Top 3 Teams MPL ID S6 Prediction from 4 Shoutcasters

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

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

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

Sumber: Moonton
Source: Moonton

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

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

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

 

WaWa Mania

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

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


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

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

 

Velajave

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

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

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

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

Credits: Moonton via Instagram
Credits: Moonton via Instagram

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

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

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

 

Fahmoy/Kornet

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

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

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

RangerEmas

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

Credits: Moonton via InstagramCredits: Moonton via Instagram

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

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

Credits: Moonton via Instagram
Credits: Moonton via Instagram

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

The original article is in Indonesian, translated by Yabes Elia

Esports in Pandemic: No Crowd, All Challenges

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

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

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

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

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

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

 

When the Match Format Changes to Online

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

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

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

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

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

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

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

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

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

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

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

 

Presenting Esports Fully Online with All Its Limitations

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

 


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

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

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

Original article is in Indonesian, translated by @dwikaputra

Will RRQ’s MPL ID S5 Championship Title Do Any Good for MLBB Ecosystem? Mongstar and KB Responded

Amidst the pandemic situation, Mobile Legends Professional League Season 5 (MPL ID S5) has to hold their Playoffs online, without any offline event whatsoever. Even though I – like the other Indonesian esports Fans- have to feel the emptiness caused by the absence of festivity usually found in offline events, especially in an event with such magnitude of MPL Indonesia Final, it seems like the hype of MPL ID is still steadily high, or even getting higher.

According to Esports Charts, the “peak viewers” number of Grand Final MPL ID even reached 1 million viewers – a new record that has never been previously achieved. This is of course also thanks to the final match between two archnemesis in Mobile Legends Bang Bang (MLBB) esports scene: RRQ vs EVOS Esports.

The interesting fact is how the result was the exact opposite from last season’s Grand Final, because in this one RRQ took the victory home as the champion of MPL ID S5. The same match happened on the final bout of MPL ID S4, but EVOS excelled over their rival, bringing home the most prestigious MLBB Championship Trophy in Indonesia.

Aside from the difference of result, avid viewers of MLBB scene must also realize the big differences in the formation of EVOS Esports between S4 and S5.

Youth vs Senior

Hadiah kemenangan EVOS esports
Credits: MPL Indonesia

In S4, EVOS was still fronted by 3 seasoned players, namely Eko “Oura” Julianto, Yurino “Donkey” Putra, and Gustian “REKT”. The three players have been very well known in MLBB scene in Indonesia since its first season. They were also joined by two new players: Muhammad “Wann” Ridwan and Ihsan “Luminaire” Besari Kusudana.

On the contrary, in MPL Indonesia Season 5, REKT was the only senior player left in EVOS’ roster. This season, EVOS even fielded a player who played their first match in MPL ID in the last match, Raihan “Bajan” Delvino Ardy and Fahmi “Rexxy” Adam Alamsyah. Wann and Luminaire can be categorized as “veterans” because their name was already in the radar since Season 3, even though they just came under the spotlight on Season 4. But of course, they were still far less experienced than Oura and Donkey, or compared to the opposing side’s Lemon and LJ.

On the other side of the match, RRQ fielded their experienced players all the way to the end of the season. This season, RRQ became the victor thanks to the star-studded roster full of senior and seasoned players.

Muhammad “Lemon” Ikhsan and Joshua “LJ” Darmansyah have been well known as great players from their first season. They also officially joined the list of players with two MPL ID championship trophies. LJ was a part of TEAMnxl, the champion of Season 1, while Lemon also succeeded in bringing the trophy for RRQ in Season 2.

If we talk about players with more than one MPL championship, technically there are two more names: Afrindo “G” Valentino and Diky “TUTURU”. Unfortunately, Afrindo -who was part of the Season 1 Champion TEAMnxl- was never fielded even once in Season 4, despite being listed in EVOS’ roster. TUTURU, who was the Season 2 Champion with RRQ also has to stay in the bench during this season’s Playoffs.

Sumber: id-mpl.com
Credits: MPL Indonesia

Aside from LJ, TUTURU, and Lemon, Calvin “VYN” from RRQ is also an experienced player, who has been around since Season 2 of MPL ID – at that time with BOOM Jr. While the other player Rivaldi “R7” Fatah, despite a relatively short resume, has also collected “war experience” since Season 4. Previously, R7 was a well known player in Dota 2 scene in Indonesia.

M Zulkarnain “Wizzking” Zulkifli, who has to be benched by RRQ at the end of the season, also racked a whole bunch of valuable experience since his participation on Season 2 – previously known as Dugong from Saints Indo. This leaves Yesaya Omega “Xin” Armando Wowiling as the most junior member, having only surfaced on Season 3 of MPL ID with Star8.

Also, kudos to Mochammad “KB” Ryan Batistuta, who called himself “emelpedia” for providing me the information of the first appearances of the aforementioned players. Many, many thanks. I pray for you, so that you find your soulmate quickly. Hahahaha.

That’s why, the final match between EVOS and RRQ this time can be seen as the battle of “the youth” vs “the seniors”.

A lot of opinions said that RRQ’s final victory is largely thanks to the draft strategy in the fifth game, but I personally think there was a more fundamental reason: the experience of the players was the deciding factor between the two competitors.

Aside from considering how the ability to hatch strategy and draft are also parallel to experience, new players are also prone to tiny mistakes that they might not even realize, such as face-checking bush, not opening the area around objectives, or enjoying roaming alone a little bit too much, as what I observed the 2 new players from EVOS, Bajan and Rexxy, often did in the final match. Also, the final of MPL ID usually takes the format of Bo5, so a drafting mistake in one game is too shallow to be seen as the main reason of a loss from 5 games, in my two cents. Do remember that in Season 4 Evos defeated RRQ in a more convincing score: 3-1.

The formation of EVOS team this time can be seen as “scary”, seen by how they glided through to the final, defeating their opponents and proving themselves to be a worthy challenger. But RRQ is not a team that can be easily defeated, especially if we see the difference in experience, as I said before.

Clara “Mongstar” also agrees with me on this. “Winning experience played an important role (about RRQ clutching the championship of MPL ID S5). Said experience was what built the mentality and the teamwork. Their experience also proved useful for RRQ players to face and adapt any situation and condition that might arise in a game.”

Mongstar also added, “aside from individual skills which are above average, RRQ also showed that they are not hesitant to use strategies outside of Mobile Legends. Especially there is R7 with a tremendous amount of experience in Dota 2. RRQ demonstrated how they are the boldest team by daring to try something new in this season, paving their way to the championship.”

What is the Impact of RRQ’s title in MPL Indonesia Season 5 to the Ecosystem?

Sumber: Dokumentasi Hybrid - Akbar Priono
MPL ID S4. Photo by: Hybrid – Akbar Priono

Will RRQ’s victory in MPL ID S5 show a more positive impact to Mobile Legends Bang Bang (MLBB) esport ecosystem? Why do I ask such question?

Because, if we see, some of the star players from previous seasons have disappeared from MLBB esports scene. Hansen “Spade” Meyerson, who was put in the same list as TUTURU and REKT as the greatest Marksman, is nowhere to be seen. Edward “Eiduart” Tjahyadikarta who was said to be one of the best team leader, is also gone from MPL – even though he made his own esports team, Siren Esports. Thong “Fabiens” Valentin Andara who was also a senior player with a great reputation in the first seasons of MPL ID has also been absent for the last seasons.

Also, we see how LJ is the only MPL ID S1 champion who is still under the shining spotlight in this season. Supriadi “Watt” Dwi Putra is still a good competitor of the season, even though he was previously demoted to MDL (which we can say as the second-tier championship) in the beginning of the season. Fadhil “Rave” Abdurrahman and Agung “Billy” Tribowo are both still in RRQ but for the second-tier team, RRQ Sena, in MDL. Afrindo Valentino who was the team leader of the Season 1 champion TEAMnxl, as I previously said, did not even play once in MPL ID Season 4, though listed in the roster of EVOS.

With the huge number of senior star players disappearing from the highest level of MLBB competition, despite only reaching their peak in the past 1-2 year, is the career journey to become MLBB Esports professional player is not suitable for a long run? If the new players can easily replace a more seasoned and experienced player, does it not indicate how a career is short-lived and not for the long run?

Mobile Legends Profesional League
Spade on MPL ID Season 1. Sumber: MLBB via Facebook

One of the easiest and most relevant examples with today’s condition is the career as a YouTuber. There is no guarantee for experienced players to not be overshadowed in terms of popularity by a player with less experience. But, Youtube is putting popularity as the heaviest component – which sometimes does not reflect the capacity and quality. A career as a pro player should not rely on popularity only, seeing how capacity and quality needs a lot experience and playing time.

That’s the reason why such argument lingered in my head. Fortunately, EVOS with their 3 senior star players emerged victorious in Season 4. The same can be seen from RRQ, who in this Season 5 also honed their players with more experience to clinch the championship. At least, we can say how experience and playing time in competitive stages are still a plus point for the players – as long as they can manage and capitalize it well, such as by keeping updated with the gameplay development or honing their skills.

“It (the argument of the impact of RRQ’s championship) makes sense,” said KB when I asked for his opinion. “Moreover, I feel the same. I’m no longer a caster, I’m an analyst now. Hahaha…” Add KB. “But I personally think that if RRQ lost, it will raise the question why were they unable to capitalize on their experiences, making them lose to newer players who are hungrier for victory.”

Mobile Legends Profesional League
Shoutcasters of MPL ID S1. Credits: RevivalTV

In one hand, even though the senior players should have more experience that they can give them the upper hand, the new players have something up their sleeves as well (aside from the individual skill, of course). Newer players might have fresher points of view and bigger ambitions. Imagine this, if Lemon and LJ didn’t win this time, they will keep their stature as a formidable opponent to their competitors and as an idol to their fans. But the new players who haven’t hold the MPL trophy even once, like Bajan, Rexxy, or the roster of Bigetron (who were great in Regular Season S5) should have a stronger drive to be the champion for the first time.

But, newer players can also be quickly satisfied. At least that’s what KB said when I asked him about the decline on Bigetron’s performance from Regular Season to Playoff.

“In the other hand, if the newer players won the championship, it can also be a good ‘push’ to the spirit of other new players to join a higher, more serious competitive stage. Right now, with this condition, it can be a mental test for the young players. They who possess good mentality, can be more driven to defeat their seniors.” KB said, concluding our Whatsapp discussion.

Then what about Mongstar? She also proposed a similar opinion to KB. She thinks that whoever won will bring a good impact to the ecosystem of MLBB esports. “Senior players winning, like RRQ did, means that experience is an important factor as long as you can capitalize on it. If newer players won, that can provide bigger motivation to other new players, because it shows how they share the same opportunity,” said Mongstar who has been around the esports ecosystem since the revival era of Dota 2 esports in Indonesia the past few years.

MPL Indonesia Season 5
Mongstar on MPL ID S4. Credits: MPL Indonesia

To close her statement, Mongstar also added that a competition that brings less than positive impact to the ecosystem is a competition that has a “ruling dynasty”. “As long as the title of the champion changes owner often like this MPL, I thnk it’s still positive.”

Closure

The ecosystem of MLBB sports is still very dynamic. Even though RRQ is the champion of this season, their roster formation is very different from the one in their first champion season in MPL ID S2.

That being said, it is going to be interesting to see the transfer market of the next MPL ID, and the battle in competitive stage. The last two seasons, the winning teams of Mobile Legends Professional League (MPL) are the teams with at least 3 formidable senior players. Is this going to be the case with the next MPL ID S6? Or will the wave of new players crash upon the championship and render them champions? Let’s wait and see.

Header Source: Doc. MPL Indonesia. Original article is in Indonesian, translated by @dwikaputra

5 Cara untuk Direkrut Jadi Pemain Esports Profesional

Bermain game, biasa dilakukan ketika Anda sedang memiliki waktu luang atau butuh hiburan. Tetapi untuk segelintir orang, bermain game adalah sebuah pekerjaan. Melihat para pemain esports profesional bertanding di turnamen besar dan memiliki banyak penggemar, tentu hal tersebut menjadi impian para gamer. Banyak orang yang kebingungan bagaimana caranya menjadi seorang pemain esports profesional. Apabila Anda berpikir sudah memiliki semua kemampuan yang dibutuhkan untuk menjadi pemain esports profesional, inilah cara-cara yang bisa Anda lakukan untuk direkrut oleh tim esports.

1. Memanjat ranking untuk jadi salah satu yang terbaik di game yang anda tekuni

Sumber: Kpopping
Sumber: Kpopping

Climbing rank atau push rank yang biasa diucapkan sekarang oleh para gamer merupakan tahap awal untuk membuktikan keahlian Anda bermain game tersebut. Masuklah ke tier ranking terbaik di setiap game, seperti Immortal di Dota 2 atau Glorious Mythic di Mobile legends.

Dengan Anda bermain di rank tertinggi tersebut, semakin memperbanyak kesempatan untuk bertemu pemain profesional sungguhan. Bermainlah sepenuh hati, agar terlihat oleh para pemain profesional ini. Intinya adalah pembuktian bahwa Anda memang memiliki kemampuan yang dibutuhkan untuk menjadi pemain profesional. Seringnya, salah satu cara tim esports profesional mencari anggota pemainnya adalah dengan rekomendasi dari pemain lainnya yang sudah lebih dulu bergabung.

Selain itu, berusahalah masuk ke ranking tertinggi seperti Top Global untuk MLBB. Tidak jarang juga, tim-tim esports mencari para pemain muda berbakat dari melihat peringkat Top Global.

2. Mengikuti turnamen-turnamen dan raih prestasi yang baik

Sumber: InvenGlobal
Sumber: InvenGlobal

Selain dari rekomendasi pemain profesional, tim-tim profesional juga memiliki pihak yang khusus mencari bakat pemain-pemain amatir. Para pencari bakat ini memantau pertandingan-pertandingan esports yang berlangsung secara detil. Mereka akan melihat cara bermain Anda, kecepatan dan ketepatan saat mengambil keputusan saat pertandingan, mental dan perilaku saat bertanding, dan lain-lainnya.

Jadi, Anda harus mengeluarkan seluruh kemampuan Anda ketika bertanding, bukan hanya untuk memenangkan turnamen tetapi juga untuk menarik perhatian para pencari bakat tersebut.

Satu hal yang menarik untuk diketahui adalah organisasi esports bisa saja mencari satu tim penuh (berlima untuk MOBA atau berempat untuk Battle Royale misalnya) ataupun satu pemain saja. Jadi tak ada salahnya juga, selain mengasah skill individu, Anda membiasakan diri untuk bekerja sama dengan baik dengan rekan-rekan satu tim. Kalaupun organisasi esports-nya hanya mencari satu orang, kemampuan bekerja sama pun sebenarnya juga sebuah nilai penting dari seorang pro player.

3. Melihat lowongan di akun sosial media tim esports profesional

Sumber: TEAMnxl> Facebook
Sumber: TEAMnxl> Facebook

Tidak sedikit tim esports yang membuka lowongan pemain di sosial medianya. Jadi Anda harus rajin untuk melihat akun sosial media para tim esports untuk mendaftar lowongan mereka.

Sayangnya, kembali lagi, tanpa rekam jejak prestasi ataupun rank tinggi di game, kemungkinan besar, Anda tidak akan dilirik. Jadi, lowongan ini hanyalah sebagai tambahan informasi saja jika Anda memang sudah mengantongi keahlian ataupun pengalaman.

Selain itu, Anda juga bisa follow  para petinggi ataupun pelaku di industri esports seperti AP dari RRQ, Aldean Tegar dari EVOS, Owljan dari BOOM Esports, ataupun petinggi ataupun player lainnya dari Bigetron, Alter Ego, dan kawan-kawannya untuk bisa mendapatkan informasi lebih. Satu hal yang penting dicatat, jika Anda bukan siapa-siapa dan tidak memiliki keahlian apapun, jangan mengganggu mereka juga karena bisa jadi Anda diblok atau di-blacklist kwakkawkwak…

Kecuali Anda sejago Muhammad “inYourdreaM” Rizky di Dota 2 ataupun Hansel “BnTeT” Ferdinand di CS:GO, peluang Anda lebih besar jika Anda punya lebih banyak kenalan — selain juga punya skill tentunya.

4. Melakukan live streaming

Sumber: Liquipedia
Sumber: Liquipedia

Apabila Anda sudah memiliki kemampuan yang dibutuhkan untuk bersaing di dunia kompetitif esports dan memiliki tier rank tertinggi di game yang Anda mainkan, cara yang tidak kalah efektif untuk menarik perhatian adalah melakukan live streaming. Daftarkan diri Anda di platform live streaming seperti Youtube Gaming, Facebook Gaming atau Nimo TV. Dengan begini, semakin banyak orang akan melihat kemampuan Anda dalam bermain game.

Kalaupun Anda tidak berhasil untuk di-notice oleh tim profesional, setidaknya Anda bisa melanjutkan karir Anda menjadi seorang live-streamer. Ada beberapa contoh live-streamer yang menjadi pemain esports profesional, seperti Alex “Entruv” Prawira yang sekarang menjadi pelatih PUBGM dan Free Fire untuk tim Aura Esports.

5. Mengikuti akademi esports

Sumber: Revival TV
Sumber: Revival TV

Beberapa tim esports profesional menggelar akademi esports sendiri. Contohnya RRQ Academy PUBGM dari tim Rex Regum Qeon. Di RRQ Academy PUBGM, pemain akan dilatih oleh para pemain dan pelatih RRQ divisi PUBGM yaitu Michael “StMichael” Chandra. Kesempatan ini sangat berharga bagi para pemain amatir karena Anda akan dilatih oleh para tokoh-toko profesional dan berkesempatan untuk masuk dalam organisasi esports menjadi pemain profesional.

Apabila Anda sudah diberikan penawaran untuk bergabung dengan tim esports profesional, biasanya akan dilakukan masa percobaan atau try out. Masa percobaan ini biasanya akan memakan waktu berbulan-bulan untuk melihat kecocokan permainan dengan tim yang sudah ada.

Jangan lupa akan ada sesi wawancara juga. Karena, sebagai pemain profesional, penilaiannya tidak hanya soal kemampuan bermain tetapi juga soal perilaku di depan para pelaku industri esports Indonesia. Apakah kalian memang pantas berlaku dan bermental layaknya seorang pemain profesional? Kedisiplinan merupakan hal yang sangat penting untuk menjadi yang terbaik. Dikutip dari TechRadar, pemain professional dari Gen.G Esports Korea harus berlatih selama 15 jam per hari.

Akhirnya

Karena menjadi pemain esports profesional adalah sebuah pekerjaan, jangan anggap Anda hanya akan bersenang-senang di sini. Jadi pemain pro itu memang seperti profesi lainnya yang menuntut tanggung jawab, kemauan belajar, dan kemampuan untuk bisa bekerja sama dengan rekan-rekan Anda.

Jika Anda memang sudah punya kemampuan, 5 hal tadi bisa Anda gunakan sebagai jalur untuk menuju ke tingkat profesional. Namun demikian, jika Anda masih belum punya kemampuannya, ada baiknya Anda mengasahnya terlebih dahulu.

 

Harrisburg University Buka Jurusan Sarjana Esports

Harrisburg University yang berlokasi di Pennsylvania memang kampus yang sangat aktif menjalankan kegiatan esports. Pasalnya, mereka memulai kegiatan esports dari tahun 2018 dengan mendirikan tim esports kampusnya dan memiliki esports arena sendiri. Tim kampus Harrisburg University yang bernama HU Storm juga telah memenangkan Collegiate Overwatch National Championship 2019. Harrisburg University menyediakan beasiswa untuk para atlet esports untuk game League of Legends, Overwatch, dan Hearthstone.

Sumber: technical.ly
Sumber: technical.ly

Berlanjut ke tahap selanjutnya, Harrisburg University membuka program sarjana esports di kampusnya. Program sarjana ini mengajarkan mahasiswa untuk menjadi media content creator, event manager, coach, team manager, marketing manager, analyst, dan yang lainnya. Dikutip dari website Harrisburg, program ini bukan tempat latihan menjadi atlet esports tetapi untuk para mahasiswa yang memiliki passion di esports dan ingin memulai karir di industri esports tersebut. Program ini akan dimulai pada tahun 2020 mendatang.

Tidak heran apabila Harrisburg University giat sekali dalam kegiatan esports. Di dalamnya terdapat orang-orang yang berpengalaman dan memiliki passion di esports. Chad “History Teacher” Smeltz merupakan mantan pelatih dan manager dari tim-tim besar League of Legends di Amerika Serikat seperti Immortals dan NRG esports. Chad merupakan lulusan dari Harrisburg University dan memiliki pengalaman mengajar sejarah di sekolah menengah atas di sana. Pada Harrisburg University, Chad berperan sebagai esports Program Director.

Untuk pelatih Overwatch, Harrisburg University menghadirkan Joe “Joemeister” Gramano. Joemeister merupakan mantan pemain professional yang bermain di Overwatch League di bawah tim Philadelphia Fusion dan menjadi perwakilan Kanada untuk Overwatch World Championship 2017.

Joe "Joemeister" Gramano | Sumber: Dotesports
Joe “Joemeister” Gramano | Sumber: Dotesports

Pelatih League of Legends untuk Harrisburg University juga tidak main-main. Mereka menghadirkan Alex “Xpecial” Chu. Mantan pemain professional di North America LCS yang pernah berada di bawah naungan tim Team Liquid dan Team Solo Mid. Ialah yang membawa tim HU Storm meraih juara di Midwest Campus Clash.

Bekerja Sama Dengan Nerd Street Gamers

John Fazio | Sumber: Bizjournals
John Fazio | Sumber: Bizjournals

Nerd Street Gamers adalah penyelenggara acara dan penyedia fasilitas esports yang berbasis di Philadelphia. Nerd Street Gamers akan berperan sebagai partner dan penasihat dari program sarjana esports di Harrisburg University. Dikutip dari website Nerd Street Gamers, John Fazio selaku CEO dari Nerd Street Gamers berkata “program baru dari Harrisburg University akan menciptakan bibit pelaku industri esports yang professional. Membangun infrastruktur di esports bukan hanya menemukan pemain yang berbakat, tetapi juga memberikan sarana bagi mereka yang ingin berpartisipasi dan program edukasi bagi para talenta muda di esports.

 

ONE Esports Singapore Major Dota 2 Telah Diumumkan

Kabar gembira bagi warga Asia Tenggara karena akan ada turnamen Major Dota 2 yang diselenggarakan di Asia Tenggara tahun 2020 nanti. ONE Esports Singapore Major ini adalah turnamen terakhir dari rangkaian turnamen di Dota Pro Circuit musim tahun 2020. Acara ini akan diselenggarakan pada tanggal 20 sampai 28 juni 2020 di Singapore Indoor Stadium.

Singapore Major kali ini sudah ditunggu-tunggu oleh penggemar Dota 2 di Asia Tenggara. Pasalnya, turnamen berkelas Major terakhir kali diadakan di Asia Tenggara adalah Kuala Lumpur Major di akhir tahun 2018 kemarin. Dikutip dari website ONE Esports, mereka mengumumkan Singapore Major di sela-sela media day ONE Esports Dota 2 Singapore World Pro Invitational.

Menjadi yang terakhir dari rangkaian turnamen Dota Pro Circuit, turnamen ini jadi semakin menarik karena tim-tim Dota 2 yang ingin mengumpulkan poin DPC untuk masuk ke The International harus mengeluarkan seluruh kemampuannya di turnamen ini. Total ada 15.000 poin DPC yang akan diperebutkan beserta prizepool sebesar US$1 juta.

Sumber: business-review.eu
Sumber: business-review.eu

Silviu Stroie selaku CEO dari PGL mengatakan, “bekerja sama dengan perusahaan terbaik yang pernah saya temui di Asia, ONE Esports dan PGL akan memberikan pengalaman turnamen Major terbaik lagi di Asia Tenggara.”

ONE Esports sendiri memiliki hubungan dengan ONE Championship yang berdiri sebagai promotor pertandingan olahraga bela diri sejak tahun 2011. Mereka sudah bekerja sama dengan banyak pihak di industri penyiaran seperti ESPN. Bahkan pernah ditulis di Forbes, ONE Championship merupakan media olahraga terbesar di Asia.

Sumber: TribunNews
Sumber: TribunNews

Kerjasama ONE Esports dengan PGL harusnya memberikan kualitas yang layak untuk dinantikan. Pasalnya, PGL bertanggung jawab atas kualitas produksi acara The International dan turnamen-turnamen Major Dota 2.

Selain kerjasama untuk Singapore Major Dota 2 tadi, ONE Esports juga menggelar 2 turnamen dengan skala lebih kecil di Singapura dan Jakarta. One Esports Dota 2 World Pro Invitational Singapore digelar dari tanggal 17-22 Desember 2019 dengan total hadiah sebesar US$500 ribu. Sedangkan untuk ONE Esports Dota 2 World Pro Invitational Jakarta, acara ini akan digelar pada tanggal 17-19 April 2020 dengan total hadiah yang sama dengan yang sebelumnya.

Valve Umumkan Tanggal The International 2020 Stockholm

Tanggal pasti acara The International 2020 yang akan diadakan di Stockholm telah diumumkan. Sama seperti The International tahun-tahun sebelumnya, The International 2020 akan dilangsungkan pada pertengahan bulan Agustus. Tepatnya di tanggal 18 sampai 23 Agustus 2020. Dengan diumumkannya tanggal pasti The International, lengkap sudah susunan tanggal gelaran Dota Pro Circuit sepanjang musim 2019/2020.

Sumber: Facebook Wykrhm Reddy
Sumber: Facebook Wykrhm Reddy

Susunan Turnamen Dota 2 Pro Circuit 2019/2020

  • November 7-10,2019. Dota Summit 11. 660 DPC Points
  • November 16-24, 2019. MDL Chengdu Major. 15.000 DPC Points
  • Januari 9-12, 2020. WePlay! Bukavel Minor 2020. 660 DPC Points
  • Januari 18-26, 2020. DreamLeague Leipzig Major. 15.000 DPC Points
  • Maret 3-7, 2020. Minor Event. 660 DPC Points
  • Maret 15-22,2020. ESL One Los Angeles 2020. 15.000 DPC Points
  • April 22-26, 2020. Minor Event. 660 DPC Points
  • May 2-10, 2020. Major Event. 15.000 DPC Points
  • Juni 19-13, 2020. Minor Event. 660 DPC Points
  • Juni 20-28, 2020. ONE Esports Singapore Major. 15.000 DPC Points

The International adalah penghujung rangkaian acara Dota Pro Circuit. Setiap tahun, para tim professional beradu di turnamen Major dan Minor untuk mengumpulkan sebanyak-banyaknya poin DPC. Pasalnya, hanya 12 tim yang memiliki poin DPC terbanyak yang berhak mengamankan slot ke The international.

Sumber: Kincir.com
Sumber: Kincir.com

Jalur lain yang dapat ditempuh oleh tim professional untuk mengikuti The International adalah melalui kualifikasi regional. Valve membagi kualifikasinya ke enam region, Amerika Utara, Amerika Selatan, Asia Tenggara, Eropa, Tiongkok, dan CISMasing-masing region hanya mendapatkan 1 tempat untuk melaju ke The International. Kualifikasi regional ini tidak kalah seru dibandingkan event Major dan Minor. Bagi penggemar Dota 2 di Indonesia, kualifikasi regional ini memang ditunggu-tunggu. Pasalnya, akan ada banyak tim Dota 2 asal Indonesia yang akan bertanding di kualifikasi regional Asia Tenggara.

Tim Dota 2 Indonesia di Kualifikasi The International

Sudah banyak tim Dota 2 asal Indonesia yang berjuang di kualifikasi regional Asia Tenggara untuk masuk ke The International. Hanya segelintir tim Indonesia yang berhasil mencapai babak main event kualifikasi tersebut. Sejak tahun 2014, hanya ada total 3 tim asal Indonesia yang berhasil melaju ke main event Southeast Asia Qualifier. Rex Regum Qeon pada tahun 2014 berhasil melaju ke babak main event. Waktu itu Rex Regum Qeon masih berisikan Albert “DonXwaN” Dick Ludong, Farand “KoaLa” Kowara, Jeffry “Gehenna” Martin Suhendra, Azam “NFR” Aljabar Nafari, Muhammad “bubu” Damar. Tetapi Rex Regum Qeon harus puas di peringkat ke-8 dari grup dan gagal melaju ke The International 2014.

Pada tahun 2018, BOOM Esports mewakili Indonesia di main event kualifikasi Asia Tenggara untuk The International 2018. BOOM Esports saat itu diperkuat oleh Saieful “Fbz” Ilham, Randy Muhammad “Dreamocel” Sapoetra, Dolly “SaintDeLucaz” Van Pello, Tri “Jhocam” Kuncoro, dan Alfi “Khezcute” Nelphyana. Di tahun Tersebut, ada pemain Indonesia yang lain. Muhammad “inYourdreaM” Rizky dan Kenny “Xepher” Deo bermain bersama TNC Tigers yang berisikan pemain yang berasal dari banyak negara.

Sumber: Twitter @dotasltv
Sumber: Hybrid.co.id

Berbeda dari tahun-tahun sebelumnya, tahun 2019 ada dua tim Dota 2 asal Indonesia yang bermain di main event Southeast Asia qualifier untuk The International 2019. Ada BOOM Esports yang sedikit berganti roster, yaitu berisikan Dreamocel, Rafli Fathur “Mikoto” Rahman, Fbz, Jhocam dan Khezcute. EVOS Esports juga melaju ke babak ini dengan pemain inYourdreaM, Usep “Facehugger” Satiawan, Adit “Aville” Rosenda, Indra Vlaicu Utama dan Matthew Whitemon Filemon.

Memang sampai saat ini, masih belum ada tim atau perwakilan pemain dari Indonesia yang berhasil melaju ke The International. Tetapi kita memiliki beberapa pemain asal Indonesia yang sedang bersinar di kancah internasional. Dan memiliki kesempatan untuk melaju ke The International tahun 2020.

Kenny “Xepher” Deo pemain asal Indonesia yang sekarang membela tim Geek Fam asal Malaysia terbilang cukup sukses berkarir di luar sana. Geek Fam Dota 2 berhasil melaju ke turnamen Minor Dota Summit 11 dan mencapai posisi ke-5 di turnamen tersebut.

Andrew "Drew" Halim | Sumber: Facebook Reality Rift Dota 2
Andrew “Drew” Halim | Sumber: Facebook Reality Rift Dota 2

Andrew “Drew” Halim yang sempat membela EVOS Esports berhasil masuk ke turnamen Major DreamLeague Leipzig Major bersama tim yang ia bela yaitu Reality Rift melalui jalur kualifikasi Asia Tenggara. Drew sempat membuat geger komunitas Dota 2 di Indonesia karena permainannya ketika bermain di tim Reality Rift. Pasalnya, Drew belum memiliki track record pertandingan profesional yang panjang. Namun demikian, hal ini merupakan angin segar untuk komunitas Dota 2 Indonesia melihat pemain baru untuk mereka bela nanti.

Menurut saya, masih sangat banyak kesempatan bagi tim atau pemain asal Indonesia untuk melaju ke The International 2020. Selain masih panjangnya musim Dota Pro Circuit 2019/2020, masih panjang juga waktu yang bisa dipakai oleh mereka guna mengasah kemampuan untuk bersiap menghadapi turnamen-turnamen yang akan datang.

[Guest Post] Bagaimana Saya Memulai EVOS Esports | Evolving EVOS #1

Semua bermula dari satu keyakinan. 

“Untuk mengubah mimpi jadi kenyataan dan untuk memberikan inspirasi bagi generasi masa depan”. 

Saat ini, EVOS Esports telah memilki 15 tim di lebih dari 5 negara, namun semuanya bisa berakhir dengan sangat berbeda.

Saya memang jarang berbicara tentang kisah personal saya sendiri, namun akan menjadi sebuah ide yang cukup baik untuk membuat artikel berseri tentang bagaimana EVOS berdiri. Catatan ini juga untuk merekam perjalanan saya selama ini di dunia esports.

No alt text provided for this image

 

Mari kita mulai dengan latar belakang saya sendiri 

Ketika memulai EVOS, saya sama sekali tidak memiliki pengetahuan tentang esports. Latar belakang saya adalah pernah memiliki pengalaman di bisnis FnB ketika mendirikan restoran di Kamboja, serta pernah bekerja di perusahaan keluarga yang memiliki fokus pada investasi real estate, startups dan perusahaan finansial. Jadi Anda bisa melihat sendiri, bahwa esports sama sekali bukan bidang saya. 

Jangan salah paham, saya suka bermain game. Saya bermain DOTA ketika ada waktu dan selalu menjadi penonton The International. Saya suka menonton kompetisi, ada sesuatu yang muncul ketika menonton pertandingan yang kompetitif. Dan akhirnya sampai pada suatu waktu, saya menjentikkan jari dan berkata pada diri saya sendiri, lakukan saja.

Credit: Reddit user u/GeryllAnthony

 

Langkah Pertama 

Langkah pertama agar semua bisa berjalan dengan benar adalah memilih titik awal untuk mulai. 

Meski saya warga negara Singapura, namun, waktu itu potensi pasar di negara ini tidak ada. Di sisi lain, Indonesia adalah pasar yang potensial untuk esports. Peluangnya ada, saya hanya tinggal mengolahnya.

Seperti yang saya sebutkan di awal, saya sama sekali tidak memiliki pengetahuan tentang esports. Jadi, langkah awal yang harus dilakukan adalah mempelajari industrinya. Tidak ada buku panduan untuk belajar esports, harus dengan mencoba secara langsung. Dan saya mendapatkan ide, mengapa tidak menggelar liga profesional untuk permainan DOTA di Indonesia – dan jadilah AES Pro League. Dengan cara ini saya bisa mempelajari tentang esports sekaligus mempelajari tentang pasar Indonesia. Killing two birds with one stone.”

Created the AES Pro League to Explore Esports in Indonesia

 

Melakukan penyesuaian 

Setelah menjalankan liga selama dua musim, saya sadar bawah kompetisi tidak akan berhasil, tidak ada banyak ROI di sana. Namun saya menyadari potensi esports telah ada. Saya memutuskan untuk mengubah haluan dan mendirikan tim. Mencoba untuk melakukan pendekatan berbeda untuk tap in ke pasar. 

Meskipun kompetisi yang saya jalankan tidak berhasil, ada satu hal positif yang saya dapatkan. Saya bisa membentuk tim pertama saya dari pengalaman tersebut, namanya Majapahit Esports. Tim tersebut bisa mendapatkan posisi 3 di AES Pro League, dan saya melihat peluang untuk mengeksplorasi lebih dalam perihal tim esports ini. Akhirnya saya terjun ke sana, karena pada dasarnya saya hanya membutuhkan sebuah tempat untuk memulai. 

Saya memulai dengan sederhana, memberikan anggota tim gaji bulanan untuk operasional dan mendirikan gaming house untuk tim tersebut, pertama di Indonesia. Tujuan utama waktu itu adalah memberikan gambaran pada tim bahwa saya peduli dengan mereka, selain itu saya juga ingin masuk ke ekosistem esports dan membangun sebuah brand.

Namun sebelum itu saya harus memikirkan sebuah nama untuk tim. Majapahit bukanlah nama yang gampang diingat. Lalu saya berpikir untuk melihat value saya sendiri dan apa yang saya percaya, saya ingin mengembangkan (evolve) ekosistem esports di Asia Tenggara dan membuatnya semakin besar. 

Evolve. EVOS. Begitulah, semua berawal dari sana. 

Auman pertama

Proyek AES Pro League kami (saya dan mitra) putuskan untuk dilanjutkan 1 musim lagi karena sebuah alasan, memberikan tim saya sebuah platform untuk bertumbuh dan bermain dengan tim lain. Mengasah kemampuan mereka dengan mengikuti kompetisi secara rutin. Sementara hal ini berjalan, saya ingin membangun tim ini secara lebih dan mengembangkan kehadiran media sosial mereka. Menjadi pemenang di sebuah kompetisi adalah penting tetapi membangun pengaruh adalah prioritas sejak awal. 

Saya mulai mendorong tim untuk lebih banyak membuat konten, memberikan saluran bagi fans untuk berinteraksi dengan EVOS. Secara mendasar, esports adalah sebuah bisnis hiburan. Orang ingin menonton pertandingan untuk terhibur, menonton permainan seru dan momen epik. 

Langkah pertama adalah membuat orang mengenal media sosial EVOS di manapun. Facebook, Instagram dan YouTube. Saya merekrut karyawan untuk membuat cuplikan dari setiap pertandingan tim kami dan juga membuat vlog untuk mendokumentasikan perjalanan offline tim, apapun yang bisa memberikan tontonan bagi fans EVOS.

Sementara konten yang kami miliki berkembang, tim kami pun berhasil menjadi pemenang di banyak pertandingan. Pondasi yang telah saya bangun memberi dampak, dan setelah latihan yang rutin dan tanding lawan tim lain (sparing), akhirnya tim EVOS bisa menjadi pemenang di beberapa turnamen DOTA lokal, dan yang paling utama adalah mengalahkan tim MVP Phoenix dari Korea.

Itu adalah sebuah titik balik. Sepercik harapan muncul. Harapan. Bahwa tim asal Indonesia bisa bertanding dengan tim terbaik lainnya. Waktu itu ada anggapan yang salah bahwa Indonesia tidak memiliki pemain yang bagus, namun tiba-tiba semua orang jadi memperhatikan. Dari sana kami mulai bisa mendapatkan sponsor, NVIDIA, Digital Alliance, LG dan sponsor non-endemic pertama kami Go-Jek. Saya akan selalu ingat tanggalnya, 20 November 2016. Hari itu adalah momen saat EVOS Esports benar-benar lahir

Tim kami bisa mengalahkan tim unggulan (top tier) DOTA 2, EVOS juga diundang ke kualifikasi regional. Semua berjalan secara baik tetapi saya merasa EVOS bisa melakukan lebih. Saya ingin melakukan ekspansi, dan saya melihat ada peluang. 

Bersambung di artikel berikutnya.

Tulisan berseri ini adalah tulisan tamu dan ditulis oleh Ivan Yeo – Chief Executive Officer dan co-founder EVOS Esports. Tulisan asli dalam bahasa Inggris pertama kali dimuat di laman LinkedIn Ivan Yeo. Publikasi dan terjemahan dilakukan tim Hybrid dan telah mendapatkan izin penulis.

2 Organisasi Esports Indonesia Bubarkan Divisi CS:GO, Bagaimana Peluangnya di 2019?

Game first-person shooter terbilang punya kelebihannya tersendiri untuk jadi esports. Mengapa? Salah satunya, karena jenis game ini yang bisa dikatakan mudah untuk dipahami bahkan oleh orang awam sekalipun. Hal tersebut mungkin bisa dibilang jadi alasan kenapa esports CS:GO bisa bertahan lama menjadi tayangan esports.

Sayangnya, di Indonesia, hal ini mungkin tidak berlaku. Setelah Team Capcorn bubarkan divisi CS:GO mereka, belakangan The Prime juga turut melepas divisi esports FPS tertua ini.

Kehadiran IESPL yang membawa CS:GO sebagai salah satu cabang kompetisi, sayangnya kurang berhasil kembali meningkatkan popularitas esports ini di Indonesia. Saat pertama kali CS:GO diumumkan sebagai salah satu cabang yang diperlombakan di IESPL Battle of Friday, banyak tim memang beramai-ramai membuat tim CS:GO baru. Namun, melihat perkembangan esports CS:GO di Indonesia sendiri, beberapa pemerhatinya pun memang memiliki kekhawatiran bahwa hal tersebut hanya tren sesaat – yang akan dibubarkan selepas liganya selesai.

Menariknya, CS:GO sendiri sebenarnya masih cukup ramai di tingkatan internasional. Berhubung kompetisi IEM Katowice Major sedang masuk dalam fase Legends Stage serta jelang major CS:GO selanjutnya yaitu StarLadder Berlin Major, mari kita telisik kabar esports CS:GO dengan melihat jumlah penonton Major sebelumnya.

Sumber:
Sumber: Twitter @IEM

Menurut catatan Esports Charts ternyata FaceIT Major: London 2018 sudah ditonton 57.903.514 kali, dengan jumlah penonton terbanyak pada saat bersamaan adalah 1.084.126 penonton. Namun mengutip data rangkuman esports CSGO di tahun 2018, FaceIT Major: London ternyata bukan merupakan Major tersukses sepanjang tahun 2018.

Tahta tersebut dipegang oleh ELEAGUE Boston Major 2018, yang sudah ditonton 64.891.532 kali, dengan jumlah penonton terbanyak pada saat bersamaan adalah 1.847.542 penonton

Ketika itu Hansel “BnTeT” Ferdinand dan Kevin “Xccurate” Sutanto berhasil menjadi orang Indonesia pertama yang sampai ke fase Major. Sayang Team Tyloo gagal lolos ke fase berikutnya dan harus berhenti di peringkat 12. Kompetisi ini pada akhirnya dimenangkan oleh salah satu tim yang memang terkenal kuat di jagat kompetitif CS:GO, Astralis.

Sumber:
Hansel “BnTeT” Ferdinand, pemain kebanggan Indonesia yang go internasional bermain bersama tim Tyloo. Sumber: HLTV

Dari data-data tersebut ada satu hal yang bisa kita simpulkan, yaitu industri esports CS:GO masih cukup menjanjikan secara global. Lalu bagaimana untuk di Indonesia? Jawabannya sudah bisa Anda tebak, yaitu kenyataan pahit bahwa esports PC, terutama CS:GO yang bisa dibilang sedang dalam keadaan setengah mati.

Menariknya, dalam perbincangan kami bersama perwakilan ESL Asia Pacific, mereka mengatakan akan menggarap CS:GO di Indonesia di waktu mendatang. ESL sendiri memang boleh dibilang sebagai salah satu penggiat esports CS:GO yang paling aktif di dunia. Meski begitu, ada sebuah kekhawatiran bahwa ESL akan mengurungkan minat tersebut di Indonesia mengingat CS:GO penuh dengan ‘kekerasan’ soal tembak menembak dan senjata api.

Belum lagi, ada juga kekhawatiran bahwa game ini bisa jadi tak mampu mendatangkan sponsor karena melihat kondisinya sekarang. Satu hal yang pasti, jika berbicara soal angka, sebenarnya pemain CS:GO di Indonesia juga tidak bisa dibilang sedikit. Namun demikian, jumlah penonton yang mau menonton pertandingan lokal (streaming) hingga datang ke venue kompetisi memang mungkin perlu dikaji ulang.

Akhirnya, apakah akan lebih banyak lagi organisasi esports Indonesia yang akan membubarkan divisi CS:GO mereka? Apakah ESL jadi menggarap CS:GO di waktu mendatang jika melihat kenyataan tadi?

Memperkenalkan Dua Inovasi Terbaru Kami Tahun ini: Hybrid dan Orchestra

Di Dailysocial, kami percaya bahwa produk teknologi yang sesungguhnya tidak akan pernah habis, bahwa inovasi berkelanjutan adalah sebuah pencapaian. Kami merayakan hari jadi ke-10 tahun kemarin, hal itu membuat kami menilik lagi perjalanan selama satu dekade ini dan akan diarahkan kemana selanjutnya.

Telah menjadi sebuah kepercayaan bagaimana perusahaan teknologi membangun produk dan inisiatif adalah dengan pendekatan dari bawah ke atas, bukan sebaliknya. Ide-ide produk sudah sewajarnya lahir dari tim dengan cara berpikir alami berbasis solusi, di mana kita mempertanyakan: “Apa jalan terbaik untuk menyelesaikan masalah pasar?”.

Kami telah bertumbuh dalam jumlah, pendapatan, dan jangkauan produk, menggunakan pendekatan ini. Hal ini akan terus berlanjut, sampai masanya kami menemukan cara lain untuk membangun solusi yang lebih baik dalam pasar.

Dengan bangga, kami mengenalkan dua produk inovasi terbaru, berawal dari “small hack” kemudian menghasilkan: Hybrid.co.id and Orchestra.

Hybrid.co.id

Ketika memulai DailySocial di 2008, ekonomi internet belum seperti saat ini. Hanya ada sekumpulan teknisi culun dengan proyeknya, bermimpi menjadi Google atau Apple berikutnya. Beranjak 10 tahun, proyek ini pun berkembang menjadi perusahaan, sebuah industri dan kini ekonomi mandiri. Kami melihat hal itu terjadi juga dalam esports. Tentunya, kamu bukan sekedar meluncurkan perusahaan media tentang game dan kompetisi. Di sini juga menampilkan esports sebagai sebuah ekosistem, dari perspektif industri dan organisme yang terus bertumbuh.

Patut diperhatikan bahwa Hybrid.co.id bukan hanya sekedar media. Kami adalah ekosistem hub. Bukan hanya meng-cover berita, namun menciptakannya. Bukan sekedar menulis di industri ini, melainkan menggerakkannya lebih maju.

Jika kamu berminat dalam ekosistem dan perspektif industri esports di Indonesia, kamu harus mengunjungi Hybrid.co.id. Tujuan kami adalah menghadirkan konten berkualitas tentang ekosistem esports Indonesia beserta entitas di dalamnya, pergerakannya, perkembangannya, serta menjadi penghubung semua entitas untuk mencipta dan berkolaborasi.

>> Visit Hybrid.co.id

Orchestra

Bagi kebanyakan rekan di industri teknologi, cara DailySocial mencari uang adalah sebuah misteri. Kami tidak menyertakan iklan di situs, tetapi berhasi membangun tim, pendapatan, dan tetap menghasilkan selama 4 tahun berturut-turut tanpa investasi yang gerilya. Dalam 3 tahun terakhir, kami sedang memfokuskan sumber daya untuk membantu klien korporat dengan transformasi digital mereka sebagai bagian dari upaya inovasi perusahaan. Bisnis berjalan lancar!

Kami telah melakukan ini berulang kali, untuk banyak klien di berbagai industri. Bagian yang luar biasa adalah, kami mendapat kesempatan untuk belajar mengenai masalah dalam proses inovasi korporat, kemudian melihat begitu banyak yang krusial, berulang, terhambat, bahkan tidak penting sama sekali. Semua ilmu, kami bangun menjadi platform teknologi untuk membantu mempercepat prosesnnya.

Setelah mengalami berbagai iterasi, membantu puluhan klien korporat dari sektor finansial, F&B dan FMCG tahun sebelumnya, kami merasa siap untuk memperkenalkan platform ini pada dunia dan membantu menyelesaikan lebih banyak masalah dalam transformasi digital dan ruang inovasi korporat.

Platform ini disebut Orchestra. Secara filosofis, layaknya orkestra, inovasi korporat mencakup beragam fungsi yang bekerja selaras gerakan maestro, walaupun memainkan nada yang berbeda tetap menghasilkan harmoni yang memanjakan telinga. Orchestra, adalah platform untuk membantu korporat dalam: inkubasi ide-ide inovasi (dalam dan luar) dan menghubungkan dengan ekosistem (startup, pendiri, teknisi, ilmuwan data).

Kami juga memiliki dasbor untuk eksekutif pengambil keputusan yang akan melihat proses keseluruhan secara real time, dasbor yang kami sebut Maestro.

Jika kamu ingin tau lebih lanjut tentang Orchestra, sampaikan saja ke email saya (rama at dailysocial dot id). Mari berbincang!


Kami sangat antusias dalam meluncurkan inovasi terbaru ini, dan menantikan kolaborasi selanjutnya dengan seluruh ekosistem dalam pergerakan industri teknologi yang dinamis.

Artikel ini pertama kali terbit dalam Bahasa Inggris dan diterjemahkan oleh Kristin Siagian