Maybe later they can be competitors, but right now I view it as a situation where competing against each other within the current steem ecosystem is less beneficial for the both of them and their largest source of delegation than it would be for them to work in unison to share the risk of a joint project that could yield dividends for everyone involved including general holders of steem and SP.
Also, the cost of a team isn't so low that it would be easy to field the first team on only one platform's back, unless you were really scraping the bottom of the barrel in terms of talent, management, and amenities, and even if the team is hosting in a cheap place to live they still have to fly internationally, among other costs that bring the baseline up.
So it might be hard to immediately start several teams for several games at once unless they were contributing substantial percentages of their voting power, but it's certainly realistic to think that advertising revenue from other companies, crowdfunding from other steemians, and any amount of success and tournament winnings could start to offset the ongoing costs of the first team. Once it isn't such a large cashsink they can start to look at the results, conversion to steem users, activity on the platforms etc. and then begin eyeing a second team acquisition or creation.
It is however important to note that most esports orgs are never profitable, but this problem is itself somewhat lessened if we view it how many of the other owners do, which is the all-coveted brand recognition. Any given team establishing itself within a game with some modicum of success would garner somewhat substantial street cred for dlive/dtube/steem, something imo we sorely need among certain demographics which esports currently holds captive.
That makes me think how did twitch become so successful and popular? I don't know much about its history, but I am sure there are lessons that can be learned from its experiences and marketing methods.