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Is casual MOBA play possible?

Since I got started with the DotA 2 beta, my time in League of Legends has dropped off significantly. At first I thought it was just that DotA 2 was a new game and that I might someday reach a point at which I was splitting my time between the two. That hasn’t happened yet, and I honestly don’t see it happening in the near future.

Every time I’ve gone back to League over the past couple weeks, I’ve been sorely disappointed. My games have been quick and unenjoyable, whether winning or losing. Those same kind of games have been happening in DotA on occasion, but with DotA I’m playing enough to balance the bad games with plenty of good. With LoL, that’s just not the case.

I think this is a core part of the MOBA experience, and something MOBA developers may have to address over the next couple years. Though I go into each play session hoping for a hard-fought, drawn out battle, I would bet the majority of games tend to be shorter and fairly one sided, at least to some degree. Once the lopsided game has played out, my inclination is not to walk away; it’s to stay and play until I get the game I was looking for.

This situation isn’t totally unique to the MOBA genre. RTS players have long dealt with a protracted gaming curve, wherein they might spend as much as 70-80 minutes developing a strategy only to be wiped off the map in 90 seconds. In a lot of RTS matches, though, there are things to be learned. Maybe I should have had more resource nodes. Maybe I needed more unit diversity. Maybe my micromanagement needs work. Most competitive RTS matches provide an immediate and actionable feedback loop. That is, the player knows what he/she can do in order to improve their next experience.

With MOBAs, it’s more like two teams of five people trying to throw darts at the same dartboard, all at the same time. If they all get a bull’s-eye, the game is a success. As players start to miss, the game deteriorates. A few people from a team may be playing well, but when there are two people who can’t even hit the board, the game gets dramatically skewed. That actionable feedback loop from RTS games is all but gone. It often doesn’t matter if I’m hitting the bull’s-eye every time (and let’s be clear, I don’t); the failed efforts of my teammates have a dramatic effect on the outcome of the game.

So back to the question at hand – is it possible to play MOBAs casually? I can’t do it. I’ll own that. I can’t just jump into one game, unless that one game is the 50+ minute back-and-forth that MOBA dreams are made of. How do you guys do it? Do you focus in on a small subset of champions? Do you save up your playtime for one long play session every so often? Do you even bother? Sound off in the comments.

Should Riot focus on unplayable champion remakes?

evelynn_splash_2

I was browsing around Riot’s forums this morning and stumbled upon an interesting comment that got a few upvotes. The thread was a discussion of Kayle’s current status and whether or not she should receive another remake. Here’s the comment that caught my eye:

“Evelynn too, while you’re at it. I dislike how I spent IP on the champ and RP on her skin only for you to literally make her unplayable to the point where I will be reported for playing her.”

This is not a new concept – far from it, I know. It is, however, an issue that has never really affected me. I’ve been writing about the game for almost as long as it has been a game. I’ve had every champion for probably a year, and I play enough that I have the IP to buy new champions every time they release. At least, I did until now. Now that my time is spread between a wider variety of games, I don’t have that luxury. Champions I buy will be the result of a long, slow IP grind, and you can bet I won’t be spending RP on them. At this point, too many champions have stagnated, in desperate need of a remake. When I had a seemingly endless fountain of IP this was no big deal – I always had another champion I could be playing.

But what about people who spend cash to unlock champions as they go. When those champions get nerfed beyond viability, it’s essentially a hit to their pocketbook. Again, this isn’t anything new. Players of all kinds of games have seen potential “investments” deteriorate as the result of nerfing. Any MMO player knows the pain of putting a couple hundred hours into the class, spec and gear that goes behind a character just to have it wiped out by developers. A game like LoL seems unique though, because while I may still be able to participate in large portions of an MMO with an underperforming character, most of the lower-tier champions in League can’t hope to compete with any reliable success. The options those players have to enjoy the game diminish far more quickly than those of an MMO player in most cases. Sure, there are always the free champions, but players don’t pay for access to free champions. The champions that have been purchased should have some viability.

So what do you think? Should Riot be spending more time and resources on remaking underplayed/unplayable champions or does the current method suit you just fine?

More fun with Minecraft mods

I was never one to enjoy Minecraft mods, at least not at first. The modding process was lengthy, often frustrating and totally unsupported. When I first started playing Minecraft, most mods were single-player-only, so as a multiplayer fanatic they just didn’t hold much appeal. I recently started playing Minecraft again just to see what all had changed. In browsing some of the forums I stumbled upon something called the Technic Pack, a group of mods that had been compiled to be distributed as one pack. The mods mostly focus on industrialization of the Minecraft world, introducing machines, new redstone recipes, alchemy, advanced minecart systems, and so on. Yeah, it added a lot. The best part? It was all available for multiplayer.

I wasn’t quite ready to jump in with all the mods, but Buildcraft, a long-standing mod from the community, caught my eye. The mod is pretty simple – it adds machines that, with a bit of planning can automate many of Minecraft’s tasks. The most notable is the use of quarries, which mine out giant chunks of the world when attached to an engine. There is also a very cool pipe system that allows for transportation of goods and liquids. It’s capable of supporting a player-built power grid. That’s right. Power grid.

After playing a mod like Buildcraft, I can’t believe Mojang hasn’t spent more time with a real modding API. The modding system just needs to get easier. For all that Notch loves about Bethesda, how has he not picked up on this part of the business model. People will improve your game for free if you just give them the tools to do so. Granted, they’re already doing that, but imagine if mods didn’t break the client with every update. Imagine if they could all interact reliably for both multi- and single-player. Wouldn’t it be a beautiful, blocky world?

What’s next for MOBAs?

Invoker.

Tomorrow is a big day in the gaming world. Tomorrow, more than a million people will have made a decision to either renew or cancel their subscription to SWTOR. I say it’s a big day because Star Wars was heralded by many as the “next generation of MMOs.” In my experience, it’s little more than single-player RPG wrapped around a near exact clone of a seven-year-old game. Nearly everyone I know who was interested in the game at one point either cancelled at pre-order or have cancelled in the first month. I think a lot of that can be attributed to the lack of innovation — people just know the current MMO scene too well for even a kickass license like Star Wars to save a game.

How does this relate to the MOBA/ARTS genre? MOBAs are about to be in the same position SWTOR is currently in. There are several highly successful models in the genre, but for something to be successful in the next few years, I think it will really have to innovate. I’ve been looking forward to DotA 2 for a long time, but I know the map and most of the heroes so well that I still find myself bored with the experience. Blasphemy, I know, but I like a little variety and sometimes the hero list just isn’t enough.

For a while I thought Dominion might be the answer, but a few months after that map launched it started to drop off the radar. Obviously I don’t have usage stats, but I know they aren’t what Riot would like them to be. I still enjoy Dominion on occasion, but it just wasn’t enough.

One thing I would really like to see is game mode variety. The original DotA had some truly fantastic variations (my personal favorite was -dmarem). I would love to have different options for games with similar developmental arcs to a Classic Summoner’s Rift or DotA match with some different game mechanics.

What do you see for the future of the genre? Will we be stuck with a branching DotA-clone, LoL-clone future or is the next big MOBA development something else entirely?

LoL for Mac: a community effort

Sad Mac.

I’m sure many of you remember the lengthy rant I posted the day Riot cancelled the Mac client. As was clear from my post, I think Riot handled the situation very poorly, and they haven’t had an answer for the Mac users since. I had heard rumblings of a community-driven LoL for Mac project, but I just looked at the project and I am damn impressed.

A player by the name of “Boompje” hosts the LoL for Mac project, a community effort to bring League of Legends to Mac players. I’m not sure how it all works, nor can I honestly figure out how Riot hasn’t issued some sort of cease and desist (he is asking for donations, after all). What I do know is that I would buy Boompje and his team a beer if I could find them. I don’t play League on a Mac, but the fact that they are willing to devote personal time to supporting Mac players is absolutely fantastic.

I am, however, concerned for the future of the project. I don’t know the legal ramifications of the LoL for Mac project, but I would imagine there are some issues involved with distributing a version of the client for an unsupported operating system. Perhaps some of the legally and technically educated among you can offer some insight here. I would imagine, though, that Riot needs to protect its IP, and I would imagine this violates the terms of use agreement in some way.

All the same, show those guys some support. They’re doing the community a great service.

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