Personal website of Iskandar Izul Zulkarnain

Category: Indonesia

Questioning the Independence of Indonesian Indie Games Scene

This post is based on my observation during the recent mass protests in Indonesia and I am more than happy to be proven wrong.

As I was intently following news and updates about the recent mass protests in Indonesia, especially after the death of Affan Kurniawan, I noticed something that makes me question the independence of the current Indonesian indie games scene.

As thousands of people went to the streets and had violent clash with the police, many Indonesian netizens voiced their support for the mass protests on various social media platforms like Instagram and Facebook. Many celebrities, influencers, musicians, and academia also publicly expressed their support for the protests, some in fact joined the protests on the streets. Yet, it was all strangely quiet in the Indonesian indie game network that I have been following. This silence is deafening, considering how justified and widespread the protests were.

Now, people may say that Indonesian video games are not political (yet) and should not be. But I will challenge this kind of perception. Video games have always been imbricated with politics, directly or indirectly. And Indonesian video games are not the exception here. From the first video games ban during Suharto’s New Order regime as part of its effort for total media control in 1981, to the creation of nationalistic video games such as Nusantara Online in the 2000s, to the “fatwa haram” of PUBG by MUI in 2019, to the successful participation of Indonesian eSports teams in SEA Games 2025, or the potential ban on Roblox over “immoral” content recently, all are evidence of how the production, circulation, and consumption of video games in Indonesia have always intertwined with politics.

Perhaps, one of the clearest paths to see the connections between Indonesian indie games and political events such as elections and protests is through the framework of newsgames, a term that refers to a broad body of work produced at the intersection of video games and journalism (Bogost, Ferrari, Schweizer, 2010), which is also part of my current research. In their book, Bogost, Ferrari, and Schweizer offer a category of current event newsgames as one type of newsgames, which for them mean games that are “short, bite-sized works, usually embedded in Web sites, used to convey small bits of news information or opinion [about current events]. They are the newsgame equivalent of an article or column.” One of their examples of current event newsgames is Gonzalo Frasca’s September 12th, a commentary on Bush administration’s war on terror military action after 9/11, which is a haunting and introspective current event newsgame.

In the case of Indonesia, the production of current event newsgames perhaps can be traced to the Jakarta gubernatorial election in 2012 when Juwanda, a game developer from an indie game company in Bandung, Metric Design, made an Angry Birds-like game, titled Selamatkan Jakarta as his expression of support for Joko Widodo (Jokowi) and Basuki Tjahaja Purnama (Ahok)’s gubernatorial run.

Afterwards, many indie game developers were involved in making current event newsgames related to political campaigns, such as Jokowi Go by Generasi Optimis and Prabowo the Asian Tiger by Sumarson, which were part of the 2014 presidential campaign.

Another example of Indonesian current event newsgame that has a different tone is the game Kriminalisasi, wich was first released in 2015 by a one-man indie game studio, Madfal Studio, as a reaction to the criminalization of some officials in the Indonesian Corruption Eradication Commission (KPK). It can be seen as a part of the “Save KPK” social movement in that year. The game used the then director of KPK, Abraham Samad, as its character, and later on also included Ahok, which was then the Governor of Jakarta, as one of its playable character.

Perhaps the most controversial current event newsgame in Indonesia is the game Popowi, a meme game that was viral in 2021 as an editorial newsgame. This game, which was a clone of a popular meme game, Popcat, functions as a sharp-but-funny critique towards then-President Jokowi for his seemingly “surprised” reactions toward many controversies surrounding his administration and policies at the time.

Looking back to this history of Indonesian current event newsgames, I was somewhat disappointed to not see one popped out during the current mass protests, especially since Indonesian indie games scene has been experiencing somewhat of a renaissance in the last several years.

To a certain extent, I could understand the silent reaction in the Indonesian indie games scene toward the mass protests, especially among indie game developers and studios. I suspect that some of them, if not most of them, perhaps were supportive of the issues brought up by the mass protests. Yet, they could not publicly express it for fear of being targeted by the current government. This is because, in my observation, the proliferation of many indie games in Indonesia are tied to the support by government bodies, especially Ministry of Creative Economy (Ekraf/Bekraf) and Ministry of Communication and Digital Affairs (Komdigi). These two state institutions have been the main supporters in the development of Indonesian video game industry for several years now that I assume there is a strong reliance on their support among the Indonesian indie game developers. If in the US, video games are a part of military-entertainment complex, I would call what happens with indie games scene in Indonesia a form of state apparatus-entertainment complex. And this is why I am questioning its independence.

When you rely too much on the support of state apparatuses like Ekraf and Komdigi, you risk losing your freedom of expression and turning into their ideological mouthpiece. And I really hate to see it happen to the Indonesian indie games scene.

Here, I am reminded of a statement made by Merlyna Lim, an Indonesian media scholar whom I deeply respect, regarding Indonesian scholar’s responsibility in relation to the recent mass protests, which I think also applies in the case of the Indonesian indie games scene. I am quoting her statement here:

“Silence in these contexts is not simply absence—it is a stance, one that is recorded and noticed, and can be read as complicity… This silence raises a pressing question: what is the reason behind it?…Silence from privilege is not apolitical, it is a refusal of responsibility. In a world where the boundaries between scholarship and public life are increasingly collapsed, moral clarity is not only defensible but necessary. It makes us better researchers, more honest citizens, and more accountable human beings.”

Also, for those of you who are not familiar with the recent mass protest in Indonesia, you can also check out her timeline of the protests here to understand it.

Polygon screenshot

Crunch Culture in Indonesian Video Game and Animation Industry

When I was doing my week-long residency at Georgia College, I came across a news report about a case of workplace exploitation and abuse in Indonesia. At first, I read it out of curiosity and then realized that it is perhaps related to crunch culture and exploitation that have been prevalent in the global video game industry.

The perpetrator, Brandoville Studios, also sounded familiar to me. I tried to remember when I first heard it. It turns out one of my former students at President University did an interview with a game designer who at the time worked at the company, for their thesis project. According to my student, Brandoville Studios had a reputable name in Indonesian video game and animation industry. They always had a strong presence at job fairs. And as a AAA game company, they also had worked with big clients such as Disney. So this is not just a case of a random Indonesian video game company.

This makes me wonder about how much of a norm crunch culture is in Indonesian video game and animation industry. The creative industry in Indonesia has developed rapidly in the last five or ten years. Many Indonesian game and animation studios, as well as individual artists and designers, have worked as subcontractors for big companies like EA, Disney, etc. And I am guessing that these studios and people probably have to sign NDAs for their clients. This is something that I will have to research further.

The case of Brandoville also makes me think about the recent unionization movement in video game industry, particularly in the US. World of Warcraft developers recently formed a union, the largest and most inclusive union at Blizzard. SAG-AFTRA is currently authorizing a video game strike in support of its video game worker members. In an ideal world, I would also like for this unionization movement to happen in Indonesian video game and animation industry. But Indonesia has a union culture that is distinct from the US or many other western countries. So I need to think more about this Brandoville Studios case and its ramification to Indonesian video game and animation industry.

In the meantime, if you are not familiar with crunch culture in video game industry, you can watch this episode from Hasan Minhaj\’s Patriot Act, which is a good intro to understand this problematic culture, that I always use it in my Global Video Games class.

Visiting Georgia College and State University

This coming week I will be visiting Georgia College and State University for a week. A friend of mine, Ruben Yepes, has invited me to participate in the Visiting Artists and Scholars Program organized by the Department of Art. I will be giving guest lectures about anime in Ruben\’s classes and a public talk about the history of Atari and dingdong under the Indonesian New Order regime. I am excited and honored for the opportunity.

JSTOR Daily Feature

I just came across this article posted in JSTOR Daily featuring my research on Nusantara Online game. Didn\’t even realize they did this. It is interesting to read how the author connects playable nationalism to the concept of \”soft\” power.

Here it is: https://daily.jstor.org/game-saw-conquered-nationalism-in-indonesian-video-games/

Punkfluencer (PSN Indonesia Conference 2023)

Will be presenting this topic at PSN Indonesia Conference 2023 in the coming weeks. My idea is still not fully formed yet, but what the hey.

PUBG cosplay

A short commentary on “fatwa haram” for PUBG in Indonesia

PUBG – PlayerUnknown’s Battlegrounds

In the midst of returning to the States, I wrote a short commentary for The Conversation about a religious edict (fatwa) stating a popular game, Player Unknown’s Battlegrounds (PUBG), haram in Indonesia. This edict has been issued by the Ulema Consultative Council (MPU) in Aceh. My commentary frames this edict as a case of moral panic surrounding video games circulation in the country. It is also a call for a deeper study of Indonesian video game cultures and their history. If you can read Indonesian, here is the link to the article!

Traces of Play Pt. 2: Game Prime 2019

This post is about contemporary game culture and industry in Indonesia rather than its early history.

Last weekend, I went to Game Prime 2019. It’s the biggest annual game exhibition in Indonesia which gathers both major and indie game studios in the country. The event is mainly sponsored by the Creative Economy Agency (Bekraf), government-funded agency that supports the development of creative economy in the country. This is actually my first time attending Game Prime even though the event itself has been held for three years now.

In general, it was a good experience. I learned how rapidly the game industry in Indonesia has evolved in the last ten years. I still remember when I was first researching Nusantara Online game back in 2011, the industry was still sporadic. Now, not only are there many game studios flourishing all over the country, some of them have actually marketed their game internationally, such as Agate Studio with its premium game, Valthirian Arc: Hero School Story, or Digital Happiness’s DreadOut.

I also observed that a significant number of game studios in Indonesia have developed games in B2B (Business to Business) model, meaning they do not publish their games to the public, only for exhibition or their client’s events/programs. For instance, Agate Studio, perhaps the biggest studio that participates in the event given the number of their booths (they had 4 separate booths), made two games (Smart Bike and City Defender) for AXA Indonesia and one for Telkom (Sky Cage). I believe this strategy is pretty common among Indonesian developers since they need to keep their business sustainable.

On the other hand, I also saw (and played) several games made as side projects or prototypes by a small collective of developers or a single individual. I actually find some of these projects much more interesting than games made with B2B model. Because, instead of operating as gimmicky spectacle with little inventiveness in gameplay or narrative development, some of these alpha or beta versions displayed more creative excitement. For instance, I was interested in the game Kirana, an action RPG game developed by Kawarna Studio as a side project. The game uses the history of Singosari during the Mongol invasion as its background narrative and has a female protagonist. There is also Loveless–developed by only one person under the name of Teamless–which is a study of player agency in the form hybrid and non-linear dating sims/adventure game. The game’s visual actually reminded me of Undertale.

Of course there’s a sobering realization in me that many of these alpha or beta version games perhaps will never see the light of day given the developers’ limited resources and market demand. But, it’s still stimulating to see how these studios exhibited their passion project.


Another thing that I observed from the event is how Indonesian mainstream video game industry has started to think forward about platform and game ecosystem. In this case, Telkom Indonesia—the nation’s largest telecommunication service provider—is perhaps the main support engine for this development. The company has supported Gameqoo, a Stadia-like cloud gaming service, offering subscription-based gaming option for Indonesians. According to one of Gameqoo’s staff that I talked to, the company is also planning to bundle its service with Telkom’s Indihome cable and internet services in the near future. In addition to this, Telkom has also partnered with Agate Studio to create an ecosystem for local games called Oolean, which eventually will also be connected to Gameqoo. It looks like the semi state-owned company is now really serious in supporting domestic game industry, which is a good thing considering its half-hearted backing in the past.

At the indie level, a small game developer, Ginvo Studio, is also hoping to create a sustainable ecosystem for their games, which mainly consist of tabloid newsgames about all things viral in Indonesian internetscape. They actually have quite an ambitious plan to develop and sustain their platform by planning to release one newsgame every week, and I am actually interested in this studio and their games for my research. I will probably contact them in the near future.

I also noticed that some companies also utilize real digital currency reward system to attract gamers to use their platform, such as India-based Mobile Premiere League and Amcore’s game Jump,Bunn. I think this is related to the aggressive strategy of Indonesia’s digital wallet services that I wrote in my previous post and the rapid popularity of competitive gaming/e-sports.

In terms of genre, survival horror game seems to be on the rise besides RPG. I believe this happens because of international achievement of DreadOut. Many studios aspire to achieve the same level of success, if not more, with their games. For instance, Storytale Studios has Pamali and Ozysoft has Pulang: Insanity. Personally, I am interested in the development of 4Happy Studio’s game WhoIsHe: Let Me Out. It has the vibe of What Remains of Edith Finch, which I really like, and a touch of Indonesian culture. It’s also developed by a studio not from the island of Java (4Happy Studio is from Batam island), which is refreshing. I hope the studio will complete the game in the near future.

Game Prime also had a section for old arcade games, which brought back nostalgic memories in me (especially of Galaga and Street Fighter!).

It also has a separate section for tabletop/board games. Unfortunately I did not get a chance to visit each booth and talk with the game developers/creators, but I bought two board games, Circus Politicus and Bluffing Billionaires, that I plan on using in my Global Video Game Cultures seminar this fall.

All in all, I am glad that I went to the event and I hope I will get a chance to go to the next one.

Tracing Indonesian Videogames History pt. 1

This is the first post related to my current research project on Indonesian videogames history (Disclaimer: thoughts are still scattered and disjointed):

As Inaya Rakhmani and Hikmat Darmawan (2015: 250) assert in their chapter about videogames culture in Indonesia, the exact history of videogames in the country is difficult to trace due to a variety of reasons. Archival awareness was not, and perhaps still not, high among Indonesians, especially for things considered trivial such as videogames. There aren’t really any exact record of what videogame titles first introduced to the country, or when. Statistical data on gaming is almost nonexistent, particularly during the early years. So, most narratives about Indonesian videogames history depend on the memories of people who participated or are still participating in the culture, i.e. gamers. Based on this collective memory, Rakhmani and Darmawan suggest that the development of videogames in Indonesia can be traced as far back as the mid-1980s.

While I cherish Rakhmani and Darmawan’s oral history/interview approach, I am interested in examining the scarcity of record about Indonesian videogames history, specially by means of popular distribution. My goal is not to provide the ultimate history of Indonesian videogames (that would be a rather foolish and impossible task), but to offer glimpses of what videogames discourse looked like (if there was such a thing) back in the early days. I think by doing this type of research, it will enrich our understanding of contemporary videogames culture in the country.

So, the first thing I did is to look for popular periodicals that were around during the estimated period that Rakhmani and Darmawan suggest. In this case, I examined two periodicals, Intisari and Variasi Putra Indonesia, from late 70s to late 80s. These two periodicals are by no means the representation of Indonesian popular culture back then. They are just ones among many, and they are, in this case, accessible to me.

Perusing these two periodicals, the first thing that I stumbled upon is this Graffiti jeans ad:

Graffiti Jeans Ad, Variasi Putra Indonesia, No. 397 (24-30 July 1981)

 

Graffiti Jeans Ad, Intisari, No. 217 (August 1981)

The ads show three hip-looking youths (by 80s fashion standard), posing next to what looks like a coin-op pinball machine. I am intrigued by the fashion and the machine. Well, mostly the machine.

The machine maybe just a prop for the ad. Yet, associating the aura of \”hipness\” that the ad promotes, the pinball machine may also suggest that it was part of a trendy youth culture back then. This may not be surprising if we connect it to the history of videogames in the US, especially coin-operated arcade. Coin-operated machines were already part of popular culture dating back to the Victorian-era amusements like the Kinetoscope.

However, 1981 was the heyday of videogame arcades in the US. As Carly A. Kocurek (2015) points out, \”[b]y the early 1980s, mainstream media outlets from Life magazine to the New York Times were reporting on the youth trend, and arcades had become mainstays in shopping malls, strip malls, and small-town storefronts across the Unites States\” (2). If we were to align the youth trend in the US with that in Indonesia, then the more appropriate background prop for the Graffiti ad would be a Space Invaders (Taito, 1978) arcade machine, or perhaps Sea Wolf (Midway, 1976). But what we see here is a much older coin-op machine (by the US standard).

Then perhaps videogame arcades were not yet popular in Indonesia back then (I rather doubt it). Perhaps arcades were still a novelty for upper-middle class youth as Rakhmani and Darmawan suggest. Yet, if they were a novelty, where did they play them? At home? (I also doubt it)

It is also interesting to note that this ad was the only non-game ad that used game-related background (at least in the two periodicals). And the appearance of this ad is very rare. From 1979 to 1990, it only showed up twice in Variasi Putra and once in Intisari (there are of course other Graffiti Jeans ads, but they did not use the pinball machine as a background prop anymore).

 

Works Cited:

Kocurek, Carly A. Coin-Operated Americans (Univ. Minnesota Press, 2015)

Rakhmani, Inaya and Hikmat Darmawan. \”Indonesia.\” In Mark J. P. Wolf (Ed.). Video Games Around the World (The MIT Press, 2015)

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