Over its 15 years journey, Roblox has amassed millions of loyal players around the world and, with it, a community of creative minds building game modes for others to enjoy. So yes, even though Roblox is defined as a game, it is more of a platform to deploy projects to you and the fans alike. Roblox, as a result of this paradigm, has also accumulated quite an expansive set of game modes for players to enjoy. “Expansive” might even be slightly misleading as there are over 40 million game modes currently playable in Roblox in 2021, and this figure will expectedly continue to increase as the game becomes more popular every day.
However, scrolling through 40 million possibilities of fun and entertainment is not a very feasible task, to say the least. Therefore, we have selected the 10 most popular (according to Statista) and best games considered by the community in the whole of the Roblox ecosystem.
Adopt Me!
One of, if not the most visited games in all of Roblox is an MMO called Adopt Me!. Developed by Uplift Games, Adopt Me! has already garnered over 5 million likes and 25 billion visits as of writing this article. The game is essentially a glorified version of Sims in Roblox, where players can either take the role of a pet-owner or caretaker. You can obtain pets from hatching eggs, purchasing them with Robux (and the in-game currency Bucks), or trading with other players. Each pet has its own distinct rarity, which also affects its costs or pricing.
However, Adopt Me! hasn’t always been about taking care of virtual pets. 2 years ago, the game focuses more about adopting and raising children. But as the game shifted and received updates that introduces adoptable pets, Adopt Me! quickly rose in popularity and became what it is today.
Tower of Hell
Obbies (or obstacle courses games) are often shunned upon by the Roblox community due to the fact most of them are made with low quality. However, Tower of Hell is a major exception. This game is the pinnacle of obbies in Roblox, has gathered near to 15 billion visits as of November, and even received nominations as the “Best Mobile Game” in the 7th annual Bloxy awards. Tower of Hell has all the features you want in an addicting and high-adrenaline obstacle course, such as randomly generated levels, multiplayer (up to 20 players), and the absence of checkpoints. So if you are looking for an intense parkour experience in Roblox, Tower of Hell will not disappoint.
MeepCity
MeepCity is one of the most popular games in the Town & City category, with over 10 billion visits at the current moment. It is an MMORPG that is all about socializing and hanging out in the virtual world of Roblox. If you want to feel what it’s like to go outside before the pandemic, then MeepCity will truly relive that experience. To maximize its social aspects, the servers in MeepCity even go one step further in expanding their capacity to accommodate up to 200 players (where 30 is usually the limit). There are also other additional features, such as customizable pets called Meeps and constructing your own home, so you won’t have any trouble getting bored.
Brookhaven RP
If you want to have a smaller-sized space for hanging out in Roblox, then Brookhaven RP is a great alternative in MeepCity. Other than its smaller server sizes, Brookhaven also emphasized living in a luxury and providing a chill environment to socialize or meet up with other like-minded players. There is a reason why this relatively new game created in 2020 was able to have its popularity skyrocket: it is the perfect place to relax, cool down, have a small chat, and possibly make long-lasting friendships.
Piggy
Piggy is a horror game that interestingly combines many elements from zombie apocalypses, mystery, survival, and a cute Peppa Pig. It is, in a lot of ways, similar to the indie horror game called Granny with the added episodic storytelling scheme that is highly interesting as you continue to uncover it in-game. Piggy also provides a free setup for private servers, so this is a definite go-to game when it comes to having a horrifying yet fun Roblox session with your friends. Of course, when I say horrifying, I mean it by Roblox’s standards.
Murder Mystery 2
Despite being placed in the horror category, Murder Mystery 2 is much more suited to be called a social deduction game. Simply put, it’s Among Us in Roblox. I am sure that we all experienced the boom of social deduction games in 2020, which is why it is not surprising that Murder Mystery 2 became exponentially popular recently. The gameplay of Murder Mystery is much more similar to Werewolf than it is with Among Us. Instead of all the innocents voting out the murderer (or impostor), there is one sheriff designated with this task. But of course, all the fun elements of discussion, lies, blames, and convictions are very much present in Murder Mystery 2.
Jailbreak
Jailbreak is another popular game in the Town & City category, but its gameplay diverges from the norm to a great extent. Jailbreak is essentially GTA Online, with all the gore and explicit materials removed. You have the option of being criminals executing heists all around town or becoming the cops that stop them in their tracks. So if you want a chill premise to socialize, Jailbreak is not the game for you. But if you are looking for an intense experience of fighting criminals or becoming one, then you are in for an awesome ride.
Today, it still remains as one of the most played games in Roblox, already accumulating over 5.2 billion visits. The game’s popularity also spawned several merchandise deals and led to its feature on Roblox’s Ready Player One event.
Welcome to Bloxburg
The Town and City category is filled with games that try to replicate the pinnacle of life-sim games, The Sims. However, only one game came close to being defined as the Sims copy in Roblox, and that game is Welcome to Bloxburg. Welcome to Bloxburg has all the features you expect in a Sims game, a character you fully control, choices for work, leisure, and adventuring. One major selling point of Welcome to Bloxburg is build mode, a feature that allows you to build your homes to your liking. Unfortunately, unlike all the games in this list, you have to purchase access to Welcome to Bloxburg. However, despite its 25 Robux paywalls, it still has over 4.8 billion visits as of today, which is a pretty amazing feat considering the entry barrier to the game.
Theme Park Tycoon 2
This game is all about building the best and most creative theme parks to attract as many guests as possible. Theme Park Tycoon closely mimics the RollerCoaster Tycoon franchise, perhaps the most popular coaster sim game. So if you are a fan of coaster sims, Theme Park Tycoon will certainly be the game for you. Despite being over 9 years old already, Theme Park Tycoon never gets boring with constant new updates being released. The game is truly a blank slate for you all with creative minds to pour out your ideas and construct what you have always envisioned to be the dream theme park.
Anime Fighting Simulator
Anime Fighting Simulator is exactly what it sounds like: a game where you can pick favorite characters from various animes and battle against other players. The game is perfect for avid anime fans who want to see and control their beloved characters from popular shows. For those who don’t watch anime, the game is still very much playable. However, just take note that you might not see the true picture of the characters’ capabilities, since you know… it’s Roblox after all. Fortunately, Anime Fighting Simulator is not only about mindlessly combating other players. There are quite a few additional game modes such as Tournament mode of story mode that you can try out as well.
For a majority of parents in this day and age, video games are always the culprit to their children’s bad behavior. If they are too lazy to study, then they are too addicted to games. If they don’t want to listen to their parents, games must have a bad influence. If they like to fight, games are the ones teaching them violence. Because of all the issues that games have caused, parents also believed that governments should ban children from playing games despite being a crucial means of communication today.
The Chinese government did exactly that. On September 1, 2021, the National Press and Publication Administration (NPPA) issued a new regulation regarding the legal playing duration of underage gamers. The regulation states that children and minors can only play games for 3 hours per week. We have previously discussed the impact of these regulation changes on the gaming and esports industry here.
Limiting the playing time of video games for children is just one of the Chinese government’s efforts to change its culture. In fact, the Chinese government has also tightened regulations related to technology and also entertainment.
What Changes Did the Chinese Government Make?
Game time restrictions for underage gamers are not the only rules in the gaming industry that the Chinese government has changed. They also tightened the review process for games that will be launched in the country. In case you didn’t know, the Chinese government reviews every game that will be launched in China, ensuring that it meets all the requirements for its release (such as language or content used).
The source of this report came from South Morning China Post, which managed to receive an internal memo from the gaming association under the Chinese government. The memo states that video games must exhibit values that reflect Chinese history and culture. Furthermore, games featuring effeminate male characters or romantic stories between the same sex will be banned from launching. Indeed, games will not be considered a pure means of entertainment, but also as a tool for propaganda.
“If regulators can’t tell the character’s gender immediately, the setting of the characters could be considered problematic and red flags will be raised,” Games Industry quoted the memo. Additionally, games are also prohibited to give players to play as the protagonist or antagonist in the storyline. “Some games have blurred moral boundaries. Players can choose to be either good or evil … but we don’t think that games should give players this choice … and this must be altered,”
“Some games have ambiguous moral concepts. Players can choose whether they want to be a good person or a bad person … But, we feel, that choice should not be given to players. So, this should be changed,” reads the memo.
Despite all this special treatment that the gaming industry is receiving, it is not the black sheep in the eyes of the Chinese government. Various fields, such as the entertainment industry, are also getting their fair share of regulation changes.
On September 2, 2021, the National Radio and Television Administration (NRTA) notified TV companies and internet platforms that they must strictly screen the artists and guests who appear on their shows. Actors or musicians who attend a program must not only have a good reputation and behavior, but they must also have political views in line with the Chinese government.
Here are the eight primary regulation details which NTRA plans to implement in the entertainment sector:
Radio, TV, and internet platforms may not employ or invite guests who hold politically wrong views, have violated the law or spoke against public morals and statutes.
They may not air programs starring child celebrities. Entertainment programs must have a strict voting system. The programs are also prohibited to encourage fans to spend money on memberships to vote for their idols.
Programs should promote traditional culture as well as create correct beauty standards. They are also not allowed to discuss gossip, effeminate idols, vulgar celebrities, or wealth.
The entertainment studio must limit and discourage high salaries to the entertainers. They must make rules regarding how much an entertainment program can pay its guests. They should encourage celebrities to take part in charity events and punish the ones who are involved in illegal contracts or people who evade taxes.
They should make rules for people who work in the entertainment world. They must also provide professional and moral training. TV presenters must be licensed and their activity on social media monitored.
They should encourage professional commentary on the world of entertainment. The value they should emphasize is correct political views and avoiding false rumors or negative comments. Instead, they should focus on promoting a positive culture to the audience.
Entertainment associations should criticize celebrities who set a bad example for the public. Training must be provided, and everyone in the industry must be encouraged to follow the rules.
Regulators must be responsible for listening to complaints from the public and providing answers to these concerns.
There is one overlap in the new regulations set upon the gaming and entertainment sector: the prohibition of displaying effeminate men. One of the prominent features of these effeminate males is the use of makeup or style that is not masculine or contrasting with the traditional Chinese culture.
Indeed, not all Chinese male artists exhibit a masculine style. Some of their fashion is inspired by Japanese and South Korean actors and singers. In the hopes of encouraging young men to be masculine, the Chinese government banned content featuring effeminate male characters in video games, the South China Morning Post reports.
The Chinese government has not only tightened regulations regarding entertainment and game industry players, but also fans, especially fans who worship their idols too much. One concrete form that the Chinese government implements is to prohibit youth from participating in fan clubs. Indeed, the turnover value of money due to fan activities is quite large. According to the iResearch Consulting Group report in 2020, the amount of money involved in fan activities reached 4 trillion CNY or around Rp. 8,873 trillion in 2019. And that figure is expected to rise to 6 trillion CNY (about Rp. 13,300t trillion) in 2023.
Apart from banning participation in fan clubs, the government also prohibits teens to take part in voting or spending money to support their idols. For example, if an artist becomes a brand ambassador for a certain company, then teen fans are prohibited from purchasing the promoted products. The Chinese government believes that all these preventive measures against fandom will improve the lives of their youths.
The Chinese government also requires celebrity agencies to be active in monitoring fan club movements and preventing clashes between fans. Celebrity rankings, which are incredibly popular in China, will also be abolished in the future. Instead, the government will only allow lists of trending music or movies which do not mention the involved artists or actors.
The Chinese government pushed all these changes in gaming or entertainment to alter the fabric of Chinese culture and society. Peixin Cao, professor at the Communication University of China, an institution that has educated many entertainment talents in China, mentioned that many celebrities in the Chinese entertainment industry have committed illegal or immoral acts in the political, economic, or personal sphere. Therefore, it is not much of a surprise that the Chinese government was adamant about increasing the strictness inside the industry.
But the government is not the only one agreeing on this matter. Cao also revealed that a large group of parents and social science researchers want the government to intervene in the entertainment world. They do not want the younger generation to be adversely affected by corrupted industry. For a long time, actors have used their economic power and social media influence as leverage to silence opposing opinions, which is why direct government intervention is the only solution.
“I believe that the general audience also has dissatisfaction with the bad ethos of the entertainment industry.,” Cao said, as quoted by The Guardian. “The parents of adolescents may have felt it more deeply.”
Can Content Really Influence People’s Mindset?
With all these new laws, it is clear the Chinese government is trying to filter the content that the people of China consume. The question that arises is how effective this actually is? Does content influence how people think and the values that they hold?
The journal also states that the media can be used to improve literacy in critical thinking based on the consumed content. However, this education tool can also backfire or potentially become useless if the audience blindly digests content without trying to understand the underlying messages conveyed.
For example, in movies, people of color are often portrayed as criminals or drug addicts, which may implicitly reinforce the stereotype that they are dangerous people. However, cinema also has the power to raise awareness on important issues. The film, An Inconvenient Truth sends a vital message to its audience by discussing the topic of global warming.
Content coming from video games is also suspected to affect the players’ mindset, which is why game creators or developers often insert their idealism in their games. A topic that is constantly brought up and interests researchers in the field of psychology is the correlation between video games and violence in adolescents.
Many studies have tried to investigate the relationship between adolescent aggression and violent games. One of the research models used is the General Aggression Model (GAM) by Anderson et al. Based on this research study, playing violent games can indeed make players more aggressive. Many other studies also agreed with this proposition, mentioning that playing violent games can trigger aggressive behavior in teenagers.
However, not all researchers agree with this point of view. They also provided reasons why such a connection between the two might arise despite having no notable correlation. Sherry (2001) found that the impact of violent games on the level of aggression in adolescents is not that significant. Another study by Ferguson (2007) suggests the presence of a publication bias in the studies related to this topic. Publication bias often arises as articles with controversial results or outcomes have a greater chance of being published.
Ferguson then adjusted the publication bias on the studies that had been released. In the end, he found no significant evidence that could strongly prove the hypothesis that video games could increase a person’s level of aggressiveness. He also proposed a new study model different from GAM, namely the Catalyst Model (CM).
Based on the CM model, a person’s aggressiveness is predominantly determined by genetics. People who do have an aggressive nature are more likely to be violent in stressful situations. External factors, such as video games, generally do not influence levels of aggressiveness. Instead, they purely act as a catalyst that might trigger aggressive behavior. Therefore a non-aggressive person cannot be suddenly violent just by playing video games on a regular basis. Several studies also show that the level of aggressiveness in adolescents is not caused by exposure to violent games, but by antisocial personality, peer pressure, or family violence.
In The study titled Relation of Violent Video Games to Adolescent Aggression: An Examination of Moderated Mediation Effect, researchers Rong Shao and Yunqiang Wang tried to combine both the GAM and CM models. It is stated that exposure to violent games does have an influence on aggressive behavior in adolescents. However, other factors (genetics, family background, etc.) might also play a huge part in altering aggression.
Therefore, adolescents who grew up in a positive family environment usually exhibit a light-hearted nature and pay more attention to morals. This behavior will aid them in understanding and filtering violence when it is presented in video games.
On the other hand, teenagers who live in a negative family environment usually tend towards aggressive behavior, which is further amplified when consuming violent video games. From the study, we can conclude the nature of violence is affected by many different factors, internal (such as genetics) or external (family circumstances, environment, and exposure to violent games).
Impact of China’s Strict Regulations
Changes in laws by the Chinese government have received mixed responses. On the one hand, some parents are happy with the government’s decision because they agree that children’s playtime should be limited. However, others are also skeptical about the effectiveness of the new government regulations. There are, indeed, some minor loopholes that make the playtime limitation quite tedious to enforce. For instance, children and teenagers who want to play online games outside the allotted time can use an account from an adult. The government also regulates the playing time of online games, but not offline games.
“These changes will not be beneficial in the long term,” said Xiaoning Lu, Reader in Modern Chinese Culture and Language, SOAS. “Children may miss opportunities to learn how to express themselves or to discipline themselves.” According to him, the Chinese government’s decision to limit playing time shows the government’s laziness to designate more appropriate regulations.
When asked if these regulatory changes are part of an effort to carry out a cultural revolution, Xianing strongly answered no. Instead, he believes that it is simply an act to revive the socialist culture. “China has a long history of how culture is used by the government to shape public opinion and to create an ‘ideal citizen,” he told Al Jazeera.
William Yang, East Asia Correspondent in DW News and President in Taiwan Foreign Correspondents’ Club also shared his opinion on the matter. He feels that the government’s decision to tighten regulations in many sectors was their attempt to prevent non-governmental parties — such as pop culture icons — to move and control the masses. “That is the reason why the government is trying to remove online fan clubs. Some of these groups have proven to be able to mobilize the masses, which are potentially out of the government’s control,” said Yang.
One of the reasons why the government is focusing on banning effeminate males is that they are worried about the influence of South Korean culture. “K-Pop stars are creating phenomena and fandom culture that has the potential to cause disruption,” Yang continued. “That’s why the government enforces these strict regulations.”
One example of K-Pop fan mobilization was when Lisa’s fans from BlackPink raised 3 million CNY (approximately Rp. 6.6 billion) to celebrate her birthday in March 2021. And this didn’t just happen once. To celebrate Lisa’s birthday in 2020, fans in China raised 1 million CNY (approximately IDR 2.2 billion), which are then all donated to charities and public service projects, reports AllKpop.
Xiaoning further explained that the government’s and Chinese celebrities’ culture differs at the fundamental level. Celebrities often adopt a capitalist culture, while the Chinese government obviously has a socialist background. In the government’s eyes, celebrities are required to maintain their moral integrity and set a good example for society, which is not a capitalist characteristic, to say the least. For this reason, the government often considers celebrities who have had sexual scandals or have evaded taxes as problematic figures.
According to Hongwei Bao from the University of Nottingham, the Chinese government’s movement in tightening regulations in many sectors also stems from several internal factors. One of these factors is the demographic crisis that China has faced for the past few years due to the precariously low birth rate.
According to a report from Reuters, China’s population growth rate was only 5.38% in 2020, setting an all-time low record for the country since the 1953 census. Furthermore, the birth rate in China is also extremely low, only 1.3 children per woman. Japan and Italy, both currently experiencing demographic aging problems, have the same exact birth rate figure.
The main culprit behind this issue is the regulations enacted in the 1970s by the Chinese government itself. The regulations essentially only permit families to only have one child. Now, the effects of these laws are starting to take shape.
In line with Bao, Elliott Zaagman — host of China Tech Investor Podcast — also revealed the same information. He believes that the Chinese government’s attempt to filter content containing effeminate men is derived from their effort to encourage marriage and having children. “Regulators in Beijing might have panicked a little bit after they realized that the demographic crisis is much more severe than they initially thought. Therefore, they are willing to do whatever it takes to encourage people to want to have children,” Zaagman said.
There are also external factors that push the Chinese government to tighten regulations. The deteriorating relationship between China and Western countries is one of these external factors. To ensure that the feeling of Chinese nationalism doesn’t dissipate, the government might have tried to accentuate their values or beliefs onto its people.
“Today, we are constantly seeing the ‘China vs. West’ narratives, both inside and outside of China. If this trend persists, it is likely that Beijing will try to emphasize its unique characteristics as a country compared to the West or the other Asian countries, ” said Bao.
Conclusion
China has gone through vast economic and social transformations in the past few decades. As a result, their cultural values also began to drastically change. The Chinese government, however, wants to revive the socialist culture and thus started to tighten regulations in the sectors such as gaming and entertainment. To that end, the Chinese government seems to be utilizing culture as a tool to shape public opinion.
This extreme decision by the Chinese government is based on various reasons, such as the demographic crisis and the worsening antagonism between China and Western countries. So far, the regulations set by the Chinese government are absolute. However, now, there are still those who question the effectiveness of the regulation.
Featured Image: CD Projekt. Translated by: Ananto Joyoadikusumo
Arcane, the animated series of League of Legends (LoL) on Netflix, is a huge success. As reported by Deadline, it became the most popular show in the US, defeating The Mandalorians and Stranger Things.
It’s also reported that Arcane is renewed for a second season. Besides its commercial success, it’s critically acclaimed by critics around the world. Joshua Rivera from Polygon writes this in the review, “As a show made by Riot Games, one of the biggest players on Video Game Island, Arcane may be one of the most significant attempts at bridging the distance, at making games less of an island — bringing the show where everyone watches them, on Netflix. Even if it ultimately isn’t that bridge, it’s still an excellent TV show, which is a wonderful thing to be.”
It really seems a great weekend for Riot Games. That’s why, when I have an opportunity to ask some questions, I jumped at the chance. Justin Hulog, General Manager Riot Games SEA, answered all of these questions.
Some people, even Netflix, believe that games are the future of entertainment. So, why do you expand to movies/TV series?
League of Legends’ dedication to lore is what allows us to explore so many different alternate universes, stories and formats. We wanted Arcane to be a true, celebratory moment for all Riot Games’ fans. That means showcasing all the different ways Arcane can manifest in our bread-and-butter: games.
Explore the vast interpretations and activities of Arcane around all our games so that no matter what you’re playing, or what you want to try, Arcane will be there waiting for the gamers. We believe that only a game company can fully intertwine the evolution of their IP within various media: a cross-product moment done right.
Is it because Netflix gives you the chance? Is it similar to the partnership you have with Logitech in gaming peripherals? Or is this something you guys want to go full hand on deck in the movie industry (similar to what you’ve been doing in esports)?
Riot Games has shown what it means to allow passion and dedication to drive our work in games, sports, and now entertainment.
We showed the world what excellent player service in live service games could be like. We then redefined sports and broadcasting with the advent of esports. Now, we’re taking the learnings from the past 10+ years to conquer the next frontier of entertainment. Arcane is just the beginning.
How about the other expansions such as fashion (Louis Vuitton), music (K/DA), and other industries? What is the end-game for those expansions? Will they be stand-alone businesses that can support themselves (like esports)? Or it’s just for supporting the games industry?
Riot Games aims to shepherd cultural milestones with our exclusive and innovative partnerships. We’re here to make it better to be a player, and with these various partnerships and entertainment properties, our goal is to show what games can do when brands work together to create authentic and immersive ways to play.
Speaking of esports, considering LoL is one of the long-lasting games and esports which makes it one of the benchmarks in the industry, can you share some of your data related to those 2 industries?
In October 2021 alone, we reached 180 million active users in the League of Legends universe. This includes players from League of Legends, League of Legends: Wild Rift, Legends of Runeterra, Teamfight Tactics and Fight for the Golden Spatula (licensed in China). While we are still working on League of Legends esports numbers from this year’s World Championship, last year’s Worlds recorded more than 1 Billion Hours Watched, the highest ever.
How many MAU are in LoL in 2021? How many esports viewers does LoL have worldwide (2021)? I ask because I think some of the esports data doesn’t include Chinese viewers.
While we’re not able to share MAU details, we are pleased to have reached 180 million active users in the League of Legends universe in October 2021 alone. This includes players from League of Legends, League of Legends: Wild Rift, Legends of Runeterra, Teamfight Tactics and Fight for the Golden Spatula (licensed in China).
I’m really interested to map the distinction between esports and the gaming market, so If you can’t share the number, could you answer which one is the biggest between these 3 types of market:
People who play LoL and watch its esports
People who play LoL but don’t watch its esports
People who don’t play LoL but watch its esports
We believe that every player experience matters and these three categories are definitely close to the audience behaviour we have observed. There are hardcore League players who enjoy its esport in tandem, while there are also nearer players to the League of Legends universe who are picking their very first esport fandom or may just be more immersed in the gameplay and less in spectating esports.
However, we have seen strong growth in mobile esports interest, particular with the League of Legends: Wild Rift SEA ICON Series. Southeast Asia was not only the first region to receive the Wild Rift Open Beta, but was also the first to run mobile esports within Riot.
How about in VALORANT? Is it similar or different? Since VALORANT is so much newer than LoL.
We’ve been fortunate to have been able to grow different communities and fan bases for VALORANT on top of that for the League of Legends universe games. It is hard to believe that VALORANT is barely two years old, whereas League of Legends has recently celebrated its 12th anniversary.
Last, let’s speak Worlds. Compared to TI (Dota 2) which has more variety in its winner’s region (US, EU, CIS, and China), Worlds has been dominated by South Korea and the East. 10 out of 11 Worlds, the East won the championship. 6 out of 11, South Korea won. Why do you think it is the case?
It’s no surprise that League of Legends is an absolute phenomenon in South Korea. Much of League’s success in the market stems from the history of gaming in South Korea, which saw the wide penetration of PC cafes and the popularity of free-to-play games like League in such environments. South Korean esports athletes are regarded like bonafide celebrities, which has further fuelled the passion for the game and sustained the nation’s competitive edge in esports. That said, we are seeing new international talent emerging year after year, especially with the expansion of our esports for VALORANT and Wild Rift.
The Southeast Asian eSports Championship 2021 will be hosted next year by the Vietnam Recreational E-sport Association (VIRESA) and tech giant VNG Corporation, the organization announced.
The Vietnam Recreational and Electronic Sports Association (VIRESA) has announced that SEA EC will be held online and include three games: PUBG Mobile, League of Legends: Wild Rift, and VALORANT. The winner will walk home with a prize worth more than 140,000 USD.
Additionally, Vietnamplus.VN reports that E-Racing is being explored as an additional category for the SEA EC 2021.
The qualifying round is set to take place in November and December, and will include 52 teams from the region’s ten esports federations. The championship round will then take place later in January 2022.
“Two out of three games in this tournament are SEA Games 31 sports. Therefore, SEA EC 2021 is not just an annual event but will also be a chance for athletes to prepare for SEA Games 31,” Do Viet Hung, general secretary of VIRESA, said.
Meanwhile, Mr. Do Viet Hung – General Secretary of VIRESA – said that two of the three sports at the SEA EC 2021 are the chosen games for medals at SEA Games Vietnam 2021. Thus, not only SEA EC 2021 will be held as a prominent yearly event in Southeast Asia, but also a chance for esports athletes to rub off on the eve of the SEA Games’ 31st edition.
Recently, Play-to-Earn games have been bombarding the media and the gaming world with all their hype and connection with cryptocurrency. Of course, you might be left wondering what is this new type of game really is and why it’s becoming so popular all of a sudden.
To put it simply, play-to-earn is just another gaming business model. You might have heard of free-to-play games or pay-to-play games in the past. Well, play-to-earn is just another iteration of those types of gaming models. The definition of this business model is also in its name – the players play the game in the hopes of earning something money in the form of cryptocurrency.
You might realize that almost all games that have some trading features indirectly implement some play-to-earn element. In CS:GO, you could obtain and sell skins in the Steam market. If the skins are incredibly rare, you can also usually sell (trade) them using real-world money. Some skins even go as high as $100,000 USD and even higher in some cases.
In World of Warcraft, you could sell accounts with real-world money and raise their price according to the level of items owned. DotA and other similar competitive games are also plagued with cases of account-buyers, where noob players purchase high-ranked accounts and play outside their ELO range. So yes, intended or not, almost all games virtually have some element of play-to-earn.
However, play-to-earn games fully implemented this element as a feature and encourages players to upgrade their items or characters to increase their market appeal. The more time a player puts into the game, the more they will be rewarded with high-value characters or assets; play more to earn more. The game will also provide the necessary tools and space for players to trade these assets. Of course, these tools are non-existent in the previous games, where third-party websites are usually needed to complete a transaction. As you can see, play-to-earn games essentially take advantage of NFTs to run this whole brand-new business model.
NFT and Crypto’s correlation with P2E games
Understanding NFTs is critical when you want to make sense of these whole play-to-earn games. If you already know what NFTs are, you can proceed to the next section of the article. If you don’t, NFTs, or non-fungible tokens, are essentially a modern form of bartering sprinkled cryptocurrency and supported by blockchain technology. NFTs are usually associated with “internet” items such as photos, videos, GIFs, or in-game assets in our case. Of course, it doesn’t take much to make copies of these items on the internet, which is why NFT also incorporates proof of ownership that is secured by blockchain technology.
By now, you should already have some sense between the connection of the whole crypto NFT shenanigan with play-to-earn games. So you play the game to earn rare items. These items are represented as NFTs, which verify your ownership over the particular in-game asset. You can then trade or sell these items to other players in exchange for cryptocurrency. The cycle repeats and eventually creates its own crypto ecosystem or economy around the game.
The Random Access Memory, or RAM, of a computer plays a quintessential part in allowing the computer to execute processes and programs. Unlike its counterpart, the ROM (Read Only Memory), the RAM’s memory is actually not permanent or volatile in proper terms. Hence, once the computer is shut down, the contents of the RAM will cease to exist. Therefore, the RAM is not used to store permanent information like the OS program, Input/Output systems, and other necessary utilities. Rather, it acts as the temporary space where the CPU can execute its computations and run your programs or games. This is why most gamers care less about the storage size of ROMs and more often emphasize the RAM when discussing gaming computers.
There are also two primary types of RAM in existence today, namely the Dynamic (DRAM) and Static (SRAM) RAM, with their own specific uses. Of course, this was not the case back in the day. In fact, the RAM has evolved and gone through many different iterations that have upgraded its power and simplified its structure into the minuscule yet complex hardware we know RAM of today. So, let’s take a look at the full history of the RAM, from its initial invention to the recently released state-of-the-art DDR5.
But before that, you will need some basic understanding of the job of RAMs in the computer. For RAMs to work, it needs to be able to read and write information. In other words, we must be able to store information and give that information back to the computer. The reason why we keep getting new iterations of RAM is to speed up each of these two operations. Simple enough? With that out of the way, let’s proceed.
Drum Memory
The first resemblance of a RAM was called Drum memory, invented in 1932 by Gusta Tauschek. Technically speaking, a Drum memory does not fully function as a modern-day RAM and is much more suited to be an HDD or hard disk drive. However, in those olden times, there was no reason to separate the main working memory or secondary memory, which is why we still could consider a Drum memory to be the first generation of RAM.
So how does this ancient technology work? A drum memory’s outside surface is coated using a ferromagnetic material, which acts as the storage that saves binary information. Think of it as a disk or but 100 times larger. There are also read-write heads are positioned above the ferromagnetic surface to input or extract information. If you want to write information into the drum memory, an electromagnetic pulse is produced and the orientation of the magnetic particle in the surface is altered to store the binary information. If we want to perform a read, we can simply scan the intricate orientation of each magnetic particle along the surface. This is as simple as it gets when dealing with a Drum memory.
However, to optimize read-write speeds, we must have a great deal of knowledge of the structure of each hardware component. Programmers, in particular, were constrained to optimum programming, where they strictly position their code in the drum to minimize instruction loading time (also known as skip factor or interleaving). Despite all of these difficulties, drum memory was the primary choice of computer memory for more than two decades since the 1950s due to its efficient memory retrieval and low costs.
Vacuum Tube Memory
As mentioned previously, Drum memory acts much closer to a disk rather than a RAM due to its non-volatile nature. Thus, the first true grandfather of the RAM is actually the Williams Tube. The Williams Tube was invented in 1949 by Freddie Williams and TomKilburn. It utilizes the same exact technology as first-generation bulky TVs, which is the cathode ray tube. The memory writing works by sending an electron beam, deflecting it off with positively charged coils, and striking the phosphor surface to make the grid patterns shown below.
These patterns represent the binary information that can be read by the computer. Like modern-day RAMs, the Williams Tube is non-volatile since these patterns will fade over time and the electron beams can overlap read-writes in each pattern spot. However, the Williams Tube’s major flaw lies in the electron beam deflection process, which is highly sensitive to nearby electrical fields. If there are any charge imbalances surrounding the cathode ray tubes, write operations can severely be compromised. The Vacuum Tube memory was first implemented on the Manchester Baby computer, allowing the computer to successfully run programs in June 1948.
Magnetic Core Memory
The Magnetic Core memory was considered the commercial RAM for computers in the 1950s up to the 1970s, essentially displacing the use of Drum memory for random-access purposes. The hardware is comprised of many magnetic rings (or core), which can store information due to a phenomenon called Magnetic Hysteresis. Simply put, these rings can remember information by altering the direction of the magnetization. We can change the polarization of these magnets (or input information) by conducting an electrical current to the many wires that run through the rings. As for the read operation, there is a special sensing wire to detect the charge state of each core extract the corresponding binary data.
Before the meta-defining transistors became the norm, these humongous magnetic core memory was the only solution for random access. However, you might be surprised that core memory is actually non-volatile, unlike a normal RAM. Instead, it falls into the category with which we know today as NVRAM. Core memory is able to retain information when the computer is shut-down because the magnetic rings can maintain their polarization.
Static Random Access Memory
Things took a turn after the invention of the metal-oxide-semiconductor or MOS memory in 1964. In short, MOS Memory was able to significantly outperform magnetic core memory while consuming less power and being cheaper to produce. Most importantly, however, MOS memory was able to be shrunk down into small chips that can easily be fitted inside a computer. It quickly took over the market and drove core memory out of fashion
Following the development of MOS, Robert H. Horman invented the first static random-access memory (SRAM) in 1963. A year later the MOS SRAM was invented by John Schmidt. IBM finally utilized SRAMs commercially when they released the SP95 memory chip in 1965.
It is not really easy to explain how an SRAM operates since you will require some degree of knowledge in electrical physics. In any case, the most important thing to note here is that SRAMs typically use 6 (MOSFET) transistors to store a bit of memory (either a 0 or 1). You can supply an electrical current accordingly to charge up these transistors and store the binary information, which will stay persistent when supplied with power. The term Static comes from the fact that it does not have to be recharged or refreshed periodically, opposite its counterpart DRAM. Consequently, SRAMs also consume much less power and are used to store more persistent data such as caches or registers that require brief but fast access times.
You might already realize that SRAM is not the RAM that you are probably thinking about. If you are taking a look at computer specs and see the RAM details, that is referring to DRAM. SRAMs also do not get the same amount of attention or development as DRAMs, since it plays a less significant factor in increasing computing power. Furthermore, SRAMs are much more expensive and take up a great deal of space compared to DRAMs. The history of the SRAM’s development is also expectedly boring. For instance, the latest iteration of SRAM was released by Hyundai in 1995 and still uses the same exact same MOSFET technology that was created 3 decades prior.
Dynamic Random Access Memory
We can now discuss the nitty-gritty part of the topic, DRAMs. As mentioned previously, DRAMs are what we would describe today as RAMs. It functions as the main memory for most computers and provides the required space for programs codes to run properly. This is why DRAMs are more important when talking about PC specifications, as it essentially plays a significant part in affecting a computer’s processing power.
So what distinguishes DRAMs from SRAMs? And why can’t they both switch up their jobs on a computer? The answer lies in the structure of both hardware. While SRAMs mostly use 6 transistors to store one bit of information, DRAMs are able to only use 1. Therefore, DRAMs, by their design, are much smaller have a greater storage density. Its relatively simple structure also makes DRAMs much cheaper per bit compared to SRAMs.
Instead of using 5 extra transistors, DRAMs utilize capacitors to store the information. Capacitors are similar to rechargeable batteries. If the capacitor is charged, it means that it stores a 1. If it is uncharged, it stores a 0. The main caveat of DRAM’s design is that they must be periodically refreshed (hence the dynamic name) to retain information since capacitors slowly leak their charge away. This is the reason why SRAMs are more power-efficient in the long run. However,
The idea for creating DRAMs initially came up in 1966 when Robert H. Dennard was working on the SRAM technology. Dennard realized that a capacitor can be created using the same MOS technology and use transistors it up. And thus, DRAMs were born. The new memory technology was commercialized in 1969 by Honeywell, and, at this point, DRAMs were able to store 1000 bits or 1kbit of data. Unfortunately, this iteration of the DRAM, called 1102, had many problems that didn’t appeal to the market. Intel, which previously worked with Honeywell, eventually redesigned the DRAM and created a brand new chip on their own, called 1103. This was the first DRAM chip that was truly commercially ready and available for the public.
DRAM technology was upgraded in 1973 when Mostek released its MK4096 4000-bit chip. Designed by Robert Proebsting, the new DRAM made a significant breakthrough by utilizing an effective multiplexed addressing scheme. Essentially, this new design uses single address pins to access memory rows and columns by doing it in turn. In previous DRAMs, you would have to do this with two pins and address lines. Of course, reducing the number of pins also drops significantly down manufacturing costs, especially when memory size and density grow larger.
Mostek released the second iteration of its new DRAM chip called the MK4116, this time having 16 kbit of storage. The MK4116 chip proved to be very popular in those times and managed to own 3 quarters of the worldwide DRAM market share at one point. The last commercially produced chip was made by Samsung in February of 2001 with a capacity of 4 Gbit, and that seals the deal with the DRAM era.
But, of course, the RAM story did not end in 2001. Instead, it marked a transition towards a more advanced type of RAM called synchronous dynamic random-access memory or SDRAM.
Synchronous Dynamic Random Access memory
The primary difference between SDRAM and DRAM lies in their names. Regular DRAMs operate asynchronously with respect to the computer’s system clock, while SDRAMs will always stay synchronized. As a result, read-write operations of SDRAM are far more efficient and fast compared to DRAMs. The memory structure of SDRAM is also divided into a number of memory banks that allow for concurrent accesses, which improves speed yet again.
Samsung coincidentally was also the first manufacturer of the SDRAM chip called KM48L2000, which has a measly capacity of 16 Mbit. In June 1998, Samsung began experimenting with the DDR or Double Data Rate technology. DDR essentially allows data transfers to occur twice as fast compared to normal SDRAMs since it is able to send or receive signals two times per clock cycle. 3 years later, DDR2 was created, which doubles the speed of DDR1 yet again since it performs access four times per clock cycle. At this point, however, most large RAM manufacturers out like Sony and Toshiba there haven’t jumped into the DDR hype train, putting more effort into producing embedded DRAMs or eDRAMs.
DDR3 was eventually developed in 2003 by, you guessed it, Samsung. Again, DDR3 doubled the read-write rate to 8 accesses per cycle. Despite all the increase in speeds, its progress is still heavily held back with latency or most commonly known as CAS latency. CAS Latency pertains to the delay between the RAM in responding to data access requests and, obviously, the lower latency the better. Unfortunately, the CAS latency increases as we continue to double our data rate, which means that slower SDRAMs might have a marginally lower “true” latency (latency that we experience).
Unlike the previous iterations of DDR, DDR3 gained widespread adoption by manufacturers and by the general users as well. Starting from mid-2008, Samsung began to commercialize DDR3 chips, initially with a capacity of 8192 Mbit. The chips were a massive hit and many computer systems in that time begin opting to use the DDR technology. Consequently, Samsung continued to upgrade the capacity and clock rates of the DDR3 to combat the aforementioned problem of latency. Another relatively new player in the RAM manufacturing business also began to jump into the DDR3 fray called SKHynix. Both the Korean tech companies create the necessary competitiveness in the market to constantly improve the DDR3 technology to the next level.
Information about DDR4 was teased at Intel Developer Forum in 2008, which was expected to be released in 2011. Hynix struck first and released a DDR4 prototype in early 2011 with a capacity of 2048. The new double data rate tech promised a lot of things, lower power consumption (1.2v compared to 1.5v) and faster data transfers just to name a few. Samsung eventually commercialized its DDR4 chip in 2013, but most people have grown accustomed to its predecessor DDR3. Thus, the DDR4 technology only gained widespread adoption later in 2015.
As for the latest iteration of the DDRAM, we have DDR5. The JEDEC standards of DDR5 were already significantly delayed by 2 years after its initial expected release in 2018. Many manufacturers have also begun laying down their plans to release their DDR5 chips, some even already have put them out on the market for purchase.
However, you should probably not get your hands on a DDR5 as of now. Indeed, like all DDRAM updates, there is always a speed or performance gain. DDR5 also further decreases the memory voltage down to 1.1v compared to the 1.2v of the DDR4. Despite all these merits, DDR5s are probably not stable or compatible with most hardware or processors out there. The price of this new RAM also speaks for itself. DDR4, despite being more than 7 years old, is probably still the most suitable RAM to use as of now.
Conclusion
The DDR5 marks end of the history of the Random Access Memory, one of the most sought-after hardware components when discussing computing speed. If we take a look back again at the progress of the RAM, we were able to shrink giant-like magnetic core structures that used to fill up a whole room into minuscule pocket-sized hardware while exponentially increasing its storage capacity and access effectivity. That right just goes to show another feat of human intelligence and the immense power it beholds.
Cheaters or hackers are definitely a unique species that are constantly frowned upon in the gaming community. Most of the honest players never even understood why they resorts to hacks in the first place. Are they bad at the game? Are they too lazy to learn, practice, and grind? How do they find enjoyment in accomplishing feats that they didn’t work for?
Although most of us categorize cheaters into one sociopathic, evil, and ill-driven personality, not all hackers are actually the same. It is 100% true that hackers, malicious or not, will always ruin the integrity and sabotage the true gaming experience, especially when their actions affect other players. I, myself, stopped playing CS:GO due to the insane abundance of hackers in my matches despite Valve’s constant effort to stop the cheating problem. Plus, cheating is always punishable by a ban, showing its illegal nature. However, like the cheaters who use them, not all hacks are the same. Thus, in this article, we will be taking a look at the different forms and “severity” of hacks, trying to answer why people cheat in games, and how to resolve the hacking problems that are prevalent in gaming today.
Different Types of Hacks
For us to understand the whole topic of hacking, we first need to distinguish hacks into two different classes and where they are commonly used. The first type of hack is called soft hacks. Soft hacks do not interfere with other players’ experience despite altering the gameplay to your advantage. If you use hacks in a single-player game, chances are you are using soft hacks. Take Grand Theft Auto, excluding its multiplayer elements, as an example. Money hacks, car hacks, infinite HP, and other cheats are always used in that game. People never complained about the abundance of GTA hacks and even deemed them necessary as part of the gameplay since it only affects one player: you yourself.
Of course, soft hacks can also be present in multiplayer games. Skin mods are incredibly popular in many mod-able games like Counter-Strike back in the day, but they can be highly punishable by the devs who want to rack up money from the legitimate skins. There are also money, level, and HP hacks in RPG games, which is definitely a multiplayer genre. However, they are rarely utilized in PvP and more in the PvE scenarios when players are trying to grind for loots or resources.
On the flip side, we have hardcore hacks, the hacks that truly matter in this discussion. These are everybody’s favorite, run of the mill type of hack. Hardcore hacks are infamous for frustrating the hell out of players and destroying their gaming experience. In the FPS genre, we have aimbots, which allows you to lock on the people’s heads automatically, and wallhacks, which allows you to see through walls and obtain free information on the enemy’s whereabouts. CS:GO is also known for its incredibly annoying spinbot hack. You essentially but an aimbot hack and add rapid 360 degree turns so that you will spot enemies from all different angles. There are also other FPS hacks like speed hack, anti-aim, but they are niche and rarely used.
In the MOBA genre, there are many, extremely undetectable scripts that can allow you to automatically cast abilities or incoming spells based on game events. Some hacks allow you to zoom out and give a larger top-down FOV. You might see a common theme in the examples of these games: competitiveness. FPS and MOBA are both multiplayer games that rely on PvP elements, which is why cheats that give an unfair advantage are detrimental to the game’s experience. Nobody really cares if you use infinite HP hacks when fighting a boss in World of Warcraft. However, use that same infinite HP hacks on Dota, and you’ll piss off every single player on the server.
The psychology of using hacks
So why do people use hacks? Well, it is for a variety of reasons, and is also unique to the type of hacks used. For instance, people use soft hacks to remove unnecessary burdens or blockades in the game. Not everyone has the time and effort to grind out money and resources for a game. These grinds, more often than not, are incredibly boring, stale, and hindering the real excitement that people play games for. Cheats, as result, has the capability to provide the necessary shortcuts to more freedom and fun in the game.
Furthermore, as a person who always seeks to play on the same playing field, I do sometimes justify the use of money hacks in pay-to-win games. These games rarely emphasized the players with the best skills and more often rewards players who have access to their mom’s credit card. Free-to-play players can, in turn, lift out the paywall set up by the developers through money hacks and show their true skill-level in the game.
However, the notion of using hacks to remove built-in barricades in games doesn’t apply to cheaters who use hardcore hacks. More often than not, people fall into the world of using hardcore hacks because they simply suck at the game and do not want to slowly improve. They want to get an easy advantage without having to practice or learn properly. It is not a strange fact that everyone starts out as a noob in every game. We cannot install CS:GO for the first time and begin one-tapping everyone on the server. We can’t queue our first Dota 2 game landing every single invoker combo. It is through thousands of hours of practice, experience, and losses that we can achieve all these amazing feats that we see from pro players. Perhaps, in the minds of hackers, they are some sort of talented chosen one who never needs to practice to be a pro. However, when they can be wrecked by better players who grind at the game, they turn to hacks to fulfill their misled purpose.
The next point ties closely to the previous one, which is that hackers can’t handle losses. Everyone who plays games will always face losses. Even the best players in the world lose their games. However, what separates normal players, pros, and cheaters is how they treat their losses. Normal players might not even think that big from losses, it is just part of the game. Pros get better from losses because they think critically about how they can improve and what aspects they could’ve done better to increase their chances of winning the next game. Cheaters, on the end of the spectrum, perhaps never want to learn from their mistakes. They do not recognize losses as a stepping stone for the future but as a setback on their goal to win. To them winning = good, losing = bad, simple as that. Thus, they turn to hacks to maximize their winning percentage and make it impossible to lose. Hackers want to get instant gratification from their wins without acknowledging that it does not come from their effort.
However, I also mentioned that not all hardcore hack users might have the same ill-intent and malicious behavior we all associate them with. In the depths of the hacking community, we also have ethical cheaters who consider hacks to be their own art-from. In the CS:GO landscape, there are often hack vs. hack servers where cheaters hang out and battle each other to show off who has better or more optimized cheats. They even develop a set of strategies specialized to combat other hackers. So, instead of playing CS:GO like a normal shooting game, they play the game like a mechanic tuning their race car. These ethical hackers simply enjoy the game in a different way than most of us, and that way just happens to involve one of the most illegal aspects in gaming. But what happens if these hackers queue up in a normal match with honest players? Well, true ethical hackers will simply turn off their hacks or even use unique cheats to cancel the game. For all they know, they are wasting their time queueing with the wrong players. There is a whole video about the topics of these hackers in the following video from CS:GO YouTuber under the name of 3kliksphillip.
Solutions to hacking problems in games
Whether or not a hacker is ethical, their presence is undoubtedly not always welcomed in the eyes of honest players. Many players have, consequently, even stopped playing certain games due to the immense cheating problems. Therefore, let’s take a look at existing several approaches that game developers have implemented to combat cheaters in their games.
The first and most straightforward solution to cheating problems is using anti-cheats. An example of this is VAC or Valve Anti-Cheat, undisputedly the most popular anti-cheat software in all of gaming. However, VAC and most anti-cheat software out there are also notorious for being highly ineffective in spotting cheaters. Expert or experienced hackers can effortlessly identify obvious weaknesses in anti-cheats and can develop hacks that are specialized to bypass these blindspots. VAC’s weaknesses, for instance, are already common knowledge in CS:GO hacking community, which could explain the rampant case of cheaters in the game.
Perhaps the best anti-cheat software in today’s era is Riot Games’ Vanguard, their cheat protection software for VALORANT. Taking from my experience when playing VALORANT, I could never recall getting matched up against a hacker. Even if there are hackers, none of them are blatant enough to fully ruin the game like CS:GO spinbotters. However, Riot’s ability to achieve such impressive security in detecting potentially malicious programs stems from Vanguard accessing our operating system kernel. Essentially, Riot has the capability to extract information about all of your computer’s ongoing processes and, to a certain extent, take full control of your device. Incredibly sus, but highly effective in spotting cheating programs nonetheless.
Unfortunately, anti-cheats still suffer from one major problem: creating new accounts. Although anti-cheats can spot hackers and ban them in place, the same cheaters can easily create a new account and modify their programs in the hopes of not getting detected in the future. Simply put, there is no significant consequence or punishment that will prevent hackers from returning to the game after being banned. One method of overcoming this loophole is establishing some sort of paywall, or making the game not free. CS:GO, for instance, costs $15, which is already decent in preventing a minority of “free-to-play” hackers. But again, there still exists blatant hackers in my CS:GO matches from time to time. Creating a price tag in a game will also sacrifice some of the honest player bases who aren’t willing to pay for the game.
A more weighty punishment is an IP ban, which bans you from fully connecting and playing with the game server. Even if you make new accounts, you still wouldn’t be able to play because you still use the same exact IP address from your home network. However, IP bans are not a common practice in this day and age because most IPs today are dynamic, meaning that they change from time to time. VPNs or are also widely available today to mask and “change” your IP. From what see, anti-cheats can be useful to a certain extent, but will never thoroughly eradicate the cheating plague because no significant consequence exists to stop hackers from disregarding their bans. Thus, another solution is required, one that does not need to remove the cheaters in the first place.
We can solve the cheating problem by essentially isolating the cheaters from the honest player base. Therefore, cheaters will play against cheaters whereas the honest players can have their own fun. Hiding the problem is not always the most elegant solution, but it is definitely necessary in this case. To isolate or cluster the cheaters, we need to first identify the cheaters using the anti-cheat software. However, instead of banning the cheaters, we will simply mark their accounts and force them to queue with other marked cheaters. Developers can also provide hack vs. hack servers where cheats are allowed, but I highly doubt that any dev will ever promote this sort of idea. Nonetheless, with this approach, cheaters are allowed to thrive on their own without interfering with the honest player base. A win-win solution in the end
The last approach to solve the cheater problem is to scam the cheaters themselves. This solution is inspired by the ScriptKid. If you do not know who ScriptKid is, he basically creates “bait” cheat software that will troll anyone who runs the program. In one of his early YouTube videos, he engineered a fake PUBG hack that will secretly chuck grenades underneath the player without their knowledge, resulting in many hilarious deaths. He also makes similar fake hacks in CS:GO and even Minecraft. Of course, these bait hack software will ruin the experience of noob cheaters who don’t know how to find or create their own high-quality hacks. In turn, this solution could be effective in pushing away potential newcomers to the hacking community.
Conclusion
Hacking, whether we like it or not, will always be a part of gaming. With the continuous development of technology, hacks are also getting more evasive and sophisticated against anti-cheats. For instance, a new next-gen cheat program was released a couple of months ago that utilizes AI and computer vision input movement that will assist your aim. This program doesn’t work like any normal aimbots and is virtually impossible to detect since there is no way of distinguishing between the AI movement with human movement. I suspect that similar or even more sophisticated cheats will be created in the future.
Despite this fact, we can still keep our chin up with our newfound knowledge of cheating and hacking. We know that not all cheats or cheaters are the same, how some of them may be “legal” or “illegal”. We also have seen several solutions that might be implemented in the future to combat the ever so worsening cheating problem. So, even if you and I all hate cheaters, just keep in mind that there are several ethical hackers out there who aren’t willing to annoy and waste your time. As for the non-ethical ones, we can hope that they can be clustered together away from our playground and have their own fantasy of being a “god gamer”.
With all that we have been through in the COVID-19 pandemic, it’s safe to say that we will not come out of this event the same person. In particular, all the chaos and outrage that the virus rained down upon our society has prompted me and a lot of people to rethink the occasion that all of us human beings are predestined to experience: death. For the past year, I began to notice that so many close individuals around me have died, whether it’s my relatives, friends’ family, or people in my communities. Most of their deaths were not even caused by COVID but by the surmounting pressure and stress that this new era has inflicted on their lives.
However, when all of this turmoil around the world was going down, a majority of us are fortunate enough to be able to cope through video games. Thus, it begs the question of whether there are any correlations between death and video games? If there are, what are the valuable lessons we can take from them?
I am sure that all of you gamers out there is not a stranger when it comes do dying, in-game of course. Anyone who has played games in their life will have experienced some form of death inside a game. Most of us likely interpret dying as a mere level restart or a sign or that we didn’t perform to our expectations. However, blind to our perception, death in-game might actually serve a deeper purpose or function that can even re-wire our brain processes. But before discussing what these purposes are, let’s take a look at the unique approaches to death in various popular games or gaming genres.
The Games
Different games utilize death mechanics to induce different experiences for the players. Some urge players to learn from their mistakes. While others induce extreme and often comical rage and frustration. Some games also use death to send a unique, thought-provoking message to their players.
Dark Souls, Bloodborne, and other similar dungeon crawling games are infamous for their annoying deaths. It is close to impossible to complete these games without dying to the point where death is literally part of the process itself. The game is essentially a vicious cycle of progress and death: you face a new challenge in the game, die, learn how to get past that part, and repeat. The game punishes and forces you to learn until you get it right. However, the most irritating part about dying in Dark Souls or Bloodborne is the “YOU DIED” message that pops out on your screen. Yes, we get it, we died, you really don’t have to add salt into our wounds.
A majority of competitive games like Dota 2, CS:GO, or VALORANT, are incredibly unique since they utilize the element of death in a sport-like environment. Obviously, you can’t (or are unlikely to) die when playing traditional sports like football, basketball, or even boxing. However, the competitive games I mentioned use death to remove the players out of the game momentarily, rendering them useless to contribute to the team. Unlike Dark Souls, death in this fashion also forces you to carefully consider the decisions and actions you make in-game because there are no restarts; all the mistakes you make will compound and determine the fate of your victory in the match. Furthermore, your deaths will also affect your teammates and their morale, since these are all team games after all. You might die so much to the point where you get called a feeder or get reported for griefing the match; that is something no one wants.
While these two genres utilize death to amplify or use it as a mechanic in the game, Spiritfarer brilliantly tackles the event of death and grief like no other has done before. Chances are you have probably never heard Spiritfarer, so let me briefly introduce you to this criminally underrated game. Spiritfarer is an indie sandbox or simulation game that’s all about helping the spirits of the deceased accomplish their unfinished business on earth. The game gives the players deep-seated messages and a thought-provoking perspective on the concept of death or the afterlife, which can be extensively relevant during these times. The music and visuals are also fantastic, aesthetic, and allows you to immerse into the world of the characters. You should definitely try out this game, especially if you are interested in the topic.
Death and Taxes is also another sim game that discusses death by allowing players to choose who lives and dies, essentially being a grim reaper of sorts. You’ll be given a brief description of each of the souls that you will be judging. Their final fate, which you will determine, will ultimately shape the reality of the world. Although the game’s objectives are rather simple, Death and Taxes opens up about death in a way that helps people deal with this delicate issue and reflecting on it from a new perspective.
To Learn
As seen from Dark Souls and Dota 2, death encourages players to learn from their mistakes and grow. The more you die, the more you will know yourself and the game. Death in this fashion actually draws parallels to our failures in real life, as both of them represent the results of our mistakes. Similarly, there are always two ways to look at our downfalls or death in-game: we can see it as an outcome of our incompetency, or we can see it as an opportunity to learn and come out as a better person. However, only people who are to thrive both in life or games are the ones who adopted the latter perspective.
As a result, gaming could be incredibly beneficial to learn core and important life values as well. By constantly being bombarded with death and losses, you’ll eventually be able to endure failures and know how to use them to your advantage. Soon enough, your disappointments will turn into an unstoppable drive to try again, and death will be a force that brings about success.
There is a saying that goes “Death is not the opposite of life, but a part of it.” Although this might be referring to the afterlife, I think that gaming is perhaps a fitting embodiment of the quote. Through the deaths we experience in-game, we learn and progress in life. It teaches us invaluable lessons through mere projections of light in each pixel of your screen. More importantly, however, gaming shows that death or failure does not put a permanent roadblock in the journey of our lives but is a stepping stone to something much greater.
To Cope
Processing loss and grief in these troubled times can be a challenge. Fortunately, gaming has provided us with an avenue and safe space to cope and endure death. We have seen death-oriented games like Spiritfarer tackle this issue and provide some possible interpretations about the afterlife, which can undoubtedly aid us in our griefing journey. For others who prefer to seek to disconnect from the death of their loved ones, games can also serve as a necessary escape for our minds.
Roy Sugarman – a psychologist and the cofounder of Transhuman – also mentioned video games can help us unload all the complex emotions in the stages of grief. “Games put you in a metaphoric world where you can express a range of stuff honestly, where you can express grief,” says Sugarman. “For people who are isolated, video games bring you to another world where you can be disinhibited and expressive.”
According to Sugarman, the anonymity that video games provide can help us express our emotions freely without any fear of judgment from the outside. As he put it, “You’re willing to show a lot more emotion to these metaphoric avatar-like creatures than you would face-to-face with some old guy with a beard.”
Furthermore, he thinks that the games have the capability to gather people in grief and bring about a much-needed sense of togetherness during their hard times. “There is a consistency of grief, distractibility, irritability, which is replaced by kind of an addictive contact with people,” Sugarman explains. “If you think about it in evolutionary terms, we all sacrifice a great deal for kinship or a sense of relatedness, and video games do all of this.”
We have seen this exact case last year when the gaming community lost one of the most beloved streamers on Twitch named Byron “Reckful” Bernstein. Thousands of players gathered in World of Warcraft for his funeral and memorial, showing to the world that video can be more than just a place to play. Of course, in-game funerals like these did not only happen on one occasion. Franchises like Final Fantasy and Animal crossing have also started to provide such services to be used by the player base.
Conclusion
From this article, I hope that you have obtained a much deeper understanding of the meaning of death in games and how it could evoke different responses in players. Similarly, we could utilize all the in-game experiences that we have accumulated and translate them into valuable real-life lessons. However, perhaps the most essential thing we can take from dying in games is the appreciation that we are still alive today, and we should make the most out of it.
Dream is undoubtedly one of the biggest Minecraft content creators on YouTube. His speedy rise to fame through the fan-favorite Minecraft Manhunt series is also definitely a story to tell, breaking all records and expectations from the community. However, Dream is also not free from the fair share of controversies of famous pop culture stars today with his speedrunning allegations that occurred last year. With that said, let’s take a look at the story of how this Minecraft player from Florida was able to gather millions of loyal followers and become one of the most successful YouTubers in Minecraft History.
Before Youtube Popularity: How the Dream Team got assembled
Dream actually created his Youtube channel way back in 2014. However, we may never see what the old videos look like since Dream either private or unlisted all of them. What we do know about his activities in those days is playing in the Mc PVP server, where he also met his most notable partner in crime: Sapnap. Dream was never really into the grind of posting YouTube videos for a long time until he came up with an idea to create his own Minecraft server. This is ultimately when he learned his useful coding skills since he coded the entire server entirely by himself. His work also got noticed by BadBoyHalo, which used to be a much more popular YouTube channel than Dream and consequently asked him to join Bad’s server (MunchyMC) developer team. Coincidentally, Dream crossed paths with another favorite figure we all know as GeorgeNotFound in the dev team. And thus, the Dream team bond that we know and love today has been forged.
The Start of the YouTube Grind
Dream hadn’t made any moves on YouTube for 5 years after the creation of his channel. However, he decided to change his fate forever. He posted a comment on Discord, mentioning that he will be a giant YouTuber and that he will do anything to achieve this goal. Thus, he began studying the gears that run the YouTube website, how the infamous algorithm works, and how to manipulate it to his own advantage.
After months of research, he uploaded his legitimately first YouTube video entitled “This Cursed Minecraft Video Will Trigger You”. The video was relatively simple and essentially contains Dream breaking all the unwritten rules of Minecraft like mining dirt with a pickaxe, killing your pet dog, not using shear with right-click, and so on. Despite its simplicity, the video was able to blow up due to its easily sharable moments; not bad getting more than a million views for your first video. However, the video also shed some light on Dream’s programming capability when he was able to sleep in the nether and make a pig blow him 10 feet into the air.
Dream continued to post these “triggering” Minecraft videos for quite a while, and all of them were all viral hits. However, while most YouTuber’s might decide to stick with the winning formula of success, Dream improvised and initiated another project that is correlated with one of the biggest names on the website: PewDiePie.
The PewDiePie Saga
In July 2019, PewDiePie decided to create a YouTube series on Minecraft. The game was somewhat considered to be dead, and many avid fans have left the game for good. However, PewDiePie ultimately relighted Minecraft and brought back millions of audiences to the game. PewDiePie’s viewers were also incredibly curious in getting his Minecraft’s world seed, and Dream took this opportunity to do the impossible: locate the exact seed out of 18 quintillion possibilities. He gathered a team of Minecraft experts and tried to reverse engineer PewDiePie’s world seed using coordinate locations, maps, and other crazy shenanigans. They eventually succeeded and released the world seed to the public. However, a few hours later, PewDiePie spoiled the party by announcing that he won’t be releasing the world seed until he defeated the Ender Dragon. Dream ultimately was under fire from a barrage of criticism and made an apology video towards the matter. Luckily for him, some people recognized the sheer skill, effort, and time required to find the world seed, further growing his following on YouTube.
Before Manhunt
After the charade with PewDiePie, Dream quickly took advantage of the fame that he had accumulated and released yet a novel series on his channel called Minecraft Unsolved. The series tackles intriguing questions in Minecraft, such as the infamous Herobrine and the longest possible jump in the game. Needless to say, the series far exceeds expectations and showed the knowledge Dream had about Minecraft. The videos are also deeply researched and highly informative, which helped Dream establish his trust with his audience and the community.
The next series that Dream released was exponentially popular compared to the previous one, namely the coded Minecraft challenges. Here, Dream showcased his programming skills that he has learned to create Minecraft plugins that infinitely increase the game’s excitement. He also teamed up with all of his friends to complete these challenges. Some of the popular videos from this series are beating Minecraft with X-ray on, placing a massive black hole that slowly swallows everything, and random gravity flips.
Yet again, Dream continues to improvise and implement the element of PvP in these coding challenges. Instead of working together, Dream and his friends would duel to the death and be the last man alive. A popular video from this series is Minecraft Block Shuffle, where players have to stand in a designated block before the timer runs out. Minecraft Death Swap is another example of these PvP coded challenges and, this time, players would have to cleverly set traps before swapping positions with the opposition.
The Manhunt Era
The YouTube series that needs no introduction. Dream created the Manhunt series as another iteration of the coded PvP challenges and titled the first video “Beating Minecraft, But My Friend Tries To Stop Me”. As we know, the videos displayed Dream’s prowess in Minecraft PvP in an incredibly fun fashion. He also did several modifications to Manhunt such as the “Assassin” video where Dream’s opponent will one-shot him but will freeze if Dream placed locks his crosshair on the opponent. It was also around this time that Dream broke through the 1 million subscriber mark, a feat that is probably not that amazing considering his later achievements. The Manhunt era eventually still lasts until today, producing over 25 videos and a million Reddit-worthy plays or clutches that you are all too familiar with. If by any chance you haven’t experienced any of this fun, here is the playlist for all of Dream’s Manhunt videos.
Dream SMP
The Dream SMP initially just started out as a private server between Dream and GeorgeNotFound, where they try to explore the new Nether Update in Minecraft. Soon, Dream invited some of his team crew, with the likes of Sapnap and ItsAlyssa, to join the server. Eventually, more content creators joined the fray, and the Dream SMP spiraled into all the chaos we all know today. The content made in the server ranges from drama, war, politics, friendship, and betrayal, you name it. Most of the events that occurred in Dream SMP are only shared on Twitch streams, so a majority of Dream’s YouTube fans might never get a full glance at what truly transpired in the server. However, you can check out the fascinating Dream SMP documentary below to catch up with all the drama.
Speedrunning & Cheating Controvery
To train for the Manhunt series, Dream decided to embargo his journey of Minecraft speed runs. After all, random seed Minecraft speedruns require a similar set of skills (excluding PvP) and achieve the same goal of eliminating the ender dragon, like Manhunt. Streaming and doing Minecraft speedrun essentially kills 2 birds with one stone: train for Manhunt, and try to get a world record in the speedrunning category. Dream did his speedrun streams for quite a while and things went pretty normally. However, in early October of 2020, Dream achieved a world record and placed 5th as the fastest runs in the 1.16 random seed category. He subsequently submitted his run on speedrun.com and his name was placed on the podium.
Unbeknownst to Dream, another Minecraft speedrunning expert has been spectating his stream and noticed the significantly higher drop rates of Ender pearls in his runs, an integral item to have in this category. A few weeks later, Dream denied all allegations of cheating or tampering with his Minecraft drop rates, dismissing it as another form of cherry-picking random events.
However, after two months of rigorous investigation by the moderators of speedrun.com, Dream’s run was concluded to be not legitimate and was consequently removed from the leaderboards. A YouTube video on Geosquare’s channel (one of the speedrun.com mods) and an in-depth report were soon released to explain the whole matter. In short, the primary reason behind the verdict to discard the run was Dream’s insane drop rate odds of 1 in 7.5 trillion.
Guilty or not, Dream was considerably pissed off at the whole thing and went on a Twitter and discord rant that produced quite the drama, to say the least. Nevertheless, he still believes that the allegations are false and will soon hire an expert to back his perspective. On December 23, Dream released his response as well as the report made by an anonymous statistician claiming that Dream’s odds were much closer to 1 in 10 million, far less than the initial 7.5 trillion. However, the report eventually received a lot of criticism and other statistics or math experts, such as the likes of Matt Parker, quickly pointed out existing errors and still stand on the side of the moderators. At the end of the day, Dream did not get his speedrun reenlisted on the leaderboards, and the controversy was at a stalemate. On the one hand, we have people who believe in the maths and, on the other, we got people who do not exclude the chance of someone’s lottery-winning lucks.
Fortunately, the drama was finally concluded on May 30, 2021, when Dream made a statement that admits that he accidentally had a mod that tinkered with the item drop rates. So yes, Dream did cheat, but it is now only an issue of whether it was done unintentionally or blatantly
Other Ventures Outside YouTube
On April 2021, two YouTube giants, Dream and MrBeast, did a crossover no one expected. MrBeast collaborated with Dream to release the Dream Burger in his MrBeast Burger fast food restaurant.
Unbeknownst to most of Dream’s fans, he also released several songs on his music channel. His first-ever song, titled “Roadtrip” was released on February 4, 2021, as part of a collaboration project with PmBata. “Mask” was released a few months later on May 21, and his latest song, “Change My Clothes“, which features Alec Benjamin, was released on August 19.
A talent management and brand consulting firm, RTS announces that Imane “Pokimane” Anys will become a Chief Creative Officer and a co-founder for the company. According to the official announcement, her goal will be “fixing what is broken in both talent management and brand partnerships in the gaming and esports landscape.”
In case you didn’t know, Pokimane is a streamer in Fortnite, Valorant, League of Legends, and Among Us. She has more than 30 million followers across her social network. She is also a Forbes 30 Under 30 recipient and creator of the UCI esports scholarship.
Quoted from the official release, Pokimane says, “I keep seeing amazing creators that are doing wonders with their content and streams, but they don’t have the support to grow their brand and business operations. They’re spinning their wheels on basic stuff and taking a lot of frustrating partnership deals that don’t work out for either party involved. I’ve gone through the wringer with these experiences, and we’re building RTS to be able to provide the support, alleviate the workload, and solve this for creators, developers, and brands. My goal is to take my years of experience and make it accessible to newer creators so they don’t need to go through the process I have endured.”
Previously, because of the data leak on Twitch, it’s revealed that Pokimane is the highest paying female streamer on Twitch. In 26 months, Pokimane received $1.5 million from subscriptions, Bit Donations, and revenue from advertising. However, that number excludes direct donations, sponsorship deals, or the others such as merchandising. Interestingly, even if she is the highest among female streamers, she is the 39th highest-paid overall — meaning it’s dominated by male streamers on top.
You can see the top 25 streamers in the picture below.
On the other side, RTS is led by CEO Stuart Saw (former Twitch and Endeavor) and COO Kim Phan (former Blizzard and Endeavor). According to its site, the company has worked for EVO (Evolution Championship Series), Epic Games, PUBG, PlayStation, Riot Games, Facebook and some others.