Introducing Our Two New Endeavor This Year: Hybrid and Orchestra

Here at DailySocial, we believe that the true technology product is never finished, and that innovation iteration is a continuous pursuit. We celebrated our 10 years anniversary late last year, and it really got us thinking on our journey the last decade and where we are going for the next.

It has been our belief that the way tech companies build products and initiatives should rely on bottom-up approach, rather than top-down. Product ideas should come from our team in an organic way of solution-based thinking, where we ask the question: “What is the best way to help solve our market’s problem(s)?”.

We’ve multiple in size, revenue and product reach, based on that same approach. And we continue to do so, at least until we find a better way to build a better solution for our market.

So, I’m proud to announce two of our latest endeavor technology products that started out as a small hack and yield great results: Hybrid.co.id and Orchestra.

Hybrid.co.id

When we started DailySocial in 2008, there were no internet economy. There were just a bunch of crazy tech nerds with their projects, dreaming of becoming the next Google or Apple. Fast forward 10 years later, those projects evolved into a company, an industry and now its own economy. We see the same thing happening for esports. And of course we weren’t just launching another media company talking about games and competitions. We cover the esports as an ecosystem, from industry perspective and an ever-growing organism of its own.

Please keep in mind that Hybrid.co.id is more than just a media. We’re an ecosystem hub. We don’t just cover the news, we make the news. We don’t just write about the industry, we move the industry forward.

If you’re interested in the ecosystem and industry perspective of esports in Indonesia, you want to check out Hybrid.co.id. Our goal is to deliver great quality content about Indonesia’s esports ecosystem and all its entities within, its movement, its progress and becoming a hub for all entities to create and collaborate.

>> Visit hybrid.co.id

Orchestra

For many of our friends in the tech industry, how DailySocial makes money has been a mystery. We have no ads on our website, but somehow we managed to grow our team, our revenue and stay profitable for 4 years straight without taking a lot of investment money. For the past 3 years or so, we’ve been focusing our resource on helping corporate clients with their digital transformation as a part of their corporate innovation effort. And business has been great!

We’ve been doing this a lot, for many different clients from different industries. But the awesome part is, we get to learn about the problems of corporate innovation process therefore see that there process that are crucial, repeatable, bloated and which process that aren’t necessary at all. All these learning from helping our clients, we started building a technology platform to help accelerate the process.

After numerous iterations, and helping more than 10+ corporate clients from financial sector, F&B and FMCG the past year, we feel that we’re ready to announce this platform to the world and help solve more problems in the digital transformation and corporate innovation space.

We call this platform, Orchestra. Philosophically, just like an orchestra, corporate innovation is a lot of different functions working in alignment with the maestro, although playing different tunes and notes produces an amazing harmony flattering to the senses. Orchestra, is essentially a platform to help corporate to: incubate innovation ideas (internally and externally) and to connect with innovation ecosystem (startups, founders, engineers, data scientists).

We also have a dashboard for executive decision maker that will oversee the whole process in real time, a dashboard we rightfully call Maestro.

If you want to know more about Orchestra, shoot me an email (rama at dailysocial dot id) and let’s talk!


We are super excited to have launch these new endeavors, and we look forward in working with the rest of the ecosystem in moving the technology industry forward and upward.

Tips Esensial Untuk Caster Esports Pemula dari Para Pro

“Semua akan esports pada waktunya”, begitulah moto yang belakangan terus diulang oleh editor-in-chief kami. Melihat lebih jauh, ranah olahraga elektronik bukan hanya sekadar soal bermain game, tapi juga membuka banyak peluang bisnis lain. Ia memberi kita kesempatan buat jadi pengelola event, manager tim, pelatih, hingga shoutcaster. Dalam pelaksanaannya, acara esports tak akan lengkap tanpa mereka.

Sebelum perhelatan Legion of Champions Series III 2019 dibuka di Bangkok minggu lalu, Lenovo dan Intel terlebih dulu mengundang tiga orang shoutcaster berpengalaman untuk berbagi tip serta masukan bagi Anda yang menaruh minat di ranah shoutcasting atau berkeinginan menjadi komentator esports profesional. Trio caster Ino ‘Amplifire’ Barreiro, Darwell ‘Asurai’ Llerena, dan Theo ‘Arctikuno’ Rodriguez juga ditunjuk sebagai analis sekaligus host LoC 2019 selama tiga hari.

LOC 3 10

 

Siapa mereka?

Sebelum meniti karier sebagai caster pro, ketiga pemuda itu punya latar belakang, minat, serta menempuh pendidikan berbeda. Namun mereka memiliki satu kesamaan: mereka mencintai gaming. Amplifire mulai menikmati permainan video sejak berusia tiga tahun, Asurai telah mencicipi begitu banyak genre permainan, sedangkan Arctikuno turut berpelangaman mengelola game center pernah jadi manager tim esports.

LOC 3 1

Ketiga shoutcaster berasal dari Filipina, dan satu aspek paling menonjol dari negara ini adalah, sebagian besar penduduknya mampu berbahasa Inggris dengan fasih. Selain reputasi dan pengalaman mereka, inilah alasan mengapa Amplifire, Asurai dan Arctikuno dipilih untuk jadi host dan komentator versi stream Inggris di kompetisi Legion of Champions 2019. Melengkapi bahasa Inggris, shoutcast juga disajikan dalam bahasa Thailand serta Korea.

LOC 3 8

Kemahiran berbasa Inggris memang jadi keunggulan, tapi juga sempat membuat para caster ini bingung. Karena berasal dari Filipina, banyak orang meminta mereka memandu permainan dalam bahasa Tagalog, khususnya buat turnamen-turnamen lokal. Namun akhirnya mereka memutuskan untuk tetap menggunakan bahasa Inggris.

 

Tip untuk jadi caster yang lebih baik

Presentasi dibuka oleh Amplifire dan dialihkan ke Arctikuno untuk menjelaskan apa saja yang bisa kita lakukan saat ingin mulai menggeluti bidang shoutcasting.

1. Cari cara untuk berlatih. Sebelum jadi caster profesional, Arctikuno mengaku bahwa dirinya ialah seorang introvert. Ia tak membayangkan dapat berdiri di atas panggung seperti sekarang. Yang Arctikuno lakukan buat latihan adalah menyaksikan dan mendengarkan komentator lain bekerja, lalu ia akan mencoba meniru mereka.

2. Bergabung dalam komunitas. Saat ini memang tidak banyak ada grup yang secara eksklusif diisi oleh caster, tetapi Anda bisa masuk dalam komunitas gaming berbeda di jejaring sosial. Dengan bergabung di sana, ada banyak hal dapat dipelajari, dan kita juga akan selalu up-to-date terhadap situasi di ranah gaming.

LOC 3 3

3. Rekam suara Anda, kemudian dengarkan. Umumnya kita tidak menyukai versi rekaman suara diri sendiri. Namun dengan begini, kita bisa mulai ‘memakluminya’ serta segera menyadari jika ada kekurangan. Misalnya, boleh jadi ternyata volume suara kita terlalu kecil atau kita berbicara terlalu buru-buru. Cara ini turut memudahkan kita menemukan karakter unik diri.

4. Unggah sampel-sampel itu ke platform video, misalnya YouTube atau Facebook. Arctikuno menyampaikan bahwa cara mengomentari dan jadi shoutcaster satu game akan berbeda dari permainan lain. Itu sebabnya rekaman kita harus mudah diakses dan ditunjukkan ke penyelenggara event, supaya mereka bisa mengetahui apakah Anda merupakan talenta yang tepat buat turnamen mereka atau bukan.

LOC 3 2

5. Dengarkan dan pelajari bagaimana caster pro beraksi. Metode ini sangat efektif buat meningkatkan kualitas shoutcasting Anda. Kita juga disarankan untuk mengenal lebih banyak caster profesional, karena lewat cara ini, kita dapat mempelajari metode serta proses mereka berlatih. Contoh praktisnya, seorang shoutcaster lama-lama akan terdengar membosankan jika ia hanya fokus pada pertandingan. Ia setidaknya perlu mengetahui latar belakang pemain, atau perjalanan tim dalam mencapai di babak itu, sehingga pembahasan jadi lebih bervariasi.

6. Jalin hubungan baik dengan liga lokal. Merupakan aspek paling krusial, teruma bagi para caster freelance, karena mayoritas kesempatan tidak datang sendiri. Kita-lah yang harus proaktif, dan liga lokal ialah tempat terbaik untuk jadi batu lompatan.

LOC 3 6

 

Di sesi berikutnya, Asurai memaparkan kesalahan-kesalahan umum yang sering dilakukan oleh para caster. Dengan mengetahui hal-hal ini, kita bisa lebih mudah menghindarinya.

1. Mencoba mengubah karakter Anda dengan terlalu meniru orang lain. Menurut Asurai, jadi diri sendiri membuat penampilan kita lebih natural.

2. Terlalu bersemangat. Memang ada saatnya caster perlu menyemarakkan suasana, terutama ketika sedang terjadi momen menegangkan di permainan, namun kita tetap harus bisa menjaga diri dan menyadari kapan intonasi tinggi dibutuhkan.

LOC 3 5

3. Terlalu banyak menyampaikan informasi. Caster disarankan untuk tidak memberikan terlalu banyak info dalam satu waktu. Kita perlu menyaring informasi-informasi apa saja yang relevan diungkapkan saat itu. Lalu sang shoutcaster juga perlu fokus, jangan sampai sewaktu kamera sedang di arahkan di lokasi A tapi Anda malah membahas kejadian di titik B.

4. Terlampau mendominasi panggung, terutama saat casting dalam grup. Anda harus memberikan rekan lain kesempatan untuk berbicara dan berekspresi. Dengan saling berbagi, panggung jadi lebih berwarna.

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5. Menanggapi masukan atau kritik orang lain secara personal. Saran dan kritik memang bermanfaat, tapi kita juga harus sadar bahwa tak semua orang setuju dengan pilihan dan keputusan kita. Perbedaanlah yang membuat diri Anda unik.

6. Kurang persiapan. Jika, misalnya Anda diberi kesempatan buat jadi caster pertandingan Dota 2, tentu saja Anda sebaiknya mengetahui segala hal yang terjadi sejauh ini, apakah ada update yang memengaruhi permainan, dan lain sebagainya.

7. Berpuas diri dan menutup ruang buat belajar. Akan selalu ada orang yang lebih baik dari Anda, dan jangan pernah berpuas diri karena Anda merasa jadi yang paling berkompeten di bidang itu. Selalu ada hal baru yang dapat dipelajari.

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Selamat mencoba!

A Long Pass from Liga1PES Working on PES Esports in Indonesia

After we talked about fighting game’s world in Indonesia with Advance Guard several times ago, in this opportunity, we’d like to talk about another esports that can be said as minority as well, Pro Evolution Soccer.

I have invited Liga1PES Founder Valentinus Sanusi to have a talk over a coffee with us. Liga1PES is the biggest PES community in Indonesia becoming a place for gamers of KONAMI football games to gather.

PES Esports State in Indonesia

To begin, I asked about the state of PES esports’ ecosystem in Indonesia. “It’s almost every week that the community at PS (PlayStation) rental place set up a competition of PES or as it’s once known as Winning Eleven,” answered Valentinus.

“From what they’re doing, we as Liga1PES representative see that they don’t have any proper place and management to get a proper competition done. That’s why since 2016, we’ve tried to develop a structured national competition system together with the PS rental place and the community,” he added.

Since a long time ago, PES series have always been compared to EA’s FIFA. We can say that both of them now are quite marginalized as the increasing popularity of mobile platform as a preferred platform and MOBA as a preferred genre (followed closely by Battle Royale).

Sumber: Liga1PES
Sumber: Liga1PES

How is the comparison of esports state between FIFA and PES in Indonesia? Before the FIFA fans argue, we’re going to get an answer from Indonesia’s FIFA representative next time.

Valentinus said many things about this. Liga1PES competition has entered its fourth year, and through this competition, they are not only looking for the best PES player at national level but also trying to distribute and provide chances for national players to compete at a higher level like SEA (Southeast Asia) or international competition.

Originally, Liga1PES would like to bring the best Indonesia players to compete at SEA events against other best players from neighboring countries like Malaysia, Vietnam, Thailand, Singapore, and Myanmar.

“In terms of esports, I dare to claim that PES is far way better than FIFA as we already have a routine national scale competition system, interconnected with regional competition, and now we’re working on international competition with European and American community.”

PES Esports Challenges in Indonesia

An interesting thing about Indonesia’s PES is that one could say of it as the best-selling game in its glory day, the era of PS1 and PS2, and most likely PES is the most played game at every rental place in Indonesia. I am sure that most gamers, both PC and consoles, have played, at least once, PES or WE on those days.

However, as technology develops, PES fame began to fade and was replaced by MOBA (Multiplayer Online Battle Arena) that is now still being the most popular esports. PC and consoles are also crushed by Android platform.

How does Valentinus respond to that?

“I think that this doesn’t only happen to PES. Esports itself is a new, fast-growing industry dominated by PC and mobile platform.”

He also added that there were a lot of factors affected PES popularity, and one thing that couldn’t be denied was that mobile market was indeed bigger than consoles.

“Most of Indonesians own at least a phone and can access games easily without TV, and it is the one reason that makes MOBA grow faster. It’s easily accessible.”

Valentinus also said, “It’s not that people are not interested in PES, the game is just lacking of exposure.” The console market itself is more segmented than PC or mobile.

“For instance, RPG fans around the world is bigger in number than MOBA fans but this comparison is not fair and even, just like comparing MOBA with PES.”

Valentinus also believes that PES actually has bigger market potential than other genres, as PES is a football genre and football is the world’s most favorite sport.

That’s why he argued that it would be way easier to invite commoners to watch football game esports than any other genre and it has also been proved as PES esports is growing so fast in Europe and Asia. Some big football clubs even has begun to recruit PES players to represent their club.

“PES esports in Thailand even has been supported by their government and KONAMI will conduct an esports league for Thailand’s football clubs. With this growth, I think the mixed exposure between football and its esports will be a great combination in years to come.”

Sumber: Liga1PES
Sumber: Liga1PES

Various Parties’ Support for PES Community

While it’s lacking of exposure in Indonesia, PES community has gotten many supports from various parties.

Liga1PES having vision to make PES gamers as people’s and gamer community’s role model by providing a place for the community to play PES positively and win achievements both nationally and internationally, according to Valentinus, has gained support from True Digital Plus Indonesia, Telkom Group, and other local partners.

Sumber: Liga1PES
Sumber: Liga1PES

They also have close relation with KONAMI and received official licenses (endorsement and validation) from KONAMI for their tournaments. The PES League Asia 2v2 earlier this year (2018) is one of the examples, as Liga1PES and KONAMI conducted qualification in 7 cities and online as well. They successfully brought Indonesia players to compete in Bangkok, Thailand. At that time, Indonesia became Runner-Up as they’re losing to Japan in final.

Liga1PES was also involved in Asian Games 2018 by conducting PES Party before that huge event started, and it was supported by KONAMI. Liga1PES also became the organizer in a qualification for Indonesia representative in Asian Games 2018.

Valentinus said that they could give direct feedback to KONAMI, both in terms of games and community, esports, or their marketing matters. Mutually, KONAMI is also able to access PES Indonesia community growth via Liga1PES.

“Of course with this relationship we really hope that there would be a concrete action that could be manifested in the community. But it always requires a long, restless process for every policy or program related to KONAMI,” he closed the talk.

That was our brief talk with Valentinus related to PES Indonesia community and Liga1PES.

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

On one side, what he said about football being easily accepted by many people might be right, yet on the other side, football games are not only PES, EA’s FIFA has always been their biggest rival.

Next time I’ll invite FIFA community representative to hear their opinion about the same matters. The real work is not only for the community to get done, KONAMI and EA also need to work more for football game esports growth, including in Indonesia.

I personally would like to see both of them growing big and popular, even the MOBA itself. That’s why, I brought the name of FIFA purposely to provoke KONAMI to invest more in Indonesia before EA does – and vice versa. Hahaha…

Thank you for Valentinus to have spent his time and share his story to us. We hope PES and Liga1PES community would be way stronger in times to come!

Original article is in Indonesian, translated by Kristin Siagian.

Inilah Daftar Para Pemain yang Masuk di FIFA 19 FUT Team of the Year

Kalau harus bertanya game apa yang tidak pernah salah, jawabannya mungkin adalah game sepakbola! Sebagai olahraga paling populer di dunia, game sepak bola bisa dicintai begitu mudahnya oleh mereka para pecinta olahraga sepakbola. Maka dari itu tak heran juga jika FIFA 19 jadi salah satu game sepakbola favorit di kalangan gamer.

Beberapa faktor yang membuat FIFA 19 jadi favorit adalah karena grafisnya yang makin ke sini makin terlihat detil, efek physics yang terasa nyata seperti main sepakbola betulan, dan tentunya tak lupa keseruan dari FUT atau FIFA Ultimate Team. FUT sendiri merupakan mode permainan daring dari FIFA 19. Dalam permainan ini kamu diperkenankan untuk membuat tim kamu sendiri dengan komposisi pemain terbaik dari berbagai belahan dunia.

Sumber: easports.com
Sumber: easports.com

Lalu bagaimana cara mendapatkan dan memasukkan pemain-pemain tersebut ke dalam tim Anda? Tentunya adalah dengan gacha! Dalam FUT, para pemain bola memiliki semacam grade yang berpengaruh kepada performa sang pemain. Baru-baru ini, FIFA 19 juga merilis daftar FUT Team of the Year. Sekumpulan pemain terbaik di dunia nyata, sehingga mereka juga memiliki performa terbaiknya di dalam FUT 19!

Walau memang ada unsur RNG (Random Number Generator) di sana namun performa pemain dalam FIFA FUT 19 ini tidak sembarangan. Dalam FUT Team of the Year ini, pemain dipilih dan dikurasi sedemikian rupa. Pemain yang terpilih menjadi Team of the Year ini harus melewati voting dari para media, para atlitnya sendiri, dan tentunya komunitas EA SPORTS FIFA.

Sebelas pemain FUT 19 Team of the Year pertama pun sudah diumumkan. Pemain ini terdiri dari 3 orang pemain CF, 3 orang pemain MF, 4 orang pemain DEF, dan tentunya 1 pemain GK. Pemilihan Team of the Year ini tak terlekang oleh waktu, jadi kamu bisa melihat nama seperti CR dan Messi, lalu Marcello, dan bahkan De Gea yang bisa dibilang kini sudah tidak lagi sebagus dahulu.

https://twitter.com/EASPORTSFIFA/status/1082275695433138182

Menyandang gelar Team of the Year, para pemain-pemain ini tentu saja memiliki stats terbaik di dalam FUT 19. Bayangkan saja, Ronaldo, Messi dengan grade Team of the Year memiliki skill-rate 99!

Walau juga menerima beberapa respon negatif namun sejauh ini respon komunitas terhadap pemain pilihan dalam Team of the Year terbilang cukup positif. Mewakili komunitas Indonesia beberapa pemain pro FIFA 19 pun sedikit memberikan komentarnya.

  • NXL> Denis Pugu: “Harganya mahal-mahal banget!”
  • PG.Barrax.Icanbutski: “Ini bakal game changing banget sih, ngubah META!”
  • E8.Fadhkarim: “Stat dewa semua! Ngeri!”
Pemuka komunitas FIFA 19 saat hadir di acara serba serbi gamers dari Revival TV. Sumber: revivaltv.id
Pemuka komunitas FIFA 19 saat hadir di acara serba serbi gamers dari Revival TV. Sumber: revivaltv.id

Kehadiran Team of the Year ini sendiri ternyata menciptakan hype tersendiri di kalangan komunitas para pecinta sepakbola dan tentunya game bola. Begitu hebohnya, sampai-sampai sempat ada 300 ribu penonton di saat yang bersamaan menonton streamer FIFA 19 di Twitch!

Selain komunitas, mereka yang tidak kalah heboh tentunya para streamer; mengingat pemain dengan kelas Team of the Year ini hanya bisa didapatkan dalam waktu yang sangat terbatas.

Sumber: gamerant.com
Sumber: gamerant.com

Salah satu yang beruntung adalah streamer bernama Castro yang berhasil mendapatkan pemain Right Wing, Mbappe, dengan grade Team of the Year. Namun memang mendapatkan kartu pemain Team of the Year ini tidak mudah. Kenapa? Tentu karena kartu ini sangat langka dan dengan persentase untuk mendapatkannya hanya kurang dari 1%!

Untuk kartu FUT 19 TOTY ini sendiri hanya bisa didapatkan secara terbatas sampai akhir pekan ini saja. Anda bisa mendapatkannya dari berbagai macam pack selama masih punya grade kartu gold di dalamnya tapi, ingat, kartu FUT 19 TOTY adalah kelas SSR!

Senjakala Esport Vainglory: Sang Pionir yang Kini Kian Tertinggal

Tahun 2014 lalu, mobile gaming belum heboh seperti sekarang karena banyak faktor, teknologi salah satunya. Bahkan mobile gamers kerap didiskriminasi gamers secara umum, dianggap bukan gamers karena game mobile kebanyakan casual, tanpa ada kedalaman cerita, ataupun grafis megah.

Namun kala itu ada satu pengembang game andal bersatu padu dari berbagai latar belakang bekerja sama menciptakan Super Evil Megacorp (SEMC). Mereka menciptakan sebuah karya yang tak terpikirkan di masanya: sebuah game mobile dengan grafis memukau layaknya di konsol atau PC, sebuah game MOBA yang dimainkan bersamaan secara real-time bernama Vainglory.

Pada saat perilisannya, Vainglory segera menarik perhatian jutaan pasang mata. Bayangkan saja, game mobile yang ketika itu hanya game mengiris-iris buah ataupun berlari tanpa akhir sampai bosan mendadak berubah menjadi sebuah game yang begitu kompetitif.

Vainglory The First MOBA on Mobile

Sumber: vainglorygame.com
Sumber: vainglorygame.com

Kalau boleh jujur, Vainglory sebenarnya tidak bisa sepenuhnya dikatakan sebagai yang pertama, mengingat sudah ada game seperti Heroes of Order and Chaos besutan Gameloft. Namun satu hal yang saya sepakat dengan SEMC adalah bahwa Vainglory merupakan game MOBA mobile pertama dengan gameplay yang unik, kontrol intuitif, namun memiliki kedalaman mekanik yang cukup membuat pemain MOBA kompetitif jadi penasaran; atau bisa dibilang MOBA paling sempurna pertama pada masanya.

Rilis pertama tahun 2014, Vainglory pertama kali tampil dalam presentasi produk Apple iPhone 6. Presentasi tersebut segera memukau para pengguna smartphone karena secara grafis, Vainglory adalah game pertama yang berjalan secara 60 FPS, punya grafis detil, lengkap dengan efek particle dan animasi yang kompleks.

Game ini segera menjadi pusat perhatian, bahkan ketika itu salah satu Youtuber tersohor pun turut memainkannya. PewDiePie sempat bermain Vainglory dan mengunggahnya pada 1 Agustus 2015 lalu. Mengutip salah satu media teknologi ternama VentureBeat, Vainglory berhasil mencapai 1,5 juta pemain aktif bulanan pada 1 Juli 2015 saat baru dirilis.

Kesuksesan ini menggerakan Super Evil Megacorp ke langkah berikutnya. Mencoba meniru kesuksesan League of Legends dan Dota 2, mereka pun mencoba mengembangkan esports Vainglory.

Menjadi esport Mobile Pertama di Dunia dan Indonesia

Sumber: fortune.com
Sumber: fortune.com

Setelah menuai kesuksesan dari perilisan pertamanya di tahun 2014, Vainglory akhirnya mulai menjajaki dunia esport satu tahun berikutnya; tepatnya pada Mei 2015. Ketika itu mereka segera melakukan kerja sama dengan berbagai ekosistem dunia esports, ESL dan OGN Korea salah satunya.

Mengutip Fortune, lewat sebuah kompetisi liga lokal Korsel bertajuk Korean eSports league OGN Vainglory Invitationals pada bulan Juli 2015, Vainglory meraup penonton sampai dengan satu juta orang.

Tak lupa juga gelaran Vainglory Premiere League di September 2015 yang menawarkan total hadiah US$80 ribu dan diikuti oleh 12 tim dari empat kawasan (Amerika Utara, Tiongkok, Korea, dan Eropa) semakin melanggengkan Vainglory sebagai esport mobile games pertama dan terbesar di masanya.

Sementara itu Vainglory sendiri mulai memanas di Indonesia saat tahun 2017. Ketika itu ada Indonesia Games Championship 2017 dan Vainglory 8 Summer Championship Jakarta. Bahkan ketika itu Indonesia baru saja berbangga setelah lolosnya tim Elite8 ke jenjang internasional lewat Vainglory 8 Spring Championship Manila. Tak lupa juga ajang kumpul komunitas terbesar, Halcyon Gathering 2.0, ketika itu juga terjadi di Indonesia.

Gempuran MOBA Mobile Asia Timur dan Munculnya 5v5

Sumber: vainglorygame.com
Sumber: vainglorygame.com

Masih pada tahun 2017, esports Vainglory di Indonesia terbilang dibilang sedang panas-panasnya. Sayangnya, SEMC ketika itu seolah abai dengan gempuran MOBA Mobile asal Tiongkok yang berhasil mengambil hati banyak gamers di Indonesia. Tahun 2017 adalah tahun ketika Mobile Legends mendapatkan banyak perhatian gamers dan industri esports Indonesia.

Potensi esports Mobile Legends terlihat pertama kali saat kualifikasi dan acara utama Mobile Legends SEA Cup (MSC 2017). Event tersebut berhasil membuat venue jadi penuh sesak, yaitu di Gandaria City pada saat kualifikasi dan Mall Taman Anggrek pada saat acara Grand Final. Selain Mobile Legends, Garena Indonesia di sisi lain juga tengah mempersiapkan sesuatu.

Sumber: revivaltv.id
Sumber: revivaltv.id

Garena ingin merilis versi global dari MOBA yang selama ini jadi favorit banyak orang di Tiongkok sana, Kings of Glory. Game tersebut akhirnya rilis di Indonesia dengan nama Mobile Arena dan berganti menjadi Arena of Valor pada Agustus 2017 lalu. Kedua game ini segera menyedot perhatian banyak gamers karena grafis yang lebih enteng di smartphone orang Indonesia, gameplay yang lebih sederhana, dan mudah dipelajari oleh berbagai kalangan. 

Vainglory Worlds 2017, SEMC akhirnya merilis Vainglory 5v5 yang segera memunculkan kontroversi di kalangan komunitas. Ada yang menganggap 3v3 terlalu bergantung pada skill individu yang membuat permainan jadi membosankan dan ada juga yang menganggap 5v5 menghilangkan ciri khas dari Vainglory. Hal ini pada akhirnya menciptakan sebuah dilema tersendiri bagi Vainglory.

Senjakala esport Vainglory di Tahun 2018

Sumber: gankstars.gg
Sumber: gankstars.gg

Berlanjut ke tahun 2018 yang sebenarnya menjadi kebangkitan MOBA Mobile dan mobile esports secara keseluruhan, bagaimana dengan Vainglory? Lucunya tahun 2018 malah jadi momen mati suri Vainglory esport secara global maupun Indonesia.

Secara global, esports Vainglory mulai gonjang-ganjing ketika banyak organisasi mundur. Tim seperti Gankstars, Cloud9, bahkan TeamSoloMid menutup divisi Vainglory mereka. Menanggapi kepanikan komunitas, FlashX pun angkat bicara terkait hal ini. Ia mengatakan bahwa memang Super Evil Megacorp memotong anggaran esport Vainglory yang akhirnya menciptakan permasalahan tersebut

Bagaimana dengan Indonesia? Untungnya berkat bantuan pihak ketiga, kancah kompetitif Vainglory Indonesia masih cukup hangat. Kaskus Battleground Season 1 mengisi kalender esports Vainglory awal tahun 2018. Lalu masuk pertengahan tahun akhir tahun, ada Vainglory Premier League Indonesia yang merupakan liga esports Vainglory yang diselenggarakan secara online oleh tim AGe Network. Lalu ditutup dengan perjuangan tim Elite8 di tingkat Asia dalam kompetisi WESG 2018.

Sumber: revivaltv.id
Herrboy (paling kiri) bersama dengan 2 shoutcaster VG lainnya. Sumber: revivaltv.id

Herry ‘Herrboy’ Sudharma, sebagai salah satu shoutcaster dan penggiat esports Vainglory di Indonesia, angkat bicara soal problematika ini. Ia mengatakan memang salah satu masalah terbesar adalah perkara tingkat kesulitan Vainglory yang lebih tinggi dibanding MOBA mobile lainnya serta kebutuhan spesifikasi smartphone yang juga lebih tinggi. Hal tersebut membuat mobile gamers enggan mainkan Vainglory yang mana hal tersebut memberi efek domino kepada esport Vainglory.

Daniel “Deipno” Lam, salah satu caster senior Vainglory, juga turut menambahkan. Ia merasa bahwa senjakala Vainglory di tahun 2018 adalah akibat SEMC yang seperti salah langkah. Sejak tahun 2017 potensi playerbase Vainglory di Indonesia sudah terlihat jelas lewat Halcyon Gathering 2.0 yang dihadiri seribu orang. Namun alih-alih fokuskan pemasaran di pasar SEA terutama Indonesia, SEMC tetap bersikukuh untuk fokuskan pemasaran Vainglory di Amerika Serikat dan juga Eropa.

Sumber: AGe Network
Sumber: AGe Network

Dari sisi pemain, Heinrich ‘OfficialHein’ Ramli yang merupakan bintang Vainglory asal Indonesia dan salah satu yang paling berjasa menggerakkan esports Vainglory di sini, mengatakan bahwa tak bisa dipungkiri bahwa SEMC mengambil peran besar dalam redupnya esports Vainglory. Hein selaku atlet Vainglory serta pemilik tim Elite8 mengatakan ada komunikasi yang kurang lancar dari SEMC terhadap tim dan komunitas yang akhirnya membuat esport Vainglory di Indonesia jadi terbengkalai.

Vainglory Cross-platform dan Prediksi Masa Depan Esport Vainglory

Sumber: duniagames.co.id
Sumber: duniagames.co.id

Kemenangan Vainglory pada masanya adalah karena SEMC ketika itu mendorong kemampuan smartphone sampai maksimal, menciptakan game sekelas konsol atau PC yang bisa dimainkan dalam genggaman Anda. Akhir tahun 2018 ini, SEMC mencoba mengulang inovasi tersebut dengan mengampanyekan Vainglory X, MOBA cross-platform pertama yang akan bisa mempertemukan pemain mobile, PC, atau konsol dalam satu pertandingan.

Di Venture Beat, CEO SEMC Kristian Segerstrale mengatakan bahwa game multi-platform adalah masa depan gaming. Namun hal ini tentu mengundang tanda tanya dan keraguan besar karena kehadiran Vainglory di PC berarti akan membawa mereka ke dalam kompetisi bisnis yang lebih berat: menantang langsung dua raksasa MOBA PC yaitu Dota 2 dan League of Legends

Herrboy kembali angkat bicara soal prediksi cross-platform dan kembalinya kejayaan Vainglory di tahun 2019 baik secara player base maupun esports. Ia merasa bahwa hal ini kembali lagi bagaimana keputusan SEMC, apakah ia ingin mengembalikan esports Vainglory atau tidak. Mengingat Fortnite terbilang sukses dengan sistem cross-platform ini, mereka berhasil menciptakan player base yang besar walau tanpa kehadiran event esports internasional.

Akankah SEMC dapat mengulang kesuksesan Vainglory Worlds 2017 yang bisa tembus rekor jumlah penonton di Twtich. Sumber: redbull.com
Akankah SEMC dapat mengulang kesuksesan Vainglory Worlds 2017 yang bisa tembus rekor jumlah penonton di Twitch. Sumber: redbull.com

Sebab, bagaimanapun juga intinya, hal yang ingin dicapai SEMC adalah membuat Vainglory kembali dimainkan banyak orang. Terkait hal ini, saya sendiri sejujurnya cukup pesimis. Kenapa? Pertama, kehadiran Vainglory di PC tentu akan membuat SEMC harus berhadapan dengan dedengkot MOBA itu sendiri dan membuat persaingan jadi semakin berat.

Kedua, saya juga cukup setuju dengan apa yang selalu jadi opini komunitas dan apa yang dikatakan Deipno; bahwa SEMC selama ini terlihat kurang giat memasarkan Vainglory, terutama di pasar Asia dan SEA. Jika kehadiran cross-platform tidak diiringi dengan kegiatan pemasaran yang aktif, maka jumlah pemain Vainglory mungkin tidak bakal segitunya banyak berubah.

Bagaimana kalau secara esports? Melihat SEMC yang kini lebih fokus kepada pengembangan game Vainglory cross-platform, saya kembali pesimis dengan esports Vainglory di 2019. Sebab sekalipun kampanye Vainglory cross-platform berhasil meningkatkan jumlah pemain, jika SEMC tidak menghendaki kehadiran esports, maka mau tak mau kita harus kubur dalam-dalam harapan kita untuk bisa melihat kembali serunya aksi pemain Vainglory kelas wahid.

Konami Luncurkan PES 2019 Versi Gratis di PC dan Console

Terlepas dari janji Konami untuk memperkaya konten Pro Evolution Soccer 2019, beralihnya lisensi Liga Champions, Liga Eropa, dan UEFA Super League yang mereka pegang selama 10 tahun ke FIFA 19 membuat penggemar setianya kecewa serta menyebabkan merosotnya penjualan sebanyak 42 persen di minggu pertama perilisan dibanding PES 2018. Dalam upaya menggaet lebih banyak pemain, sang publisher menerapkan sebuah strategi menarik.

Terhitung di tanggal 13 Desember 2018 kemarin, Konami resmi melepas versi free-to-play dari PES 2019 di PC via Steam, PlayStation 4 dan Xbox One. Lewat ‘Pro Evolution Soccer 2019 Lite’, Anda diperkenankan berpartisipasi dalam kompetisi online, menikmati mode multiplayer kooperatif, bermain secara offline, hingga menciptakan tim impian. Untuk game gratis, penawaran Konami ini terbilang sangat dermawan.

Setelah mengunduhnya, Anda bisa segera mengakses mode pertandingan offline dan pelatihan. Terbuka pula gerbang untuk mengikuti PES League, sebuah medium untuk menguji kemampuan Anda melawan para pemain di seluruh dunia. PES League terbagi lagi dalam beberapa mode dan kejuaraan, misalnya kompetisi satu lawan satu, pertandingan kooperatif tiga versus tiga, serta turnamen-turnamen time limited.

Satu elemen krusial yang turut disuguhkan oleh PES 2019 Lite adalah myClub. Fitur ini mempersilakan kita membuat dan menyusun para pemain legendaris yang ada di sepanjang sejarah sepak bola, misalnya menyandingkan Beckham dengan Maradona, Roladhino, Recoba, Cambiasso, Djorkaeff atau Adriano. Konami berencana untuk menambah lagi sosok-sosok ikonis ini melalui update. myClub ialah jawaban developer atas fitur Ultimate Team di seri FIFA.

PES 2019 Lite 2

PES 2019 Lite mengusung engine serta segala macam teknologi yang ada di versi full-nya. Keunikan masing-masing pesepak bola ditentukan oleh 11 karakteristik, misalnya kelincahan manuver, mengoper tanpa melihat, hingga kemampuan dipping shot. Dari sisi teknis, kedua edisi tidak mempunyai perbedaan aspek visual. Berdasarkan daftar kebutuhan sistem PC yang ada di Steam, baik PES 2019 maupun Lite tetap membutuhkan ruang penyimpanan sebesar 30GB dan komposisi hardware serupa.

PES 2019 Lite 3

Seperti judul-judul free-to-play lain, Pro Evolution Soccer 2019 Lite mengusung sistem in-app purchase. Namun karena Konami belum menjelaskan bagaimana mereka menyajikannya di rilis pers dan saya belum sempat menjajalnya, saya belum mengetahui pasti penerapan microtransaction di sana.

Jika kita berkenan memaklumi tidak diperpanjangnya kesepakatan antara Konami dengan UEFA, PES 2019 tetap merupakan permainan berkualitas. Lihat saja acara-acara gaming yang dilangsungkan di tahun ini seperti Game Critics Awards, Gamescom, Golden Joystick Awards, dan The Game Awards; Pro Evolution Soccer 2019 berhasil masuk ke dalam daftar nominasinya.

Go-Ventures is in Talk to Invest $30 Million for Mobile Premier League, India’s Esports Platform Developer

Go-Ventures, Go-Jek’s investment company, is reportedly to pour another investment soon. It’s now for India’s esports platform developer Mobile Premier League (MPL). According to the local publication, it’s worth up to $30 million (over 431 billion rupiah) and put MPL valuation to $150 million.

MPL has previously received Series A funding from Sequoia Capital, a Go-Jek investor. Go-Jek has also acquired four Indian developers and built R&D office in Bangalore.

Gojek supporting esports

According to Google-KPMG, India esports market has reached $290 million and will be increased to $1 billion in 2022. Meanwhile, according to the data collected by Statista, the mobile game market in Indonesia will reach $571 million this year. It means the gaming market in both countries have great potential.

In Indonesia, Gojek particularly provides sponsorship for Evos, one of the successful esports teams in Indonesia consists of Hartman Harris and friends. Evos, also supported by Traveloka, has established a new team in Vietnam and Thailand, and formed a creative team for publicity. It proves the esports sector is a big deal.

In addition, through its business unit Go-Live, Gojek starts holding esports event in Jakarta. Even though there’s no further detail regarding its activities, Go-Live’s main focus is to handle esports industry and live event experience.

In the company blog, Rudolph Karundeng as Go-Live’s Head of e-Gaming said that Go-Live is an effort from Gojek to grasp e-sports potential in Indonesia. From various research results that he collected, Indonesia has 43.7 million gamers as of last year.


Original article is in Indonesian, translated by Kristin Siagian

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Go-Ventures Dikabarkan Siap Kucurkan Dana 430 Miliar Rupiah untuk Pengembang Platform Esports India “Mobile Premier League”

Go-Ventures, perusahaan investasi milik Gojek, dikabarkan segera kembali mengucurkan dananya. Kali ini untuk pengembang platform esports asal India Mobile Premier League (MPL). Menurut sumber pemberitaan setempat, nilainya mencapai $30 juta (lebih dari 431 miliar Rupiah) dan membawa valuasi MPL di kisaran $150 juta.

MPL sebelumnya telah mendapatkan pendanaan Seri A dari Sequoia Capital, pemodal ventura yang turut berinvestasi ke Gojek. Gojek sendiri telah mengakuisisi empat pengembang India dan membangun kantor R&D di Bangalore.

Gojek mendukung esports

Menurut laporan Google-KPMG, pasar esports India saat ini telah mencapai $290 juta dan akan mencapai $1 miliar pada 2022 mendatang. Sementara menurut data yang dihimpun Statista, keuntungan segmen pengembang mobile game di Indonesia akan mencapai $571 juta tahun ini. Artinya, pasar game di kedua negara memang memiliki potensi yang besar.

Di Indonesia, secara khusus Gojek memberikan dukungan sponsor untuk Evos, salah satu tim esports sukses di Indonesia yang digawangi Hartman Harris dan kawan-kawan. Juga didukung Traveloka, Evos mantap membentuk tim baru di Vietnam dan Thailand, serta membentuk tim kreatif untuk publisitas. Ini menunjukkan bahwa sektor esports memang tidak bisa dianggap main-main.

Selain itu, melalui unit usahanya Go-Live, Gojek mulai mengadakan acara bertajuk esports di Jakarta. Kendati belum ada detail mengenai rencana aktivitas yang dilakukan, Go-Live akan jadi vertikal yang khusus menangani industri esports dan live event experience.

Di blog perusahaan, Head of e-Gaming Go-Live Rudolph Karundeng (Rudi) menyampaikan bahwa Go-Live menjadi cara Gojek untuk menangkap potensi e-sports di Indonesia. Dari berbagai hasil riset yang ia kumpulkan, tercatat pada tahun lalu Indonesia memiliki 43,7 juta pemain game.

Application Information Will Show Up Here
Application Information Will Show Up Here

RRQ: History, Ambition, and Principles of ‘The King’

If you’re a local fans of esports, it won’t be acceptable if you haven’t heard of Rex Regum Qeon (RRQ) as it is one of the biggest and the best esports organizations in Indonesia.

What interesting is even though they started their journey from Dota 2, their newest divisions (Point Blank, Mobile Legends, and PUBG Mobile) are more popular and have accomplished a lot better.

It can be said that their Mobile Legends division, RRQ.O2, currently has a formation of star players in every role. This team becomes the best team in the world of Mobile Legends Indonesia thanks to their victory in MPL Indonesia Season 2. They are also the number one team in Southeast Asia, excluding the team from Philippines.

RRQ.O2 as MPL ID S2 champion. Source: MLBB
RRQ.O2 as MPL ID S2 champion. Source: MLBB

In Point Blank (PB), RRQ.Endeavour has a great number of achievements both at national and international level. This team was the world champion of PB in 2017. They were also the runner-up of the PB International Championship (PBIC) in 2018. At national level, RRQ.Endeavour always scares their enemies thanks to the two of their players who are the top class PB players, Nextjack and Talent.

Recently, RRQ also became the world champion of PUBG Mobile Star Challenge tournament which was held in Dubai, although it’s the RRQ Thailand-based team. RRQ.Athena is the concrete form of their effort to expand their existence in Southeast Asia.

Now we will talk about this esports team, which is the group family member of MidPlaza Holding, from their history, ambition, and principles. Therefore, we’re inviting CEO of RRQ Andrian Paulien (AP) to tell us the story of ‘The King’.

A Brief History of RRQ

Partnership launching of RRQ and ASUS ROG. Courtesy: ASUS Indonesia
Partnership launching of RRQ and ASUS ROG. Courtesy: ASUS Indonesia

As we mentioned before, RRQ is a part of MidPlaza Holding as they were established by a game publisher of MidPlaza named Qeon Interactive.

Qeon Interactive is a game publisher established in 2011. In 2013, CEO of Qeon Interactive Riki Kawano Suliawan invited Andiran Pauline (AP) to build an esports team on their own and Dota 2 was their first choice of game. While RRQ is one of the biggest team today, they were just being managed professionally since 2017.

AP said that from 2013 to 2017, Riki was the one who took responsibility of all RRQ needs. Fortunately in 2017, MidPlaza group agreed to partner with RRQ. That’s when AP was appointed to manage RRQ. When RRQ already became a professional club, they started to get many sponsor offerings since the first quarter of 2018.

Between Glory and Popularity

A debate that might often happen between RRQ’s management is the dilemma between achievement and exposure. RRQ itself, in my opinion, has successfully balanced both of them – at least compared to other big esports organizations in Indonesia.

But what is the real main mission of RRQ?

AP said that RRQ’s priority was becoming a champion. “Our orientation is becoming a champion. Focus on practicing, as it’s the manifestation of an athlete. Popularity is additional,” said AP.

He also argued that RRQ might be able to recruit various talents with high exposure, but until today, RRQ wasn’t looking for famous people as it’s not their goal. He really wants to build and maintain a winning team. Although it’s admittedly difficult to achieve because of many new great teams appearing.

That said, AP added that it didn’t mean that RRQ wasn’t trying to gain exposure through content. “We’re also creating content.”

Pursuing glory may sound cliché, if not idealist, but the fact that professional gamers’ productive age is short makes it a really common goal for professionals. Now professional gamers are usually retiring in the age of 30.

Isn’t popularity able to increase their chances to survive when they don’t have any more stage on esports? How would AP respond to that?

RRQ Endeavour as PBIC 2017 champion
RRQ Endeavour as PBIC 2017 champion. Source: Revival TV

He admitted that it’s back to each individual whether they would like to look for a stage as long as they had a chance or not, but RRQ itself offered a benefit that’s quite valuable.

The interesting part is that MidPlaza Holding group has 20 companies ready to hire retired players or people behind the stage of RRQ. “As long as they’re not asking to be a president hahaha…” said AP joking.

On the other side, AP said that RRQ always supported players to finish their study (academically) as he believed that education was really useful for their own future. It’s not always about skill, an education makes a person having a good attitude. For RRQ, education is priority.

RRQ’s welfare is the most important thing

In February 2018, there has been an uproar in the world of Dota 2 in Indonesia because of two of Dota 2 high class level players were joining RRQ. Those players are Rusman “Rusman” Hadi and Rivaldi “R7” Fatah. Rusman is a player that has been known as one of the best carry player of Indonesia, along with Muhammad “InYourDream” Rizky and Randy “Fervian” Sapoetra.

Their presence was indeed proved effective on bringing RRQ qualified to compete in GESC: Indonesia Minor. That time, this team was known as the best Dota 2 team in Indonesia because of those players. However, their good fortune didn’t last, as Kenny “Xepher” Deo, one of the best Dota 2 players in Indonesia, had to leave RRQ to join TNC Tigers (Malaysia).

Their formation began to fall apart without the shout-callers a.k.a the in-game leaders of Xepher’s class. Until today, RRQ’s Dota 2 division seems like drowning (compared to other divisions with dazzling aforementioned achievements) as they haven’t found any ‘star’ formation like before.

At that time, RRQ was actually able to keep Xepher on their team but they decided to let him go for his own better future. What is AP opinion about this?

Ega "Eggsy" Rahmaditya, FIFA of RRQ. Source: RRQ
Ega “Eggsy” Rahmaditya, FIFA of RRQ. Source: RRQ

He said that RRQ always gave a chance for their players to be better. “If he would be better on that team, why not? We’ll keep on supporting him.” After all, he said that RRQ’s welfare was the most important thing. If a player isn’t happy anymore on a certain team, their performance won’t be any good as well.

He told us that RRQ’s kinship was so strong, so they wouldn’t let any of their players being uncomfortable around the team. RRQ has never been afraid to lose a player because a player comes and goes.

RRQ’s Future Plans

Now RRQ has 8 divisions such as Dota 2, Mobile Legends, Point Blank, PUBG Mobile, PUBG, FIFA, AoV, and CS:GO. Who is the person in charge of adding new divisions of RRQ and how does the consideration work?

AP said that he and management team were the ones in charge of deciding a new division of RRQ and the consideration took place in term of needs and market trends. “We’re looking for a hit game, as we need to think about the sponsors’ needs as well. After all, the decision cannot be set apart from any business aspect.”

RRQ just held a tournament for players at the maximum age of 18 called RRQ Under 18 Tournament – RRQ Next Generation, does that mean that RRQ will also be an event organizer in the future? AP answered that RRQ hadn’t been planning to become one. Now their focus is to secure and extend the team’s achievement as it’s their core as an esports organization.

RRQ.Athena as PUBG M Star Challenge champion in Dubai. Source: PUBG Mobile
RRQ.Athena as PUBG M Star Challenge champion in Dubai. Source: PUBG Mobile

That was our talk with CEO of RRQ. For me or maybe other esports observers, following RRQ’s growth from time to time is a pleasure in itself.

What will it be of RRQ in the future? Will they still be on their tracks and fulfill their ambition to pursue and secure their achievement as ‘The King’? Or will they develop and extend to be the biggest team of Indonesia esports, given a conglomerate group backing them up?

Original article is in Indonesian, translated by Kristin Siagian.

Toxic Behavior in Online Gaming, Is it Necessary?

Toxic behavior has become a persistence issue in online gaming industry, especially online gaming competitive. If you often play games, such as Dota 2, Mobile Legends, or Overwatch, you must have seen people with this habit. Emotional, blaming others, using bad words, and selfish are only some of the toxic characteristics.

What actually causes toxic behavior to arise? Is it inevitable? What’s the impact? is it always positive or negative? Through this article, I’ll invite you to reflect. Not to patronize or judge, but to create a game ecosystem that can be enjoyed by everyone. Let’s go!

MLBB Official Forum
Source: MLBB Official Forum

Toxic is a choice

There’s no standard definition of toxic behavior, generally we define it as a behavior that intentionally disturb other people’s convenience. The type of toxic behavior in each game can be vary, but generally, it’s a social interaction that includes cyber-bullying, disturbing other players, acting nosy, cheating, and many more.

As the slogan from one of the popular private tv shows, toxic behavior occurs not only because of the intention but also an opportunity. Based on the research conducted by the Haewoon Kwak (Qatar Computing Research Institute), there are some things that make online game is a place for toxic behavior, such as:

  • Competitive Element. The nature of competitive online games makes us put the victory over everything and feels like the game is not fun if we didn’t win.
  • Anonymous. Because we use nickname, and most likely won’t meet directly with the other players, we kind of feel free to say anything or act like there’s no consequence in online gaming.
  • Counterfactual thinking. A psychological phenomenon where unwanted things happened, we tend to imagine the alternate event. For example, “If only our marksman had attacked the Lord, we must’ve been win by now!” Counterfactual thinking can have positive impact (evaluation material), it can also trigger us to blame others.
  • Negative social culture. When we grow up in an individualist society, where there’s no empathy, or having fun watching other people suffer, it’s a matter of time to get those bad things arise in us. Online gaming offers the opportunity.
Blizzard always watch out for toxic players in Overwatch
Blizzard always watch out for toxic players in Overwatch | Source: Blizzard

We can say the toxic behavior will not happen if all the team members play fair. In fact, no matter how good the team plays, there’ll be winner and loser in competitive games. Dota 2 statistics for example, shows the average players in the world has a win ratio around 50%. It means, losing five of ten matches is normal. If you have win rate up to 60% or 70%, you are worthy to be a professional esport player.

The question is, how do we react to the defeat? Accepting well that your opponent is better, or angry about it, like certain supporters making riot when their favorite team lose? We might not be able to control the result, but at least ourselves.

Toxic is fun, but…

“Trash talk is part of the game, bro,” said one of the players I met on a Dota 2 match in Southeast Asia. There are some people who enjoy toxic behavior, regardless of the game results. This type of person might be happy to see other people suffer, at least in cyberspace.

Better focus on battling than cursing
Better focus on battling than cursing | Source: Microsoft

I can’t stop or control what makes people happy, and I think it makes sense if someone gets a pleasure from being toxic. Maybe they’re being exposed to a superiority complex phenomenon – bring other people down and being arrogant to cover the flaws in cyberspace. One thing they didn’t aware is the pleasure obtained from sacrificing greater pleasure: victory.

Let’s ask ourselves. When our team play bad, do we act like toxic to make them play better? When our team losing, do we say bad words to make them win? I think we all know the answer. No. Then why do we act like toxic?

One thing that might be an explanation to this behavior is, we act like toxic to create some happiness even if we’re losing. Losing is not good, and toxic behavior can help us reduce the bad feeling. Anyhow, this is a mental for losers.

A champion will not go down by hard times
A champion will not go down at hard times | Source: PGL esports

There’s a popular jargon in MOBA world, “Comeback is real.” No matter how bad the game is, if we keep fighting, there’ll always possibility to reverse the situation. The same thing mentioned by a popular Street Fighter athlete, Daigo Umehara, in its book titled The Will to Keep Winning. Even though the opponent is way stronger, as long as the screen doesn’t say K.O, there’s always a chance for victory.

In my opinion, winning the hard way until a comeback like this is the most satisfying victory. Not only satisfied of the win, but also the way to escape from unfortunate situation. Winning against strong enemies is more valuable than winning against those weaker players.

Competitive is fine, just stay sportive and positive

Think of playing the competitive game as a marshmallow test. Toxic behavior might help us feel great or happy for a moment, but in the long run, it’ll accumulate and bring harm to ourselves. For example, I often heard people complain about their favorite MOBA game is dull, as one of the reasons is the toxic players.

MOBA, but...? (fill the blank)
MOBA, but…? (fill the blank) | Source: Nintendo

Spending time for cursing or insulting people in cyberspace can spread into real life. Moreover, the words used by toxic players in Mobile Legends are kind of harsh. Not only telling people stupid, but they often bring up parents or SARA. We didn’t know, whether they’re teenagers, folks, or elementary children, everyone is similar under the shield of anonymity.

There are some things we can do to reduce toxic behavior in competitive gaming. E.g:

  • Frequently play fighting games. Although competitive, fighting game is different with team-based game, such as MOBA or some first-person shooter. In fighting game, the only person responsible of the game is ourselves. It’ll train our mental to accept defeat and introspection, rather than blaming external factors.
  • Following influencers with positive behavior. In the current informatics era, parents role in educating children is getting smaller. Influencers like Youtuber or streamer have a big influence in building someone’s character. In order to gain the positive habit, it’s best to avoid toxic YouTubers, and often watch the humble and cool ones.
  • Play with friends. One of the reason why toxic behavior arise is because we play anonimously. Play with people we knew will eliminate the anonymity, so we can be motivated to help each other. On average, online games have a kind of guild or lobby feature, we have to use this better.
  • Turn off chat. Sometimes we act like toxic as a form of revenge. There’s nothing wrong with turning off chat feature to avoid it. Without chat feature, it might help us to focus on the game to win.
Hurt? Your fault
Hurt? Your fault | Source: Steam

Currently, the esports industry is getting popular in Indonesia. However, it won’t happen without support from non-professional gamers community as loyal fans. We need to continue growing positive culture so that our favorite game can be more popular and attract new players.

Eliminating old habit is not easy, but I’m sure we can do it. How about you? Have you been playing sportive today?


Original article is in Indonesian, translated by Kristin Siagian