6 ms·
MOBAs ate them because they have a lower skill floor. If I understand 50% of how to play a MOBA, I can play the game and have fun. I am gorilla. I have 4 mov
by harpersealtako 5y ago
MOBAs ate them because they have a lower skill floor.
If I understand 50% of how to play a MOBA, I can play the game and have fun. I am gorilla. I have 4 moves: punch, slam, eat banana, and my ultimate ability, get mad. They have cooldowns, but it doesn't matter, I just spam all my moves when I see a bad guy. If I don't see a bad guy, I can kill the enemy turrets and little cpu creatures. If I'm having trouble, I can follow one of my allies and often get into 2v1s which are easier to win. And oh look, he is playing Sword Guy, he's doing pretty well, maybe I should try Sword Guy next time.
If I only understand 50% of how to play an RTS, I'm screwed because I didn't realize that I needed to build a t2 bot factory with my t1 bots, which can then build tier 2 constructor bots which are required to build flak cannons which are the only viable defense against this specific type of gunship-based commander sniping.
I like RTS games better too, but I can see how it can be hard to get into an RTS without a really expensive-to-create campaign tutorial (e.g. Starcraft) and/or a huge time commitment. I bet I could download a MOBA I've never played before and have fun in my first match knowing nothing about how to play it (even the controls).
- jdmichal 5y ago> I bet I could download a MOBA I've never played before and have fun in my first match knowing nothing about how to play it (even the controls). Used to play DotA (as in, the custom WC3 map) and LoL. I downloaded Pokemon Unite last week. Instantly understood pretty much everything except the individual feel and tactics of each character.
- jessewmc 5y agoI think the big problem here was with Starcraft 2's lack of UMS and chat room focus compared to Brood War. I played competitive 1v1 in both, and anecdotally I spent alot more time in Brood War, and much of that time was socializing, playing casual games, and UMS--largely with friends who didn't play competitively. This community was completely destroyed by SC2, multiplayer really only appealed to serious competitive players. It sucked unless you only wanted to grind ladder. That community kept the game as a whole alive and acted as a gateway.
- jgon 5y agoI think another thing is that MOBA's have downtime. You need to walk to places, you need to back, buy items, etc, etc. It's been a while since I played Starcraft, but my memories of it were basically that if you weren't doing things at literally every moment, you were probably going to get beat. You could try and use better macro, and tactical understanding but you'd eventually run up against someone who was equivalent and had better micro/apm and just lose. Which meant that every match basically felt like a sprint from start to finish, which was exhausting. Eventually it got to a point where it was hard to jump into a match because I just wanted to game and not go all out. I had pre-emptive anxiety/exhaustion about the intensity of a match. A moba can still feed that competitive desire and has moments of intensity, but it feels much more balanced than RTS' ever did to me.
- ajuc 5y agoYup this is more important - in starcraft you will lose a game you almost completely won if you stop context switching for a few minutes. On the other hand you can abandon starcraft game at any moment with no consequences and it doesn't last for 50 minutes. If you got toxic teammates in DOTA you are pretty much stuck with them for almost an hour.
- Regic 5y agoThese were my exact thoughts about CS vs Quake back in the days. Quake had no downtime, all action while CS had time between rounds or just tense moments without anything actually happening. I think this dynamic was an important point behind the success of battle royal games too. An all action game is like an action movie without a moment's pause - it just doesn't work for most people.
- s1artibartfast 5y agoI think this also plays into the human reward pathways. More variation in intensity means more spikes of adrenaline and dopamine.
- ajuc 5y agoYou ignored itemization and counterpicking in MOBAs, which is like ignoring build orders, army composition and macro efficiency in starcraft and just focusing on microing your army :) I was in the same camp when I only played RTS games, but after my friend got me into dota I have to admit there's a lot of depth there that I wasn't aware of. Also the win conditions are much more obvious in RTS games, just after I switched I had no idea that pulling, stacking, wave cutting, denying was important. Also the vision battle is more involved in MOBAs.
- RussianCow 5y ago> after my friend got me into dota I have to admit there's a lot of depth there that I wasn't aware of. But that's kind of the point: you don't have to be aware of it to have a good time. Sure, all of that stuff matters in competitive play, but it can still be fun to just run around killing things if you don't know what you're doing. On the other hand, seeing artillery blasting your base from afar and having no idea what to do about it is really demoralizing. FWIW, I think this applies more to Dota 2 than it does to LoL. I haven't played the latter in many years, but I remember it being much more rigid and cookie-cutter strategy-wise than Dota, and the micro decisions mattered a lot more, which meant that sub-optimal play was more obvious. In Dota 2, your poor item build can still win the game with a single good team fight or just generally better awareness.
- pmoriarty 5y ago"I am gorilla. I have 4 moves: punch, slam, eat banana, and my ultimate ability, get mad." One day maybe there'll be games with just one move... just to dumb games down to the lowest common denominator and not leave anyone out.
- rikthevik 5y agoCheck out Divekick. It's a 1v1 fighting game with two moves: Dive and Kick. And it's got a very high skill ceiling. :)
- ancientworldnow 5y agoThis is just hungry hungry hippos.
- MathYouF 5y agoAs much as I loved it, Assassins Creed had a combat system like this.
- jareklupinski 5y agoNidhogg and One Finger Death Punch come to mind surprisingly a good amount of depth from just one move, if played right
- code_duck 5y agoWe’re getting close! PSO2:NGS has a button for “Simplified Movement” which will trigger whatever attack it deems appropriate at the time.
- no_time 5y agoThis is not necessarily a bad thing, there is beauty in simplicity. Take Downwell for example. It's surprisingly engaging for a mobile game with only 3 on screen buttons.
- ironman1478 5y agoI really don't think the MOBA comment works for Dota 2. Its not really about the characters, its about the map, position, and timing (itemization + push timing). The characters are important, but frequently people pick meta characters and get bopped. This wouldn't be an issue if dota had new people playing the game, but I want to say that dota is at this point filled with people who have been playing for a long time. So, you'll see people who at low levels just destroy people with characters that are supposed to be bad because they just know where to stand and abuse the map or creep aggro. Its wild. Just as a specific example. If you take two teams of equal MMR and one had all the character counters so they "should" win. If the team with the better characters doesn't know how to pull the safelane, they will just straight up lose. Full stop. They will get gold starved and unless the other team throws (which is very common lol) they should lose. Also, losing like this in dota is anti-fun. Its really not a good time for like anybody, the winner of the loser. Its just one team dumpstering another and it happens at all levels.
- Miraste 5y ago> specific type of gunship-based commander sniping I see someone's played Supreme Commander. I love the game but it's the archetypal example of what you're talking about: winning depends on detailed knowledge of dozens of different units across four factions and simultaneous maximally-efficient economy building. Building a tutorial for it is impossible. It's only playable by the sort of people who will read wikis and watch videos and lose and lose and lose until they have some idea what's going on. This causes the other problem with RTSes: the (small, dedicated) community has been running for fifteen years and is incredibly unfriendly to new players. Having less than ~150 hours playtime is often grounds for being kicked from games, which doesn't help expand the playerbase. Unfortunately, RTSes simplified enough to avoid these problems aren't nearly as fun. The genre just works better as a community passion project than a commercial enterprise.
- opportune 5y agoI don’t think it’s just skill. They’re also primarily team based. If you win, you can feel really good because you had a 17/2 K/D. If you lose, you can blame your teammates. You can also play with your friends. With starcaft even though team matches are supported, they are unpopular, and there’s no easy way to look at the stats for the game and feel like a badass if you win.
- rvba 5y agoTeam games are quite popular in StarCraft Brood War - not only 2 vs 2, but often 3 vs 3 or even 4 vs 4. In fact the 3v3 and 4v4 games were usually played by lower skilled players, due to the relatively lower skill cap and relatively random results (at low skills win or lose depends more who you get on your team than your own actions). Brood War also has custom maps with relatively crude, but still use programming (loops and triggers) that allowed players to build thousands of various custom maps. MOBA genere and (probably) tower defense comes from StarCraft Brood War custom maps. There were many other categories (e.g. bound maps, puzzle maps, control maps) that are poorly represented even nowadays.
- BlueTemplar 5y agoIn Zero-K big team games are called "lobsterpots". Also "big" starts around 5vs5 : https://www.youtube.com/watch?v=Al3jvLYsmHI https://www.youtube.com/watch?v=Al3jvLYsmHI
- maverwa 5y agoI think one big reasons why RTS are having trouble is, that loosing in an RTS, as a new player, can be one of the worst experiences in gaming (not counting player toxicity): you just spend several minutes, maybe a lot of them, playing this game, you finally got your T2 fab, and then the enemy nukes you with his experimental artillery and you are just gone. No way to understand what exactly went wrong. To slow? Wrong build order? No clue! Might you just mismanaged the harvester and you economy suffered early. Compare that to a shooter, an (a)rpg or a racing game. They might be as hard to win, but at least you have a clear understanding of what happens. He saw you, he shot you. She just had the correct breaking point figured out and you hit the wall. Ofc it’s not always that clear cut and there is a lot in between these examples. But in my experience, RTS and maybe strategy in general, can be really hard to understand what went wrong, even on a basic level. MOBAs are, imho somewhere on between. High skillcap both in regards or game knowledge and strategy, but also in agility, but also somewhat readable. Sure, you might wonder why your gorillas punch did way less damage than their gorilla, but a look at the KDA or their gear might already give you a hint. So I guess with the overall growth of the gaming market and games becoming more and more expensive, the small community that actually enjoys RTS isn’t really „worth“ that money.
- CyanBird 5y ago> I think one big reasons why RTS are having trouble is, that loosing in an RTS, as a new player, can be one of the worst experiences in gaming Famously one of the Default Taunts on Age Of Empires 2[0] is *You played for two hours to die like this?* [0] https://ageofempires.fandom.com/wiki/Taunts https://ageofempires.fandom.com/wiki/Taunts But can't but agree with the general angle, MOBA's in general are less punishing to players at a deep psychological level, StarCraft 2 "suffered" from what the playerbase called "Ladder Anxiety", which was players simply unable to deal with loss and loss aversion as a consequence of them tying their own ego and self-worth to how well they fared playing StarCraft, to the level that Blizzard on one of the expansions had to release a mode where players simply would not lose MMR/ELO points from loses nor earn them on wins, a ranked-less mode and that alleviated a considerable amount of pressure > So I guess with the overall growth of the gaming market and games becoming more and more expensive, the small community that actually enjoys RTS isn’t really „worth“ that money. Yeah, this is very much the case, at least for large AAA productions and companies, tho AA studios such as KingArt Games or Sunspear Games have been making inroads into creating new RTS titles which make me very happy as an avid RTS fan
- Jiokl 5y agoAlso, MOBAs give you that team play experience, which reduces the amount of weight/pressure on you as an individual. 1v1 ladder anxiety is a huge under-appreciated issue and one of the things RTS's can do to avoid it is a bigger focus on team PvP.
- tshaddox 5y agoMOBAs are far from the first genre of video game that are easier to learn than RTS, so I’m not sure you’ve explained why MOBAs specifically have put competitive pressure on RTS. Is it just because MOBAs look very superficially like RTS games, with a top-down view of fighting units?
- gmueckl 5y agoMOBAs were invented as RTS mods. For example, DOTA 2 is the successor to a Warcraft 3 mod.
- usrusr 5y agoRTS originate from single player where you don't even need balancing: it's perfectly fine if there is a winning move, the joy lies in discovering that winning move and exploiting it until you happen upon a level that introduces a counter, providing you with the nice riddle of what the next winning move might be. The balanced multiplayer variations, though far more impactful once computers started to be connected, always seemed a bit "is that still fun?" to me.
- spywaregorilla 5y agoI think this is a really important point. Solo RTS is very engaging even if you actually suck at it. The layers of complexity required to be good are basically unfathomable unless you grind against competitive players and understand the various local maxima of the metas. Competitive RTS is very stressful. I would say, more stressful than other competitive games as mistakes, or rather, the absence of great moves, compounds quickly into a disadvantage.