this post was submitted on 11 Jun 2024
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Same here. I spent about 30 minutes trying to play one (DoTA I think?) and figured out:
From this I could deduce:
I'm not knocking the genre as a whole, but this is not for me. It's too far outside my typical mode of gaming and is likely to just frustrate me more than anything else. I'm familiar with hard to play online games like Quake, TF2, and even Soldat. But those have small power systems that, even with gross imbalances, were still playable because there were usually only one or two scenarios you couldn't overcome. Adding more on every axis just sounds like a wildly unbalanced system where the skill curve isn't steep enough, costing a lot of time invested in bad strategies before you figure it all out.
The appeal would be with a limited albeit large set of characters, items, & rules, you can have effectively an infinite set of outcomes due to the dice rolls of teammates but also champions/heroes chosen on team. It is almost impossible to see the same game twice unlike. There is skill expression & build mechanics that allow a player to outplay or recover matchups & adjust to the state of the game on the fly. With every game starting over at zero, you don’t get invested in building a specific character, but in mastering the gameplay which can go from micro mechanics to macro. I think a lot of folks liked it coincidentally at a time with better broadband for communications for this style of game, developers doing frequent patches to force meta shakeups & e-sports + streaming also taking off. But also a sunk cost fallacy of having invested the time to git gud not bothering to learn any game too similar.