Bigetron Esports Adds Another Twin to Its Rosters, Max and Matt

A while ago, Bigetron Esports introduced their new player, Maxx, in a video. Cited from their social media, Maxwell “Maxx” Asessandro was brought to their Mobile Legends team, Bigetron Bravo, which competing in MDL Season 2.

Previously, Matt, the twin brother of Max, has been playing for Bigetron Bravo. With Maxx joining the team, they hope to gain better performance until the end of MDL.

BTR MATT | via: mdl.indonesia
BTR MATT | via: mdl.indonesia

So far, Bigetron Bravo achievement in MDL isn’t satisfying. Up to the third week, Bigetron Bravo is sitting in the middle of standings after getting two losses.

With Maxx and Matt, Indonesian esports has another twin playing in the same team. It means that Bigetron being the team with most twins in Indonesia. This is an interesting phenomenon.

BTR Maxx | via: Bigetron Esports
BTR Maxx | via: Bigetron Esports

Before Matt and Maxx, there is a legendary twin and world champion on esports PUBG Mobile, Made “Zuxxy” Bagas and Made “Luxxy” Bagus. This twin has good synergy in building Bigetron Red Aliens.

Building chemistry in a team isn’t easy. Besides verbal communication, an esports team has to create chemistry among its players. Blood relation (brothers) could be a way to increase this chemistry building. Combined with skills and teamwork,  chemistry could highly increase the chance to win every match.

The original article is in Indonesian, translated by Yabes Elia

Summary of Indonesia Games Championship 2020 – Winners and Viewers Data

After a bit long journey from the best gamers all over the country, Indonesia Games Championship (IGC) 2020 is finally complete. On 27-30 August 2020, IGC gave the crowns for all champions from Free Fire (FF), Arena of Valor (AoV), Call of Duty Mobile (CoDM) and League of Legends (LoL).

Held online, IGC 2020 was held from May to August. The tourney started with registration phase from May to June 2020. After that, the qualification phase was on July until August, filtering out the best team to play on Playoff (24-26 August 2020) and Grand Final (27-30 August 2020).

There are two champions from each contested game (except LoL) in IGC 2020 since there are champions from male and female categories. From all of the winning teams, EVOS Esports could be said as the most successful in this tournament. It’s because they won in two games titles on male categories.

This is the list of champions from each games titles and categories in IGC 2020:

Sumber: Telkomsel
Source: Telkomsel

Male Categories

  • Free Fire – EVOS Esports
  • COD Mobile – LOUVRE x One Team
  • Arena of Valor – EVOS Esports
  • League of Legends – Magnus

Female Categories

  • Free Fire – Toxic for Lyfe
  • Call of Duty Mobile – Star8 Celestial
  • Arena of Valor – Hertz Emot

 

The impact of IGC 2020 towards Indonesian esports ecosystem

With many choices of games titles, two categories, and long journey, IGC 2020 gives good impact to Indonesian esports ecosystem.

From participation, there are 34,000 players in 8,200 teams in this championship. By doing it online, IGC reached to 457 cities in Indonesia and three countries in Southeast Asia (Malaysia, Singapore, and Philippine). From the broadcasting side, IGC managed to get 10 million total views and 1.5 million hours watched on DuniaGames website and MAXstream app.

Dari sisi tingkat partisipasi, IGC 2020 diikuti oleh 34.000 peserta yang tergabung dalam 8.200 tim. Menggunakan format online, IGC 2020 juga berhasil menjangkau 457 kabupaten/kota di Indonesia, dan tiga negara di Asia Tenggara yaitu Malaysia, Singapura, dan Filipina. Dari sisi tayangan, rilis mengatakan bahwa IGC 2020 berhasil menyedot perhatian sampai dengan 10 juta total views, dengan 1,5 juta jam total watch time pada situs DuniaGames dan aplikasi MAXstream.

Meanwhile, monitoring Dunia Games YouTube channel, here’s our finding on the views number. These results were taken on 1 September 2020.

League of Legends Grand Final

  • Total broadcast duration – 452 minutes 33 seconds (7 hours 32 minutes 33 seconds)
  • Total number of views – 10,967 views

Grand Final Arena of Valor (also shows AOV female category)

  • Total broadcast duration – 639 minutes  (10 hours 39 minutes)
  • Total number of views – 81,078 views

Free Fire Grand Final (also shows Playoff COD Mobile male and female categories)

  • Total broadcast duration – 649 minutes 38 seconds (10 hours 49 minutes 38 seconds)
  • Total number of views – 225,859 views

Free Fire Grand Final part 2 (also shows Grand Final COD Mobile male and female categories)

  • Total broadcast duration – 697 minutes 5 seconds  (11 hours 37 minutes 5 seconds)
  • Total number of views – 354,925 views

“We really appreciate the growing enthusiasm from gaming fans all over Indonesia towards IGC 2020. It can be seen from the live streaming views number. We hope competition like this could be an oasis for esports activists to keep fighting for a better industry, even though we are in a difficult time.  Seeing the excitement, we will keep it open-minded to hold IGC in the coming years. We also hope to give bigger impacts in developing the esports industry in Indonesia by doing inclusively and continuously.” Said Setyanto Hantoro, President Director of Telkomsel on IGC 2020.

Congrats to the winners! So far, IGC is indeed regarded as one of the first-class tournaments in Indonesia. Hopefully, this annual tournament could continue and give more positive impacts.

The original article is in Indonesian, translated by Yabes Elia

Why Are There Fewer Original Concepts in Gaming Industry?

It seems there are more unoriginal games nowadays (whether it’s in the form of sequels, remakes, remastered, etc.) For console gamers (or even PC gamers), you should know there is a remake of a legendary game, Final Fantasy VII (FFVII). A while ago, two remastered games were being released close to each other, Mafia II and Saints Row the 3rd.

We don’t even talk about Skyrim or GTA V yet. Those two games have been reproduced many times to the newer platforms. Skyrim even has 3 versions on PC, SkyrimSkyrim Special Edition, and Skyrim VR.

The similar reproduction phenomenon isn’t just happening in the gaming industry but also in other contents such as songs or movies/TV series.

This is getting worse if we are talking about mobile games because there are so many of them add familiar characters into new games — legally or illegally.

So, the big question, why is this happening and getting more frequent in our time?

There are 5 answers from different perspectives that I found. So, without further ado, these are the answers.

 

1. Low Cost and Low-Risk Effort of Business

The first answer could be the simplest to understand by everyone. Every business has a risk because it needs investments but it doesn’t always work.

Via: Alex Ioana at Medium
Via: Alex Ioana at Medium

By reproducing the same idea, the cost of doing business is automatically cheaper since there is no need to create the product from zero. Remastered version, for example, doesn’t need script writers, character designers, game designers, voice actors, or music composers. The developer just needs to improve the textures or add some new graphic features in the remastered version.

Remake definitely needs more resources (people, money, and time). Just as FFVII getting remade, the developer has to build the game from the ground. However, it still has one crucial factor that makes it lower risk, which is the audience (market).

FFVII is one of the legendary games from the first PlayStation. Even if you haven’t played, you should have heard of it. That’s why the developer and publisher don’t need to worry about creating a new market because it already exists.

Borderlands 3. Credits: 2K
Borderlands 3. Credits: 2K

Creating a new market isn’t easy. Gearbox, for example, made Battleborn a couple of years ago. Unfortunately, their effort to introduce new franchise doesn’t work. It means the result is not worth the time, effort, and investments to bring Battleborn to life.

Gearbox has been more successful with Borderlands 3 (which is a sequel) because it already has audiences since BL2 or even BL1.

I think it’s also the case with why so many mobile games offer little value in its authenticity (even though the concept of originality could be up for debate, which will be discussed later). From my experience observing the mobile gaming industry, indeed most (if not all) of mobile games are inspired by (if not copying) the others. It could be in the form of gameplay, characters, or other aspects.

Before we move to the second answer, which will take the user’s perspective, I want to say that remake, remastered, sequel/prequel, spin-off, or any other form that’s not truly original isn’t always negative.

I returned to Skyrim when Bethesda released its Special Edition (which is free for the owner of the base game and all of its DLC). I am also really impressed with Square Enix’s effort in FFVII Remake.

Even though derivative games mean lower cost and lower risk, we can’t judge it too quickly before we experience its implementation. On the other hands, every original thing isn’t automatically a good thing.

 

2. Nostalgia, Narcissism, dan Familiarity

Every product could stay in the market because it has its own market. This is also the case with the remake, remastered, spin-off, sequel, etc. We love those kinds of products.

There are 3 reasons that I found, from the user’s perspective, on why we love them.

The first and most apparent reason is nostalgia. Who doesn’t like feeling nostalgic? I still remember the feeling when I played Suikoden 2 or Legend of Dragoon on PSX and hope there will remake of them on PC in the future.

Legend of Dragoon. Credits: Sony
Legend of Dragoon. Credits: Sony

When we are listening to vintage songs, watching classic movies, or playing old-school games, our minds remember the sweet memories when we were a child or teenager.

Besides nostalgia, classic products could also be used to satisfy our narcissistic needs. Every person is a narcissist, though at different levels.  This is why social media is viral nowadays because, one of the reasons, we like to advertise ourselves in front of our friends and the virtual worlds.

Games, songs, films could be a tool to advertise our taste. If you don’t believe me, you could post, “write 5 of your favourite songs during high school…” I think there will be many people to show their taste to you.  This is happening with FFVII because we could show off to the people that this game is a part of our younger life.

Last but not least, one reason that makes us love classics is the familiarity principle/mere-exposure effect. With the hype of MCU in the big screens (which is also the results of familiarity with the comics), more people become familiar with characters in the Marvel universe. This is utilized (or exploited) very well into games on many platforms.  Some people could use intertextuality theory, instead of familiarity.

This familiarity also works in our life. When joining a new company, there is a certain comfort to know we already knew someone there. When driving, we also prefer to go through a familiar route.

Those are the 3 factors that make us, as users, susceptible to remake, remastered, sequel, etc.

 

3. Technological Advancements

One more factor comes from another different perspective. The third perspective comes from the fast technological advancements these years.

In 2011, Ray Kurzweil even said, “so we won’t experience 100 years of progress in the 21st century — it will be more like 20,000 years of progress (at today’s rate).”

We don’t play classic games anymore because, one of them, is the bad graphic. This is happening because the advancement in graphic technologies is swift. Lets compared two games from Rockstar, GTA V and RDR 2. RDR 2 (2018) was released in just 5 years after GTA V (2013). However, if you compare the visual between them, RDR 2 is so much better.

Credits: Rockstar
Credits: Rockstar Games

Before this era, for example, during Super Nintendo (SNES) age, graphic technology development was so much slower. SNES was released first time in 1990 and stopped in 2003. So, its lifetime reached 13 years. PlayStation 4 was released in 2013 but we will see the release of PlayStation 5 soon enough, even though it’s still 7 years later.

This graphic technology development becomes so much faster when we see it through mobile and PC gaming.

On the other side, your standard of technology depends on your experience. For example, if you haven’t used a monitor with 120Hz refresh rate or higher, you won’t feel the need to use it. It’s also the case when you usually use headsets, keyboard, and mouse under $10. Big chance, you don’t need peripherals above $100.

A similar thing also happens in regards to game graphics. If you usually play on PC with the best graphic setting plus ReShade or ENB, you can’t stand to see console’s or even mobile’s graphics. PC Master Race FTW!

GTA V. Credits: Rockstar Games
GTA V. Credits: Rockstar Games

Furthermore, technology also makes it easier for the reproduction processes. This is why Skyrim is easier to reproduce, compared to Morrowind or Oblivion. Another example? It’s faster to recreate songs in the digital era, compared to when it’s on vinyl.

When the process is easier or faster, it will lower the cost to recreate the products.

 

4. The industry is about Reproduction

If the previous 3 answers are easier to understand, the last two remaining answers could be more difficult.

Theodor Adorno and Max Horkheimer coined a theory called culture industry. This theory says that films, music, and other contents could not be categorized as arts anymore, but products of enterprises. You could search and read it yourself since it will be too long to explain it here.

Theory from Adorno and Horkheimer could be seen as irrelevant with what I want to explain here. However, I mention it because it’s a fascinating topic to learn for people who wants to work in the creative industry.

Since contents (including games) could not be seen as art anymore, it makes sense if the products are replicated to maximize profit.

I’m sure there isn’t an outcry when a lamp is reproduced a million times every day. The designs of mice, keyboards, headsets, or smartphones are also similar among different models.

We don’t (mostly) protest about those things above. Why do we complain about similar contents? All of them are just products of industries.

Despite some people (including me) will still believe that games, music, or films are work of art, the primary purpose of those contents is to generate revenues.

 

5. Originality is overrated

The last answer could be seen as debatable because I will scrutinize the concept of originality.

Mark Twain said, “the kernel, the soul, let us go further and say the substance, the bulk, the actual and valuable material of all human utterances is plagiarism.”

He believed that there is no such thing as an original idea since every subject in this world must have been written and examined. The concept of a heroic story, for example, was already found when Beowulf was written a thousand year ago. Heart-broken or love songs? Indeed, we can find them in every generation.

We live in a time when civilization is already 6000 years old. It’s too arrogant or naive if you believe your idea is the first in history. Even the invention of computers came from so many different people’s vision. Every innovation in our history is the result of collaboration (effort and idea) from us as a society.

With the civilization getting older, there will be more unoriginal products in the form of a remake, remaster, sequel, or anything.

I know the fifth answers could be reaching too far from the specific question in the title. Nevertheless, it’s interesting to realize that the concept of originality isn’t as simple as you thought.

However, please don’t use this theory to justify shamelessly copying or plagiarizing other products just for the sake of taking a shortcut into profit.

 

Final Words

Those are the 5 answers that I can found that maybe could explain why so many remakes, remastered, sequels, in the gaming industry or even other creative endeavours.

From the business, market, and technology perspectives, reproduction makes sense to maximize profits. On the other side, from the culture industry and the concept of originality, it’s inevitable.

The original article is in Indonesian, translated by Yabes Elia

Philippine Esports Organization Seeks Accreditation with the Philippine Olympic Commitee

Philippine Esports Organization (PeSO) is an association that consists of esports organization such as Bren Esports, Gariath Concepts, Mineski Philippines, The Nationals, PlayBook Esports, Tier One Entertainment, RV5, and TNC Holdings. Some of the esports teams in PeSO are also representatives of the Philippine during SEA Games 2019. For example, TNC Predator in Dota 2 and Team Sibol in Mobile Legends. PeSO is also supported by Smart Communications.

In their release, PeSO stated that they have registered themselves to get accreditation with the Philippine Olympic Committee. If the application is approved, PeSO will be responsible for developing and governing esports in the country.

Brian Lim, president of PeSO, said: “With the support of Smart Communications, there is no doubt that we are in a stronger position to place in this year’s IESF World Championships,” cited from ABS CBN.

“Smart’s commitment to support and grow esports and the national team, Sibol, is crucial and is definitely appreciated,”

Philippines Esports Organization

IESF World Championships is an esports tournament similar to the Olympic.

PeSO hopes that esports teams under its wing could qualify on the national level and fight for the country on IESF World Championships. The tournament that will be held in Eliat, Israel, will feature 3 games: Dota 2, Tekken 7, and eFootball PES. On August 2020, Indonesia Esports Association (IESPA) also announced that they will be joining IESF World Championships.

“Our goal is to continue leading the way to bring glory to Philippine esports. After supporting Team Sibol in the 2019 SEA Games, Smart reaffirms its commitment to the esports industry by looking for the next members of Team Sibol who will represent the Philippines in the IESF World Championships,” said Jane Jimenez Basas, SVP and Head of Consumer Wireless Business, Smart Communications.

Indeed, esports becomes the main attraction for so many people currently. Last week, Indonesia National Sports Committee (KONI) and Indonesia Ministry of Youth and Esports (Kemenpora) just announced that esports is finally officially recognized as national sports branch by the government.

The original article is in Indonesian, translated by Yabes Elia

Esports is Recognized as a National Sports Branch by Indonesian Government

Esports is growing fast worldwide, including Indonesia. However, something was missing from the Indonesian ecosystem — which is the recognition of the government. Now, that problem is solved after esports is acknowledged as a sports branch by the Indonesia Ministry of Youth and Esports (Kemenpora) and Indonesia National Sports Committee (KONI).

The recognition is officially concluded during the 2020 National Conference (Rakernas) of Central KONI that held virtually on August 25th-27th, 2020. Being recognized as an official sports branch, this means esports could be included in nation-wide official sports competition, such as National Sports Week (PON).

Furthermore about official sports branch, according to the Constitution (Act No. 3 of 2005 on National Sports Systems),  it’s said that: “Official sports are conducted through planned, tiered, and sustainable development with the supports of sports science and technology.”

That’s why this recognition is expected to transform esports to be more structured to boost its growth.

Sumber: PB ESI
Komjen. Pol. Drs. Bambang Sunarwibowo, S.H., M.Hum (right) Daily Chairman PB ESI. Source: PB ESI

Komjen. Pol. Drs. Bambang Sunarwibowo, S.H., M.Hum as the Daily Chairman of PB ESI said that there are some reasons why esports could be included as sports. First, esports use human agility, speed, and brain as well as sports. He also added that esports competition has already been held in various national or event international events, such as the Asian Games 2018 and SEA Games 2019.

According to the press release, this conference also officially recognized that Indonesia Esports Managing Committee (PB ESI) is the only institution that covers esports in Indonesia under KONI.

It’s undebatable that the government can have a significant impact on developing industry. In the esports ecosystem, we saw that there was growth by 25% from 2018 to 2019 in China because (one of the reasons) the government already officially acknowledge professions in esports. The local government of Shanghai and Hainan also actively supports esports tournaments.

Sumber: DotEsports
KeSPA Cup. Source: DotEsports

South Korea is also another country that could be seen as an example. Esports ecosystem in South Korea snowballed because of the significant development from internet and telecommunication infrastructure, Korea E-Sports Association (KeSPA), and government’s investments in the industry. The results? As we can see, South Korea becomes one of the center of the esports industry in the world and home to so many high tier esports players.

However, despite the declaration, some follow-up questions need to be asked. Hopefully, this declaration could start the momentum to improve Indonesian esports ecosystem.

The original article is in Indonesian, translated by Yabes Elia

Esports Viewers Trend of MPL ID, PMPL ID, and FFML in 2020

Many sports events are disturbed by the pandemic. However, it’s not the case with esports. Indeed, esports tournaments were halted for a while. Now, it resumes, even though it’s held online. In fact, the number of esports viewers is getting bigger since many countries encourage their citizens to stay at home.

That’s why I will discuss the viewer trends of esports leagues in 2020 so far. Those leagues are Mobile Legends Professional League, PUBG Mobile Professional League, and Free Fire Master League. Why esports leagues? Because an esports league run for weeks, unlike competition with tournament format which will be finished in days. These leagues are chosen because they are official from the publishers. Besides that, it’s worth noting that we only choose to count the data from YouTube and Facebook because it’s opened to the public.

To see the viewers trend from those 3 leagues, I monitor the number of views on MPL ID Season 5 and Season 6, PMPL ID Season 1 and Season 2, then, FFML Season 1 and 2. The data here is collected on 24 August 2020.

 

Mobile Legends Professional League Indonesia

At the beginning of 2020, MPL ID started its fifth season. At that time, MPL was broadcasted through a couple of official channels. However, because I don’t have the viewers data from the others, I would only count the data from Mobile Legends: Bang Bang YouTube Channel and also MPL Indonesia Facebook account.

During the season, MPL reached a total view of 73.6 million. The video with the most views is the last day of Playoffs, featuring the grand final, with 5.4 views. Considering the grand final featured RRQ vs EVOS, it’s no wonder the viewers were enormous.
Every week in the whole season, viewers number of MPL is constant. For 8 weeks (without Playoffs), the total views reach 59.6 million, with weekly average views 7.4 million.

Except for the Day 3 on Week 7, the viewers of MPL ID Season 5 are never under 1 million. Meanwhile, on the first and second days of Playoffs, the views numbers reach 2.4 million and 2.8 million, respectively.

Those numbers only count from YouTube. If added from the official Facebook page, the number of views in the Playoffs could get 3.9 views (on the first day) and 4.5 million views (on the second day).

Jumlah total view MPL Season 5. | Sumber: Hybrid/Ellavie
Total views of MPL ID Season 5 (in thousands). | Source: Hybrid/Ellavie

At the time of writing, MPL ID S6 just finished its Week 2, and there are some changes in terms of content distribution compared with the previous season. There are 2 official YouTube channel in this season, Mobile Legends: Bang Bang and MLBB Esports. Season 6 is also broadcasted on Facebook. The number of MPL ID S6 viewers from Mobile Legends: Bang Bang YouTube channel is more significant than the MLBB Esports channel. However, the number of views on MLBB Esports is still greater than on Facebook.

During two weeks of MPL ID S6, the number of views of this competition already reach 9.4 million views (MLBB YouTube), 4.1 million views (MLBB Esports), and 2.9 million views (Facebook).

Jumlah view MPL Season 6 di tiga kanal distribusi yang berbeda. | Sumber: Hybrid/Ellavie i.A.
Total views of MPL ID S6 in 3 different channels | Source: Hybrid/Ellavie

Interestingly, even though broadcasted through more channels, season 6 doesn’t bring more viewers compared to the previous season. For the first two weeks, MPL ID S5 reached 17.4 million views while season 6 only got 16.5 million views.

Jumlah view MPL Season 5 vs MPL Season 6 pada dua minggu pertama. | Sumber: Hybrid/Ellavie
Total views of MPL ID Season 5 vs. Season 6 during its first two weeks. | Source: Hybrid/Ellavie

As you can see on the graphic above, besides in Day 3 Week 2, the number of weekly views from season 5 is bigger than season 6.

 

PUBG Mobile Professional League

Let’s turn into PMPL. Similar to MPL, PMPL is also broadcasted through its official channels, YouTube and Facebook. Interestingly, PUBG Mobile esports fans prefer Facebook rather than YouTube. The views of PMPL on Facebook outnumber the views on YouTube. On YouTube, the views of PMPL Season 1 could reach 9 to 300 thousand. Meanwhile, on Facebook, that league could reach hundreds of thousands or even millions in a day.

During the first season, PMPL got 32.5 million views. It’s worth noting that when I’m collecting viewership data for PMPL Season 1, I can’t find the video for Day 5 Week 3 on Facebook — even though it’s on YouTube.
As you would guess, the last day of the league could generate the most views. The video from the previous day of the league gets 12 million views. Considering PMPL ID S1 ran for 5 weeks, the weekly average views are 6.5 million.

Jumlah view PMPL Season 1. | Sumber: Hybrid/Ellavie
Total views of PMPL Season 1 | Source: Hybrid/Ellavie

PMPL ID Season 2 is running currently. At the end of last weekend, that league reached the second week. So far, this league already generated 9.2 million. As with the previous season, most of the views — around 8.3 million views — come from Facebook. However, views from YouTube are also increased.

Unfortunately, if compared to the first two weeks of PMPL ID Season 1, views number of PMPL ID S2 is fewer. In the first two weeks, PMPL ID S1 could reach 10 million views. On the other hand, PMPL ID S2 only got 9.2 views. Maybe, one of the reasons is that PMPL ID S2 has fewer days compared to the previous season. PMPL ID S1 Week 2 had 5 days. While PMPL ID S2 only had 3 days.

Jumlah view PMPL Season 1 dan Season 2 pada dua minggu pertama. | Sumber: Hybrid/Ellavie
The number of views on PMPL S1 and S2 during its first two weeks | Source: Hybrid/Ellavie

Free Fire Masters League

The last league that I will discuss here is the Free Fire Master League. FFML Season 1 was held at the end of January until February 2020. Meanwhile, Season 2 is currently running, August 2020. For the viewership data, I could only find the data on season 1 from FF Esports ID YouTube channel since there is no video found on their Facebook fan page.

Compared to the Mobile Legends or PUBG Mobile league, FFML Season 1 get the fewest number of views. During the first season, FFML only got 792 thousand views — far fewer than MPL and PMPL that can reach millions of views. However, FFML is the esports league that shows the most significant growth in viewership number.

To distribute the matches on FFML Season 2, Garena doesn’t just use YouTube, but also Facebook. Although YouTube still gives a more significant contribution. For comparison, views from FFML S2 on Facebook only reach hundreds of thousands. Meanwhile, views on YouTube are always bigger than a million.

Currently, FFML Season 2 just finished its third week. However, the number of views already reach 9 million — which is even larger than the total views of FFML Season 1 altogether. Sadly, so far, the viewership trend on FFML is declining. That being said, MPL ID S5 and PMPL ID S1 show a similar trend. The views will increase on the last day of the league. The same pattern could also be found in the Ramadhan Month with the Tarawih Prayer: it’s only crowded at the beginning and the end.

Jumlah view FFML Season 2 pada minggu ke-3. | Sumber: Hybrid: Hybrid/Ellavie
Total views of FFML Season 2 in the 3rd week | Source: Hybrid: Hybrid/Ellavie

Closing

Compared to the previous season, both currently running MPL and PMPL show decreasing numbers of views. There are some possible reasons for that trend.

First, since three esports leagues are running together, esports fans have to choose which one to watch. However, it’s different with shows broadcasted on TV. Videos on the internet could be watched anytime you want. Even many people reupload the same videos. Besides that, if you wish, you could open some tabs at the same time.

The second reason, physical distancing policy is eased up. So people are no longer staying at home or at least have options for other activities. For example, they hang out with friends or other activities in the crowd that give bigger chances of someone getting COVID-19.

 

The original article is in Indonesian, translated by Yabes Elia

His Erha, from Erha Group, shows their interest in esports

Esports industry, which is getting massive every day, attracts more non-endemic industries to spend their money.

Esports market is hot and becoming the trend for the youth (Millenials and Gen Z). It makes the esports market suitable for the business campaign (awareness, engagement, or branding) for the non-endemic industries aiming at a similar market.

Telecommunication, technology, banking, F&B, sports, or even automotive are some samples of non-endemic industries that have spent their money on esports. Not long after, fashionbeauty, and care industries are showing their movements.  

Koleksi LVxLOL. | Sumber: Louis Vuitton via Business Insider
Koleksi LVxLOL. | Sumber: Louis Vuitton via Business Insider

For the esports industry in Indonesia, the interests of non-endemics are slower than in some other countries. Nevertheless, the beauty and care industries are approaching. After AXE, which some time ago became a sponsor for EVOS Esports, HIS ERHA (a part of ERHA Group) also shows their interest. 

We talked to their representative about their interest in doing business in esports. We spoke with Galih Andrianto, Head of Branding from HIS ERHA, through a phone call.

Before getting further, let’s dig deeper into ERHA and HIS ERHA. According to Galih, ERHA is established 20 years ago when it’s only a clinic for beauty and care. Now, they are so much bigger and even have a new brand that focuses on the male market, called HIS ERHA.

Why is ERHA aiming for the male market nowadays? Galih explained that the beauty and care industry for the male market is now valued at IDR 7,9 trillion, with a CAGR growth of 6.2% each year, according to Euromonitor’s data in 2010.

Moreover, ERHA also sees some exciting opportunities too hard to be passed on. 

First, in his opinion, there are 3 segmentations for the male market in the beauty and care market (based on their behavior). The first segmentation is a retrosexual. Men in this category don’t really care about beauty and care products. They will buy anything as long as it’s in the closest store. 

The second segmentation is a metrosexual. A metrosexual man is the one who follows the trend about beauty and care. They don’t care if it’s made for men or women, as long as it’s trending. While the last segmentation, it is called a ubersexual. Men from this segmentation pay close attention to the product they use. They won’t buy an alternative product if their preferred one isn’t available. However, they want it simple. This segmentation is the target of HIS ERHA. Besides the target segment, HIS ERHA also sees opportunities based on the products available. Galih understands that, nowadays, there aren’t enough male products truly about care — mostly only about styling. From those opportunities, HIS ERHA wants to answer those needs. They also released more masculine product, even from its packaging. Moreover, HIS ERHA products are claimed useful for style and care.    

Its Relevance with Gaming and Esports Markets

Currently, men are the majority in gaming and esports markets. Furthermore, I believe that every person in this world will play games (which means they can be included in the gaming market). A part of that market should be interested in taking care of their appearance.

Credits: AFP
Via: Kompas

With game streamers and content creators gaining more popularity, awareness of appearance will also increase in the gaming community. I know most of the gamers don’t shower every day — including me. However, with the industry getting more prominent, the professionals in this industry also become more competitive. I also have to shower if I want to have a meeting with other people, even though I hate it.  Some research also shows that those with better appearances have bigger chances of success than others who don’t care about their looks. Galih also believes in it. “Because the first impression is crucial.” He said. If we are talking about the first impression, it comes from how we present ourselves.  “Now, it’s the time for gamers to show themselves into the public that they could be stylish. Gamers are influencers.” Galih continued. “Of course, appearance is also matched with attitude because it will be reflected in many people.”

 

 

 

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HIS ERHA’s interest in esports indeed makes sense because the trend of gaming influencers are getting higher. On the international stage, we have Ninja, Shroud, etc. Indonesia also has its influencers such as Jess No Limit, Emperor, or the others.

Also, if we are talking about esports, it’s a gaming session with strong social aspects since you need teammates and enemies. Appearance and attitude become more crucial when social elements are involved.

 

Closing

Before ending our conversation, I asked Galih one last question. How far will HIS ERHA go in supporting esports? Galih then answered, “because esports in on the rising, similar to beauty and care, if there is a chance for HIS ERHA to jump into esports, it’s very possible that we make a partnership. Or sponsoring esports is also not a problem.”

Besides the gaming community, HIS ERHA is also targeting other communities such as automotive, biking, football, sneakers, or others.

It’s interesting to see how it goes because, in my opinion, those communities could be said to have a more significant concern with their appearance compared to gaming communities. Will this make the gaming community a lower priority than the others? Or will it make HIS ERHA feel challenged to educate the importance of appearance to gamers? Let’s wait and see…

Feat Image: Business of Fashion

The original article is in Indonesian, translated by Yabes Elia

Top 3 Teams MPL ID S6 Prediction from 4 Shoutcasters

A while ago, Moonton already confirmed the starting date of the MPL ID S6 Regular Season. It will begin on 14 August 2020. There will be no new team in this 6th season since MPL ID changed using the franchise model in Season 4.

8 MLBB professional teams will compete for a total prize of USD 300K in the tournament that divided into two phases, Regular Season (14 August – 4 October 2020) and Playoffs (16-18 October 2020).

MPL and MLBB esports in Indonesia could be said as the most dynamic esports scene in the country. It’s because only RRQ has won the title two times (S1 and S5). Besides them, no other team could achieve the same thing. Even RRQ lost their moment in S1 and struggled in S3.

Sumber: Moonton
Source: Moonton

So, how about the S6? Which top 3 teams predicted could be on the top, considering every one of them already announced their official rosters? To answer this question, I already contacted 4 MLBB shoutcasters, which previously cast MPL ID S5.

The 4 shoutcasters in this article are Arwanto “WaWa Mania” Tanumiharja, Veronica “Velajave” Fortuna, Fauzianska “RangerEmas” Ramadhan, dan Fahmi “Kornet” Maulana.

Let’s start the prediction from the oldest shoutcaster… Hahaha.

 

WaWa Mania

WaWa mentioned RRQ as the first team that he predicts will come on top of Season 6. “It’s a definitive answer. They have solid players who are the best in each lane.”

For the second team, the shoutcaster started his career in CS: GO, named ONIC Esports. “It’s not an easy choice, actually. But, if I have to choose, ONIC should be on the top 3. Previously, with only CW (Calvin Winata) and Rasy (Rasya Arga Wisista), they were really great. Moreover, now, they have Sanz (Gilang, who previously played for Victim Esports). Their enemy will have a difficult choice whether to target Sanz or Antimage (Maxhill Leonardo).


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For the third team, WaWa mentioned EVOS Esports. “They (EVOS) are still trying to find their rhythm after being left by their star players (such as Oura and Donkey). However, with Bajan (Raihan Delvino), EVOS is seen finding its new tempo. Also, the strength of EVOS comes from some of their players’ experiences.”

Before closing our conversation, WaWa also added another team that needs to be watched out closely. “Geek Fam is currently doing great. I don’t know what Doyok (Tantyo Aditya) has been eating. Hahaha…”

 

Velajave

The only female shoutcaster that I asked in this article, Velajave, has a bit different opinions from WaWa.

She said RRQ is one of the top 3. “(RRQ) simply because of their players’ bonding so far. Every player there also have strong mechanical skills.” Explains the shoutcasters who’s more famous in the Dota 2 esports scene.

Her second answer was also the same with WaWa, which is ONIC Esports. “They (ONIC) have an outstanding line-up. Last season, they were. Furthermore, with the addition of Sanz, it will bring a new color to the team. I am pretty sure they will play better this season.”

Geek Fam became the third answer from Vela. “So far, they show good performances in Mytel International Championship because of their new roster and coach. We all know Nafari (Azam Aljabar, which previously played in professional Dota 2 scene for The Prime) has a good track record in MOBA. Hopefully, he can show his best abilities in S6.” Said one of the shoutcasters who has the sharpest analytical skills in Indonesian’s MOBA scenes.

Credits: Moonton via Instagram
Credits: Moonton via Instagram

“Bigetron actually has an interesting line-up too. With Renbo (Markos, who’s previously played for Victim Esports), Bigetron also becomes a stronger team.” Added Velajave.

Why didn’t Vela mention EVOS considering that they have one of the most consistent track records from Season 1 MPL ID? This team won the S4 and became the Runner-Up for 3 times (S1, S2, and S5).

“This is a tricky question. Honestly, I still don’t see the potential because I’m not sure how their performance is. I know Zeys (Bjorn Ong) is a genius. I also believe with Wann’s (Muhammad Ridwan) and Rekt’s (Gustian) abilities, but I don’t know the others. I’m not underestimating them. I just want to see their performance later. More so, this is just a prediction seeing from the line-up. There is a big chance I made a bad prediction.” Said Vela.

 

Fahmoy/Kornet

Fahmi, the real name from Fahmoy or Kornet, mentioned 3 teams when I contacted him through WhatsApp. “RRQ, ONIC, and Alter Ego.”

Furthermore, Fahmi explained, “RRQ has mastered the META. Besides that, they have strong chemistry and individual skill in each player. While ONIC, they already have 3 players with a strong background: Drian (Adrian Larsen), Antimage, and Sasa (Lu Khai Ben). Now, they have Sanz.”

“For Alter Ego, their gameplay is totally different from the previous season. They also have Udil (Udil Surbakti, from ONIC) now, which make their gameplay more solid. I honestly want to mention EVOS, but it’s difficult if Rekt became a Support player.” Ended the shoutcaster who’s previously worked on a radio station before jumping to esports.

RangerEmas

The last shoutcaster in this article is RangerEmas, which is usually called Oji by his friends. Similar to the other 3 shoutcasters, Oji straightly went to RRQ as his first answers.

Credits: Moonton via InstagramCredits: Moonton via Instagram

“First, it’s undebatable to say RRQ. We know they don’t change their roster, even though they lost their legendary Marksman (Diky “TUTURU”), winning the previous season. Furthermore, the player there aren’t human. They are all aliens. (Using the same roster) means the chemistry is still similar to the previous season.” Said Oji, which, as far as I know, is the only shoutcaster who’s been in every season of MPL from S1 to S5. Ryan “KB” Batistuta is still active in the MPL, actually. Yet, he was moved to an Analyst in the previous seasons.

Oji then added his prediction for the rest. “For the third, I actually have two options — between Genflix Aerowolf and EVOS Esports. In my opinion, Genflix will show its fangs later, even though they slipped in the previous MPLI. Though for this S6, it seems they are already preparing everything from their roster, training time, or even their coach. They mustn’t make blunders like what they did before.

Credits: Moonton via Instagram
Credits: Moonton via Instagram

On the other hand, EVOS is really strong because of Bajan. This player could show the proof that he can play, not just as a tanker, but also as an offlaner. As an offlaner, he could play offensive heroes like Masha. Although, I’m not entirely sure if the chemistry between their new players is good enough to perform well in S6.” Said Oji.

The original article is in Indonesian, translated by Yabes Elia

Various Research Results on the Positive Impact of Playing Games

In Indonesia, games become a big problem for some parents, especially seen as the reason why a student got bad grades or bailed school. Even in a developed country like the United States, game often becomes the scapegoat. For example, everytime there is a mass shooting, game will be named as one of the reasons for the shooter to become a cold-blooded killer. Meanwhile in China, game is named as the reason for an increasing number of near-sighted youths. The impact of game to the players is a topic that has been debated for decades, giving birth to a lot of studies.

 

How does a Game Impact its Players?

In 2013, American Psychological Association (APA) did a research on how games can be used as education tools, and the positive impact of games to kids and teenagers.

“For decades, researches of the negative impact of playing games, including addiction, depression, and aggression, have been done. We never say that those researches have to be dismissed,” said Isabela Granic, PhD of Radboud University Nijmegen, Netherland, as one of the writer who developed said research, as quoted from APA sites.

According to the research, playing games can increase the cognitive ability of kids, including spatial navigation, perception, memory, even critical thinking. What’s interesting, shooting games, which have been regarded as full of violence, can also give positive effects, which is increasing the spatial cognition (the capability to navigate in the 3D plane). “This is important in children’s education and career development, because researches show that spatial skills possessed by a person will be impacting their achievements in science, technology, engineering, and mathematics,” said Granic.

So, is there any difference between the brains of gamers and non-gamers? To answer this question, in 2018, Senior Editor of Wired, Peter Rubin went to the Sports Academy in Thousand Oaks. There, he participated in a series of cognitive test, and having the results compared to professional gamers. You can see the contents of the tests in the video below.

The test results showed that professional gamers scored better, especially in tests that forced the participant to dismiss the distractions around them to focus on an objective. Games, especially action games, have a very high pace, forcing the players to make decisions in split second, amidst chaotic situations.

C. Shawn Green, Associate Professor, Department of Psychology, University of Wisconsin-Madison said that action games can indeed impact a person’s cogenitive skills. There are three cognitive skills that will increase when someone plays action games. The first one is perception, how we perceive our surroundings based on the stimulations received by our senses. The second one is spatial cognition, which is the ability to navigate on a 3D environment. The third and last one is top down attention, which is an ability to dismiss distractions, rendering them focused to one set goal.

 

Not All Games Give the Same Impact

Action games are proven to give good impacts to a person’s cognitive skills. But it does not mean all games produces the same effect. Games come in a wide range of variety of genres and gameplays. Playing role playing games and puzzle games will produce different effects than playing action games. Even so, it is not concluded that only action games produce positive impacts. In the research, APA stated, playing strategy games, including RPG, will increases a child’s problem-solving capability. One thing for sure, playing games can increase the creativity of the players, regardless of the genres they play.

Meanwhile, in a study titled Social Interactions in Massively Multiplayer Online Role-Playing Gamers, it is stated that playing MMORPG can increase the social skills of the players. The reason is, because MMORPG can be a place for the players to know one another and build friendships. The fact is, player-to-player interactions is seen to be one of the main attraction of MMORPG games.

Game MMORPG biasanya mendorong pemainnya untuk membentuk grup. | Sumber: Elder Scroll Online
MMORPG usually encourage the players to form groups. | Source: Elder Scroll Online

The interesting part, when playing MMORPG games, players can express themselves more freely. The hypothesis is, because a player does not feel bound to an identity – like age, gender, or appearances – when playing these games. Aside from increasing social skills, MMORPG games can also teach the importance of teamwork. In fact, most MMORPG games offer guild or clan feature, encouraging players to work hand-in-hand with one another.

Mark Griffiths, one of the writers of the study “Social Interactions in Massively Multiplayer Online Role-Playing Gamers” also believe that games can be used as an educational tool. The reason is, games can give stimulations to the players. In addition, playing games give you pleasure and fun. If learning materials are shaped into games, the students can be more focused to study it because it is not boring. Also, games are interesting to play for everyone, regardless of age, gender, or ethnic background.

Not just for education, Griffiths also think that games can be used for therapy, and there is, in fact, a research lab doing researches on this topic.

Game as a “Cure”

Neuroscape is a research lab in University of California, San Francisco, that has done a research on how games can be used to “cure” mental illness that has gone on for years. A subsidiary of Neuroscape, Akili Interactive Labs, has even had the products currently undergoing clinical test to get the approval from Food and Drug Administration (FDA) in the USA. Those products are Project: EVO, aimed to treat Attention Deficit Hyperactivity Disorder (ADHD). In 2017, the project has reached the final stage of FDA testing.

“Our goals are not to replace the pharma industry,” said Adam Gazzaley, founder and Executive Director of Neuroscape, and board member of Akili. He revealed that their goal of doing this research is to find a new method of cure with minimum side effects. Gazzaley is a professor of neurology, physiology, and psychiatry. He built a cognitive neurology science research lab in UCSF in 2005. In games, he worked together with Lucas Arts, the publisher who released games from Star Wars and Indiana Jones franchise.

Neuroscape meneliti bagaimana game membantu penderita penyakit mental. | Sumber: CNBC
Neuroscape researches how games help mental illness patients. | Sumber: CNBC

“The elasticity of our brain, the capability of our brain to change, is influenced by our experiences,” said Gazzaley to CNBC. “If we can create an experience suited for someone, this can increase their brain capacity.”

Gazzaley explains, Neuroscape is not only trying to do gamification from physical exercises aimed to mental illness patients. Instead, they are trying to make games that combine physical movement and cognitive exercise. He believes that the researches he did will produce good results. “I think the problem lies in the absence of definitive evidence, and that is exactly what we are trying to do,” he said in an interview to The Verge. “We all believe in what we do. We just need to prove it with evidence.”

So far, we have talked about how games can give good positive impacts, but that doesn’t mean that games are panacea. I believe, everything in this world has a positive and negative impact. Same thing goes for games. In 2019, World Health Organization has specified gaming disorder as a mental disorder. But, as previously mentioned by Live Science, just because someone plays games often, it doesn’t necessarily mean they suffer from gaming disorder.

There are some characteristics in a person who suffers from gaming disorder. One of them is how they prioritize playing games above everything, disrupting their daily life. According to WHO, a person with gaming disorder can no longer control their game-playing habit. Also, they put games as the main priority, above work, education, and other hobbies.

Other specific characteristic of the disorder is, the person will keep on playing games even though they realize how it give bad impact on their lives, such as ruining relationships with friends and families, or disrupting their work or study rhythm. WHO also stated, someone has to have symptoms of gaming disorder of at least a year before being admitted as a patient of the disorder.

 

Conclusion

There are a lot of advantages that games can give. A game usually has an objective to be achieve, such as defeating someone, saving the world, or revitalize a farm that has been bequeathed upon the player. This helps the player to focus on achieving the goal.

Also, whether you realize it or not, there is a law of causality in games, especially in games that have heavy stories. In a game, you will be faced with options that will influence the story of the main character. Different with movies, where the viewers are not actively choosing the way the story progresses, games allow players to explore what happens when you choose different options. This concept is similar to the real world, where every decision you made will have consequences. The only difference is, in the real world, you cannot re-do your decisions from the last check point when you make a mistake.

It is true that games do not always give good impacts. Games can also give negative impact. But, just because some games resulted in negative impacts, it does not mean that games have to be completely abolished. Moderation is the key.

Source: IFL Science, APA, Wired, CNBC, The Verge, Live Science, Quartz

Header: TechRadar. Original article is in Indonesian, translated by @dwikaputra

Esports in Pandemic: No Crowd, All Challenges

Lately, esports ecosystem is showing a great growth. According to a projection by Newzoo, esports can actually grow to a business valued on 1.1 billion US dollars (about 16 trillion Rupiah) in 2020 The projection is a 15.7% growth from 2019, which was valued at 950.6 million US dollars (about IDR 14 trillion).

Unfortunately, the COVID-19 pandemic which has started showing signs since December 31st, 2019, is now taking over the whole world. The impact of the pandemic grows even worse when entering the mid-year of 2020. To suppress the spread, several governments enforce a limitation on overseas travel and strict physical limitation.

Those things directly impacted the economy and ecosystem of several industries. Aside from sports, esports industry which also often gathers large crowds in one place is forced to halt a lot of their activities. At the early days of WHO determined this as a pandemic, a lot of international tournaments got cancelled.

But esports still has something up its sleeve, an esports match can still be done online, keeping the industry alive regardless of how the pandemic slows down the economy. This also means that esports has to go on amidst pandemic, with all its challenges.

Talking about this, I discussed it with several elements of the local ecosystem. There is Moonton, represented by Reza Ramadhan, Head of Broadcast and Content, as the element of esports tournament organizer. Andrian Pauline, CEO of RRQ as the element of esports organization, and Paison Yi, Marketing Director Realme Indonesia, as the element of esports ecosystem sponsor.

Here is how the conversation goes between me and the elements on how the esports industry struggles in the middle of pandemic.

 

When the Match Format Changes to Online

The ability to run fully online does not directly mean that esports can always stay on top of their form during the pandemic. Because the matches are done online from each participant’s gaming house, there are some things beyond the control of the organizer. It did not come as a surprise when online competitions face a lot of challenges, from technical or sportsmanship side.

Mobile Legends Professional League Season 5 was one of the esports tournament impacted by this. After having the matches offline for around 4 weeks, MPL ID Season 5 gradually limited social interactions since March.

Starting from week 5, MPL ID Season 5 was held without spectators. In accordance to the start of Large-Scale Social Distancing, MPL ID was finally held full-online, leaving only the broadcast team and the shoutcasters in the studio of MPL Indonesia in the 7th week.

Reza explained that the main reason of holding the competition fully online was to follow the rules set by the government. “That’s why we decided to fully hold it online, leaving only the broadcast crews and shoutcasters in the MPL Studio, also in a very limited number.”

Due to the format change done in MPL ID Season 5, of course the participating teams also got impacted. Rex Regum Qeon (RRQ), one of the teams in MPL ID Season 5 was one of those impacted.

Andrian Pauline Husen (AP), CEO RRQ told us how they still feel thankful of the condition, even though the change has limited and forced a lot of parties to do adaptations in their lives.

“We are actually still thankful because esports matches can still be done online. Even though we can no longer enjoy the euphoric atmosphere from the support of RRQ fans directly, but since the matches can still be done online, we can still show our best performances to Indonesian esports lovers.” Said the person who is often called as “Pak AP”.

Sumber: Andrian Pauline via Instagram
Source: Andrian Pauline via Instagram

Continuing, AP also explained that the change did not put too much impact on how the management works to take care of RRQ players who still have to play matches.

“From RRQ, the impact is not really significant regarding the workflow. What the management did is enforcing a rule of limiting players’ mobility. So they cannot leave the gaming house as they will, but only if there is an emergency or important thing to do.” He added.

But AP also told us how this condition also had its impact on the players. “This condition is also stressing to a lot of parties, including RRQ players. But fortunately we can still find ways around it by doing entertainment activities, such as making content. Talking about players motivation we can safely say the impact is not that much, because we are also focusing on practicing like usual.”

 

Presenting Esports Fully Online with All Its Limitations

Management and workflow can be seen as some of the changes that are still manageable by affected parties. With the right adaptation, even though the situation forces esports matches to be held fully online, everything can be back to normal with only a few changes.

But these changes present new challenges to esports. In an online match, internet as the crucial element, also poses as the most difficult challenge for everyone involved. While playing online games in a casual environment, a bit of lag or a few disconnections might not really be a problem. But, if we are talking about playing the game in a professional esports matches, even a slight lag will not be tolerable. The case is even worse with disconnections or connection loss.

This problem is also a no-win solution for esports tournament organizer, because it is mostly out of their control. In a face-to-face match, all players use the same internet connection, prepared by the organizer.
But online matches are being played from their own gaming houses, where internet connection can highly vary, depending on the locations of each participant’s gaming house. This becomes one of the most difficult challenges faced by the organizers.

Sumber: Dokumentasi Hybrid - Ajie Zata
Reza Ramadhan. Documentation: Hybrid – Ajie Zata

“I totally agree that this internet problem is the most difficult one to handle.” Reza opened the conversation. “Because there are a lot of parties impacted when the match is done from each participant’s gaming house, and one of the players’ internet faces difficulties. We as the organizers have to grind our gears to keep the convenience, while looking for the solution so that the teams and the viewers are all comfortable.”

For that reason, mitigation actions are needed if there is any problem, whether it is internet problem or other problems. Reza then talked about some countermeasures done by MPL ID Season 5, if a connection problem occurs during matches.

One of them is by requiring team managers to be on standby in Discord voice channel, while also streamlining all communications only through the managers.

“So, the team managers have to be on standby with a representative of the broadcast team members. If one of the team members have a connection problem, the broadcast representative will call the manager, and doing the countermeasure needed, according to the agreement of the two teams, for example by pausing the game.” Reza told us.

Sumber: Youtube Mobile Legends Bang-Bang
The display of a paused game has become a normal view during MPL ID Season 5, organized fully online since week 7 to the Grand Final. Source: Youtube Mobile Legends Bang-Bang

More on the topic, Reza also explained a little bit about the rule on pausing the game during MPL ID Season 5 while the match is held online. “When a problem occurs, each team is allowed to pause the game, with a maximum duration of 5 minutes in each game. In addition, only team managers are allowed to talk while the game is paused. The players are not allowed to discuss during the pause, and their conversations are being surveilled, for the sake of a fair and just game.”

If the organizer has done everything to respond to internet problems, then what has been done by the participants? AP then told us that RRQ management also done some preventive steps while the match is underway, especially from internet technical problems.

“In the Playoffs, we did some extra preventive steps to prevent the match to ever stop because of internet problems. For that purpose, we did two things: preparing a backup internet connection and asking for a technician from our internet provider company to be on standby in our Mobile Legends division gaming house.” AP explained. “But so far internet has not really been a problem in our online matches, because the internet from Biznet (the sponsor of RRQ) has been great so far. Hahaha.” Said AP while joking.

Aside from internet, the second problem lingering around esports matches being fully held online is about sportsmanship. When the tournament is being held remotely, and each player plays from their own gaming house, cheating is relatively easier to do, because the players have more freedom to do practically anything.

Moonton as the tournament organizer has prepared all kinds of plan, from A to Z, to prevent all problems that might arise. One of them, Moonton even prepared CCTV equipment in the rooms where the players played, to keep an eye on the conversations and the movements of the players. Then, what about from the side of participating teams’ management?

Sumber: Youtube Mobile Legends Bang-Bang
Showing their phone screens to the CCTV was one of the rules regulated by Moonton to uphold the sportsmanship during the online matches of MPL ID Season 5. Source: Youtube Mobile Legends Bang-Bang

“We always try to adhere to the rules, and the players also want to showcase their best performances with honesty and sportsmanship.” AP says about how sportsmanship is a key value in the RRQ team.

But even though Moonton and participating teams have tried their best to keep the integrity of the competition, controversy of online tournaments is near impossible to avoid. Sometimes, the viewers have too much suspicion, just because they think online tournaments are more prone to fraudulence behaviors. The suspicion grows bigger if there are some things out of the usual.

One of the instants that resulted in a lot of conversations was the match between Bigetron Alpha vs AURA Esports on the 8th week of MPL ID Season 5. The commotion happened because Bigetron Alpha underwent a technical problem in form of a bug. At first, Bigetron Alpha only paused the game, but in the end a rematch has to be done, but with different heroes. This incident was seen as a strange one by the spectators, because the match has gone on for 8 minutes and 28 seconds.

Reza explained that prior to the match, Moonton has done a meeting with the managers to discuss the rules, which has also been agreed by the parties. The controversy of Bigetron Alpha vs AURA Esports has actually been handled correctly, and in accordance to the rules.

But, just like what I said above, online matches can create the spectators’ distrust, and it became one of the challenges of such format.

Patrick Christian as the manager of Bigetron Alpha team had the chance to explain the chronology of the event to me in a discussion session Hybrid Talk. If you are curious, I have embedded the conversation with Patrick that you can watch on the video below.

With all its limitations, the show of online matches of MPL ID Season 5 ultimately ran smoothly. During the matches, viewers may be a little bit bored because of the high number of occurrences of inevitable pause. But the hype of the spectators of MPL ID Season 5 stayed high. Quoting Esports Charts, the highest number of viewers during MPL ID Season 5 was 1.163.007, with a total content consumption hours of 26.809.501 hours.

So, how did the tournament organizers prepare an interesting esports show, even though the online format has its limitations?

 

Challenge of Contents, and Sponsor Relationship with Esports During the Pandemic

Aside from the technical aspect, another challenge that esports has to face during the pandemic is from the content and sponsorship aspect. With everything being done remotely, the organizers have to grind their gears to find ways to keep the contents interesting despite of the limited ways to present it during the pandemic.

Reza as the Head of Broadcast and Content of Moonton admitted that presenting interesting esports contents during this pandemic became an increasing challenge. “Fortunately, we have had videos and footages taken from the offline matches of Regular Season MPL ID Season 5. So those contents are still usable, for example to replace players entrance before the match.” Said Reza.

“Also, to make esports content still interesting, I also experimented in making the content of support messages. We tried to contact the players’ closest relative, asking them to record messages for the players. I was grateful that the idea received good responses, so that the parents or close relatives wanted to spare their time to give messages.” Reza added.

“Selain dari itu, supaya tayangan esports tetap menarik saya juga bereksperimen membuat konten support message. Kami mencoba menghubungi orang terdekat dari para pemain, meminta mereka merekam pesan untuk para pemain. Saya merasa bersyukur, ide tersebut ternyata disambut dengan baik, sehingga para orang tua ataupun orang terdekat mau meluangkan waktu untuk memberikan pesan.” Tambah Reza.

Another challenge faced by the esports business during the pandemic has also been about the sponsors. This is actually interesting, because in one hand people enjoyed consuming esports contents as a source of entertainment during isolation period, but in the other hand sponsors and brands are leaning more towards cutting their marketing budget amidst this time of doubts.

Previously, I had the chance to talk about this with Irliansyah Wijanarko, Chief Growth Officer RevivalTV and Tommy Bambang, Chief Communication Officer INDOESPORTS. In the beginning of the discussion, the two of them told the stories of how the pandemic has more or less impacted RevivalTV and INDOESPORTS.

“During the pandemic, things got harder, because the impact is felt all over the team, from the top level to the bottom. Moreover, this condition has not only impacted esports, but also the partners of esports companies, such as INDOESPORTS. So we have to think harder about finding the way to keep the business running smoothly.” Tommy Bambang explained.

“RevivalTV has also been shaken by the situation, adapting here and there, finding products that we can offer and sell to brands. The reality is, even though esports can still operate online, the brands are also saving money. That leaves us no choice but to be smarter to find business opportunities.” Irli added.

On the same topic, I also talked with Palson Yi, Marketing Director Realme Indonesia. Not so long ago, Realme became the sponsor for esports events, especially Moblie Legends. Last year, they sponsored MSC 2019 in the Phillippines. Not only that, they also became the main sponsor of MPL ID Season 5 2020.

Similar to what Irli said, Paison Yi explained the strategy of Realme in sponsoring esports. “Of course, we will be more strategic on choosing the right esports events. That’s why we only choose esports events that indulge youth game community and esports fans in Indonesia to enjoy a thrilling and fair competition, and esports events with experiences that go side by side with our slogan, which is the spirit of Dare-to-Leap.”

This became a reasonable choice for Realme as a sponsor, especially since the transformation of esports matches from offline to online, more or less also meant sacrificing some things. “Because the match changes from offline to online, we have to sacrifice a few things when sponsoring esports events, one of them is to give the opportunity for the fans to enjoy a hands-on experience of playing games using our most recent smartphone series.” Paison Yi said.

Sumber: Twitter Realme Indonesia
Palson Yi, Marketing Director Realme Indonesia. Source: Twitter @realmeindonesia

“But this change also encouraged us to optimize the resources available to still convey the message to potential customers through online activities that we have previously discussed.” Paison Yi continued.

Reza then added, that MPL also added some segments specifically for sponsors, as an effort to keep the exposures of the sponsors high. Video advertising has always been a common thing to have in a sponsorship agreement, but Reza added that they also did interactive contents with the fans while involving the sponsors, as a way to give the sponsors their own portions in the MPL event.

Still about sponsors, Andrian Pauline also explained the case of sponsor relationship with esports ecosystem from RRQ’s perspective as an esports organization. AP told how RRQ was also on the receiving end of the increasing consumption of esports contents.

“RRQ may be a bit more benefited for being the champion of MPL ID Season 5, so the engagement of our social media is increasing quite significantly. Hahaha.” He said, jokingly. “But an increase in engagement does not necessarily mean it makes us easier to find sponsors. In this pandemic, sponsors are thinking twice, even thrice, before getting into esports, because they have to reorganize all their plans from the beginning.”

So, did RRQ get any impact because of that? AP explained that until now, not one sponsor of RRQ team resigned or revisited the agreements. “So, we still cannot say that RRQ suffered loss in terms of business caused by the pandemic. So far, there has only been some discussions with the sponsors. Because of the condition, some activities that we have planned earlier on the year has to change to adapt with the situation, and to keep us engaging with the sponsors.

 


It is undeniable that this pandemic has resulted in bigger impacts, beyond what we imagined. You fans can now still effortlessly enjoy the contents of esports from the comfort of your homes, but the fact is the contents that you have been watching are the result of an endless struggle by the esports business players, who are facing tremendous challenges during this pandemic.

But I think one thing that can be agreed together by you readers, me, elements of esports business, and also the sponsors: we miss the rumbling noise of the audience, we miss screaming on the top of our lungs to show our support to our favorite team or players, and we miss meeting up with fellow community members when we come to the venue of offline esports matches.

Let us pray together for the pandemic to soon be over, and the situation to be better, so that we all can return to our normal activities, and once again enjoy esports in the enjoyable, euphoric ways it highly deserves.

Original article is in Indonesian, translated by @dwikaputra