Heroes accrued experience and became more powerful during the match. Instead of controlling entire armies, you controlled one powerful Hero character, and that’s where the game’s complexity lay. You still had infantry units, but they were generated automatically and ran straight for the other team’s base. You still had a base to defend, but you didn’t have to build it. In a RTS, you build a base to collect resources to build structures which build troops which you use to kill the other guy’s base.ĭOTA simplified the logistics. Understanding the DNA of a MOBAĭefense of the Ancients, the first multiplayer online battle arena, was a mod for Warcraft III, which was a real-time strategy game like Command & Conquer, Dune 2000, and, of course, Blizzard’s other standout series, StarCraft. So at PAX East when I met with Dustin Browder and Phill Gonzales, the game director and primary character artist, respectively, for Heroes of the Storm, I wanted to know how their game was different enough from Dota 2, Valve’s MOBA on digital distribution service Steam or League of Legends, an ARTS game, to justify an entirely new appellation. They’re all MOBAs no matter what they call themselves, right? They’re all variations on the same theme. We’re talking about a bunch of games that all spawned from the creative DNA of the original Defense of the Ancients, a mod of seminal strategy game Warcraft 3. It was all beginning to sound quite silly to me.
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