Pros and Cons of the Absolute Power of Game Publishers in the World of Esports

In the esports world, game publishers are the absolute power holder who can determine every aspect of the game’s ecosystem. They are essentially the kings of the esports kingdom. Of course, there are pros and cons that comes with this system. On the one hand, publishers can give much-needed resources to grow and develop an esports ecosystem. On the other hand, publishers can also single-handedly shut down the whole esports ecosystem if deemed unprofitable. Let’s explore each these advantages and disadvantages in greater depth. 

Advantage #1: No Power Scramble

In Indonesia, four major associations oversee the country’s esports scene, namely the Indonesia Esports Association (IESPA), the Indonesian Video Game Association (Asosiasi Olahraga Video Games Indonesia or AVGI), the Indonesian Esports Federation (Federasi Esports Indonesia or FEI), and the Indonesian Esports Executive Board (Pengurus Besar Esports Indonesia or PBESI). Each association has its own affiliation. For example, IESPA has been a member of the International Esports Federation since 2013 and has been a member of the Indonesian Olympic Committee (Komite Olimpiade Indonesia or KOI) since 2018. In addition, it is also affiliated with the Indonesian Community Recreational Sports Federation (Federasi Olahraga Rekreasi Masyarakat Indonesia or FORMI). On the other hand, PBESI has a close relationship with the Indonesian National Sports Committee (Komite Nasional Olahraga Indonesia or KONI).

In August 2020, KONI recognized esports as a legitimate sport, no longer considered as merely a recreational sport. On the other hand, PBESI’s position is on par with the Football Association of Indonesia (PSSI) or the Badminton Association of Indonesia (PBSI). According to One Esports, however, PBESI is the association with the highest authority or power in promoting esports. All of this information suggests that IESPA’s power or influence in the esports realm is not very widespread. However, IESPA used to be involved in encouraging esports athletes to compete in global competitions and is even responsible for selecting esports athletes at the 2019 SEA Games.

We are proud to announce the Indonesian Esports national team contingent squad for the 2019 SEA Games. Further finalization processes will be carried out by the Indonesian Olympic Committee and @KEMENPORA_RI. Please support us so that Indonesia can win as much gold medals as possible! pic.twitter.com/OZ3apKDZgV

— Indonesia Esports Association (@iespaorg) September 2, 2019

Ideally, these esports associations in Indonesia can work hand in hand to develop the esports ecosystem in the country. Boxing, for example, has four associations that can coexist in overseeing and developing the sport. However, the coexistence of multiple associations does present the possibility of conflict and the overlapping of responsibilities.

Instead, if one single organization controls the whole sport, these power struggle conflict can be prevented entirely. Publishers can ensure that all parties involved in the esports ecosystem (players, teams, tournament organizers) will comply with the rules they set. As a result, the development of the esports ecosystem will become a much more cohesive and stable process.

Let’s compare the absolute power of publishers in the esports scene with a dictatorial government system. People have always said that a democratic system is far better than an autocratic one. However, in a democracy, the government leadership or power will always change once every few years. In Indonesia, for example, a person can serve as president for a maximum of ten years (or two terms). 

Unfortunately, different leaders will have different visions, goals, virtues, and implementation of policies. Erratic changes can occur especially if the new leader comes from the opposing party, which happened in DKI Jakarta a few years ago. When Anies Baswedan and Sandiaga Uno won the DKI Jakarta Regional Head Election in 2017, they immediately modified several policies that were put in place by the previous governors.

PBESI Inauguration. | Source: Hybrid.co.id

Of course, in the context of a country or state, a change in leadership may have a positive impact in the long term. However, in the esports scene, continuity is a very important commodity. For example, let’s say that the majority of the power in the esports scene was in the hands of association A. The association felt that the regeneration of esports players is of utmost importance and subsequently hosted several competitions at the high school and college level. However, the very next year, the power shifted to association B, which considers amateur-level tournaments unnecessary. Association B proceeds to disband all competitions at the student level held by association A in the previous year. You can see how changes of power or influence can cause instability and conflict in the esports ecosystem

On the flip side, countries under dictatorship solely depend on the goals and policies that the dictator implements. Similarly, when the publisher holds absolute power, the success or failure of the esports scene will depend entirely on the publisher’s actions. Fortunately, most game publishers do want their esports ecosystem to thrive since it highly impacts their finances and revenue.

Advantage #2: Publishers will try their best to maintain and cultivate their esports ecosystem

Valve earned approximately $130.8 million USD from the sales of The International 9 Battle Pass. 25% of the total Battle Pass sales — approximately US$32.7 million — went directly to TI9’s prize pool, enabling it to accumulate a whopping $34.3 million USD. Valve, interestingly, only prepared $1.6 million USD for the starting price and pocketed $98.1 million USD from the 75% of remaining sales of the Battle Pass. Dota 2 is a relatively old game, launched in July 2013, which is also free to play. However, due to the massive success of its esports scene, Dota 2 is arguably the most profitable money-making machine for Valve. Looking at Valve’s success from Dota 2, it begs the question: why do some game publishers not opt to maintain or grow their esports scene?

Of course, The International might be an extreme case that is not easily replicable for most publishers out there. However, publishers do have other options for monetizing the esports scene than just using the prize pool. For example, Riot Games creates special and limited skins based on the team that won the League of Legends World Championship. Riot also implemented the franchise league model to generate extra revenue from esports. A franchise league model allows teams to participate in the league if they pay a certain amount of money. Currently, Riot has implemented the model in three different LoL leagues, namely the North American League (LEC), European League (LEC), and South Korean League (LCK). In Indonesia, one of the publishers that adopt the franchise league monetization model is Moonton through Mobile Legends Professional League (MPL).

PBE previews, @DWGKIA for the win!

🏆DWG Nidalee
🏆DWG Kennen
🏆DWG Twisted Fate
🏆DWG Jhin
🏆DWG Leona pic.twitter.com/lk2YxQrWYI

— League of Legends (@LeagueOfLegends) April 13, 2021

Esports can also be used as a marketing tool to maintain the player base and extend the life span of a game. Ubisoft is an example of a successful publisher that uses esports as a means of marketing. In 2016, a year after launching Rainbow Six: Siege, the game only has around 10 million active players. Jumping to 2020, however, that number skyrocketed to 55 million players. This trend usually does not occur in the gaming industry, as games often lose players a few years after their release. However, Ubisoft uses R6’s esports scene to keep the game relevant and maintain the loyalty of its fans.

As we can observe, the esports scene can highly impact the success and relevancy of a game throughout its life span, which is why most game publishers will try their best to develop their esports ecosystem. For example, Dota 2 and Counter-Strike: Global Offensive were used to have a very big scene in Indonesia. However, since both of these franchises’ esports were not properly cultivated in the country, Dota 2 and CS eventually died out in the region. Very few esports organizations in Indonesia still have teams competing in these two games, and the player base in the country is also shrinking rapidly.

ClutchGuild that qualified for AOV World Cup 2018. | Source: Mineski

Similar to Dota 2 and CS, Arena of Valor is also losing its prestige in the local esports ecosystem. However, the AOV esports scene is still very much alive and much more thriving than the two previous games. AOV’s major tournament, Arena of Valor Premier League, is still being held today, with prize pools reaching $350 thousand USD. As you may have already expected, Tencent and Garena were directly involved in hosting these tournaments. Therefore, although some esports ecosystems can survive without publisher support (like what we see locally with Dota 2), the game publisher’s support will extensively affect the degree of success of an esports scene.

Advantage #3: Fixed Set of Rules

In most esports, both tournament organizers and game publishers usually determine the rules in their esport scenes. However, publishers do have a stronger influence to enforce the rules they set since they obviously have direct access to the game. For example, if an esports player cheats in an official PUBG Mobile competition, Tencent can directly ban the player ID from the game. On the other hand, if a player was caught cheating in a third-party tournament, then he/she might only be banned from participating in the tournament. 

We can also take an example from Pro Evolution Soccer, one of the large esports ecosystems in Indonesia without publisher support. The PES esports scene can grow due to the efforts of Liga1PES and also the Indonesia Football e-League (IFeL). Of course, these 2 leagues have implemented their own set of rules. However, Liga1PES will not be able to interfere in the regulations made by IFeL and vice versa, potentially causing several inconsistencies or interference. 

Head of Indonesia Football e-League, Putra Sutopo. | Source:  IFeL Official Documentation

Indeed, there is a possibility of abusing the absolute power that publishers have. However, referring back to the second point/advantage, publishers will most likely use their influence for the good of the esports ecosystems as it directly impacts their finances. 

Disadvantage #1: Abrupt Shutdowns of the Esports Ecosystem

Although esports can generate a lot of revenue for publishers, creating and maintaining a profitable esports ecosystem is not an easy task. More often than not, publishers have to invest a substantial amount of budget and time to develop the esports scene of their games. As a result, when esports is no longer deemed profitable for the company, it can decide to pull out their investments and shut down the ecosystem overnight. Blizzard Entertainment is an infamous publisher that has done this in the past.

In 2015, Blizzard released Heroes of the Storm as their MOBA franchise. In the same year, Blizzard collaborated with a university-level esports organization, Tespa, to hold a HoTS competition called Heroes of the Dorm. Blizzard provides a prize pool of $25,000 USD in scholarships for the winning team. One year later, in 2016, Blizzard held a top-tier HoTS competition for professionals called Heroes of the Storm Global Championship (HGC). It went all-in on the tournament, making it global, and invested a lot of capital into it. The HoTS esports scene was a massive hit, gathering a number of well-known esports organizations, such as Gen.G from South Korea and Fnatic from England.

Unfortunately, in December 2018, Blizzard decided to stop supporting the HoTS esports scene, considering it to be unprofitable. Blizzard did not inform this move far ahead of time, causing many HoTS professional coaches and players to abruptly lose their jobs. Esports organizations that recently created HoTS teams also suffer sizable losses. Luckily, many loyal HoTS fans continued to push and support the HoTS esports scene, although most tournaments are conducted at a much smaller scale.

Blizzard’s decision to unilaterally shut down HoTS’ esports is one of the negative impacts that may arise when publishers hold absolute power in the esports world. South Korean politicians even reacted to Blizzard’s action and subsequently made regulations to prevent this type of event. In May 2021, Korean Democratic Party congressman Dong-su Yoo proposed a regulation called the Heroes of the Storm Law which ensures that no tournament organizers or game publishers can abruptly cancel or shut down tournaments before properly informing related parties. According to a Naver Sports report, through the HoTS Law, Yoo hopes that game publishers will notify teams and players far ahead of time before executing an event cancellation.

“In esports, if the game publisher is no longer willing to support the competition, the rights of many other parties who are involved in the competitions, including esports organizations, players, casters, viewers, and others would seriously be affected by these kinds of unilateral decisions,” Yoo said, as quoted from The Esports Observer. He pointed out that most esports players are in their early 20s, a vital period of determining a person’s career. Instability or a sudden shut down of an esports ecosystem can have massive consequences. “Laws must be in place to protect them from unilateral damage,” he said.

Disadvantage #2: Publishers who have no interest in Esports

Nintendo, as an example, shows absolutely no interest in building an esports ecosystem out of Super Smash Bros. Contrary to our expections, however, the Super Smash Bros esports scene is actually quite developed. The game is included in EVO, a collection of the most prestigious fighting games competition, and an annual tournament called Smash Summit is also held since 2015. Despite the collective success that has been forged by the community, Nintendo still turns a blind eye towards Super Smash Bros’ esports scene.

Nintendo does provide some form of logistical support to the Smash community once in a while, but it rarely contribute to any sort of financial assistance. As a result, Super Smash Bros tournaments don’t have the large prize pools that we often see in other esports scenes. As a comparison, Smash Summit 5, which currently has the largest prize pool in all of Smash’s esports, only offered a prize of $83.7 thousand USD. On the other hand, MPL, which is only primarily broadcasted in Indonesia, has a prize pool of $150 thousand USD. Furthermore, Riot contributed $2.25 million USD for the League of Legends World Championship prize.

Nintendo’s philosophy towards Smash’s esports scene has generated a lot of backlash from professional Smash players. Eventually, in 2020, Nintendo’s President, Shuntaro Furukawa, was prompted to clarify the reasons behind Nintendo’s decision to not support the Super Smash Bros esports ecosystem. He explained that Nintendo wanted the game to be enjoyed by both casual and also hardcore players. Nintendo didn’t want to accentuate the differences in skills between the two groups. Indeed, most people do consider Super Smash Bros to be a much more casual fighting game played for fun and entertainment.

“Esports, in which players compete on stage for prize money as an audience watches, demonstrates one of the wonderful charms of video games,” Furukawa told Nikkei, as translated by Kotaku. “We are not necessarily opposing the idea of esports. However, we also want our games to be widely enjoyed by anyone regardless of experience, gender, or age. We want to be able to participate in a wide range of different events, instead of merely competing for prize money. Our strength, what differentiates us from other companies, is this different viewpoint.

Disadvantage #3: Declining Legitimacy of Third Party Tournaments

Let’s go back to Dota 2 for a moment. You probably have realized by now that The International is essentially the World Cup for Dota 2 players. Winning a TI is the pinnacle of all Dota 2 pros due to the sheer scale in prize pool money. 

For Valve, the massive hype for TI is definitely beneficial for the company. For third-party tournament organizers, however, not so much. Obviously, third-party tournaments are incredibly insignificant compared to TI. You can probably win all non-TI tournaments in a year and still can’t get close to TI’s winning prize or prestige. Thus, some teams or players might be discouraged to participate in these smaller-scale tournaments. Subsequently, the tournament organizers might have a more difficult time getting views from audiences.

Furthermore, small-scale tournaments created by third-party organizers usually find it difficult to compete with official tournaments from publishers in terms of prestige. When you watch The International or PUBG Mobile Global Championship, you know that the teams competing in those tournaments are some of the best teams in the world. The teams in these high-tier tournaments need to go through a “preliminary round” at the national or regional level, filtering all the less competent teams. You can also observe which teams can compete at the national, regional, and global levels.

Astralis and Team Liquid, winners of Intel Grand Slam Season 1 and 2. | Source: Dexerto

Of course, not all third-party TOs are willing to spend substantial investments to create this “filtration” process or a tiered esports competition. One exception is Intel, a non-publisher company that held the Intel Grand Slam with help from ESL Gaming. Intel Grand Slam offers a $1 million USD prize for a CS:GO team that wins 4 S-Tier tournaments in a window of 10 consecutive esport events.

The existence of the Intel Grand Slam does prove, to a certain extent, that third-party organizations can create high-tier and competitive tournaments. But, of course, not many companies are willing to invest as much as Intel. Intel has an adequate budget and is also considered an endemic brand in esports. As an illustration, in 2020, Intel’s revenue reached $ 77.87 billion USD. On the other hand, NVIDIA’s revenue in the 2021 fiscal year was only $16.68 billion USD, while Sony’s is $10.7 billion USD, and Lenovo Group only accumulated $50.7 billion USD.

Conclusion

There is a saying that goes: Power tends to corrupt, and absolute power corrupts absolutely. A person or entity who has complete control is very likely to make selfish decisions that will benefit themself. In the world of esports, publishers –  who always have absolute control – also have the potential to act arbitrarily, evident from Blizzard’s decision to unilaterally shutting down the Heroes of the Storm esports ecosystem.

Of course, not all companies will follow in Blizzard’s footsteps. Most publishers out there do consider esports as a marketing tool to attract new audiences, maintain the loyalty of fans, and subsequently generate revenue. However, establishing a healthy esports ecosystem is can be difficult, and will need the collective support of professional teams, players, and tournament organizers. Therefore, while publishers have all the power to make all the decisions, they must also take the necessary steps to benefit all parties if they were to create a profitable esports scene. 

Translated by: Ananto Joyoadikusumo.

App Annie & IDC: A Year after the Pandemic Started, Gamers Still Love Spending Money

The COVID-19 pandemic has highly benefited the growth of the gaming industry. In addition to the boost in sales of games, consoles, and gaming hardware, the pandemic has also increased the average playing time of most gamers. Although citizens of some countries have been freed from the COVID-19 calamity and went back to living life normally, the trends that emerged due to the pandemic — such as playing more games and watching more gaming streams — are surprisingly persisting.

The Driving Force of the Game Industry’s Growth: Mobile Gaming

Currently, mobile gaming seems to have the largest contribution in terms of consumer spending growth in digital games. According to the report published by App Annie and IDC, the total expenditure of mobile gamers around the world was over $120 billion USD, 2.9 times as much as the total spending of PC gamers, which only reached $41 billion USD. Console and handheld console players, on the other hand, had a total expenditure of $39 billion USD and $4 billion USD, respectively.

In the case of mobile gaming, Asia Pacific is still the region with the largest contribution to gamer’s total spendings, 50% to be exact. Interestingly, this figure actually plateaued throughout the pandemic. Instead, gamers in other regions, like NA and Western Europe, experienced an increase in gaming expenditure. Although the Asia Pacific region had massive spending in mobile games, expenses from PC/Mac gamers in the region declined marginally by 4%. This trend can be explained perhaps by the unfortunate closing of many internet cafes in the pandemic.

Gamers’ Spending in each platform. | Source: App Annie

On the other hand, the total worldwide expenditure in the realm of console gaming is expected to rise due to the launch of PlayStation 5 and Xbox Series X/S at the end of 2020. App Annie and IDC also mentioned that the console gaming audience has the potential to grow exponentially in the Asia Pacific region. With the recent launch of Xbox Series X in China on June 10, 2021, and PlayStation 5 on May 15, 2021, we should expect to see a surge in the console player population in Asia. In terms of handheld consoles, Nintendo Switch Lite is currently the only console that incentivizes consumption growth. As of September 2020, Nintendo has discontinued the production of the 3DS. Fortunately, the e-shop of the 3DS is still accessible.

In the United States, console sales increased rapidly in April 2020 after the US government announced the country’s lockdown. As console sales increase, more and more people subsequently download companion apps — such as Steam, PlayStation App, Nintendo Switch, and Xbox — that allow their PC/console game accounts to be accessible through their smartphones. Additionally, these companion apps also has chatting features so users can interact with their friends. Some apps also offer cloud gaming features that allows gamers to play their console games via smartphones.

Cross-Platform Games

One of the gaming trends that persisted after the COVID-19 pandemic is the rate of mobile game downloads. In the first quarter of 2021, there were over 1 billion mobile game downloads globally. This figure is 30% greater compared to Q4 of 2019. Expenditures on mobile games also increased in the same period. In Q1 2021, the total spending of mobile gamers around the world reached $1.7 billion USD per week, an astounding increase of 40% from the pre-pandemic period. Many game publishers, as a result, began placing their interest in launching games on the mobile platform.

Global weekly game downloads and consumer spendings. | Source: App Annie

Just like the mobile game segment, PC gaming also experienced some degree of growth during the pandemic. We can find this trend in the rise of Steam’s concurrent users and players. From October 2019 to April 2020, the number of daily concurrent users on Steam increased by 46% to a staggering 24.5 million users. Steam’s daily concurrent players also surged by 61% to 8.2 million. However, if we extend the period to March 2021, Steam’s daily users and player numbers reached 26.85 million (46% increase) and 7.4 million (60% increase), respectively. As we see from the statistics above, Steam’s player and user count did not decline but, instead, persisted after the pandemic.

What makes games so popular in the pandemic? According to App Annie and IDC, online real-time features — such as PvP — are highly common in today’s popular games, regardless of the gaming platform. In other words, most gamers want to play and interact with each other. After all, games can help cope with the loneliness of the pandemic isolation by providing a medium to connect with friends. Another feature that is rising in popularity is cross-play: a feature that allows gamers to play one game on multiple platforms. For example, players can start a game on PC and continue playing it on mobile or vice versa.

Steam’s daily concurrent users and players. | Source: IDC

An example of a game that, by far, has implemented the best cross-play feature is Genshin Impact. Since its launch in September 2020, miHoYo (the game dev of Genshin Impact) immediately released the game on several platforms at once: PC, console, and mobile. miHoYo’s decision to prioritize cross-play features — such as cross-save and co-op modes across platforms — is one of the reasons why Genshin Impact has successfully become a phenomenon in the gaming world.

Another popular cross-platform game is Among Us. In the span of just a few months in 2020, the player count of Among Us skyrocketed. In January 2020, the number of concurrent players in Among Us was less than a thousand. However, in September 2020, over 400 thousand people around the world were playing the game. Among Us is also incredibly popular on the mobile platform. At some point, Among Us download numbers in mobile were able to peak in the US, UK, and South Korea.

Gaming Stream Watch Times

The pandemic has also increased the amount of time people spend watching gaming content broadcasts. Up until April 2021, user engagement rates from Twitch and Discord continue to rise. In China, the watch times of game streaming platforms such as bilibili, Huya, and DouyuTV, have also gone up. The largest increase, uncoincidentally, occurred in the first half of 2020, which is when the COVID-19 pandemic started to emerge and forced people into quarantining in their homes.

 

The average time users spend watching gaming streams per month in different streaming platforms. | Source: App Annie

Viewers also become less hesitant in spending money on these platforms as they become more invested in them. Recently, there has been a steady rise in the total expenditure of Twitch and Discord users. In Q4 2020, Twitch managed to enter the list of 10 non-gaming applications with the largest total revenue. Twitch even climbed to 8th place on the list during the first quarter of 2021.

Featured Image: Unsplash. Translated by: Ananto Joyoadikusumo.

Niko Partners: The Growing Esports Viewership in Southeast Asia

The gaming industry in the Greater Southeast Asia region — including Southeast Asia and Taiwan — is estimated to be worth$8.3 billion USD by 2023. One of the primary driving factors behind the growth of the gaming industry at GSEA is esports. This is not a surprise considering that most gamers in Asia are also esports enthusiasts. According to data from Niko Partners, around 95% of PC gamers and 90% of mobile players in Asia are, to a certain extent, active or interested in the esports world. In a previous article, we already discussed the state of the gaming industry at GSEA in 2020. This time, we will dive deeper into the esports world in Asia, especially SEA.

The Esports Audience in Southeast Asia

According to Niko Partners’ data, the number of esports viewers in East Asia and Southeast Asia reaches 510 million people. Furthermore, around 350 million of these esports fans came from China, and the remaining 160 million are from Southeast Asia, Japan, and South Korea.

“There are approximately 100 million esports viewers throughout Southeast Asia. The number of viewers and players in each specific country, more or less, is directly proportional to the population size and internet quality in the country,” said Darang S. Candra, Director of Asia’s Gaming Market Research Company, Niko Partners. “In SEA, Indonesia has the largest number of viewers and esports players, followed by the Philippines, Vietnam, Thailand, Malaysia, and Singapore.” If you want more details regarding the statistics of the esports audience in SEA, you can refer to Niko Partner’s premium report.

The population size and internet speeds in Southeast Asian Countries.

The five countries in Southeast Asia with the largest population are Indonesia, the Philippines, Vietnam, Thailand, and Myanmar. In terms of internet speed, Singapore comes on top not only in the SEA region but also throughout the world. According to data from Speedtest, the average speed of a fixed broadband network in Singapore reaches 245.5 Mbps. As you can see in the table above, although Indonesia has the largest population, the country’s internet quality is relatively subpar when compared to the other countries in Southeast Asia.

The Philippines, by far, is the country in SEA that has racked up the most top-tier esports achievements. For instance, the Philippines managed to bring home the most medals (3 gold, 1 silver, 1 bronze medal) from the esports section at the 2019 SEA Games. As a comparison, Indonesia’s esports team only managed to win two silver medals.

The Philippines won three gold medals in three different games: Dota 2, StarCraft II, and Mobile Legends: Bang Bang. Last January, Bren Esports, a Filipino team, also won the M2 World Championship. The StarCraft II player who won the gold medal for the Philippines was Caviar “EnDerr” Acampado, a pro StarCraft II player since 2011. EnDerr is still active in the StarCraft II esports scene until this very day. In 2021, he has even won two minor tournaments called PSISTORM StarCraft League – Season 1 and Season 2. Last 2020, he also won a major Starcraft II tournament, DH SC2 Masters 2020 Winter: Oceania / Rest of Asia.

The Philippines also houses many talented Dota 2 players and teams. In addition to successfully bringing home a gold medal at the 2019 SEA Games, the Philippines also has a formidable Dota 2 team called TNC Predator. Not long ago, TNC won the Asia Pacific Predator League 2020/21 – APAC. In 2020, they also placed first in both the BTS Pro Series Season 4: Southeast Asia and ESL One Thailand 2020: Asia. Furthermore, they also won the MDL Chengdu Major and ESL One Hamburg in 2019. TNC is also one of the few SEA teams that consistently made it into The International, qualifying for four consecutive years from 2016 to 2019.

TNC Predator is regarded by many to be the best Dota 2 team in SEA. | Source: IGN

Another member of the Philippines’ esports arsenal is Alexandre “AK” Laverez. He is a professional Filipino Tekken player who brought home the silver medal at the 2019 SEA Games. AK is incredibly well-known in the global Tekken esports scene since 2013. At that time, he managed to place third in the Tekken Tag Tournament 2 Global Championship despite being only 13 years old. In addition, he also won the runner-up position at the WEGL Super Fight Invitational and EVO Japan 2019.

However, Indonesian esports teams also do have their own set of accomplishments. When compared to most esports organizations in other Southeast Asian countries, the Indonesian esports team is incredibly popular. In fact, the three most popular esports teams in Southeast Asia (EVOS Esports, Aura Esports, and RRQ) are all based in Indonesia.

Esports Tournament Ecosystem in Southeast Asia

The number of esports players and viewers in a region can only grow if its ecosystem is healthy and thriving. Fortunately, the esports industry in Southeast Asia has a lot of potential. Lisa Cosmas Hanson, President of Niko Partners, even said that it is incredibly likely that SEA will become a global esports center in the future. To test this prediction, we can take a look at the number of esports tournaments held in the region.

“In 2020, there were over 350 major tournaments held in the Southeast Asian region. This figure does not even include amateur or small-scale tournaments,” said Darang.

Phoenix Force from Thailand won FFWS 2021. | Source: The Strait Times

The esports tournament prize pools in SEA are also quite large. Free Fire World Series (FFWS) 2021 is, by far, the esports tournament with the largest total prize pool in the region, reaching $2 million USD. Furthermore, this tournament broke the record for the largest viewing numbers in all of esports. During its peak, FFWS 2021 managed to accumulate viewership numbers of 5.4 million people. In comparison, the 2019 League of Legends World Championship — the previous title holder of the largest audience in an esports tournament — only had a peak of 3.9 million viewers.

Besides FFWS 2021, another esports tournament that offers a massive prize pool is the ONE Esports Singapore Major, which has a hefty $1 million USD prize pool. In 2018, another Dota 2 tournament held in SEA, the Dota 2 Kuala Lumpur Major, also had a $1 million USD prize pool.

Currently, many esports leagues in Southeast Asia implement the franchise model, which is predicted to be the trend in the future. An example of these leagues is Mobile Legends Professional League Indonesia (MPL ID). There is also a rumor that MPL Philippines will be adopting the franchise model in Season 8. The Free Fire Master League has also used a league system similar to the franchise system. Each team is required to pay a certain amount of money if they wish to participate in the FFML. Esports organizations also have the choice to include more than one team to participate in the league. This contract between esports teams and the tournament organizers usually only lasts for the duration of one season.

Featured Image: Freepik. Translated by: Ananto Joyoadikusumo

How Video Games Change Communication Behavior and Social Interaction

Have you ever known someone chatty on the internet, but is secretly a quiet and introverted person in real life? Or maybe, you are this person. The online era has been vastly affecting how people communicate with one another. Video games, whose growth has been catalyzed by the internet, are also used by more and more people as a medium to socialize. Of course, there are implications to this new trend of social behavior, which will be discussed thoroughly in this article. However, before digging deeper into this topic, let us first take a look at the history of human interaction.

 

The Evolution of Human Communication Tools

Humans are inherently social beings. Communication is the key to the survival of our ancestors and even us today. However, humans have changed their method of interaction according to the technologies or tools that exist at specific time periods. As technology continues to develop, our socializing habits evolves as well. According to a paper called the Development of Communication Technology and its Impact on Human Life, there are four distinct eras that distinguish human interaction methods.

The oldest era took place in 4000 BC when writing was the main tool for communication. The second was commenced when Gutenberg invented the printing press in 1456. Newspapers then came around at 1600. In Europe, the first newspaper printing came from a German company called Aviso di Wolfunbuttel. In Indonesia, Medan Prijaji was the first national newspaper, which operated from 1907 to 1912, according to Kompas.

Matchmaking bureau column in an old newspaper. | Source: Hipwee

Newspapers, as you may have already known, are a form of one-way communication. It is simply impossible to “reply” to a piece of news. However, newspapers in the past have been used as a tool to find friends or even lovers. Indeed, there is a designated “matchmaking” section in old newspapers. The “pen pal” section is usually less common, although I have personally made a friend during elementary school by finding their contacts in a newspaper.

Proceeding from the era of writing is the era of telecommunications. The radio and Films are the primary inventions that formed this era. The term “radio waves” was first coined by the German physicist Heinrich Hertz in 1887. However, it was not until 1896 when the first radio transmitter and receiver were invented by Guglielmo Marconi. Four years later, in 1900, radio began to be used commercially.

In Indonesia, the first generation of radio stations appeared around 1925 in Malabar, Central Java. Radio Republik Indonesia (RRI) was founded on September 11, 1945. This day was later also commemorated as National Radio Day, according to Kompas. Usually, in the past, the radio was used to give greetings to your family or friends, although there is no guarantee that the radio announcer will broadcast our message.

The telecommunications era also includes the arrival of television, which gave way to a variety of communication services. Just like newspapers and radios, TVs are a one-way communication tool. A person can use TV and radio to make announcements to the public, but the listener/audience cannot interact with the messages conveyed. This limitation, however, will later disappear in the fourth era.

The Internet emerged in the era of interactive communication. | Source: Deposit Photos

The fourth era in communication history is called the era of interactive communication. As its name suggests, two-way communication became the norm, and technologies such as satellites, computers, and the internet helped form this trend. According to Forbes, the communication industry in the 1990s underwent major changes thanks to the advent of these brand-new techs. They also established a new array of communication mediums, ranging from email, instant messaging, Voice Over Internet Protocol (VOIP), internet forums, social media, and also online games.

Just like other previous communication tools, social media also evolves from time to time. Friendster, one of the world’s first social media, used to be very popular back in 2001. LinkedIn, founded in 2002, became the standard social media for working professionals. 2 decades later, LinkedIn is still incredibly popular, having more than 675 million users, according to Mary Ville. In 2004, Mark Zuckerberg founded Facebook, which has billions of users today. And two years later, Twitter was founded with the concept of a microblogging site.

Between 2010 and 2011, the emergence of Instagram, Pinterest, and Snapchat changed the focal point of social media content towards images. After the release of TikTok in 2016 by a Chinese company called ByteDance, the mainstream social media content shifted yet again, this time towards short videos. The existence of TikTok is also proof that netizens are now more fond of consuming videos.

Social media is constantly evolving. | Source: Marry Ville

The existence of social media provides several conveniences to us humans, such as connecting with friends or family who live far away. It is also much easier for us to find and connect with people who have the same interests as ours. If you like gaming, you can easily find a gaming community online.

However, social media undoubtedly also has its downsides. Social media is designed in such a way that you can only see the content that you like. Therefore, it can act as an echo chamber that reinforces your biases and polarizes your beliefs. Another problem that commonly arises on social media is cyberbullying, which is caused by the vast anonymity that the internet provides.

Despite its many pros and cons, it is undeniable that social media makes communicating much faster, easier, and cheaper. In the past, you had to consider roaming costs when calling people in different provinces. Now, you can easily connect with people who live in other countries or even continents.

Today, the game is predicted to be the new social media. The arrival of the internet may have single-handedly revolutionized the video game industry. It gave birth to many of the popular online games we know back then, such as Lineage and Starcraft in 1998 or Counter-Strike: Global Offensive in 1999. Initially, online games were used as a means of personal entertainment, similar to offline games. However, especially after the COVID-19 pandemic hit, online games nowadays are mostly used as a medium to hang out, interact, and collectively have fun with other people. 

 

How Games Affect Social Interaction

What comes to your mind when you hear the word cool? Of course, everyone has a different definition or interpretation of being cool. For high school students, for example, cool might be associated with someone who is in a music band, a sports team, or student council presidents. In the past, video game enthusiasts were often labeled as nerds or maybe even losers. Fortunately, the trend today has changed. Now, people who are good at playing games have their own charisma. Being professional esports athletes is a dream for many people in today’s society, even though the chances are extremely slim.

The rise of Pay-to-Win (P2W) games also brought a lot of attention to people who spend a lot of money in-game, often crowned as sultans. Influencers in the gaming world even create content about how much money they spend to acquire certain characters or items. For example, Indonesian YouTuber, feraldoto, spent Rp. 64 million to get Albedo C6 on Genshin Impact.

Unfortunately, many of the negative stigmas attached to gamers still persist until this very day. For one, many still assume that gamers are anti-social or loners. Unknowingly to people with these false beliefs, many people make new friends — or even lovers — through online games. Not only that, in some countries — such as South Korea and China — gaming is considered a social activity. In 2003, Mark Griffiths, a lecturer at Nottingham Trent University, released a study on online gaming. He conducted a survey consisting of 11 thousand Everquest players. From the survey, Griffiths found that 25% of the respondents’ favorite part about Everquest is the element of socializing. Therefore, the idea that gamers are anti-social is extensively misleading. 

In 2007, he repeated the experiment with a different community in online gaming. This time, he gathered 912 Massively Multiplayer Online (MMO) gamers from 45 countries who spent an average of 22 hours a week playing games. From the study, he also concluded that online games are a highly interactive social environment.

Ten percent of the survey’s respondents even ended up in a romantic relationship outside the game,” Griffiths mentioned in BBC. “In-game socialization is actually a concept that has been around for a long time.” And in 2020, when the whole work was brought to a lockdown, more and more people came to the realization that gaming is more than a form of entertainment; it is also a place to socialize and interact.

Last year, gaming has been used as a hangout spot between friends. Important moments, such as birthdays or even weddings, are celebrated inside games. Games have also been used as a medium to show condolences. When streamer Byron “Reckful” Bernsten died in July 2020, World of Warcraft gamers gathered at several locations in-game to pay their respects to the WoW legend.

The Effect of Anonymity On Social Interaction

A person’s behavior in cyberspace is not always the same as his/her behavior in the real world. One of the main reasons why this happens on a vast scale is the anonymity that the internet provides. In online games, for example, rarely anyone uses their real name as his/her in-game name. According to the journal The positive and negative implications of anonymity in Internet social interactions: “On the Internet, Nobody Knows You’re a Dog”, hiding identities can have both positive and negative repercussions.

According to the Social Identity Model of Deindividuation Effect (SIDE) theory, anonymity has the benefit of increasing the effectiveness of a particular group. However, this only applies when all group members completely hide their identity and thus are unidentifiable to each other. If one or more people fail to keep their anonymity, the benefit will cease to exist. Anonymity also eliminates the salience of personal features while enhancing social identity and group immersion.

Anonymity can have both good and bad effects. | source: Deposit Photos

The strength and chemistry in anonymous communities can also bring precarious consequences. One of the most alarming negative effects of anonymous groups is their ability to disrupt major groups using radical ideas. For example, if a minor group of people hates the Indonesian government, they can gather followers to overthrow the government using anonymity.

However, another positive impact anonymity brings is empowering marginalized groups such as women and people with disabilities. Based on the equalization hypothesis, anonymous communication via the internet can balance the “power” held between minor and major groups.

In the real world, we tend to treat people based on their race, gender, appearance, and so on. In cyberspace, however, we cannot see or judge these social cues, prompting us to treat everyone fairly. For example, someone might try to act cool in front of an attractive person of the opposite sex. This cannot occur in internet forums since he/she cannot see the appearance of other people.

The last and probably most obvious advantage of anonymity is privacy. Generally, anonymity has three links to privacy: recovery from social injury, catharsis by expressing their emotions freely, and autonomy by trying new behaviors or activities without having to worry about being judged by the public or known people. Unfortunately, the autonomy and protection that comes from anonymity can also catalyze reckless behavior that might go unpunished.

 

Conclusion

Playing games is no longer considered an antisocial hobby or merely a form of personal entertainment. Today’s games, especially with the current pandemic lockdown, became a medium to interact with friends or new people on the internet. In the past year, gaming has provided a place to hang out and celebrate important moments in people’s lives. 

However, people in the gaming world, or cyberspace as a whole, often put on a mask that does not represent their real-world behaviors.  Due to the protection of anonymity, nobody is afraid to be judged by their appearance, race, or other social cues. 

People in the past have believed that friendships in the online world are pretentious and fragile. However, there are a bunch of internet applications that we can use to stay connected with our friends anywhere around the world, from WhatsApp, Facebook, to Discord. I myself am still in touch with friends that I met in Ragnarok Online from the early 2000s. News about gamers who found the love of their life from games is also common nowadays. Therefore, relationships formed on the internet or online games can, indeed, be very strong and long-lasting.

Translated by: Ananto Joyoadikusumo. Featured Image: Nintendo.

Why the Gaming Market in Southeast Asia Will Be Significantly Important In the Future

The gaming industry used to be monopolized by several large firms from the United States, Europe, and Japan in the 20th century. However, since the 2000s, this trend began to change. Today, even small indie developers can target the global market thanks to the development of the internet and mobile devices. The internet has allowed small developers to share their products and creativeness with gamers around the world without any boundaries. Some examples of these games that have, out of nowhere, exploded in popularity are Flappy Bird and Among Us.

However, not much research or studies have been conducted that discuss the development of the gaming industry and gaming culture in Asia. To fill the void, Phan Quang Anh conducted a research titled Shifting the Focus to East and Southeast Asia: A Critical Review of Regional Game Research. The study discusses the gaming industry and culture in the Asian region, particularly East Asia and Southeast Asia.

East Asia’s Gaming Industry and Culture

There are several reasons why Asia is becoming increasingly important for the gaming industry. One of these reasons is the size of the gaming market in the region. Both in terms of revenue or player numbers, Asia is a very profitable region for many gaming companies. Furthermore, several Asian countries also house many of the big gaming companies we know today, such as Nintendo and Sony in Japan, Nexon in South Korea, and Tencent in China. A majority of governments in Asian countries also put a substantial amount of investment towards the development of the game industry in their respective countries.

Walkman became one of the primary culprits behind the individualistic culture iin Japan. | Source: SCMP

However,  each country in the Asian region has different gaming cultures. For instance, gamers in Japan tend to be more individualistic. The culture of individualism in Japan itself began to emerge in the 1970s when Sony launched the Walkman. The growth of the game ecosystem in Japan is also heavily correlated with its local culture. As a result, most Japanese gamers prefer to play single-player games.

On the other hand, gamers in South Korea and China actually consider gaming as a social activity. They like to play games with their friends, hence why co-op games or competitive games are more popular. In fact, the social or competitive culture of gaming cultivated in South Korea and China is one of the reasons why the two of them produce so many successful pro esports players.

The online gaming culture in South Korea emerged around 1998 when Blizzard launched StarCraft. Playing online games quickly became a favorite hobby for the younger generation at that time. Through the widespread PC bangs — or internet cafes — across the country, playing games is also a relatively inexpensive activity. South Korea’s competitive culture has also made its esports ecosystem flourish. Local TVs began broadcasting esports, and being a pro player became a legitimate career path. This esports phenomenon in South Korea will later spread to other countries in East Asia and Southeast Asia.

Despite the similar gaming culture between South Korea and China, the two countries still have quite a contrasting gaming market. For example, China’s government is far more involved with its local gaming industry than South Korea’s. They frequently create regulations and promote local game companies to compete with foreign brands. Chinese game companies with innovative ideas will often receive government support for their growth. As a result, in 2020, 19 of the 100 games with the largest revenue generated in the United States were all produced by Chinese companies.

Southeast Asia’s Gaming Industry and Culture

Apart from East Asia, Southeast Asia is also a region to be reckoned with by game companies. According to Newzoo and Niko Partners, the growth rate of mobile games in Southeast Asia in 2014-2017 reached more than 180%. This figure is also predicted to continue to grow for the next five years. Shibuya Data Count also forecasted that the Compound Annual Growth Rate (CAGR) of the gaming industry in Southeast Asia will reach 8.5% in the 2020-2025 period. The six countries in Southeast Asia with the largest gaming markets, with no particular order, are Indonesia, Malaysia, Thailand, Vietnam, Singapore, and the Philippines.

One of the factors driving the growth of the game industry in Southeast Asia is the development of internet infrastructure or, more specifically, the emergence of 5G technology in 2020. Another factor that comes to play is the rising popularity of esports. As esports content in YouTube and Twitch continues to amass thousands of viewers, game companies invested in the region will also thrive . Free fire, for example, benefitted a lot from content creation and managed to become the most downloaded mobile game in 2019.

Free Fire is the most downloaded game in 2019.

Furthermore, free-to-play games also play a huge role in the success of the game industry in Southeast Asia. Combine this with the vast implementation of cloud gaming, the possibilities for the gaming industry in SEA will be limitless. Interestingly, more than 55% of mobile gamers in Southeast Asia are over 55 years old, while only 8% are teenagers. These stats can be explained by the fact that mobile games are usually catered to more casual users. 

However, these casual mobile games usually don’t last long, and their popularity can be vulnerable at most times. Thus, most developers of these types of games need to continuously promote their games through advertising. If constant advertising is not conducted, the relevance of casual games can fade in a matter of weeks or even days.

Game Industry in Indonesia

Just like China, the governments of Southeast Asian countries are also involved in the local gaming industry. However, the regulations set by Southeast Asian governments are usually not as strict as those in China. Therefore, foreign gaming companies might have a better chance to expand their market in the SEA countries like Indonesia.

Indonesia is a country with the 4th largest population in the world. Its population is also mostly dominated by the younger generation, who loves building online communities. According to Newzoo, this is a massive advantage that the Indonesian gaming market has over other countries in SEA. The popularity of mobile games in Indonesia is, undoubtedly, a golden opportunity that local developers need to seize

Mobile games have dominated the Indonesian gaming market for the past few years, and fortunately, 49% of mobile gamers do not hesitate to spend money to buy in-game items. Newzoo’s data showed that Indonesian mobile gamers spend an average of $9 USD every year. The strategy game genre is also a favorite among Indonesian gamers and is also populated by gamers with large spendings. 41% of gamers, in fact, are willing to buy in-game items in the strategy genre.

The cost of making mobile games is much cheaper than online PC games.

Mobile games are also generally cheaper to produce than PC games. As a comparison, creating mobile games usually cost around $1 thousand USD, while the expenses of making PC games can cost 10 times more than that. Therefore, it is not surprising that most game developers in Indonesia opt to create and develop mobile games.

The potential of the gaming industry is also recognized by the Indonesian government. The government often supports local gaming companies by holding various gaming-related events, such as Game Prime. Additionally, a lot of ministers, such as the Minister of Communication and Information and the Minister of Tourism and Creative Economy, have expressed their support towards the local gaming and esports industry. Prior to this, Indonesia was also successful in lobbying ASEAN countries to include esports as an exhibition sport at the 2018 Asian Games and declaring esports as a legitimate sport (winners will get medals) at the 2019 SEA Games.

Game Industry in Singapore

According to Darang S. Candra, Director for Southeast Asia Research, Niko Partners, the spendings of gamers in Southeast Asian countries is directly proportional to the Gross Domestic Product (GDP) per capita in each country. Countries with relatively low GDP per capita, such as Indonesia and the Philippines, have an Average Revenue per User (ARPU) of around $4-6 USD for PC games and $5-8 USD for mobile games. On the other hand, countries with higher GDP per capita, such as Malaysia and Singapore, have higher ARPU, reaching $15-20 USD for PC games and $25-60 USD for mobile games.

Singapore, for many years, has been considered the economic center or powerhouse in Southeast Asia. Although Singapore’s population is far smaller than Indonesia’s, its internet penetration rate is exponentially superior, reaching 80% of the total population. Furthermore, 60% of Singaporean internet users are classified as gamers who spend over $189 USD on games every year. English is also one of the primary languages used in Singapore, which is why Western games also have a relatively high penetration rate in the country.

The Singapore government itself has been interested in developing its gaming industry since 1995. The government has supported startups in the gaming sector while also opening and financing various research labs dedicated to gaming. They also set strict regulations, especially those related to piracy. Heavy penalties and charges were imposed to discourage people from using pirated products. As a result, foreign established gaming companies became highly interested in investing and opening offices there. Ubisoft and Electronic Arts, for instance, have opened branches in Singapore.

Translated by: Ananto Joyoadikusumo. Featured image via: Unsplash.com.

Igniting the Fire: T1’s Triumphant Venture to Dota 2

When we hear of the esports giant organization T1, we oftentimes correlate the name with how legendary their League of Legends and StarCraft teams are. Indeed, the South Korean giant has proven themselves to be of the strongest contenders in seemingly all games they set their foot upon. Their Dota 2 roster has recently proven themselves worthy to be wearing the T1 uniform but their story is far from smooth-sailing from the start.

Their first debut roster must have received the greatest burden filling the premier Dota 2 roster of T1. How can they not? Their StarCraft roster lasted all the way since the Brood War Era, transitioned to StarCraft II, and won multiple, back-to-back Proleague tournaments.

T1 League of Legends wins Worlds 2016. Source: Forbes.

Similarly, their world-renown League of Legends division won three World Championships, being the first and only team to do so in the history of competitive League of Legends. Heck, T1 is all-too synonymous for being the face of League during their prime time. Just imagine how huge of a deal their Dota 2 roster meant for the organization.

 

Esports in South Korea

Before we dive into the history of their Dota 2 division, let’s take a step back and see why T1’s entry to Dota 2 meant a lot for the South Korean professional Dota 2 scene. You see, although gaming and esports are already popular in the Land of the morning calm, a significant percentage of their youth prefers League of Legends over other esports titles.

League of Legends is almost, if not already, a part of the youth culture in South Korea. Gamers spend hours in LAN cafes, known locally as PC Bang, playing League all day long. It’s almost as equivalent as how Southeast Asian youths spend their time playing mobile games — it’s essentially the same.

Because of that, the Dota 2 market is so small in South Korea. In fact, there is no longer a South Korean server for the region anymore. It’s a long and twisted history between Valve, Nexon, and the community.

First, Valve teamed up with Nexon, a local publisher, to set up a Korean Dota 2 server back in June 2013. This was already scary given that they are up against the mammoth of League of Legends, who’s already making waves in the youth’s culture. The server came and replaced the need for South Korean players to connect to distant servers, which meant less laggy and high-ping games.

However, due to Nexon’s policy, only non-Korean citizens were allowed to sign up for Nexon accounts. Hence, if you were a South Korean-based player, but weren’t a South Korean citizen, then too bad; you have to play in distant North American servers once again. Since then, the Dota 2 community in Reddit pressured both Valve and Nexon to resolve the issue; problem solved.

The situation proceeded as intended, with the South Korean server up and running to facilitate players in the region. But there’s a catch: League is too huge to take down. People are too comfortable with League, nor are they familiar with the original Defense of the Ancients title. Dota 2 came to a region where they are strangers, unknowns who tried to barge into the comfort zone.

Nexon tried their best to maintain the market, by providing South Korea-exclusive programs like their own Compendium system. Yet, their efforts are not enough to battle the Goliath. Eventually, Nexon announced in December 2015 that they are shutting down the server altogether, meaning players are forced to play elsewhere.

With no dedicated server, it’s unsurprisingly tough to continue playing casually, let alone playing Dota 2 competitively. Only the organization MVP managed to make it through these toughest times, but their prime era is now long and gone.

 

Chapter 0: FoREv the Trailblazer

Enter T1, one of the strongest and oldest South Korean esports organizations today. After their successes in StarCraft II and League of Legends, they started to venture to other, more modern esports titles like Super Smash Bros. Ultimate and Valve’s Artifact. And on August 22, 2019, they set foot on the Dota 2 realm by signing former MVP player, Lee “FoREv” Sang-don.

In fact, T1 is the second of the old Korean Esports Association (KespA) organizations to finally have a Dota 2 team by signing FoREv; the first being MVP. Many were reasonably excited about this announcement. It gave a new hope for the South Korean competitive scene to finally see life — some even expected the return of the South Korean server.

T1 FoREv. Source: Twitter @T1.

Since FoREv is the only fixed player to be playing under T1’s debut roster, the remaining four slots were still vacant. Though not officially announced by T1, there were at least three trial rosters in 2019. In the tournament Battle of Dawn, the T1 roster consisted of former MVP and Team Secret MP, Australian player XemistrY, two South Korean players snOw and Grace, and lastly FoREv. This roster didn’t achieve much as they were eliminated during the Group Stage.

Then, in Hainan Master Cup that trailed thereafter, T1 made a slight change. They replaced Grace with a Singaporean veteran player, xFreedom. If you are new to the scene, xFreedom used to play under legendary rosters of Team Zenith, LGD.International, Scythe Gaming, Team Zephyr, and still many others. This change didn’t really make the cut as T1 was eliminated in the first round of the event.

Again, T1 made a roster change for DreamLeague Season 13 SEA Open Qualifier, only a more drastic one this time. MP, snOw, and xFreedom were replaced by Filipino player Skadilicious, former MVP Febby, and former Team Secret pieliedie, respectively. However, MP’s and xFreedom’s time in T1 wouldn’t end just yet.

The team looked relatively more experienced on paper this time around, but it still wasn’t enough. They lost in the Semifinals 0-2 against Alpha x Hashtag, thus failing to qualify to the closed qualifier that followed. Three renditions and three failures, there was a lot to work on for T1.

 

Chapter 1: First Official and International Roster

Entering 2020, T1 knew they had to revamp the entire roster. So on March 3, 2020, they announced a shocking first official, international roster, coupled with a ton of assisting staffs and coaches. The lineup consisted of former BOOM ID duo inYourdreaM and Jhocam, veteran player Black^, North American player xuan, and of course, FoREv.

T1’s First Official Roster. Source: Twitter @T1.

As hinted, neither MP nor xFreedom have completely left the team. Both of them were assigned as coaches for the debut roster. They too employed Xyun as a tactical analyst, who’s had experiences in Team Griffin and Newbee.

T1 went as far as hiring cCarter, formerly known as L.i.E.S, to be their Dota 2 head coach and was T1’s League of Legends head coach from 2012 to 2017. Bringing cCarter to the Dota 2 scene meant serious business, as the coach is greatly respected in both the League of Legends and PUBG scene. T1 is surely looking to become a powerhouse in 2020.

T1 cCarter. Source: Twitter @T1.

The seemingly powerful and well-facilitated T1 debut roster played in three different Southeast Asian open qualifiers: ESL One Los Angeles 2020, ESL SEA Championship 2020 OQ #1, and OQ #2. Their results turned out to be lackluster as they only managed to secure 3rd-4th place in all three. ONE Esports Dota 2 Invitation Jakarta: Indonesia Qualifier became this roster’s final event together, which, similarly, ended on a bitter note.

13 days since the announcement, T1 secured zero tournaments and decided to make even more changes. With the pandemic also coming in hot, the team eventually parted ways with Black^ and xuan on March 16, 2020.

 

Chapter 2: T1, Round 2

All hope is not lost, nor is T1 willing to give up an already huge investment. The two empty slots meant stand-ins for the time being, to which they called upon the assistance of Singaporean duo Meracle and Poloson to play in BTS Pro Series: Southeast Asia in April 2020. Although they ended up finishing 7th-8th in the event, this roster was still worth a shot for T1.

They continued to play with this duo as stand-ins in two events that followed: Asia Spring Invitational and ESL One Birmingham 2020 – Online SEA Open Qualifiers. Like their previous result, these ones were equally underwhelming. Nevertheless, T1 ultimately signed the two on May 13 into their official roster.

T1’s Second Dota 2 Roster. Source: Twitter @T1.

Despite their results, T1 seemed to be comfortable with their current roster, so do their players. They stuck around for about three months that followed. And although they didn’t manage to play in top-dog tournaments, they still managed to win Hephaestus Cup and SEA Dota Invitational 2020, both of which are categorized as Tier 3 tournaments.

When it comes to the real deal, T1 was still somehow performing poorly. They placed 7th-8th in BTS Pro Series Season 2: Southeast Asia and a slightly better 4th place in ONE Esports Dota 2 SEA League where they lost a tight 1-2 against Geek Fam. But again, this is still far from what’s hoped from the team, especially when they are playing under the T1 banner.

 

Chapter 3: A Call for Change

On July 29, a piece of shocking yet expected news came in; FoREv is leaving the team. After almost a year of building the team virtually from scratch, the trailblazer ultimately parted ways. This marked a huge change especially considering that FoREv is the only South Korean member of the team. Now that he has left, the South Korean team has no representations from their own region.

FoREv Departs from T1. Source: Twitter @T1.

T1 had not much time to scramble around doing nothing, as another tournament was around the corner. They have been invited to participate in ESL One Thailand 2020: Asia, which was to be commenced on August 20. Only a day before it kicked off, they signed Filipino player, Sam_H to fill the vacancy.

Given that there’s limited time to adapt to the changes, T1’s hope didn’t look too bright. But it still remains a fact that Sam_H hosts a ton of experience playing under teams like TNC Pro Team and Neon Esports previously. T1 proceeded to survive the Group Stage, even took down Motivate.Trust Gaming in the Lower Bracket Playoffs, but lost to Neon Esports thereafter. For Sam_H, his stint with T1 was nothing but short.

Sam_H’s arrival was only a start to an even bigger change. Meracle and coach xFreedom left the team in September, followed by the departure of Head Coach cCarter in October. With no satisfying results, things looked very grim for the future of T1. What many had thought to be South Korea’s only hope, had proved so little compared to their League and StarCraft counterparts.

Throughout October and November of 2020, T1 did not really participate in any event. Instead, they opted to revamp almost the entirety of their roster, both players and staff alike. Joining xFreedom and cCarter, MP left the coaching position. Likewise, inYourdreaM and Jhocam followed Meracle, forming a new team, HOYO, for Dota Pro Circuit 2021 Season 1. Only Sam_H and Poloson remained.

 

Chapter 4: Geek1 or TFam?

Still continuing the already major change, T1 turned to yet another former MVP player, March. Since March’s national service ended, the veteran has looked for various opportunities to return to professional gaming. His return to T1 as a coach seems fitting given his experience and a perfect representation as a South Korean player.

They also recruited Filipino player Karl just a few days after March’s announcement. It is then followed by the arrival of two other Southeast Asian players JaCkky and Xepher. JaCkky had shown prominent results during his time with Motivate.Trust Gaming. While on the other hand, Xepher was Karl’s former teammate in Geek Fam.

Although T1 has secured five different players under their belt, they are revealed to not be the penultimate roster coming into the end of 2020. Instead, they recruited two stand-ins: Kuku and Whitemon. If you’ve been following the modern Southeast Asian scene, you should be familiar with this lineup and perhaps recall another team who’s had a similar roster, Geek Fam.

Indeed, four out of five T1 players were part of the Geek Fam roster which qualified for ESL One Los Angeles Major 2020 but had their hopes crushed due to lockdown measures. Thus, it’s unsurprising for them to pick this specific set of players, given their previous experience playing and succeeding together.

T1’s Roster for BTS Pro Series Season 4. Source: Twitter @T1.

And as many predicted, this roster gave astonishing results despite their age. In BTS Pro Series Season 4 where Kuku and Whitemon stood in, they placed second in the Group Stage and ended up placing third overall, beating the likes of Execration and Fnatic. Compared to their previous rosters, this result was a significant achievement.

With an already promising lineup and one that is tightly bonded, T1 naturally signed both Kuku and Whitemon officially into their roster on January 18, 2021 — thus translating to the departure of Sam_H and Poloson. With Dota Pro Circuit 2021 Season 1 commencing soon and T1 receiving a Direct Invite to the Upper Division, this roster has the potential to overthrow other Southeast Asian contenders.

In the event that lasted about a month, T1 showed outstanding results since the beginning and ended up finishing third. Their results overtop that of TNC Predator, BOOM Esports, and Execration. Together with the third-place finish meant that they secured a Wild Card slot to 2021’s first Major event, ONE Esports Singapore Major 2021. However, there is one questionable decision that T1 took before it kicked off.

 

Chapter 5: Reinforcements from Thailand’s Superstar

Just as they concluded DPC 2021 Season 1 with a clutch Wild Card slot to the Major, T1, for some reason, decided to replace JaCkky just four days after the event came to a close. Many fans questioned this decision, for obvious reasons. Namely, JaCkky was part of the reason why T1 qualified for the Major, not to mention his consistent performance.

In the end, T1 decided to recruit Thailand’s rising pubstar, 23savage. This slightly explained why T1 risked changing their roster, given that 23savage was a superstar up for grab for pretty much any team wanting to become a dominant powerhouse. T1 had only one chance to not only secure this soon-to-be prodigy, but also become Southeast Asia’s leading team.

Yet, their result in the ONE Esports Singapore Major was as expected given how abruptly the team was formed. Moreover, their cornerstone captain Kuku didn’t manage to attend the event due to health reasons, further contributing to the team’s poor performance. T1 failed to seize their Wild Card opportunity as the team got eliminated early on.

Regardless, the team progressed into DPC 2021 Season 2 more confidently. Now with everyone on board and more time to develop, T1 quickly climbed the league’s leaderboard. In the end, they topped the charts and dropped only two series in total, hence securing a Playoffs slot at 2021’s second Major event, WePlay AniMajor.

The event served to be a crucial moment for T1, as they were inching closer to being able to qualify for The International 10. All they need to do is not get eliminated in the first round, such that they will acquire enough points for TI10. There is a problem approaching them though, since their first contender is DPC China’s strongest team, Team Aster.

Despite the weight on their shoulders, T1 pushed through the adversity. They flawlessly took down the Chinese giant 2-0, thereby advancing to Upper Bracket Round 2 and, more importantly, securing their ticket to The International 10.


With the excitement, T1 continued their Major journey taking down teams like Quincy Crew, and almost defeating PSG.LGD in the process. Unfortunately, their run came to an end as they lost to Evil Geniuses in the Lower Bracket. Even so, T1 finished third — a huge improvement since their first Major run.


T1 had another shot in proving that their Major result wasn’t a fluke due to sheer luck. They continued to play in ESL One Summer 2021, this time facing up against even stronger teams like Virtus.pro and Alliance. Under the leadership of Kuku, 23savage and co. won a 3-2 comeback in the Grand Finals against Virtus.pro. With such a result, the world is convinced that T1 will deliver a blow in their premiere TI10 stint.

 

Chapter 6: Road to The International

Now that the excitement and intensity have settled, T1 and the rest of the teams have more than enough time to prepare for The International 10. In a span of less than a year, T1 snowballed from a Tier 2 Southeast Asian team to one that is capable of taking down giants. Southeast Asia has found their hope once again.

More importantly, T1’s Dota 2 roster has come a long way since their first advent. Although their roster is far from emulating their League of Legends counterpart’s three-time World Championship attainment, T1’s road to prominence has just started. Though their penultimate outcome at TI10 remains a wild guess, T1’s Dota 2 presence has truly ignited.

Featured Image by Twitter @T1.

The Esports Industry’s Polemic Against Certification

Talk is cheap. Everyone can claim that they are proficient at a certain skill or field. However, proving your competency is a whole other matter. Since the dawn of the education system, schools and universities have used scores or GPAs to measure the capabilities of students. For working professionals, certificates can be one way to validate one’s expertise. What about in the world of esports? Is there currently any form of certification system in the esports industry?

Esports Certification Institute’s Plan to Create a Certification Program

The Esports Certification Institute announced their plan to hold a certification exam in the field of esports at the end of April 2021. The goal of behind this plan is to push the culture of meritocracy and foster professionalism in esports players. Additionally, they also hope that the existence of this certification program will make the world of esports more inclusive.

How do you get a certification from ECI? Well, of course, you just need to take their exam. The test from ECI covers three main criteria: esports knowledge, problem-solving abilities, and statistics. In addition to being given a certificate, people who passed the exam will also be included in the ECI membership program, which provides the opportunity to network and discuss with ECI advisors.

ECI was founded by Sebastian Park, former Esports VP of the Houston Rockets NBA team, and Ryan Friedman, former Chief of Staff of Dignitas, an American esports organization. ECI’s advisory board members consist of executives from various companies involved in esports, from venture capital firms such as BITKRAFT, legal firms like ESG Law, to esports organizations such as Cloud 9 and Gen.G.

ECI wants to create a certification program for esports

“One of the biggest problems that exist in the esports industry is that employers have no way of validating the skills of job applicants,” Park said, according to Yahoo. “Most esports organization wants to hire someone based on their skills and abilities, but it can be very difficult to do so.”

Of course, the exams from ECI are not free. You have to pay $400 USD to be able to take the exam. The ECI that they have conducted their market research before determining this entrance fee. They claimed that their exam fee is relatively cheaper when compared to certification exams in other fields. For example, the Chartered Financial Analyst (CFA) certification costs $1000 USD. For the underprivileged, ECI has also collaborated with various educational institutions to create a free exam program.

The reason ECI created a certified exam in the world of esports is to solve the problem of finding qualified personnel in the field. Even Activision Blizzard CEO Bobby Kotick is willing to donate US$4 million to the University of Michigan to open an esports major. However, ECI’s vision to create a certified test has actually drawn a lot of protests from parties in the esports industry, which caused ECI to postpone its plan of establishing the certification program.

Unfortunately, in Indonesia, there are currently not many programs that offer these sorts of certification. One of the only popular ones in the country is perhaps RRQ Academy. People who want to practice their gaming skills and potentially go pro in the future can join RRQ’s program. Currently, RRQ Academy offers training for four games: Mobile Legends, PUBG Mobile, LoL: Wild Rift, and Free Fire. After attending classes for two days, participants will get the certificate. Unfortunately, RRQ Academy explained that the certificate that the academy participants received does not include the assessment of their abilities. However, the certification does not have an expiration date.

Now, let us discuss the pros and cons of establishing certified exams in the world of esports.

 

Advantages of Having a Certification Program in Esports

Certificates can be proof of someone’s competency in a field. For example, anyone can create a Facebook account but not everyone has a Facebook Blueprint certificate. This certificate is only given to people who really understand how to use various digital marketing products provided by Facebook and its subsidiaries.

In addition to enhancing credibility, another advantage of having a certification program is that it extends knowledge and skills, according to the International Society of Automation. Furthermore, taking a certified exam will also enhance one’s reputation as a professional and prepares them to climb the career ladder. Certification will also allow companies to find employee that matches their needs. 

Gary Ongko, CEO of BOOM Esports frequently compares the esports industry to the Wild West. “Many workers in esports industry are esports enthusiasts, but most of them do not have any form of certification,” he said when contacted by Hybrid.co.id. “Because there is no legitimate esports major, maybe this certificate can help us hire people who want to work/enter esports.”

Meanwhile, according to the Head of Operations, Mineski Indonesia, Herry Wijaya, the emergence of a certification system in esports is proof that more and more people are getting interested in working in the esports field. Hopefully, as more people get involved in the industry, there will also be a larger talent pool available to benefit esports. 

The requirements for getting a job in the esports industry have continuously increased over the years. As mentioned previously, universities have even started to open esports majors. However, the industry will still have to ultimately wait a few more years before being able to hire people with esports majors.

Certification programs can also filter people who are truly committed and passionate about their career. Obviously, getting a certificate will require an extensive investment in money and personal effort. Getting a certificate at RRQ Academy, for example, requires you to play Rp. 199 thousand and spend 2×6 hours in online classes.

Lastly, certification allows for the appreciation of skills. For example, a person with a Facebook Blueprint certificate will be recognized as someone with the capability of maintaining an important Facebook Page. 

Disadvantages of Emerging Certification Programs in Esports

As mentioned previously, one of the main functions of a certification program is to validate the competency and credibility of someone’s skill sets. However, the scope of work in the world of esports is incredibly broad. The qualifications required to become a team coach is obviously very different from a videographer. The esports industry is also still relatively young and there are no “best practices” like in other, more mature industries. The most obvious example of these differing standards is the way people write the word “esports”. While some may simply write esports, others may use e-sports or even eSports.

Indeed, certification programs can help companies find competent employees that suits their needs. However, making certificates an absolute requirement to work in an esports company can cause major problems. According to Tobiaz M. Scholz from The Esports Observer, the existence of a certified exam can hinder a lot of people from entering the world of esports because not everyone will have the chance to take them.

ECI previously also revealed that one of its goals for making certified exams is to make the esports industry more inclusive. However, studies show that the existence of standardized tests can potentially deepen the chasm of racism or socioeconomic differences. Of course, not everyone in the world has access to the same level of education. In Indonesia, for example, high school students living in urban, more prosperous areas will have a better chance of getting high National Examination scores than students living in underdeveloped regions.

On the other hand, it is important to note that just because many people in the esports industry are against the existence of a certification program doesn’t mean that the world of esports doesn’t need credible professionals. It is quite the opposite, actually. The Head of Operations in Mineski Indonesia, Herry Wijaya, said that the esports industry is in desperate need of people who are highly skilled in the respective fields. Furthermore, he also felt that the skill sets applied in the esports world can be learned from other industries as well. He took broadcasting as an example.

Today, esports is able to attract many sponsorships due to its massive growth and young viewership demography. Esports, for the longest time, have been able to gather large audiences by making interesting broadcasts. Of course, creating an engaging show will require the collective work of skilled and experienced individuals who understand fundamental broadcasting techniques. To meet this need, many esports broadcasts frequently hired employees who had previously worked at TV stations.

“We already have a business plan, we already know what kind of people we need, so we just have to look for someone professional and experienced. For example, if we need someone to manage our events, we will hire someone who understands event and cost management, which are skills taught in economic studies,” Herry said. “This is essentially the hiring and workflow process in today’s esports industry 2.0.”

The CEO of RRQ, Andrian Pauline alias AP, also echoed Herry’s comments. He mentioned that the disciplines used in the esports industry – such as videographers, referees, or social media specialists – already exist in other industries. Those jobs are not something available only in the world of esports.

Esports teams and conventional sports teams have the same order. | Source: Hotspawn

“There are a lot of similarities between the esports industry and the conventional sports industry. There are coaches, managers, analysts, players, and sponsors,” said AP. “There are people who manage the team’s training schedule, scout for new upcoming players, and run the academies to nurture young talents.”

Furthermore, the AP said, “The most distinct difference between the two industries is the product. Football has been around for more than 100 years, while esports is still very young because it is based on video games. Although games always evolve from time to time, the whole framework stays the same. The skills that are required in the field don’t change. Therefore, if there were to be some sort of certification of esports, it would be more geared towards the general understanding or knowledge of the esports world.”

Herry then compared the current esports industry with the esports industry in the early 2010s, which he labeled as the era of esports 1.0. During this era, people who work and get involved in esports are only passionate about the scene. However, they do not necessarily have expertise in the profession they are engaged in. As a result, they will need to learn these mandatory skills by themselves. Let us take Eddy Lim, President of IeSPA and founder of Ligagame, as a case study.

“Mr. Eddy does not have a broadcasting background, but Ligagame works in the broadcast sector. So, he learned the necessary knowledge and skills to fit in,” said Herry. However, nowadays, most esports companies usually look for people who are already proficient or experienced, which is why tournament organizers frequently hire employees who worked in the TV sector in the past.

 

Alternatives to Certification

Even though the esports industry currently does not have any form of established certification systems, there are other ways the esports organizations can use to find competent professionals. Many of them have used scouting methods in the past to find talented young players. Tournament organizers like Mineski also have their own practices to screen their employees.

“We usually examine the applicant’s portfolio and work history first,” said Herry. “After we identify their skills and abilities, we begin the testing process. During the interview, we also try to confirm their competency in their field. For example, if an applicant claims to be skilled in handling esports events, we will test him/her about the basic knowledge of handling events and how to efficiently organize them.

Fathimah Prajna Iswari, People Team Lead, Garena Indonesia, also said that certification was not the main criterion when it comes to recruiting new employees. Of course, having a certificate is always a plus. However, Garena will mostly use screen candidates in the early stage by observing their performance in formal education.

“The more important qualities that recruiters notice when selecting candidates is their problem-solving skills, motivation to complete a set of tasks, the curiosity of and willingness to learn new subjects, teamwork aspects, and so on.” Fathimah mentioned.

Broadcasting is an important part of the world of esports. | Source: Twitter

Generally speaking, there are three stages in the recruitment process at Garena. First, they will review all incoming applications and screen which candidates will enter the next stage. As mentioned previously, formal education will be the main focus of the Garena team in this recruitment phase. Qualified candidates will then be invited to participate in an interview with the hiring manager in the second stage. Candidates who passed this stage will proceed to the final interview with Garena Indonesia Country Head.

“Particularly for esports, Garena is looking for people who have good project management and communication skills while also prioritizing teamwork,” said Fatimah. “Candidates with relevant experiences, such as internships in broadcasting events, will have a significantly higher chance to get hired.”

 

Conclusion

Passion is no longer enough if you want to work in esports. Today, people who want to enter the esports industry must have the necessary skills that organizations seek. Fortunately, most knowledge and proficiency from other industries can be translated into the esports sector. Before working at Hybrid.co.id, I was mostly involved with technology. However, after switching professions to an esports journalist, I can use the writing and journalism skills I learned at my previous job.

The popularity and immense growth of esports have attracted more and more people to work in the industry, especially because it is one of the few jobs that can survive the COVID-19 pandemic. However, newer and inexperienced people have a lot of to catch up before they can be qualified to work in esports. Certified training and tests can be a simple way to learn basic esports knowledge and solve this problem.

While certificates can aid workers in proving their competency and help companies in finding the employees with the right skillset, ownership of a certificate cannot be an absolute requirement for esports-related jobs. After all, the esports sector is incredibly dynamic, and a wide range of expertise is required throughout the industry.

In the end, we cannot really blame the agencies who want to create certification programs for esports since it can be used to filter people who are passionate about pursuing a career in the sector. However, if not executed properly, these certifications might cause their own fair share of problems.

Translated by: Ananto Joyoadikusumo

Protein Folding and How Your Gaming Rig Can Help the World

Human beings are known to be especially capable of doing things that other species might not be able to accomplish during our lifetime. Oftentimes, we solve questions that are seemingly impossible to answer and yet time and time again we find ourselves beyond what our ancestors might not be able to do.

Doing so may require the joint effort of hundreds, thousands, or even millions of people. You see, usually, these kinds of questions or problems that involve peering internally into human beings are typically the harder problems to solve. Consciousness, intelligence, understanding the mechanics of human life — these things that are internally within us seem to be the most complex of questions out there.

A problem that lies similarly in the spectrum of difficult questions is the problem of protein folding. As a fundamental physical process that defines human life and life in general, understanding how proteins fold is certainly of great importance for reasons we are going to discuss later. However, it remains a mystery as to how their mechanics truly work despite being so essential to living.

This article will discuss the ongoing efforts by scientists and researchers alike to understand and solve protein folding. But before anything, I will introduce some core concepts to better understanding the importance of protein folding, what it is, and how we can contribute to a global effort of improving human life using our personal gaming rigs.

Proteins and Protein Folding

Let’s start with asking the question of why understanding proteins are important. They, almost literally, are the building blocks of life. Our bodies are made up of different organs and tissues, which are made up of cells, which are made up of organelles. These organelles are made of four major groups: carbohydrates, lipids, nucleotides, and proteins — being the most complex biological compound out of the four.

Now, what do proteins actually do? Different proteins have their own purposes and functions, but it’s important to know that their shape is a major factor that decides the function. The shape of the active site of enzymes, which are made of proteins, for instance, determines which molecules would be able to bind.

In a similar fashion, an antibody, a protective protein produced by the immune system in response to the presence of a foreign substance (antigen), has a binding site whose shape fits a specific epitope. Simply put, the shape determines whether the weapon of choice would be effective in battling specific enemies.

It is hence quite clear that proteins are a necessity to human life, but that doesn’t necessarily translate to us comprehending how they behave, including how they fold themselves. A protein’s activity is greatly determined by its three-dimensional (3D) structure, which is produced as a result of folding.

So what is protein folding? Originally, a protein is just a sequence of amino acids before they fold. But in order to biologically function, they are thus folded or converted into 3D structures. Different proteins have different 3D structures, as they require different structures to stabilize and function.

AlphaFold 2’s Experimental Results vs. Computational Prediction. Source: DeepMind.

It is this very problem of how these end 3D structures are formed that remains as the big question mark. At this moment, there are over 200 million known proteins across all life forms, but only 170,000 protein structures are known to us over the last 60 years of studying them (Service, 2020).

Explaining how the underlying folding process actually works is a bit too ambitious at the moment. What scientists and researchers are currently trying to do is to at least, somehow, predict a protein’s end 3D structure given its sequence, instead of interpreting how they were formed.

By at least knowing the resultant structure, we would know what the protein’s functionality is like and analyze details about it. Through techniques like X-ray crystallography, cryo-electron microscopy, and nuclear magnetic resonance, we can determine the structure of proteins. And so scientists do these experiments in the lab, which are painstakingly slow and costly processes.

Therefore, there are efforts to automate this process more efficiently while maintaining accuracy, through different methods of computation. Traditionally, the molecular dynamics of protein folding are simulated in computers. The simulation keeps going until a stable structure is achieved which might reflect how the proteins truly are naturally.

However, the main drawback to this method is how large the search space of possibilities is. It takes only a millisecond for a protein to fold, but randomly simulating all the possible resultant structures to reach the ground truth would take longer than the age of the known universe (DeepMind, 2020). There’s virtually no exaggeration to this statement, as it is discussed in what’s known as Levinthal’s paradox.

 

The Problem with Protein Folding

As mentioned earlier, proteins are made up of chains of amino acids. Short chains of amino acids are known as peptide chains. These peptide chains are linked to one another by peptide bonds and these bonds could be configured differently to produce different resultant structures of proteins.

More specifically, these peptides bonds could be configured to have different angles which translate to the majority of the large search space. Levinthal estimates that there is an astronomical number of possible conformations of an unfolded peptide chain.

In his paper (Levinthal, 1969), he wrote, “How accurately must we know the bond angles to be able to estimate these energies? Even if we knew these angles to better than a tenth of a radian, there would be 10300 possible configurations in our theoretical protein.”

Moreover, it’s important that to understand why the correct folding of proteins is crucial. An incorrect fold of a protein is known as misfolding. Surprisingly, the effects of the misfolding of proteins could instead backfire on its host, known as proteopathy.

Diseases such as Huntington’s disease, Alzheimer’s disease, and Parkinson’s disease, have been shown to closely correlate to the event of protein misfolding (Walker & Levine, 2020). Further, others also suggest that cellular infections through viruses like influenza and HIV involve folding activities on cell membranes (Mahy et al., 1998).

Therefore, if we can better understand how misfolding works, we can help mitigate the effects of protein misfolding through therapies that could either destroy these misfolded proteins or assist the right folding process (Cohen & Kelly, 2003). All in all, understanding how proteins fold will benefit us for the better by not only providing novel insights, but also tackle ongoing health problems we face.

 

Large-Scale Computational Projects

Before the rise of machine learning methods to tackle the problem of protein folding, most approaches rely on molecular dynamics simulation to find the resultant 3D structure of proteins. However, as outlined by Levinthal, a more clever strategy is required, otherwise, the problem is very much unsolvable within finite time.

One particular joint effort that became massively popular due to the COVID-19 pandemic is what’s known as large-scale computational projects. These projects allow volunteers across the world to assist the modeling of protein folding through distributed computing. That is, volunteers would lend their local computing power to these projects via the internet.

So almost literally, a ton of people are accumulating their personal computing resources to build one giant supercomputer, to be used to model the very expensive and lengthy protein folding simulation. A few of the ongoing projects which implement the channel of distributed computing include Folding@home, Rosetta@home, and Foldit.

What’s interesting is that software like Folding@home requires the same computational power used to render 3D video games, specifically those requiring a heavy utilization of Graphical Processing Units (GPU). CPUs would also do the job, but only multi-core processors are the one that really makes the cut. Who would have thought that gaming powerhouses were as useful for advancing science?

In fact, Folding@home used to work on PlayStation 3s through an online application called Life with PlayStation. More than 15 million gamers participated in the program, accumulating a whopping 100 million computation hours over the course of five years and seven months. Sadly, this game-changing approach was concluded in 2012 with the Life with PlayStation to cease service.

Of course, even if we have the largest supercomputer on Earth, random calculations of possible protein folds are implausible, again by Levinthal’s idea. Folding@home, particularly, approached this task a little more strategically than just outright wasting the supercomputing resource that they have gathered from thousands, or perhaps millions of computing power.

According to the Folding@home team, their technique’s core idea is the modeling of protein folding using Markov State Models (MSM). Essentially, what Markov State Models do is to explore all the possible configurations more efficiently by avoiding redundancy.

ACBP MSM from Folding@home. Source: Vincent Voelz, CC BY-SA 3.0, via Wikimedia Commons.

As highlighted on their FAQ page, Markov State Models are “a way of describing all the conformations (shapes) a protein – or other biomolecule for that matter – explores as a set of states (i.e. distinct structures) and the transition rates between them.”

Aside from only exploring distinct structures, Markov State Models are much better suited for parallel/distributed computing, like that of the Folding@home project. They allow for “the statistical aggregation of short, independent simulation trajectories” which “replaces the need for single long trajectories, and thus has been widely employed by distributed computing networks”.

Further, Folding@home employs a modified approach to the classic Markov State Model, by applying the technique of adaptive sampling. Technically speaking, adaptive sampling builds the model on the fly as the data is being generated, rather than building the model only after the data has been collected.

The FAQ page elaborates on the advantages of adaptive sampling in a simple analogy of maze exploration using the aid of GPS. To put it differently, imagine you’re roaming around an open RPG world. If the world is massive and you’re tasked to find the best resources, revisiting the same site over and over again would be very inefficient, wouldn’t it?

With the GPS, you can keep watch of where you’ve been while building a map, avoid revisiting the same places, and effectively gather the best resources maximally; that’s adaptive sampling in a rough sense. There’s more explanation behind the idea of adaptive sampling in Markov State Models, which I strongly suggest the readers dive into the technical details if the topic greatly interests you.

Folding@home is one of the largest worldwide efforts to help tackle the problem of protein folding. It even has some of the leading figures in the world as its ambassadors, in a time when collaboration is as important as ever. The list includes Microsoft CEO Satya Nadella, AMD President & CEO Dr. Lisa Su, NVIDIA CEO Jensen Huang, Intel CEO Bob Swan, and still many other relevant people.

Of course, other similar projects like Rosetta@home and Foldit have their own approaches to protein folding. Rosetta@home, for instance, doesn’t address the question of how and why proteins fold like Folding@home attempts to answer. Instead, it concentrates on computing protein design and predicting protein structure and docking.

Nevertheless, these efforts complement each other and could utilize each other’s strengths to advance their own endeavors. For example, Rosetta@home’s conformational states could become the starting point for Folding@home’s Markov State Model. Likewise, Rosetta@home’s protein structure prediction could be verified by Folding@home’s simulation.

It’s safe to say that although both projects handle the problem differently and try to answer different sets of questions, they ultimately benefit the study of protein folding.

 

Machine Learning Methods

In recent years and with the advancement of machine learning methods, the problem of protein folding has found yet another probable solution. Instead of simulating the folding of proteins like the attempts explained earlier, some machine learning methods are used to predict the end structure of the protein given its sequence.

One of the more famous attempts that made it to mainstream headline is AlphaFold 2, a program built by Google’s DeepMind. The AlphaFold team joined what’s known as the CASP (Critical Assessment of protein Structure Prediction) competition which serves as a blind assessment of how well a program/model is able to predict the 3D structure of proteins (Moult et al., 1995).

In 2018, DeepMind began to join the CASP competition, starting with CASP13. The company is already famous for its achievements with AlphaGo, so it was definitely intriguing to see whether they could emulate the same successes in a completely different realm of protein folding. Of course, being an AI company, DeepMind naturally entered the competition using their machine learning/AI methods.

Unsurprisingly, the AlphaFold team managed to outperform every other team in the CASP13 competition using their unconventional methods. According to their paper (Senior et al., 2020), the team used very deep residual networks (He et al., 2016) — the same method used widely for image recognition and various deep learning tasks — coupled with evolutionary profiles (Pellegrini et al., 1999). AlphaFold 1 achieved a median global distance test (GDT) score of 58.9 out of 100.

Then in 2020, a large part of the active community was shocked to see how well AlphaFold 2 performed in the proceeding CASP14. AlphaFold 2 didn’t only win CASP14, they too attained a median GDT of 92.4 which is as good as the gold standard results found by using experimental methods like X-ray crystallography and cryo-electron microscopy.

Although the official AlphaFold 2 paper, and hence method, hasn’t been fully released, the team revealed the general outline of their approach. Their approach includes the usage of the attention mechanism (Bahdanau, Cho, & Bengio, 2014), a technique surprisingly commonly used for natural (human) language (Vaswani et al., 2017). In essence, this mechanism calculates the relation between two components in a sequence.

An example of the self-attention mechanism following long-distance dependency in the Transformer encoder (Xie et al., 2021).

In natural language, this would translate to finding relationships between words in a sentence. For example, given the sentence “the monkey ate that banana because it was too hungry”, the attention mechanism would highly correlate the words ‘monkey’ and ‘it’, while the words ‘banana’ and ‘it’ would have a lower correlation.

Likewise, the same attention mechanism has the potential to capture the relationship between an amino acid residue of the protein and another amino acid residue. In a different paper by Vig et al. (2020), the authors have shown that the attention mechanism can indeed draw the relationship between the folding structure of proteins, targets binding sites, and “focuses on progressively more complex biophysical properties with increasing layer depth”.

Therefore, what DeepMind managed to do using these existing tools in the seemingly unrelated fields of language and protein folding showed the possibility of finding parallels between the nature of data. Unfortunately, there are some drawbacks to using machine learning models, and molecular simulations in general.

For one, these machine learning methods are tough to interpret and it is the same ongoing problem with other tasks that rely on machine learning models. These algorithms almost serve as a black box that we have yet to be able to peer into, a problem known as Explainable AI (XAI). Secondly, AlphaFold was only tested on small protein domains, while a large part of proteins consists of multi-protein complexes.

Finally, although the AlphaFold 2 was able to achieve a GDT score of over 90%, the error rate that the program exhibits is still currently unusable in laboratories for usages like drug design, etc. Nevertheless, the last two problems seem the easiest to solve for the next rendition of AlphaFold. A major factor to these issues is mostly derived from the fact that the existing data for protein folding is scarce and machine learning methods could better generalize given the increase in the availability of data.

One thing to note is that, like molecular simulation, AlphaFold took a ton load of computational resources to train. DeepMind reported that the computing power used equated to that of 100 to 200 GPUs, spanning a total of “a few weeks” to finish.

In general, however, whichever path you decide to take, be it molecular simulations or machine learning methods, these two approaches can only partially emulate what’s truly happening in reality. In other words, even if we could solve the protein folding problem via these computations, they might not necessarily reflect natural proteins in the real world. Thus, more checking and surely clinical trials of these methods are further required.

 

Doing Our Part

For the reasons discussed above, it should be quite clear that protein folding is a serious matter and would require the efforts of many to devise a solution that would answer one of humanity’s biggest questions ever. Healthcare, drug design, and virus protein structure analysis are only some of the byproducts of being able to solve protein folding.

The ongoing pandemic is living proof that what we can do together would greatly improve the wellbeing of everybody around us, even in the smallest ways. If you feel strongly about this topic, I strongly encourage you to learn more and read various relevant resources on the matter to better understand, empathize, and educate ourselves and the people around us.

Since its launch in October 2000, results from Folding@home have helped scientists at Pande Lab produce 225 scientific research papers, all of which accord with experiment results. And if you have a gaming rig with insane GPU setups lying around doing nothing, I’d suggest you put it to good use, for a purpose that could improve the lives of many, including yours. Try a few of the large-scale computation projects like Rosetta@home, Folding@home, or whichever’s your favorite; let’s do our part.

Featured Image by Doxepine, Public domain, via Wikimedia Commons.

 

References

Bahdanau, D., Cho, K., & Bengio, Y. (2014). Neural machine translation by jointly learning to align and translate. arXiv preprint arXiv:1409.0473.

DeepMind. (2020, January 15). AlphaFold: Using AI for scientific discovery. https://deepmind.com/blog/article/AlphaFold-Using-AI-for-scientific-discovery

Cohen, F. E., & Kelly, J. W. (2003). Therapeutic approaches to protein-misfolding diseases. Nature, 426(6968), 905–909. https://doi.org/10.1038/nature02265

He, K., Zhang, X., Ren, S., & Sun, J. (2016). Deep residual learning for image recognition. In Proceedings of the IEEE conference on computer vision and pattern recognition (pp. 770-778).

Jumper, J., Evans, R., Pritzel, A., Green, T., Figurnov, M., Tunyasuvunakool, K., … & Hassabis, D. (2020). High accuracy protein structure prediction using deep learning. Fourteenth Critical Assessment of Techniques for Protein Structure Prediction (Abstract Book), 22, 24.

Levinthal, Cyrus (1969). “How to Fold Graciously”. Mossbauer Spectroscopy in Biological Systems: Proceedings of a meeting held at Allerton House, Monticello, Illinois: 22–24. Archived from the original on 2010-10-07.

Mahy, B. W., Collier, L., Balows, A., & Sussman, M. (1998). Topley and Wilson’s Microbiology and Microbial Infections: Volume 1: Virology (Topley & Wilson’s Microbiology & Microbial Infections) (9th ed.). Hodder Education Publishers.

Moult, J., Pedersen, J. T., Judson, R., & Fidelis, K. (1995). A large-scale experiment to assess protein structure prediction methods. Proteins: Structure, Function, and Genetics, 23(3), ii–iv. https://doi.org/10.1002/prot.340230303

Pellegrini M, Marcotte EM, Thompson MJ, Eisenberg D, Yeates TO. Proc Natl Acad Sci U S A. 1999 Apr 13;96(8):4285-8.

Senior, A. W., Evans, R., Jumper, J., Kirkpatrick, J., Sifre, L., Green, T., Qin, C., Žídek, A., Nelson, A. W. R., Bridgland, A., Penedones, H., Petersen, S., Simonyan, K., Crossan, S., Kohli, P., Jones, D. T., Silver, D., Kavukcuoglu, K., & Hassabis, D. (2020). Improved protein structure prediction using potentials from deep learning. Nature, 577(7792), 706–710. https://doi.org/10.1038/s41586-019-1923-7

Service, R. F. (2020, December 1). ‘The game has changed.’ AI triumphs at solving protein structures. Science | AAAS. https://www.sciencemag.org/news/2020/11/game-has-changed-ai-triumphs-solving-protein-structures

Vaswani, A., Shazeer, N., Parmar, N., Uszkoreit, J., Jones, L., Gomez, A. N., … & Polosukhin, I. (2017). Attention is all you need. arXiv preprint arXiv:1706.03762.

Vig, J., Madani, A., Varshney, L. R., Xiong, C., Socher, R., & Rajani, N. F. (2020). Bertology meets biology: Interpreting attention in protein language models. arXiv preprint arXiv:2006.15222.

Walker, L. C., & LeVine, H. (2000). The cerebral proteopathies: neurodegenerative disorders of protein conformation and assembly. Molecular neurobiology, 21(1-2), 83–95. https://doi.org/10.1385/MN:21:1-2:083

Xie, H., Qin, Z., Li, G. Y., & Juang, B. H. (2021). Deep learning enabled semantic communication systems. IEEE Transactions on Signal Processing, 69, 2663-2675.

A Deep Dive Into the Viewership Statistics of MPL Indonesia, Philippines, Malaysia, and Singapore

Moonton organizes the national league of Mobile Legends: Bang Bang in four countries, namely Indonesia, the Philippines, Malaysia, and Singapore. MPL Indonesia and Singapore ended in early May, while Philippines’ and Malaysia’s MPL finished on Sunday, May 30, 2021. With all the MPLs coming to their conclusion, we can compare the four Mobile Legends national leagues and measure their popularities. We will be using data from Esports Charts as our primary benchmark.

MPL League Viewers 

Of the four national leagues of Mobile Legends, MPL ID and MPL PH generally accumulates the most spectators. At its peak, the viewership numbers of both these leagues can go over 1 million. More precisely, the peak viewers of MPL ID reached 1.8 million while MPL PH reached 1.4 million. Furthermore, the total watch hours for both leagues also amount to tens of millions of hours: MPL ID has 54.5 million watch hours, and MPL PH has 33.1 million watch hours. In terms of the average number of viewers, MPL ID and MPL PH has around 321 thousand and 201.7 thousand viewers, respectively.

Peak viewers of MPL in 4 countries. | Source: Esports Charts

Moving on to Malaysia, MPL MY reached approximately 3.8 million watch hours with an average of 20.7 thousand viewers. At its peak, MPL MY’s viewership number did reach 111.2 thousand. On the other hand, MPL SG underwhelmingly accumulated 213.4 thousand watch hours, 2.6 thousand average viewers, and 22.7 thousand peak viewership numbers. However, 2021 is, after all, the first season of MPL SG. Before 2021, the Malaysian and Singapore MPLs were integrated into one league.

Total watch hours of MPL in 4 countries. | Source: Esports Charts

There are several obvious reasons why MPL ID and MPL PH have far more viewers compared to MPL MY or SG. The first factor that comes into play is the larger population of both countries. According to data from Worldometer, Indonesia’s and the Philippines’ population in 2020 will reach over 273 million and 109 million, respectively. In comparison, Malaysia has a total population of 32 million people, while Singapore’s population is only a mere 5.8 million people.

Therefore, comparing raw watch hours and viewership numbers will not paint the correct picture regarding the popularity of each MPL league. Fortunately, Moonton also broadcast MPL in English (other than the usual first language of each country). In an attempt to find the proper benchmark to measure the popularity of each country’s MPL, we can compare the statistics based on English MPL broadcasts.

The MPL English Broadcast Audience

With data from Esports Charts, we compared the number of viewers from MPL ID, MPL PH, MPL MY, and MPL SG English broadcasts. Even though MPL ID, by far, has the highest number of spectators, there are only an average of 28.5 thousand viewers on its English broadcast.

The same trend occurs in both MPL MY, where the viewership numbers differ drastically from 111 thousand to only 10.2 thousand. Although MPL PH also has a decrease in spectators on English broadcasts, it still has a relatively large audience of 146.8 thousand. On the other hand, the number of peak viewers from MPL SG did not change, accumulating 22.7 thousand spectators.

Peak viewers of MPL English broadcasts in 4 countries. | Source: Esports Charts

In Indonesia, the matchup between EVOS Legends and Bigetron Alpha in the final round was the match that attracted the most spectators. At its peak, the match gathered as many as 1.84 million viewers, 1.81 million of those viewers were from the Indonesian broadcast. The English broadcast, unfortunately, only merely surpassed a peak of 28.5 thousand spectators. 

The trend in MPL MY and MPL PH is somewhat different from MPL ID. In Indonesia, the final round is usually considered the “main event” where it will attract the most audience. This notion applies to both the Indonesian and English broadcast of MPL ID. However, in MPL MY and MPL PH, the popular matches in the English broadcast differ from the popular matches broadcasted in their native language.

Most popular matches in MPL PH in general (above) and on English broadcasts (below). | Source: Esports Charts

So far, the most popular match from MPL PH is the final round match between XctN against Blacklist International, which managed to get an audience of up to 1.4 million people. In the English broadcast of MPL PH, however, NXP.SOLID versus Laus Playbook Esports (LPE) on Week 1, Day 2 was the most viewed match (attracting peak viewership numbers of over 146.8 thousand).

The same thing occurs in MPL MY. The most popular match in the Malay broadcast was between TODAK and RSG on Day 3 of the Playoffs. On the other hand, the most-watched match in the English broadcast was between Still Moving Under Gunfire (SMG) team against the Geek Family on Day 1 of the Playoffs. The two matchups gathered an audience of around 112.2 thousand and 10.2 thousand people, respectively.

Most popular matches from MPL MY in general (above) and on English broadcasts (below). | Source: Esports Charts

With regards to the view count on each platform, YouTube still accounts for the most of the views, followed by NimoTV, and finally, Facebook. As an illustration, the final match between EVOS Legends and BigetronA has around 999 thousand peak viewers on YouTube, while NimoTV only had about 854 thousand peak viewers and Facebook merely reached 146 thousand viewers.

In Indonesia, Moonton broadcasts MPL on the three platforms mentioned above. In the Philippines, apart from these three platforms, MPL PH also broadcasts through TikTok. Both Malaysia and Singapore broadcast MPL on Youtube and TikTok, with the exception that Malaysia also uses the Facebook platform.

Peak viewers of MPL on different platforms. | Source: Esports Charts

The graph above illustrates the contribution of each platform in terms of viewership numbers. In Indonesia, the two most widely used platforms are YouTube and NimoTV. Facebook, interestingly, contributes most of the views in MPL PH, followed by YouTube. In Malaysia, the popularity of YouTube and Facebook almost has the same popularity, accumulating around 60 thousand views. Lastly, YouTube seems to be the most preferred platform to watch MPL by Singaporean fans.

Disclosure: Hybrid is a media partner of Esports Charts. This article is translated by: Ananto Joyoadikusumo

The Correlation Between Free-to-Play Games and Thriving Esports Scenes

League of Legends, Dota 2, Mobile Legends, and Free Fire are some examples of games with massively successful esports scenes. Uncoincidentally, they are also free-to-play games. Of course, this trend begs the question: why are most games with big esports ecosystems use the free-to-play model?

Esports is a clever method to generate long-term income, which does not apply in the Pay-to-Win method. Apart from the long-term business model, which we will discuss in more detail later, there are several factors that allow esports to grow rapidly in free-to-play games.

The Different Types of Video Game Monetization Models

Before discussing the correlation between free-to-play games and thriving esports scenes, let’s take a look at the various monetization models in the game industry today. Free-to-play is just one of several monetization systems used by game developers. Other models that are commonly adapted today are the pay model and subscription model.

In the pay model (sometimes referred to as single payment), players are required to pay a certain amount of money to be able to play a game. In other words, you pay for the game upfront, and the game is yours forever to play. The younger generation or today’s mobile gamers who are used to the free-to-play games may feel unfamiliar with this system. However, the pay model is actually the most common and oldest monetization methods in the gaming industry. Most AAA game developers (like Cyberpunk 2077 or GTA V, for example) and indie developers (like Stardew Valley) do use the pay model extensively.

Source: Rockstar Games

Games using the pay model are usually not too focused on esports. Of course, there are exceptions to this trend, such as most of fighting games (Street Fighter Series, Tekken Series, and so on) or sports games (FIFA, PES, NBA 2K series, and so on). Counter-Strike: Global Offensive also initially used the pay model but then was made free-to-play in 2018.

In the subscription model, players have to pay a certain amount of money every month to play the game. This model is rarely used in Indonesia and is more commonly known by western gamers. MMORPG games, like World of Warcraft or Final Fantasy XIV Online, often use the subscription model.

The subscription fees of World of Warcraft. Source: Blizzard Official Site

World of Warcraft actually integrates different monetization models at once. For example, players must first pay a certain amount of money to get access to the latest expansion, then pay again every month to continue playing. The expansion access fees are usually more expensive (around IDR 500 thousand, similar to the price of AAA games), while the monthly subscription price is much cheaper (around IDR 150 thousand per month)

The subscription model may feel similar to the Battle Passes (like the Royale Pass on PUBG Mobile or Starlight Member on Mobile Legends) in free-to-play games. However, the key difference between the two is that Battle Passes don’t restrict you from playing the game if you don’t pay the monthly fee. On the other hand, in World of Warcraft, free-to-play players can only level up characters to level 20. Subscriptions will allow players to level up to level 50, and purchasing expansions will increase the limit to level 60.

As the subscription model continues to develop, payment of fees is no longer limited to real money. In World of Warcraft, for example, you can pay the subscription fee using the “gold” you get in-game (through crafting, hunting, or trading). Of course, players will need to collect a ton of gold to be able to pay the subscription fees on a consistent basis. Therefore, players have to either sacrifice their time in-game or real-world finances to play the game.

The most modern monetization system in the gaming industry is free-to-play. As the name suggests, players don’t have to spend any money to play the game. However, if the game is free, how can the developers generate revenue to sustain the game? Well, most free-to-play games nowadays implement various types of micro-transactions.

Weapon skins are an example of a micro-transaction used by the free-to-play game, VALORANT. Source: VALORANT In-Game Store

Micro-transactions provide the option for players to purchase cosmetics with real money. In some games, micro-transaction items are usually just add-ons and do not provide any unfair advantage to the gameplay. Examples of these items are character skins in MOBA games or weapon skins in FPS games. However, some in-game micro-transactions will allow the player to get stronger or reach higher levels faster. Purchasing the double XP item in RPG games is one example. Free-to-play games that include the option to afford items with unfair advantages are called Pay-to-Win.

The micro-transaction is not only used by free-to-play games. World of Warcraft and Street Fighter V also such in-game purchases to complement their gameplay experience. 

In addition to the micro-transaction method, free-to-play games are now starting to explore new monetization methods to add to their source of income, one of them being esports.

 

Why Are Successful Esports Games Mostly Free-to-Play?

“If you don’t pay for a product, you are the product.”

A slightly different version of this quote was mentioned when the television was first booming in the public. Today, this expression became widely used, especially in the era of over-attachments to social media such as Facebook, Twitter, Instagram, etc. So, what does esports have to do with this particular quote?

As you may have already guessed, most game publishers and developers in the esports world are trying to turn average players into esports enthusiasts. The esports audience will then be used as a “product” that can be sold to investors or sponsors. This statement may sound somewhat cynical on the surface. However, from the player’s perspective, we actually do not have to experience the “exploitative” nature of other monetization methods. 

If you have read Ellavie’s article that discusses the different game industries of Japan, China, and South Korea, you may remember that the free-to-play model is actually a fairly old concept in the gaming industry. Nexon, a South Korean game publisher and developer, was the first to release a free-to-play game called QuizQuiz in 1999.

However, before today’s esports boom, monetizing free-to-play games can hinder the player’s in-game experience and, sometimes, make it severely irritating.

If you’ve been a gamer since the age of internet cafes, you might remember the infamous RF Online. If you play RF Online, you will eventually come across the Premium Service: a service you can activate by buying a voucher (with real money). Premium Service will give you the convenience of greater XP gains and more loot monsters.

RF Online, an RPG game that was popular in its time

Back then, this was one of the most common forms of monetization for free-to-play games. Indeed, RF Online can be played without needing to spend a single penny. However, your XP gain will be extremely slow, and getting good equipment is extremely difficult because your loot quality is underwhelming. Furthermore, the main attraction of RF online is its PVP element, which requires you to accumulate the highest possible level and obtain the best equipment to be able to compete with other players

Can players have super strong characters without Premium Service? Yes. However, you will need to spend more time and effort grinding the game rather than someone who simply used the Premium Service. These types of monetization systems place more priority on paid players and somewhat neglects free players, which is why I refer to them as being “exploitative”.

There is some debate about the fairness and ethics behind these systems. Fair or unfair, ethical or unethical, it is up to you to decide. In the end, RF Online is, surprisingly, still alive until this very day. Players who are still loyal to the game continue to buy the Premium Service and do not seem to have any problem with the monetization model. Back when I was in junior high school, I also played RF Online and even bought the Premium Service.

However, we can all agree that this system of income is incredibly limiting and somewhat risky for the game developers. What happens if all of the players suddenly stop buying the Premium Service?. Even worse, what if everyone stopped playing the game because they felt exploited by the Premium Service system?

Another system that is similar to RF Online’s Premium Service is the “speed up” feature in Clash of Clans (CoC). Although the two systems may look different, they inherently have the same principle: speed up the progression (character strength/troop creation/level up) for players who have in-game purchases.

During the height of its popularity, CoC had amassed tremendous income with this monetization model. According to statista, Clash of Clans had earned an income of $ 1.8 trillion USD in 2015. Unfortunately for Supercell, this figure continues to decline every year, reaching a low of $ 722 million USD in 2019.

The data is an illustration – if not evidence – of how this monetization system is not a sustainable income strategy. As I mentioned before, the system heavily depends on the player’s desire to speed up progress and buy micro-transactions. Once the game’s hype dies down, players will eventually stop playing, and the income source consequently disappears. We also briefly discussed the “pay-to-win” issue in free-to-play games if you want to know more about why monetization in this approach has its own problems. 

Developers have used many ways of incentivizing players to keep staying in the system. They might use “subtle” methods, as seen in the Vox video below. If this method fails, they might use the “frontal” method, which is essentially slowing down the free players’ progress.

On the other hand, the presence of esports has indirectly opened up new business opportunities for game developers and can even extend the lifespan of their games. One of the reasons why this can happen is that esports games are usually very accessible.

As you have seen from the title, most games with successful esports scenes are free. Because the game is free-to-play, players can access the game as long as they meet the minimum specification required to run the game (which is usually much lower than paid premium games).

We can take VALORANT, released in 2020, as an example. VALORANT can be run with only an Intel HD GPU, which is built into the processor. FIFA 21, on the other hand, is a paid game that also requires an external GPU (adding to the total cost of the game) in the form of a GeForce GTX 660 and a Radeon HD 7850.

The two games have their respective esports scene. But which of the two are more popular? As you have probably guessed, it is VALORANT. Games with easy access (free-to-play and low hardware specification requirements) have more potential in attracting new players rather than games with difficult access (paid and high hardware specification requirements). As a result, VALORANT was able to accumulate up to 478 thousand viewers on Twitch, while FIFA 21 merely reached 82 thousand viewers, according to twitchtracker.com.

There are several steps in the monetization process of free-to-play games. Low specs and free games first attract new players (with little to no effort). These players slowly become viewers or enthusiasts through watching streamers or tips and tricks contents. Tournaments and leagues can then be presented to these viewers and commercialize them in the form of sponsorships, media licenses, or other investments from external parties.

Let us take Riot Games’ League of Legends as an illustration. If you frequently follow Hybrid’s news, you can see the abundance of deals Riot got in 2020 alone. Riot collaborated with many popular brands in various fields ranging from fashion such as Louis Vuitton, AAPE, tech companies like Cisco, to music brands such as Universal Studios and Spotify. These brands are willing to make a deal with Riot because it has the capability to ammas an audience of 44 million people during the 2019 LoL World Championship. Therefore, it is not surprising that Riot Games decided to make esports one of the pillars of their business rather than just a marketing tool.

Riot Games’ achievements are living proof that esports is a more sustainable and profitable monetization method for free-to-play game publishers.

Dota 2 can also be another example of a game that thrives from the presence of esports. Valve sells a Battle Pass (containing various skin and cosmetics) on a yearly basis and uses 25% of the sales to increase the prize pool of The International (TI). Valve raised US$40 million from The International Battle Pass last year. Keep in mind that this is only 25%. The remaining 75% of the Battle Pass sales are going directly to Valve’s pocket. You can imagine how much Valve is profiting from the esports monetization model alone.

Making games that are free-to-play, especially when it is integrated with a healthy esports ecosystem, has been proven to be an effective business model. Esports also provides a lot of commercialization potential by building the interest of external parties to invest in the game. It can also incentivize players to buy in-game content, like Dota 2’s Battle Pass, that will support their favorite team and the overall esports ecosystem.

 

Why Are Other Monetization Systems Less Successful In Building Esports Ecosystems?

I have previously discussed the factors behind the success of competitive esports games. If you have read that article, you will also find the ease of access to the particular game is key to its esports growth.

The price of the game and minimum spec requirements are the two elements that affect the accessibility of a game. In the end, the number of players in a game will always be determined by how high the entry barrier is set by the game developer/publisher. The lower the price and the device specifications, the greater the market potential the game can amass. Referring back to the VALORANT vs. FIFA 21 argument, VALORANT is superior in terms of player numbers since the game is free, while FIFA 21 costs IDR 849,000. VALORANT can also run without an external GPU, while FIFA 21 requires the use of an external GPU.

FIFA 21 also has esports tournaments, but its growth has been severely limited due to the less affordable prices of the game and the requirement of higher PC specs than free-to-play games.

With regards to the different approaches of game developers I mentioned earlier, we can take Nintendo as a case study. The Smash Bros community frequently complained to Nintendo due to the lack of financial support they receive in Smash tournaments. On one occasion, Nintendo even expresses its unwillingness to invest in esports.

Despite Super Smash Bros having a massive following of loyal fans, Nintendo still does not want to capitalize on the esports income strategy. This notion is especially true for developers who already had success using the pay model. After all, if Nintendo already generated significant revenue from the sales of Super Smash Bros alone, why would it bother to risk investing in an esports scene?

Shuntaro Furukawa, Nintendo’s president who previously expresses his standpoint about the Super Smash Bros esports scene. Source: Time

On the other hand, developers releasing free-to-play games (which obviously cannot rely on game sales) will need an alternative source of income. Selling skins can be one way of generating revenue, but it will most likely not cover the operating cost of the game. Developers can also use the aforementioned “exploitative” monetization methods. For example, Riot Games can make a champion unlockable on a certain level, which indirectly forces players to pay to level up faster. However, these types of monetization model has been shown to not be sustainable in the long-term.

Indeed, cultivating an esports ecosystem requires significant investment and is not always guaranteed to be profitable. However, when proper and careful steps are taken, we have seen how many developers thrive solely from their esports scenes. As Riot Games CEO Nicolo Laurent once said, “We no longer see esports as just marketing, but as a business.” Nicolo also added, “we want to make sure everybody has something to win.” From Nicolo’s statements, it is clear how esports has a wider economic impact compared to micro-transactions or the pay-to-win model.

Conclusion

From this discussion, we have explored why free-to-play games, when integrated with esports, can bring many income benefits for the game developers.  Esports also have the potential to build players’ loyalty, extend the lifespan of a game, and bring commercialization interests from external parties

So, should all free-to-play games have an esports scene? Well, not exactly. After all, the game’s direction is solely dependent on the developer’s goals and focus. For example, Clash of Clans still managed to persist until today (although its popularity is declining) without the esports monetization model. Riot Games, a developer famous for its thriving esports scene, still prioritizes making high-quality games rather than focusing on esports.

I very much agree with Riot’s philosophy here. After all, esports is the product of a game. A high-quality, creative, and well-balanced game will naturally produce a competitive esports scene. Thus, developers should put more effort in perfecting their game and player experience, then an expansion to the esports scene will automatically follow.

The original article is written by Akbar Priono