MPL PH Adoposi Sistem Franchise, Inilah 8 Tim Pesertanya

Kompetisi tertinggi Mobile Legends di Filipina, MPL PH, akhirnya mengadopsi sistem franchise pada musim kedelapan. MPL PH mengikuti jejak MPL ID yang sudah menggunakan sistem franchise lebih dahulu dari musim keempat di tahun 2019 kemarin.

MPL PH Season 8 nantinya akan digelar mulai 13 Agustus hingga 3 Oktober 2021 mendatang. Turnamen ini direncanakan akan diikuti oleh 8 tim Mobile Legends terbaik di FIlipina. Kedelapan tim tersebut adalah Blacklist International, BREN Esports, Echo, Nexplay EVOS, Omega Esports, ONIC PH, RSG PH dan TNC Pro Team.

Nantinya, di MPL PH Season 8, akan ada 7 pertandingan dengan format best of 3 yang berlangsung di setiap minggunya. Total akan ada 56 pertandingan dalam satu musim sebelum babak playoff dimulai. 6 tim dari 8 tim peserta MPL PH Season 8 akan lolos ke babak playoff.

Perubahan utama yang terjadi dengan diterapkannya sistem franchise ini adalah setiap tim dapat mempunyai jumlah pemain hingga 10 pemain. Jumlah ini bertambah 4 pemain dari sebelumnya. Selanjutnya, tidak akan ada lagi sistem degradasi dan promosi dalam turnamen. Hal ini menjadikan setiap tim masih dapat mengikuti turnamen MPL PH musim selanjutnya apapun yang terjadi.

Dengan diterapkannya sistem franchise dalam MPL PH ini, diharapkan terciptanya ekosistem esports Mobile Legends yang lebih stabil lagi. Setiap pemain dan tim yang berlaga dalam MPL PH tidak perlu khawatir akan nasibnya jika performa mereka sedang tidak baik.

Moonton selaku pihak developer juga telah merencanakan turnamen Mobile Legends Development League (MDL) untuk menampung tim-tim esports Mobile Legends lainnya. Turnamen ini akan menjadi wadah komunitas Mobile Legends di Filipina untuk mengembangkan sayapnya.

Kita lihat saja nantinya bagaimana perkembangan esports Mobile Legends dengan sistem franchise di Filipina ini. MPL PH Season 8 sendiri akan memperebutkan total hadiah sebesar US$150.000 atau sekitar Rp2,1 miliar. Moonton juga memperkirakan akan ada pendapatan bersama hingga US$8 juta atau sekitar Rp115 miliar untuk dibagikan kepada tim peserta MPL PH dalam 2 tahun ke depan.

Turnamen Esports Terpopuler Bulan Juni 2021

Daftar turnamen esports pada Juni 2021 terdiri dari kompetisi untuk berbagai game, mulai dari kompetisi mobile game untuk regional sampai kompetisi game PC di tingkat global. Tren ini sama seperti pada Mei 2021. Ketika itu, daftar turnamen esports terpopuler juga berisi kompetisi dari beragam game. Selain kompetisi esports, bulan lalu juga diramaikan oleh E3 2021. Beberapa event dalam E3 2021 — seperti Nintendo Direct 2021 dan Xbox & Bethesda Games Showcase 2021 — berhasil menarik perhatian banyak penonton.

Berikut daftar turnamen esports paling populer pada Juni 2021, menurut data dari Esports Charts.

5. Twitch Rivals x Call of Duty World Series of Warzone NA #1

Berbeda dengan kebanyakan turnamen esports, Twitch Rivals hanya mempertemukan para streamers. Kali ini, Twitch menggelar kompetisi Call of Duty untuk kawasan Amerika Utara. Twitch Rivals x Call of Duty World Series of Warzone NA #1 digelar pada 23-24 Juni 2021, dengan total hadiah sebesar US$300 ribu. Turnamen tersebut disiarkan selama 6 jam dan mendapatkan jumlah penonton rata-rata sebanyak 349 ribu. Secara keseluruhan, hours watched dari turnamen tersebut mencapai 1,9 juta jam. Sementara jumlah peak viewers dari Twitch Rivals kali ini mencapai 441 ribu orang.

Data penonton dari turnamen Twitch Rivals. | Sumber: Esports Charts

Karena digelar oleh Twitch, turnamen Twitch Rivals hanya disiarkan di platform tersebut. Secara total, ada 89 channels yang menyiarkan kompetisi tersebut dengan total views mencapai 2,5 juta views dan total follows mencapai 103,7 ribu follows. Turnamen Twitch Rivals disiarkan dalam lebih dari enam bahasa, termasuk Inggris, Prancis, Italia, Spanyol, Jerman, dan Rusia. Siaran berbahasa Inggris menjadi siaran yang paling populer, dengan total view mencapai 407,6 ribu views. Sementara bahasa terpopuler kedua adalah Prancis dengan 16 ribu views, diikuti oleh Italia, dengan 11 ribu views.

4. Arena of Valor World Cup 2021

Arena of Valor World Cup menjadi turnamen esports terpopuler ke-4 pada Juni 2021, dengan jumlah peak viewers sebanyak 550 ribu orang. Pertandingan yang berhasil menarik perhatian paling banyak penonton adalah babak yang mempertemukan MAD Team asal Taiwan dengan Team Flash asal Filipina. Kedua tim tersebut bertemu pada hari ketiga dari Arena of Valor World Cup.

Turnamen Arena of Valor World Cup disiarkan selama 118 jam dan berhasil mendapatkan 17,3 juta hours watched dengan jumlah penonton rata-rata sebanyak 147 ribu orang. Team Flash dari Filipina merupakan tim yang paling populer. Total hours watched dari tim esports tersebut mencapai 2,29 juta jam dengan jumlah penonton rata-rata sebanyak 247,1 ribu orang. Tim terpopuler kedua adalah Buriram United Esports dari Thailand. Tim itu memiliki jumlah penonton rata-rata sebanyak 191,3 ribu orang dan total hours watched sebanyak 3,48 juta jam.

Tim dan pertandingan terpopuler di Arena of Valor World Cup. | Sumber: Esports Charts

Di YouTube, siaran Arena of Valor World Cup berhasil mendapatkan 64,1 juta views dan 405 ribu likes. Siaran dari turnamen tersebut disiarkan dalam enam bahasa, yaitu bahasa Inggris, Indonesia, Spanyol, Mandarin, Thailand, dan Vietnam. Dari keenam bahasa tersebut, siaran dengan bahasa Vietnam menjadi yang paling populer, dengan peak viewers mencapai 412,8 ribu orang. Bahasa paling populer kedua adalah Thailand — dengan 149,5 ribu peak viewers — diikuti dengan Mandarin, dengan 52,3 ribu peak viewers.

3. WePlay AniMajor

Dengan jumlah peak viewers mencapai 645 ribu orang, WePlay AniMajor duduk di peringkat tiga dalam daftar turnamen esports paling populer pada Juni 2021. AniMajor juga merupakan turnamen Major Dota 2 terakhir sebelum The International. Dan turnamen tersebut berhasil menjadi turnamen non-TI terpopuler, dengan jumlah hours watched sebanyak 37,3 juta jam. Lama siaran dari WePlay AniMajor adalah 127 jam dan jumlah penonton rata-rata dari kompetisi itu mencapai 272,8 ribu orang.

Tim dan pertandingan yang populer di WePlay AniMajor. | Sumber: Esports Charts

Babak semifinal antara Evil Geniuses dan T1 menjadi pertandingan dengan jumlah penonton terbanyak. Sementara pertandingan terpopuler kedua adalah pertandingan yang mempertemukan EG dengan TNC Predator pada hari ke-3  dari babak playoff. Pertandingan final antara EG dengan PSG.LGD justru hanya menjadi pertandingan terpopuler ke-5, dengan jumlah peak viewers mencapai 445,8 ribu orang.

Di WePlay AniMajor, tim yang mendapatkan penonton paling banyak adalah Virtus.Pro, dengan jumlah penonton rata-rata sebanyak 318,06 ribu orang. Sementara tim terpopuler kedua adalah Alliance — yang mendapatkan jumlah penonton rata-rata sebanyak 309,62 ribu orang — diikuti oleh T1, dengan jumlah penonton rata-rata sebanyak 293,56 ribu orang.

2. LCK Summer 2021

Turnamen dari League of Legends kembali masuk dalam daftar turnamen esports terpopuler pada Juni 2021. Pada Mei 2021, League of Legends Champions Korea (LCK) Spring 2021 menjadi turnamen esports terpopuler ke-3. Pada Juni 2021, LCK Summer 2021 duduk di peringkat dua. Menawarkan total hadiah sebesar US$336 ribu, LCK Summer 2021 dimulai pada 9 Juni dan akan berakhir pada 15 Agustus 2021.

Saat ini, jumlah peak viewers dari LCK Summer 2021 mencapai 720 ribu orang. Pertandingan terpopuler dari LCK Summer 2021 adalah pertandingan yang mempertemukan T1 dengan Damwon KIA. Tidak aneh jika pertandingan tersebut menarik banyak penonton, mengingat T1 dan Damwon KIA merupakan dua tim terpopuler di LCK Summer 2021. Dengan jumlah penonton rata-rata sebanyak 298,87 ribu orang, T1 menjadi tim terpopuler di liga LOL Korea. Sementara Damwon KIA menjadi tim terpopuler kedua, dengan jumlah penonton rata-rata sebanyak 237,71 ribu orang.

Data penonton dari LCK Summer 2021 di Twitch dan YouTube. } Sumber: Esports Charts

Sejauh ini, total air time dari LCK mencapai 154 jam, dengan jumlah hours watched sebanyak 28,5 juta jam dan jumlah penonton rata-rata sebanyak 185,4 ribu orang. Di YoutTube, siaran LCK Summer 2021 mendapatkan 7,7 juta views dengan 75,7 ribu likes. Siaran dalam bahasa Korea menjadi siaran yang paling populer, dengan jumlah peak viewers sebanyak 405,4 ribu orang, diikuti dengan siaran dalam bahasa Inggris dan Vietnam.

1. MLBB Southeast Asia Cup 2021

Gelar turnamen esports terpopuler pada Juni 2021 jatuh pada kompetisi Mobile Legends: Bang Bang. Dengan jumlah peak viewers mencapai 2,3 juta orang, MLBB Southeast Asia Cup 2021 berhasil menjadi turnamen esports terpopuler pada Juni 2021. Grand final menjadi babak yang paling populer. Dalam pertandingan tersebut, EVOS Esports bertemu dengan tim Execration dari Filipina. Tampaknya, pertandingan antara kedua tim itu memang selalu menarik perhatian. massa. Pasalnya, pertandingan terpopuler kedua juga merupakan pertandingan antara EVOS dan Execration, yaitu ketika mereka bertemu di babak playoff pada hari pertama. Pada pertandingan itu, jumlah peak viewers mencapai 1,9 juta orang.

Pertandingan dan tim terpopuler di MLBB Southeast Asia Cup. | Sumber: Esports Charts

Dari segi jumlah penonton rata-rata, EVOS unggul dari Execration dengan jumlah penonton rata-rata sebanyak 986,3 ribu orang. Namun, dari segi hours watched, Execration justru lebih unggul, dengan jumlah hours watched sebanyak 14,32 juta jam. Moonton menyiarkan Southeast Asia Cup 2021 di empat platform streaming, yaitu YouTube, Facebook, TikTok, dan NimoTV. YouTube menjadi platform paling populer, dengan jumlah peak viewers mencapai 1,2 juta orang. Namun, Facebook dan NimoTV juga berhasil menarik banyak penonton. Jumlah peak viewers di Facebook mencapai 710 ribu orang dan NimoTV 699 ribu orang.

*Disclosure: Esports Charts adalah Partner dari Hybrid.co.id.

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.

Dota 2 Champions League Siap Digelar, RSG dari Singapura Ekspansi ke Filipina

Minggu lalu, Epic Esports Event mengumumkan bahwa mereka akan bekerja sama dengan Federasi Esports Rusia untuk mengadakan Dota 2 Champions League. Selain itu, RSG dari Singapura juga berencana melakukan ekspansi ke Filipina, walau belum diketahui game apa yang akan mereka mainkan. BLAST Premier juga mengumumkan bahwa mereka akan memperpanjang kontrak dengan platform streaming game Tiongkok, DouYu.

Epic Esports Events dan Federasi Esports Rusia Bakal Gelar Dota 2 Champions League

Penyelenggara turnamen esports asal Rusia, Epic Esports Events dan Federasi Esports Rusia, mengumumkan bahwa mereka akan mengadakan seri turnamen esports berjudul Dota 2 Champions League. Seri turnamen tersebut akan terdiri dari lima turnamen dengan total hadiah sebesar US$250 ribu. Event pertama dari Dota 2 Champions League akan diadakan pada 19 Juli sampai 8 Agustus 2021. Dota 2 Champions League akan disiarkan dalam bahasa Rusia dan Inggris. Siaran berbahasa Rusia akan ditangani oleh RuHub Studio, perusahaan pembuat konten milik ESforce Holding. Sementara siaran berbahasa Inggris akan menjadi tanggung jawab dari The EsportsBible. Untuk mengadakan Dota 2 Champions League, Epic Esports Events juga bekerja sama dengan platform data GRID, menurut laporan Esports Insider.

Organisasi Esports Singapura, RSG, Bakal Ekspansi ke Filipina

RSG, organisasi esports asal Singapura, mengungkap bahwa mereka akan melakukan ekspansi ke Filipina. Sejauh ini, RSG punya delapan tim yang berlaga di delapan game yang berbeda, yaitu Mobile Legends: Bang Bang, PUBG Mobile, League of Legends: Wild Rift, Call of Duty Mobile, WarCraft III Reforged, Street Fighter V, Dragon Ball FighterZ, dan eRacing.

Saat ini, belum diketahui game apa yang akan dimainkan oleh tim RSG di Filipina. Namun, menurut laporan Yahoo News, ada dugaan bahwa RSG akan mencari tim Mobile Legends untuk bertanding di Mobile Legends Professional League Philippines (MPL PH). Jika rumor itu benar, maka RSG menjadi organisasi esports non-Filipina kedua yang mengikuti MPL PH. Sebelum ini, EVOS Esports mengungkap bahwa mereka akan bekerja sama dengan Nexplay Esports untuk kembali berlaga di MPL PH.

RSG dari Singapura bakal melakukan ekspansi ke Filipina.

BLAST Premier Perpanjang Kontrak dengan DouYu

BLAST Premier, yang dikenal dengan seri turnamen Counter-Strike: Global Offensive mereka, mengumumkan bahwa mereka telah memperbarui kontrak dengan platform streaming game Tiongkok, DouYu. Dengan itu, DouYu akan  tetap memegang hak eksklusif untuk menyiarkan siaran BLAST Premier 2021. Selain itu, DouYu juga mendapatkan kesempatan untuk mengadakan BLAST Premier Fall Qualifier, event BLAST pertama di Tiongkok.

“Dengan bangga, kami mengumumkan bahwa kami telah memperpanjang kontrak kami dengan DouYu. Hal ini sejalan dengan strategi kami untuk bekerja sama dengan sejumlah broadcaster terbesar di dunia,” kata Alexander Lewin, VP of Distribution and Programming, BLAST, seperti dikutip dari Esports Insider. “Keahlian dan jangkauan DouYu yang luas akan memberikan fans CS:GO di Tiongkok konten turnamen esports terbaik.”

ESL Gaming Gandeng Coinbase sebagai Rekan Bursa Crypto

Penyelenggara turnamen esports, ESL Gaming, mengumumkan bahwa mereka telah menjalin kerja sama dengan platform cryptocurrency, Coinbase. Sayangnya, tidak diketahui berapa nilai kerja sama tersebut, menurut laporan The Esports Observer. Dengan ini, Coinbase menjadi rekan bursa crypto resmi untuk beberapa event ESL pada 2021 dan 2022, termasuk ESL Pro Tour untuk Counter-Strike: Global Offensive, StarCraft II, dan Warcraft III.

ESL Gaming jadikan Coinbase sebagai rekan.

Event pertama yang didukung oleh Coinbase adalah Intel Extreme Masters 2021, yang diadakan pada 6-18 Juli 2021. Sebagai bagian dari kontrak kerja sama ini, ESL dan Coinbase juga berkolaborasi untuk membuat siaran, konten media sosial, media digital, dan lain sebagainya. ESL Gaming bukan pelaku esports pertama yang menjalin kerja sama dengan bursa crypto. Sebelum ini, organisasi esports Team SoloMid juga menjalin kerja sama dengan bursa crypto, Future Exchange.

APC Sponsori Tim Esport Brasil

Setelah mensponsori World Electronic Sports Games (WESG) di Amerika Latin, APC — perusahaan peralatan listrik milik Schneider Electric — mengumumkan bahwa mereka akan mensponsori tiga tim di bawah W7M Gaming, organisasi esports asal Brasil. Ketiga tim yang dipilih oleh APC adalah tim Counter-Strike: Global Offensive perempuan, tim Free Fire, dan tim Rainbow Six Siege. Dengan ini, tim-tim W7M Gaming akan mempromosikan produk dari APC. Selain itu, APC juga akan menyediakan UPS untuk W7M Gaming.

“Kami memerhatikan antusiasme dari warga Brasil akan esports,” kata Kenia Paim, Sales Director, Schneider Electric pada The Esports Observer. “Ada beberapa tim Brasil yang bertanding di berbagai game berbeda di tingkat global. Dan mereka mendapatkan dukungan dari banyak fans mereka. Kami ingin menjadi bagian dari itu dan membantu para tim esports untuk menghindari kekalahan dari daya listrik yang tak memadai.”

Tim Mobile Legends Asal Myanmar, Burmese Ghouls Resmi Bubarkan Timnya

Kabar buruk datang dari tim Mobile Legends asal Myanmar Burmese Ghouls. Melalui Facebook resmi tim, Burmese Ghouls memutuskan untuk melepas pemain dan pelatih mereka.

Alasan utama tim Burmese Ghouls melepas para pemain dan pelatihnya karena kondisi politik yang tidak kunjung membaik di Myanmar. Seperti yang kita ketahui, saat ini Myanmar sedang mengalami masalah politik dan keamanan di pemerintahannya. Hal tersebut juga nampaknya mempengaruhi ekosistem esports di sana.


Pasalnya tim Mobile Legends: Bang Bang terbaik di Myanmar tersebut tidak mempunyai masa depan yang jelas. Kompetisi Mobile Legends: Bang Bang di negara Myanmar terganggu. Terlebih lagi, mereka juga tidak dapat mengikuti kompetisi Mobile Legends: Bang Bang tingkat internasional. Salah satunya adalah turnamen MSC 2021 yang baru saja berakhir.

Padahal tim Burmese Ghouls sebelumnya sedang naik daun. Tim tersebut berhasil tampil sebagai kuda hitam di M2 World Championship 2021 kemarin. Bahkan tim Burmese Ghouls berhasil melaju hingga babak grand final sebelum dikalahkan oleh tim asal Filipina yakni BREN Esports. Torehan runner-up ajang sekelas M2 tentunya menjadi prestasi sendiri bagi Burmese Ghouls.

Akhir-akhir ini memang Burmese Ghouls secara terang-terangan menentang kudeta militer yang terjadi di negara mereka. Mereka juga berencana ikut serta dalam protes demonstrasi untuk mengembalikan demokrasi di Myanmar.

Tim Burmese Ghouls sendiri merupakan tim Mobile Legends: Bang Bang yang didirikan pada tahun 2018 silam. Tim tersebut berhasil mengakusisi salah satu tim esports di Myanmar bernama Team Accident 2. Selanjutnya, Burmese Ghouls langsung menjelma menjadi tim raksasa di Myanmar dengan memenangkan berbagai kompetisi seperti Zurich Mobile Legends Cup, VIVO MLBB Cup, Huawei Nova Championship Season 1, 2, and 3, hingga Zurich MLBB Championship 2020. Bukan itu saja, Burmese Ghouls juga berhasil meraih 4 kali titel juara MPL Myanmar dan sekali titel runner up.

Selanjutnya masih belum diketahui bagaimana nasib para pemain Burmese Ghouls yang sudah keluar dari organisasi tersebut. Apakah mereka nantinya akan membuat tim baru. Ataukah akan mereka menunggu konflik politik di Myanmar mereda dan kembali ke Burmese Ghouls. Kita tunggu saja.

Tim Esports Indonesia, Saints Indo Putuskan untuk Membubarkan Timnya

Kabar mengejutkan datang dari salah satu tim esports asal Indonesia yaitu Saints Indo. Tim yang sempat populer dalam Mobile Legends: Bang Bang itu memutuskan bubar. Keputusan tersebut diambil setelah nama Saints Indo mulai meredup dan tidak terdengar lagi saat ini.

Pembubaran Saints Indo diumumkan melalui instagram resmi tim dan juga instagram DayLen sang pendiri tim. Banyak penggemar Saints Indo menyayangkan langkah tim untuk membubarkan diri. Meskipun begitu, mereka tetap menghargai keputusan tersebut dan berterima kasih karena telah berjuang di kancah esports Indonesia khususnya game Mobile Legends: Bang Bang.

 

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Tim Saints Indo pertama kali didirikan pada tahun 2016 silam untuk Mobile Legends: Bang Bang. 5 tahun sudah tim Saints Indo berkiprah di kancah esports Mobile Legends: Bang Bang. Saints Indo merupakan tim pertama yang mewakili Indonesia dalam gelaran MSC pertama yang digelar tahun 2017. Sayangnya, prestasi mereka terus menurun, beserta popularitasnya.

Sebetulnya tim Saints Indo berusaha tampil di kancah kompetitif Mobile Legends: Bang Bang pada awal tahun 2021. Akan tetapi rencana mereka gagal dan bahkan tidak mampu menembus turnamen MDL Season 3.

Saints Indo juga sempat mengembangkan sayapnya ke beberapa game esports yang populer di Indonesia. Beberapa divisi tim yang pernah dibentuk antara lain untuk game Free Fire, COD Mobile, hingga PUBG Mobile. Namun prestasi tim tersebut juga tidak maksimal.

Perjalanan tim Saints Indo kini akhirnya sudah berakhir. Salah satu tim pelopor berkebangnya esports tanah air tersebut harus tutup buku. Meskipun begitu, mereka telah menerbitkan beberapa pemain profesional Mobile Legends: Bang Bang. Beberapa nama terkenal seperti Oura, Jess No Limit, Kido, Warpath, serta Hexazor adalah jebolan tim Saints Indo.

Kalahkan EVOS Lynx di Final, Belletron ERA Juarai UniPin Ladies Series MLBB 2021

Salah satu penyedia layanan pembayaran game terbesar di Indonesia, UniPin, baru saja merampungkan satu turnamen Mobile Legends: Bang Bang. Turnamen bertajuk Ladies Series MLBB 2021 ini diikuti oleh puluhan tim Mobile Legends: Bang Bang perempuan terbaik dari seluruh Indonesia.

Tim Belletron ERA berhasil tampil sebagai juara turnamen Ladies Series MLBB 2021 setelah mengalahkan EVOS Lynx di partai final dengan skor 3-2. Tim Belletron ERA memang tampil dominan sejak dimulainnya turnamen Ladies Series MLBB 2021 ini. Meskipun tim EVOS Lynx berusaha mengembalikan kedudukan di partai final, namun mereka masih kewalahan menghadapi ketangguhan tim Belletron ERA.

Sumber Gambar: Bigetron Esports

Kemenangan Belletron ERA dalam turnamen Ladies Series MLBB 2021 menjadi modal berharga bagi tim untuk menghadapi turnamen WSL Season 3. Selanjutnya, Belletron ERA juga akan menjadi pesaing terberat buat EVOS Lynx yang sebelumnya menjadi juara bertahan turnamen Woman Star League ini.

Turnamen Ladies Series MLBB 2021 sendiri dilaksanakan oleh UniPin pada 20 Mei 2021 hingga 27 Juni 2021 kemarin. Turnamen Ladies Series MLBB 2021 dilaksanakan secara offline pada babak playoff dan memperebutkan total hadiah sebesar Rp100 juta. Melihat banyaknya antusias pemain serta penoton dalam mengikuti Ladies Series MLBB 2021 membuat perkembangan ekosistem esports khusus perempuan semakin cerah.

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

Daftar Turnamen Esports Terpopuler Bulan Mei 2021

Memasuki bulan Juni, Hybrid.co.id kembali membuat daftar turnamen esports terpopuler pada Mei 2021. Pada Maret 2021. daftar turnamen esports paling populer didominasi oleh kompetisi Free Fire, sementara pada April 2021, turnamen yang mendominasi adalah kompetisi League of Legends. Namun, pada Mei 2021, daftar turnamen esports terpopuler berisi kompetisi dari game yang berbeda-beda, mulai dari League of Legends, Mobile Legends, sampai Free Fire. Berikut lima turnamen esports paling populer pada Mei 2021, berdasarkan data dari Esports Charts.

5. PUBG Mobile Pro League Season 3 2021 Southeast Asia Finals (PMPL SEA S3)

Diselenggarakan pada 21-23 Mei 2021, PMPL SEA S3 mengadu 16 tim profesional dari negara-negara di Asia Tenggara. Indonesia diwakili oleh 4 tim, yaitu Bigetron RA, Geek Fam (Livescape), Aura Esports, dan EVOS Reborn. Sayangnya, tim Indonesia gagal merebut gelar juara dan harus puas dengan posisi runner-up. Dengan total poin 189, EVOS Reborn berhasil menduduki posisi juara dua di PMPL SEA S3. Sementara juara pertama dipegang oleh Infinity, tim asal Thailand. Sepanjang kompetisi, tim tersebut mendapatkan 4 WWCD dan menang dengan total poin 239.

Lima pertandingan terpopuler sepanjang PMPL SEA S3. | Sumber: Esports Charts

Babak final menjadi suguhan utama dari PMPL SEA S3. Ronde 15 pada hari ke-3 merupakan pertandingan favorit para penonton. Buktinya, pada ronde tersebut, peak viewers dari PMPL SEA S3 mencapai 1,1 juta orang. Sementara itu, pertandingan terpopuler ke-2 adalah Ronde 14 pada hari ke-3, yang berhasil menarik 889 ribu orang penonton. Secara keseluruhan, PMPL SEA S3 berhasil mendapatkan 7,5 juta hours watched dengan jumlah penonton rata-rata sebanyak 381 ribu orang.

4. Mobile Legends Professional League Phillipines Season 7 (MPL PH S7)

Dengan peak viewers 1,4 juta orang, MPL PH S7 berhasil duduk di peringkat 4 dalam daftar turnamen esports terpopuler pada Mei 2021. Sudah bisa diduga, babak grand final — yang mempertemukan XctN dengan Blacklist International (BI) —  menjadi pertandingan yang paling dinanti. Pada puncaknya, pertandingan itu ditonton oleh 1,4 juta orang. Babak paling populer kedua adalah pertandingan antara NXP.SOLID dan Work-A pada hari pertama babak Playoff. Pertandingan itu menarik 797 ribu orang penonton.

Jumlah penonton MPL PH S7. | Sumber: Esports Charts

Disiarkan selama 164 jam, MPL PH S7 memiliki total hours watched sebanyak 33,1 juta jam. Sementara jumlah penonton rata-rata dari liga Mobile Legends itu adalah 201,7 ribu orang. Menurut data dari Esports Charts, XctN menjadi tim yang paling lama ditonton. Total hours watched dari video yang menampilkan tim itu mencapai 12,97 juta jam. Namun, NXP.SOLID berhasil menjadi tim dengan jumlah penonton rata-rata terbanyak, dengan jumlah penonton 312,4 ribu orang.

3. Mobile Legends Professional League Indonesia Season 7 (MPL ID S7)

MPL ID S7 kembali masuk dalam daftar lima turnamen terpopuler pada bulan lalu. Dengan begitu, MPL ID sukses masuk ke daftar turnamen esports paling populer selama tiga bulan berturut-turut. MPL ID S7 mulai diadakan pada Februari 2021. Sementara babak final diadakan dari liga tersebut diselenggarakan pada 2 Mei 2021. Karena itu, MPL ID S7 masih bisa menjadi salah satu turnamen esports paling populer pada Mei 2021.

Jumlah penonton MPL ID S7. | Sumber: Esports Charts

MPL ID S7 bisa menjadi salah satu turnamen paling populer pada Mei 2021 berkat pertandingan antara EVOS Legends dengan Bigetron Alpha di babak grand final. Pertandingan tersebut memiliki peak viewers sebanyak 1,8 juta orang. Angka ini lebih tinggi daripada peak viewers dari MPL S7 pada bulan April 2021, yang hanya mencapai 1,48 juta orang. Secara keseluruhan, EVOS Legends menjadi tim esports yang paling banyak ditonton. Total hours watched dari pertandingan EVOS mencapai 23,39 juta jam dengan jumlah penonton rata-rata mencapai 590,93 ribu orang.

2. Mid-Season Invitational 2021 (MSI 2021)

MSI 2021 merupakan kompetisi League of Legends yang diadakan secara offline di Laugardalshöll, Islandia. Pertandingan yang mendapatkan paling banyak penonton adalah babak final yang mempertemukan Royal Never Giveup (RNG) dengan Damwon Gaming (DWGK), juara League of Legends World Championship (LWC) pada tahun lalu. Pada puncaknya, babak final itu ditonton oleh 1,8 juta orang. Setelah itu, pertandingan terpopuler kedua adalah laga antara DWGK melawan MAD Lions di babak semifinals hari ke-2. Total peak viewers dari pertandingan tersebut hampir mencapai 1,5 juta orang.

Jumlah penonton MSI 2021. | Sumber: Esports Charts

Secara total, MSI 2021 memiliki airtime selama 86 jam. Sementara total hours watched dari kompetisi itu mencapai 61,2 juta jam dengan jumlah rata-rata penonton sebanyak 711 ribu orang. Di YouTube, jumlah view dari MSI 2021 mencapai 42,3 juta views, dengan 580 ribu likes. Sementara di Twitch, jumlah view dari MSI 2021 bahkan lebih tinggi, mencapai 55,7 juta views.

DWGK merupakan tim yang paling banyak ditonton. Secara keseluruhan, pertandingan yang menampilkan tim asal Korea Selatan tersebut mendapatkan total hours watched hingga 23,18 juta jam. Dan jumlah rata-rata penonton dari pertandingan-pertandingan DWGK mencapai 924,1 ribu orang. Walau populer, Damwon Gaming harus puas dengan posisi runner-up. Gelar juara jatuh ke tangan RNG yang berhasil mengalahkan DWGK dengan skor 3-2.

1. Free Fire World Series (FFWS) 2021 Singapore

FFWS 2021 Singapore sukses menjadi turnamen esports paling populer pada Mei 2021. Pada pundaknya, turnamen itu ditonton oleh 5,4 juta orang, jauh lebih banyak daripada peak viewers MSI 2021 ataupun MPL ID S7. Sepanjang FFWS 2021, babak final, Ronde 1 merupakan pertandingan paling populer. Posisi ke-2 diisi oleh Opening Ceremony, peak viewers mencapai 4,65 juta orang.

Secara keseluruhan, total hours watched dari FFWS 2021 adalah 18,4 juta jam dengan jumlah penonton rata-rata mencapai 2,1 juta orang. Padahal, total airtime kompetisi itu hanyalah 9 jam. Di YouTube, jumlah views dari FFWS 2021 mencapai 129,7 juta views. Sayangnya, di Twitch, jumlah views dari FFWS 2021 jauh lebih rendah, hanya mencapai 90,4 ribu views. Meskipun begitu, di YouTube, FFWS 2021 berhasil mendapatkan 8,26 juta likes.

Babak pertandingan yang paling populer selama FFWS 2021. | Sumber: Esports Charts

FFWS 2021 diadakan oleh Garena di Marina Bay Sands, Singapura. Turnamen dengan total hadiah US$2 juta itu digelar pada 28 Mei sampai 30 Mei 2021. Kompetisi tersebut dimenangkan oleh Phoenix Force, perwakilan dari EVOS Esports Thailand. Tim itu keluar sebagai juara setelah mendapatkan 113 poin dan 48 kills. Memang, pada babak final, Phoenix Force sangat mendominasi. Dari enam babak yang diadakan, mereka berhasil meraih peringkat pertama di empat pertandingan. Di dua pertandingan lainnya, mereka berhasil menduduki posisi kedua dan ketiga. Sementara itu, perwakilan Indonesia, EVOS Divine, ada di peringkat 8 dengan poin 34 dan kills sebanyak 12 kills.

*Disclosure: Esports Charts adalah Partner dari Hybrid.co.id.