Sunday, May 18, 2014

Super Nerd Sunday Presents: Dawngate Schools Us on MOBA Design!



As Heroes of the Storm's various promotional tests loom on the horizon, as DotA 2 uses seasonal promotions to engage its player base and kick start its user-marketplace, as Heroes of Newerth continues to slide into obscurity and League of Legends remains comfortably seated as second-best, e-sports favorite, I find myself thoroughly disengaged from all MOBAs spare one: Dawngate.

I've been playing a shitload of Dawngate, so much of it, in fact, that I managed to get a special item skin as a kind of "thanks for playing this game so much."  I've been playing it alone, been playing it with friends, playing it in the morning, playing it in the evening, playing it with Brazilian people.  I've been playing it all sorts of ways, and I've been loving it for the most part.

Dawngate has many of the same frustrations that other MOBAs do: games are still long, a single bad (or ill-mannered) teammate can still ruin a game for everyone, the skill differential between new players, intermediate players and veterans is still extremely high.  But there's an intentionality to its design, or more particularly the design of its heroes, that helps it avoid one of the biggest pitfalls of the MOBA genre: the game-breaking hero.

Icefrog proudly touts the quality of game-breaking heroes in interviews, proudly declaring that "balance happens through play" and that "players will adjust as they need to."  This translates to a dynamic whereby DotA 2 (and DotA before it), as well as HoN, prominently feature heroes who, through either design or accident, have a combination of skills that break the game.  In the early days of DotA, there was a shifting rogue's gallery of heroes that simply should not be played in polite company: when I first started playing, Traxex had the ability to instantly kill creeps with a single attack from the get-go, did massive passive bonus damage and had an inexhaustible slow/damage buff that made her nearly impossible to beat in a stand up fight, or run away from.  Except if she was playing against the permanently invisible Shadow Assassin, who, if appropriately leveled, could kill any hero in the game in a few swipes, then run across the map, unseen, to kill some other poor unsuspecting bastard, by summoning a death ward that did massive damage, a ward he could channel to keep in place while remaining invisible, with no fear of reprisal.  Then there was N'aix, the lifestealer, who could regain HP faster than he could be damaged as long as he remained engaged in combat, with upwards of 70% lifesteal towards the end of the game.  There were the other game-breakers too, some of them softer: the Night Stalker at night, the Lycanthrope while his ult was active.  As these characters began to cycle out of their game-breaking position, others rose to take their place: the Conjurer and the original design of Pudge used summoned allies to avoid combat and, as a result, could do some incredibly irritating shit that allowed them to dive-bomb the Tree of Life/Throne in a fashion which simply could not be countered or perpetually harass heroes without ever being near a fight.  As Traxex faded, Faceless Void rose to prominence with the ability to perpetually stun enemy heroes.  The Bounty Hunter, with decent crit and evade bonuses, a solid nuke with a mini-stun, stealth capacity, and the ability to mark enemy heroes for extra cash, in turn became a furtive game-breaker.  Axe, for a time, was simply un-killable for melee heroes, dealing massive damage to nearby attackers and killing enemy heroes in a single blow after they reached half health.  Each of these heroes had a period, sometimes of just a few months, sometimes of a few years, where they effectively made game-balance a fever dream, where their very presence could pre-determine a game's outcome.

These units and their ability to break a game make for one of the more frustrating aspects of DotA: the knowing, inevitable slide towards loss that often presents itself in the game, overwhelming any sort of pleasure or joy layers might derive from play.  What's worse is that the way they emerge, not as aspects of design, but as a sort of cursory nod to theme continuity within heroes.  "What if we made a hero that stole life and slowed his foes with every hit, who also had an ability that made him attack and move faster?"  Thus, N'aix is born, to rule over the game until his inevitable nerfing.  "What if we made a hero who could literally freeze time for other heroes while he slowly killed them?"  Chronus. Thus did continuity of design outweigh considerations of balance or effective game design, to the point that heroes began to emerge in a standardized format with a "theme skin" coloring their play.  Consider how most heroes in DotA work: they have a passive, a damage dealing spell, and a stun.  There are single-point spells, and AOE spells, most of which do the same amount of damage when capped out, all of which, by merit of the game, do flat damage.  Spellcasters thus exist at a fundamental disadvantage to other character archetypes, especially later in games, and game-breaking heroes often emerge accidentally, like Bounty Hunter did, by mixing together a series of abilities that simply shouldn't be together in service of some sort of theme.

Dawngate addresses this through a philosophy of meticulous development, most prominently represented through the assymetrical design ethos behind many of Dawngate's powers.  To be less obtuse with my definition: Dawngate's heroes don't have a "standard amount of damage" done by a given power.  Rather, casters, and there are plenty of casters, tend to have powers that either do interesting things when they're stacked together, or powers that do interesting things if they hit that then allow players to do damage to targets by attacking them normally after a successful hit.  The interaction between the various abilities of each hero then make or break the game.  King of Masks, for example, relies on flourishing, then casting spells, then flourishing, then casting spells again.  Used independently, his abilities can do some damage, but used in conjunction with one another, they make him into a real motherfucker, jumping around the battlefield, stunning enemies, then dumping eggs on them for massive damage and an infuriating fear effect, with a few massive damage crits/amped strikes thrown in there.  All of this is amplified by a game mechanic which allows the same stats that boost basic attack damage to boost the damage of character abilities.

Each hero operates on their principle of confluence, which makes for a strange sort of game structure, wherein the ability to use skills in a way that compliments one another becomes absolutely key to play.  Certain heroes have to make choices in this matter: Moya, for example, whose abilities allow her to modify her basic attacks and then unlock a special sort of "charge" ability that either stuns foes or steals a large amount of health from them, simply cannot be played effectively without stacking her abilities together, and playing her effectively requires making choices about which buff to use when.  Marah places trees that she can slingshot between using her "hook" attack, but using them in this way requires holding off on using her hook ability offensively.  There are other examples, but they all operate on the same principle: the game builds up a cascade of abilities, used together, which then allow players to pull off "holy shit" moments.  It's not like the "holy shit" moment of a Juggernaut ult in DotA (though Kindra's ult is quite similar to Juggernaut's).  It's the "holy shit" moment of watching something unexpected happen and wondering "how did that happen just now?" 

It's also worth noting that none of Dawngate's heroes really fit into the archetypes that DotA heroes occupy, archetypes which largely dominate the various MOBAs that have sprung up over the last half decade.  I can point to most HoN heroes and say, definitively, who's who from DotA, but in Dawngate, it's all fresh, which means the design orients itself around creation, not re-creation.  That means balance can be the primary goal of a designer, over spectacle, and that the powers can exist to present a particular sort of team-play experience, instead of existing to recreate a previous kind of gameplay.  That means actual game design can happen, something almost entirely absent from HoN and DotA 2, titles that are effectively labors of copy-paste design philosophy.

This isn't to give short shrift to the original scions of the MOBA genre: there are some great games in there, and I've had a lot of fun playing them.  But design has never been the strong suit of the MOBA genre, pre-Dawngate.  And now that there's a title that actually demonstrates strong game design while still utilizing the same set of feedback responses that MOBAs have always relied upon.  The end result is a smooth, well crafted artifact that calls attention to the best aspects of the genre while alloying some of the worst.

Of course, even with meticulously designed characters and a strong orientation towards balance over billowing visual effects and the recreation of past experiences there are still some serious problems with MOBAs on the whole.  The barrier to entry remains quite high, and tutorials are almost impossible to create effectively.  The learning curve is steep, and many players will cap out in the game without ever knowing it, growing frustrated with a system that appears patently unfair by merit of obfuscation.  Games take a while to play, making losing an incredibly unpleasant experience, and even the simplified item system of Dawngate can be daunting to slow-reading or less engaged players.

But there's something to all this, something wonderful, something incredible, something that Dawngate brings to light: the remarkable potential of the MOBA as a genre, not just for cloning a particular kind of experience, but for crafting new takes on that philosophy of play.

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