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Behind League of Legends, E-Sports’s Main Attraction

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Re: Behind League of Legends, E-Sports’s Main Attraction

#61
post #59
post #57

Earlier quoted context omitted.

That is not a very substantive comment. Seems like you're just baiting for a flame war.

[deleted]

Maybe about the casual part but saying that the only difference is denying is complete wrong, they have extremely differing meta games and mechanics. LoL has an MMORPG element to it with character progression(runes, summoner abilities etc.)Dota has no such element, every player is even the second the game begins, prior games do not impact future games.

Re: Behind League of Legends, E-Sports’s Main Attraction

#62

I've been to LoL HQ and talked to the founders. The offices were fairly dungeon-esque (to be fair I mostly saw the lower levels), but all the employees seemed to be having a blast. I asked one of the founders about LoL being considered a sport, and he argued fairly aggressively in favor of it. He asked me if I considered NASCAR a sport. I said no, and the conversation ended there.

I never considered car racing much of a sport until I drove an indy style car with Mario Andretti Racing Experience. 8 minutes on the track driving 160mph with about 6-7 other cars was mentally and physically exhausting. Had an absolute blast and afterwards a much greater respect for car racing.

Re: Behind League of Legends, E-Sports’s Main Attraction

#63

E-sports betting is where the real money making opportunity is. Of course, finding the way to do it legally (in the US at least) is the big challenge.

It's already started (csgolounge) to get big to mixed results- very popular but also very controversial.

There actually is kind of a history with betting and CS; the meme "bet t all" and a picture of a swat policeman petting a cat references this.

Basically pre-round or mid round you could bet some of your in game currency on a side winning. This let you recoup lost money which you could use to buy guns etc. the next round.

I always thought it was just a fun addition to the game but if you did it real time, round by round, with real money it could be cool too.

Re: Behind League of Legends, E-Sports’s Main Attraction

#65
post #59

Earlier quoted context omitted.

[deleted]

Maybe about the casual part but saying that the only difference is denying is complete wrong, they have extremely differing meta games and mechanics. LoL has an MMORPG element to it with character progression(runes, summoner abilities etc.)Dota has no such element, every player is even the second the game begins, prior games do not impact future games.

To be fair, this pretty much ends after you have basic rune pages and hit level 30. I mean, ok, maybe you don't have the perfect runes because mana runes were good on Ryze (and terrible on every other champ) or something, but even with max rune pages, you can't really account for every champ very well (and believe me, I've tried, as I ARAM with everyone...)

Re: Behind League of Legends, E-Sports’s Main Attraction

#66
post #25

While LoL is by far the more popular game, I find what Valve is doing with Dota to be more interesting. They're heavily investing in the spectator portion of the sport, and it's paying off in spades. They've added in the ability to watch replays, see instant-replays during live games (especially useful when the casters miss a battle off screen), see post-battle stats, and view player analytics all in-client. The arti…

>I suspect that we'll see Esports taking over physical sports in terms of numbers in the next decade or so.

Absolutely not! Sports is heavily fragmented, for E-Sports only the world leagues and a few games in a few countries are that lucrative. In Sports you have much more competition also and tradition that isn't just going away and can keep people from pivoting to pc games, if it doesn't that's kinda sad. Gaming might not have reached it's full potential and it's very accessible in industrial nations, but based on more complex rules the learning curve is also higher, cutting off a lot of the lower base of unprofessional players, the foundation where to foster pro players.

Re: Behind League of Legends, E-Sports’s Main Attraction

#67
post #8

I played long hours of counter strike, warcraft 3, wow, quake, starcraft 2, and I never liked the original dota map nor LoL. I just think it's a bad mix of several games. The level format doesn't make a lot of sense. It has the disadvantages of a RTS while being some sort of a RPG (little or no persistence), doesn't have a solo mode, and doesn't even allow to control more than 1 unit. It's slow and boring. The conten…

One of the reasons people find DOTA-likes so unlikeable is the incredibly steep learning curve. It is often said that you know nothing about LoL or DOTA until you've played 1000 games. At around 45 minutes a pop, that means you've got to commit way more time than most people have available in order to get good. The games are more like basketball than Quake. 5 on 5, and if 1 player on a team is bad, that team will pro…

In Quake you can also have 5v5, e.g. in Team Deathmatch or Capture the Flag. While it's not as much based on tactics, it sure feels a lot closer to basketball in terms of speed, and one superior player can carry a whole team.

And with movement based mods like CPM, Defrag or WSW, the learning curve is also kinda high, with 10 different weapons (ok, 3 major ones) and a movement system that is very involved with the maps.

Are there strategy games based on TDM or CTF?

Re: Behind League of Legends, E-Sports’s Main Attraction

#68
post #34

Earlier quoted context omitted.

One of the reasons people find DOTA-likes so unlikeable is the incredibly steep learning curve. It is often said that you know nothing about LoL or DOTA until you've played 1000 games. At around 45 minutes a pop, that means you've got to commit way more time than most people have available in order to get good. The games are more like basketball than Quake. 5 on 5, and if 1 player on a team is bad, that team will pro…

It's steep if you can consider a tall cliff steep . Warcraft 3 has a steep learning curve, like RTS games do in general. One mistake can cost you your hero, which can cost you your hero if the death is untimely. (I guess DotA derivatives are more forgiving in that sense.) But there aren't that many units and heroes to learn, so at least after some time you won't be taken completely aback when your hero gets ensnared,…

> which can cost you your hero if the death is untimely.

I meant to say: which can cost you your game of the death is untimely.

Re: Behind League of Legends, E-Sports’s Main Attraction

#69
post #38

Earlier quoted context omitted.

I'm far less familiar with DotA in this regard (and other regards) but I'll hazard a guess. My not-at-all-certain observations are that 1) DotA's jungle is more complex and perhaps a bit larger and 2) DotA's terrain behavior is more advanced [tree removal, cliffs overlooking the river]. These factors would probably make it more difficult in DotA to place wards in the jungle in a way that is highly likely to yield sol…

> In DotA (if I'm not mistaken) the teleport limitation is not the same, so the pressure is not the same. If anything, teleports are more limited in DotA. Teleport scrolls can only target allied buildings, or a small area around them. Boots of Travel can also target allied units, but are rather expensive, and thus typically only seen on certain heroes which particularly benefit from them (especially Tinker).

Ah, I misremembered, thanks!

Re: Behind League of Legends, E-Sports’s Main Attraction

#70
post #65

Earlier quoted context omitted.

Maybe about the casual part but saying that the only difference is denying is complete wrong, they have extremely differing meta games and mechanics. LoL has an MMORPG element to it with character progression(runes, summoner abilities etc.)Dota has no such element, every player is even the second the game begins, prior games do not impact future games.

To be fair, this pretty much ends after you have basic rune pages and hit level 30. I mean, ok, maybe you don't have the perfect runes because mana runes were good on Ryze (and terrible on every other champ) or something, but even with max rune pages, you can't really account for every champ very well (and believe me, I've tried, as I ARAM with everyone...)

That's still a decent time investment, also in league you don't even have access to all the heroes without a huge time/money investment, everything other than player skill is even in dota.
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