genre.

However, along with its development, both PUBG Mobile and Free Fire often make format changes. The current competitive esports state of these two games is far from perfect, considering that they are a relatively new genre. Many changes must be made to make the scene highly competitive.

In the case of PUBG Mobile, for example, there was a discussion on the possibility of using First-Person mode for esports matches. Furthermore, using the First-Person perspective is only one of the aspects that can be improved. There are still other aspects that can also be discussed, such as the tournament formats or for fair point distributions in both games.

Then what about the Battle Royale genre itself? Will the genre die out in the near future?

To answer this matter, I will refer to my discussion about the causality between free games and esports. In the article, we can observe that a healthy esports ecosystem can prolong the lifespan of a particular game. As long as the esports exist in the genre, new players will continue to come, either because they aspire to be a pro or simply attracted from watching the game.

The Battle Royale genre already has the perfect high-action gameplay with a fitting duration. With this notion in mind, we can safely predict that the Battle Royale esports ecosystem is not going anywhere any time soon.

Translated by: Ananto Joyoadikusumo

The Unsuccessful of Twitch in Indonesia: Data Package Prices Determine Everything

Today, playing games can be much more than just a hobby. Moreover, people are not only attracted to playing games but also watch other people play. Because of this, both the esports and streaming industries are currently rapidly growing. Many companies also took the opportunity to invest in this thriving business. However, the streaming market is still dominated by several big platforms, such as Twitch, YouTube, and Facebook.

Globally, Twitch is still the number one game streaming platform. However, Twitch is not very popular in Indonesia. Data from DSResearch at the end of 2019 shows that Twitch is actually the least popular streaming platform in the country. Instead, YouTube is the most popular game streaming platform in Indonesia, followed by Facebook and NimoTV.

But why is this?

 

The State of the Streaming Industry

The gaming industry was one of the few industries that experienced growth during the COVID-19 pandemic. Simply put, people spend a lot of their time playing games or watching game content while quarantining at home. In 2020, the number of viewers for live streaming games doubled that of the previous year. Throughout 2020, the total hours of viewed gaming content was 12 billion, while total hours streamed reached 916 million hours, according to StreamLab data.

Total hours watched dari Twitch, Facebook Gaming, dan YouTube Gaming. | Sumber: StreamLab
Source: StreamLab

In the second quarter of 2020, Twitch broke the record for their total watch hours. For the first time in history, their watch hours reached 5 billion million hours. They broke this record again later in the fourth quarter of the year, accumulating 5.44 billion watch hours. This figure shows that Twitch contributed to 65.8% of the total hours watched in the streaming industry. In comparison, YouTube only contributed 23.3% or about 1.9 billion watch hours, while Facebook only had 901.1 million watch hours (10.9%)

Apart from their massive watch hour numbers, Twitch also excels in streaming hours (the broadcasting duration of streamers in the platform). In the last quarter of 2020, all streamers on Twitch broadcasted 230.5 million hours of content. Facebook only reached a figure of 14.5 million hours while YouTube Gaming only had 10.4 million hours. This statistic is relatively predictable considering that Twitch’s primary use case is streaming. On the other hand, Facebook is a social media that also offers an extra feature of streaming while YouTube specializes in non-live content.

Jumlah streamers di Twitch dari 2018 sampai 2021. | Sumber: Statista
Number of streamers on Twitch from 2018 to 2021| Source: Statista

In the past year, the number of streamers on Twitch has also increased dramatically, as seen from the figure above. At its peak, the number of streamers on Twitch was 9.89 million, according to data from Statista. However, in February 2021, the number of streamers on Twitch had dropped to 9.52 million people. Despite this, data from Twitch Tracker shows that the number of streamers on Twitch will again increase in March 2021, to 9.6 million people. In the past week, Just Chatting is still the most popular category on Twitch. Grand Theft Auto V ranked second, followed by League of Legends, Fortnite, and Call of Duty: Warzone.

In comparison, YouTube revealed that the number of active gaming channels on their platform will reach 40 million in 2020. They also expect their watch hours on gaming content will reach 100 billion hours, and also subsequently reach 10 billion watch hours in their gaming streams. Interestingly, the games that are popular on YouTube are somewhat different from the games that are popular on Twitch.

Here is a list of the top 5 most popular games on YouTube:

  • Minecraft – 201 billion views
  • Roblox – 75 billion views
  • Free Fire – 72 billion views
  • Grand Theft Auto V – 70 billion views
  • Fortnite – 67 billion views

Streamers’ opinions

To find out what streamers or content creators think about Twitch and the streaming industry in Indonesia, Hybrid conducted an interview with several of these people. One of them is Cindy “Cimon” Monika, who started streaming as a brand ambassador. Cimon chose YouTube as her primary platform to broadcast her content because she felt that the platform has provided the best stage for video content, including gaming content. She also believes that the gaming audience on YouTube is much bigger than any other streaming platform.

“YouTube is already a popular or common app from the get-go so you don’t need to download an application or go to a specific link to watch,” said Cimon when contacted by Hybrid via text message. “Most people don’t really want to download new applications to watch gaming contents.” Cimon said she did use Twitch previously for quite some time. She felt that Twitch was a suitable platform for streamers who were targeting audiences from Western countries. “Twitch also has several ’embellishments’, which makes streaming look like a legitimate ‘profession’, such as overlays,” she said. Even so, features such as overlays can also be found on other streaming platforms, including YouTube.

The case is different with Clara Vauxhall aka Iris, who prefers to stream on Twitch. She has even entered into the Twitch Affiliate program. A Twitch Affiliate can monetize his/her channel by offering subscriptions, Bits, and sales of games or in-game items. Clara revealed to Hybrid that her reason for streaming on Twitch is to target an audience outside Indonesia.

“I chose Twitch because the audience is more dominated by foreigners, which makes me more comfortable,” said Clara. “YouTube viewers are usually predominantly domestic, often more stubborn and less lenient when compared to Twitch viewers.”

Clara didn’t want to get involved in any sort of conflicts with the local community. However, that does not mean that she completely ignores the local audience. “I try to balance my domestic and foreign audiences, although there are fewer domestic audiences than those from abroad,” she said.

Clara also liked Twitch’s design and overall looks. She also likes the existence of the Channel Points System that encourages viewers to watch the stream for a longer duration. The system will reward viewers with points as they view the stream. These points can then be used to redeem special rewards or requests such as asking the streamer to sing. “However, the requests that can be requested by viewers are different between streamers. The streamers themselves decide what kind of rewards can be redeemed,” she said. “I think this system provides a chance for the audience to have a deeper interaction with the streamer.”

Contoh sistem Channel Points di Twitch.
Channel Points on Twitch.

Of course, Clara ran into many problems while streaming on Twitch. One of the major problems she faced is the much more stringent Terms of Service. “Other toxic words outside the scope of ethnicity, religion, race, and inter-group relations – such as simp and virgin – shouldn’t be used at Twitch,” she said. She also often experiences a large ping when collaborating with streamers outside Indonesia. “When it comes to collaborating with other streamers that have an overseas audience causes many problems such as ping latency, time zone difference, and so on,” she said. “In these sorts of cases, having a domestic audience is much easier to manage.”

The streaming industry is also used by companies engaged in gaming and esports to grow their popularity. One of them is RevivalTV. Just like Cimon, YouTube is RevivalTV’s preferred platform. However, they are also active on Nimo TV, a brand under HUYA and a streaming platform from China. Chief Growth Officer of RevivalTV, Irliansyah Wijanarko Saputra, explained the main reason why RevivalTV chose these two Nimo and YouTube is the gaming and esports community that they have built on the platform.

“The community is there and we’re part of it,” said Irli with a smile. He mentioned that the two largest gaming communities on YouTube and Nimo TV are Mobile Legends and PUBG Mobile. He revealed that YouTube and Nimo TV have built their ecosystem for the gaming and esports community, esports company officials, and Key Opinion Leaders (KOL). This is one of the advantages of streaming on these platforms.

Irli mentions that the single factor that determines the success of a streaming platform in Indonesia is its internal community. Streamer benefits and audience-streamer interaction also play a crucial part. He further explained why Nimo TV was much more popular than Twitch in Indonesia.

“Twitch is a western product while Nimo is an eastern product. The approaches of the developers of Twitch and Nimo are also very different,” said Irli. “Twitch’s approach is relatively passive. They don’t give any other benefit besides the fact that their platform is already huge and popular compared to other streaming platforms. Eastern streaming platforms, such as Nimo, go down to the grassroots and choose to grow with the community. Furthermore, Twitch can sometimes be slow to adapt and change. In 2016-2017, they didn’t have many rivals in the streaming industry, which prompted them to not host a server in SEA, causing many viewers from that region to lag out. Of course, this causes a huge loss of audience for Twitch.”

 

Comparing the Viewing Experience Between Twitch and YouTube Live

Lag is one of the prominent problems that Indonesian netizens have to face when watching Twitch, allegedly. To confirm the theory, I kept track of the downstream data rates while watching Twitch on a laptop. I then compared this data to the downstream speed when watching YouTube. When I watched a 720p stream on Twitch, the download speed was in the range of 1.1 Mbps to 3.2 Mbps, with an average speed of 2.5 Mbps.

In comparison, the downstream speed when I watch videos with the same resolution on YouTube is much more volatile or unstable. The download speed ranges from as low as 8 kbps to as high as 16.4 Mbps. The average downstream data rate I experience is around 3.4 Mbps. Therefore, you actually don’t need a faster connection to watch Twitch.

Masing-masing operator biasanya punya paket khusus untuk media sosial dan YouTube.
Each operator usually has a special package for social media and YouTube.33

I also did the exact same test using a smartphone. When watching a 720p stream on Twitch, the lowest speed I got is 360 kbps, the highest speed is 1.1 Mbps, while the average downstream data rate is at around 790 kbps. In comparison, when I watched YouTube, the lowest speed was 133 kbps and the top speed was 367 kbps, with an average download speed of 307 kbps. Thus, unlike laptops or PCs, YouTube requires a much slower speed than Twitch in mobile.

Each operator usually has a special package for social media and YouTube.

When discussing the source of income for streamers, I once asked Fandra “Octoramonth” Octo the reason behind the lack of popularity of Twitch in Indonesia. According to him, the absence of special mobile data offers or packages for watching Twitch is one of the culprits behind this trend. Indeed, when I checked the list of internet packages offered by Telkomsel, there were packages for YouTube, Facebook, and Instagram, but there were none for Twitch.

Without any special packages or offers for using Twitch, to what extent does this impact the users’ mobile data fees? To answer this question, we need to compare watching YouTube with operator packages and watching Twitch without any of those offers.

To watch 1 hour of 720p video, you will need to spend around 1.6GB of mobile data. Given that Twitch doesn’t have a special data package, I will use the regular mobile data pricing from Telkomsel. One of the packages that Telkomsel provides is the OMG package. With this package, you can get 27GB of mobile data for a month at a price of IDR 152,000, which means that 1GB is valued at IDR 4.7 thousand. Therefore, if you watch a 720p video for an hour, then you will roughly spend around IDR 7.5 thousand.

Now, let’s move on to the costs involved when watching YouTube with a special package. Telkomsel provides a “YouTube package” that allows you to watch YouTube as much as you want for a week for only IDR 15.2 thousand. Assuming you have work or college activities, you can probably only set aside about 4 hours each day watching YouTube – which means you can watch 28 hours of content every week. Therefore, the cost you have to spend to watch YouTube videos for 1 hour in this scenario is IDR 15.2 thousand divided by 28 hours or is IDR 542.

If you are a busy person and can only watch videos on YouTube for 2 hours every day, so you have to spend Rp1.1 thousand watching YouTube videos for an hour. The calculation above concretely shows that special packages can make a huge difference in user’ fees when using Twitch and YouTube.

 

Conclusion

At first glance, Twitch, YouTube Gaming, and Facebook Gaming offer the exact same thing: a streaming platform for gaming content creators. However, the three of them actually have different focuses and primary use cases. In the beginning, YouTube was created as a place to share pre-recorded videos. On the other hand, Facebook started as a social media. Twitch, since its inception, serves as a streaming platform.

As one of the early pioneers in the industry, it is no wonder that Twitch dominates the streaming market. To date, Twitch is still the number one game streaming platform globally. One of the advantages of Twitch is the countless features that it possesses, such as the Channel Point System. Twitch also supports special features for popular games, such as Live Tracker for League of Legends. Unfortunately, these features are usually only available for PC games. However, in Indonesia and Southeast Asia, mobile games are far more popular than their PC counterparts. Therefore it is expected that most Indonesian streamers are less interested in using Twitch.

Twitch also tends to be much more passive than other platforms. So far, they have not collaborated with any local telecommunication operators. As a result, there are no special packages for watching Twitch that can incentivize viewers to use the platform. If this laid-back ideology persists, Twitch can never attract the audience of a country where mobile data fees and quotas are still incredibly limited.

Feat Image Credit: Creatopy. Translated by: Ananto Joyoadikusumo

Analyzing Thunder Predator’s Aggro Playstyle in ONE Esports Singapore Major 2021

Dota 2’s first offline Valve Major event of 2021 has just come to an end, crowing Invictus Gaming as the Grand Champions. Throughout the event, a multitude of upsets and surprises filled the matches, and it is this special characteristic of Dota 2 matches that keep the viewers returning.

Further, given that this is the first event to include teams from different regions, the tournament’s META was nothing but a surprise for most people. Once the respective regions’ META was brought together, they orchestrated purely entertaining Dota matches that fans have longed for ever since.

In particular, there was a team that caught everyone’s attention, Thunder Predator. This underdog squad from South America surprised everyone due to how unique and skillful their playstyle was during this event. Not everybody was even familiar with their lineup, let alone knowing what strategies are under their sleeves.

In this article, we shall first view a brief history of the Thunder Predator roster, analyze what’s so special about their draft and how they blended such a risky draft with their aggressive and iconic playstyle.

 

South American Veterans

Although Thunder Predator rarely received mainstream media spotlight, the organization itself has been established since 2017, initially consisting of South America’s oldest Dota 2 players. In its latest form, the lineup also includes players who have been in the scene for about the same time as when the organization was first established.

Thunder Predator at ONE Esports Singapore Major 2021. Source: Thunder Predator Facebook.
Thunder Predator at ONE Esports Singapore Major 2021. Source: Thunder Predator Facebook.

Out of the five players, Frank, MoOz, and Wu, only started their competitive year starting 2017 by joining the likes of team Gorillaz-Pride and the more popular Infamous.Black. On the other hand, the two remaining players Mnz and LeoStyle- have been playing professionally since 2015, joining teams as old as Team Unknown and Digital Chaos.SA — if that rings any bell.

Moreover, what most didn’t know was the fact that Mnz used to play under the name of Kotaro Hayama, who is amongst South America’s oldest Dota 2 players around. So at first glance, this team had a ton of experience under their belt and this event happened to be the stage for them to unleash their might.

Coming into the ONE Esports Singapore Major 2021, most viewers were considerably doubtful, for a sensible reason. That is, South America’s Playoffs representative team, beastcoast, had just withdrawn from the Major due to COVID-19 infections. Naturally, fans were bitter as beastcoast was seen as the strongest best from their region.

As a result, Thunder Predator had massive shoes to fill, if they were to succeed their rivals beastcoast. Keep in mind that Thunder Predator only received a Group Stage seed, meaning that they would need to perform better than other teams if they were to redeem the Upper Bracket playoffs slot that beastcoast should’ve had. Nonetheless, Thunder Predator entered the event like mad wolves, shocking almost everybody watching.

 

Aggressive and Agile Draft

Watching Thunder Predator play in the Group Stage and later in the Playoffs was nothing but thrilling. The way they time their tempo and momentum during team fights was nothing less but beautiful, like a well-choreographed performance. It reminded me a lot of the way that the former Wings Gaming or perhaps TI8 OG liked to play, highly aggressive yet very timing-based approaches.

At the same time, they did so while still attending to the latest META, as their picks were just like any other teams’. Among their most-used heroes were Earth Spirit, Oracle, Death Prophet, Pangolier, Phoenix, and Tusk. These heroes were mixed-and-matched with other heroes and defined a major part of their drafting style.

If you noticed, these heroes are the type of heroes who could go nuts if you want to. You can dive pretty far into the enemy territories given how agile they are. Earth Spirit’s Rolling Boulder, Tusk’s Snowball, Phoenix’s Icarus Dive, Pangolier’s Rolling Thunder, are few examples of those kinds of abilities.

These skills are risky, as they could easily backfire when performed incorrectly. However, users of these skills should also not be overly scared and should be willing to dive deep, as long as they have the remaining of their team covering their backs. And Thunder Predator did just that. Many times heroes like Earth Spirit or Tusk initiates a skirmish, and the remaining team comes prepared to help out.

In an interview with Yahoo Esports Southeast Asia, MoOz himself expressed how crazy his team’s playstyle is, “we are actually kind of crazy. We just want to be as aggressive as we can. So, we make super aggressive calls and that’s how we like to play, and that’s how we think we are going to put pressure on the enemy teams. So, we are very loud and very Peruvian. So, you can imagine.”

Watching the way Thunder Predator players handle skirmishes is literally a five-man kiting-action. Many times some of them over-extended their steps, but the remaining four stepped in and might as well turn the tables around. Like a pack of wolves, every one of them keeps all members intact and as safe as possible, but never fearful of engaging in team fights.

It is this formula that kept Thunder Predator alive during the Group Stage. In fact, they dominated almost every team in the pool, ending the Round-robin stage with a 5-2 match-win-loss. They won 2-0 against every team except Vici Gaming and OB Esports x Neon, where they tied the series 1-1.

That said, they received an Upper Bracket seed which could’ve been beastcoast’s. Nevertheless, they delivered a very satisfying result and many were surprised they could have reached such an outcome.

 

The Playoffs Run

Continuing their journey in the event, Thunder Predator faced Team Secret from the get-go in their very first Playoffs match. Being the experienced team that they are, Team Secret had a plan against these mad men’s playstyle.

In both matches, they banned Puck, which is Thunder Predator’s most-banned hero throughout the entire event. The hero was banned up to 10 times in total, given how deadly it could be if the META-favorite hero fell to the hands of LeoStyle-. They also banned Thunder Predator’s comfort picks like Morphling, Phoenix, and Death Prophet in between the two games.

Also, Team Secret managed to dampen the aggression pushed by Thunder Predator to the late-game, where Thunder Predator’s winning-key lies in: their early-game aggression. As such, Team Secret swept the series 2-0 and pushed Thunder Predator into the Lower Bracket.

Thunder Predator defeated by Team Secret. Source: Thunder Predator Facebook.
Thunder Predator defeated by Team Secret. Source: Thunder Predator Facebook.

In their first Lower Bracket match, they were paired against Team Aster, and this Chinese team is better known to be more disciplined and patient in their games. Indeed, Thunder Predator took advantage of this very fact and rolled through Aster in the entire series.

In both games, Thunder Predator drafted Tusk, Pangolier, and Phoenix. Again, these three heroes are amongst their most favorite and comfortable picks out of all. Their strategy is to use these heroes and play them as aggressively as possible while making space for their Cores who will later be responsible to close out the series in their favor.

Following that series, Thunder Predator was up against Virtus.pro, a roster with young and talented players who are just as bold as their South American rivals are. In the first game, it was Thunder Predator’s Cores who popped off and carried the entire game with heroes like Weaver and Windranger.

In the second game, however, Virtus.pro allowed Thunder Predator to not only pick Earth Spirit and Phoenix, but also Puck. They paired the three with Troll Warlord and Beastmaster, allowing for strong late-game and pushing capabilities. The game looked grim for Virtus.pro from the very beginning, and Thunder Predator ultimately stomped the series 2-0 and continued their run in the Major.

 

Final Boss: Invictus Gaming

Like their match against Secret, Thunder Predator had a slim chance when facing Invictus Gaming in the Lower Bracket Round 3. Invictus Gaming was amongst the heavy favorites of the tournament, and many expected them to win the Major altogether.

Nonetheless, Thunder Predator kickstarted the first game with a bang as they rolled through the Chinese in just under 30 minutes with heroes like Death Prophet and Juggernaut. A lot of fans were surprised to see them take the first game. Unfortunately, it was Invictus Gaming’s Emo in the second game who, conversely dominated the game with his Puck.

And in the third deciding match, Invictus Gaming had the upper hand since the drafting phase. They banned Puck and Death Prophet and proceeded by picking a Phoenix of their own. With an even more aggressive hero like Storm Spirit and Troll Warlord, Invictus Gaming cornered Thunder Predator into a draft that didn’t belong to their playstyle.

Thunder Predator’s roster at ONE Esports Singapore Major 2021. Source: Thunder Predator Facebook.
Thunder Predator’s roster at ONE Esports Singapore Major 2021. Source: Thunder Predator Facebook.

Unfortunately for the South Americans, their 2021 Major run concluded with a close 1-2 loss against Invictus Gaming, who would later be crowned Champions of the event.

 

Closing Remarks

Seeing Thunder Predator play is seeing Dota in its full potential. With the right set of heroes and the appropriate style of gameplay, it could very well keep viewers on the edge of their seats. It shall be interesting to see how Thunder Predator would fair in the next season of the Dota Pro Circuit and what other surprises we shall witness in the matches that follow.

 

Featured Image by Thunder Predator.

From League of Legends to Mobile Legends: Peter “AirLiur” Tjahjadi’s Bold Esports Quest

When the public thinks of esports, they used to understand it merely as a bunch of nerds playing their games intensely. It is only in recent years that the public perception has changed towards a more open mindset regarding what esports really is. However, what is more often discussed and attended to is how successful an esports athlete could be — with all the luxury of fame, wealth, and prestige.

Yet, not everybody understands the hardship and struggle that comes before all of those ideals. In fact, not everybody made it to the big stage. Some retired before ever lifting trophies, or had to leave because the game’s scene couldn’t survive the wave of modern esports titles. If anything, the decisions that an esports athlete makes during their career could crucially affect their longevity as a professional player.

Since stories like these are often untold, forgotten, or neglected, we must realize how esports is just like any other career: not everything will work out as we desire, and that making bold decisions is equally necessary.

Thinking of such a scenario made me recall a professional player whom I have had time to chat with back in 2017. At that time, Indonesia’s esports scene was still under heavy development, and that only a small portion of the general public understood what it’s all about. His name is Peter Tjahjadi, more commonly known by his in-game nickname, AirLiur.

AirLiur in LGS Spring 2018 Photoshoot. Source: @airliur__.
AirLiur in LGS Spring 2018 Photoshoot. Source: @airliur__.

Seeing AirLiur take a sharp turn in his esports career, in my opinion, is as reflective as the present Indonesian esports scene today. Most, if not all, the focus is placed on the top-selling games, while less popular titles are gradually fading away. This led to the phenomenon of professionals having to switch to a different esports title, even if it meant a hard reset on their career.

Multiple professional players, especially those coming from PC-games like Dota 2 and League of Legends did just that. A handful of them made a transition to mobile games like Mobile Legends: Bang Bang, Arena of Valor, and recently League of Legends: Wild Rift.

Peter is indeed one of them. He made the switch from League of Legends to Mobile Legends and is currently part of Geek Fam Indonesia’s Mobile Legends Development League (MDL) roster. What makes Peter’s story intriguing is not only his quick adaptation to Mobile Legends’ competitive scene, but also the price he had to pay to make the switch.

 

Bige, Bigetron, and the LGS

Peter started his competitive journey back in around 2014/15, which was during the earliest days of League of Legends Indonesia. The original game kickstarted in 2009, but it took quite a while to reach the Indonesian competitive scene. Like many others, Peter began by joining small-scale tournaments with a couple of friends.

Amongst his earliest tournaments is the Teemo Cup – a monthly event in search of the best rookie League of Legends teams. In conjunction with the game’s new hype, the event organizers partnered with several internet cafes. In a roadshow-like fashion, League of Legends continued to popularize through these forms of events, attracting the earliest Indonesian communities.

Teemo Cup. Source: indogamers.com.
Teemo Cup. Source: indogamers.com.

Teemo Cup, back in the day, meant quite a lot for rookies or casual players alike. The event featured in-game currency as prizes, as well as a chance to participate in Glorious Arena. Glorious Arena provided a pathway for teams to participate in League of Legends Indonesia’s main league, the League of Legends Garuda Series, or LGS for short.

Afterward, AirLiur was recruited by his fellow future teammate, Teemolamon, forming a team called Bige. It was after a loss in the Glorious Arena when the two met Edwin Chia, also known as Starlest. They merged their respective teams, forming the foundation of Bigetron Esports.

Bigetron Esports League of Legends 2017. Source: @airliur__.
Bigetron Esports League of Legends 2017. Source: @airliur__.

Today’s Bigetron is known to not only be popular as ever, but they are also famed for having the strongest teams in all of esports. For instance, their PUBG Mobile team won PUBG Mobile World League 2020 – Season 0: East, and their newest division, League of Legends: Wild Rift roster, had just won SEA Icon Series 2021: Summer – Indonesia.

Back then, Bigetron’s League of Legends team, according to Peter, struggled in terms of team communication, although the roster composition had great individual skill sets of their own. The team had a fair share of participating in LGS Season 7 after making it through the Round Robin. Together with Teemolamon, Starlest, Venus, Tibold, and Qoui, Peter played as the team’s ADC during that season of LGS, leading to a 6th-place finish in the event.

 

Road to Asian Games 2018

Once the new season commenced, Peter found himself playing in a different team, known as Superamos. Superamos was the last-place finishers of the previous LGS season. In fact, they only made it to LGS 2017 Summer due to EVOS Esports deciding to not join the main event. Nonetheless, Peter’s addition into the team, together with his former teammate Venus, proved to be a crucial decision to Superamos’ upcoming performance.

In the Season Group Stage, Superamos climbed 3rd-place on the leaderboard tallying a 4-3 match result. Given their standings, Superamos received a Quarterfinals seed in the LGS 2018 Spring Playoffs. Unfortunately, their journey was quickly put to a halt after immediately losing 1-3 to Phoenix Esports. Peter and his squad had to be content with their 5th-place finish in the main event.

Post-LGS, Peter joined the ranks of Headhunters, which is amongst Indonesia’s best League of Legends team. Headhunters had just finished 2nd in LGS 2018 Spring, but decided to revamp their roster with Peter joining the lineup as ADC. It is also this very Headhunters roster that made it to the Asian Games 2018 as Indonesia’s national League of Legends representatives.

Indonesian National League of Legends Team with Faker. Source: @airliur__.
Indonesian National League of Legends Team with Faker. Source: @airliur__.

Their subsidiary ADC, cruzher, was just selected to become the national League of Legends coach. As a result, the team received a Direct Invite to the event, where they faced off against Asia’s best League of Legends teams — including the giants of South Korea and China.

Despite their lengthy preparation, the Indonesian national team failed to secure a single match victory for the country. Seeded together in the same group as Chinese Taipei, Saudi Arabia, and Pakistan, the Indonesian representatives went 0-6 throughout the event. Hence, the team didn’t only fail to advance into the Playoffs, but also went home as the last-place finishers in their very hometown where the Asian Games was held.

In hindsight, Peter thinks that his Asian Games experience was the “best thing that could have ever happened, it changed how people see me and esports.” The Indonesian government and the public’s view towards esports changed drastically ever since, with the scene receiving massive support and recognition.

 

Entering the Land of Dawn

Peter’s loss in the Asian Games surely has impacted him in the best ways possible. Despite the team’s 0-6 run, it left a lasting legacy in the realm of Indonesian esports. After about 4 years since I last chatted with him, I had a short interview with Peter once again to talk about his latest esports career. As usual, Peter is the humble professional player that I remember him to be.

Like mentioned earlier, Peter agrees with the idea that the Asian Games changed the local esports scene forever. “Now, those people who work in the esports field are no longer underestimated. Especially in Indonesia, where the scene was previously underestimated by the public,” Peter added.

However, the Indonesian League of Legends scene was slowly crawling into its stagnancy as the game stopped receiving direct support from the publisher and developer. Because of that, Peter was faced with a critical situation of either having to stick to the game he loves, or move to a different esports title altogether, and Peter picked the latter.

In 2020, Peter made the switch to Mobile Legends, the mobile esports title that is ever so popular in the youths of Indonesia. When asked what drove him to make such a decision, Peter answered, “It’s simple, I still want to be in the competitive world. I felt that at my age, which is still relatively young, I could still compete in games whether it was based on PC or mobile.”

Aura Esports MDL Season 2 Roster. Source @mdl.indonesia.
Aura Esports MDL Season 2 Roster. Source @mdl.indonesia.

Further, Peter never expected to see himself play Mobile Legends at such a competitive level, now that he is in the MDL. “At first I felt like I would be late if I only started to play Mobile Legends (in 2020), but because I had the opportunity to do so, I just gave it a go,” Peter explained.

Because of his prior experience playing League of Legends, a game with much greater complexity than Mobile Legends, Peter finds it easier to adapt to his new game, “I felt that I could adapt quickly and also implement some of the basic League of Legends in-game knowledge in Mobile Legends.”

According to Peter, “The basic MOBA elements are mostly the same. The most striking difference being the absence of a warding-system, so you have to be clever to ambush, while the rest remains similar.”

On the other hand, Peter finds a slight difference between playing League of Legends and Mobile Legends as a full-time professional. He felt that “Mobile Legends’ practice hours could be considered to be a bit more relaxed compared to League of Legends,” but in terms of the scene’s competitiveness, he thinks that “it’s more competitive here because there are so many competitors.”

 

“Improvement. I’m new to this game…”

As humble as Peter is in person, it’s fascinating to see how far he has taken his new competitive Mobile Legends journey. In only a couple of month’s time, he managed to join Aura Esports’ MDL Season 2 roster in July 2020. He’s regarded as one of the strongest players in the team, especially considering his former League of Legends competitive experience.

In Aura Esports, Peter presumed the role of the team captain and played as a Support this time around. With his team, Peter accumulated a 17-9 game-win-loss in the MDL Regular Season, securing their spot in the Playoffs. It was the premier match in the Playoffs, however, which put Peter’s MDL Season 2 run to an abrupt end.

Aura Esports was up against Siren Esports in the first match, where the two fought bravely to advance to the next match. It was Siren Esports, in the end, who had the upper hand and won 2-1 against Aura Esports. Siren Esports would continue to become the Playoffs champions later in the event.

With his journey in the MDL cut short, Peter and his team were only able to attain a 5th-8th-place finish throughout the tournament. After finishing 3rd in the Group Stage/Regular Season, it must’ve been a bitter pill to swallow such an outcome. Peter and his squad proceeded the next coming competitive season by leaving the Aura Esports organization.

Geek Fam Junior MDL Season 3 Players. @geekfamid.
Geek Fam Junior MDL Season 3 Players. @geekfamid.

To welcome the new competitive MDL Season 3, Peter and his fellow Aura teammate, Rupture, found themselves playing for Geek Fam Indonesia’s MDL division, Geek Fam Junior. As of the time of writing, MDL Season 3 had just concluded Week 4, and Geek Fam Junior has currently placed the top-8 team.

 

The Journey Onwards

When I asked Peter about the biggest challenges that he finds as a professional Mobile Legends player, he sharply answered, “Improvement. I’m still new to this game and I still have a lot to learn to become an even better player.”

While most MDL players are outspoken when it comes to playing in the MPL, Mobile Legend’s main league, Peter chooses to not overthink it and focus on improving himself instead, “I haven’t thought too far about it yet. No one knows what the future holds. What’s important for me is that I keep improving as a player.”

Peter with Faker in Asian Games 2018. Source: @airliur__.
Peter with Faker in Asian Games 2018. Source: @airliur__.

As for what lies beyond Peter’s current state and onwards, it seems all-too blur and uncertain to be predicted. But what’s certain is that a player like Peter is dedicated to improving himself by placing a greater emphasis on whatever opportunities are presented to him at this very moment.

 

Featured Image by Peter “AirLiur” Tjahjadi.

The Love Triangle That Exists Between Video Games, Anime, and Esports

In Japan, anime are usually based on popular mangas. Popular mangas are sometimes also adapted to other media, such as video games. Dragon Ball is one of the most popular examples in this case. How many anime and video games have been made based on Akira Toriyama’s legendary series? Today, the gaming industry is also closely tied to the completely new esports industry. Given the close relationship between the gaming industry and anime, does that mean there is definitely a place for esports?

 

Video Games, Anime, and Esports

Last week, Team Liquid announced that they had a new collection of apparel. Unlike their other merchandise, Team Liquid collaborated with Naruto Shippuden in their brand new clothing line. On Twitter, the announcement of Team Liquid’s collaboration with Naruto received a great reception, evident from the 7 thousand retweets and 29 thousand likes the tweet received. By comparison, when LA Thieves announced their new kit on Twitter, they only had 268 retweets and 3.2 thousand likes. This discrepancy may prove that esports fans really like anime.

Unfortunately, the same chemistry does not apply between the esports and anime industry. Currently, there are not many collaborations between the two industries, even though both the esports-gaming and gaming-anime industry relationships meshes incredibly well. The first anime to be adapted from a game is Super Mario Bros: Peach-Hime Kyushutsu Dai Sakusen! The anime ran for 1 hour daily in 1986.

In 1988, the Astro Boy game – which is also based on the anime – was released for the PC platform. This game is one of the few first games which are adapted from the original anime. Since then, there have been many games based on popular anime, such as Dragon Ball, Evangelion, Fullmetal Alchemist, Inuyasha, Initial D, Naruto, One Piece, and even Doraemon. There are also quite a lot of anime that are based on video games, such as Devil May Cry, Fatal Fury, Kingdom Hearts, Street Fighter, Virtua Fighter, and Final Fantasy XV.

There are also a number of anime that adapt the video game theme into their story. These are anime like Overlord, Sword Art Online, Log Horizon, No Game No Life, and .hack. Even though the game anime genre is not included in the list of the most popular anime, the Sword Art Online anime still has a very large following until today. The first season of Sword Art Online aired in 2012, implying that the genre has been popular for a very long time.

Anime also often carries popular sports themes such as soccer, basketball, and baseball. Sometimes less popular sports are also used as a theme, such as volleyball, bicycle racing, or American football. Esports itself is increasingly being recognized as a sport. However, almost no anime has an esports theme. So far, the only anime with an esports theme is High Score Girl. The anime was released in 2018. The story, however, was set in 1991. Therefore, you cannot expect to witness the developed esports ecosystem similar to today’s standards.

Currently, the only animation with a plot based on esports players is Quan Zhi Gao Shou or The King’s Avatar. It’s just that, The King’s Avatar – which is available in comic, animation, and even live-action form – is made in China and not Japan. On the other hand, Netflix has also just announced the anime series Dota: Dragon’s Blood. The series based on Dota 2 will launch on March 25, 2021. Although it is claimed to be an authentic “anime”, Dragon’s Blood is handled by Studio MIR, a South Korean studio that previously made The Legend of Korra and Voltron: Legendary Defender.

The two examples above show China and South Korea much faster than Japan in adopting the esports theme. Even the Japanese government alone is remarkably slow to support the esports industry. They only revealed their plan to develop the esports industry last May of 2020.

"Kota Esports" yang dibuat oleh pemerintah Hangzhou. | Sumber: Esports Insider
“Esports City” made in Hangzhou. | Source: Esports Insider

In comparison, Hangzhou – a city in China known for its tourism industry – has opened an “esports city” in November 2018. The Hangzhou government went full onboard and spent RMB2 billion (around 4.3 trillion Rupiah) to create an esports city as large as 3.94 million square feet. The central government of China also voices its interest regarding esports. In February 2019, Beijing recognized esports players as an official profession. In Indonesia, President Joko Widodo says that the government will support the esports industry by building digital infrastructure. In the 2019 Presidential Cup, esports has been included as one of the ongoing competitions.

Why is Japan slow to adopt esports culture even though half of their population is practically gamers? One reason for this is that most of the games played by Japanese gamers – both on mobile and console – are single-player games. Since single-player games rarely promote the element of competition, Japan’s esports ecosystem has not grown as fast as other countries where the majority of the population plays multiplayer and competitive games.

The number of professional players can be a benchmark to visualize the growth of the esports ecosystem in a country. According to Statista, in 2019, there are only 578 pro players in Japan. Meanwhile, in China and South Korea, the number of pros reaches beyond 1000. Indeed, China has a much larger population than Japan. In 2019, China has a population of approximately 1.4 billion, while Japan’s population only reaches 126 million people. However, South Korea’s population, of 51.7 million people, is much smaller than Japan’s. Therefore, we can conclude that the number of professional players in a country is not only influenced by the size of the population.

Jumlah gamer profesional di setiap negara pada 2019. | Sumber: Statista
The number of professional gamers in each country in 2019 | Source: Statista

As further proof, the United States has the most number of professional esports players in the world, reaching more than 5 thousand pros. However, United States’ population is only 328 million people, which does not reach even half of China’s population

 

Advantages that the Cooperation between Esports and Anime Industry can bring

If Japan’s esports ecosystem is relatively undeveloped, why did the collaboration between Team Liquid and Naruto sparked so much interest? The reason is pretty simple: esports and anime viewers have lots of similar characteristics.

“I am even more surprised why the collaboration between the two industries didn’t happen sooner,” said Irliansyah Wijanarko SaputraChief Growth OfficerRevivalTV, expressing his opinion on the collaboration between Team Liquid and Naruto. “Today, esports is not just about competitively playing games but also has become a lifestyle for the millennials and the generations below. Therefore, it is only natural that anime, a mainstream form of entertainment for these generations, will be working with the esports industry.”

Irli compared the collaboration between Team Liquid and Naruto with the collaboration between automotive and golf companies. “There are BMW golf clubs, or the Gucci or LV brands that make bicycles. These sorts of collaboration occur because golf and bicycles are indeed entertainment and part of the lifestyle of the previous generation,” he said.

Meanwhile, ShoutcasterWibi “8KEN” Irbawanto mentioned that although the demographics of esports and anime viewers are not always the same, they both may have a lot in common. “We have seen several efforts put forth by the game developers to create cross-content, such as League of Legends with its Sailor Moon skin or CS: GO with anime character face skins. Thus, it can be implied that the demographics of the esports and anime industries do intersect to some extent.”

According to a GameScape report from Interpret in 2017, the average age of esports viewers in the US is 28. 39% of esports viewers are also 25-34 years old. When compared to the demographics of the esports audience, the target audience for anime is much broader. Anime targets audiences of all ages, from children to adults. As a result, anime is also categorized by gender and age. For example, the shounen and shoujo categories target adolescents aged 12-18 years; seinen and josei target audiences aged 18-40 years; kodomo is suited for children under the age of 10. Even so, as mentioned by Irli and Wibi, there is an intersection between esports and anime audiences.

What does exactly mean?

In marketing, there is the term called “targeting in marketing“. The term refers to a strategy focusing on a specific customer segment. One of the goals of targeting is to increase sales figures. As an illustration, if you try to sell chocolates on Valentine’s Day, you will get a larger profit if you sell chocolates to people who are not single. You might not obtain much success if you try to sell Valentine chocolates to singles.

The same can be applied in esports and anime. Esports and anime fans have a lot in common, as mentioned by Irli. Therefore, esports fans are more likely to watch anime or buy anime merchandise and vice versa. According to Irli, anime fans are very likely to be interested in esports because it usually features content with the “journey in becoming a hero” concept. This type of concept or plot is frequently present in anime, especially shounen, like Naruto.

For esports organizations, one of the benefits of collaborating with well-known anime is brand exposure. By creating Naruto-themed clothing, Team Liquid can expose their brand to Naruto fans and anime in general.

“The collaboration between Team Liquid and one of the biggest brands in the anime world, Naruto, should be able to attract the masses to buy a new Team Liquid apparel,” said Wibi. “Customers who access the Team Liquid’s store will also discover other Team Liquid products which can be promoted or shared through social media, hence the brand exposure.”

 

Potential Collaboration Between Indonesian Esports Organizations and Anime

When asked if a local esports organization could follow in Team Liquid’s footsteps, Irli replied, “It’s just a matter of time before someone does it.” However, he also discussed the challenges that Indonesian esports organizations must face if they want to collaborate with anime. “The most difficult obstacle to overcome is gaining access to the anime license. Anime franchises rarely collaborate with the esports sector. Instead, they usually cooperate with agencies in the form of community events.” said Irli.

Irli suggests that the most feasible approach for local esports organizations to collaborate with anime franchises is through Dentsu, a Japanese advertising and PR company that already has a branch in Indonesia. “You must first try to make contact with Dentsu. Then, Dentsu can connect you with the esports team,” he said.

If Indonesian esports organizations want to collaborate with anime franchises, they will also need to make sure that the collaboration will be successful. The collaboration usually might not seem to be very prosperous in the short term. Therefore, Indonesian esports organizations must convince the anime license holders to do a long-term collaboration. Meanwhile, the only logical approach that fulfills this objective is apparel collaboration, as was done by Team Liquid with Naruto.

Kaos hasil kolaborasi antara Team Liquid dan Naruto.
The T-shirt collaboration between Team Liquid and Naruto

Local esports organizations can also opt to cooperate with local comic or animation franchises. However, this collaboration is not mutualistic for both parties. Irli mentions that esports is far more popular than local comics brands. “It is not exactly a business cooperation,” he said. “because the esports organization will end up supporting the local comic business and not the other way around.”

Even so, Irli said that it is possible that the local esports teams will collaborate with Indonesian comic artists or animators to create an entirely new intellectual property. “For example, there is a plan to create a new comic or universe as part of their future business prospect,” he said. “It is possible that the esports team will cooperate with local comic artists to market their new IP.”

 

Conclusion

Video games and anime meshes really well together. The collaboration between the two industries has also been going on for decades. Considering that esports is a derivative of the game industry, esports should technically have no problem cooperating with anime, right? Well, not exactly.

Unfortunately, so far, there has not been much cooperation between esports and the anime industry. One of the reasons behind this is Japan’s underdeveloped esports ecosystem. Even so, Team Liquid has paved the way with its collaboration with Naruto Shippuden. On paper, this cooperation should turn out well for both parties because esports and anime viewers have several similarities.

Of course, we can only wait and observe the extent of the success of this collaboration. However, if this collaboration proves to be successful, we can definitely see more esports organizations following in Team Liquid’s footsteps.

Translated by: Ananto Joyoadikusumo

Why Can’t All Competitive Games Succeed as an Esports?

Why is LoL’s esports scene much more successful than Dota 2’s? Why can CS:GO become an esports phenomenon in EU and NA, but is becoming less popular in the SEA region? These have probably crossed your mind if you are a fan of these games.

What are the answers to the questions presented above? How can a game become the center of attention in the esports ecosystem? In this article, I will try to discuss and investigate the factors that can make a game successful as esports.

 

Taking a Look at the Sports Industry

If you have read any of my other articles, you may be aware that I have referred to the sports industry several times when explaining phenomenons in esports. I like using this comparison because esports has a lot in common with the sports industry in many aspects.

I was also inspired to discuss this topic by a YouTube video from Athletic Interests that talks about the sports industry. The video that inspired me was a video titled “Why basketball sells more than baseball.”

The Athletic Interest bases their video on Steffan Heuer‘s article written in German, which appeared in a sports business magazine called Brandeins. In his article, Steffan mentioned four factors that allow basketball to be more internationally popular than baseball.

Firstly, baseball is a much more complicated game than basketball. Secondly, the average duration of a baseball game is also very long. Thirdly, the league season is also much more lengthy. Fourth, there are much fewer baseball players that come from outside the US.

I will briefly discuss and explain each of the points made by Heuer. If you want to look at this topic in a much more detailed fashion, you can watch the video or read Steffan Heuer’s original article.

Regarding the first factor, Steffan Heuer compared the complexity of the two sports through the size of their respective rulebooks. The major baseball league, MLB, has a total of 188 pages in their rulebook, while the NBA has only 68 pages. A complicated set of rules will generally result in a much more complicated game, even though baseball only looks as simple throwing and hitting a ball with a bat.

The second factor proposes that game duration can explain the discrepancy in the popularity of basketball and baseball. The net duration of a basketball game is roughly 48 minutes (4 quarters of 12 minutes). If you take timeouts and half-time shows into account, the total duration of a basketball match broadcast will be approximately two hours. Meanwhile, two hours is the shortest possible duration of a baseball game. There was even a baseball game that lasted 8 and a half hours. There is also a game that lasted two days in 1981.

In the third factor, Steffan explained that there are 162 games in a baseball season that run for six months (about 27 games a month). In addition, the Baseball finals are also conducted in a best-of 7 format. Taking into account the duration of the matches, the finals may take one month to complete.

The last factor explains that players in the baseball league mostly come from the US only. How about basketball? If you follow the NBA, you probably know that many popular basketball players come from outside the United States. There are stars like Dirk Nowitzki, who came from Germany, or Yao Ming, who came from China.

Apart from these four core factors, other points are also briefly discussed in the video. For example, the video also discusses NBA’s investment in China by building basketball courts and even building offices. This investment was quite successful in making basketball known in China.

Sumber Gambar - Video Athletic Interests
Several forms of NBA investments are made in China. Image Source – Athletic Interests Videos

Another factor also comes from the equipment needed to play the game. To play baseball, you will need a set of expensive equipment. You will also need an enormous baseball field. These prerequisites are not present in basketball. You only need a pair of shoes, a small court equipped with a basketball pole, and a ball to play the game.

All these factors describe how the popularity of basketball far exceeds baseball. According to Steffan Heuer’s explanation above, basketball’s simplicity and action-packed matches are suitable for capturing the interest of audiences locally and around the world.

We can classify these four factors into two groups: internal factors and external factors. Internal factors refer to the attractiveness and engaging aspect of the game. External factors pertain to the incentives taken by certain parties to advertise the game to more people.

The first two factors explained by Heuer can be classified as internal factors because they discuss why the sport can be engaging to the audience. The third and fourth factors can be classified as external factors because these two factors explain what the NBA is doing to promote and make the game much more enjoyable.

Now, let’s see how these factors can be applied to the esports sector.

 

How Can Some Games Be Popular as an Esports

In my opinion, these four factors that we have discussed can actually be applied to esports. The first and second factors, which talk about the attractiveness of the game, can be translated through the gameplay aspect. The third and fourth factors will measure the developer’s efforts in promoting the game and designing the esports game ecosystem to be enjoyable for fans internationally.

Based on what I have captured in Steffan’s explanation, internal factors remain a key aspect in explaining the popularity of a game because the development of today’s sports industry is very similar to esports.

How similar you might ask? The development process starts from the creation of the game first. Then, the game starts to be played and attract the interest of some people. When enough people got interested in the game, competitions began to be held and commercialized into the business model we have today. Perhaps in the past, the people who watched the basketball league were just people who played basketball. However, since the game is relatively easy to understand and is constantly promoted by the NBA, people who don’t play basketball also become interested in watching basketball games.

esports event

Esports does not originate from the game developer themselves. Instead, Esports is initiated by the community of players, which are then supported by the game devs. I discussed this exact topic in an article about the history of esports. You can find the article at this link. Therefore, a game must be interesting in the first place before it can grow into a successful esports.

For our case study, let us use League of legends’ journey in becoming a global esports game. League of Legends has actually been popular since the early years of its release. According to statista.com, there were 15 million monthly active users of League of Legends two years after the game was released in 2009.

How did League of Legends become more popular than its predecessor: Defense of the Ancients (the custom map for Warcraft III: The Frozen Throne)? Maybe you could say because League of Legends has fulfilled two factors from Steffan Hauer’s explanation above, namely that the game is simpler and the duration of the game tends to be shorter.

When compared to DotA, League of Legends is simpler. The division of roles in League of Legends is clearly stated. Items in League of Legends can rarely be activated, so it is unnecessary to remember many character-item combinations. In addition, League of Legends also makes the fog of war system simpler by removing high ground and low ground mechanics, day and night mechanics, and changing trees into bushes. Because it’s simpler, League of Legends is much more beginner-friendly than Dota 2.

Let’s discuss the second factor: the duration of the game and the level of action presented. League of Legends can also be said to be a pioneer that succeeded in defining the duration of a MOBA game. A Defense of the Ancient game usually lasts around 45 minutes, which might be longer in a close or tight match. On the other hand, the minimum duration of one League of Legends game is around 30 minutes.

The level of action in a League match and Dota 2 is quite comparable. However, one certain thing is that the snowballing economy system applied in the League of Legends game clearly defines the direction of the match. In a snowballing system, the team that loses at the start of the game will have a smaller chance of turning things around.

Meanwhile, Dota applies a rubber band mechanism in their gameplay. The system does make the tug of war much more interesting. However, this kind of system also makes it difficult to predict the outcome of the match. In the rubber band system, team advantages can be reversed and equalized easily. Therefore, the Defense of the Ancients and Dota 2 matches tend to last much longer.

To prove my opinion, I searched for the longest game recorded in both LoL and Dota 2. The results were as I initially expected. The longest-running professional League of Legends match was between SKT vs. Jin Air at LCK Spring 2018, which lasted 1 hour 34 minutes. On the other hand, the longest Dota 2 match was between Cloud9 vs. ScaryFaceZ in the qualifiers for Starladder Season 12 (2015), which lasted 3 hours 20 minutes. You read that right, THREE … Hours. The two of them may both present non-stop action in the competition. However, I don’t think I have the perseverance to watch a Dota 2 match for three straight hours.

In the third factor, Steffan Heuer highlighted the impact of the duration of the season. In the esports world, I interpret this factor as the competition format. So far, what Riot Games has done with the League of Legends esports league is truly extraordinary when compared to other games.

The esports scene of League of Legends is managed very seriously by Riot Games to the point where it is on par with mainstream sports leagues. Therefore, it is not surprising that League of Legends has succeeded in continuing its success. It has transformed from a typical MOBA game to an esports watched by people around the world and managing to record more than 139 million total watch hours in 2020.

The last factor is a matter of the diversity of star players in a sports league. At this point, I interpreted the intention of Stefan Heuer’s discussion as a form of related party investment in local schemes. In the context of basketball vs. baseball, the video explains how MLB’s investment as the first party in the US baseball sports industry tunnel-visioned in the US alone. While on the other hand, the NBA continues to develop its market outside the US, such as China.

Because of this, basketball can become more popular internationally than baseball. As more countries are exposed to the sport, there will be a larger audience and more diversity in the star players lineup. However, with baseball, Heuer explained most of their stars originate in the United States.

Sumber: Riot Official Release
Not only in Europe and America, League of Legends also has a professional league for the Asia Pacific region. Source: Riot Games

League of Legends may have employed a strategy similar to that of the NBA, although I am not sure if Riot is inspired by the NBA. We can see the similarity between the two leagues as Riot games also promote and invest their game around the world.

The current four largest League of Legends esports leagues are LEC in Europe, LCS in the United States, LCK in South Korea, and LPL in China. Riot Games also invests in smaller regions that have potential such as PCS in SEA, Taiwan, OPL in the Oceania region (Australia), LCL in the CIS region (Russia, Ukraine, and their neighbors), NLC in Northern Europe (the United Kingdom, Nordic countries, and beyond), and LLA in Latin America. Apart from these smaller regions, Riot Games also invests in countries such as LJL in Japan, VCS in Vietnam, TCL in Turkey, and CBLoL in Brazil.

Everything I mentioned may not include all of Riot Games’ investments. However, we can see Riot’s serious take on developing League of Legends into a worldwide esports. From this form of investment, it’s no wonder that League of Legends esports can grow to the global phenomenon it is today.

 

Why Some Games Are Less Successful in Becoming an Esports

After conducting a case study from League of Legends, which has had great success from gaming to world-class esports, we can look at why some games are not as successful as esports. The games that I took as examples are Pro Evolution Soccer and Fighting Games.

I chose these two specific subjects because I feel that these games have actually succeeded in fulfilling the two internal factors that we discussed earlier. However, its position as an esports is dominated by the MOBA and FPS genre.

Fighting games are relatively simple, even though the game mechanics can be difficult to master at the highest level. Aren’t most esports games built the same? Games are generally easy at first glance, but will get more complicated as we dive deeper into the game. Fighting games are considered simple for casual players. The matches’ duration is also relatively short and very action-packed.

What about PES? PES is essentially a virtual simulation of football. PES gameplay is a football game in its very nature. However, if there are 517 million people in the world who watch football matches, why can’t PES be successful as esports?

Bram Arman (left). Credits: Advance Guard
Bram Arman (left). Sumber: Advance Guard

To answer this question, I spoke with Valentinus Sanusi, the founder of Liga1PES, and Bram Arman, often seen as the “elder” in the fighting game community (FGC) in Indonesia. From our discussion, I concluded the two games were not successful as esports because of the developer’s lack of investment. Other external factors also include the fact that the two games were developed by a Japanese company, which is generally less keen on adopting a free-to-play game business model or the esports ecosystem business. Besides that, there are also several internal factors for the game itself, especially in terms of access.

In terms of fighting games, Bram Arman shared how a fighting game that is rooted in the community did not bloom as much compared to other esports games in general. “As far as I know, mainstream esports is able rapidly to grow through the influence of the developers or the 1st party. Therefore, the esports investment is considered as “direct”. The case for FGC is different. The 1st party investment is also only present in more developed countries. Therefore, in Indonesia itself, the development of FGC is classified as organic with minimal assistance from the developers. ”

If we look at the development of FGC, the Evolution Championship Series, a tournament with the most advanced development of fighting game esports, actually started as a community tournament rather than initiated by the developers. The Evolution Championship Series was also developed much earlier than the Capcom Pro Tour, which was initiated by Street Fighter developers starting in 2013.

Then what about Pro Evolution Soccer? Why can’t the esports sector football games be popular as the sports counterpart? Valen explained that “One of the reasons is because the esports community is vastly different from the soccer community. From what I have observed, the majority of the soccer community does not necessarily coincide with esports fans. In other words, football fans do not always classify themselves as esports enthusiasts.”

Valentinus Sanusi. Dokumentasi: Valentinus
Valentinus Sanusi. Credits: Valentinus

Valen then explained that “Esports enthusiasts here are not the type of people who will look for esports matches when opening social media or YouTube. Therefore, it takes a lot of effort to spread the enthusiasm of football esports to the public, so that football viewers will also be interested in the esports .”

From Valen’s explanation, I got reminded of the Social Media Bubble concept, which proposes that users will be confined to their preferred. Therefore, it’s no wonder that football fans may not know soccer esports or maybe even don’t know anything about the soccer game itself.

I also asked their opinion regarding internal factors or the appeal of the game itself. I previously explained my view about this topic in the third paragraph of this section. However, what do Bram and Valen have to say about this?

I have also seen another video that explains why another football game esports, namely FIFA, is not as successful as other mainstream esports. The video proposes that FIFA’s gameplay involves too much RNG or luck. The luck factor present in FIFA revolves around the fact that the player can only control one character at a time. The 10 remaining players on the field are automatically controlled by AI hence the luck factor. Therefore, the video considers the outcome of the match will, to some extent, be determined by luck. What about PES?

However, Valen said, “I strongly disagree with this opinion. This year, FIFA has just released a new competition feature called FUT co-op. PES has even implemented this system three years before FIFA. Furthermore, though the luck factor may exist in the game, it is incredibly minor compared to the entire aspect of the gameplay. Besides, these external or uncontrollable factors can spice up the football match, just like in real life.

What about fighting games? Bram also shared his opinion about the problem of accessing fighting games in general. “In my opinion, one of the reasons why esports in fighting games are less developed is due to their conventional business model. Most fighting games require players to purchase the game, with real money, of course. Furthermore, these games are usually not cheap. Indeed, you can sometimes access fighting games for free, but only for a free trial.” Bram highlighted the access problem to fighting games which heavily affects the player number.

“Plus, I think the learning curve of fighting games tends to be steeper than other games. Although the game may seem simple to beginners, the skill ceiling can grow steeper as the level of play increases. These are aspects such as mastering combos with different characters per se.” Added Bram.

Indeed, fighting games can be much more difficult to master compared to other games. But how much more difficult exactly? We can take the example of how the button input affects motion output. Games like MOBA or shooter have simple inputs: mouse clicks and QWER keyboard buttons for MOBAs or WASD for shooter game movements. Fighting games do not have these kinds of straightforward inputs.

In Tekken, for example, pressing the box button alone has a different output compared to pressing the square button plus the forward button. Not to mention that the type of movement also differs from one character to another character. A character may have a box input + forward button, but another character may not. That’s why you will need a strong memory, careful decision-making skills, and nimble fingers to master the game at the highest level. For more details, I have previously discussed the unique appeal of fighting games.

Furthermore, our discussion then turned to the external factors that come into play. PES and Tekken have one thing in common: they were developed by a Japanese developer. Both Bram and Valen also agreed that this is one of the reasons why both of the games have less developed esports scenes.

“You can definitely say that was the case.” Bram opened the discussion. “Japan even had laws that prohibit prize money for esports tournaments, unless it is arranged by 1st party organizations. Third-party organizers are only allowed to give merchandise prizes only.”

Valen then added. “I also agree that Japanese developers are not updated in the world of esports, of course including Konami. Their moves or incentives towards esports are too slow and will never catch up to today’s standards. They often take too many considerations from the company side and are unwilling to invest in the esports scene. In fact, Pro Evolution Soccer on consoles and mobile doesn’t even have a spectator mode until recently, even though this feature is crucial to support an esports ecosystem.”

There is indeed a reason why Japan is too late to catch up with the current esports trends despite leading in the game industry. The reason is the polemic relations between the yakuza, the government, and the law which prohibits gambling in Japan.

An article by Imad Khan on ESPN outlines the origins of the Japanese government’s negative view on gambling. In his article, Imad tells that the root of the problem exists in Nintendo Koppai (the previous name of the Nintendo company in the past). The company created gambling machines using video technology around the 60s. As a result, Japanese authorities banned video game matches because they were considered another form of gambling. This view is still carried on until today and, thus, the esports structure is incredibly underdeveloped in the country.

Sumber Gambar - JeSU Official
Image Source: JeSU Official

Tournaments that charge registration fees to participants are prohibited by the government. Additionally, as Bram mentioned previously, some tournaments can only have merchandise prices instead of cash prices. The value of the merchandise that is awarded is also limited to around US$ 1000, based on an ESPN article.

The presence of the Japan eSports Union (JeSU) in 2018 is a glimmer of hope to break the impasse in esports development in Japan. As a means of legalization, JeSU creates an esports athlete license to determine who is entitled to receive cash prizes from an esports tournament. Even the presence of JeSU and the regulations regarding professional player licensing alone still had time to become a polemic, especially when Momochi (a Street Fighter V pro player) expressed his criticism of the implemented system.

Before closing the discussion, we tried to conceptualize a scenario where the Japanese government and developers were less restrictive towards the esports world. Would fighting game esports and Pro Evolution Soccer be able to compete with League of Legends, CS: GO, or other popular esports games?

“This is a very interesting ‘what if’ question. When it comes to the past, I think fighting games certainly have a lot of potential.” Bram said. “As a game genre that is fairly appealing to the general public, I am also quite optimistic that PES or other sports genre games can compete with popular esports games.” Valen also included his opinion.

 

Predicting the Next Esports Trends

After discussing and looking at case studies on how different games can have a different degree of success in their esports, the next obvious step is to predict which game will bloom as an esports in the future.

Using the concepts that we have learned, we can easily predict which games will have a successful esports scene. Of course, the next successful esports games are games that fulfill the four factors we discussed earlier. The game will have relatively simple gameplay, a short duration with intense action. In addition, the game must also have a competition format or feature to compliment spectators. The game will also be supported by the developer’s investment in local scenes.

However, determining which games will be appealing can be difficult. Video games are classified as a creative industry and we cannot easily determine a definite recipe for success. After all, it is not easy to predict people’s taste for intellectual work.

However, who would have thought that the MOBA and Battle Royale genres could become as popular as they are now? Even if we look back, there are several game genres that used to be popular but are left out today’s gamers. We can take the RTS genre from games like StarCraft or MMORPG from games like Ragnarok Online as an example.

Even people’s tastes in the realm of sports also don’t have a definite formula, as mentioned at the beginning of Athletic Interest’s video. Although half of the world’s population is passionate about football, some countries still have their own favorite sports, such as archery in Bhutan, skiing in Austria, wrestling in Mongolia, or badminton in Indonesia. Even strength competitions, as shown below, surprisingly managed to capture the interest of many audiences.

When it comes to the third and fourth factors, predicting the trend might be even more complicated. Riot Games’ newest games might become another new esports trend because they do not view esports as a means of marketing but as a form of business model.

But that notion alone cannot be used as a standard. Even though Riot Games is committed to earnestly developing Wild Rift’s or VALORANT’s esports, is it possible that these games are destined to be popular before they even exist? Many questions arise, but we’ve only covered one. For example, what if an unknown developer with a huge capital wanted to develop an esports? Will the game be able to beat the existing market today?

However, I hope that the discussion of the four factors mentioned by Heuer can at least be a reference or framework for those of you who might want to invest in esports, either from a business standpoint or a sponsor.

Translated by: Ananto Joyoadikusumo