Long time, no post. Yes, this is my first post of 2014.
Free to Play, Valve's documentary trailing the stories of various competitors from DOTA2's first global tournament dubbed "The International", is now available for viewing on Steam. I had a chance to watch it this weekend and wanted to share some thoughts.
From outside view one might mistake this as just advertainment for DOTA2, but just a few minutes into the film it is very apparent that this is much more a human interest story about eSports and the athletes that pursue them than it is anything about DOTA2. In fact, you would be hard pressed to find anything of interest from the actual game of DOTA2.
With the actual game out of the way we are left with a very well shot and edited documentary that follows several of the players through the trials and tribulations of competing in the first million+ dollar tournament. True to the name of the tournament, players from different countries are followed.
The film does an excellent job of giving watchers a glimpse not only into the lives of professional gamers, but also the culture surrounding those players in their home countries. It is every interesting to see how the gaming culture is perceived in Asian countries vs countries in the west. However, even with dramatically different cultural movements in regards to eSport gaming there was a consistent trend of doubting family members, specifically parents. Yes, even in the gaming obsessed China the athletes mothers and fathers were just as disappointed in their children's investment into professional gaming at the cost of traditional education as the parents from the USA.
The core message of the film seems to be sacrifice. The sacrifices are well documented throughout the film and whether its a lost girlfriend, a missed semester of school, or hard thoughts of a father no longer with a son they all hit home with the viewer. These are real people pursuing a dream and I think most people can identify with that rare opportunity so few of use get to take that we can't help but cheer on those being followed in the film.
Of course it all comes crashing down for most of the competitors. Most teams left The International with nothing more than expensive bills for plane tickets, hotels, and meals. Unlike traditional sports there is no salary being earned by most eSport athletes. If the team doesn't win, they don't get paid. This adds up to interesting and heartwarming realizations from the participants after the tournament has come and gone. There is in fact more to life than just games.
I can't recommend this documentary enough to gamers and nongamers alike.
Embedded copy below:
Showing posts with label DOTA 2. Show all posts
Showing posts with label DOTA 2. Show all posts
Saturday, March 22, 2014
Tuesday, July 09, 2013
Monday, August 06, 2012
DotA 2 – What I Dislike
In my previous post I detailed some of the items that I liked about DotA 2 and while the game has slowly changed my outlook on its potential, I still have some hesitations. Some of these are not limited to DotA 2 and are concerns I shared about my time with League of Legends.
Asymmetry
The asymmetrical nature of the hero design in DotA 2, as much as I love the idea of it, rarely works out in public match making. As explained in my previous post, there are heroes that have no business being on the field by themselves, but when combined properly they become a force multiplier which really unbalances a match when not countered. Then there are other heroes, such as Ursa or Lycan, that when played well singlehandedly destroy the other team (often referred to as “pubstomping” heroes).
This leads to one-sided games and the more I play DotA 2 the more I realize the public matchmaking games at my level are terribly lop sided. In fact, I went back over my history of recent games and found only a single game that was competitive. All of the other games were steam rolled by one of the teams and were decided within the first 15 minutes.
I must note that this is actually part of the game design for this genre. It is also what gives these games such high skill caps and great competitive scenes that are quickly taking over eSports. However, I can’t help but feel that it really damages the casual scene and in the case of DotA 2, so far, it seems to be a much bigger issue than other games I have played.
In comparison, in my time with League of Legends, I have certainly seen my fair share of lop sided victories and losses. Yet, I have also been involved in far more competitive matches via public match making than I have in DotA 2. Not nearly as often did I feel like a match was a complete wash and in games that were a wash there was the forfeit vote or the dominating team could easily and quickly push to finish the match which brings me to my next two gripes about DotA 2: the length of matches and the lack of a forfeit feature.
Length of Matches
DotA 2 matches last anywhere from 30 minutes to an hour, more often than not leaning towards the hour mark. Combined with load times and match making time, I would estimate a player averages one game per hour. This is just too long, especially when considering that many of the matches are pretty much determined by the 15-20 minute mark and the rest of the time is spent just waiting for the towers and base to fall. Unlike League of Legends, DotA 2 does not really have anything that speeds up the inevitable push so to avoid leaver penalties many players end up just AFK in the fountains for 30 minutes waiting for the match to be finished.
Forfeit
DotA 2, by its mere design, should have a way to concede a match. Currently the only safe way out of a match is if someone makes the first move and disconnects, allowing all others to drop out without penalty. After the 15 minute mark, a team should be able to call a vote to concede.
Customization Items
This is a minor complaint, but may in the long run be the biggest problem for DotA 2 with its Free 2 Play business model. The customization items for heroes are not distinguishable and I don’t see how they make someone feel unique. Other than looking good on a player’s profile page, I do not see as nearly as successful a market around customization items as there is in Team Fortress 2 (where the customization items affect game play as well as are clearly distinguishable when playing). This may change as more items are added to DotA 2, but to say that I was less than impressed by what was already out there is a massive understatement.
Asymmetry
The asymmetrical nature of the hero design in DotA 2, as much as I love the idea of it, rarely works out in public match making. As explained in my previous post, there are heroes that have no business being on the field by themselves, but when combined properly they become a force multiplier which really unbalances a match when not countered. Then there are other heroes, such as Ursa or Lycan, that when played well singlehandedly destroy the other team (often referred to as “pubstomping” heroes).
This leads to one-sided games and the more I play DotA 2 the more I realize the public matchmaking games at my level are terribly lop sided. In fact, I went back over my history of recent games and found only a single game that was competitive. All of the other games were steam rolled by one of the teams and were decided within the first 15 minutes.
I must note that this is actually part of the game design for this genre. It is also what gives these games such high skill caps and great competitive scenes that are quickly taking over eSports. However, I can’t help but feel that it really damages the casual scene and in the case of DotA 2, so far, it seems to be a much bigger issue than other games I have played.
In comparison, in my time with League of Legends, I have certainly seen my fair share of lop sided victories and losses. Yet, I have also been involved in far more competitive matches via public match making than I have in DotA 2. Not nearly as often did I feel like a match was a complete wash and in games that were a wash there was the forfeit vote or the dominating team could easily and quickly push to finish the match which brings me to my next two gripes about DotA 2: the length of matches and the lack of a forfeit feature.
Length of Matches
DotA 2 matches last anywhere from 30 minutes to an hour, more often than not leaning towards the hour mark. Combined with load times and match making time, I would estimate a player averages one game per hour. This is just too long, especially when considering that many of the matches are pretty much determined by the 15-20 minute mark and the rest of the time is spent just waiting for the towers and base to fall. Unlike League of Legends, DotA 2 does not really have anything that speeds up the inevitable push so to avoid leaver penalties many players end up just AFK in the fountains for 30 minutes waiting for the match to be finished.
Forfeit
DotA 2, by its mere design, should have a way to concede a match. Currently the only safe way out of a match is if someone makes the first move and disconnects, allowing all others to drop out without penalty. After the 15 minute mark, a team should be able to call a vote to concede.
Customization Items
This is a minor complaint, but may in the long run be the biggest problem for DotA 2 with its Free 2 Play business model. The customization items for heroes are not distinguishable and I don’t see how they make someone feel unique. Other than looking good on a player’s profile page, I do not see as nearly as successful a market around customization items as there is in Team Fortress 2 (where the customization items affect game play as well as are clearly distinguishable when playing). This may change as more items are added to DotA 2, but to say that I was less than impressed by what was already out there is a massive understatement.
Saturday, August 04, 2012
DotA 2 – What I like
I have put 50 hours into DotA2 now and I am slowly revising my outlook on the game. It will not be as bad off as I predicted. In fact, even in its beta form it has become one of the most played games on Steam. I can’t imagine how big the game will become once it has hit a full on release and anyone with a computer can try it out for free. There are certainly some things to like about DotA2.
Asymmetry
While the DotA map is symmetrical (for the most part), the same cannot be said for the pool of heroes. The 80+ available heroes in DotA2 are varied and unique, with almost none of them working the same. I am a huge fan of asymmetry in game design. Balance is so often forced through symmetry: team A gets uber power 1 so team B gets uber power 1 as well just with a different name and graphic. This is annoying and destroys any chance at something feeling unique within a game. Not the case in DotA 2.
Take for example the support hero Wisp; a shiny ball of energy that has almost zero offensive capabilities, some middling defensive capabilities, and only really excels at supporting a team’s carry. Wisp serves almost no purpose by itself. Now compare Wisp to Phantom Assassin; a hard carry capable of killing enemy players in a single hit and thus is almost single handedly responsible for winning the game. Phantom Assassin can dominate without the help of Wisp. Wisp, when placed against Phantom Assassin, could never win. In a vacuum, those two would be completely broken.
This asymmetry leads to amazing dynamics as neither team can have a copy of the same hero as the other team. Combine Wisp and Phantom Assassin together on the same team and all of a sudden the support + carry combination can easily wreck the other team if the other team failed to pick a counter. And really what the core of DotA2 competitive play comes down to is the counter picking and execution of that counter pick. And at the end of the day, this asymmetry results in a balance in the competitive scene of DotA 2.
To note, this isn’t always the greatest thing and in my next post I will talk a bit about how this is detrimental to the game at times. Even with that in mind, I am still a firm supporter of the asymmetry.
Character
DotA 2 has character and is building in character; from custom announcer packs to the constant quips the heroes give off during the course of a game. I can’t wait for First Blood in every game, hoping it will be a new hero who scores the kill just so I can hear their First Blood quote (for example, Invoker says something to the effect of “First, as I am in all things”). Another example is the hero Gyrocopter who flies around the map in a helicopter-like contraption making helicopter noises with his mouth. It is brilliant. Just as Valve did with Team Fortress 2, they have really cemented the idea of character into DotA2 and with 100+ heroes to eventually have in the game I can only imagine the sort of stuff they will bake in. Now they just need to deliver a “Meet the” video for every hero!
Presentation
I’ve spoken about this before, but DotA2 is as much of an experience as it is a game. The interface and feature set are amazing (without even having everything in the package yet!). Spectating, replays, learning features, etc. DotA2 really strives to deliver the entire package that the MOBA genre seeks.
Asymmetry
While the DotA map is symmetrical (for the most part), the same cannot be said for the pool of heroes. The 80+ available heroes in DotA2 are varied and unique, with almost none of them working the same. I am a huge fan of asymmetry in game design. Balance is so often forced through symmetry: team A gets uber power 1 so team B gets uber power 1 as well just with a different name and graphic. This is annoying and destroys any chance at something feeling unique within a game. Not the case in DotA 2.
Take for example the support hero Wisp; a shiny ball of energy that has almost zero offensive capabilities, some middling defensive capabilities, and only really excels at supporting a team’s carry. Wisp serves almost no purpose by itself. Now compare Wisp to Phantom Assassin; a hard carry capable of killing enemy players in a single hit and thus is almost single handedly responsible for winning the game. Phantom Assassin can dominate without the help of Wisp. Wisp, when placed against Phantom Assassin, could never win. In a vacuum, those two would be completely broken.
This asymmetry leads to amazing dynamics as neither team can have a copy of the same hero as the other team. Combine Wisp and Phantom Assassin together on the same team and all of a sudden the support + carry combination can easily wreck the other team if the other team failed to pick a counter. And really what the core of DotA2 competitive play comes down to is the counter picking and execution of that counter pick. And at the end of the day, this asymmetry results in a balance in the competitive scene of DotA 2.
To note, this isn’t always the greatest thing and in my next post I will talk a bit about how this is detrimental to the game at times. Even with that in mind, I am still a firm supporter of the asymmetry.
Character
DotA 2 has character and is building in character; from custom announcer packs to the constant quips the heroes give off during the course of a game. I can’t wait for First Blood in every game, hoping it will be a new hero who scores the kill just so I can hear their First Blood quote (for example, Invoker says something to the effect of “First, as I am in all things”). Another example is the hero Gyrocopter who flies around the map in a helicopter-like contraption making helicopter noises with his mouth. It is brilliant. Just as Valve did with Team Fortress 2, they have really cemented the idea of character into DotA2 and with 100+ heroes to eventually have in the game I can only imagine the sort of stuff they will bake in. Now they just need to deliver a “Meet the” video for every hero!
Presentation
I’ve spoken about this before, but DotA2 is as much of an experience as it is a game. The interface and feature set are amazing (without even having everything in the package yet!). Spectating, replays, learning features, etc. DotA2 really strives to deliver the entire package that the MOBA genre seeks.
Sunday, July 15, 2012
DOTA2: Single Draft
I've felt lost lately in DOTA2 playing against heroes that I have never seen in a game before. At the same time I was getting frustrated playing the same heroes over and over because I felt comfortable with them and ending up with completely different results. One game I will dominate as Viper and the next one I can't even scratch my laning opponent. To force myself to expand a bit and help learn about the numerous heroes in DOTA2 I have switched to playing Single Draft mode. Each player is randomly given a choice of three heroes to choose from (one hero per main attribute type: intelligence, agility, or strength).
Since this change I have played games as Phantom Lancer, Nightstalker, Omniknight, and a few others I have almost never seen in pub games before. I found myself doing well with some such as Phantom Lancer, but not feeling like I really knew why I was doing well. That forced me to research the heroes a bit and actually learn something (like how to control illusion minions!).
Out of all the things I've done in DOTA2, this is easily the change that has resulted in the most knowledge gained on my part. It has also wisened me up to some intricacies of DOTA2 which I can explore more as I find heroes I enjoy playing. My end goal is to have at least ten heroes I feel comfortable playing in a pub game, which is about where I was with League of Legends (though in LoL I felt like I could far more easily pick up new heroes).
For anyone playing DOTA2, I highly recommend some time in Single Draft mode to open your opportunities to try and learn other heroes. Its a surprise each time you load up a game and if you care about team composition, single draft's randomness can land you some wonderful learning opportunities.
NOTE: Yes, I understand this makes some players angry as they don't want "scrubs" using Single Draft as a sort of testing bed. However, the fact that the picks are random, there is always the chance of a team being shafted. This makes the match all the more fun in my opinion.
Since this change I have played games as Phantom Lancer, Nightstalker, Omniknight, and a few others I have almost never seen in pub games before. I found myself doing well with some such as Phantom Lancer, but not feeling like I really knew why I was doing well. That forced me to research the heroes a bit and actually learn something (like how to control illusion minions!).
Out of all the things I've done in DOTA2, this is easily the change that has resulted in the most knowledge gained on my part. It has also wisened me up to some intricacies of DOTA2 which I can explore more as I find heroes I enjoy playing. My end goal is to have at least ten heroes I feel comfortable playing in a pub game, which is about where I was with League of Legends (though in LoL I felt like I could far more easily pick up new heroes).
For anyone playing DOTA2, I highly recommend some time in Single Draft mode to open your opportunities to try and learn other heroes. Its a surprise each time you load up a game and if you care about team composition, single draft's randomness can land you some wonderful learning opportunities.
NOTE: Yes, I understand this makes some players angry as they don't want "scrubs" using Single Draft as a sort of testing bed. However, the fact that the picks are random, there is always the chance of a team being shafted. This makes the match all the more fun in my opinion.
Saturday, May 05, 2012
DOTA2 vs League of Legends
For a bit of background, I have a few hundred League of Legends games under my level 27 summoner's belt on both the classic (DOTA-like) map and the new Dominion (capture the flag) map. I have about 20 games under my belt in DOTA 2. I do not play ranked matches in either game and mainly rely on public match-making via the solo queues. As fair warning, I am not a DOTA 2 or LoL expert. These are my observations from the view of a casual player.
Graphics:
LoL offers stylized (aka cartoony) graphics which hold up over time. DOTA 2 features more "realistic" fantasy visuals. If I had subcategories, I would give DOTA 2 the nod for excellent attack/spell animations. LoL would get a bonus for it's cleaner graphical play which makes spectating games easier.
Game Client:
DOTA 2's client is a glorious thing to behold. It is a one stop shop for the digital DOTA 2 consumer featuring games to jump into and spectate, player profiles, news, hero information, and more. LoL's game client is serviceable, but is split from the actual game. It is based on Adobe Air which I've found to be less than reliable. However, Riot Games has continued to improve the LoL client.
User Interface:
The UI of each game is almost the same. Both work equally well. I'm a bit disapointed that neither game has opened their UIs up to modders, but I suspect that is in an attempt to keep UI mods from giving unfair advantages.
Customization:
While LoL's user interface is perfectly serviceable and almost identical to that of DOTA 2, there are far, far more customizations that can be made to DOTA 2. DOTA 2 player's can save their configurations instead of having to set them by hand each game as is needed in LoL.
Map(s) and Game Types:
LoL offers three different maps with three game types to DOTA 2's single map and game type. One of LoL's maps, The Crystal Scar, offers completely new game play mode with a capture point game type (the other two LoL maps are still Defense of the Ancient (DOTA) ). Some may say DOTA-like games do not need any more maps, but I would strongly disagree with that after having played many games on The Crystal Scar in LoL.
Heroes:
While I like a lot of LoL's hero designs, I can't help but gawk at DOTA 2 for the sheer audacity with which some of the heroes are designed. There is completely broken-in-normal-game heroes in DOTA 2 and it's all part of the design. DOTA 2 features a lot more unique and definitive play mechanics and the attack animations are much better.
At the same time, LoL has a much better grip on balance for the casual player. It is much clearer why a player or team is dominating a match with a certain hero. The hero designs are also much closer to one another making it easier to cross over and play something else.
Items:
I think LoL's items are a) simple to understand and b) in the same shop. DOTA 2 may have great items, but its daunting for a casual player to keep track of some of the more intrinsic items. DOTA 2 also has regular and secret shops, with recipes to make items and couriers to bring items from the shops to the players. This all leads to making DOTA 2's items a very frustrating experience at times.
Overall Game Play:
LoL offers more variety than DOTA 2 in regards to game play experiences. The multiple maps are the start, but Riot Games has also pushed to open up all aspects of the game for the majority of their heroes. Jungling is a real possibility with almost any LoL hero these days. LoL also stepped away from some things such as the secret shop and denying, both of which still don't make much sense to me in DOTA 2.
DOTA 2 is still a very, very solid game. It's distinct enough to offer a separate play experience from that of LoL. However, Valve is clearly leaning towards the hardcore players and sticking to the true DOTA experience for DOTA 2.
From a casual perspective, LoL is the better option. From a "complete package" perspective, DOTA 2 has the better shot and it's still in BETA! Interestingly, LoL can fix its "not a complete package" problem where as Valve has all but stated that DOTA 2 isn't going to relent on the design aspects that make it less-than-ideal for casual players.
At the end of the day both games still offer a hell of an experience and both are Free 2 Play. I recommend anyone interested check out both before making a decision on which one to commit to (well that is if you can get into the DOTA 2 beta).
Graphics:
LoL offers stylized (aka cartoony) graphics which hold up over time. DOTA 2 features more "realistic" fantasy visuals. If I had subcategories, I would give DOTA 2 the nod for excellent attack/spell animations. LoL would get a bonus for it's cleaner graphical play which makes spectating games easier.
Game Client:
DOTA 2's client is a glorious thing to behold. It is a one stop shop for the digital DOTA 2 consumer featuring games to jump into and spectate, player profiles, news, hero information, and more. LoL's game client is serviceable, but is split from the actual game. It is based on Adobe Air which I've found to be less than reliable. However, Riot Games has continued to improve the LoL client.
User Interface:
The UI of each game is almost the same. Both work equally well. I'm a bit disapointed that neither game has opened their UIs up to modders, but I suspect that is in an attempt to keep UI mods from giving unfair advantages.
Customization:
While LoL's user interface is perfectly serviceable and almost identical to that of DOTA 2, there are far, far more customizations that can be made to DOTA 2. DOTA 2 player's can save their configurations instead of having to set them by hand each game as is needed in LoL.
Map(s) and Game Types:
LoL offers three different maps with three game types to DOTA 2's single map and game type. One of LoL's maps, The Crystal Scar, offers completely new game play mode with a capture point game type (the other two LoL maps are still Defense of the Ancient (DOTA) ). Some may say DOTA-like games do not need any more maps, but I would strongly disagree with that after having played many games on The Crystal Scar in LoL.
Heroes:
While I like a lot of LoL's hero designs, I can't help but gawk at DOTA 2 for the sheer audacity with which some of the heroes are designed. There is completely broken-in-normal-game heroes in DOTA 2 and it's all part of the design. DOTA 2 features a lot more unique and definitive play mechanics and the attack animations are much better.
At the same time, LoL has a much better grip on balance for the casual player. It is much clearer why a player or team is dominating a match with a certain hero. The hero designs are also much closer to one another making it easier to cross over and play something else.
Items:
I think LoL's items are a) simple to understand and b) in the same shop. DOTA 2 may have great items, but its daunting for a casual player to keep track of some of the more intrinsic items. DOTA 2 also has regular and secret shops, with recipes to make items and couriers to bring items from the shops to the players. This all leads to making DOTA 2's items a very frustrating experience at times.
Overall Game Play:
LoL offers more variety than DOTA 2 in regards to game play experiences. The multiple maps are the start, but Riot Games has also pushed to open up all aspects of the game for the majority of their heroes. Jungling is a real possibility with almost any LoL hero these days. LoL also stepped away from some things such as the secret shop and denying, both of which still don't make much sense to me in DOTA 2.
DOTA 2 is still a very, very solid game. It's distinct enough to offer a separate play experience from that of LoL. However, Valve is clearly leaning towards the hardcore players and sticking to the true DOTA experience for DOTA 2.
From a casual perspective, LoL is the better option. From a "complete package" perspective, DOTA 2 has the better shot and it's still in BETA! Interestingly, LoL can fix its "not a complete package" problem where as Valve has all but stated that DOTA 2 isn't going to relent on the design aspects that make it less-than-ideal for casual players.
At the end of the day both games still offer a hell of an experience and both are Free 2 Play. I recommend anyone interested check out both before making a decision on which one to commit to (well that is if you can get into the DOTA 2 beta).
Friday, April 20, 2012
DOTA 2 will be Free 2 Play
Gabe Newell let slip that DOTA 2 will be free 2 play, but with a twist.
“It’s going to be free-to-play — it’ll have some twists, but that’s the easiest way for people to think about it,” he revealed.
“The issue that we’re struggling with quite a bit is something I’ve kind of talked about before, which is how do you properly value people’s contributions to a community?,” he mentioned when asked about what kind of “twist ” players can expect from the game.
“We’re trying to figure out ways so that people who are more valuable to everybody else [are] recognized and accommodated.
“We all know people where if they’re playing we want to play, and there are other people where if they’re playing we would be on the other side of the planet.
“It’s just a question of coming up with mechanisms that recognize and reward people who are doing things that are valuable to other groups of people,” he added.
He said that the free-to-play model Valve has in mind for DOTA 2 is completely unique and hasn’t been done before.
“When you start thinking about the different games that people play and you try to think about how people can create value or a service in one game and benefit somebody in a different game, you can start to see how the different games sort knit together,” Newell said.
“[You can see] how somebody who really likes Team Fortress 2 (TF2) can still be creating value for somebody who is playing DOTA 2 or Skyrim, or if somebody is a creator in one space how it can translate into another.
“In a sense, think of individual games as instance dungeons of a larger experience, if that makes sense as a concept.”
Thursday, March 29, 2012
DOTA 2 key available
Congrats to aruw3n on winning the prize.
Sorry I don't have one to give out to everyone because I would love to!
Sorry I don't have one to give out to everyone because I would love to!
Saturday, February 04, 2012
DOTA 2: Steam's killer App? Killer FREE App?
Steam, as a platform, benefits from having as many users as possible. Every user is a potential game sale or series of sales. Valve, the developers of Steam, have come up with many, many ways to get users to buy into the platform. First, Steam is free to install. Second, they have great sales. And over the last year they have moved into the free 2 play realm bringing F2P MMOs to Steam and even releasing their own Team Fortress 2 as F2P. However, even with Team Fortress 2 being popular, I can't help but feel that Steam is missing a killer app that defines it. Steam needs a completely free app that will drive a massive rush of new blood to it's shores. The more I think about it, the more DOTA 2 is shaping up to be that killer app.
DOTA 2 is in beta and Valve has yet to announce it's planned business model. Other popular MOBA games on the market, such as Heroes of Newerth and League of Legends, are free 2 play. The developers of both make money off players paying to unlock access to champions/heroes and for other non-game affecting bonuses (such as alternate skins for avatars in LoL). At the same time, each week, a small pool of champions/heroes is always available to play, meaning a player could play LoL or HoN completely free of charge. Now the big question is whether Valve will follow suit.
At first I felt that it would be crazy for Valve to not follow the successful model that LoL has laid down. I didn't (and still don't) think DOTA 2 can be as successful as it can be if there is a front-end price tag attached. DOTA 2 needs to be free 2 play. However, the game play of DOTA 2 does not feel suited for the LoL model. DOTA 2 shines by having all the heroes available for every player for every match. DOTA 2 will not work with a rotating pool of free heroes each week.
So how does DOTA 2 go the free 2 play route? Simple. DOTA 2 will be just that: free 2 play. I mean 100%, unobstructed free 2 play. Outside of mailing Valve a wad of cash with a funny note for Gaben, there would be no way for player's to spend cash on the game.
Sound crazy? Maybe, but I think Valve can justify the costs associated by the sheer volume of players it could bring onto Steam. Each Steam user is a couple clicks away from becoming another statistic on Valve's already impressive sales charts.
There is more to it than just bringing new users to Steam. Because not only would this move promote Steam, but it would promote Steamworks -- Valve's game developer tool set -- which further ties games and gamers into the Steam platform. Oh and Steamworks is 100% free for developers to use. If DOTA 2 turns into a smashing, world-wide sensation (it clearly has the potential) with Steamworks doing all the heavy lifting, it will further propel Steamworks into the game development limelight.
The stage is set for Valve to shake things up with DOTA 2. Does this mean a completely free 2 play DOTA 2? I believe so.
DOTA 2 is in beta and Valve has yet to announce it's planned business model. Other popular MOBA games on the market, such as Heroes of Newerth and League of Legends, are free 2 play. The developers of both make money off players paying to unlock access to champions/heroes and for other non-game affecting bonuses (such as alternate skins for avatars in LoL). At the same time, each week, a small pool of champions/heroes is always available to play, meaning a player could play LoL or HoN completely free of charge. Now the big question is whether Valve will follow suit.
At first I felt that it would be crazy for Valve to not follow the successful model that LoL has laid down. I didn't (and still don't) think DOTA 2 can be as successful as it can be if there is a front-end price tag attached. DOTA 2 needs to be free 2 play. However, the game play of DOTA 2 does not feel suited for the LoL model. DOTA 2 shines by having all the heroes available for every player for every match. DOTA 2 will not work with a rotating pool of free heroes each week.
So how does DOTA 2 go the free 2 play route? Simple. DOTA 2 will be just that: free 2 play. I mean 100%, unobstructed free 2 play. Outside of mailing Valve a wad of cash with a funny note for Gaben, there would be no way for player's to spend cash on the game.
Sound crazy? Maybe, but I think Valve can justify the costs associated by the sheer volume of players it could bring onto Steam. Each Steam user is a couple clicks away from becoming another statistic on Valve's already impressive sales charts.
There is more to it than just bringing new users to Steam. Because not only would this move promote Steam, but it would promote Steamworks -- Valve's game developer tool set -- which further ties games and gamers into the Steam platform. Oh and Steamworks is 100% free for developers to use. If DOTA 2 turns into a smashing, world-wide sensation (it clearly has the potential) with Steamworks doing all the heavy lifting, it will further propel Steamworks into the game development limelight.
The stage is set for Valve to shake things up with DOTA 2. Does this mean a completely free 2 play DOTA 2? I believe so.
Tags:
DOTA 2,
F2P,
Heroes of Newerth,
League of Legends
Wednesday, February 01, 2012
DOTA 2 isn't a game; it's an interactive experience!
Ever hate a game before even trying it, only to try it and then realize you may be in love with it? That is exactly where I am at with DOTA 2.
Since starting to get involved with League of Legends I have spent a lot of time learning about the history of DOTA and the MOBA genre. Defense of the Ancients, henceforth DOTA, was a mod to Warcraft III that featured teams of five players battling it out with NPCs and towers before destroying the opponents "Ancient". From those simple beginnings, DOTA grew to become massively popular. It's probably responsible for more Warcraft III sales (you need a copy to play the mod) than the actual RTS itself.
When I first started looking into DOTA there was a bit of misconception on my part (and most of the Internet apparently) about how popular it was. The numbers are highly disputed and even harder to nail down. Due to it being a mod, not officially supported by Blizzard (though they like to think it's their property), there is no press releases announcing its player numbers. However, through the playdota.com website, the DOTA lead developer Icefrog noted that approximately 7-10 million players have grabbed the game. And as that's not tracking China, there is speculation the real number is somewhere nearer 20 million. Originally I had come to the conclusion that there was about a million DOTA players worldwide.
So I suppose there is no time like now to admit I was wrong about DOTA's popularity considering I was invited to participate in the beta for Valve's DOTA 2. I may also need to retract my statements where I said DOTA 2 wouldn't be very popular. After playing the beta I'm absolutely floored at how smooth of an experience DOTA 2 is. It's one of the best beta tests I've ever participated in and there is so much more going on than just the game itself. The game is great, but the entire package it's wrapped in is what sells the title.
Before we get too far, let me back track. A lot of people assume my hate of DOTA 2 was coming from my long-standing support for League of Legends. I like League of Legends (LoL). LoL has taken the DOTA formula and made many improvements to it. LoL has done many, many things right and like DOTA2 it spent a lot of time on delivering the "complete package" rather than just the game play. LoL is a resounding success (to the tune of 30+ million accounts). LoL is also free 2 play, which makes it even more amazing as anyone can give it a try.
Now I could spend a lot of time detailing the differences between LoL and DOTA2, but I won't. The important thing to know is that LoL sought to create an update and refreshed version of DOTA while DOTA2 has only sought to recreate DOTA in a new graphics engine (Source) and tie it to a unified platform (Steam). When I had first heard this, I was very disappointed.
DOTA has many frustrating mechanics imposed on it due to the fact it was restricted by the Warcraft III engine. And as DOTA2 is a clone of DOTA being put into a new graphics engine, all of these mechanics were going to be copied over. As DOTA2 has progressed in development it has been very clear that DOTA and DOTA2 are aimed at being the same game. In fact, Valve hired on the lead DOTA developer, Icefrog.
To me that didn't make sense (and even now doesn't make much sense). Why free this game from the shackles of the WC3 engine only to keep the ball and chain? LoL was a smashing success because it dared to be different enough from DOTA while maintaining the classic game play everyone loved. Valve seems to have no interest in improving the experience of the DOTA game play. To them, why fix what isn't broke? While I'd argue that it may not be "technically" broke, some things are just kind of stupid from a design perspective.
But don't let me get off on tangents here. I was hating on DOTA2 because of Valve's seemingly unwillingness to improve on the DOTA experience which I had classified as the game itself. I was being ignorant to the fact that the game play of DOTA was only half the package. The exterior features were just as important and OH MY GOD did Valve hit a home run here.
The first time I logged into DOTA2 I was blown away at how slick the interface was. To my left showed me active users broken down by geographical area. A news feed scrolled the center. And most amazingly, live games that I could log into and spectate were on the right. A click later and I was watching a scrimmage match between some of the best known DOTA2 players in the world along with 200 watchers.
While there are live streams from top players for League of Legends and DOTA, there is nothing that compares to what Valve has put together. The spectator in DOTA 2 is actually in the game, clicking around, directing the camera, pulling up the scoreboard when they want to see it, and they are having a wonderful interactive experience. The difference is that of watching TV (streams) vs playing a video game (DOTA 2 observer mode). I've never enjoyed being a spectator of a video game until I spectated a match of DOTA2.
And in reality that is the point I'm trying to get at: DOTA 2 isn't a game, it's an interactive experience. It's true digital content for the digital consumer. League of Legends is to a degree the same, but it's not built-in (yet!) the way DOTA2 is. If and when LoL is able to build in some of the "digital consumer" features that DOTA2 features it will be equally as stunning (and IMHO LoL is an easier game to understand and spectate than the sometimes overly complex DOTA2).
DOTA 2 isn't perfect. It still has a long way to go to get all of the DOTA heroes added and kinks worked out (and by kinks I mean high skill level type stuff that 99% of the playerbase doesn't notice). The underlying tech is there and the game is solid as it is for the general populace. Yes, some annoying mechanics are going to exist in DOTA2 and that may or may not change with Valve at the helm (as I doubt 2 is going to diverge from the original anytime soon). The only real questions for DOTA2: when is it releasing and will it be free 2 play?
Since starting to get involved with League of Legends I have spent a lot of time learning about the history of DOTA and the MOBA genre. Defense of the Ancients, henceforth DOTA, was a mod to Warcraft III that featured teams of five players battling it out with NPCs and towers before destroying the opponents "Ancient". From those simple beginnings, DOTA grew to become massively popular. It's probably responsible for more Warcraft III sales (you need a copy to play the mod) than the actual RTS itself.
When I first started looking into DOTA there was a bit of misconception on my part (and most of the Internet apparently) about how popular it was. The numbers are highly disputed and even harder to nail down. Due to it being a mod, not officially supported by Blizzard (though they like to think it's their property), there is no press releases announcing its player numbers. However, through the playdota.com website, the DOTA lead developer Icefrog noted that approximately 7-10 million players have grabbed the game. And as that's not tracking China, there is speculation the real number is somewhere nearer 20 million. Originally I had come to the conclusion that there was about a million DOTA players worldwide.
So I suppose there is no time like now to admit I was wrong about DOTA's popularity considering I was invited to participate in the beta for Valve's DOTA 2. I may also need to retract my statements where I said DOTA 2 wouldn't be very popular. After playing the beta I'm absolutely floored at how smooth of an experience DOTA 2 is. It's one of the best beta tests I've ever participated in and there is so much more going on than just the game itself. The game is great, but the entire package it's wrapped in is what sells the title.
Before we get too far, let me back track. A lot of people assume my hate of DOTA 2 was coming from my long-standing support for League of Legends. I like League of Legends (LoL). LoL has taken the DOTA formula and made many improvements to it. LoL has done many, many things right and like DOTA2 it spent a lot of time on delivering the "complete package" rather than just the game play. LoL is a resounding success (to the tune of 30+ million accounts). LoL is also free 2 play, which makes it even more amazing as anyone can give it a try.
Now I could spend a lot of time detailing the differences between LoL and DOTA2, but I won't. The important thing to know is that LoL sought to create an update and refreshed version of DOTA while DOTA2 has only sought to recreate DOTA in a new graphics engine (Source) and tie it to a unified platform (Steam). When I had first heard this, I was very disappointed.
DOTA has many frustrating mechanics imposed on it due to the fact it was restricted by the Warcraft III engine. And as DOTA2 is a clone of DOTA being put into a new graphics engine, all of these mechanics were going to be copied over. As DOTA2 has progressed in development it has been very clear that DOTA and DOTA2 are aimed at being the same game. In fact, Valve hired on the lead DOTA developer, Icefrog.
To me that didn't make sense (and even now doesn't make much sense). Why free this game from the shackles of the WC3 engine only to keep the ball and chain? LoL was a smashing success because it dared to be different enough from DOTA while maintaining the classic game play everyone loved. Valve seems to have no interest in improving the experience of the DOTA game play. To them, why fix what isn't broke? While I'd argue that it may not be "technically" broke, some things are just kind of stupid from a design perspective.
But don't let me get off on tangents here. I was hating on DOTA2 because of Valve's seemingly unwillingness to improve on the DOTA experience which I had classified as the game itself. I was being ignorant to the fact that the game play of DOTA was only half the package. The exterior features were just as important and OH MY GOD did Valve hit a home run here.
The first time I logged into DOTA2 I was blown away at how slick the interface was. To my left showed me active users broken down by geographical area. A news feed scrolled the center. And most amazingly, live games that I could log into and spectate were on the right. A click later and I was watching a scrimmage match between some of the best known DOTA2 players in the world along with 200 watchers.
While there are live streams from top players for League of Legends and DOTA, there is nothing that compares to what Valve has put together. The spectator in DOTA 2 is actually in the game, clicking around, directing the camera, pulling up the scoreboard when they want to see it, and they are having a wonderful interactive experience. The difference is that of watching TV (streams) vs playing a video game (DOTA 2 observer mode). I've never enjoyed being a spectator of a video game until I spectated a match of DOTA2.
And in reality that is the point I'm trying to get at: DOTA 2 isn't a game, it's an interactive experience. It's true digital content for the digital consumer. League of Legends is to a degree the same, but it's not built-in (yet!) the way DOTA2 is. If and when LoL is able to build in some of the "digital consumer" features that DOTA2 features it will be equally as stunning (and IMHO LoL is an easier game to understand and spectate than the sometimes overly complex DOTA2).
DOTA 2 isn't perfect. It still has a long way to go to get all of the DOTA heroes added and kinks worked out (and by kinks I mean high skill level type stuff that 99% of the playerbase doesn't notice). The underlying tech is there and the game is solid as it is for the general populace. Yes, some annoying mechanics are going to exist in DOTA2 and that may or may not change with Valve at the helm (as I doubt 2 is going to diverge from the original anytime soon). The only real questions for DOTA2: when is it releasing and will it be free 2 play?
Monday, January 02, 2012
2012, the first post
2012, the first post. Where in lies a reflection on predictions of the year that was: 2011. And maybe some prognostication of the year that's just begun: 2012.
I kept the predictions light for 2011 and I'll tackle all five of them in one go:
Now onward and upward to my predictions for 2012 and beyond
1. The world will not end. (just wanted to get that one out of the way)
2. I will post more than I did in 2011. (just wanted to give ya'll something to look forward to)
3. "the game that shall not be named" will have a tough year, but will survive. The argument to take the game Free 2 Play will begin around July.
4. Warhammer Online will be shut down this year.
5. DOTA2 will launch, but fail to make much more than a drip into the MOBA scene.
6. League of Legends will hit 50 million players and still be flying under the radar in the online gaming market
7. A major game will "surprise launch" this year with little to no notice and possibly be Free 2 Play
8. Indie games will continue to creep into the spotlight and we will see another Minecraft-level indie break out this year
9. At least 4 of these predictions will be right :)
I kept the predictions light for 2011 and I'll tackle all five of them in one go:
1. World of Warcraft will maintain its dominance.No doubt World of Warcraft is still top among MMOs, but to say its maintained its dominance is ignoring the fact that WoW took a significant hit this year and had to break out the pandas to keep people's interest. In the larger genre of persistent online games, League of Legends has soundly trumped WoW's numbers with over 30 million active users and concurrent user numbers well beyond that of WoW.
2. Free 2 Play will continue its march forward and many will consider 2011 the year that F2P becomes the dominant business model not only for MMOGs, but for any online game (MOBA, FPS, etc.)There is no doubt that Free 2 Play has landed with most major publishers having already published or considering to publish a F2P title(s). 2011 also marked the arrival of F2P on Steam; the premier digital distribution platform for games. The subscription MMOs fell like flies to a flyswatter this year as several joined the F2P ranks and enjoyed immediate success.
3. "the game that shall not be named" will NOT launch this year.OK, it squeaked into 2011, but just barely.
4. The "next generation" Xbox will be announced by Microsoft. Nintendo and Sony will stay with their current generation.I was way off here. Xbox 360 is marching strong and Playstation 3 is still playing third fiddle. Nintendo, of all companies, is the one out front with news of their new Wii U console.
5. This blog will be completely different and may actually feature commentary and experiences from games I'm actually playing.Proof: I posted about Fallout: New Vegas and I actually played that game!
Now onward and upward to my predictions for 2012 and beyond
1. The world will not end. (just wanted to get that one out of the way)
2. I will post more than I did in 2011. (just wanted to give ya'll something to look forward to)
3. "the game that shall not be named" will have a tough year, but will survive. The argument to take the game Free 2 Play will begin around July.
4. Warhammer Online will be shut down this year.
5. DOTA2 will launch, but fail to make much more than a drip into the MOBA scene.
6. League of Legends will hit 50 million players and still be flying under the radar in the online gaming market
7. A major game will "surprise launch" this year with little to no notice and possibly be Free 2 Play
8. Indie games will continue to creep into the spotlight and we will see another Minecraft-level indie break out this year
9. At least 4 of these predictions will be right :)
Tags:
DOTA 2,
F2P,
Fallout: New Vegas,
Minecraft,
Steam,
SW:ToR,
Warhammer Online,
World of Warcraft
Tuesday, November 01, 2011
Working DOTA 2 Beta Survey Link
If you recieved an email from Valve in regards to the DOTA 2 beta and that you needed to take a survey and the provided link did not work, it is because they didn't wrap it in proper HTML tags in the email.
Here is a working link: Dota 2 Survey
*Make sure you have Steam running first and that you have updated to the most recent client version.
The email from Valve would have been something like:
Here is a working link: Dota 2 Survey
*Make sure you have Steam running first and that you have updated to the most recent client version.
The email from Valve would have been something like:
You recently indicated you want to play Dota2. Before we send the first batch of invites we need to collect a little more information from you about your level of gaming experience and your gaming rig.
To begin the survey go to the machine on which you intend to play Dota2, start Steam and click this link: steam://takesurvey/1/ (if you haven't restarted your Steam client for a few days, you might need to do that before clicking that link).
To install Steam go to http://www.steampowered.com/about
Thank you
The Dota2 Team
Sunday, October 23, 2011
Last Hitting (and denying) in DOTA-like MOBA games
Last hitting in DOTA-like MOBA games is completely against the idea of a competitive player vs player experience. It restricts players by making them spend more time looking at minion health bars than competing against the enemy players. Not to mention the idea of denying, whereby players attack and kill their own minions to deny the enemy from doing it. Both are unintuitive left-overs from the Warcraft III engine and its disappointing to see games such as League of Legends, Heroes of Newerth, and DOTA 2 sticking with them.
There are better solutions that would allow players to focus on each other instead of minion health bars. For example, there should be a radius around the minions in which gold is gained when the minion dies. This way the focus for the player is to zone (aka push) their opponent out of the minions gold radius without having to then immediately stop focusing on the other player and return to health bar duty. If players are unable to push each other out of the “gold radius” then they stay on par with each other.
Not only is this solution good for encouraging player vs player interaction, it also helps balance champions/heroes. No longer does the speed of attack animations have to come into account for the sake of last hitting. Also players can try new characters out without first having to spend practice games mastering attack animations;
which means the average player can more competently play more characters.
Removing last hitting also helps to speed up the rate at which gold is “farmed” which in turn cuts down the rather boring farming phase of most DOTA games. This would then help cut down the length of the average match as players more quickly achieve their goals.
There are better solutions that would allow players to focus on each other instead of minion health bars. For example, there should be a radius around the minions in which gold is gained when the minion dies. This way the focus for the player is to zone (aka push) their opponent out of the minions gold radius without having to then immediately stop focusing on the other player and return to health bar duty. If players are unable to push each other out of the “gold radius” then they stay on par with each other.
Not only is this solution good for encouraging player vs player interaction, it also helps balance champions/heroes. No longer does the speed of attack animations have to come into account for the sake of last hitting. Also players can try new characters out without first having to spend practice games mastering attack animations;
which means the average player can more competently play more characters.
Removing last hitting also helps to speed up the rate at which gold is “farmed” which in turn cuts down the rather boring farming phase of most DOTA games. This would then help cut down the length of the average match as players more quickly achieve their goals.
Tuesday, October 18, 2011
Steve Jobs and the League of Legends
I'll make no bones about it: I didn't like Steve Jobs. There has been and are far more influential people in the tech industry that will never receive the amount of attention that Steve Jobs has garnered. However, most of all I dislike Steve Jobs because he's a lot like me (give our take a billion or so dollars) and I know I'd dislike me if I wasn't me.
Steve Jobs' greatest achievement was giving people what they needed instead of what they wanted. He literally had no technical breakthroughs with any of the things he was involved with. He simply ignored everything customers and critics ever leveled against him and forged ahead with his vision. For him it worked because he controlled the vision; viciously.
The Steve Jobs approach. The giving communities of people what they need instead of what they want. This. This is still a very valid and increasingly needed approach to all products. Actually, its an excellent barometer to use when comparing forces in other markets.
The more I become involved in the multiplayer online battle arena (MOBA) community, through playing League of Legends, the more I like to look at what has happened in the (MOBA) market and what is coming up. What I see reminds me a lot of the Steve Jobs Apple.
The three big players in the MOBA mareket are: DOTA (the original Warcraft III mod), League of Legends (from Riot games), and Heroes of Newerth (from S2). The 500 lb gorilla in the room, currently in beta testing, is DOTA 2 (from Valve).
The current king, by all measurements, is League of Legends (LoL) which boasts 15+ million accounts on its Free 2 Play model. Heroes of Newerth (HoN) in comparison had approximately 400,000 accounts when it was a standalone boxed game, but it recently moved to Free 2 Play model and new player numbers are not available yet (regardless, its still well below LoL's numbers). There is no reliable way to count the number of DOTA players due to the fact it is still a mod, but estimates are over a million players for the original DOTA (again well shy of LoL). Valve's DOTA2 did attract over 500,000 beta requests and goes into full scale testing soon.
LoL is considered a simpler version of DOTA and it's developers, Riot Games, actively support this notion as they designed the game to be easier to learn and have produced a non-DOTA game mode. HoN is a near clone of the original DOTA. DOTA2 is the literal clone of DOTA and is exactly the same game, but with Valve's Source Engine and a focus on more community features.
Even with DOTA2 spinning up and Blizzard threatening with their own official DOTA flavor on the Starcraft 2 engine, LoL is dominating the market. And to me LoL is the Steve Jobs of the MOBA genre. LoL by no means does what it's players want. It does what the players need, whether they know it yet or not.
If you ask LoL players what they want you will inevitably come to the conclusion that LoL players want:
1. Replays
2. Spectator Mode
3. A better game client/launcher
Riot Games has been slow to develop any of these. Not to say they haven't worked on any of these areas, but if you spoke to the LoL faithful you would quickly think that Riot hates their core community. It's practically a crime at this point that LoL doesn't have replays, or spectator mode and that players are still forced in to the Adobe Air game client (FROM HELL!).
Funny thing is, all of these items are things players WANT (seriously, they won't shut up about them), but in no way is it what a MOBA game NEEDS. MOBA games, especially those inspired by DOTA, have a reputation problem. The original DOTA community sucks. It's intolerant of new or bad players. While DOTA offers an incredibly deep and competitive experience, the community continually keeps the vast majority of new players away. Replays, spectator modes, and game clients can not fox that problem. A MOBA game can not be successful on the DOTA model without dealing with the community.
As LoL players screamed for the listed items above, Riot Games focused on other endeavors, one of which is an absolute key to their success: The Tribunal. The Tribunal is a community polcing tool. If a player acts the fool in a game of LoL, players can easily report them for various infractions (most often, verbal abuse). These reports are then later reviewed by players who get to say yay or nay to whether the conduct reported was detrimental to the community. The recommendation of the players is then forwarded to Riot Games who makes a final call on the punishment. More times than not if a random selection of players votes that someone was being a jerk, Riot agrees and warns (or bans) the account.
LoL and Riot Games have taken this to the bank, millions of times over while their competitors (mainly HoN) tried to simply redeliver the DOTA game. To no one's surprise, the bad community vibe followed right along to HoN. Now that HoN is Free 2 Play, its easy to compare the two communities. HoN is terrible. LoL is no picnic all of the time either, but there is satisfaction to be had knowing that fellow players will be judging the retards who can't keep their fingers off the /all chat key. Overall, LoL has far fewer problems because of the Tribunal.
Problem is, LoL players feel cheated because development efforts went into the Tribunal, which most players felt was just a waste of time (after all, we should all just accept terrible communities because there are mute buttons AMIRITE!?!). Players WANTED replays. They wanted LoL, the then second generation of DOTA, to fill in features that DOTA had, but could not capitalize on due to being tied to the Warcraft III engine. Riot put their head in the sand and said NO. They pushed on what they knew was going to make their game a success. They made LoL accessible and policed the 12 year olds (in 30 something old bodies).
This is not a blanket "Riot did everything right statement." Riot has made it's share of mistakes. Riot was right though and delivered to the needs of their players. Players were the DOTA-like game's worst enemy and they essentially fixed it while making LoL accessible. Had they made the game accessible and not fixed the community, the game wouldn't have survived.
Moving forward, DOTA2 is coming down the pipe line. We don't know if it will be Free 2 Play. We don't know what Valve is doing to tackle the community problem. However, we know DOTA2 will have replays. DOTA2 will have spectating. DOTA2 will have a lot of what the players WANT. My concern is that DOTA2 and Valve may not be focusing on what players need. However, Valve has a stubborn history themselves. All one needs to do is look at the history of Steam itself to know Valve knows what players need well before we even know we need it. Let's hope Valve is ahead of the curve with DOTA2.
Steve Jobs' greatest achievement was giving people what they needed instead of what they wanted. He literally had no technical breakthroughs with any of the things he was involved with. He simply ignored everything customers and critics ever leveled against him and forged ahead with his vision. For him it worked because he controlled the vision; viciously.
The Steve Jobs approach. The giving communities of people what they need instead of what they want. This. This is still a very valid and increasingly needed approach to all products. Actually, its an excellent barometer to use when comparing forces in other markets.
The more I become involved in the multiplayer online battle arena (MOBA) community, through playing League of Legends, the more I like to look at what has happened in the (MOBA) market and what is coming up. What I see reminds me a lot of the Steve Jobs Apple.
The three big players in the MOBA mareket are: DOTA (the original Warcraft III mod), League of Legends (from Riot games), and Heroes of Newerth (from S2). The 500 lb gorilla in the room, currently in beta testing, is DOTA 2 (from Valve).
The current king, by all measurements, is League of Legends (LoL) which boasts 15+ million accounts on its Free 2 Play model. Heroes of Newerth (HoN) in comparison had approximately 400,000 accounts when it was a standalone boxed game, but it recently moved to Free 2 Play model and new player numbers are not available yet (regardless, its still well below LoL's numbers). There is no reliable way to count the number of DOTA players due to the fact it is still a mod, but estimates are over a million players for the original DOTA (again well shy of LoL). Valve's DOTA2 did attract over 500,000 beta requests and goes into full scale testing soon.
LoL is considered a simpler version of DOTA and it's developers, Riot Games, actively support this notion as they designed the game to be easier to learn and have produced a non-DOTA game mode. HoN is a near clone of the original DOTA. DOTA2 is the literal clone of DOTA and is exactly the same game, but with Valve's Source Engine and a focus on more community features.
Even with DOTA2 spinning up and Blizzard threatening with their own official DOTA flavor on the Starcraft 2 engine, LoL is dominating the market. And to me LoL is the Steve Jobs of the MOBA genre. LoL by no means does what it's players want. It does what the players need, whether they know it yet or not.
If you ask LoL players what they want you will inevitably come to the conclusion that LoL players want:
1. Replays
2. Spectator Mode
3. A better game client/launcher
Riot Games has been slow to develop any of these. Not to say they haven't worked on any of these areas, but if you spoke to the LoL faithful you would quickly think that Riot hates their core community. It's practically a crime at this point that LoL doesn't have replays, or spectator mode and that players are still forced in to the Adobe Air game client (FROM HELL!).
Funny thing is, all of these items are things players WANT (seriously, they won't shut up about them), but in no way is it what a MOBA game NEEDS. MOBA games, especially those inspired by DOTA, have a reputation problem. The original DOTA community sucks. It's intolerant of new or bad players. While DOTA offers an incredibly deep and competitive experience, the community continually keeps the vast majority of new players away. Replays, spectator modes, and game clients can not fox that problem. A MOBA game can not be successful on the DOTA model without dealing with the community.
As LoL players screamed for the listed items above, Riot Games focused on other endeavors, one of which is an absolute key to their success: The Tribunal. The Tribunal is a community polcing tool. If a player acts the fool in a game of LoL, players can easily report them for various infractions (most often, verbal abuse). These reports are then later reviewed by players who get to say yay or nay to whether the conduct reported was detrimental to the community. The recommendation of the players is then forwarded to Riot Games who makes a final call on the punishment. More times than not if a random selection of players votes that someone was being a jerk, Riot agrees and warns (or bans) the account.
LoL and Riot Games have taken this to the bank, millions of times over while their competitors (mainly HoN) tried to simply redeliver the DOTA game. To no one's surprise, the bad community vibe followed right along to HoN. Now that HoN is Free 2 Play, its easy to compare the two communities. HoN is terrible. LoL is no picnic all of the time either, but there is satisfaction to be had knowing that fellow players will be judging the retards who can't keep their fingers off the /all chat key. Overall, LoL has far fewer problems because of the Tribunal.
Problem is, LoL players feel cheated because development efforts went into the Tribunal, which most players felt was just a waste of time (after all, we should all just accept terrible communities because there are mute buttons AMIRITE!?!). Players WANTED replays. They wanted LoL, the then second generation of DOTA, to fill in features that DOTA had, but could not capitalize on due to being tied to the Warcraft III engine. Riot put their head in the sand and said NO. They pushed on what they knew was going to make their game a success. They made LoL accessible and policed the 12 year olds (in 30 something old bodies).
This is not a blanket "Riot did everything right statement." Riot has made it's share of mistakes. Riot was right though and delivered to the needs of their players. Players were the DOTA-like game's worst enemy and they essentially fixed it while making LoL accessible. Had they made the game accessible and not fixed the community, the game wouldn't have survived.
Moving forward, DOTA2 is coming down the pipe line. We don't know if it will be Free 2 Play. We don't know what Valve is doing to tackle the community problem. However, we know DOTA2 will have replays. DOTA2 will have spectating. DOTA2 will have a lot of what the players WANT. My concern is that DOTA2 and Valve may not be focusing on what players need. However, Valve has a stubborn history themselves. All one needs to do is look at the history of Steam itself to know Valve knows what players need well before we even know we need it. Let's hope Valve is ahead of the curve with DOTA2.
Tags:
DOTA 2,
Heroes of Newerth,
League of Legends,
Valve
Friday, September 02, 2011
It's MOBA, not ARTS
MOBA - Multiplayer Online Battle Arena
ARTS - Action Real Time Strategy
It annoys me, greatly, that games such as League of Legends (LoL) and DOTA2 are referred to as ARTS. The term action does NOT fit with the term strategy. Strategy infers some form of logistical component to the gameplay. None of aforementioned games feature any form of logistical management. They very much focus on the action, aka tactical, gameplay elements.
MOBA, on the other hand, describes the games perfectly. They are multiplayer games that feature battles in arena-style maps. Sure, the DOTA model has lanes, creeps, and towers, but don't be fooled. DOTA is still about killing the other team. DOTA just adds objective-based gameplay into the arena (and objective-based gameplay long ago took over straight up death match).
So next time you are out at the pub talking up the latest dime-a-dozen MOBA coming down the line, please remember this post.
ARTS - Action Real Time Strategy
It annoys me, greatly, that games such as League of Legends (LoL) and DOTA2 are referred to as ARTS. The term action does NOT fit with the term strategy. Strategy infers some form of logistical component to the gameplay. None of aforementioned games feature any form of logistical management. They very much focus on the action, aka tactical, gameplay elements.
MOBA, on the other hand, describes the games perfectly. They are multiplayer games that feature battles in arena-style maps. Sure, the DOTA model has lanes, creeps, and towers, but don't be fooled. DOTA is still about killing the other team. DOTA just adds objective-based gameplay into the arena (and objective-based gameplay long ago took over straight up death match).
So next time you are out at the pub talking up the latest dime-a-dozen MOBA coming down the line, please remember this post.
Sunday, August 14, 2011
Saturday, July 30, 2011
DOTA 2 Beta Update
Appears Valve let slip some beta patch notes for DOTA 2 on the Team Fortress 2 blog and as always, the Internet caught it before Valve was able to delete the misplaced notes. Considering it's been since last November that any notes have appeared on the actual DOTA 2 blog, it is nice to know Valve is actively working on the game. See below:
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