History Main / MultiplayerOnlineBattleArena

11th Dec '16 7:58:49 PM ChrisX
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* TotalPartyKill: "ACED!"

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* TotalPartyKill: "ACED!"Depends on the game. There are [[VideoGame/LeagueOfLegends "Aced!"]], [[VideoGame/{{Smite}} "Deicide!"]] or [[VideoGame/HeroesOfTheStorm "Enemy Team Dominated!"]], or [[VideoGame/{{Dota 2}} just stays quiet]] [[AvertedTrope and not announcing the trope.]]
11th Dec '16 7:06:00 PM ChrisX
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* MonkeyKingLite: Due to the genre's popularity in China, it feels like there is a creed "There must always be a Monkey King in a MOBA", if it's not a flat out playable character based on Sun Wukong (or Wukong himself being part of the roster), it's a skin based on him being in the roster.
4th Dec '16 1:31:14 PM Morgenthaler
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'''Erik:''' Nope, but [[TakeThatUs Blizzard sure did!]]

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'''Erik:''' Nope, but [[TakeThatUs Blizzard sure did!]]did!
4th Dec '16 1:30:59 PM Morgenthaler
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* InsultBackfire: Calling someone "fat" usually was meant literally and an insult, especially to ladies. In this genre? Calling someone "fat" is more along the line about acknowledging how dangerous that someone has become (through a good amount of farming or getting fed with enemy hero kills) and probably would carry their team to victory. So, "fat" here sounds more like being acknowledged as a {{Badass}}. The worst interpretation is that you just put a 'kick me' sign in your butt and one time you die, you give a good amount of reward for your enemies that may become just their key to make a comeback.

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* InsultBackfire: Calling someone "fat" usually was meant literally and an insult, especially to ladies. In this genre? Calling someone "fat" is more along the line about acknowledging how dangerous that someone has become (through a good amount of farming or getting fed with enemy hero kills) and probably would carry their team to victory. So, "fat" here sounds more like being acknowledged as a {{Badass}}.badass. The worst interpretation is that you just put a 'kick me' sign in your butt and one time you die, you give a good amount of reward for your enemies that may become just their key to make a comeback.
1st Dec '16 1:49:28 AM judasmartel
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** Or Pinoys and Chinese (From china) for South East Asian players.
** Also, extend the hate towards Russians to any even remotely slavic nationality. If you speak a slavic language in a game, you will be called a Russian and hated for it, unless you manage to play competently.

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** Or Pinoys Filipinos and Mainland Chinese (From china) for South East Asian players.
** Also, extend the hate towards Russians to any even remotely slavic Slavic nationality. If you speak a slavic Slavic language in a game, you will be called a Russian and hated for it, unless you manage to play competently.
30th Oct '16 12:08:32 PM Smeagol17
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The genre is largely defined by its setup: each team (typically consisting of 3 or 5 players) has a single base which they must protect at all costs. If their base is destroyed, [[InstantWinCondition they instantly lose]]. This base also serves as a center of operations, containing a shop, a "safe zone"[[note]]usually the spawn point protected by a DeliberatelyOverpowered turret[[/note]], a rapid healing location for heroes and the point of return for [[WarpWhistle "recall"]] spells. This base is protected by a series of "towers", defensive buildings set out in lines radiating away from the base. These towers deal considerable damage to any enemy which comes within range and grant allied players vision over that portion of the battlefield. In most games, there are 2-4 rows of these "towers" protecting each base, resulting in the towers gradually moving closer together the nearer they are to the base [[note]]they become more easily defended the more towers are lost at the cost of map control[[/note]].

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The genre is largely defined by its setup: each team (typically consisting of 3 or 5 players) has a single base which they must protect at all costs. If their base is destroyed, [[InstantWinCondition they instantly lose]]. This base also serves as a center of operations, containing a shop, a "safe zone"[[note]]usually the spawn point protected by a DeliberatelyOverpowered PurposefullyOverpowered turret[[/note]], a rapid healing location for heroes and the point of return for [[WarpWhistle "recall"]] spells. This base is protected by a series of "towers", defensive buildings set out in lines radiating away from the base. These towers deal considerable damage to any enemy which comes within range and grant allied players vision over that portion of the battlefield. In most games, there are 2-4 rows of these "towers" protecting each base, resulting in the towers gradually moving closer together the nearer they are to the base [[note]]they become more easily defended the more towers are lost at the cost of map control[[/note]].
27th Oct '16 10:11:38 AM Daethalion
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** Actually averted with VideoGame/HeroesOfTheStorm. It differs from the rest for the fact that it has no items at all, exp earned is shared equally between the entire team, everyone levels up at the same time, its matches are rather short, and it has currently nine different maps, each with its own ''unique'' objectives that are too powerful to ignore and can change the gamestate quickly. And players will never run into a situation where they're miles behind and dragging their team down because of it.

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** Actually averted with VideoGame/HeroesOfTheStorm. It differs from the rest for the fact that it has no items at all, exp earned is shared equally between the entire team, everyone levels up at the same time, its matches are rather short, and it has currently nine different maps, each with its own ''unique'' objectives that are too powerful to ignore and can change the gamestate quickly. And players will never run into a situation where they're miles behind and dragging their team down because of it. On the other hand, it is entirely possible for a team to be miles behind their opponents in experience or map control, either of which tends to be a fairly strong indicator of how the match will end, and some unique map objectives tend to destabilize matches very quickly.
19th Oct '16 1:06:18 AM Grudgeal
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* ''VideoGame/AtlasReactor'' (A TurnBasedStrategy game based around ''VideoGame/FrozenSynapse'' (or ''TabletopGame/{{Diplomacy}}'', for the tabletop enthusiasts)-style simultaneous turns planned in advance.)
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.)
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