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I 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 Starcraf
by jgon 5y ago
I 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.