Quantcast
Channel: PvP – Casual Aggro
Viewing all articles
Browse latest Browse all 5

MOBAs out the A

$
0
0

The wheel of online Player vs Player gaming started turning when dedicated online connections started to become mainstream. Instead of huddling around your friends old basement CRT, eyes focused on your quarter of Goldeneye’s screen, you could finally start competing against random strangers without leaving your house or making sure you had enough Cheetos and Jolt to share.

Player vs Player has quickly evolved since then. Starting with quarter-screen, then to LAN connected tournaments, to college shooter-game networks, to full internet shooters. Shooter titles like the Call of Duty and Halo franchises became synonymous with Multiplayer PvP. I’m sure those games have a storyline in them somewhere… but who the heck cares about it?

I read an article not long ago (I’m sorry it’s not linked. I can’t find it again. If I do, I’ll re-link.) all about how shooters in the past were competitive because everyone started on the exact same footing. You could find weapons on the map levels, but everyone already knew those map levels, and so even the weapon spawns were all about resource control. Through this, you could know and track your enemy. And then shooters changed.

Now, I’m not a fan of playing shooters against others, with the headset and smacktalk and what-have-you, so take what I say with a grain of salt, but I hear it’s not like that anymore. Now there’s character progression. Random weapon spawns. Starting on an equal footing wasn’t rewarding to those who played more than others. They wanted tangible rewards and a system to progress through. I don’t blame them, as that’s what I go for, that sense of permanence in the games that I play, but I don’t play player vs player titles. However, if making a true competitive game is your focus, starting players at different power levels ruins the entire effect.

The wheel of online Player vs Player has stopped turning and has landed on the iteration that, I believe, will become the true standard of competitive team online player vs player: The MOBA. The popularity of League of Legends initially blew me away. How could a game, that was essentially a copy of the gameplay of Warcraft’s RTS games, become this wildly successful?

Strategy and equal footing.

Online shooters are losing these traits to the monetization of the genre, but that leaves a whole subset of gamers without a home, and MOBAs have picked up the slack. A MOBA is a “Massively Online Battle Arena”, a real-time strategy game with competitive elements, designed specifically for player vs player gaming. Just to solidify the fact that the MOBA is here to stay, two more have entered the fray today: Magicka: Wizard Wars by Paradox and Infinite Crisis by, of all companies, Turbine.

Personally, I love Magicka. It’s an action title using the top-down approach already found in MOBAs, but also uses an ingenious magic system. Spells in the game are cast using rapid-succession typing. For example: Thunderbolt: QFASA ; Tornado: DQFQQF ; Conflagrate: FQFFQFFQ ; Thunderstorm: QFQFASA where Q, F, A, S, and D all represent different elements with the spells a mixture of those elements. Magicka as a MOBA is a no-brainer and I’m glad to see Paradox make the move.

Turbine making Infinite Crisis is a little more confusing. Yes, Turbine is a subsidiary of Warner Bros and Warner owns the rights to the DC Universe. Having superheroes fight each other is also pretty standard and yet… I wonder what new things they might bring to the table. It feels like they’re jumping in while the water is still profitable, but the pool is getting really crowded.

You probably won’t be seeing me try either title anytime soon. Beating on other gamers and getting beat myself is just not how I roll. However, competitive strategy on equal footing is very respectable and I can appreciate gamers who are into that.

The smacktalk I can still do without, though.

// Ocho



Viewing all articles
Browse latest Browse all 5

Trending Articles