Dota is first mover.You're not going to learn a new moba when all your friends and you started on LoL. This is one of the best example why first mover advantage is huge.
Hindsight it may be but competition is over as soon as it started.
Dota is first mover.
but doto existed before leagueYou're not going to learn a new moba when all your friends and you started on LoL. This is one of the best example why first mover advantage is huge.
Hindsight it may be but competition is over as soon as it started.
but doto existed before league
saying it's just being first is not only inaccurate but also ignoring the bigger reasons why league is so popular and successful
it might all have been a happy accident but it's undeniable that riot did a ton of smart things that lead to the game's success
- streamlining the most arcane doto mechanics to make a more immediate and action-y game, while still being faithful to its very hardcore this-game-is-most-definitely-not-for-everyone roots
- being extremely communicative and transparent with their community through patches, dev blogs, interactions on forums, etc.
- going hard on esports early on and supporting it through the years
- expanding league through regional rito branches/chinese $$$
reducing the phenomenon that is league to "they just were there first" is just a really bad read on why it became as huge as it did
Yup, especially when you consider that Heroes of Newerth released around the same time as League, and it was more faithful to the original Dota.
Yup, especially when you consider that Heroes of Newerth released around the same time as League, and it was more faithful to the original Dota.
HoN wasn't free initially, right? That was a real killer for it when going up against League.
Yeah, it wasn't F2P to start with. Obviously there's more to it than being first, as zkylon posted above.HoN wasn't F2P in the beginning.
hon wasn't f2p on release so that probably had a big influence on itYup, especially when you consider that Heroes of Newerth released around the same time as League, and it was more faithful to the original Dota.
agree on the former but i doubt the latter mattered too muchRiot's aggressive marketing and constant attempts to sabotage Dota helped.
HON first created Monkey King too!Yup, especially when you consider that Heroes of Newerth released around the same time as League, and it was more faithful to the original Dota.
Strangely enough it did pretty respectably during the initial paid phase. It was even split between the 2 dotakids for awhile. But the F2P transition wasn't handled well and they had one really vulgar dev/cm flaming players.HoN wasn't free initially, right? That was a real killer for it when going up against League.
hon wasn't f2p on release so that probably had a big influence on it
also forgot to mention that league released with a fairly smart and fair f2p system during an era where p2w mmos were kind of a rampaging nightmare
riot sold overpriced palette swaps for a long while and paying for champions does suck but it's a system that was relatively fair and a system that a ton of games (mobas, fighting games, shooters, etc.) since have followed so, good or bad, rito clearly figured out a system that works
stuff
And I'm laughing at every single one of them.
Yeah I'm a university prof. Game design. Wouldn't be surprised if like sixty percent of my class plays it. All this while I'm extolling the genius of Mario, they're probably thinking who the fuck is Mario.For those who replied "where are all these players":
Walk into any college library or dorm area. I bet you you'd find at least 5 dudes playing or watching LoL within the first 2 minutes. You can even find people playing LoL at the cafeterias or fast food areas. Maybe LoL doesn't appeal to people who are deep into gaming or for those who have jobs (you do need anywhere from 20 minutes to an hour to finish a game which can be tough), but it's massive for high-school and college kids.
Yeah I'm a university prof. Game design. Wouldn't be surprised if like sixty percent of my class plays it. All this while I'm extolling the genius of Mario, they're probably thinking who the fuck is Mario.
Yes but it died along with WC3 ...
You teach game design and are completely unfamiliar with LoL?????
Like... you should legitimately rectify that.
There are LoL specific ly derived theories of game design that have entered wider design vocabularies, such as "anti-fun".
Probably because theories like "anti-fun" are complete and total whack. I know their most frequent examples of their "anti-fun" is Bloodseeker's ultimate from Dota or mana burning in general (particularly Anti-Mage), but the definition of "anti-fun" is so nebulous that it really doesn't make much sense.
Every time I get back into DOTA2 I'm reminded this game was designed without everything we've learned about MOBA Design in the last 13 years.
Regardless of that, you really should dwell a bit into what terminology modern game designers use when interacting with their userbase in regards to LoL and MOBAS and competitive online games in general.
There are many evolved systems, mechanics, "feelings" in place that sound to make no sense in paper, but are actually good abstractions for what is happening within the games and to those who play them.
Not sure why you're bringing Boss Key and Lawbreakers into this. It's not a MOBA, but a class based shooter. It will try to compete with Overwatch. Epic and Paragon would be a better example.
Probably because theories like "anti-fun" are complete and total whack. I know their most frequent examples of their "anti-fun" is Bloodseeker's ultimate from Dota or mana burning in general (particularly Anti-Mage), but the definition of "anti-fun" is so nebulous that it really doesn't make much sense.
No, it is actually a very good analysis of why some things are - again, to use a LoL design terminology - toxic to gameplay.
Anti-fun is where something is so much unfun for other players that it vastly outweighs the fun the person using it is having, to the extent that there is a net loss of fun from the game.
To give an example that literally nobody will dispute and keep it abstract, cheaters in online gaming.
The cheater is having 'fun' by pwning everyone else with zero effort.
The opposing team have no methods to stop the cheater, and are not having fun.
The rest of the cheaters team cannot play the game as it was designed anymore and are also not having any fun.
Cheating in online gameplay is therefore anti-fun.
You're moving the goalposts here, we are talking from a game design perspective. I don't know how you jumped to cheaters, unless you are equating something like Rupture and cheating, which would be a really poor argument if that's the case.
I'm giving a clear cut example of "anti-fun" in action to illustrate what the design concept means and that it is not 'nebulous', it is very specific.
I am not using examples you have given because you disagree with those examples, and are stating the concept itself is stupid because you disagree with the application; I'm showing you it isn't.
You haven't shown me anything, you've told me that cheating isn't fun for everyone else when that isn't a game design thing at all.
In terms of game design (which was what we were discussing here, so once again, you are moving the goalposts), anti-fun is still nebulous. That would be like saying "Well soccer isn't fun to play against people that just keep kicking the ball out of bounds to run down the clock" vs "Soccer isn't fun to play against people that just grab with their hands and throw it in the net"
Probably because theories like "anti-fun" are complete and total whack. I know their most frequent examples of their "anti-fun" is Bloodseeker's ultimate from Dota or mana burning in general (particularly Anti-Mage), but the definition of "anti-fun" is so nebulous that it really doesn't make much sense.
i think they talked negatively about medic archetypes in a league context more than anything, where they have historically proven to be impossible to balance and super frustrating and tedious to play againstNo, I literally just explained to you in specific game design terms why not taking steps to curtail cheating is bad game design - it is anti-fun.
There are no "goal posts". I'm not saying "thing is anti-fun" or "thing is not anti-fun".
I am trying to explain to you what the concept of anti-fun entails, so that you aren't dismissing it because you disagree with examples given of anti-fun.
*I* disagree with examples Riot has given of anti-fun - they claimed that 'medic' archetypes are inherently anti-fun, but I could not disagree more with that assessment.
Regardless, the concept of "anti-fun" is an elegant design pattern to understand.
But then again: streamlining League of Legends to a lower standard has caused this "anti-fun" issue.There are LoL specific ly derived theories of game design that have entered wider design vocabularies, such as "anti-fun".
League of Legends has a lot of achievements too!
Most active players in a Moba
Most toxic community
Most women in a moba
Most crazy ppl playing it
etc![]()
They are exactly the same, LoL's design and balance decisions are going the same way as SC2 once did.I dunno if there's any comparison, besides the fact that SC2's wounds were entirely self-inflicted. (...) I know nothing about LoL, but it's in a completely different situation than SC2 was.
But then again: streamlining League of Legends to a lower standard has caused this "anti-fun" issue.
In this case by removing some features of the original Dota concept but on other other hand keeping some of those features. It's just a logical causality if you leave out some important gameplay elements.
I doubt that creating a problem on your own and then giving your own problem a name has much to do with general game design theory.
idk i thought the zileas's list of anti-patterns was super interesting and thought provoking stuff, specially at a time when stuff like counterplay and stuff weren't as big as a concern as they seem to be today
anti-fun is really easy to understand if you do read that
i think they talked negatively about medic archetypes in a league context more than anything, where they have historically proven to be impossible to balance and super frustrating and tedious to play against
Burden of Knowledge
This is a VERY common pattern amongst hardcore novice game designers. This pattern is when you do a complex mechanic that creates gameplay -- ONLY IF the victim understands what is going on. Rupture is a great example -- with Rupture in DOTA, you receive a DOT that triggers if you, the victim, choose to move. However, you have no way of knowing this is happening unless someone tells you or unless you read up on it online... So the initial response is extreme frustration. We believe that giving the victim counter gameplay is VERY fun -- but that we should not place a 'burden of knowledge' on them figuring out what that gameplay might be. That's why we like Dark Binding and Black Shield (both of which have bait and/or 'dodge' counter gameplay that is VERY obvious), but not Rupture, which is not obvious.
They say "Burden of Knowledge", but what exactly is that?
???This exactly what I was talking about was the problem here. This list makes no sense. Example from it:
They say "Burden of Knowledge", but what exactly is that? Reading the skill and actually watching what happens? I realize this was referring to WC3 Dota when it was written, and in Dota 2 these things are more obvious (for Rupture, you hear a loud sound of a rupture, and a sound and visual of blood running out as you move and keep losing health like crazy. Even in Dota 1 though, would you not read the skills of the heroes you are playing against? Should you not have to learn what is in the game? You're not going to have all knowledge handed to you on a silver platter up front, because that would be impossible, but it's not too much to ask to just watch the obvious and figure out what these things do. It's not like these things are hidden from you somehow, the skill description and obvious fact that you are losing health if you are moving are pretty clear.
???
i don't see how it doesn't make any sense, that example is super clear
idea here is that you don't have to read a guide to learn how to counter certain things, if you see a ball of fire going in your direction it's pretty clear you should stay out of its path. if you're applied a unique debuff that only hurts you when you move i can't imagine that being easily to figure out because both how strange and specific that effect is and also because you can't tell what it does until you're already afflicted by it
it's not about "reading the skills", it's about abilities being properly telegraphed and requiring similar effort from the person on the attacking end than the victim.
even if you disagree with a point or two the general idea of that list is very easy to understand, it's that the both players should always be interacting rather than one unidirectionally inflicting things upon the other
honestly i'm giving you the benefit of the doubt here by not considering you're being purposely thick, but given some of the things you've been saying i feel less and less inclined to
it's not a personal attack, i'm just saying it's hard to tell cos you're actually being rather dense about it, obsessing about the example rather than the actual point being madeSo now we're stooping to personal attacks, that's great buddy.
What isn't telegraphed about these things? I mean can you honestly not tell me this isn't "telegraphed"?
https://www.youtube.com/watch?v=gf8HgbLF-7Y
So now we're stooping to personal attacks, that's great buddy.
What isn't telegraphed about these things? I mean can you honestly not tell me this isn't "telegraphed"?
https://www.youtube.com/watch?v=gf8HgbLF-7Y
I'm happy for the devs but I could really do without this entire genre. The culture it has fostered is 100x worse than the nastiness within the FGC, which frankly is saying a lot.
(that still doesn't tell me i should stop moving but ok)
it's not a personal attack, i'm just saying it's hard to tell cos you're actually being rather dense about it, obsessing about the example rather than the actual point being made
also i'll remind you this was written in 2010 when dota 2 didn't even exist, but even then valve clearly agrees with the idea behind this which is why they put a big ass indicator to it (that still doesn't tell me i should stop moving but ok)
Can we agree that in general, without naming any game in specific, being killed by a reason you don't understand, looking it up after the fact, and saying to yourself "Well, how the fuck was I supposed to know that?" is not good game design?
Is that a thing we can concede?
Sure.