DotA was huge before it had a sequel, and there was no game more brutal to learn than it. I would rather jump into Marvel for the first time right now than learn DotA again. And that game had zero goddamn positive reinforcement if you sucked. The only thing you earned was 45 minutes of getting ganked by the heroes you fed while your team bitches you out for being terrible. You have to go through that for at least 50 games before you rise above shit tier in that game. Nothing drives you beyond the will to dominate.
I'm not sure how a lot of people put up with that, heh. And I'll be honest -- I don't think everyone, or even most people have that raw drive to get good, and I think the changes that LoL and DotA 2 had (with regards to progression systems and matchmaking) helped the genre grow, and grow a lot.
(As an aside, I remember the first MOBA game I played -- I did so bad it felt like I got kicked in the dick, and I refused to play anything in the genre for
years after that.)
The problem with fighting games is that they get boring because not enough new stuff happens. The events that occur are limited because it is 1v1, while DotA is dynamic, strategic, and best of all, there is horizontal transference of game knowledge between characters. DotA characters are less intricate than fighting game ones, and it is a good thing. They all have 4 specials and a normal attack, and you control them all in a similar manner. You don't have to memorize frame data, 1 frame links, combos, or any of that bullshit for your opponent either. This is why Smash is also the best fighting game. None of that matters in Smash, it is all instinct like DotA.
I don't agree with this point at all, except for how MOBA characters are easier to learn. An average DotA 2/LoL character tutorial video is what, 10-15 minutes? Whereas something like that for a fighting game at a similar depth is going to go for 4-5 hours. You can't just strip down a fighting game character to the same limited moveset, though. While there's a lot less within the scope of what could happen in a fighting game, those interactions (1v1) are a
lot more involved than in a MOBA (the dynamics of a MOBA come from the team play, really).
Your Smash comment is miles off the mark, though. Combos are very important in Smash, and the APM that game requires at high levels starts to approach speeds you see in high level Starcraft:Brood War matches.
I can't just go and pick up and play Hulk just because I know how to play Dormammu. If the game is really poorly designed like BlazBlue, I need to spend an hour in training mode just to learn a basic combo so I am not complete garbage. How many people want to sit around and learn all this crap? DotA does not make you do this.
DotA makes you learn a ton of crap, though. You have to learn the tools each hero has (and while there are fewer of them, there are a lot more characters), and various item builds for both you and your opposing team, and various team compositions and all that. Saying that having to memorize too much stuff in a fighting game is a problem and then saying you don't have to do that in DotA seems dishonest.
DotA also lets you express yourself creatively. My Zeus is not your Zeus. My build and approach is different. I can customize my toolset when I play and make it mine.
I don't really buy this either -- in a good fighting game, anyway. There are many stylistic differences with how characters are played, in regards to certain tendencies that players may have and preferences for certain tools. It's not just as obvious, but players have a lot of space to express themselves in fighting games, even within what is commonly defined as optimal play. You are going to get certain games that devolve into solved, optimized sequences, but that's a problem with the game IMO.
Do you see how far behind fighting games have fallen? They can't even manage quality netcode most of the time. The genre is stagnant because no one has taken the next step. If Smash Bros added character customization through H&H style cards, it would be the first step forward in the genre since Marvel 2.
I agree with you 10,000% about the netcode -- fighting games are about a decade (or more!) behind contemporary competitive games, and that needs to be addressed ASAP. I'm not so sold on the customization part (blame SFxT's gems
), but I think there could be something there if executed correctly -- it's just going to come down to someone actually doing that.