Naming Rights Agreements in Esports

In recent years, more and more non-endemic brands have decided to support esports players and esports organizations. One of the perks the esports sponsors usually receive is the installation of the company logo or name on the pro jersey. 

Unfortunately, broadcasting esports matches is vastly different from traditional sports competitions. When you watch sports broadcasts, you can clearly observe the athletes and their jerseys. However, most esports matches usually only show in-game events, which of course does not include the player. Players are rarely highlighted, and so their jerseys are also not often displayed. To work around this problem, most companies looking to sponsor an esports team opt to use naming sponsorships. As a result, the company’s name will be integrated and clearly displayed in the team name.

The History of Naming Rights Contracts in Esports

By 2020, the esports industry’s revenue is estimated to be nearly $1 billion USD. Sponsorships and media rights contribute to almost 75% of this total revenue. Furthermore, for most esports organizations, sponsors often contribute to almost all of their income and finances. According to Gaming Street, on average, about 90% of an esports organization’s total revenue comes from sponsorships.

Of course, all these sponsoring companies have their own set of goals they want to achieve from the collaboration. Based on the study called Sponsorship in Esports, most companies that sponsor esports organizations usually seek long-term goals such as building a reputation among esports fans. Short-term goals like increasing sales are usually not the primary motive behind these esports sponsors.

Indeed, being an esports sponsor will boost their popularity among the millennials and Gen Z, which are the large majority of the demographic of esports followers. According to another study titled Sponsoring Esports to Improve Brand Image, one-third of esports fans will usually prefer and perceive sponsoring brands more positively over non-sponsoring ones. Considering that today’s esports audience approximately reaches 474 million, sponsorship companies can effectively attract 158 million potential customers into their business.

The growth of esports viewership. | Source: Newzoo

Generally speaking, there are four types of sponsorship: media sponsors, promotional sponsors, in-kind sponsors, and financial sponsors. Media sponsors deal with secure advertising for an event through television, newspapers, or digital channels (such as websites and blogs). Promotional sponsors are similar to media sponsors. However, promotional sponsors usually involve only a single person with a large network of followers rather than a whole media outlet.

In-kind sponsors are usually businesses which can provide goods or services. Beverage brands, for instance, can become an in-kind sponsor by providing drinks to the viewers, tournaments officials, players, etc. The last and perhaps the most common form of sponsorship is financial sponsorship. As the name implies, financial sponsors will provide direct financial support or funds for the tournament, event, or organization they sponsor.

As mentioned previously, one of the perks that esports teams can offer to their sponsors is displaying the sponsor’s logo or name on the players’ jerseys. But, of course, we already knew the limitations of this approach. Therefore, some companies prefer to become name sponsors (or sometimes called title sponsors) and combine their brand name with the esports team name. After all, the name of the esports team will always be mentioned and displayed in the esports competition broadcast. So, by becoming the naming sponsor of the esports team, companies can exponentially increase their exposure towards consumers — especially esports audiences. So far, there are several esports organizations that have signed naming rights contracts with brands, both endemic and non-endemic.

Kia Motor is the name sponsor of DAMWON Gaming. | Source: Esports Insider

An example of an esports organization with a name sponsor is DAMWON Gaming, a South Korean organization that won the League of Legends World Championship in 2020. In December 2020, DAMWON announced its naming rights deal with Kia Motor starting in 2021, changing its team name to DWG MCH. DAMWON also introduced a new logo and jersey for their League of Legends team. Hyugho Kwon, Head of Korea Business Division in Kia Motors, explained that they wanted to “revitalize” the global esports ecosystem through the partnership with DAMWON. Kia Motors also wishes to promote and expose the brand to esports fans around the world.

Another esports organization that recently signed a naming rights contract is JD Gaming. The organization is part of the esports division of Jing Dong, an e-commerce company from China. The company that sponsored JD Gaming is Intel. The naming rights agreement, which lasts for two years, effectively changes JD Gaming’s brand name to JDG Intel Esports Club. Unfortunately, we have no information about the cost of purchasing JD Gaming’s name contract. 

Team SoloMid (TSM) has also just signed a naming rights contract in early June 2021 with a cryptocurrency exchange company from Hong Kong called Future Exchange (FTX). The partnership between TSM and FTX is reported to last for 10 years and is valued at US$210 million. TSM now undergoes with the brand name of TSM FTX. Again, FTX conducted this partnership in the hopes of marketing the brand to the American public.

Aerowolf’s partnership with Genflix. | Source: Twitter

In Indonesia, there is also an esports team that has signed a naming rights contract. The esports organization is Aerowolf. In May 2019, Aerowolf announced that Genflix, a local video streaming platform, had officially become their naming sponsor and changed its brand name from Aerowolf Roxy to Genflix Aerowolf. Just like FTX and most other name sponsors, Genflix’s goal behind collaborating with Aerowolf is to increase its brand awareness, especially towards the younger esports audience.

Advantages and Disadvantages of Naming Rights Agreements

Every company wants to have a popular and good brand reputation. In the midst of intense competition, having a positive brand image can be a massive game-changer in terms of generating revenue. And, of course, sponsorship is an easy and effective method to boost a brand’s reputation. Thus, many companies today who look into marketing their brand towards the younger demography will more often than not turn into sponsorships in esports.

According to Winnan, sponsoring events and teams are currently the best option in esports sponsorships. However, out of all of the aforementioned types of sponsorships, which one should you pick if you are looking to be an esports sponsor?

Naming or title sponsorships does look like the best option. After all, we already discussed why naming rights contracts are considered a far more superior form of sponsorship in esports. Other than the increased exposure in tournament broadcasts, naming sponsorships usually have a higher chance of capturing the loyalty of the fans. In a book entitled The eSports Market and eSports Sponsoring, author Julian Heinz Anton Stroh states that most esports fans are aware that companies that sponsor their favorite teams have goals of their own self-interest, such as increasing sales. However, fans also know that the esports industry needs sponsors to survive, which is why they often appreciate and care deeply about the support that sponsors provide.

Esports fans have high enthusiasm. | Source: ESTNN

Various studies also show that fans still gladly welcome non-endemic brands (companies that are not related to esports or gaming) to support the competitive gaming scene. Although most esports followers do slightly prefer sponsorships from endemic brands, the study by Stroh shows that 70% of esports fans still hope that more and more non-endemic brands will enter the esports scene.

Being an esports sponsor does improve the brand image in the eyes of esports fans. However, several other factors also affect the company’s reputation in a sponsorship deal, such as the activation method used by sponsors, the target audience, and the products offered by the company.

It is undeniable that the esports community is incredibly enthusiastic. If a sponsor can successfully “win the hearts” of esports fans, its brand will be vastly promoted on social media. Unfortunately, the enthusiasm of esports fans can also act as a double-edged sword. A slight fault or mistake in a sponsor’s message towards fans can spread bad reputation like wildfire. This fact also applies to naming rights contracts.

Naming rights contracts a form of partnership with the highest associativity since brand names are effectively combined together. Therefore, if either party is exposed to a scandal, the other will also be extensively affected. For example, if an esports team is caught in a cheating accusation, both the esports organization and the name sponsor will suffer from reputation damage.

The primary goal of name sponsor brands is often to get fans to associate their brand with the team. However, naming rights contracts sometimes don’t last long. And if the team name frequently changes, fans will eventually feel indifferent towards name sponsors. Another possibility that might occur is that fans will only remember the old name sponsor over new ones.

According to a Chron report, this exact scenario has occurred at Candlestick Park, the stadium of the San Francisco 49ers and San Francisco Giants. The stadium was initially named Candlestick Park in 1960. In 1995-2002, the stadium’s name was changed to 3Com Park. The name of the stadium changed again in 2004-2008 to Monster Park. However, today, most fans still associate the stadium name as Candlestick Park despite the two name modifications that took place. A simple solution to this problem that name sponsors can employ is to extend the name contract duration, similar to the partnership between TSM and FTX. 

Team SoloMid has just signed a naming rights agreement with FTX. | Source: Dot Esports

Naming rights partnerships are similar to company takeovers in the business world. Both of them have the potential to be profitable or yield extreme losses for both parties. A company acquisition or takeover is considered successful when the acquired company can contribute revenue greater than the initial purchase value. Take Facebook’s acquisition of Instagram in 2012 as an example. Although Facebook initially bought Instagram for $1 billion USD, Instagram today has more than 1 billion users and contributes over $20 billion to Facebook’s revenue each year.

However, startups or small companies do not always want to accept takeover offers. Sometimes, these companies may believe that they can independently grow into a business with a larger value than the acquisition price. An example of a company that resisted large corporate takeovers is Discord. Microsoft had offered $12 billion USD to acquire Discord. However, according to a Bloomberg report, Discord refused and instead look into the opportunity to go public in the future.

All these plus and minuses in company takeovers are also present in naming rights contracts. The deal between TSM and FTX, for instance, lasts for 10 years and is worth $210 million USD. Therefore, we can assume that the TSM brand is currently valued at $210 million USD. However, TSM might become more popular in the future, and their brand value might increase, favoring FTX. However, there is also a possibility that the performance and popularity of the TSM organization might decline over the next 10 years, which will cause FTX huge losses since their contract value decreases.

Naming Rights Contracts in Conventional Sports

Naming rights agreements are also a common occurrence in the conventional sports world. For example, several basketball teams in Indonesia have sold their naming rights to sponsors. One of these Indonesian basketball teams with a name sponsor is Satria Muda. 

Since its establishment in 1993, Satria Muda has signed naming rights contracts with several brands. In 1997, Coca-Cola Company’s AdeS brand became the first name sponsor of this Jakarta-based basketball team. As a result, the team name was changed to AdeS Satria Muda. A year later, in 1998, the team name changed again to Mahaka Satria Muda after signing a deal with PT Abdi Bangsa Tbk owned by Erick Tohir. In 2004, BRI through BritAma became the next name sponsor of the Satria Muda team, altering the team name to Satria Muda BritAma. The Satria Muda headquarters was also named The BritAma Arena as a result of the agreement. However, in 2015, Satria Muda signed their last and current name sponsor with Pertamina. Along with this change, the basketball team’s name was changed to Satria Muda Pertamina.

Another national basketball team that also has a name sponsor is Amartha Hangtuah. When it was initially founded in 2003, the basketball team undergoes by the name Hangtuah and only modified it to Hangtuah Sumsel Indonesia Muda five years later. This name was used until 2019 when Amartha decided to become the name sponsor of HangTuah. After the partnership, the basketball team became known as Amartha Hangtuah.

Amartha is currently HangTuah’s name sponsor. | Source: Kompas

Of course, not all sports teams are willing to sell the exclusive naming rights of their team. European football clubs, for instance, rarely sell the club’s naming rights and instead opt to sell the naming rights of their stadiums. For example, the Emirates airline bought the naming rights to Arsenal’s stadium in 2004. It is estimated that this 15-year contract between the two parties is worth £100 million. The deal also includes the installation of Emirates’ logo in the Arsenal player jerseys since the 2006-2007 season. Last year, Barcelona also just sold the naming rights of their stadium, Camp Nou, and donated the funds they receive to COVID-19 related charities. 

The main reason why most top-tier football clubs almost never give up their naming rights is that their club name is already “too well-known” to people around the world. Their club names, in some sense, are considered to be formally established. In contrast to the relatively new esports teams, most European football clubs are more than 100 years old. Four famous clubs in the UK were founded before 1900: Arsenal in 1886, Liverpool in 1892, Manchester City in 1880, and Manchester United in 1878. Therefore, it is very unlikely that these clubs will surrender the longevity of their brand name to sponsors. And if they were to open up a naming sponsorship deal, the price that they would set would be incredibly expensive. Most sponsors can perhaps already get a reasonable amount of exposure in regular sponsorship agreements with football clubs and thus would never opt to become title sponsors even if there is an opportunity to do so.

Naming rights contracts are not limited to sports teams or esports organizations. Some companies are also willing to become naming sponsors of sports events or esports competitions. Toyota, for instance, became the naming sponsor of Thailand’s national football league called Toyota League Cup. In the realm of esports, Intel is undoubtedly one of the most well-known tournament name sponsors. Intel Extreme Masters and Intel Grand Slam are two examples of Intel-sponsored esports tournaments. In Indonesia, JD.id has also conducted a name sponsorship agreement with Yamisok’s esports league called the High School League. Like all other name sponsors, JD.id’s goal behind this partnership is to increase brand awareness among high school esports players and viewers

Conclusion

The world of business is full of intense competition as hundreds of brands try their best to win the market and rise to the top. One of the most effective methods for a company to beat its competitors is building a good brand reputation and image, which is why many of them opt to become sponsors of popular sports or esports teams.

Placing a logo or company name on a player’s jersey is one of the most basic forms of sponsorship in conventional sports or esports. However, companies can further increase their exposure by conducting a naming sponsorship deal with the organization. By becoming a name sponsor, fans will immediately associate the brand name with their favorite team. But, of course, name sponsorship agreements can have potential repercussions for both parties as well. If one of the sides is affected by an issue, the other might also be severely affected. Like all business decisions, there are always pros and cons that must be carefully considered. Nevertheless, when it comes to esports sponsorships, the current hot trend and deals are happening in naming rights agreements.

Featured image: Freepik. Translated by: Ananto Joyoadikusumo

The History of Dota 2 and The International: From a Fan-Made Mod to One of the Largest Esports in the Entire World

The local Dota 2 esports scene in Indonesia has been dying for the past few years. Simply put, mobile games are far more popular and successful in the country, which is why a majority of esports organizations left the PC gaming genre. Despite this, Dota 2 is still considered in many other countries to be the most superior game in the world. The International, for instance, consistently breaks the largest prize pool record in esports every single year. Furthermore, hundreds of thousands of players still actively play Dota 2, despite the game already being more than 8 years old.

Here’s the history of Dota 2 and how The International became the greatest global tournament in esports.

The History of Dota 2

It all started with Aeon of Strife, which is considered the first MOBA game. Aeon of Strife is a fan-made mod for StarCraft: Brood War. The mod became so popular that Blizzard included it in Warcraft 3. The gameplay and experience of playing Aeon of Strife are largely different from today’s MOBA game standards. However, Aeon of Strife follows the basic principles of most MOBAs. For example, the primary objective in Aeon of Strife is still to destroy the enemy base. In addition, the map also follows the three-lane layout of the MOBA map design. However, unlike most MOBAs out there, Aeon of Strife only has 4 players in each team instead of 5. There is also no PvP feature, as RedBull mentioned, so players can only fight against AIs.

Aeon of Strife is considered to be the first MOBA game. | Source: Hive Workship

If Aeon of Strife was the forerunner of the MOBA genre, Defense of the Ancients (DotA) is the game that pioneered Dota 2. Just like Aeon of Strife, DotA also originates as a mod. DotA was created as a mod for Warcraft 3 by a modder named Kyle “Eul” Sommer. The DotA mod is not very different from today’s version of Dota 2. In DotA, 10 players battle it out in 2 teams of 5 to destroy the enemy’s base. Despite the massive popularity of the DotA mod in the Warcraft community, Eul decided to leave the project behind. He also once tried to create a sequel to DotA, but this never came to fruition either. Ultimately, Eul handed the ownership of DotA to Valve.

The success of the DotA mod inspired many people to make their own version of the game. DotA: Allstars, for instance, is one of the twists that became very popular. DotA: Allstars was also created by a Warcraft modder, and his name is Steve “Guinsoo” Feak. This version of DotA is, by far, the closest resemblance to the Dota 2 game we all know today. In fact, many people even considered Allstars to be the original DotA mod since it is the version that is used in professional matches at that time.

After the success of Allstars, Guinsoo and Steve “Pendragon” Mescon — who created the DotA community center — soon joined Riot Games to assist them in developing League of Legends, and left DotA: Allstars in IceFrog’s hands. IceFrog undoubtedly has played a significant role in the entire history of DotA. Granted, he didn’t originally create Allstars or overhaul the mod, but he did create many new contents for Allstars after Guinsoo and Mescon left. Furthermore, IceFrog also ensures that the gameplay of Allstars remains balanced and that no characters are too overpowered.

At that time, DotA’s success can only happen because of the fans. The game was made by fans, for the fans, and was made big by the fans. However, things changed when League of Legends was launched in 2009 and Heroes of Newerth in 2010. The launch of these two games showed that the MOBA genre has great potential. If DotA wants to exist and compete with these two giants, it most certainly needs assistance from big gaming companies. 

Fortunately, Valve came to the rescue.

Valve partnered with IceFrog to create Dota 2.

In 2009, Valve announced that they will be teaming up with IceFrog. At that time, there were rumors that Valve wanted to develop a MOBA game through the partnership. However, it was only in 2010 that Valve revealed the Dota 2 project. A year later, in 2011, the beta version of Dota 2 was released and provided access to several media outlets. The beta development was a tremendous success, receiving an overall positive response from the beta testers.

Unfortunately, problems arose when Valve registered the word “DOTA” as a trademark in 2012. This decision marked the beginning of Valve’s extensive legal battle with Blizzard in the next few months. Although Blizzard did not trademark “DOTA”, they argued that the word (and its many spinoffs like DotA or Defense of the Ancients) has always been part of Blizzard and is synonymous with Warcraft. They also claimed that many of the DOTA mechanics are based on Blizzard’s Warcraft, since it is a mod of the game. Furthermore, many of the character designs in DOTA originates from Warcraft 3, according to a PC GAMER report.

Although it took several months, the legal battle between Valve and Blizzard was finally resolved. The two decided that they both have the right to use the “Defense of the Ancients” title according to their own needs. Valve will use the Dota name for its commercial products and franchises, including the Dota 2 game. On the other hand, according to Gamasutra, Blizzard will use the Dota name as a reference for its player-created content. After the fiasco, the Dota 2 development process continued smoothly. 

The Birth of The International

Valve held the first The International in 2011 in conjunction with Gamescom. Interestingly, at the time, Dota 2 was technically still in beta and was not officially launched yet. So, why did Valve hold The International? Marketing. Valve provided a total prize pool of US$1.6 million, making TI the biggest prize esports tournament of its time. No other esports tournament in history was able to put up a prize pool of this caliber, and thus many people was incredibly hyped for TI. Through this buzz, Valve hopes to introduce Dota 2 to a much wider community.

Eight teams around the world and from different regions were directly invited to take part in the first-ever TI. The tournament could be spectated live in Gamescom, held in Cologne, Germany. Valve also broadcasts TI matches online so that all fans in the world can watch. Fortunately for Valve, TI was a massive hit. They were able to market the game effectively, and soon thousands of gamers flock in to try out the Dota 2.

NaVi became the first The International champion. | Source: Navi.gg

In the next few months after TI 1, Valve also continues to distribute the beta version of Dota 2. And as the player count of the game increases, the esports scene also begins to take shape. Just like the original DotA, the Dota 2 esports were initially grown by the enthusiasm and loyalty of the fans. Therefore, most Dota 2 tournaments in the olden days (excluding TI) were relatively small-scale, having prize pools of only around $25,000 USD. Even so, this was the grassroots that became the foundation of the enormous Dota 2 esports ecosystem that we know today.

In 2012, Valve held The International for the second time. The prize pool of TI2 was the exact same as TI1, which was $1.6 million USD. However, TI was now held independently by Valve in Seattle, United States. The beta version of Dota 2 was also already open to the public during this time, which means that there are far more Dota 2 followers and enthusiasts expecting TI. Furthermore, the game has also undergone several updates, significantly increasing the hero pool. 

In July 2013, Valve officially launched Dota 2 on Steam, and the player count immediately skyrocketed. In June 2013, the average number of Dota 2 players only reached 210 thousand people. This figure rose to 237,000 in July and to 330.7 thousand in August. TI3 was also the start of the implementation of Valve’s crowdfunding system using the Battle Pass, and it was a major success. The International 3 prize pool was able to reach a record high of $2.8 million USD, $1.2 million more than the previous two TIs.

Since the colossal success of TI3, Valve continued to use take advantage of Battle Passes in increasing the TI prize pool. As a result, the TI prize pool has never declined even once. Last year, an Arab prince outstandingly spent over IDR 588 million in the TI10 Battle Pass. Thanks to him and hundreds of thousands of Dota 2 players, The International 10 prize pool was, yet again, able to break records and reach the $40 million USD milestone.

The growth of TI prize pools from year to year is quite massive, to say the least. For instance, The International 4 has a prize pool of around $10 million USD. 2 years later, TI6 doubled this figure and crossed the $20 million USD mark. The International 9 became the first TI with a total prize pool of more than $30 million USD.

The International Prize from year to year. | Data source: Esports Earnings

As you can see in the table above, there has been a huge spike in The International’s prize pool several times. The biggest jump occurred at The International 9, with an increase of $8.8 million USD. The difference between the TI4 and TI5 prize pool is also fairly significant. The consistent rise of The International prize goes to show how the Dota 2 community still wants to support the professional esports scene of the game. However, The International’s huge prize pool also poses its own problems.

Let’s now move to discuss the top teams that have won this prestigious tournament. Out of the 9 TIs that have been held, only one team was able to win it twice. That team is OG, which managed to win TI8 and TI9. Remarkably, they also won both consecutive TIs with the exact same composition of players. 

Here’s the OG roster that won TI8 and TI9:

Anathan “ana” Pham

Topias “Topson” Taavitsainen

Sebastien “Ceb” Debs

Jesse “JerAx” Vainikka

Johan “N0tail” Sundstein – captain

And here is a list of teams that have won The International:

2011 – Natus Vincere

2012 – Invictus Gaming

2013 – Alliance

2014 – Newbee

2015 – Evil Geniuses

2016 – Wings Gaming

2017 – Team Liquid

2018 – OG

2019 – OG

Prize pools are not the only way to measure the success of a particular tournament. Two other important factors, namely viewership numbers and watch time, can also be considered. According to data from Esports Charts, both the average number of viewers and watch hours of The International experiences an upward trend in the last four years. At TI7, the average viewer count only reached 418 thousand. This figure rose to 537.7 thousand in TI8 and to 738.9 thousand in TI9. In terms of watch time, TI7 only manages to obtain 44.3 million watch hours. In TI8, the total hours watched reached 63.9 million hours, and in TI9, that number rose to 88.4 million hours.

The watch hours of TI from TI7 to TI9. | Source: Esports Charts

 

Peak viewership numbers from TI7 to TI9. | Data source: Esports Charts

Unfortunately, these upward trends cannot be applied to the number of active Dota 2 players. Let’s try to observe the graph from Steam Charts of Dota 2’s player count since its launch in 2013.

Average and peak number of Dota 2 players.| Data source: Steam Charts

From July 2012 to July 2014, there is a general rise in the monthly player count of Dota 2. In September 2014, the player count plummeted before increasing again to 629 thousand in February 2015. Throughout its history, Dota 2’s record for the highest average number of active players was 709 thousand, which occurred in February 2016. Around the same time, Dota 2 also recorded its peak number of players, which was 1.29 million.

Since then, the average player count of the game experience a general decline, eventually reaching its lowest point in April 2018, where only 430 thousand people are playing Dota 2. However, in 2019, Dota 2 seems to have had a minor resurgence in its player base. In January of that year, the average player count was 476,000. Around 6 months later, this figure continued to rise, reaching a high of 500 thousand players. Unfortunately, the upward trend did not last, and another drought occurred in Dota 2’s player count.

At this point, many people thought that Dota 2 was officially dying and that the game’s player base will never be able to grow again. Then, the COVID-19 pandemic hit and became one of the reasons why Dota 2 experienced yet another surge in its player count. An in April of 2020, the average player number of Dota 2 hit its peak of 500 thousand players.

The Dota 2 esports scene in Indonesia

“The Dota 2 community in Indonesia today is vastly different when compared to 2014-2017,” said Yudi Anggi, a Dota 2 shoutcaster known as “Justincase”. However, this doesn’t mean that the state today’s community is worse than before. “The difference is, in the past, there were many local Dota 2 tournaments. Today, however, almost no local tournaments exist in Indonesia.,” he said when contacted by Hybrid.co.id via text message.

“But unlike the olden days, content creation in the local Dota 2 community has never been this thriving. Therefore, you can’t really say that the current state of Dota 2 in Indonesia is dead; it is simply in a different era,” said Yudi. Indeed, there are many professional players today who are actively broadcasting, such as Rusman, inYourDream. “Many fans in Indonesia today are spoiled for choice when it comes viewing live Dota 2 content,” he said. “Through these streams, we can only hope that the local Dota 2 community will continue to grow and perhaps one day experience a renaissance.”

Yudi “Justincase” Anggi. | Source: Facebook

Yudi explained that Saweria is one of the reasons why many people became interested and dived into the world of content creation. Saweria provides a simple and trusted system that allows viewers to donate to their favorite streamers. “Fans who watch the stream can be very generous in providing support to their favorite streamers,” said Yudi. “As a result, streamers become motivated to create content and entertain their viewers. In the end, this is an overall win for the entire Dota 2 community.

In a Hybrid.co.id interview with the Co-founder of Saweria, Natalia, she said that the 10 biggest receivers of support funds in Saweria are all gaming content creators. Through Saweria, some people can even generate up to IDR 44 million every month through donations alone.

On the flip side, Gary Ongko Putera, founder and CEO of BOOM Esports, has a different perspective from Yudi regarding the Dota 2 community in the country. Gary believes that the Dota 2 community in Indonesia can be quite toxic or misbehaved, which is why he is often reluctant to pay attention to them. For instance, people in the local spectrum love to support the enemy team, despite having a national team competing in the same esports tournament. “People here can be often lazy when it comes to supporting teams or players from our own country,” Gary said.

Even so, Gary still has some hope in the survival of the local Dota 2 esports ecosystem. “Luckily, Indonesia still has AG (Army Geniuses-red). As long as some organizations continue to invest in Dota 2, the local esports system will not die out,” said Gary. “I really do believe that many Indonesian Dota 2 players are incredibly talented. However, they still need proper coaching and facilities to unlock their potential and be able to fully live off of Dota 2.” Dota 2 can really be a legitimate and viable pro career option if these standards are met.

Regarding the future of the esports ecosystem, Yudi’s opinions are inlined with Gary’s. He also feels that there is still hope in the local Dota 2 esports ecosystem. However, if someone wants to become a pro Dota 2 player, he/she must be ready to face all the challenges that exist. “Because there are no local tournaments, players who want to become professionals must take their talents directly to the international arena,” said Yudi. “If they manage to find some success in SEA regional tournaments, many opportunities will eventually open up. There are still countless organizations abroad that are scouting for talents across the world. And if you skilled and lucky enough, they might just pick you up.”

Consequently, Yudi highly suggests that having decent English communication skills is imperative when it comes to getting hired by international esports organizations. “There are simply far more jobs in Dota 2 abroad, and being able to speak English can be the dealbreaker that determines if you will get or lose the job.”

The Dota 2 BOOM team won the ESL Indonesia Championship Season 2. | Source: Twitter

According to Gary, many esports organizations have a hard time scouting new talents due to the lack of local tournaments. “Scouting new players is incredibly difficult today,” said Gary. “But fortunately, we did well for ourselves. We can often attract talents outside of Indonesia. The reputation of our esports ecosystem is actually not that bad globally, thanks to the achievements of our Dota 2 and Counter-Strike: Global Offensive teams.”

Garry also added that Indonesian esports organization provides one of the largest basic salaries when compared to other countries in the SEA region. This might be the selling point for gamers who are looking to get a career in professional Dota 2. “You can definitely earn a lot if you can become a top player. To be honest, all the best players in all games have large incomes. Unfortunately, in Dota 2, the skill ceiling is incredibly high when compared to other MOBA games. Reaching the pinnacle of the Dota 2 skill level will undoubtedly take a significant amount of work, time, and experience.

Previously, the Editor-in-Chief of Hybrid.co.id, Yabes Elia, once discussed how passion is no longer enough when pursuing a career in the world of esports. However, it is undeniable that passion maintains the longevity of the people who invest in esports. Gary and Yudi are some examples of these kinds of people. Both of them decided to stay in the Dota 2 esports ecosystem because they love and are truly passionate about the game. From a business standpoint, they could have easily migrated into the much more thriving mobile esports ecosystem. However, as Gary put it, running an esports organization would be difficult if we only focus on the business aspect.

“For me, the principle is not that complicated. Without Dota 2/CS:GO, BOOM wouldn’t have existed in the first place,” said Gary, explaining the reason why he kept the Dota 2 team. “I am truly passionate about Dota 2 and CS:GO. And it would be difficult to run a purely business-focused BOOM without my passion in mind.” He admitted that he really likes complex games. And according to him, Dota 2 is one of the most difficult games in the entire world. “No offense to other video games, but Dota 2 is far more superior in terms of complexity and depth. There are stacking mechanics, pulling creeps, proper itemizations, and tons of other minute details to learn. For the old guys like me who are more accustomed to watching complex games, I was never excited to play the simpler games of the modern era.”

Although Gary is passionate about Dota 2, he also takes into account the business side when considering his decisions. When asked whether the Dota 2 team was profitable for BOOM, Gary answered, “From a business perspective, of course, it is profitable because we frequently get to play on the international stage. However, admittedly, our profit is not that crazy large.”

On the other hand, Yudi revealed that his reason for staying loyal to shoutcasting Dota 2 was due to a matter of preference. “Honestly, I don’t really like mobile games. And I wouldn’t be able to give it my all if I was shoutcasting a game I didn’t like,” he said. “I really have to understand and be passionate about the game to give my best performance during a broadcast. If I like the game, I will be enthusiastic to study and dig up information about the game and its esports scene, which are the primary subject of discussion when I do my shoutcasting.”

In the end, as Yudi concluded, it shouldn’t really matter if someone decides to stay in Dota 2 or shift to the more popular mobile esports scene. “It goes back to each person. If someone wants to find a larger income, then go ahead and migrate to mobile esports. It is their right to choose, after all,” he said. “For me, personally, my Dota 2 career is enough to support myself financially. Although my life is not glamorous by any standards, I feel incredibly fortunate to work in the field I truly love.”

Conclusion

Eight years since its launch, Dota 2 is still played by hundreds of thousands of people around the world, which proves Valve’s effort in popularizing the game. Developing the esports ecosystem is one of Valve’s go-to methods when it comes to marketing Dota 2. Even though The International’s audience is still much lower than that of the League of Legends World Championship, TI’s huge prize pool never fails to attract public and media attention. 

In Indonesia, the current state of the Dota 2 esports ecosystem has drastically changed from the old era. The bad news with the change is that local tournaments are almost non-existent. Fortunately, the good news is that there are still quite a few local esports organizations that invest in Dota 2. For this reason, Indonesians who aspire to become pros still have a chance to realize their dreams. However, they must be fully ready to compete, at the very least, in the regional stage.

Featured Image: Imgur. Translated by: Ananto Joyoadikusumo

Pokémon Unite surpasses 9 million downloads, unlocks 2,000 Aeos Ticket bonus

Pokemon Unite on the Nintendo Switch has surpassed the 9 million download mark. To commemorate this accomplishment, the developers are giving away 2,000 Aeos tickets, which will be distributed on September 29th, 2021. These tickets may be used at the Aeos emporium in-game to purchase new outfits for your avatar.

“What a goal! The Nintendo Switch version of #PokemonUNITE has just exceeded 9 million downloads! To show our excitement and gratitude, every Trainer will receive 2,000 Aeos Tickets starting 9/29. Thanks for playing Pokémon UNITE, and look forward to the mobile launch on 9/22!” the official announcement reads.

The gifts for the 9 million downloads of Pokemon Unite aren’t the only freebies that Pokemon Unite is giving out. For reaching its pre-registration objectives, the mobile version for iOS and Android had its own celebration and is currently giving 1,000 Aeos, a Pikachu license, and a festival Pikachu holowear costume.

If you want these bonuses on the Switch version, you must first connect your account to a Nintendo or Pokemon Trainer Club account, and then log in with that account on the Mobile version.

Pokémon UNITE Mobile Version to Launch Soon on September 22nd

Image Via: Pokemon UNITE

The free-to-download game is developed in partnership with TiMi Studios – a subsidiary of the Chinese video game giant Tencent – the same team behind Arena of Valor, another famous MOBA game, as well as the developers of Call of Duty: Mobile.

In terms of gameplay, Pokemon Unite is similar to the majority of MOBAs. On a multi-laned battlefield, two teams of five with various attacks and abilities fight head to head. The primary goal of the game is to score more points than the other team in the game’s specified scoring zones while simultaneously engaging in combat with opposing players. As you go through the game, your Pokémon will develop and acquire new moves, just as in the main series.

On September 22, the mobile edition of Pokémon’s first MOBA will be launched, and over one million people have already signed up to participate. You can pre-register for Unite’s mobile release on the Apple App Store and Google Play Store.

Is the New Version PS5 CFI-1100 Really Worse Than the Launch Model?

Sony has recently released a newer model class of the PS5, namely the CFI-1100. However, Sony didn’t bother publicizing or promoting their updated machines, just like with the PS4 in previous years. Perhaps, in Sony’s perspective, there aren’t really too many major differences to highlight between the CFI-1000 and CFI-1100. There are, in fact, some variations between the two models, which we will discuss thoroughly.

Although there are no visible overhauls on the exterior of the new CFI-1100, it has been significantly altered on the inside. According to tech Youtuber Austin Evans, the new PS5 model is about 300 grams lighter. This reduction in mass is largely contributed to the changes in the cooling system, specifically the heatsink. Evans also noted that the heatsink shrinkage has caused the PS5 to run much hotter than usual, prompting him to conclude that the new model is significantly worse. Whether or not the heating issue is a case of manufacturing variance is still up to debate. Other than that, however, the CFI-1000 and CFI-1100 run identically, drawing similar amounts of power in the tests. Of course, this begs a very legitimate question: why did Sony make the change?

https://youtu.be/taKKVBVoKhg

The most obvious answer is to cut costs in shipping. A 300-gram decrease will make a huge difference when transporting millions of consoles around the world. However, cooling system modifications usually occur when processers are transferred into a new technology or hardware, which is not the case in this scenario. Many reviewers have contacted Sony to answer this seemingly simple question but to no avail.

Proceeding Evans’ review, Richard Leadbetter also evaluated the performance of the new model with the launch model. In short, he concluded that the machines are practically the same. Furthermore, no noticeable sound or temperature difference between the two models can be identified. “If the new cooling assembly was not up to the task, the fan would be increasing in speed and volume to expel the build-up of heat,” writes Leadbetter. “This does not seem to be happening – and hours on, the power draw is still consistent too.”

As a recap, the new PS5 model has experienced a minor tweak in the cooling system that may or may not cause the machine to run hotter. All of us normal users will most likely never notice any changes or should be too concerned about them.

Comparing the Olympics With Esports Tournaments: Which One Is More Profitable?

In recent years, the popularity of esports has skyrocketed. Even so, there is still a negative stigma attached to the competitive gaming industry. The participation of esports in major sporting events — such as the SEA Games or the Asian Games — can undoubtedly help remove this stigma. Furthermore, the emergence of esports in traditional sports competitions, such as the National Sports Week (PON) or the President’s Cup, can also increase public awareness of esports.

The Olympics is widely regarded as the most prestigious sporting event in the entire world. Previously, Hybrid.co.id had discussed if esports deserves a spot in the Olympics. This time, however, I will compare the process of organizing the Olympics with world-class esports events such as The International and League of Legends Worlds. Through our analysis, we can try to observe if there are any similarities that suggest that esports and the Olympics can be juxtaposed.

Preparation of the Olympics

Even though the Olympics only takes place for 16 days, preparing for the event can take years of effort. The preparation process begins by selecting a hosting country. For instance, the application to host the 2020 Olympics (which will be held in 2021 due to the COVID-19 pandemic) started in May 2011. At that time, the International Olympic Committee (IOC) informed each country’s National Olympic Committees (NOCs) that they could apply to host the 2020 Olympics

In June 2011, the Governor of Tokyo applied as the 2020 Olympic host. Besides Tokyo, several other cities also volunteered, such as Istanbul, Madrid, Baku, Doha, and Rome. However, Tokyo finally took the spot and signed the host contract in September 2013.

As you can see, preparing for the Olympics can take a very long time since the host selection can take 7-12 years before the event starts. In the 2022 Winter Olympics, Beijing was selected as the host in July 2015. Paris, the 2024 Olympics host, got the spot in September 2017. The Olympic Committee intentionally gave this much time due to the tremendous effort required to host the Olympic event successfully.

As a host, the city must not only build an athlete village to accommodate Olympic participants but also build or repair a stadium to run the sporting events. Moreover, the government must also improve the city’s infrastructure, ensuring a warm welcome to the audience, tourists and Olympic personnels that will visit the city.

This year, Tokyo prepared more than 41 thousand hotel rooms for the media, IOC executives, NOC representatives, and representatives of the International Sports Federations (ISF). They also need to take into account the hotels that will accommodate the tourists. Prior to the pandemic, the Tokyo government planned to set up cruise ships in Tokyo ports as temporary hotels. However, the plan was ultimately canceled due to the lack of spectators who watched this year’s Olympics in person.

As for the athletes, Tokyo needs to build an Olympic village, or often called an athletes village. Building this accommodation can be extremely challenging due to the due to the hefty list of conditions that must be met. For example, the location of the village must be close to the stadium or the location of the competition venue. The farthest distance from an athlete’s accommodation to the stadium is set at approximately 50 kilometers and is reachable in 1 hour by car. If there just so happens to be multiple competition venues that are far apart from each other, well the host city must also prepare multiple athlete villages. During the 2014 Winter Olympics, Russia created two separate athlete villages. The primary athlete village was located in Sochi. The second athlete village was in Roza Khutor, built for ski and snowboarding athletes.

Preparation of Esports Events

Now that we have already a basic understanding of the intricacies behind preparing for the Olympics, let’s see what tournament organizers (TO) have to deal with when formulating an esports competition. To be able to fully grasp the process of organizing esports competitions, Hybrid.co.id contacted Herry Wijaya, Head of Operations, Mineski Indonesia, and Irliansyah Wijanarko, Chief Growth Officer, RevivalTV. These two individuals have years of profound experience in organizing esports events.

Besides Herry and Irli, Hybrid.co.id also contacted ESL, one of the most popular tournament organizing brands in esports. ESL frequently held large-scale international esports tournaments around the world. Nick Vanzetti, SVP and Managing Director of ESL Asia Pacific Japan, specifically represented ESL in the interview.

Herry said that to hold a national-level esports competition usually requires 3-6 months of preparation. International tournaments often take double the effort and time, around 6-12 months. According to Irli, preparing large-scale esports events such as The International or LOL Worlds would take around 8-12 months.

“On average, the preparation time is around 8-12 months. The planning and conceptualization phase consumes 3-4 months of work, detailing usually takes 2-3 months long, while promotions will start 2-3 months before the event runs,” said Irli via text message. “Of course, execution and post-event tasks come next.” He added, “World-class esports events often focus on capturing the best moments of the competition and providing an unforgettable experience for the audience. So what’s the job of the tournament organizer? Create as many of these moments as possible.”

“What are these so-called ‘moments’? For the casual audience, they might be interested in creative stage acts/design and entertaining content. On the other hand, the more hardcore fans might seek a suspenseful finals match with a popular or iconic caster. For those with EO experience, they might want to see a smoothly running and coordinated event,” said Irli.

When it comes to holding esports events, Irli explained that four stakeholders or groups must be considered. These are the players/talents, audiences, sponsors, and developers or IP owners. The crew that runs behind the curtains must also be taken into account. Depending on the scale of the competition, additional stakeholders, such as the government or competing companies, might also be involved.

“Tournament organizers must carefully analyze each of these potential stakeholders and how they might find the event memorable (in a positive sense). Different stakeholders, of course, have different needs and priorities. For the crew, they might want good food and hotel accommodation. Talents might require an organized script to simplify things on stage. The audience will undoubtedly want a high-quality production with proper visuals and sound mixing. Sponsors need to make sure that their KPI targets are met. So on and so forth.”

According to Herry, here are the most important elements to prepare and plan when organizing a tournament: 

  1. Venues and mandatories
  2. Hard production and soft production
  3. Property
  4. Production equipment
  5. Hospitality
  6. Talents
  7. Internet and communication
  8. Other miscellaneous items, such as stationaries or hard disks

Mandatories are essentially everything that will be required when using a venue,” said Herry. “For example, if we want to use Tennis Indoor Stadium in Senayan, we have to assemble a fire department and prepare an ambulance, according to their standard procedures. Furthermore, we also have to prepare a crowd permit.” He also added that there are two types of production equipment. Hard production involves stages, booths, gates, and everything physical or tangible. On the other hand, Soft production deals with tools required to create digital content, such as digital assets. Hospitality encompasses hotels, food, and transportation arrangements.

LAN Events. | Source: ESL Gaming

Esports competitions are frequently sponsored by endemic brands, such as smartphone companies for mobile esports competitions or hardware manufacturers for PC esports tournaments. Sponsors can opt to give away their products to resell, while sometimes they can also lend them. It all depends on the signed contract.

“Sponsors often supply their products or services instead of finances to support the event. We call them In-kind sponsors. Sometimes, the sponsors can allow us to resell the items they provide,” said Herry. “Other times, it is only a matter of a lease, and we would have to return the sponsor’s product after the event has concluded. It is incredibly important to understand the product’s presence to make sure that we do not get into any illegal circumstances.”

In line with Herry and Irli, Nick revealed that ESL takes about a year to organize a world-class esports event. He also added that workloads significantly increase when the D day of the event gets closer.

“There is a lot of preparation to be made to hold an international event,” said Vanzetti. “First, we have to find a venue that fits our criteria and needs regarding the size of the event.” He revealed that capacity, internet availability, location, and reachability are some of the factors that ESL considers when selecting a venue.

“We will also ensure that players, talents, ESL employees, and all parties that will be attending and running the tournament are set up with the appropriate accommodations and travel needs such as visas, flight tickets, hotels, and so on,” said Vanzetti. He emphasized that ESL highly prioritizes ensuring that all parties involved in organizing esports competitions have a satisfying experience, starting from when they depart, running the event, and until they return to their respective homes.

LOL Worlds 2020 will be held in Shanghai. | Source: LOL Esports

How does a tournament organizer determine the city that will host the international esports competition? According to Herry, TOs usually adjust to the client’s goals and expectations. If the client’s goal is to reach out to their fans, then Mineski will select a city with a highly enthusiastic community in the game. On the flipside, Mineski will recommend a new city that has little to no fanbase if the client wishes to expand their gaming market to new consumers.

Vanzetti also mentioned that the size of the market or community surrounding the city is one of ESL’s primary benchmarks when determining a host location. However, another factor that ESL often takes into consideration is the local government’s interest in esports.

“The hosting city can frequently provide support to the tournament or event through various methods. For instance, they can help us get visas for the players and staff. They can also assist the marketing department or aid the venue rental or accommodation costs,” said Vanzetti. “Through the bidding system, TOs will be able to select cities that offer strategic advantages and benefits so that they can successfully organize a world-class esports event.”

However, according to Irli, the only publisher that currently uses a bidding system in choosing a city to hold an esports competition is Valve. He explained that Valve gave event organizers the opportunity to submit proposals for holding a Major tournament. It is the organizers themselves who will propose the city to be the tournament host.

“From my experience, the factors that need to be considered when organizing national and international scale events are the facilities in the city, the number of players in and around the city, accessibility to the city, such as airports, hotels, distance to the venue,” said Iril. “Product support from sponsors in the city, political conditions, and enthusiasm from local communities are also quite important.”

Tournament organizers must also be able to manage manpower or human resources (HR). According to Herry, 40 to 60 personnel are usually required to hold an online competition. This figure can expand to 80-120 people if the tournament is held offline. Moreover, to hold an international offline competition, Herry estimates that only a minimum of 150-170 people will suffice. However, not all the organizer crew is composed of Mineski’s personnel. More often than not, some are part of the “familia”, freelancers who continue to work for Mineski.

On ESL, the manpower size is even larger, usually involving more than 200 staff and contract workers according to Vanzetti. “In addition to hiring ESL staff, we often collaborate with local suppliers and companies to help us organize events,” he said. In Irli’s estimation, an organizing team holding world-class esports events like The International or LOL Worlds can approximately accumulate 200-300 staff in all positions. The number of required staff is usually correlated with the venue size and location as well.

“The bigger the event and venue, the larger the staff size needed to run the whole show, up to 500-600 people,” he said. “Fortunately, the costs of labor can often be reduced through volunteers or freelancers who are paid hourly or per day.” He used the Djakarta Warehouse Project (DWP), arguably Indonesia’s largest music, as a comparison. He said that DWP’s organizing crew can consist of a total of 1000 personnel. However, the core team usually consists of only 50-100 people. The rest of the crew is filled with volunteers and freelancers who look to support the event.

Olympic Viewership Trends and Esports Competitions

Viewership can be a barometer of the success of a particular event. Unfortunately, when it comes to comparing the successes of the Olympics and esports tournaments, viewership can be a tricky metric to handle. The reason is simple: these two events are broadcasted in different media. 

Unlike TV, there is no such thing as ratings in streaming broadcasts. Instead, the average or peak number of viewers and watch hours are more relevant statistics when it comes to streaming. Therefore, in order to compare the Olympic viewership with TI and LOL Worlds, we need to consider the viewership statistics in each of the events and observe any general trends (upwards or downwards) that might be present.

In the United States, the Olympics are usually broadcast by NBC (National Broadcasting Company). According to data from Nielsen, 16.9 million people watch the Tokyo Olympics opening ceremony. If we compare this figure with the viewer numbers in previous years, 2021 holds the unwanted record of the smallest number of viewers. Furthermore, Tokyo Olympics viewership numbers were half of Rio de Janeiro’s Olympics spectator numbers in 2016. NBC, unfortunately, might regret their $7.65 billion USD Olympics broadcast rights contract extension that lasts until 2032 after facing this downward trend.

Here’s the Tokyo Olympics viewership numbers compared to the five-day Rio Olympics:

Tuesday, 27 July 2021, viewership dropped by 58%

Wednesday, July 28, 2021, viewership dropped by 53%

Thursday, July 29, 2021, viewership dropped by 43%

Saturday, July 31, 2021, viewership dropped by 57%

Sunday, August 1, 2021, viewership dropped by 51%

As you can see from the data above, the drop in viewers in the Tokyo Olympics is catastrophic. According to an AP News report, the peak viewership of the Tokyo Olympics broadcasted on NBC occurred on Thursday, July 29, 2021, which was 16.2 viewers. Even so, this figure is still 43% lower than that of the Rio Olympics 4 years ago.

NBC Universal CEO Jeff Shell hypothesized several factors that caused the plunge in this year’s Olympic broadcast. One of the most obvious factor is the pandemic, which ultimately postponed the Olympics by a whole year. The pandemic also prohibited live spectators who want to watch the event in person. Another factor is the adjustment of broadcast hours. The time difference between Tokyo and Washington DC is a whopping 13 hours. To combat this problem, NBC and other media companies offer broadcasts from more platforms and more schedules. However, according to Reuters, this actually confuses the viewers and hinders them from finding the content they want to watch.

Now, let’s move on to the viewership of The International and LOL Worlds. 

I will use the most common metrics or measure of viewership, namely hours watched, the average number of viewers, and the peak number of viewers. For my source of data, I referred to Esports Charts. As a side note, The International 2020 had to be postponed due to the COVID-19 pandemic. Therefore, the statistics for this year’s International will be intentionally left out as 0.

Watch hours, peak viewers, and average viewership numbers of TI and LOL Worlds. | Source: Esports Charts]

As you can see in the chart above, The International’s viewership continues to show an upward trend across all metrics in the past few years. The viewership number of LOL Worlds also seems to follow the same exact trend. During 2019 in particular, the average number of viewers even experienced rapid growth, almost 60% greater than the last year. However, in terms of peak viewers and hours watched, LOL Worlds’ figures occasionally stagnate or decline marginally.

You can also see the viewership for LOL Worlds 2020 and The International 2019 in the diagrams below.

Viewership statistics of LOL Worlds 2020. | Source: Esports Charts
Viewership statistics of The International 2019. | Source: Esports Charts

Of course, the Olympics’ viewership numbers are far more superior to any esports events in history. However, esports has one other advantage over the Olympics: a younger demographic of viewers. As of 2016, the average age of an Olympic spectator was 53 years old. On the other hand, the average age of an esports audience is 26 years old. If you want to understand what this data suggests, you can take a look at this article here.

Profitability

Besides viewership, another metric that can be used to measure the success of a particular event is its ability to yield financial gain, or profitability for short. So let’s take a deeper look at the detailed costs involved in running the Olympics and esports events as well as the advantages/disadvantages of the host city.

The financial resources prepared by different host cities to hold the Olympics vary. However, one thing is for sure, the funds allocated can reach billions or even tens of billions of dollars. For instance, the 2018 Winter Olympics in Pyeongchang is estimated to cost $12.9 billion USD, and the 2010 Winter Olympics in Vancouver cost $6.4 billion USD. Similarly, to host the 2012 Olympics and Paralympics, London allocated a budget of around $14.6 billion USD. To hold the 2008 Olympics, Beijing reportedly spent $42 billion USD.

Of course, these funds are not only spent on sports infrastructure, such as stadiums. As Investopedia noted, cities designated to host the Olympics will usually also work on developing other basic infrastructures by building new roads, or renovating airports, or building new hotels to accommodate the population surge during the Olympics.

During the 2016 Olympics, Rio reportedly built 15 thousand new hotel rooms to accommodate the potential tourists. Sochi spent $42.5 billion USD to build non-sporting infrastructure for the 2014 Olympics. Of the tens of billions of dollars Beijing spent on the 2008 Olympics, $22.5 billion USD was spent on renovating roads, airports, subways, and trains. They also spent $11.25 billion USD to clean up the city environment.

The improvement of infrastructure that the host government requires will, in turn, open up thousands of new job vacancies in the city. This is one of the advantages of taking up the opportunity in hosting the Olympics. Morever, the flock of sponsors, media, athletes, and spectators that visit the city will generate a lot of revenue for the local government.

Apart from tourists, the Olympics also have several other sources of income. One of them is the sale of licenses. Unfortunately, since the 2008 Olympics, Olympic license prices have continued to fall. You can see this in the graph below, obtained from Statista.

Olympic’s revenue from licensing. | Source: Statista

Marketing is another source of income for the Olympics. Unlike license prices, the Olympic income from marketing shows an upward trend for the past few years. Between 2013-2016, revenue from marketing did experience a minor decline from $8 billion USD in 2009-2012 to $7.8 billion USD in 2013-2016. But of course, this 3% drop is not very large by any standards.

 

Olympic’s revenue from marketing. | Source: Statista

Unfortunately, hosting the Olympics also poses its own problems. Despite the enormous costs incurred to organize the Olympics, host cities frequently find diminishing returns from the event. To hold the 2010 Winter Olympics, Vancouver spent a colossal $7.6 billion USD but only managed to rack up a profit of $2.8 billion USD. 

Sometimes, the Olympics don’t even provide that many new job opportunities in the city. For example, Salt Lake City (the host of the 2002 Olympics) reportedly only found 7 thousand new job openings, 10 times smaller than its initial estimations. Even worse, most of the job availability is usually aimed at individuals with existing jobs. Therefore, the argument that the Olympics can potentially solve the problems of unemployment is simply inaccurate.

More often than not, a large proportion of business opportunities that result from hosting the Olympics also benefit international companies instead of local enterprises. However, the biggest issue of hosting the Olympics is the abandonment of the infrastructure built for the event. When the Olympics come to a close, athletes villages and sports stadiums essentially serve no more purpose and are often left out to rot.

Athletes village in Turin. | Source: Olympics

Now that we have a clear picture of the requisites and budget of organizing the Olympics, let’s compare the required costs of holding esports events ranging from the national level to world-class tournaments such as TI or LOL Words

In terms of expenses, Vanzetti estimated that organizing world-class esports events would need a budget in the range of millions of dollars. Likewise, Herry estimates that the national-level esports tournament will cost around $500 thousand USD to US$1 million USD, while international-level tournaments would usually double that figure. He also predicts that holding The International or LOL Worlds would require a budget of $5-10 million USD. Irli also had a similar opinion with Herry, expecting that organizing TI or LOL Worlds will most likely have a minimum cost of $5 million USD.

“In terms of budget details, 50% is allocated to production, 20% to hospitality and manpower, 20% to promotions, and 10% for other miscellaneous works,” said Irli. “That’s usually the rough proportions, but it mostly depends on the client’s goals and needs. Some clients may want to focus more on increasing the production value, which means that more resources will be designated to production. Valve, for example, is always interested in creating stories and movie content based on the competition. I personally like to put more effort into producing lavish opening ceremonies, using state-of-the-art broadcasting technology, and so on.”

The content that Valve produces to support The International is True Sight. True Sight is a documentary series that showcases behind-the-scenes footage, stories, and experience of the Dota 2 pro players during TI or Majors. Unlike Valve, Riot Games prefers to present a grand opening ceremony. At LOL Worlds 2017, Riot flew a virtual dragon at the Beijing National Stadium. In 2018, Riot’s virtual K-Pop group, KDA, performed in front of the LOL World’s stage using augmented reality technology. Riot upped the performance yet again in 2019 by using cutting-edge holographic technology, which made the KDA members look highly realistic.

So, are esports tournaments profitable?

In 2018, Derrick Asiedu, Head of Global Events in Riot Games, revealed that Riot spends more than US$100 million per year on its esports program but is still miles away from making a return in capital. Fortunately, Riot’s effort in expanding its esports has allowed League of Legends’ esports ecosystem to thrive and attract millions of audience. Even though Riot might not have made a profit from esports for the moment, it successfully kept LOL relevant for more than 10 years. Consequently, Riot still can generate income through in-game content or sales to balance out their financial losses in esports. 

When compared to traditional sports competitions like the Olympics, esports also have a different model of monetization. 40% of traditional sporting events’ income usually come from sponsorships, 40% from broadcasting, and 20% from ticket and merchandise sales. As for esports, 80% of revenue comes from sponsorships, 15% from broadcasting, and 5% from ticket and merchandise sales, according to Alban Dechelotte, Head of Business Development and Sponsorship, League of Legends European Championship (LEC).

“We could go on only one platform and be exclusive,” Dechelotte told GamesIndustry, “We may have more revenue but we lose viewership which is important because at the end of the day, it’s a marketing tool for the game. So sponsorship becomes the number one priority for us, because compared to traditional sport, it’s double the weight in terms of revenue.”

In line with Asideu, Irli also estimated that sponsorships contribute to 80% of esports events’ income, and the rest of the 20% comes from ticket sales, merchandise, and so on. “These proportions are perhaps why most esports events today are held by the game developer/publisher themselves,” he said. “Esports sadly hasn’t been able to create revenue streams from ticket sales alone. It still primarily functions as a marketing tool for publishers with the sole purpose to create exposure for the game. Events such as The International and LOL Worlds can push revenue contributions of merchandise and ticket sales to around 30%-40%, but the rest still lies on the sponsors.”

BOOM Esports when they won the ESL Indonesia Championship Season 2. | Source: Twitter

Moreover, holding international esports tournaments can highly benefit local companies in the host city. Vanzetti mentioned that ESL does have its own private equipment and personnel to maintain the integrity of its events. However, ESL also frequently works with local suppliers for stage procurement, such as sounds, lights, and LEDs.

“For some parts of the event, we usually get help from local companies, such as for the procurement of furniture, security barriers, and cameras,” said Vanzetti. “Local companies can have the opportunity to earn big profits through hosting world-class esports competitions in their city or country.”

Conclusion

Preparation for holding the Olympics is much more complicated and takes much longer than holding esports events, even for prestigious tournaments like The International or LOL Worlds. Furthermore, in terms of cost, organizing the Olympics requires a much larger budget, up to billions of dollars, compared to the million-dollar range of esports tournaments. Even so, the Olympics never fails to attract millions of television viewers around the globe. Unfortunately, the number of Olympic spectators has experienced a continuous decline for the past few years, perhaps due to the changes in modern viewing habits. More people today, especially the younger generation, simply prefer watching online streams instead of TV.

In terms of income, both the Olympics and esports events can sometimes prove to be unprofitable. However, esports has always been used primarily as a marketing tool, not as an additional income stream. Game developers’ source of revenue still stems from selling games or in-game items. As for its purpose, esports has been incredibly effective in maintaining the longevity of many franchises such as League of Legends, Dota, or Counter-Strike: Global Offensive. Rainbow Six has also benefited from its esports ecosystem, as seen by its growing number of players for the past few years.

Featured Image: Unsplash. Translated by: Ananto Joyoadikusumo.

Realme GT Master Edition Becomes the Official Smartphone for PMPL ID S4

With the rise of mobile esports, it is no wonder that smartphone brands start to get interested in sponsoring esports tournaments. Realme is one of the smartphone brands that has shown interest in mobile esports. The latest esports tournament that realme sponsors is PUBG Mobile Pro League (PMPL) Indonesia Season 4.

With this sponsorship, realme GT Master Edition becomes the official smartphone for PMPL ID S4. Realme GT Master Edition has a 6,43″ AMOLED screen and is powered by Snapdragon 778G 5G. If you are interested to know more about its performance, you can read our review here.

Marketing Director, realme Indonesia, Palson Yi said that PMPL ID S4 is not the first esports tournament that realme sponsored. On early 2020, realme became the sponsor for Mobile Legends Professional League (MPL) Season 5. While on June 2021, realme partnered with Nizar Lugatio Pratama aka Microboy. Yi also explained that realme has sponsored other esports tournaments in other countries. In fact, realme is the main sponsor for PMPL SEA Championship, that will be held on October 2021.

realme GT Master Edition in Voyager Grey. | Source: realme

The reason why realme is interested to sponsor esports tournaments, specifically in Indonesia, is because it hopes to support the youth so they can excel at things they love, including mobile esports. “We are very proud to help facilitating and opening up new opportunities for the young talents in esports through our products,” said Yi to Hybrid.co.id in an email.

“This time, we chose to partner up with PMPL because PUBG Mobile is known as a mobile game that requires a high specification smartphone to play on,” said Yi. “On the other side, Indonesia is one of the most active markets for PUBG Mobile. Knowing that, we are eager to make a reliable smartphone accessible at the best price possible.”

Randomness in Gaming

Randomness is prevalent in all aspects of gaming and has been part of a love-hate relationship between every gamer in the world. Loots in Battle Royale, draws in Card Games, level or world generation in Minecraft, critical hit chances, Gacha are just some of the random events that are incorporated into video games.

It also goes by a lot of names in the gaming community: luck, RNG, and my favorite one, RNGesus, the lord of random himself. Despite all the awesome and unforgettable moments that randomness has provided to the gaming community, it has been mostly despised, especially in the competitive genre. They argue that RNGs destroy the integrity of games because player decision-making skills are less emphasized, and results can potentially become unfair or skewed. In truth, however, most developers out there have carefully balanced the random factors in their games, and our unlucky streaks might just be a result of our cognitive biases.

The infamous RNGesus | Source: KindPNG

No one ever complains when they expect a bad result but is saved by RNG. However, when RNG flips us over just one time, we often amplify our unfortunate outcome and claim that the game is unfair. Our brain also handles probability incredibly poorly. A 90% crit chance can feel like 99%, even though the two percentages are vastly different. 90% means that you will NOT deal critical damage 1 time out of 10 hits. 99% means that you will NOT crit 1 time out of 100 hits. These biases generate a lot of hate towards randomness in general and force developers to use RNG very carefully. However, in this article, we will be diving into the concept of randomness in great detail that will hopefully help to gain some insights and clear out all the misinterpretations that come with this topic.

Why put randomness in games?

Before we try to closely find out what randomness means, I think that it would be very beneficial if we establish the reasons why the concept is applied to gaming in the first place. Firstly, randomness has the capability to provide variety, diversity, quantity, and essentially makes the game less boring. Minecraft worlds, for instance, are always unique and infinite; no two world’s seeds are the same. Draws in card games also ensure that matches play out differently.

Levels in Roguelike games are procedurally generated and are always different | Source: PCGamesN

On the flipside, Chess has no randomness, and many games have been repeated with the same order of moves. Chess also suffers from paralysis of analysis, where players can almost predict the next set of moves due to the absence of randomness. Of course, this fact does not imply that chess is a poorly designed game, but I think that many do agree that it can sometimes be boring. Randomness can solve the paralysis of analysis because it creates a fog that limits the information given to the players. They can not fully predict the future, but only make plays with the highest probability of succeeding. As a result, they can’t entirely memorize the game and instead focus on the fundamentals.

Deterministic games like Chess can overcomplicate players by forcing them to exceedingly calculate future game states | Source: keithburgun.net

We can also see the distinction between random and non-random games in the two popular types of Minecraft speed runs: set seed vs. random seed. Set seed speed runs to ensure that players spawn in the same exact world and position. There is almost no randomness involved, and speedrunners can memorize all the tasks they need to do to complete the run. Random seed speed runs, on the other hand, are filled with surprises. Player’s have no clue about the world they spawn in, where the ender dragon is located, and all the shortcuts they can take to massively shorten their time. Therefore, players are forced to master the fundamentals of Minecraft and find creative optimal strategies, whether it is going to a Bastion, trading with villagers, using TNTs to explode jungle trees, and whatnot.

Other than providing variety, randomness can also introduce balance into games. For example, Mario Kart loot boxes favor players behind and give them the chance to catch up. Of course, this concept must be carefully implemented since randomness also has the potential to create imbalances, allowing less-skilled players to beat the more proficient ones.

RNG can also provide the element of thrill. Rarity is often part of an exciting playing experience, especially in the addicting Gacha games. Furthermore, random factors have the potential to enforce a unique playstyle. In CS:GO, weapon spray patterns are not random, which is why spraying is prevalent. Its counterpart, VALORANT, has spray patterns with minor uncertain variances, so players more often tap and burst than simply committing to a spray. However, VALORANT is much more forgiving in terms of the random bullet spread when running and gunning, which is why players can run and gun in close quarters. CS:GO bullet spreads are impossible to predict when moving and no one run and guns in this game.

Guns in VALORANT has a slightly random recoil pattern | Source: win.gg

Lastly, randomness can also urge players to take certain objectives and calculate risk. Dota 2 players, for instance, constantly fight to take the high ground for two reasons: vision and uphill miss chance. Ranged heroes are extremely unfavored when fighting in the low ground because they have a 25% chance of missing when hitting enemies on the high ground. However, being in the high ground can sometimes sacrifice positioning and enable enemies to close the gap. Therefore, players have to decide whether they should risk being jumped on or miss a quarter of their auto-attacks.

What is Random?

Random is often misinterpreted and misunderstood by a lot of people, which is why I think it is important to discuss it here. You might that randomness is synonymous with unpredictability; well this notion is completely false. All random events are, for the most part, predictable with the help of probability. When you toss a coin, you will have a 50% probability of the coin landing on heads. Therefore, if you toss a coin 200 times, it is very likely that 100 of those flips will land on heads. The same exact concept applies to Random Number Generators (or RNG) in computers. If you ask a computer to generate a random number from 1 to 100, you have a 1/100 chance of the computer outputting the number 42. However, RNGs beg a much more important question: how do computers simulate randomness?

We often classify a coin toss as being random because we cannot fully know the outcome. But in a hypothetical situation, we could, in fact, find the result of the coin toss after it is flipped to the air. We will just have to calculate all the forces present using some maths and physics. It is undoubtedly difficult to do, but it is not impossible. Researchers have even created coin-flipping robots that could get the same coin-flip results almost every single time, concluding that “coin flips are physics, not random”. As a result, the coin flip system is dubbed as deterministic. In other words, we can predict the future state of the system if given all the initial conditions. But deterministic systems can still seem random. If the system is too complex and would take far too long to calculate and predict, the system would seem random to the naked eye. A coin toss can technically be predicted but is simply impossible to calculate in a real-world scenario.

A coin-flipping robot | Source: statweb.stanford.edu

Computers are undoubtedly very predictable and deterministic. However, we can make computers generate seemingly random numbers using the idea of complex systems. RNGs that we often refer to in games usually use pseudo-random number generators that use mathematical functions or algorithms to mimic randomness. If we know the seed (the initial condition), we could predict all the “random” numbers that the computer will spit out. There are other ways in generating random numbers in computers that avoid the seed loophole, such as using atmospheric noises. But for most games and software, pseudo-random numbers are the most convenient method of simulating randomness in predictable computers.

The two types of Randoms in Statistics

There are also two types of random or probability in the field of statistics: dependent and independent. It is important to distinguish the two of them because they can highly impact decision-making in games and even game design or balance. Independent events mean that one event does not affect the probability of another event. For instance, you will get a 50% chance of getting tails in the first coin toss and the same 50% chance in the second coin toss. Dependent events are the opposite; separate events influence each other’s probabilities. If you draw from a normal deck of cards, you have a 4/52 chance of drawing in King. If you don’t draw a king on the first draw, you will have a 4/51 chance of drawing a King on the second draw.

Dota 2 has experimented with these two kinds of randomness in the past. Back then, all random values in Dota had a uniform random distribution (or independent). If you have a 25% to deal critical damage, that 25% chance will stay constant throughout all your auto attacks. In a later patch, however, they implemented the pseudo-random distribution (don’t confuse this with the pseudo-random number generator) or PRD to simulate dependency. Let’s say you still have that 25% chance to crit. On your first hit, you will actually only have an 8.5% chance to deal critical damage. If you did not crit, the percentage increases to 17% on the next hit, and 25.5% on the next, and so on. If you hit the crit, the percentage resets to 8.5% again. In the long run, using PRD still average the crit chance to 25% but with much greater consistency. According to the devs, the PRD mechanic helps induce less luck-based gameplay.

Uniform random distribution vs. pseudo-random distribution | Source: Dota 2 Wiki

Since the highly competitive Dota 2 is riddled with tons of RNG, the community is very lucky to have Valve taking a look at the importance of statistics in the game. Without the update to the random system in Dota 2, we might still see “highly skilled” Phantom Assassins two-shotting supports and the infamous 17% Spirit Breaker bashes.

Where to place randomness in games?

Game developers often classify or place random events based on player decisions. After all, games are just a series of player decisions in a period of time. Randomness in gaming is either located before or after a player makes a decision and inputs a move. A random event that occurs BEFORE the player makes a decision is called input randomness. Examples of these are draws in card games or Minecraft world generation. A random event that occurs AFTER the player makes a decision is called output randomness. Lootboxes, critical hit chance, and run-and-gun bullet spreads fall into this exact category.

Output randomness is one that is often referred to as RNG. Gamers mostly hate this type of random since it reduces control over an expected outcome, and thus developers must carefully balance it. We have previously seen what Valve did with their critical chance output randomness. Justin Ma, the co-founder of Subset Games, also mentioned that he only incorporated the less volatile types output randomness when developing Spelunky. The developer team intentionally did this to make the game potentially less frustrating for players.

Input randomness also plays a part in the strategic aspect of games, but it certainly does much less harm since the players still can react to the random event. However, this does not suggest that input randomness can just be left ignored or unadjusted in game design. In Hearthstone, if you start your game holding high mana cards, you will most likely not survive for long, especially against an aggressive opponent. To deal with this input randomness, the devs implemented a mulligan system where you can choose to replace any card in your starting hand with a random card in the deck. If you know you will need to fight for the early game, you can conveniently mulligan out high mana cards in your hand and hopefully get replaced with a much lower mana card.

Hearthstone players can choose to replace their cards at the start of the game | Source: hearthstone.fandom.com

Conclusion

By now, you should have a basic understanding of the concept of randomness, probability, and how they are applied in the realm of video games. You have also gained some insights into why developers love to incorporate random elements in their games. With all this newfound knowledge, you can now hopefully improve your in-game decision-making skills by taking into account the random factors that might come into play. More importantly, however, you can now understand and be less triggered when RNGesus decides to screw you over.

Featured Image: Unsplash

OCA Announces Titles for Hangzhou Asian Games Esports Competition

The Asian Olympic Council has revealed the titles for esports’ first appearance as a recognized medal sport at the 19th Asian Games in Hangzhou, China in September 2022.

Eight medal events will be held in addition to two demonstration games, highlighting the popularity and development of electronic sports in China and Asia. The names of the games were announced on Wednesday, September 8, on the first day of the two-day Chefs de Mission Seminar video conference for the 19th Asian Games.

Mr. Husain Al-Musallam, Director General of the OCA, stated: “We hope that this notification provides enough time for all participating teams to prepare and equip themselves ahead of the qualifying rounds.”

According to the official AESF application, the titles were selected based on factors that fulfilled the standards, including the AESF’s and the Olympic Council of Asia’s Olympic Values (OCA). “I think we have checked all the necessary boxes in terms of guaranteeing a high level of competitiveness that will provide excellent watching for both aficionados and casuals.” Mr. Husain continued.

“We at the OCA look forward to collaborating closely with our colleagues at the Asian Electronic Sports Federation and the Hangzhou Asian Games Organising Committee to ensure the esports event at the 2022 Asian Games is a success.”

The OCA has selected the Asian Electronic Sports Federation, headquartered in Hong Kong, China, as Technical Delegate for the esports competition at the 19th Asian Games. The AESF will oversee the qualifying competition as well as the administration and management of the Hangzhou esports tournament.

The eight official events, and publishers, are:

  • Arena of Valor Asian Games Version
  • Dota 2
  • Dream Three Kingdoms 2
  • EA SPORTS FIFA branded soccer games
  • HearthStone
  • League of Legends
  • PUBG Mobile Asian Games Version
  • Street Fighter V

The two demonstration events are:

  • AESF Robot Masters-Powered by Migu
  • AESF VR Sports-Powered by Migu

The integration of Robot Masters and Virtual Reality Sports creates many possibilities for e-sports development and growth. By giving a platform on Asia’s biggest stage, the addition of VR and robots demonstrates that Esports is much more than video games.

7 Mods You Must Download in Stardew Valley

Since its initial release in 2016, Stardew Valley has amassed quite an enormous playerbase and, with it, also a loyal community of modders. According to Nexus Mods, there are over 6000 mods that have been created for Stardew Valley, a pretty huge number to say the least. Of all the available mods, we have compiled 7 that are most beloved by the community and are considered essential to download. Since we will only be including the “must-have” mods, I won’t be mentioning any texture or re-skin mods that are more specific to personal taste.

Without further ado, here are the recommended Stardew Valley mods.

1. Stardew Valley Expanded

Source: Nexus Mods

The Stardew Valley Expanded mod does exactly what it sounds like. The mod adds a ton of new stuff into the game and gives experienced players the feeling of a fresh start. You can explore Pelican Town in greater detail, finding tons of new features just like you would do when you first start playing Stardew Valley. In the current version of the mod (1.13), SVE introduces 26 new NPCs with personalized schedules, backgrounds, and events. There are also more than 200 additional character events that expand the original Stardew world lore. The mod also includes map redesigns and 33 new unlockable locations. These are just a few of the plethora of new features that SVE adds to the game. If you want to know more about the mod, I suggest checking out their fanmade wiki here. Despite the sheer complexity of the mod, FlashShifter does an awesome job in ensuring that the mod feels original as if it was a legitimate DLC of Stardew Valley. If you have already completed the vanilla game several times and felt bored of Stardew Valley, this mod might just be the one for you.

2. Tractor Mod

Source: Nexus Mods

One of the most popular and beloved mods in the community is perhaps the Tractor mod. The mod gives you a tractor garage that is purchasable from Robin the carpenter, which allows you to use a tractor to plant seeds, water your plants and harvest your precious crops. The tractor also has built-in tools to clear twigs, till soils, and even mow down monsters. It just makes life much easier and speeds everything up on the farm. Note that getting the tractor does require a bit of resources, some of which are quite rare. More specifically, you will need 150 000 gold, 20 Iron Bar, 5 Iridium Bar, and 5 Battery Packs. However, once you accumulate these items and get the invaluable tractor, I ensure you that your life on the farm will be much less painful.

3. Lookup Anything

Source: Gamepressure

Lookup Anything is perhaps one of the best utility mods that will greatly enhance your knowledge about Stardew Valley. You can basically hover any object in the game and simply press F1 to bring up the information about that particular object. If you hover a character, you can see their birthday, friendship status, and their favorite gifts. If you hover an item, you can see how much it sells for, who might want it, and its recipe. You can see a plant’s growth stage and seed availability by using the same technique. Likewise, you can also find out monster drops and their health if you are in the mood for hunting. Lookup anything is essentially one quick Google search of any entity in the game and will be incredibly useful for you who wants to learn more about the intricacies of Stardew Valley.

4. NPC Map locations

Source: Reddit

This handy mod will display all the NPCs on your map at any given time. Therefore, when you want to find a specific person to send gifts or do quests, you don’t have to wander around town endlessly and simply pull out your map to see where they are. Furthermore, you can also customize what characters are displayed, hiding the NPCs that you consider less important. Many players have wanted this feature to be implemented in the original game since keeping track of NPC locations and schedules can be rather tedious most of the time. For now, however, we will just have to stick with NPC Map Locations.

5. CJB show item sell price

Source: Nexus Mods

CJB show item sell price is perhaps the simplest mod in the whole list but is still incredibly useful to have in your arsenal. The mod does exactly what it sounds like: display prices of items singly and in a stack. Therefore, you can essentially see how much money you are making from your inventory without having to wait to ship the item, sleep, and wait for the end screen. You can also use the mod to filter which items are less worth and possibly to throw away. Again, just an overall essential mod to have that will speed things up and make life easier in Stardew Valley.

6. CJB item spawner

Source: Nexus Mods

The Item Spawner mod by CJB is the first cheat mod in this list. You can select any item in the game, spawn it with whatever amount you want with any quality. With all this power, you can be rich and build your creative endeavors without having to manually collect years’ worth of resources. Of course, using this mod will remove all the “grinding” nature that defines Stardew Valley, which is why I think that the Item Spawner mod will be better suited for players who have completed the game.

The mod draws parallels to the Creative Mode in Minecraft. Sure, Creative Mode will not give you the fascinating feeling of mining diamonds. But it will allow you to build a 10-story mansion to your liking with ease.

If you already worked your way up to the top and want to experiment with the different aspects of the Stardew Valley, the Item Spawner mod will provide much-needed help.

7. CJB cheats menu

Source: Rock Paper Shotgun

If you think that the Item Spawner mod is broken, you have been greatly mistaken. Unlike the previous cheat mod, CJB Cheats Menu allows you to basically modify the game to your liking. You can have infinite stamina, health, and speed. You can give yourself unlimited money, change the weather, teleport to any location, freeze time; you get the point. Of course, as I said before, cheat mods like this ruins the experience of Stardew Valley, and I would only recommend picking CJB Cheats Menu up if you are already an advanced player.

 

Featured Image: GameIndo

The Four LPL Teams Representing China in the 2021 World Championship

With the conclusion of the 2021 League of Legends Professional League Regional Final, the wait for Worlds is also almost over. The four Chinese teams that will be participating in Worlds have also been finalized. Here are the four Chinese representatives, ordered by their seeds as well:

  1. EDward Gaming
  2. FunPlus Phoenix
  3. Royal Never Give UP
  4. LNG Esports

By now, you should probably already know why the list contains 4 teams instead of the usual 3. To recap, all the regions were initially given three representative seeds in Worlds. However, due to the outstanding performances of teams from LPL and LCK, China and South Korea have been granted an extra spot at the tournament.

Not many people expected EDward Gaming to be the 1st seed coming into Worlds. After being thrown into the lower bracket due to the unfortunate loss to Team WE, they kept EDG composure and fought its way to the finals. In the process, EDG beat LNG Esports 3-1, and revenge swept Team WE. FunPlus Phoenix were the heavy favorites going into the finals, but EDG convincingly beat them 3-1 and snatched the 1st seed to Worlds.

FPX initially had quite a dominant run at the 2021 LPL Summer Playoffs. They received a bye for the first three rounds, being one of the top seeds coming into the tournament. They also swept LNG and Team WE in the next two rounds while EDG was busy climbing its way out of the lower bracket. But they couldn’t close out the tournament and were only awarded the 2nd seed despite being 20 championship points ahead of EDG.

For the 3rd and 4th spot at Worlds, we will be turning out attention towards the 2021 LPL Regional Finals. Royal Never Give Up had an early and upsetting exit in the 2021 Summer Playoffs. However, being the 3rd team with the most championship points (after FPX and EDG), RNG secured a spot in the upper bracket of the Regional Finals. In the one and only matchup against Team WE, RNG swept the opposition, giving the team the 3rd seed at Worlds.

Proceeding the loss in the 2021 LPL Summer, LNG Esports was given a second chance in the Regional Finals. LNG was quick to capitalize on the opportunity, beating Rare Atom 3-0 and Team WE 3-1 (who just lost to RNG), securing the last ticket to Worlds 2021. However, being the 4th seed, LNG will have to start in the Play-Ins, unlike the other three teams that already claim their spot in the Group Stage.