History Main / MultiplayerOnlineBattleArena

8th Jun '16 10:25:46 AM GGCrono
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[[caption-width-right:300:Typical map of a MOBA. [[MemeticMutation Anyway,]] [[ItsAllAboutMe Mid or I feed!]]]]

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[[caption-width-right:300:Typical map of a MOBA. [[MemeticMutation Anyway,]] [[ItsAllAboutMe Mid or I feed!]]]]
13th May '16 3:50:15 PM CRSB00
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* ''VideoGame/HeroesOfTheStorm'' (A MOBA made with Heroes and characters from [[Creator/BlizzardEntertainment Blizzard's]] [[Videogame/{{Warcraft}} popular]] [[Videogame/{{Starcraft}} three]] [[Videogame/{{Diablo}} properties]] (and [[Videogame/TheLostVikings at least one of their older classics]] so far), and eventually [[VideoGame/{{Overwatch}} their newest flagship one as of 2016,]] crossing over and battling in new and original maps, each with their own objectives and twists. Promises short and quick matches that are simple and easy to get into, removes items entirely in favor of "Talents". Was originally called Blizzard Dota (Changed after a lawsuit with Valve), and then Blizzard All-Stars, before settling on the current title.)

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* ''VideoGame/HeroesOfTheStorm'' (A MOBA made with Heroes and characters from [[Creator/BlizzardEntertainment Blizzard's]] [[Videogame/{{Warcraft}} popular]] [[Videogame/{{Starcraft}} three]] [[Videogame/{{Diablo}} properties]] (and [[Videogame/TheLostVikings at least one of their older classics]] so far), and eventually [[VideoGame/{{Overwatch}} their newest flagship one as of 2016,]] crossing over and battling in new and original maps, each with their own objectives and twists. Promises short Short and quick matches that are simple and easy to get into, removes items entirely in favor of "Talents". Was originally called Blizzard Dota (Changed after a lawsuit with Valve), and then Blizzard All-Stars, before settling on the current title.)
9th May '16 1:32:21 AM ChrisX
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* ''VideoGame/{{Battleborn}}'' (A FirstPersonShooter by Creator/GearboxSoftware that nonetheless checks off all the requirements)




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!!!Hero Shooters

Basically what happens when you mix MOBA with objective-based shooters like ''VideoGame/TeamFortress2''. This results a shooter game where each characters possesses MOBA-like skills such as ultimates or things to affect the battlefield overall ([=TF2=] does not have such fancy skills), and each characters be more unique individuals instead of being separated by classes, similar to MOBA heroes/champions. Perhaps slightly pioneered with ''VideoGame/{{Smite}}'', it used a third person view for a MOBA, but combines the aspect of FirstPersonShooter games and makes it more of a shooter.

* ''VideoGame/{{Battleborn}}'' (Created by Creator/GearboxSoftware)
* ''VideoGame/{{Paladins}}'' (Created by Hi-Rez studios, the studio behind ''Smite'')
* ''VideoGame/{{Overwatch}}'' (Created by Creator/BlizzardEntertainment)
3rd May '16 12:55:01 AM Da_Nuke
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Due to the complexity of the tactics and strategies in these games, near-constant pressure, and necessity for teamwork, MOBA players are infamously [[SuffersNewbiesPoorly hostile towards newbies]] and [[IneffectualLoner weak team players]]. Many of these games have devoted communities to which the game in question is very much SeriousBusiness, and due to the inherent difficulties in measuring the contribution of individual players on teams, matchmaking between individual players for pick-up games tends to lead to much more varied skill levels of players on a given team than for games with more individually tailored rating systems, especially in games with five or more players on a side. All of this is a recipe for {{GIFT}} and {{Griefing}}, and all of the DOTA clones, due to the relatively long matches and similar game design, suffer from this to a great extent. Some of the newer [=MOBAs=] have tried to mitigate this with varying levels of success, either by making it easier for the losing team to catch up or by making it so that matches end more quickly when one team gains a large advantage; both solutions are intended to give players less time to be unhappy with each other and to spend less time playing games where the outcome is already clear. This is also the reason why most if not all [=MOBAs=] have some sort of player score-based matchmaking system, where all players have a personal score -- usually known as "[[https://en.wikipedia.org/wiki/Elo_rating_system Elo]]" from the old days of ''LeagueOfLegends'' or "matchmaking ranking" (MMR) from present day ''VideoGame/{{Dota2}}' -- and joining the matchmaking queue will in principle match you only with players with a score similar to yours, in order to guarantee to some degree that you will be paired with players of your same skill level.

to:

Due to the complexity of the tactics and strategies in these games, near-constant pressure, and necessity for teamwork, MOBA players are infamously [[SuffersNewbiesPoorly hostile towards newbies]] and [[IneffectualLoner weak team players]]. Many of these games have devoted communities to which the game in question is very much SeriousBusiness, and due to the inherent difficulties in measuring the contribution of individual players on teams, matchmaking between individual players for pick-up games tends to lead to much more varied skill levels of players on a given team than for games with more individually tailored rating systems, especially in games with five or more players on a side. All of this is a recipe for {{GIFT}} and {{Griefing}}, and all of the DOTA clones, due to the relatively long matches and similar game design, suffer from this to a great extent. Some

To mitigate the problem of having highly competitive people of variable skill levels, some
of the newer [=MOBAs=] have tried to mitigate this adopt different systems with varying levels of success, either by making it easier for the losing team to catch up or by making it so that matches end more quickly when one team gains a large advantage; both solutions are intended to give players less time to be unhappy with each other and to spend less time playing games where the outcome is already clear. This is also the reason why In addition, most if not all the current [=MOBAs=] have some sort of player score-based matchmaking system, where all players have a personal score -- usually known as "[[https://en.wikipedia.org/wiki/Elo_rating_system Elo]]" from the old days of ''LeagueOfLegends'' or "matchmaking ranking" (MMR) from present day ''VideoGame/{{Dota2}}' ''[[VideoGame/{{Dota2}} DOTA 2]]'' -- and joining the matchmaking queue will in principle match you only with players with a score similar to yours, in order to guarantee to some degree that you both teams will be paired with have players of your more or less the same skill level.
2nd May '16 3:32:25 AM DaNuke
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Due to the complexity of the tactics and strategies in these games, near-constant pressure, and necessity for teamwork, MOBA players are infamously [[SuffersNewbiesPoorly hostile towards newbies]] and [[IneffectualLoner weak team players]]. Many of these games have devoted communities to which the game in question is very much SeriousBusiness, and due to the inherent difficulties in measuring the contribution of individual players on teams, matchmaking between individual players for pick-up games tends to lead to much more varied skill levels of players on a given team than for games with more individually tailored rating systems, especially in games with five or more players on a side. All of this is a recipe for {{GIFT}} and {{Griefing}}, and all of the DOTA clones, due to the relatively long matches and similar game design, suffer from this to a great extent. Some of the newer [=MOBAs=] have tried to mitigate this with varying levels of success, either by making it easier for the losing team to catch up or by making it so that matches end more quickly when one team gains a large advantage; both solutions are intended to give players less time to be unhappy with each other and to spend less time playing games where the outcome is already clear. This is also the reason why most if not all [=MOBAs=] have some sort of player score-based matchmaking system, where all players have a personal score -- usually known as "[https://en.wikipedia.org/wiki/Elo_rating_system Elo]" from the old days of ''LeagueOfLegends'' or "matchmaking ranking" (MMR) from present day ''VideoGame/{{Dota2}}' -- and joining the matchmaking queue will in principle match you only with players with a score similar to yours, in order to guarantee to some degree that you will be paired with players of your same skill level.

to:

Due to the complexity of the tactics and strategies in these games, near-constant pressure, and necessity for teamwork, MOBA players are infamously [[SuffersNewbiesPoorly hostile towards newbies]] and [[IneffectualLoner weak team players]]. Many of these games have devoted communities to which the game in question is very much SeriousBusiness, and due to the inherent difficulties in measuring the contribution of individual players on teams, matchmaking between individual players for pick-up games tends to lead to much more varied skill levels of players on a given team than for games with more individually tailored rating systems, especially in games with five or more players on a side. All of this is a recipe for {{GIFT}} and {{Griefing}}, and all of the DOTA clones, due to the relatively long matches and similar game design, suffer from this to a great extent. Some of the newer [=MOBAs=] have tried to mitigate this with varying levels of success, either by making it easier for the losing team to catch up or by making it so that matches end more quickly when one team gains a large advantage; both solutions are intended to give players less time to be unhappy with each other and to spend less time playing games where the outcome is already clear. This is also the reason why most if not all [=MOBAs=] have some sort of player score-based matchmaking system, where all players have a personal score -- usually known as "[https://en."[[https://en.wikipedia.org/wiki/Elo_rating_system Elo]" Elo]]" from the old days of ''LeagueOfLegends'' or "matchmaking ranking" (MMR) from present day ''VideoGame/{{Dota2}}' -- and joining the matchmaking queue will in principle match you only with players with a score similar to yours, in order to guarantee to some degree that you will be paired with players of your same skill level.
2nd May '16 3:31:55 AM DaNuke
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Due to the complexity of the tactics and strategies in these games, near-constant pressure, and necessity for teamwork, MOBA players are infamously [[SuffersNewbiesPoorly hostile towards newbies]] and [[IneffectualLoner weak team players]]. Many of these games have devoted communities to which the game in question is very much SeriousBusiness, and due to the inherent difficulties in measuring the contribution of individual players on teams, matchmaking between individual players for pick-up games tends to lead to much more varied skill levels of players on a given team than for games with more individually tailored rating systems, especially in games with five or more players on a side. All of this is a recipe for {{GIFT}} and {{Griefing}}, and all of the DOTA clones, due to the relatively long matches and similar game design, suffer from this to a great extent. Some of the newer [=MOBAs=] have tried to mitigate this with varying levels of success, either by making it easier for the losing team to catch up or by making it so that matches end more quickly when one team gains a large advantage; both solutions are intended to give players less time to be unhappy with each other and to spend less time playing games where the outcome is already clear.

to:

Due to the complexity of the tactics and strategies in these games, near-constant pressure, and necessity for teamwork, MOBA players are infamously [[SuffersNewbiesPoorly hostile towards newbies]] and [[IneffectualLoner weak team players]]. Many of these games have devoted communities to which the game in question is very much SeriousBusiness, and due to the inherent difficulties in measuring the contribution of individual players on teams, matchmaking between individual players for pick-up games tends to lead to much more varied skill levels of players on a given team than for games with more individually tailored rating systems, especially in games with five or more players on a side. All of this is a recipe for {{GIFT}} and {{Griefing}}, and all of the DOTA clones, due to the relatively long matches and similar game design, suffer from this to a great extent. Some of the newer [=MOBAs=] have tried to mitigate this with varying levels of success, either by making it easier for the losing team to catch up or by making it so that matches end more quickly when one team gains a large advantage; both solutions are intended to give players less time to be unhappy with each other and to spend less time playing games where the outcome is already clear.
clear. This is also the reason why most if not all [=MOBAs=] have some sort of player score-based matchmaking system, where all players have a personal score -- usually known as "[https://en.wikipedia.org/wiki/Elo_rating_system Elo]" from the old days of ''LeagueOfLegends'' or "matchmaking ranking" (MMR) from present day ''VideoGame/{{Dota2}}' -- and joining the matchmaking queue will in principle match you only with players with a score similar to yours, in order to guarantee to some degree that you will be paired with players of your same skill level.
25th Apr '16 12:34:48 AM Cornflakesdan
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The Multiplayer Online Battle Arena (MOBA), also known as [=ARTS=] (Action Real Time Strategy)[[note]]increasingly rarely due to the rise of FPS or Third-person [=MOBAs=][[/note]] or Hero Brawler, is a relatively new game genre popularized in the first decade of the 21st century. [[TropeMaker The first MOBA game]] was ''Aeon of Strife'', a map for ''VideoGame/{{Starcraft|I}}''. It gained popularity and, when ''VideoGame/WarcraftIII'' with its powerful {{Hero Unit}}s and amazing map editor came out, [[FollowTheLeader spawned a lot of similar maps]] which were referred to as [=AoS=]-style maps. Amongst others there were D-Day, various [=AoS=] direct ports, and ''Defense of the Ancients'', developed by Eul. One of its own spinoffs, ''VideoGame/DefenseOfTheAncientsAllstars'' developed by Guinsoo, became the TropeCodifier by virtue of its astounding popularity, with a non-negligible fraction of ''War3'' sales driven ''solely'' by people who wanted to play ''[=DotA=] Allstars''.

to:

The Multiplayer Online Battle Arena (MOBA), also known as [=ARTS=] (Action Real Time Strategy)[[note]]increasingly rarely due to the rise of FPS or Third-person [=MOBAs=][[/note]] or Hero Brawler, is a relatively new game genre popularized in the first decade of the 21st century. [[TropeMaker The first MOBA game]] was ''Aeon of Strife'', a map for ''VideoGame/{{Starcraft|I}}''. It gained popularity and, when ''VideoGame/WarcraftIII'' with its powerful {{Hero Unit}}s and amazing map editor came out, [[FollowTheLeader spawned a lot of similar maps]] which were referred to as [=AoS=]-style maps. Amongst others there were D-Day, various [=AoS=] direct ports, and ''Defense of the Ancients'', developed by Eul. One of its own spinoffs, ''VideoGame/DefenseOfTheAncientsAllstars'' developed by Guinsoo, became the TropeCodifier by virtue of its astounding popularity, with a non-negligible fraction of ''War3'' ''VideoGame/WarcraftIII'' sales driven ''solely'' by people who wanted to play ''[=DotA=] Allstars''.
23rd Apr '16 12:31:48 AM Smeagol17
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* LoadsAndLoadsOfCharacters: [=DotA=] has 112 as version 6.76, with only 3 heroes not playable in ''Dota2'' yet, ''VideoGame/LeagueOfLegends'' has 123 and is still going with no indication of ''ever'' stopping, although it ''has'' slowed by a bit (one champion every 3 weeks, rather than every 2) while [[VideoGame/HeroesOfNewerth HoN]] has 125 even though it slowed the production to an average of 2 or 3 new heroes per 6 months some time ago. Even new MOBAs come with at least a dozen or two characters to begin with.

to:

* LoadsAndLoadsOfCharacters: [=DotA=] has 112 as version 6.76, with only 3 heroes 1 hero not playable in ''Dota2'' yet, ''VideoGame/LeagueOfLegends'' has 123 and is still going with no indication of ''ever'' stopping, although it ''has'' slowed by a bit (one champion every 3 weeks, rather than every 2) while [[VideoGame/HeroesOfNewerth HoN]] has 125 even though it slowed the production to an average of 2 or 3 new heroes per 6 months some time ago. Even new MOBAs come with at least a dozen or two characters to begin with.
10th Apr '16 6:43:56 AM emerald005
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This conflict is accentuated by three additional factors. First, heroes are extremely valuable to kill, granting large amounts of money and experience. In many games[[note]]but increasingly being dropped due to the popularity of VideoGame/LeagueOfLegends[[/note]], this is doubly harmful as the hero who is killed outright loses money. Secondly, if an enemy hero is killed or forced to retreat, there is no opposition to killing enemy minions, racking up high amounts of money and experience. This also denies the enemy hero the opportunity to do the same, damaging their ability to accumulate power and resources. Thirdly, if a lane is left undefended, it is easier to "push" the lane (leading allied minions in an attack on an enemy tower)[[note]]this is very important because towers usually preferentially target minions, allowing the hero to safely deal high damage to the tower without being killed.

to:

This conflict is accentuated by three additional factors. First, heroes are extremely valuable to kill, granting large amounts of money and experience. In many games[[note]]but increasingly being dropped due to the popularity of VideoGame/LeagueOfLegends[[/note]], this is doubly harmful as the hero who is killed outright loses money. Secondly, if an enemy hero is killed or forced to retreat, there is no opposition to killing enemy minions, racking up high amounts of money and experience. This also denies the enemy hero the opportunity to do the same, damaging their ability to accumulate power and resources. Thirdly, if a lane is left undefended, it is easier to "push" the lane (leading allied minions in an attack on an enemy tower)[[note]]this is very important because towers usually preferentially target minions, allowing the hero to safely deal high damage to the tower without being killed.
killed[[/note]].
10th Apr '16 6:43:19 AM emerald005
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The Multiplayer Online Battle Arena (MOBA), also known as [=ARTS=] (Action Real Time Strategy)[[note]]increasingly rarely due to the rise of FPS or Third-person MOBAs[[/note]] or Hero Brawler, is a relatively new game genre popularized in the first decade of the 21st century. [[TropeMaker The first MOBA game]] was ''Aeon of Strife'', a map for ''VideoGame/{{Starcraft|I}}''. It gained popularity and, when ''VideoGame/WarcraftIII'' with its powerful {{Hero Unit}}s and amazing map editor came out, [[FollowTheLeader spawned a lot of similar maps]] which were referred to as [=AoS=]-style maps. Amongst others there were D-Day, various [=AoS=] direct ports, and ''Defense of the Ancients'', developed by Eul. One of its own spinoffs, ''VideoGame/DefenseOfTheAncientsAllstars'' developed by Guinsoo, became the TropeCodifier by virtue of its astounding popularity, with a non-negligible fraction of ''War3'' sales driven ''solely'' by people who wanted to play ''[=DotA=] Allstars''.

to:

The Multiplayer Online Battle Arena (MOBA), also known as [=ARTS=] (Action Real Time Strategy)[[note]]increasingly rarely due to the rise of FPS or Third-person MOBAs[[/note]] [=MOBAs=][[/note]] or Hero Brawler, is a relatively new game genre popularized in the first decade of the 21st century. [[TropeMaker The first MOBA game]] was ''Aeon of Strife'', a map for ''VideoGame/{{Starcraft|I}}''. It gained popularity and, when ''VideoGame/WarcraftIII'' with its powerful {{Hero Unit}}s and amazing map editor came out, [[FollowTheLeader spawned a lot of similar maps]] which were referred to as [=AoS=]-style maps. Amongst others there were D-Day, various [=AoS=] direct ports, and ''Defense of the Ancients'', developed by Eul. One of its own spinoffs, ''VideoGame/DefenseOfTheAncientsAllstars'' developed by Guinsoo, became the TropeCodifier by virtue of its astounding popularity, with a non-negligible fraction of ''War3'' sales driven ''solely'' by people who wanted to play ''[=DotA=] Allstars''.



In most [=MOBAs=], each player on a team controls a single "hero" character unit; this character is considerably more powerful than any minion, and stronger than the normal creeps in the jungle, but considerably ''less'' powerful than any tower, meaning it is easy for them to kill minions, but assaulting a tower on their own is suicidal. Every hero unit has a unique set of abilities as well as a unique balance of statistics, and most of the time, a team may only include a single copy of any given hero unit; as a result, teams typically have a diverse membership of heroes, each filling different roles on the team.

All units in the game grow inherently more powerful over time, though typically, towers are either exempted from this or grow at a slower rate, meaning that inevitably over time, eventually the towers will be brought down by the minions. Player characters, in addition to or in the place of the general power creep common to every creature, can gain power more quickly by killing enemy minions, neutral creeps, towers, and enemy heroes; in many games, merely being around a killed enemy unit gives a hero ExperiencePoints and/or money, but directly killing a creep will either give them the resource they don't gain passively, or more of that resource - usually, money. This mechanic makes up the core of the gameplay, as the opposing heroes want to do the same thing to allied units and towers, and due to the routes that the allied minions take which always bring them directly into contact with the enemy minions, and the fact that there are only a limited number of neutral monsters in the jungle to kill, players inevitably come into direct conflict with each other, trying to kill the enemy units in order to accumulate experience and money, trying to deny the enemy the ability to do the same.

This conflict is accentuated by three additional factors. First, heroes are extremely valuable to kill; if an enemy hero is killed, typically the hero who killed them will gain a large amount of money and experience for doing so, and in many cases the entire team of the killer will gain a smaller amount of money. In many games, this is doubly harmful as the hero who is killed frequently outright loses money, sometimes dropping it for the enemy team to pick up. Secondly, if an enemy hero is killed or forced to retreat, it makes it much easier to kill enemy minions and gain extra experience and money due to the lack of opposition; this also naturally denies the enemy hero the opportunity to do the same, further damaging their ability to accumulate power and resources. Thirdly, if a lane is left undefended, it makes it easier to "push" the lane, meaning it is easier to lead allied minions in an attack on an enemy tower - and this is very important because towers usually either preferentially target minions, or preferentially target the closest non-allied unit, meaning that the hero can safely attack the tower while getting cover from the tower's powerful attacks thanks to their allied units.

to:

In most [=MOBAs=], each player on a team controls a single [[HeroUnit "hero" character unit; this unit]]. This character is considerably more powerful than any minion, minion and stronger than the normal creeps in the jungle, jungle but considerably ''less'' less powerful than any tower, meaning it is easy for them to kill minions, minions but assaulting a tower on their own is suicidal. Every hero unit has a unique set of abilities as well as a unique balance of statistics, and most of the time, a statistics. A team may is usually only include allowed a single copy of any given hero unit; as hero. As a result, teams typically have a diverse membership of heroes, each filling different roles on the team.

All
roles.

Hero
units in the game grow inherently more powerful over time, though typically, towers time. Towers are either exempted from this or grow at a slower rate, meaning that inevitably over time, eventually the towers will [[DeathOfAThousandCuts inevitably be brought down by damage from both the minions. minions and heroes]]. Player characters, in addition to or in the place of the general power creep common to every creature, can heroes gain power more quickly by killing enemy minions, neutral creeps, towers, towers and enemy heroes; in heroes. In many games, [[LeakedExperience merely being around a killed enemy unit gives a hero hero]] ExperiencePoints and/or money, money but directly killing a creep will either give them the a resource they don't gain passively, passively (usually a StatusBuff) or more of that resource - usually, usually money. This mechanic makes up the core of the gameplay, as the gameplay. The opposing heroes want to do the same thing thing, trying to kill the allied units in order to accumulate experience and towers, and due money[[note]]some games allow [[BadBoss killing of your own minions]] to deny the enemy their rewards[[/note]]. Due to the routes that the lanes, allied minions take which will always bring them go directly into contact with the enemy minions, minions and the fact that there are only a limited number of neutral monsters in the jungle to kill, forcing players to inevitably come into direct conflict with each other, trying to kill the enemy units in order to accumulate experience and money, trying to deny the enemy the ability to do the same.

other.

This conflict is accentuated by three additional factors. First, heroes are extremely valuable to kill; if an enemy hero is killed, typically the hero who killed them will gain a kill, granting large amount amounts of money and experience for doing so, and in many cases the entire team of the killer will gain a smaller amount of money. experience. In many games, games[[note]]but increasingly being dropped due to the popularity of VideoGame/LeagueOfLegends[[/note]], this is doubly harmful as the hero who is killed frequently outright loses money, sometimes dropping it for the enemy team to pick up. money. Secondly, if an enemy hero is killed or forced to retreat, it makes it much easier there is no opposition to kill killing enemy minions and gain extra experience and minions, racking up high amounts of money due to the lack of opposition; this and experience. This also naturally denies the enemy hero the opportunity to do the same, further damaging their ability to accumulate power and resources. Thirdly, if a lane is left undefended, it makes it is easier to "push" the lane, meaning it is easier to lead lane (leading allied minions in an attack on an enemy tower - and this tower)[[note]]this is very important because towers usually either preferentially target minions, or preferentially target the closest non-allied unit, meaning that allowing the hero can to safely attack deal high damage to the tower while getting cover from the tower's powerful attacks thanks to their allied units.
without being killed.
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