Chapter 708: DOTA (Requesting Subscriptions, Monthly Passes)

Chapter 708: DOTA (Requesting Subscriptions, Monthly Passes)

Sitting in front of the computer in the lounge, listening to Qin Yi and the others' introductions, Chen Xu understood.

This map wasn't actually the first of its kind. Previously, on Warcraft, the same author had made many similar maps. From 2v2, 3v3 all the way to 6v6, they had basically all been done, and the content also varied. This map was also one of those versions, but it was defined as 5v5, and its gameplay style was also set.

That is, the game discards the RTS gameplay and focuses on controlling a single hero, just like in ordinary RPG maps. Of course, it still retains some RTS features, but these have been transformed into hero skills and purchasable, synthesizable items. For example, there's a character in the game called Lich King who uses the Arthas's Death Knight model, and one of his skills can summon a neutral monster. In addition, players in the game can purchase and synthesize an item called Helm of Domination, which can also summon a neutral monster, somewhat similar to the Helm of Dominator from DOTA in his previous life, except that since the map has no neutral monsters set, it can only summon them randomly from thin air.

Different versions of the map kept players entertained, but in Chen Xu's view, they were still very rough. And while the various hero skills seemed creative, without a defined gameplay framework, balance became a huge problem. However, this wasn't the main core issue, as no game can achieve perfect balance.

In his previous life, DOTA and DOTA-like games, which evolved from StarCraft map editing and established their core gameplay, and League of Legends, which later swept the globe by renaming this mode to MOBA, none actually achieved true balance.

Early League of Legends numerical BUGs, such as the Sunfire Cape Legion and Black Cleaver Legion metas, were exceptions. But later Assassin Legion, Tank Legion, and Marksman Legion eras, as well as most competitive matches featuring the same old faces, clearly pointed to balance issues. While DOTA offered more strategies and tactics, leading to greater variability in matches and team compositions, most players experienced public matches, not competitive play, and in this regard, DOTA's balance could not be perfectly achieved either.

The era of constant Black King Bar refreshing in 6.59 was too long ago, not to mention the Four Heavenly Kings of Magic Cores led by Tinker. Then there was the late Era of Heavenly Kings and Protectors featuring Timbersaw, Slark, Earth Spirit, Venomancer, Spirit Breaker, and Broodmother. And later in the DOTA2 era, early instances of Radiant Terrorblade, the Juggernaut, Axe, Troll Warlord Trio, Doom, Father Always the Father, Drow Ranger Insta-Killing Ancients, and Magnus Skewering...

It could be said that in the public matches of these versions, if these heroes were available, it was always a case of 'you pick one, I pick one', and in competitive play, they were either banned or picked. Balance is a very important core aspect of a game, but it's not the true core factor influencing a game.

Because whether it's League of Legends's so-called simplified system or DOTA's tactical setups, they actually share a common core. That is, the ability to experience an indispensable role in the game. Just like this map.

And in the game, as long as you perform well enough, you can save the world. Just like in DOTA public matches, Radiant Spectre, Divine Rapier Medusa, and Enigma Blink Dagger Black Hole are all synonymous with saving the world and turning the tide. Similarly, in League of Legends, with Vayne or Twitch in the team, and if their development is acceptable, players can still feel the hope of a comeback.

As a counter-example, there's Heroes of the Storm, which was always on the verge of becoming popular. If everyone plays well, the enjoyment is 100 points, but if one person doesn't know how to play, the enjoyment is -100 points.

Aside from this core gameplay attribute, the biggest influence on a game is actually its operations. In his previous life, DOTA could be said to be a classic example of playing a good hand poorly.

Early DOTA had a very wide user base globally, but unfortunately, the lawsuit with Blizzard made it lose market initiative. Even after a settlement was reached later, IceFrog and Valve collaborated to launch DOTA2, but compared to League of Legends operated by Riot Games and Tencent, DOTA2's operations were indeed very subpar.

In terms of events, it was the same as the game; The International made DOTA2 the unprecedented biggest esports event, but Valve's approach to competition was largely inactive, including the organization and system of events, which were indeed inferior to League of Legends. Of course, these are secondary; the most important point is the inactivity in the game content system.

Any DOTA2 player knows that the new player tutorial in this game is almost nonexistent. A complete novice, excitedly entering the war between Radiant and Dire, would find that they learn nothing. Or rather, what you learn in the new player tutorial is less than what you'd learn from watching a live stream for a while or being coaxed by friends into picking the powerful Meepo, or Shadow Fiend Nevermore who can quickly familiarize you with all the game's hero skills.

You would find it hard to imagine that a crucial new player tutorial for new blood to get into the game was only launched almost 10 years after the game's release, and it wasn't even led by the official team but was a self-initiated project by the player community.

Of course, in some aspects, DOTA2's operations were indeed very strong, such as the TI3 Green Compendium, the earliest Battle Pass, which Fortnite later popularized, making it a mandatory system for games, whether mobile games, PC games, or web games.

For Chen Xu, DOTA and League of Legends could both serve as future directions. However, considering Warcraft's RTS gameplay, although not at its peak, it still held a significant market share. Furthermore, elements like deny, forest vision high and low ground, and certain other mechanisms were all present in Warcraft.

Chen Xu still chose DOTA. There was also another reason: the first map he saw had instantly reminded him of DOTA. Moreover, for Nebula Games currently, both DOTA and League of Legends would primarily serve to add icing to the cake.

As for launching both simultaneously, that would be competing for one's own livelihood. Although their cores are different, in their broad framework and direction, these two games are consistent. Of course, now that he's decided to make DOTA, he still needs to carefully consider how to do it, as each version has its own unique characteristics.

However, having characteristics doesn't necessarily mean they're good. For example, the plight of supports in early versions: after 40 minutes of play, a support might only have a Town Portal Scroll, a pair of 500-gold Boots of Speed, a stack of Sentry Wards and Observer Wards, and a Smoke of Deceit. What? You say there's still a slot for Kelen's Dagger (Blink Dagger)? Where do you come from, a wealthy family? Having a Magic Wand is already good, isn't it?

During team fights, a support might be instantly killed by the opposing mid laner or carry after casting their spells. One can't say they had no experience; one can only say their experience was zero.

(End of Chapter) <>