Why Dota Sucks — 9. Dota Obscura

“I do not want a game of weak logic where the theory changes because its creator wants to balance a matchup, and I do not want a game where it is more convenient to learn things by reading a guide than it is to play it. I want games which are worlds, and have rulesets which are confident and strong enough to convince me that is absolutely what they are.” … Continue readingWhy Dota Sucks — 9. Dota Obscura

Why Dota Sucks — 8. Balance

“How can the Dota series be balanced if we are now nearly a dozen years past its conception, and yet, it always seems like someone has to go back and make a correction? And how can dota games be balanced if nobody seems confident enough to stake their reputation on a current version of the game?” … Continue readingWhy Dota Sucks — 8. Balance

Why Dota Sucks — 4. Scope, Scale, and War

“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

Why Dota Sucks — 2. The Crude Birth of a Genre

“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