Lately I've been playing a great deal of Heroes of the Swarm, which is a little
strange for me. I've hinted at my true
feelings for it in a few other posts, but here I'll just come out and say it
directly: I think it's an odd mishmash of cash-grabbing fan-service and
haphazard groping at a title in the MOBA genre, one of the few genres Blizzard
seems to be unable to carve out an effective niche in of late, and while I'm
sinking hours and hours into it (in fact, it's currently one of my go-to
de-stressing titles) I find it very problematic on the whole, even when I'm
enjoying myself. I have a complicated
relationship with it: there are some great gameplay elements present, and the
core game, the mish-mashing MOBA play structure, delivers on some of the best
parts of the feedback loop that MOBAs are known for. But that core game steps away from MOBA play
structure in some pretty particular ways that limits HotS' overall depth and viability as both a competitive structure. While Blizzard has done some work to
alleviate some issues that MOBAs typically have with accessibility, in doing so
they've also created a bevy of new problems that undermine the fundamental
balancing mechanisms of MOBA play, largely by removing the tools that have been
traditionally used to address gameplay balance issues in the genre.
Let me explain.
The original MOBA, DotA,
was just a WC3 mod, which achieved
its most distinct success after WC3's
expansion was released. I spent hours
and hours fucking around in DotA when I was a college student, and I arrived
just in time to see it transform from a wholly alienating shitfuck of a game
that broke in new ways, sometimes subtle, sometimes dramatic, every time it was
patched. The version of DotA I
started playing prominently featured thoroughly broken heroes who could, if
properly nurtured, eradicate entire enemy teams or, better yet, teleport across
the map into the enemy base and destroy the tree-of-life from full health
before the opposing team had time to respond.
I watched that mess turn into an alienatingly complex game that started
to drop hints at just what it wanted to be, and how it wanted to develop. Around when I stopped playing, DotA had started to ease up on new
players, giving them more money to play with and shorter matches to learn their
early lessons through. It never shook
its reputation as a punishing game that broke players, and demanded ceaseless
attention and practice from players if they wanted to achieve even moderate
success, but it did compromise a little by making it easier for new players to
begin plumbing the depths of the game.
And what depths they were!
DotA's progression structure was
based almost entirely around WC3's
hero progression and item system, borrowing heavily from The Frozen Throne expansion's RPG-style campaign's character growth
system. Heroes have three skills and one
"ultimate ability," unlocked at higher levels. They also have six
gear slots to equip items in. Players
can trade a "skill point" for a small uptick in all of their
abilities ahead of schedule, equivalent to the purchase of a low-level item,
which makes a tremendous difference early on in the game, but eventually becomes
effectively inconsequential. With dozens
of heroes, each of whom has four skills, and hundreds of items, which can be built
in different orders or configured in different ways to sometimes present
sympathetic or complimentary relationships, the game was unwieldy in its
complexity. Many of the "best"
heroes, heroes that broke the game, became "the best" only when
constructed around a painstakingly precise build. Other heroes, who were easy enough to play at
first, might vanish completely from play with experienced players, because
their patterns of action were too predictable, or their growth too conservative
when compared to other characters. The
end result was a game where balance was non-existent, a fiction imposed upon
the game by its fans, cried for constantly.
Its insubstantiality was eventually immortalized in what would become the preferred tournament style for
many players: ban-draft or banning-pick, which involved each team selecting a
set of heroes that would then become off-limits to either team. In order to become a competition-ready game, DotA had to introduce mechanics that
allowed its player base to self-police its more broken elements. The end result was a mish-mash of stopgap solutions
that came to rely on a set of stopgap tools that players could employ to impose
limitations and simulate relative game balance, and it stuck. To this day, even DotA 2, the most DotA-like
member of the MOBA family, goes through massive periods of rebalance, and
tournaments still use the de-facto-balance-referendum facilitated by ban-draft
style selection while establishing hero make-up for the teams playing those
tournaments (though they now call it "Captain Mode" or some such
tomfoolery).
This was a necessary evil, especially in the earliest versions
of DotA, because of how volatile
gameplay shifts could be. Certain
characters could permanently disable players, which made the game keyboard
shatteringly frustrating, and often allowed players to establish runaway power
imbalances. But each time a patch came
along and attempted to address those issues, sometimes a new pattern would
emerge, referred to by veteran players as "a new meta," or meta-game
structure. This "meta" could
shift dramatically, in part because of how complex the interplay of factors
within the game could be: a slight change to a hero, paired with a redesign of
an item, paired with a tweak to another item, could all coalesce to make a
previously innocuous hero "broken as shit" for lack of a better
phrase. It could also lay previously unassailably
badass heroes low, "nerfing" them in one fell swoop without
necessarily meaning to.
This complexity was part of the game's draw, of course: "difficult
to master" can often translate to "fun to dump time into." But new players found this alienating,
especially as the game grew even more complex over time. Games like Heroes of Newerth and League
of Legends sought to reduce the complexity of the game in some ways, while
occasionally amping it up in other ways.
Dawngate did away with items
altogether, instead having players purchase "statistic" investments
that they could develop along particular paths as the game progressed. Some level of developmental complexity was
always part of MOBA structure, however, and that developmental complexity
constituted an important ingredient in the game's overarching structure, a kind
of volatile, rapidly shifting variable that could make impressively
unpredictable things occur, and let players explore the game's systems in
creative ways that made competition fun, and made competing as a player require
a serious commitment of time and energy.
Heroes of the Storm
largely abandons this complexity, removing items from gameplay altogether, and
locking player choices to a selection between four "traits" every few
levels, some of which add new abilities to a player's arsenal, most of which
just tweak existing abilities, or add passive effects to a hero's arsenal make
them a little more effective under certain circumstances. The other tweak, the ability to select one of
two "ultimate abilities" for one's hero, seems to have been intended
to give the game a sense of depth, but the end result is actually rather
predictable: there is, more often than not, an unquestionable "best
build" for each hero in question, and those skill choices usually consist
of a "right" one and a "wrong" one. The complexity that MOBAs usually present by
making the developers less involved in issues of balance are absent, replaced
by an attempt at ground-up game design that doesn't quite mesh with the genre
it seeks to re-define.
It isn't that the outcome isn't fun: it's that the outcome
is fairly predictable. If you play HotS for a while you'll notice the same
characters appearing in most matches, and the same characters being absent from
most matches. It's no mistake that
people love Jaina Proudmoore and Nova: they're incredibly powerful
characters. Likewise, no one in their
right mind will play the E.T.C. unless they're trying to level him up for
money. And therein lies the rub: if your
game has a collection of effective and ineffective heroes, and your game's
internal pricing structure hints at your perceived valuation of these heroes,
your game probably is probably kind of predictable. And predictable structures usually aren't the
best vector for e-sports, a crucial aspect of most MOBA communities.
Outside of North America, video games are more than a viable
sport: they're downright popular. Hell,
in some parts of Asia they're the most viable sports, financially and
culturally. League of Legends and DotA 2
both host international tournaments that draw global communities and feature
hefty purses for winners. Blizzard
clearly wants in, and why shouldn't they?
They essentially birthed the current e-sports culture when they release Starcraft in 1998, but in the MOBA arena
they've been falling behind, and they're clearly aware of it. They recently launched a campaign to make
mainstream North American culture and the world-entire aware of HotS as an e-sport, broadcasting a HotS tournament called "Heroes of
the Dorm" on ESPN 2, and offering a massive chunk of tuition to the
winning team. The event received mixed
support, but the nature of the event is quite telling: e-sports usually draw
professional players, players who literally do nothing but play their game and
train on a daily basis. Blizzard had to tap college level players, players who one
would assume categorically couldn't make it in the professional circuits
surrounding other MOBA titles. That
meant they were tapping into a market of amateur/professional athletes, college
athletes who, unlike the athletes who are regulated by the NCAA, were still
expected to complete their classes, and still theoretically had time to do so
as well.
I missed the tournament myself, but it was, by all reports, quite a bit of fun to watch, and it apparently got some new love for the genre and for HotS, along with all the shade that one would expect to be cast upon ESPN for airing video games on TV as a sport. And it could be that HotS will occupy a kind of niche within the MOBA framework, a kind of welcoming public space to players unfamiliar with the genre. But all of the larger concerns I have about the game, from its relative lack of depth to its problematic developer-oriented balance, manifest, in a sense, in this tournament, and its adjacent factors: it consisted of non-professional athletes selected entirely from North American colleges, easily the weakest market for emerging cyber-athletes, perhaps partially because of the competitive nature of North American post-secondary education and perhaps partially because a social stigma still prevails in North America surrounding adults who play video-games. The consensus seemed relatively clear that audiences would accept video games on TV, but that the people who usually watch e-sports, people who digitally stream content, were more or less nonplussed.
It's tough to blame them: HotS is fun, but it lacks depth, especially when you compare it to
other MOBAs. It's flashy, but once you
strip away the upper layers of flash that occupy the game, the systems are relatively
shallow, and many of the fights are decided before players even enter
battle. HotS lacks the dramatic reversals and "maker-plays" that
often occur in MOBAs, and that relative stability means that most of the time a
winner is clearly established before the midpoint of the game, and gaps in
team-progression, a problem in any MOBA structure, are nearly insurmountable. In
a DotA 2 game professional players
are known to turn the entire match around with a single bold hail-mary play,
but, while reversals sometimes happen in HotS,
they're nowhere near as dramatic. It's
not that it isn't a good title in its own regard, it's simply that, as a MOBA,
it feels like stripped down version of other games in the genre.
It also frequently leans on singular approaches to winning,
which can be pretty uninteresting to watch.
In HotS, objectives are
usually key to victory, so much so on some maps that players can win an entire
game without ever directly attacking an enemy's base. That strategic layer is something new,
something that belongs entirely to HotS,
but it is, like many of HotS new
developments, a bit problematic when you begin to look at it closely. If one strategy is considerably more
effective, and less risky, than another strategy, players will never choose any
other strategy, at least at higher levels of play, and, as a result, games will
play out more or less the same way every time.
This is what I fear will become of Heroes of the Swarm. It's
not a bad game, not by any stretch, but it is a game with issues, and those
issues seem to emerge from the fundamental approach developers have taken to developing
the title: by attempting to encourage play that breaks the lane-oriented structure
of MOBAs, Blizzard has essentially just replaced lane-management with a scrum
for objectives every once in a while. By
attempting to do away with massive, alienating meta-shifts that break balance,
Blizzard has removed the tools that players used to use to correct those
balance shifts on their own and, in doing so, introduced a new host of balance
issues to their project. In trying to
make a game that speaks directly to their fans in North America, they've lost
track of a larger global market, a market that doesn't seem to have need or
desire for the game they're trying to produce.
And that's a bit of a shame, because for all its flaws, Heroes of the Storm is a very pretty
game, and, with a different direction to it, it could have become a real
challenge to entrenched MOBAs. If there's
one company that could smash the DotA 2/LoL schism into dust and emerge as the
victor, it's Blizzard. But in trying to
please their fan base while appealing to a broader audience, Blizzard has
created a gorgeous house with relatively little furniture inside. It's well constructed, and safe to stay
inside, but there's only so much to do in there before things start to feel
old.
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