“Here we have games throwing incredible simulations of war and civilization at the player, delighting their audiences and pushing consumer technology to its limits. So, the question is: Why, exactly, would I give a shit if a dota game is throwing a few dozen soldiers and five-man teams down a corridor of small, static environments?” … Continue readingWhy Dota Sucks — 4. Scope, Scale, and War
“The free camera is not essential to the experience, and countless excellent games have shown that in the context of a character-action game, it is the inferior option.” … Continue readingWhy Dota Sucks — 3. The Camera
“As manifested today and through significant revision, the history of the dota genre is the history of amateur game designers using their limited resources to manipulate a game engine which was never designed for formal modification, never designed for traditional action games, and was demonstrably terrible at doing many of the things that were commonplace in videogames.” … Continue readingWhy Dota Sucks — 2. The Crude Birth of a Genre
“Skilled play is simply one means to exploring and understanding the games in question. What matters is whether or not you know what the hell you’re talking about.” … Continue readingWhy Dota Sucks — 1. Why I Am a Dota Expert
“I expect some will suggest that a scathing rebuttal of a genre which is being played at prize tournaments and by tens of millions of people means that I do not enjoy videogames. … When the reality is that I love them enough to take the knife to a popular and emerging game genre and provide a series of answers which demonstrate an incredible love of videogames.” … Continue readingWhy Dota Sucks — Introduction
“For this reason, it’s simply the easiest and most effective to identify the genre with the game that brought it wide popularity and codified most everything commonly associated with the genre today.” … Continue readingWhy Dota Sucks — Prologue: Why Call the Genre "Dota"?