You know what, i'm bored. So I'll go ahead and read through this shitty article and address each point, maybe then TC will go away.
There has been a lot of fighting over the matter of what to call the videogame genre conceptualized in theStarCraft third-party map Aeon of Strife and popularized in the Warcraft III third-party map Defense of the Ancients. Because some of the creators have settled on a name for the purpose of marketing their own game, fans not only feel compelled to defend their chosen game from outsiders, but the genre label that has been affixed to it. As a result, we need to settle the matter before we conduct the full order of business.
This book is intended to be a complete deconstruction of the “dota” genre, a book written for those who love videogames. This book will refer to individual titles as “dota games”, the genre as the “dota genre”, and will use a lower-case stylization in order to distinguish the term from Defense of the Ancients and Dota 2, the two games1in the Dota series. Let’s explain why I have opted for “dota” in favor of the alternatives.
The most notorious term that has been proposed is the “Multiplayer Online Battle Arena”. Like most things on the internet, the origins are always up for debate. However, it appears the term was used as early as May of 2009, when Riot Games’ Tom Cadwell used the term to describe their upcoming game League of Legends.23 The popularity of the term is now been concurrent with the popularity of that game. But “MOBA” is notorious for a reason: It is simply a marketing term that Riot adopted in order to disassociate themselves from Defense of the Ancients. Quite simply, Riot didn’t want to call League a “dota game”. But unlike the other labels that were intended to market a game, MOBA may very well be the most nondescriptive term ever used to describe a game or genre. What is now applied to the top-down high-fantasy action in League of Legends could just as well apply to “arena shooters” like Quake III and Unreal Tournament. It’s a label which was intended to distance League of Legends from the most relevant games, rather than to be compared with them, and can be entirely ignored.
All of the above = thought drivel
The other popular contender is “Action Real-Time Strategy”, used by Valve Corporation in order to describe their 2013 game Dota 2.4 Since then, the term has been adopted by many fans of that game. For starters, “ARTS” does a disservice to fans of real-time strategy games, and it implies that RTS games like StarCraft, Supreme Commander, and Command and Conquer do not have enough action in them. But in addition, games which have received the ARTS label are commonly character-action games—games where you play from the perspective of a single character—which feature the base-building and unit construction typically found in RTS games. To call Dota 2 an ARTS is to associate it with a line of games—Herzog Zwei, Sacrifice, Giants: Citizen Kabuto, Guilty Gear 2: Overture, Brutal Legend, and many others—which do not have anything in common withDefense of the Ancients or Aeon of Strife.5Defense of the Ancients and Dota 2 may feature elements commonly found in Warcraft III, but hardly the base construction and unit control that defined prior ARTS games, and the dota genre is best left to a separate distinction.6
Let's see. Why is it called an Action Real Time Strategy game? Maybe because it builds upon the formula of RTS, stripping the macro management aspect and adding an emphasis on individual and micro management and Action RPG esque gameplay. Equating Action. Action + Real Time + Strategy Aspects. ARTS. Makes sense.
The most compelling argument is actually one of the least common, and comes from those who believe the genre should be called, “Strife games”, “Strife-likes” or “AoS-likes”. It’s a direct nod to Aeon of Strife, which introduced many of the concepts that are now associated with the genre.7 But in the course of this book, we will explore in great detail how Aeon of Strife merely built the concept for a genre which is today defined by its “gameplay”,8 the interactive components that separate videogames from other media. Even if Aeon of Strifepioneered many of the concepts in the dota genre, developers are most commonly drawing their inspiration from the specific design, pacing, and style of play that was tweaked and refined for use in Defense of the Ancients. This book will show how the creators of the genre did exactly that.
For this reason, it’s simply the easiest and most effective to identify the genre with the game that brought it wide popularity and codified most everything commonly associated with the genre today.9 Much in the way that roguelikes are identified by their adherence to a game template codified in 1980′s Rogue, dota games are identified by their adherence to a game template codified in Defense of the Ancients. For this reason, the rest of this book will eschew all the other terms and go with “dota”. Perhaps one could wage an argument over the stylization of the term, and would prefer “DOTA”, “DotA”, or “Dota”. But “dota” simply takes the stylization currently applied to the Dota series and uses the precedent that was set by Rogue and the roguelike. While the lower-case stylization may initially seem off-putting, I am comfortable that it is a good choice, and that it will become natural in the course of reading this book.
**** off with this. And if this idiot actually wanted to use what he considered correct by his own logic, it should be "dota-like". not simply dota.
But enough about all of this. Let’s talk about dota.
If I had to describe the dota genre1 to someone who has never heard of it, I’d say it’s a little like taking the battles in The Lord of the Rings and turning them into a team sport. In this genre, participants take the role of powerful heroes and lead their disposable followers into battlefields more like a football pitch than the fields of war. If that seems a little odd to you, I suggest you get comfortable with it, because it’s getting attention that the old guard in game development would kill for.
Riot Games’ League of Legends is played by tens of millions of people every day2 and Valve Corporation’s Dota 2 is far and away the most popular game on Valve’s wildly popular Steam game distribution service.3 Dota hasn’t merely positioned itself as an appeal to the masses, ala a Call of Duty or Grand Theft Auto. The genre has surpassed the StarCraft and Counter-Strike series as the figurehead in the growing circus of professional videogame tournaments and is getting high praise from some of the most capable videogame players. What was intended to be little more than a series of distractions in the Blizzard Entertainment real-time strategy ecosystem is now the hottest genre in videogames.
So that’s the question: How could the dota genre possibly “suck”?
Quite frankly, it doesn’t matter what you call dota games, it doesn’t matter who is developing them, and I don’t care what anyone else is saying about them. They suck. The genre is so fundamentally dysfunctional that it should have been laughed off the board the second it was considered anything more than a sideshow in the world of Blizzard RTS games. Dota is the Frankenstein of terrible game design concepts, the culmination of every damaging design trend in modern videogames. And yet, dota games—particularly Dota 24—are being held to the same regard as the most beautifully crafted videogames ever assembled. The ongoing narrative forDefense of the Ancients is that a series of amateur content creators with limited programming experience and few financial resources created a Warcraft III map that was not only better than Warcraft III, but surpassed the collective efforts of a billion-dollar videogame industry and its world-class game creators.5 A story that should set off red flags in the mind of any reasonable person has become a rallying cry for transformative change in the world of videogames.
I shouldn't need to point out what's wrong about this paragraph.
Now, I am not the only person who thinks this praise is unwarranted. In the age of the internet, what’s popular will always have its detractors, and the minority is very vocal on the matter of dota. Unfortunately, it is confined to the usual sloppy discourse that can be found on internet message boards, and this minority is disorganized and heavily outnumbered. So where are the “videogame experts”? Where are the qualified and talented writers? Aren’t the critics and the journalists supposed to be the highbrow snobs that shout down the masses? Well, for those of you who don’t know much about videogame journalism, it’s pretty much the low point of human civilization, a world of writers with no credentials and fewer standards. And if the bigger game journalism web sites (GameSpot, IGN, Kotaku, Polygon) get their hands on this topic? Well, shit. This is the field of journalism where one of its most visible writers made a list of “Five Games for People Who Don’t Have the Internet” and two of them required the internet.6 What do you think is going to happen?
Even if these critics were masters of their craft, the issues of game journalism go deeper than that. This is a field of writing where you do not say things that will aggravate the game companies that pay for advertising space, a field of writing where you do not argue against the reckless passion of the consumer hive mind. Time and time again, the internet will band against negative reviews before the game has been released to the public.7 And, quite hilariously, positive reviews which are not positive enough.8 Since the game reviews on the popular scandal rags are so consistent in their lack of insight, they function almost entirely a marketing vehicle. And you can bet your ass that these writers are not going to attack the hugely popular and profitable figureheads for “e-Sports” and earn the ire of the fanatical audiences which help to propagate “games as sport”.9 But at the end of the day, the business model of game journalism is to corral the herd as they move from topic to topic. They talk about the topics that drive web traffic, the things that people are interested in on a day-to-day basis, and then move on to newer stuff. This means lots of disposable discussion, and not the complex, lengthy criticism that is necessary to dissect dota.
With no one else taking action, I decided that leading the crusade would be a worthy project and a wonderful way to begin a much larger conversation. So, here we go. The purpose of “Why Dota Sucks” is to fully deconstruct the history, circumstance, and design of Defense of the Ancients and the games inspired by it, and to show how flawed the genre really is. You may consider the title inflammatory, but quite frankly, it’s the most honest and accurate title that I could come up with. The deconstruction will focus on dota games in the direct lineage of Defense of the Ancients and Aeon of Strife, including League of Legends, Dota 2, Heroes of Newerth,Smite, Demigod, Awesomenauts, and Dead Island: Epidemic. The goal is to put forward the most complex and complete analysis of the dota genre that anyone will ever author and to provide the desperately-needed foundation for a discussion that has gone nowhere over the last decade.
Before we begin discussing the genre, we need to set some groundrules for how this book will approach the topic. And with that, you may have already figured out that this is not an academic piece. I do not intend to subdue my writing style in order to strive for a larger audience. I’ll laugh, I’ll cry, I’ll curse. And in the process, I’m going to take on a lot of targets, including the developers who make these games and the player bases who complete the consumer contract. While I will provide sources as necessary, this is an opinion piece through and through. Much of videogame history has been told through the internet, and the nature of the internet will make many things difficult to source. In many instances, the best that I can do is give you my word and honesty on the topic. I may have a strong opinion on dota, but my opinion is strong enough that I do not need to compromise the integrity of that opinion. I have nothing to gain by lying to the reader. If I wanted to make money by bullshitting people, there’s a hell of a lot more money in politics.
“But all opinions are subjective opinions, and opinions are like assholes! Everyone has one!” You’re absolutely correct. Opinions on game design are subjective. Opinions on television, books, and movies fall under the same brush. In order to understand and compare the concepts in certain videogames, you will have to make good use of math and logic. But at the end of the day, the conclusions drawn from “objective data”—and determining whether or not it makes for a better game—are subjective. And that’s perfectly fine! There is nothing wrong with being biased. We’re all biased towards certain points of view, as impacted by our own life experiences. If the critic is worth his weight, then his goal is to properly outline those biases and to leave as little as possible to interpretation. An opinion is not invalid simply because it is an opinion. If the argument is a bad one, then you should be able to explain why it is bad. Those subjective influences should be apparent in my writing and you can be the judge of them.
In approaching the topic, I’m going to provide a particularly valuable subjective perspective. As you may have figured out, the dota genre owes no small favor to the real-time strategy games created by Blizzard Entertainment. Warcraft III: Reign of Chaos and StarCraft developed a rather glowing reputation for their third-party content, and Blizzard’s games provided the backbone and foundation for the dota game model. This is an indisputable reality of the dota genre, and we will thoroughly explore this reality in the course of the book.
In providing perspective on this matter, I will tell you that in a past life, I would have been described as a Blizzard fanboy.10 I have been playing Blizzard’s RTS games since Warcraft: Orcs and Humans was released in 1994 and I am very familiar with the content and design in all of their real-time strategy games, leading up through 2010′s StarCraft II: Wings of Liberty. I have been playing these games in an online environment since 1999, through services like Battle.net, ICCUP, and Garena. Fans of dota may want to conclude that I am simply a bitter RTS player who saw a more popular genre emerge from his hallowed halls, but that is not the case.11 The decline in the number of RTS releases has simply allowed me to go back and play what I missed. I am merely announcing that I watched the dota genre transform into a face of videogames and that I can provide readers with valuable first-hand insight.
Ok, I stopped here, after a few paragraphs of pointless tangents, attempting to justify his opinion which is about as interesting and gratifying to read as a shitty bible story. I cannot stomach this shit. It's not even about my attention span. It's like trying to force myself to eat horse shit.
Tc, if you actually support this guy's opinion, **** off.
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