Inilah 6 Tim Peserta AOV Star League (ASL) Winter 2021

Turnamen AOV Star League (ASL) Winter 2021 akan segera bergulir. Turnamen yang menjadi ajang terbesar Arena of Valor di Indonesia ini direncanakan akan dimulai pada 1 hingga 31 Oktober 2021 mendatang. Sebanyak 6 peserta ASL Winter 2021 sudah menyiapkan timnya.

Image Credit: Liquipedia

6 tim peserta ASL Winter 2021 ini merupakan 3 tim yang berlaga dalam ASL Spring 2021 kemarin dan 3 tim ASL Winter B Series 2021. Keenam tim tersebut adalah ArchAngel, Dewa United, DG Esports, Archangel XVIII, Dewa Academy, dan AIW Barokah Always.

Sama seperti season sebelumnya ASL Winter 2021 ini akan menggunakan sistem round robin dengan format Best of 3. 4 tim teratas klasemen ASL Winter 2021 akan lolos ke babak playoff untuk memperebutkan titel tim AoV terbaik di Indonesia.

 

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3 tim baru di ASL Winter 2021 ini yakni Archangel XVIII, Dewa Academy, dan AIW Barokah Always merupakan tim promosi dari ASL Winter B Series 2021. ASL Winter B Series 2021 sendiri merupakan turnamen AoV kasta kedua yang digelar oleh Garena. Turnamen ini diikuti oleh 3 tim yang terdegradasi dari ASL Spring 2021 kemarin dan 4 tim dari turnamen CoV Winter 2021.

Uniknya tim-tim yang berasal dari CoV Winter 2021 mampu memberikan perlawanan sengit. Hal ini ditandai dengan lolosnya Dewa Academy, dan AIW Barokah Always ke ajang ASL Winter 2021 ini. Kedua tim tersebut lolos sebagai juara kedua dan ketiga turnamen. Sementara juara pertama berhasil diamankan oleh Archangel XVIII.

3 tim peserta ASL Spring 2021 yakni ArchAngel, Dewa United, dan DG Esports lebih diunggulkan dibandingkan dengan 3 tim pendatang baru. Hal ini karena mereka mempunyai pengalaman yang lebih banyak dari pada yang lainnya. Selain itu, 2 tim baru yakni Archangel XVIII dan Dewa Academy hanya merupakan tim kedua. Kemungkinan, ke depannya kedua tim tersebut akan berganti nama untuk membedakan dengan tim utama mereka.

Turnamen ASL Winter 2021 sendiri nantinya akan memperebutkan total hadiah sebesar Rp365 juta. Pemenang dari ASL Winter 2021 akan menjadi wakil Indonesia di ajang AOV International Championship. Sayangnya, Garena selaku publisher AoV belum memberikan informasi lebih lanjut mengenai ajang yang biasanya menjadi turnamen penghujung tahun tersebut. Meskipun begitu Arena of Valor sudah membocorkan turnamen tingkat internasional yakni Arena of Valor World Cup (AWC) 2022 yang akan memperebutkan total hadiah hingga Rp115 miliar.

Kalahkan Team Envy 3-0, Gambit Esports Juarai VALORANT Champions Tour 2021: Stage 3 Masters – Berlin

Turnamen VALORANT tingkat internasional, VALORANT Champions Tour 2021: Stage 3 Masters – Berlin, telah resmi berakhir. Gambit Esports, tim VALORANT asal Rusia berhasil menjuarai turnamen VCT Master ketiga musim ini. Gambit Esports berhasil mengunci kemenangan setelah mengalahkan Team Evny dengan skor 3-0 di partai Grand Final.

Pertandingan Grand Final berlangsung pada minggu malam, 19 September 2021 kemarin. Pada game pertama Team Evny memberikan perlawanan yang sengit dengan memaksa Gambit Esports ke babak tambahan meskipun akhirnya juga kalah dengan skor 15-13. Selanjutnya pada game kedua dan ketiga, Gambit Esports menujukan keunggulannya dan mendominasi permainan. Gambit Esports berhasil memenangkan kedua game tersebut dengan skor 13-11 dan 13-9 atas Team Envy.

Penampilan memukau Gambit Esports di VCT 2021: Stage 3 Masters – Berlin mengejutkan berbagai pihak. Pasalnya Gambit Esports merupakan tim baru yang sebelumnya tidak lolos ke dalam VCT 2021: Stage 2 Stage 2 Masters – Reykjavík kemarin. Selain itu, tim-tim unggulan seperti Sentinels, 100 Thieves, maupun Vision Strikers sudah tumbang lebih dahulu. Bahkan juara bertahan VCT 2021: Stage 2 Stage 2 Masters – Reykjavík, Sentinels sudah gugur dari babak 8 besar.

Dengan hasil ini maka Gambit Esports berhak atas hadiah uang tunai sebesar US$225.000 atau sekitar Rp3,2 miliar dari total hadiah yang diperebutkan sebesar US$700.000 atau sekitar Rp9,9 miliar. Selain itu kemenangan ini juga menghantarkan Gambit Esports menuju turnamen VALORANT Champions 2021. Turnamen ini merupakan turnamen VALORANT terbesar tahunan yang diselenggarakan oleh Riot Games. VALORANT Champions 2021 rencananya akan digelar pada Desember 2021 mendatang di Berlin, Jerman, dan diikuti oleh 16 tim VALORANT terbaik dari seluruh dunia.

Indonesia sendiri sebetulnya mengirimkan 2 pemainnya yakni f0rsakeN (yang pernah kami tuliskan profilnya) dan mindfreak bersama tim Paper Rex dari Singapura. Sayangnya tim ini masih belum kuat bersaing melwan tim-tim kuat VALORANT lainnya. Paper Rex harus puas gugur lebih dahulu di babak Group Stage setelah tampil sebagai juru kunci klasemen grup A.

Rekap FFML Season 4 Divisi 1 Week 5: EVOS Divine dan ONIC Olympus Amankan Slot FFIM

Turnamen Free Fire Master League (FFML) Season 4 divisi 1 akan segera memasuki penghujung musim. Minggu ini FFML Season 4 sudah menyelesaikan minggu yang kelima. Pada minggu kelima ini, beberapa tim Free Fire sudah berhasil mengamankan posisi papan atas. Posisi 2 teratas klasemen tiap grup nantinya akan lolos otomatis menuju Free Fire Indonesia Master (FFIM) Fall 2021.

Pada matchday 9 minggu 5 pertandingan terjadi antara grup C dengan grup B. Pada pertandingan ini tensi permainan semakin tinggi. Tim papan bawah berusaha menggusur tim di atasnya. Sedangkan tim papan atas berusaha mengunci posisi mereka. Tim papan atas grup B yakni ONIC Olympus dan EVOS Divine berhasil memperoleh masing-masing 1 Booyah. Sementara tim grup C berhasil mengamankan 4 Booyah lainnya lewat RRQ Hades, Island of Gods, Kings Esports, dan Siren GPX.

Sementara itu, matchday 10 minggu 5 mempertemukan tim dari grup A dengan grup B. Pada pertandingan ini terjadi pertempuran yang seimbang. Masing-masing grup berhasil mengantongi 3 Booyah. Di grup A ada Aura Ignite yang mengemas 2 Booyah dan NXL Ligagame 1 Booyah. Sedangkan di grup B ada Red Bull Rebellion, RIMO Arjuna, dan ONIC Olympus dengan masing-masing 1 Booyah.

Image Credit: FF Esports Indonesia

Dengan hasil ini, pertempuran di grup A menjadi semakin seru lagi. Meskipun hasil baik Aura Ignite di minggu kelima ini tidak mampu membawa tim lolos ke posisi 2 besar. Aura Ignite tertahan di posisi 4 klasemen dengan 82 poin. Sementara 3 tim di atasnya yakni SES Alfaink, BONAFIDE Esports, dan NXL Ligagame masih sengit memperebutkan posisi 2 teratas.

Selajutnya pada grup B, 2 posisi teratas klasemen sudah dikunci oleh tim EVOS Divine dan ONIC Olympus. Permainan apik kedua tim tersebut tidak mampu disaingi oleh 4 tim lainnya di grup B. EVOS Divine kokoh di puncak klasemen dengan 122 poin. Sementara ONIC Olympus membuntuti di posisi kedua dengan 121 poin. Pertandingan hanya tinggal menyisahkan 1 matchday saja pada minggu keenam besok. Karena tertinggal cukup jauh, tim di posisi ketiga yakni First Raiders tidak akan mampu mengeser posisi EVOS Divine dan ONIC Olympus.

Kemudian di grup C, 5 tim masih berpeluang memperebutkan 2 posisi teratas klasemen. Hanya Dranix Esports di dasar klasemen yang tidak akan mampu naik ke posisi kedua, apapun yang terjadi nantinya. Sementara posisi puncak klasemen sekarang menjadi milik Island of Gods dengan 85 poin. Island of Gods hanya unggul 1 poin dan 2 poin saja dari posisi kedua dan ketiga klasemen yang diduduki oleh Kings Esports dan Siren GPX.

Minggu terakhir nantinya akan mempertemukan tim dari grup A dan grup C serta grup B dan grup C. Pertandingan akan semakin seru lagi melihat masih ada banyak tim yang berpeluang lolos otomatis menuju FFIM Fall 2021 mendatang. Minggu terakhir FFML Season 4 Divisi 1 sendiri akan berlangsung pada 25 dan 26 September 2021 mendatang.

Dengan Layar Curved Plus Ultrawide, BenQ MOBIUZ EX3415R Adalah Monitor yang Tepat untuk Immersive Gaming

Monitor dengan layar curved umumnya dipilih demi mendapatkan sensasi immersive yang lebih baik ketimbang menggunakan monitor dengan layar flat. Pada praktiknya, sensasi immersive ini akan terasa lebih maksimal lagi apabila bidang pandang kita benar-benar tertutupi semuanya oleh visual game. Untuk itu, kita butuh monitor dengan layar ultrawide.

Salah satu monitor gaming dengan layar curved plus ultrawide yang bisa dilirik adalah BenQ MOBIUZ EX3415R. Monitor ini mengemas panel IPS 34 inci dengan kurvatur 1900R dan aspect ratio 21:9, menjanjikan pemandangan panorama yang apik di setiap sesi gaming.

Dipadukan dengan resolusi QHD (3440 x 1440), refresh rate 144 Hz, dan tingkat kecerahan maksimum 400 nit, kualitas visual yang disajikan tentu bakal sangat prima. Waktu respon 1 milidetik (MPRT) dan dukungan AMD FreeSync Premium juga akan memastikan gameplay selalu berlangsung mulus.

BenQ tak lupa menaruh perhatian khusus perihal reproduksi warna. Secara teknis, EX3415R tercatat memiliki color gamut 98% DCI-P3, dan ia juga telah mengantongi sertifikasi DisplayHDR 400. Di saat yang sama, ia turut mengemas teknologi HDRi yang dapat mengemulasikan efek HDR pada konten non-HDR.

Namun yang namanya immersion tidak akan lengkap kalau hanya mengandalkan aspek visual saja. Audio pun turut memegang peranan penting, dan di sini BenQ telah membekali EX3415R dengan sistem audio mutakhir rancangan divisi audionya, treVolo.

Sistem tersebut terdiri dari dua speaker 2 watt dan satu woofer 5 watt. Chip DSP (digital signal processor) pun turut disematkan sehingga pengguna dapat memilih mode suara berdasarkan jenis kontennya; apakah pengguna sedang bermain game FPS, game balapan, atau malah menonton film.

Dari segi konektivitas, EX3415R hadir membawa dua port HDMI 2.0, satu port DisplayPort 1.4, dan dua port USB 3.0. Ergonomic stand-nya tidak cuma mendukung tilt, melainkan juga swivel dan pengaturan ketinggian.

Di Indonesia, BenQ saat ini sudah membuka pre-order MOBIUZ EX3415R dengan harga Rp21.900.000. Anda bisa mengunjungi tautan ini untuk mempelajarinya lebih lanjut.

Disclosure: Artikel ini adalah advertorial yang didukung oleh BenQ.

Rekap MPL ID Season 8 Week 6: RRQ dan ONIC Tempel Ketat Alter Ego

Setelah kejutan oleh Rebellion Genflix di pekan kelima, kini MPL Indonesia Season 8 pekan keenam kembali bergulir dengan Alter Ego sebagai pusat perhatian.

Sebanyak 8 tim Mobile Legends terbaik di Indonesia berebut menjadi yang terbaik untuk meraih gelar juara MPL Indonesia. Sejauh ini nama Alter Ego masih kokoh di puncak klasemen meski sudah bertanding sebanyak 10 kali.

Nama Alter Ego mewarnai laga di hari pertama pekan keenam melawan EVOS Legends. Lalu ada Rebellion Genflix yang melawan ONIC Esports.

Sumber: MPL Indonesia

Di hari berikutnya, RRQ Hoshi melawan Geek Fam, Aura Fire melawan Bigetron Alpha, dan terakhir EVOS Legends menjamu Rebellion Genflix.

Pada hari terakhir (19/09), Bigetron Alpha siap melawan Geek Fam dan MPL ID Season 8 pekan keenam ditutup dengan pertandingan antara RRQ Hoshi melawan Aura Fire.

Alter Ego Masih Nyaman di Puncak Klasemen

 

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Jika ada satu nama tim yang paling dominan di MPL ID Season 8 sampai sejauh ini, tentu Alter Ego keluar sebagai pilihan utama. Tim yang diperkuat Udil dkk. ini masih belum menelan kekalahan meski harus menjamu EVOS Legends, sang juara MPL ID Season 7.

EVOS Legends yang diperkuat Antimage, Ferxiic, dan pemain bintang lainnya masih belum cukup untuk menorehkan kekalahan perdana bagi Alter Ego. Dengan format best-of-three, Alter Ego sukses membuka kemenangan pertama.

Aksi Celiboy dan Ahmad menjadi pembeda dengan kombinasi Mage dan Assassin di pertandingan pertama. Namun, kini giliran Nino dan Ahmad yang merusak formasi EVOS Legends pada pertandingan kedua.

Kombo Beatrix dan Mathilda sukses melakukan zoning saat melawan EVOS di fase awal pertandingan. Efek snow ball pun terbentuk dan membuat Alter Ego kian mendominasi apalagi dengan inisiasi sempurna dari Ahmad.

Waktu 22 menit pun menutup pertandingan kedua dengan skor 22-17 bagi kemenangan Alter Ego. Hasil yang tentunya diharapkan oleh Ahmad dkk. guna mengamankan tiket menuju fase playoff.

Di pertandingan lain, RRQ Hoshi mampu menunjukkan kualitasnya meski tanpa Lemon di musim ini dengan mengemas kemenangan melawan Geek Fam dan Aura Fire.

Sementara ONIC Esports di posisi ketiga klasemen juga mampu mengemas hasil positif lewat kemenangan kontra Rebellion Genflix dengan skor 2-1.

Berikut hasil akhir klasemen MPL ID Season 8 di pekan keenam:

Sumber: MPL Indonesia

Sengitnya pertarungan tim-tim MPL ID Season 8 belum usai. Perjalanan menuju babak playoff masih akan terus berlanjut ke pekan ketujuh yang berlangsung pada 24 September 2021 mendatang.

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

Overkill? iPhone 13 Pro Tunjukkan Peningkatan Performa GPU yang Drastis!

Memang perilisan lini iPhone 13 yang dibuat oleh Apple menyita perhatian banyak orang. Namun bagi seorang gamers, tentu performa gaming menjadi fokus apalagi kehadiran chipset A15 Bionic yang memperkuat lini iPhone 13.

Ada fakta yang mengejutkan setelah data proses benchmark dari iPhone 13 Pro diumumkan. Ada peningkatan performa GPU sebesar +55% dibanding sang pendahulunya di iPhone 12 Pro.

Memang setiap tahunnya Apple selalu menghadirkan peningkatan spesifikasi untuk seri iPhone. Versi iPhone 13 Pro dan 13 Pro Max sendiri diperkuat dengan GPU 5-core. Hasil laporan dari Geekbench menorehkan rekor benchmark sebesar 14.216 poin untuk iPhone 13 Pro.

skor-iphone-13-pro-di-geekbench
Sumber: Geekbench

Skor benchmark tersebut jauh meninggalkan iPhone 12 Pro dengan torehan 9.123 poin. Fakta yang mengejutkan adalah nilai benchmark iPhone 12 Pro sendiri masih tergolong sangat besar untuk ukuran smartphone non-gaming.

Meski demikian, hasil benchmark ini tidak berlaku untuk seri iPhone 13 dan 13 Mini mengingat seri GPU yang masih menggunakan konfigurasi 4-core.

iPhone-13-Pro-features
Sumber: Apple

Rasanya aman untuk mengatakan bahwa GPU terbaik di pasaran smartphone saat ini jatuh kepada iPhone 13 Pro dan 13 Pro Max. Apalagi, kini Apple menghadirkan teknologi display 120Hz dan peningkatan daya baterai.

Performa Lini iPhone 13 Untuk Gaming

Sumber: Apple

Bila menyinggung kegiatan bermain game di smartphone, tentu ada beberapa judul yang bisa dibilang standar minimum uji kelayakan.

Genshin Impact, game besutan miHoYo satu ini memang bisa dimainkan di beberapa platform baik PC, PlayStation, dan tentunya smartphone. Bagaimana performa iPhone 13 Pro dengan game tersebut?

Performanya sendiri belum bisa dibuktikan secara langsung mengingat produknya yang baru akan didistribusikan ke beberapa negara. Namun berkaca pada performa iPhone 12 Pro Max, Genshin Impact dapat dijalankan dengan setelan tertinggi dengan 60 FPS.

Peningkatan performa GPU sebesar +55% dari iPhone 13 Pro tentu dengan mudah dapat menjalankan game berat seperti Genshin Impact. Begitu juga dengan judul game lain yaitu Wild Rift dan PUBG Mobile yang bisa dimainkan lewat setelan tertinggi dengan 60 FPS.

Hal yang akan sangat menjual pada versi iPhone 13 Pro adalah teknologi layar 120Hz terbarunya. Untuk PUBG Mobile nantinya bisa diatur hingga 90 FPS dan Wild Rift hingga 120 FPS.

Pengalaman bermain game di iPhone 13 Pro juga akan ditunjang layar Super Retina XDR OLED 6,1 inci beresolusi 1170 x 2532, teknologi suara Dolby Vision, dan kekuatan baterai 11,97Wh.

Harga iPhone 13 Pro sendiri dibanderol mulai dari US$999 atau Rp14,2 juta. Sementara harga iPhone 13 Pro Max dibanderol mulai dari US$1,099 atau Rp15,7 juta. Bila sampai di Indonesia, tentu harganya akan naik dengan beberapa ketentuan dan kebijakan yang diterapkan.

Nintendo Switch Kini Bisa Terhubung ke Perangkat Audio Bluetooth, Deltarune: Chapter 2 Bisa Dimainkan Gratis

Minggu lalu, ada beberapa kabar menarik di industri game. Nintendo telah merilis update firmware untuk Switch, sehingga konsol itu bisa terhubung ke perangkat audio via Bluetooth. Selain itu, Toby Fox juga merilis Deltarune: Chapter 2, yang bisa dimainkan dengan gratis. Sementara Riot Games baru saja meluncurkan launcher khusus untuk game-game mereka, yaitu Riot Client.

Deltarune: Chapter 2 Rilis, Bisa Dimainkan Gratis

Deltarune: Chapter 2 telah diluncurkan untuk PC dan Mac pada 17 September 2021. Deltarune merupakan game penerus dari Undertale. Anda bisa memainkan Chapter 2 dengan save file dari Deltarune: Chapter 1. Untuk mendapatkan save file itu, Anda harus memainkan Chapter 1 hingga selesai.

Namun, kreator dari Undertale dan Deltarune, Toby Fox mengatakan, Anda tetap bisa menikmati Chapter 2 bahkan jika Anda tidak punya save file dari Chapter 1 selama Anda ingat apa yang terjadi di Chapter 1, lapor IGN. Sama seperti Chapter 1, Chapter 2 bisa dimainkan dengan gratis. Anda bisa mengunduhnya di sini.

Nintendo Beri Update Firmware untuk Switch

Minggu lalu, Nintendo merilis update firmware untuk Switch. Dengan update itu, Switch kini bisa terhubung dengan perangkat audio via Bluetooth. Untuk menghubungkan Switch ke perangkat audio, Anda hanya perlu mengunduh firmware terbaru dari Nintendo. Setelah itu, Anda akan menemukan opsi Bluetooth Audio di System Settings. Saat Anda memilih “Pair”, Switch akan secara otomatis mencari perangkat audio Bluetooth yang ada. Switch hanya bisa terhubung dengan satu perangkat audio. Namun, ia bisa mengingat hingga 10 perangkat audio Bluetooth.

Satu hal yang harus diingat, ketika Switch terhubung dengan perangkat audio Bluetooth, konsol itu hanya bisa terhubung ke dua controller nirkabel. Jika Anda menghubungkan controller nirkabel baru, maka hubungan ke perangkat audio Bluetooth akan terputus. Selain itu, Switch juga tidak bisa terhubung ke mikrofon Bluetooth, menurut laporan IGN.

Riot Games Bakal Luncurkan Launcher Khusus, Riot Client

Riot Games berencana untuk meluncurkan Riot Client, launcher khusus untuk game-game yang mereka buat, seperti League of Legends, Teamfight Tactics, dan VALORANT. Launcher itu akan mulai dirilis pada 20 September 2021. Namun, peluncuran global baru akan dimulai pada 4 Oktober 2021. Pihak Riot menyebutkan, tidak tertutup kemungkinan, mereka akan mengubah tanggal peluncuran launcher sewaktu-waktu. Alasannya, karena mereka ingin memastikan Riot Client diluncurkan dengan keadaan sempurna.

Riot Client adalah launcher khusus untuk game-game Riot Games.

“Semua game PC Riot akan bisa diakses dari satu tempat. Masing-masing game akan punya halaman khusus yang menjelaskan tentang konten terkait game tersebut, termasuk berita dan events terbaru,” kata Marketing Communications, Liz La Londe, seperti dikutip dari The Verrge.

Activision Blizzard Rekrut Mantan HR Disney untuk Buat Budaya Perusahaan yang Lebih Inklusif

Activision Blizzard mempekerjakan dua eksekutif baru pada minggu lalu. Salah satunya adalah Julie Hodges, mantan Senior Vice President of HR di Disney. Di Activision Blizzard, dia akan menjabat sebagai Chief People Officer. Selain itu, Activision Blizzard juga telah merekrut Sandeep Dube, mantan Senior Vice President Delta Airlines, yang kini akan menduduki posisi sebagai Chief Commercial Officer. Activision Blizzard merekrut dua orang itu setelah mereka dituntut oleh California Department of Fair Employment and Housing pada Agustus 2021, lapor VentureBeat.

Pihak Activision Blizzard menjelaskan mengapa mereka merekrut Hodges. Mereka menyebutkan, Hodges memiliki pengalaman di bidang HR selama lebih dari 30 tahun. Dia juga berpengalaman dalam membentuk budaya perusahaan. Dia akan bertanggung jawab atas perekrutan pekerja baru. Tak hanya itu, dia juga memegang tanggung jawab atas divisi HR, termasuk dalam memastikan  inklusivitas dalam perusahaan, perlakuan yang adil pada pekerja, kompensasi dan benefit yang memadai, dan lain sebagainya.

Anthony Mackie Jadi John Doe di Seri TV Twisted Metal

Anthony Mackie akan menjadi pemeran utama dalam seri TV live-action Twisted Metal. Dia akan memainkan peran John Doe, yang disebutkan sebagai seorang “outsider” yang tengah mencari komunitas. Selain sebagai pemeran utama, Mackie juga akan menjabat sebagai Executive Producer untuk seri TV yang dibuat oleh Sony Television dan PlayStation Productions tersebut. Twisted Metal mengusung genre action comedy.

Twisted Metal pertama kali diluncurkan pada 1995. | SUmber: IGN

Game Twisted Metal pertama kali diluncurkan pada 1995 sebagai game arena shooter menggunakan kendaraan. Game terbaru dari seri itu adalah Twisted Metal yang dirilis pada 2012 untuk PlayStation 3. Sejauh ini, semua game di bawah franchise Twisted Metal dirilis oleh Sony Computer Entertainment, lapor GamesIndustry. Sejauh ini, selain Twisted Metal, ada beberapa game Sony lain yang diangkat menjadi film live-action, seperti Ghost of Tsushima, The Last of Us, dan Uncharted.

Sumber header: Destructoid

Berapakah Penghasilan Free Fire Per Tahun?

Free Fire kerap kali masuk ke dalam 10 game dengan pendapatan terbesar di dunia. Namun berapakah penghasilan Free Fire per tahunnya?

Sebelum kita hitung-hitungan, dari blog post terakhir yang dirilis Sensor Tower, Free Fire berada di posisi keenam dari 10 game dengan penghasilan terbesar. Game rilisan Garena tersebut berada di bawah Pokemon Go tapi berada di atas Roblox. Sedangkan rival beratnya, yang sama-sama Battle Royale di mobile, PUBG Mobile masih bertengger di posisi pertama. Game rilisan Tencent itu dibuntuti oleh saudaranya sendiri, Honor of Kings di peringkat kedua. Sedangkan di peringkat ketiga, ada Genshin Impact dari miHoYo.

Image credit: Sensor Tower

Dari sumber yang sama, Sensor Tower mengestimasi jika penghasilan PUBG Mobile mencapai US$270 juta (sekitar Rp3,8 triliun) pada Agustus 2021 – naik 4,7% dari Agustus 2020. Sedangkan Honor of Kings (atau di sini lebih dikenal dengan Arena of Valor) berhasil meraup US$256 juta (atau Rp3,66 triliun).

Sayangnya, di sumber tersebut tidak disebutkan berapakah penghasilan Free Fire dalam sebulan. Jadi, saya harus mencari di artikel yang berbeda. Namun untungnya, saya mendapatkan angka perkiraannya yang sama-sama dirilis oleh Sensor Tower.

Penghasilan Free Fire Per Tahun 2021

penghasilan free fire per kuartal
Image Credit: Sensor Tower

Di artikel ini, Sensor Tower memperkirakan penghasilan Free Fire (FF) di kuartal pertama (Q1) 2021 mencapai US$254,6 juta (atau Rp3,63 triliun). Sedangkan pada bulan Mei 2021, penghasilan Free Fire per bulan mencapai US$59 juta (Rp843,3 miliar).

Dari dua angka tadi, kita bisa mencoba hitung-hitungan untuk mendapatkan angka penghasilan FF per bulan ataupun durasi lainnya. Bulan Mei punya 31 hari. Berarti, di bulan Mei, penghasilan FF per hari mencapai US$1,9 juta (Rp27,1 miliar). Jika ingin lebih detail lagi, dari ekstrapolasi angka tadi, penghasilan Free Fire per detik menyentuh Rp314 ribu.

Lalu berapa penghasilan Garena dari Free Fire per tahun? Kita bisa menggunakan 2 angka tadi untuk mencari perkiraannya. Dalam 1 tahun, ada 4 kuartal (Q1-Q4). Jika penghasilan Free Fire pada Q1 2021 tadi sama persis di 3 kuartal berikutnya, berarti dalam setahun FF bisa mendapatkan Rp14,56 triliun.

Di sisi lainnya, jika kita ingin menghitungnya dari penghasilan per bulannya dan anggap penghasilan FF di bulan Mei 2021 sama persis dengan bulan-bulan lainnya, penghasilan FF per tahun ada di Rp10,12 triliun.

penghasilan free fire per tahun
Tabel penghasilan Free Fire menurut data perkiraan dari Sensor Tower

Penghasilan PUBG vs FF

Meski memang kelihatannya besar, jangan lupa Free Fire masih berada di peringkat keenam. Bagaimana jika kita hitung-hitungan yang sama untuk PUBG Mobile? Penghasilan PUBG Mobile per bulan (Agustus 2021) mencapai US$270 juta. Jika kita berasumsi angkanya masih sama setiap bulannya, PUBG Mobile mendapatkan penghasilan sebesar Rp46,33 triliun dalam setahun (atau Rp1,4 juta per detik). Jadi, penghasilan PUBG Mobile sekitar 3-5 kali lebih besar ketimbang Free Fire.

penghasilan free fire vs pubg mobile
Tabel perbandingan antara penghasilan Free Fire dan PUBG Mobile menurut data dari Sensor Tower

THQ Nordic Ternyata Masih Punya 28 Game Baru yang Belum Diumumkan

Pada peringatan ulang tahunnya yang ke-10 kemarin, THQ Nordic mengadakan acara virtual ala E3 yang memamerkan banyak proyek baru dari mulai dari game baru SpongeBob SquarePants: The Cosmic Shake, Jagged Alliance 3, hingga Outcast 2: A New Beginning.

Namun meskipun THQ Nordic telah mengumumkan lineup game yang sudah cukup bervariatif dan memang telah ditunggu lama oleh para fans, ternyata publisher asal Austria ini masih memiliki banyak game yang bahkan belum diumumkan.

Tidak tanggung-tanggung, THQ Nordic mengumumkan secara resmi bahwa mereka masih memiliki 28 game baru yang masih belum diumumkan setelah acara kemarin. Pengumuman tersebut sendiri keluar langsung lewat cuitan dari akun Twitter resminya sesaat setelah event virtualnya selesai.

Cuitan tersebut tentunya langsung direspon oleh para fans yang meminta THQ Nordic untuk segera mengumumkan game-game tersebut. Para fans juga memenuhi cuitan tersebut dengan harapan dari seri-seri klasik buatan THQ untuk dibuatkan sekuel maupun remake.

Banyak fans yang juga meminta kejelasan nasib terhadap game-game seperti Dead Island 2 yang sudah lama mati suri namun belum dibatalkan, Darksider 4 yang dijanjikan untuk diumumkan, dan begitu juga dengan game terbaru TimeSplitters yang telah dikonfirmasi pada Mei lalu.

Sayangnya, THQ Nordic hanya meminta para fans untuk sabar dan mengatakan beberapa dari game tersebut akan diumumkan segera. THQ Nordic memang tidak menyebutkan tanggal pasti kapan pengumuman lanjutan ini akan dilakukan, tetapi banyak fans yakin bahwa akan ada event virtual lanjutan yang akan diadakan tidak lama lagi.

Masih dalam cuitan yang sama, THQ Nordic juga menuliskan bahwa kini mereka telah memiliki total 42 game yang sedang dikembangkan. Jumlah yang masif ini memang dikerjakan oleh banyak developer yang berada di bawah THQ Nordiq.

Yang unik adalah THQ Nordic secara spesifik mengatakan bahwa HandyGames tidak termasuk dalam daftar. Padahal HandyGames adalah salah satu anak perusahaan dari THQ Nordic yang terkenal lewat Neighbor From Hell dan juga Townsmen.

Developer game yang berbasis di Jerman ini diakusisi oleh THQ Nordic pada Juli 2018 lalu. Sayangnya tidak ada informasi lebih lanjut mengenai pengecualian ini. Namun mungkin hal tersebut akan dijelaskan oleh THQ Nordic di masa depan.