‘Honor of Kings’ (serviced as ‘Honor of Kings’ in Korea) was featured as an official title at the Esports World Cup (EWC) for the third consecutive year. The Honor of Kings World Cup (KWC) 2026, which concluded in Paris, France, in August, was held with a prize pool of $3 million (approx. 4.07 billion won), where Kuaishou Gaming (KSG) defeated AG.AL 4-3 in the grand final to claim victory. The tournament was also the first international competition where Honor of Kings and Arena of Valor (AoV) teams faced off using a special version featuring heroes from both games. Tencent stated that the tournament surpassed 700,000 peak concurrent viewers for the first time in Honor of Kings esports history.
Korea is currently expanding its presence on the international stage in this title. Nongshim RedForce qualified for the KWC main tournament for the second consecutive year and will represent Korea as the national team at the Aichi-Nagoya Asian Games. This year’s KWC was also broadcast with Korean commentary.
In an interview, Jackie Huang, Head of Honor of Kings Global Esports at TiMi L1 Studio, Tencent Games, shared his outlook on the Korean market, the background behind introducing the unified version, the skill gap between China and other regions, the challenges following regional league consolidation, and the roadmap for the second half of the year.
Honor of Kings and Arena of Valor teams faced off using a special version that featured heroes from both titles. What was the background behind introducing this, how do you evaluate its actual operation, and will this format continue in the future?
“One of the goals for KWC 2026 was to create a global tournament that brought together top teams from both the Honor of Kings (HOK) and Arena of Valor (AoV) ecosystems. Both titles share the same roots. We saw an opportunity to bring players and fans onto the same stage while honoring the strengths and identities of both communities.
The special tournament version was designed so teams from different regions and ecosystems could compete under a single set of rules. As a result, we saw new matchups and strategies, and we were able to offer fans scenes of teams facing each other directly who otherwise would never have met.
It is too early to announce future formats. We plan to gather feedback from all stakeholders and continue assessing the impact of this year’s approach. However, we are excited about the opportunities that cross-regional and cross-ecosystem competition creates for the long-term growth of Honor of Kings esports.
This year’s EWC took place in Paris rather than Riyadh. How did hosting it in Europe actually impact expansion into Western markets? Could you share specific measurable changes in viewership metrics or on-site responses?
“Europe has a diverse gamer community, leading esports organizations, and a maturing ecosystem. Hosting the event in Paris gave Honor of Kings esports an opportunity to connect with new viewers there while bringing our existing international community to a new market.
Beyond the matches themselves, engagement from local fans, creators, teams, and partners continued throughout the tournament. It also helped teams from both established and emerging regions increase their exposure on the global stage.
It was also encouraging that this tournament exceeded 700,000 peak concurrent viewers for the first time in Honor of Kings esports history. It set a new viewership record for the title, which we view as a sign of growing international interest.
Since joining EWC, all three championships have gone to Chinese teams. This year’s final was also an all-Chinese matchup between KSG and AG.AL. As a title that advocates a global ecosystem, how do you assess the current competitive balance? What measures are being prepared to narrow the gap?
“One trend we have observed over recent years is that competitive depth and diversity across the ecosystem are increasing. While it is true that the KWC 2026 final was played between Chinese teams, teams from other regions also showed strong performances. As the ecosystem expands, we are focusing on creating opportunities for more regions to consistently compete at the highest level.
Apart from strengthening regional leagues and expanding qualification pathways to international tournaments, we introduced the ‘HOK Global Esports Power Up Program.’ It provides players with structured training and mentoring, while offering ongoing support to coaches and managers across various professional leagues. King Pro League (KPL) coaches and experts directly participate to increase knowledge sharing and elevate the level of competition, making it a key pillar in narrowing the gap.
Our priority is to build an environment where talent from any region can emerge and compete on the world stage. Through investments in KWC, the Honor of Kings International Championship (KIC), and regional programs, we are laying the groundwork for competitive diversity.
KME, KMW, and WKS were integrated into the ‘Honor of Kings Major League.’ What were the most important criteria when merging multiple regional leagues into one? Having completed the first season, what are the key achievements and areas for improvement?
“The consolidation stemmed from our goal to build a stronger and more sustainable competitive ecosystem. Unifying the three leagues broadens the pool of top teams and talent, elevates the overall level of competition, and creates a clearer pathway from regional competitions to the international stage.
Following the first season, we view the improvements in match quality, cross-regional collaboration, and talent development opportunities positively. At the same time, we received meaningful feedback from teams, players, and fans regarding tournament formats and fan engagement. These are areas we will continue to review as the league evolves. The first season is a milestone, and we will continue refining the tournaments to deliver better experiences for players, teams, and fans alike.
When entering new regions, in what order and weight do you approach amateur tournaments, creators and influencers, local partners, and recruiting established organizations? Are there cases where a different approach was taken due to local circumstances?
“We do not apply a single, fixed strategy to every market. Because gaming culture, esports development stages, and existing communities vary by region, we first assess local conditions before determining where to focus. We adjust the balance among community building, creator collaborations, local partnerships, and professional competitions based on market maturity.
In markets where the competitive ecosystem is still forming, we might first focus on grassroots engagement through community events, amateur tournaments, and creator collaborations. As the ecosystem grows, we work with local partners and esports organizations to strengthen competitive structures and build clear paths from amateur to professional play.
In some regions, established esports organizations and local partners accelerate ecosystem development, while in others, creators and grassroots tournaments play a larger role in driving initial engagement. Understanding local needs comes before any set sequence.
In publisher-led international circuits, sustainability is key. What structures have been designed so participating teams can generate revenue beyond prize money? How effective have mechanisms like team-branded in-game items or revenue sharing actually been?
“Our goal is to help teams build long-lasting relationships with fans and generate value beyond tournament performance. Content, community initiatives, sponsorships, and partnerships serve as the means to achieve that.
A concrete example is team-themed voice stickers. We have already collaborated with over 10 teams to release them in-game, and we are preparing a new batch that includes even more teams. Player reception has been strong, and teams gain valuable in-game exposure. Tencent also provides incentives to teams based on item sales rankings. It is a mutually beneficial structure.
However, commercial opportunities and contractual terms for teams may vary depending on the market, league, and participating organization. We continue working with teams and regional partners to find models tailored to each ecosystem, while also exploring localized content and region-focused fan activities to strengthen the connection between teams and their communities.
What was the intent behind designing amateur-to-pro qualification pathways and dedicated tracks like KWS? Are there plans to establish global standards for player contracts, transfers, and post-retirement career pathways?
“The amateur-to-pro pathway was designed to establish a clear road for aspiring players from grassroots competitions all the way to the top level. The Honor of Kings Women’s Series (KWS) was created to broaden participation and provide more opportunities for female players to grow in a dedicated competitive environment. Working together, these two paths allow us to discover talent from a broader range of backgrounds and regions.
In terms of player welfare, contracts, transfers, and career development, we are working with leagues, teams, and regional partners to spread professional standards and best practices across the ecosystem. While esports regulations vary by region, our long-term goal is a transparent and sustainable environment that supports players and industry personnel throughout every stage of their careers.
Tencent: “Honor of Kings Esports to Make Long-Term Investment in Korea”
Korea did not field a team in this title at the 2022 Hangzhou Asian Games, but will send an Honor of Kings national team to Aichi-Nagoya. How do you view this change?
“Korea’s expected participation in Honor of Kings at the Asian Games represents a significant milestone indicating the title’s development in this market. Korea possesses a rich esports heritage and a track record of nurturing world-class competitive talent.
We look forward to seeing Korean players gain experience on one of the region’s most prestigious sporting stages as they battle strong teams from across Asia. We hope their participation raises interest among Korean players and fans and contributes to the long-term growth of the local ecosystem.
What do you think Korean teams and players need most to reach the top tier internationally?
“First, I want to acknowledge Nongshim RedForce for securing a KWC spot for two consecutive years. Competing in a tournament of this scale is an achievement in itself, and we highly commend their efforts in representing Korea on the global stage.
Their KWC performance should be viewed alongside the team’s overall progress on the international stage. Nongshim RedForce reached the finals in both Season 3 and Season 4 of the Honor of Kings Invitational. This shows that Korean teams possess the potential to compete against strong international opponents at a high level.
Korea’s deep esports culture and talent pipeline serve as the foundation for future growth. We will continue supporting these opportunities through international competitions and the Power Up program by connecting coaches, analysts, and managers with KPL experts and training resources.
Honor of Kings esports launched a tournament in Korea in 2018 but later withdrew, and its domestic user base remains relatively small. Even so, this year’s KWC was broadcast on Korean platforms. From an esports perspective, where does Korea rank in priority? Are you considering domestic regional leagues or amateur tournaments in Korea?
“Korea is an important market in our long-term vision because it has long influenced the global esports industry and produced world-class players, teams, and professionals. We view the growing engagement of the Korean community positively, as seen in rising interest in competitive content and the introduction of Korean broadcasts for this year’s KWC.
We are continuously exploring ways to further support the Korean community, including grassroots and competitive programs. Future plans will be guided by the needs of local players and fans, with the goal of creating practical pathways for Korean talent to participate in and contribute to the global ecosystem.
In the second half of the year, the Asian Games, KIC 2026, and the KWS4 World Championship will take place in succession. How have you defined and structured the roles and status of each tournament?
“Each tournament serves a distinct purpose. The Asian Games is the pinnacle of national team competition, while KIC 2026 brings together the world’s top 16 teams in December to conclude the club season. KWS4 is a tournament designed to strengthen pathways for female players, with over 36 teams expected to participate. Its offline finals and the KWS4 World Championship will take place alongside KIC 2026.
These international events sit at the top of a broader competitive hierarchy. Open Series Split 6 offers grassroots teams a route to regional professional leagues, and we expect over 30,000 players to participate in Campus Series tournaments held across Malaysia, the Philippines, and Indonesia. Five regional leagues will also return for their fall seasons. This ensures regular opportunities for teams to grow and earn qualifications for international stages.
Spanning from grassroots and regional leagues to women’s, national team, and global club competitions, schedule management is crucial. We are working closely with teams and stakeholders to balance competition, preparation, and recovery time. The host location and format for KIC 2026 will be shared at an appropriate time.
Honor of Kings is confirmed as an EWC event through 2027. What vision do you have for the ecosystem by then, and what metrics will you use to judge success? If there is room to collaborate with Korean game companies or organizations, what shape might that take?
“Our goal is to evolve into a global ecosystem with solid regional foundations, meaningful international competitions, and clear growth pathways for players and teams. Success is not defined by a single metric. We look at the growth and competitiveness of regional ecosystems, the diversity of teams reaching international events, viewer engagement, and overall ecosystem sustainability.
Korea is a market with an established esports ecosystem, a strong talent pool, and an innovative gaming industry environment. We see great opportunities in knowledge exchange and talent development. We are prepared to work with Korean esports clubs, organizations, and industry partners to explore initiatives that support player development, community growth, and competitive opportunities. Our focus is on long-term partnerships that build value for players, fans, and the broader esports ecosystem.
This article was originally written in Korean and translated with the help of AI. It was then edited by a native English-speaking editor. All AI-assisted translations are reviewed and refined by our newsroom.
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