History Main / MultiplayerOnlineBattleArena

22nd Sep '16 7:51:33 PM ChrisX
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* ''VideoGame/{{Smite}}'' (Made by Hi-Rez Studios, who made ''VideoGame/GlobalAgenda''. Notable for putting the action in over-the-shoulder 3rd person for a more action-packed experience, while still sticking faithfully to the genre formula. Based around mythologies from all over the word where you take control as gods such as Thor, Hades, Ra and many more.)

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* ''VideoGame/{{Smite}}'' (Made by Hi-Rez Studios, who made ''VideoGame/GlobalAgenda''. Notable for putting the action in over-the-shoulder 3rd person for a more action-packed experience, while still sticking faithfully to the genre formula. Based around mythologies from all over the word where you take control as gods such as Thor, Hades, Ra and many more.) Also available for PS4 and XboxOne)
14th Sep '16 7:59:41 AM slvstrChung
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The heart of the MOBA genre lies in several basic qualities. First, it is relatively easy to play, being (typically) controlled through a point-and-click RealTimeStrategy interface but giving the player control of ''only one character'', with four or five skills, instead of a massive military-industrial complex. In comparison of the other RTS games, this also makes the controllable character feel more unique and individual than just generic characters (which is quite ironic, because as far as this genre's plot goes, it's basically ExcusePlot). The player is assisted by a computer-controlled base and its minions, as well as four (sometimes two) PlayerCharacter teammates, with the opposition consisting of the same. Second, it has LoadsAndLoadsOfCharacters, making it easy to learn but difficult to master; not only is each character unique in its skills and abilities, but the large number of characters results in unique team compositions, with varying levels of synergy between them. Finally, no single character is ever allowed to be equipped in a way that they can win the game single-handedly; each character (or player) is deliberately limited in what elements they can contribute to the victory (crowd control, damage output, tanking, healing, etc), especially once the teams start aggregating for five-on-five brawls. The result is a high emphasis on skill and teamwork, where communication and intelligent gameplay inevitably wins out.

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The heart of the MOBA genre lies in several basic qualities. First, it is relatively easy to play, being (typically) controlled through a point-and-click RealTimeStrategy interface but giving the player control of ''only one character'', HeroUnit'', with four or five skills, instead of a massive military-industrial complex.CommandAndConquerEconomy. In comparison of the other RTS games, this also makes the controllable character feel more unique and individual than just generic characters (which is quite ironic, because as far as this genre's plot goes, it's basically ExcusePlot). The player is assisted by a computer-controlled base and its minions, as well as four (sometimes two) PlayerCharacter teammates, each controlling their own HeroUnit, with the opposition consisting of the same. Second, it has LoadsAndLoadsOfCharacters, making it easy to learn but difficult to master; not only is each character unique in its skills and abilities, but the large number of characters results in unique team compositions, with varying levels of synergy between them. Third, the objective is not to rack up enough kills, but rather to destroy the enemy's base. Killing the enemy heroes helps you with this, but is not a necessary step. Finally, CompetitiveBalance dictates that no single character is HeroUnit can ever allowed become powerful enough to be equipped in a way that they can win the game single-handedly; each character (or player) is deliberately limited in what elements they can contribute to the victory (crowd control, damage output, tanking, healing, etc), which is especially important once the teams start aggregating for five-on-five brawls. The result is a high emphasis on skill and teamwork, where communication and intelligent gameplay inevitably wins win out.



In most [=MOBAs=], each player on a team controls a single [[HeroUnit "hero" character unit]]. This character is considerably more powerful than any minion and the normal creeps in the jungle but 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 and statistics. A team is usually only allowed a single copy of any given hero. As a result, teams have a diverse membership of heroes, each filling different roles.

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In most [=MOBAs=], each Each player on a team controls a single [[HeroUnit "hero" character unit]]. This character is considerably more powerful than any minion and the normal creeps in the jungle but 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 and statistics. A team is usually only allowed a single copy of any given hero. As a result, teams have a diverse membership of heroes, each filling different roles.



As a result, a great deal of the interplay between the players and the teams comes from risk and reward; being more aggressive may make it easier to kill lots of enemy units, drive off enemy heroes, accumulate money more quickly, and damage enemy towers, but it also may leave you more vulnerable to counterattacks from enemy heroes, and may leave you vulnerable to an ambush from a hero who is not in a lane but is instead in "the jungle", who might emerge from the jungle to attack you at any moment. It should also be pointed out that the InstantWinCondition involves demolishing the enemy’s central building; killing enemy heroes makes this easier, but is not an objective in and of itself. (Indeed, the "backdoor" tactic involves bypassing the enemy team entirely to BackStab the central building.)

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As a result, a great deal of the interplay between the players and the teams comes from risk and reward; being more aggressive may make it easier to kill lots of enemy units, drive off enemy heroes, accumulate money more quickly, and damage enemy towers, but it also may leave you more vulnerable to counterattacks from enemy heroes, and may leave you vulnerable to an ambush from a hero who is not in a lane but is instead in "the jungle", who might emerge from the jungle to attack you at any moment. It should also be pointed out that the InstantWinCondition involves demolishing the enemy’s central building; killing enemy heroes makes is a useful step in this easier, direction, but is not an objective in and of itself. (Indeed, the only a temporary one (due to respawn timers). It's entirely possible to "backdoor" tactic involves bypassing the enemy base by dodging the enemy team entirely and going straight to BackStab their core; likewise, it's possible to "team-wipe" the central building.)
opposition, killing all five of them with no losses to your own side, and still not accomplish anything useful while they're dead.



Because of the way many of these games are designed, they almost invariably suffer from UnstableEquilibrium in some form or another; early-game mistakes can result in one team or another gaining an early advantage, which makes it easier for them to win later confrontations, giving them a larger advantage with every victory. As a result, games can often be decided long before either base is in even remote danger of destruction. Even worse, because hero characters are (deliberately) limited in what they can bring to the table, a lack of teamwork can spell disaster. You might play a perfect game, execute everything correctly, avoid needless damage, get a ton of kills… and still lose, because someone on your team dropped their responsibilities. Even worse, if your team doesn’t plan to do what you want them to, you might not be able to play your game ‘’at all’’; you may be forced to use your character to do things s/he isn’t good at or even ‘’is designed to be bad’’ at, leaving a sour taste in one’s mouth—even if said non-cooperative teammates go on to win the game (or perhaps ‘’especially’’ if). The end result is that people can get ''really'' angry when playing a MOBA.

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Because of While enemy heroes may have their own HitPoints, the way many health of these games your team as a whole is measured in its buildings. The core building, remember, is the InstantWinCondition, and destroying it by any means, at any time, results in victory. Additionally, as you lose your outer towers, you lose map control; the FogOfWar spreads, giving the enemy team more opportunities to ambush you. Finally, within your base are designed, they almost invariably suffer from typically important buildings which, if destroyed, actually unlock ''extra {{mook}}s for the other team'', giving them additional advantages and tilting the game further in their favor.

UnstableEquilibrium is a big factor in some form or another; early-game [=MOBAs=]. Early-game mistakes can result in one team or another gaining an early advantage, which makes it easier for them to win later confrontations, giving them a larger advantage with every victory. As a result, games can often be decided long before either base is in even remote danger of destruction. Even worse, because hero characters are (deliberately) limited in what they can bring to the table, a lack of teamwork can spell disaster. You might play a perfect game, execute everything correctly, avoid needless damage, get a ton of kills… and still lose, because someone on your team dropped their responsibilities. Even worse, if your team doesn’t plan to do what you want them to, you might not be able to play your game ‘’at all’’; ''at all''; you may be forced to use your character to do things s/he isn’t good at or even ‘’is ''is designed to be bad’’ at, bad at'', leaving a sour taste in one’s mouth—even if said non-cooperative teammates go on to win the game (or perhaps ‘’especially’’ (''especially'' if). The end result is that people can get ''really'' angry when playing a MOBA.



* ''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. 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]] franchises]] [[Videogame/{{Diablo}} and]] [[VideoGame/{{Overwatch}} 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. Short It features a shorter average game length 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), Dota, and then Blizzard All-Stars, before settling on the current title.)
2nd Sep '16 4:29:15 PM jormis29
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* ''Paragon'' (Recently announced as a shooter-MOBA much like ''VideoGame/MondayNightCombat'', made by Creator/EpicGames of the VideoGame/UnrealTournament fame, as well as running on the Unreal 4 Engine)

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* ''Paragon'' (Recently announced as a shooter-MOBA ''VideoGame/{{Paragon}}'' A ThirdPersonShooter-MOBA much like ''VideoGame/MondayNightCombat'', made by Creator/EpicGames of the VideoGame/UnrealTournament fame, as well as running on the Unreal 4 Engine)Engine.
31st Aug '16 6:52:37 AM ChrisX
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* DynamicEntry: Pretty much every MOBA has at least one character that can use "stealth" or turn him/herself invisible before landing the first attack.

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* DynamicEntry: Pretty much every MOBA has at least one character that can use "stealth" or turn him/herself invisible before landing the first attack. Or a character that leaps so high in the sky and then instantly teleports to a certain far distance while generating a ShockwaveStomp on landing, usually nicknamed as the '(insert relevant thing here) Drop'
11th Aug '16 1:54:51 AM ChrisX
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The heart of the MOBA genre lies in several basic qualities. First, it is relatively easy to play, being (typically) controlled through a point-and-click RealTimeStrategy interface but giving the player control of ''only one character'', with four or five skills, instead of a massive military-industrial complex. The player is assisted by a computer-controlled base and its minions, as well as four (sometimes two) PlayerCharacter teammates, with the opposition consisting of the same. Second, it has LoadsAndLoadsOfCharacters, making it easy to learn but difficult to master; not only is each character unique in its skills and abilities, but the large number of characters results in unique team compositions, with varying levels of synergy between them. Finally, no single character is ever allowed to be equipped in a way that they can win the game single-handedly; each character (or player) is deliberately limited in what elements they can contribute to the victory (crowd control, damage output, tanking, healing, etc), especially once the teams start aggregating for five-on-five brawls. The result is a high emphasis on skill and teamwork, where communication and intelligent gameplay inevitably wins out.

to:

The heart of the MOBA genre lies in several basic qualities. First, it is relatively easy to play, being (typically) controlled through a point-and-click RealTimeStrategy interface but giving the player control of ''only one character'', with four or five skills, instead of a massive military-industrial complex. In comparison of the other RTS games, this also makes the controllable character feel more unique and individual than just generic characters (which is quite ironic, because as far as this genre's plot goes, it's basically ExcusePlot). The player is assisted by a computer-controlled base and its minions, as well as four (sometimes two) PlayerCharacter teammates, with the opposition consisting of the same. Second, it has LoadsAndLoadsOfCharacters, making it easy to learn but difficult to master; not only is each character unique in its skills and abilities, but the large number of characters results in unique team compositions, with varying levels of synergy between them. Finally, no single character is ever allowed to be equipped in a way that they can win the game single-handedly; each character (or player) is deliberately limited in what elements they can contribute to the victory (crowd control, damage output, tanking, healing, etc), especially once the teams start aggregating for five-on-five brawls. The result is a high emphasis on skill and teamwork, where communication and intelligent gameplay inevitably wins out.
27th Jul '16 2:19:19 AM ChrisX
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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)
23rd Jul '16 12:48:20 PM Morgenthaler
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* XMeetsY: The classic MOBA style is essentially RealTimeStrategy meets TowerDefense.
12th Jul '16 1:39:34 PM slvstrChung
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The heart of the MOBA genre lies in several basic qualities. First, it is relatively easy to play, being (typically) controlled through a point-and-click RealTimeStrategy interface but giving the player control of ''only one character'', with four or five skills, instead of a massive military-industrial complex. The player is assisted by a computer-controlled base and its minions, as well as four (sometimes two) PlayerCharacter teammates, with the opposition consisting of the same. Second, it has LoadsAndLoadsOfCharacters, making it easy to learn but difficult to master; not only is each character unique in its skills and abilities, but the large number of characters results in unique team compositions, with varying levels of synergy between them. Finally, no single character is ever allowed to be equipped in a way that they can win the game single-handedly; each character (or player) is deliberately limited in what elements they can contribute to the victory (crowd control, damage output, tanking, healing, etc), especially once the teams start aggregating for five-on-five brawls. The result is a high emphasis on skill and teamwork, where communication and intelligent gameplay inevitably wins out.

[[folder:More detail!]]



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[[/note]].

As a result, a great deal of the interplay between the players and the teams comes from risk and reward; being more aggressive may make it easier to kill lots of enemy units, drive off enemy heroes, accumulate money more quickly, and damage enemy towers, but it also may leave you more vulnerable to counterattacks from enemy heroes, and may leave you vulnerable to an ambush from a hero who is not in a lane but is instead in "the jungle", who might emerge from the jungle to attack you at any moment.

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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[[/note]].

in relative anonymity[[/note]].

As a result, a great deal of the interplay between the players and the teams comes from risk and reward; being more aggressive may make it easier to kill lots of enemy units, drive off enemy heroes, accumulate money more quickly, and damage enemy towers, but it also may leave you more vulnerable to counterattacks from enemy heroes, and may leave you vulnerable to an ambush from a hero who is not in a lane but is instead in "the jungle", who might emerge from the jungle to attack you at any moment.
moment. It should also be pointed out that the InstantWinCondition involves demolishing the enemy’s central building; killing enemy heroes makes this easier, but is not an objective in and of itself. (Indeed, the "backdoor" tactic involves bypassing the enemy team entirely to BackStab the central building.)



* The Carry: A character, typically a GlassCannon, who deals out an immense amount of damage in a short period of time. So called due to their responsibility for "carrying" their team to victory in the late game after their early-game frailty has been mitigated. By the end-game, these characters may be capable of killing multiple enemy heroes in a single fight or bringing down a tower quickly. Some carries are also considered "assassins", who are focused on covertly (and quickly) killing off specific vital enemy targets that are considered a threat.
* The Caster: Frequently acts as a secondary carry of sorts. Tend to be reliant on special abilities with long cooldowns which place [[StandardStatusEffects debilitating penalties upon enemy heroes]] or [[HerdHittingAttack control the battlefield]] in such a way to make it harder for the enemy to bring their power to bear. Like the carry, these characters tend to start out weak but end the game with a great deal of power. Unlike carries, most casters tend to be poor at destroying towers due to their main damage coming from their ability-based abilities[[note]]something most towers are immune to[[/note]]. They can also be foils to the DPS-type heroes, who rely more on basic-attack damage output as opposed to a timely yet rewarding ability burst.

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* The Carry: A character, typically a GlassCannon, who deals out an immense amount of damage in a short period of time. So called due to They are named after their responsibility for "carrying" their team to victory in the late game after their early-game frailty has been mitigated. By the end-game, these characters may be capable of killing multiple enemy heroes in a single fight or bringing down a tower quickly. Some carries are also considered "assassins", who are focused on covertly (and quickly) killing off specific vital enemy targets that are considered a threat.
* The Caster: Frequently acts as a secondary carry of sorts. Tend to be reliant on special their abilities with long cooldowns which to do damage, but they can place [[StandardStatusEffects debilitating penalties upon enemy heroes]] or [[HerdHittingAttack control the battlefield]] in such a way to make it harder for the enemy to bring their power to bear. Like the carry, these characters tend to start out weak but end the game with a great deal of power. Unlike carries, most casters tend to they may be poor at destroying towers due to their main damage coming from their ability-based abilities[[note]]something most abilities, which (in some games) towers are immune to[[/note]].to. They can also be foils to the DPS-type heroes, who rely more on basic-attack damage output as opposed to a timely yet rewarding ability burst.



* The support, a character whose job is to grant some sort of buff or healing ability to the rest of their team, keeping important characters (such as the caster and the carry) alive, helping characters stay "in-lane" longer while taking damage, and otherwise boosting the abilities of their team; in five-player games, these players tend to be the one forced to double-up in a lane with one of their teammates and allow their teammate to accumulate the bulk of the money, forcing them to find other ways to be useful which don't involve them having high durability or damage.
* The jungler, a character whose job it is to wander around in the jungle killing neutral creeps. Unlike other heroes, these characters may fill any of the other roles on their team (though usually not support), and also are usually expected to act as assassins, trying to kill ("gank") enemy heroes - not only the enemy jungler, but also the enemies in lanes. They also are usually expected to stand in for allied heroes when they're killed or forced to retreat from a lane in order to keep the lane covered at all times. In many games, the jungler is also expected to act as reconnaissance, either directly keeping an eye out for the enemy jungler to ensure that they don't ambush their allies, or leaving "wards" around, which are sentry type units which may or may not be possible for the enemy to attack but which grant sight to allies, giving them warning if an enemy is trying to sneak up on them.

Aside of these generalized roles, MOBA characters and items can have similarities a lot they make up their own archetypes within the genre. Check [[Analysis/MultiplayerOnlineBattleArena here]] for such occurences.

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* The support, a character whose job is to grant some sort of buff or healing ability to the rest of their team, keeping important characters (such as the caster and the carry) alive, helping characters stay "in-lane" longer while taking damage, and otherwise boosting the abilities of their team; in team. In five-player games, these players tend to be the one forced to double-up in a lane with one of their teammates and allow their teammate to accumulate the bulk of the money, forcing them to find other ways to be useful which don't involve them having high durability or damage.
damage. Dedicated support players are often called upon to master the largest variety of characters, as the "support" role can also involve offensive operations such as running interference for the damage-dealers or even setting up opportunities for them.
* The jungler, a character whose job it is to wander around in the jungle killing neutral creeps. Unlike other heroes, these characters may fill any of the other roles on their team (though usually not support), and also are usually expected to act as assassins, trying to kill gang-kill ("gank") enemy heroes - not only the enemy jungler, but also the enemies in lanes. They also are usually expected to stand in for allied heroes when they're killed or forced to retreat from a lane in order to keep the lane covered at all times. In many games, the jungler is also expected to act as reconnaissance, either directly keeping an eye out for the enemy jungler to ensure that they don't ambush their allies, or leaving "wards" around, which are sentry type units which may or may not be possible for the enemy to attack but which grant sight to allies, giving them warning if an enemy is trying to sneak up on them.

Aside of these generalized roles, MOBA characters and items can have similarities a lot they make up their own archetypes within the genre. Check [[Analysis/MultiplayerOnlineBattleArena here]] for such occurences.
occurrences.



Because of the way many of these games are designed, they almost invariably suffer from UnstableEquilibrium in some form or another; early game mistakes can result in one team or another gaining an early advantage, which makes it easier for them to win later confrontations, giving them a larger advantage with every victory; as a result, games can often be decided long before either base is in even remote danger of destruction, and yet one team's victory can be almost assured. Because a single weak link can allow a single enemy player to gain a disproportionate amount of power, and because multiple players can often be blamed for a mistake, such as a jungler failing to notice an ambush on a player who was being too aggressive and put themselves into a vulnerable position, games frequently result in players getting extremely angry with one another.

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.

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Because of the way many of these games are designed, they almost invariably suffer from UnstableEquilibrium in some form or another; early game early-game mistakes can result in one team or another gaining an early advantage, which makes it easier for them to win later confrontations, giving them a larger advantage with every victory; as victory. As a result, games can often be decided long before either base is in even remote danger of destruction, and yet one team's victory can be almost assured. Because a single weak link can allow a single enemy player to gain a disproportionate amount of power, and destruction. Even worse, because multiple players hero characters are (deliberately) limited in what they can often be blamed for a mistake, such as a jungler failing bring to notice an ambush on the table, a player who was being too aggressive lack of teamwork can spell disaster. You might play a perfect game, execute everything correctly, avoid needless damage, get a ton of kills… and put themselves into still lose, because someone on your team dropped their responsibilities. Even worse, if your team doesn’t plan to do what you want them to, you might not be able to play your game ‘’at all’’; you may be forced to use your character to do things s/he isn’t good at or even ‘’is designed to be bad’’ at, leaving a vulnerable position, games frequently sour taste in one’s mouth—even if said non-cooperative teammates go on to win the game (or perhaps ‘’especially’’ if). The end result in players getting extremely is that people can get ''really'' angry with one another.

Due to the complexity of the tactics and strategies in these games, near-constant pressure, and necessity for teamwork,
when playing a MOBA.

As you can imagine,
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.
extent.




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[[/folder]]
12th Jul '16 10:10:08 AM Morgenthaler
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* ''VideoGame/DungeonDefenders'' 2, a sequel to the original DungeonDefenders which [[WhatCouldHaveBeen was]] going to have a Dota-like mode with many heroes and a third person camera, but was scrapped in favor of sticking to the original formula

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* ''VideoGame/DungeonDefenders'' 2, a sequel to the original DungeonDefenders VideoGame/DungeonDefenders which [[WhatCouldHaveBeen was]] going to have a Dota-like mode with many heroes and a third person camera, but was scrapped in favor of sticking to the original formula
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!]]]]
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