“Simple Champions Needed”: Debunking the Argument

One of the most common complaints on the boards is that every single champion Riot makes is now hard-to-understand, super complex and overall just too difficult to grasp for casual players. Rather, I’d like to propose this:

Riot still makes simple champions, the problem players face is that the disparity between skilled and unskilled has gone up.

I’m going to go over this but I’ll be using both recent and non-recent examples of how complexity isn’t primarily about the kit itself but the aspects of the champion. With that said, let’s begin.

The Shaco Effect

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“The Shaco effect” refers to something that really took off in seasons one and two. Essentially, this effect refers to the disparity of a Shaco on your team (an actual clown) versus a Shaco on the enemy’s team (The Joker with the powers of Pennywise and the Violator). Overall, I think we can all agree Shaco has a pretty simple kit: A very short stealth and crit, backstab damage, a clone that doubles his attacks and a point-and-click nuke and slow. The thing is that despite Shaco’s simplicity, he’s incredibly hard to play.

Despite how one might feel about Shaco himself, Shaco is the prime example of a simple kit done well: He has a very basic kit that doesn’t have much in the way of difficulty understanding but the requirements to be a good shaco versus a great shaco are immensely steep. He requires planning, finesse and sometimes a little stroke of luck. That is not to say Shaco is a difficult champion TO PLAY. He is just a difficult champion TO PLAY WELL.

Camille’s Release and Difficulty

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Again, using a controversial topic but let me stress my point: Camille is not a difficult champion nor complex champion to understand. She has a very straight-forward, simple kit: A passive shield. Auto-attack bonus that you have to time. Arc sweep where you want to hit the edge. Gap-closer against champs and a lockdown ult. Despite what people complain about, Camille is straight-forward and simple to play. It’s also why she was strong and overtuned: With such a simple kit, it was easy for people to simply overpower others through sheer power output rather than mechanics.

That said, let me show you what a godlike Camille looks like.

Watching that video, you can obviously see some disparity. Yes, on paper she is simple, but a skilled player is taking her to the edge and turning Camille into a venerable titan of mechanics. A great player has taken the simple parts of this champion and weaved them into combos and maneuvers that look like the hand of god coming down to play a champion. Perhaps most importantly, these moves require practice and aren’t something any old player can pick up without some time put into mastering the champion.

Difficulty, Simplicity and the Floor/Ceiling

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The most common, simple misunderstanding I’m seeing is that people are mixing skill floor up with skill ceiling. For the (likely few) who are unaware, skill floor is known as the minimum amount of skill required to play a champion. We’re talking “How much time does it take to play a champion and not go 0/12/0”. Ceiling, on the other hand, is just how complex a champion can get and how amazing a champion can be when you put time and talent into them. Garen has a low skill floor and skill ceiling. Azir, comparatively, has a high skill floor and skill ceiling. Some champions could be argued as having a low skill ceiling but a high skill floor, although most commonly it’s a low skill floor but a high ceiling.

We have to separate these two better when we’re discussing difficulty because it has become muddy. Yes, a great Camille will awe you and make you feel inadequate…but that doesn’t mean she’s insanely difficult to play when you first pick her up. Conversely, Shaco is hard to play well and you’re likely going to do poorly, despite his kit appearing “simple” on paper.

In the future, people must try to phrase arguments from all perspectives. Do not simply assume “THIS CHAMP IS SUPER HARD TO PLAY UGH RIOT MAKING ANOTHER COMPLEX CHAMPION” because their skill ability has more than a single line of text describing what it does.

On Thematic Unity and Galio’s Rework

Understandably, a lot of people are upset about Galio's change in terms of (if nothing else) color design and model design. What we have to make note of, however, is that thematic unity is something Riot has been trying to achieve for a while now with reworks and model updates. So, real quick, let's go over some examples:

Noxus

Noxus, from an aesthetic point of view, has very dark and often muted colors. Swain’s cloak might be green but it’s not a bright, neon green or a brilliant jade. Rather. it’s muted and reflects Noxus. Noxian champions have dark, permeating colors.

Ionia

While Ionia has more color variation, colors that stick out are often soft pastel colors that mix with the darker or lighter shades. It reflects Ionia’s nature as a peaceful place that prides itself on balance and duality. (Bright pastels vs. basic colors.)

Rather than tug out more pictures and bloat the page, some quick additions:

  • Shadow Isles: Ghostly teals and blacks. Made to look horrific and spooky.
  • Piltover: Muted colors and lots of industrial greys/browns.
  • Zaun: Whatever you find in the gutter.
  • Freljord: “Cool” colors that are darker and reflect the icy climate.
  • Shurima: Brilliant and bright golds/silvers.

So now we get to Demacia. Demacia, as a country, is a “holy” place. Bright whites and complimenting colors like blue, gold, etc. It’s where you think a paladin would be born. Current Galio looks like this:

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Now, does that really fit Demacia?

Before people go “well duh” hear me out: His colors are a teal blue and muted gold. He doesn’t look like a statue carved to fit with Demacia’s architecture nor the general style of how Demacia makes things. When you put him in a line-up with Garen’s bright blue/silver, Lux’s sparkling white and Jarvan’s gleaming gold? He stands out as the outcast. Even Poppy, who is more a visitor, represents Demacia better even if she’s trying to emulate Demacia rather than actually emulating it. (Hence why she has some gold/white but it is muted comparative to Garen/Lux/Xin/etc.)

In addition to this, people are focusing too much on Galio from the perspective of our world. In a fantasy setting, the idea of a gargoyle/stone colossus would look a bit different form our definition. While Galio does have aspects of a gargoyle, he does have more Demacian-centric things about him; Gold highlights, angelic wings, white marble instead of stone, so on and so forth.

All that said, I do think Galio should have a chroma or something to better mesh with his original color design. But if you really compare to those who are meant to be his city-state peers and allies, this Galio makes far more sense as a Demacian golem than the current Galio.

Blizzard and Riot’s Lack of Help for Writers

Perhaps this article might come off as more of a rant. I’m ok with that. To be completely honest, I often feel slighted by these companies as a content creator because of the medium I chose: writing. Yes, from articles to fan fiction, writers are just as much a part of the creative community as anyone else..but good luck finding support.

Dying Art Form

The reason for the ignoring is pretty obvious: Writing as an art form is somewhat dying. With movies, games and more all muscling out books and the written word, companies generally don’t help these types of people. That’s not to say they don’t appreciate your contribution…well, I think.

Art contests are abound such as polycount. League features a nexus for fan art where you can submit your drawn art and show it to the world. Blizzard regularly features art on their twitter as well as having a wall in the Overwatch studio dedicated specifically to fan art. You’re not going to find writing here, however. Companies don’t do these sorts of contests with writers because the time and effort going into analyzing a good story is likely more subjective and more questionable than art itself.

Along with that, the main medium of sharing art in recent times is twitter and reddit. Two websites that focus greatly on short, quick, easy-to-consume content for the masses. One time someone posted one of my fan fics to the League subreddit and it got something along the lines of four hundred positive votes. Comparatively, a quick shitpost I did (with wrong information, mind you) nearly garnered eight hundred. It felt demoralizing to know that jokes I can make in five minutes are far-and-away more well received than stories I pour hours-to-months-to-years of work into.

The Bouncer at the Club

Perhaps the moment that truly tilted me was when I saw Riot sending a care package to a cosplayer for creating content for League of Legends. I thought it was awesome and showed that Riot really cared…and then I remembered there was no possible way I could earn this as a writer. Above all else, it stung because many writers put just as much time, effort and otherwise into their work comparative to artists, cosplayers and movie-makers for youtube.

Blizzard regularly releases Overwatch hero maps for people who wish to cosplay their character. For writers they can’t even get a straight story to stay canonical. Riot regularly hosts content creator workshops with youtubers, cosplayers and more. Writers are never going into that. The only writing content I remember for League was done by a rioter (Bioluminescence, bless her soul) who took it upon herself to read, review and otherwise categorize everything on her own.

This sort of thing is also poison for people who wish to create for your game. If I don’t have a basic place to put my work and share it with the community, what’s the point? Writing a story for yourself is all well-and-good but people want to share their work with the world. They want feedback, praise, criticism, critique, acknowledgement. Artists and video-makers are afforded this luxury. Why must it be a challenge for a writer?

A Box of Scraps

This is usually the part where I list what I think could be done to improve things for writers but, honestly, I don’t know. I’ve spoken with friends at both Blizzard and Riot about finding ways to acknowledge great writers and those who pour their heart-and-souls into the work they do. My advice has either fallen of death ears or applied in an ironic way. I’ll leave you with a story:

One of my ideas I spit balled at a Rioter was the creation of a subset in their “Nexus” (lore form) for writers to submit their ideas and writing. They asked how I would do this in a way to include everyone. I said that’s not possible and that it would be subject to rigorous standards, testing, etc. They told me that wouldn’t happen, as the divide between have-and-have-not-writers would be far too great.

About a week later, Riot unveiled a system where artists could submit their artwork to a grand database after a rigorous review process for recognition and praise. The very system I wanted to writers was applied for artists while writers were told that there was still no place for them in League of Legends. It was yet again another avoided inclusion of writers and yet another time I felt that my form of content creation did not matter to Riot.

Situations like this make me want to put down my keyboard and say forget writing.

 

The Path of Riot’s Reworks

In League of Legends, when it comes to reworks, more often than not Riot is busy reworking and fixing the problems of old. However, they have an unprecedented amount of work to do. Imagine having a massive chunk of the cast who you have to rework and fix because of outdated designs but keeping the same character. In this regard, reworks have the difficult job of preserving a character’s identity and modernizing them for the new League of Legends. For this short retrospective, I’m going to be going over Riot’s reworks and how they’ve evolved in size, scope and more.

The Early Days: Karma, Tryndamere and more

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Riot is no stranger to reworks and often it is a case where the character isn’t entirely meshing. The early days of League had small scale changes made to characters that didn’t truly “change” much about the character but tried to shift power. Tryndamere, Kayle and Ryze were all characters that often got a small, fresh coat of paint to the model and perhaps a changed ability or two. For the most part, these were extremely tiny. They didn’t truly change much about the character or how they played. They just tried to make them fresh and new for the game.

Karma would be the first character to become a fully reworked character and it shows. As Riot was fresh in the game of reworking characters to a large scale, Karma was their test run. She retains very little of her original kit save for certain parts: Mantra, the shield and a tether. Yet these skills played nothing like the original Karma and to this day many people consider her a weaker character because of it.

This doesn’t even talk about how Karma got an entirely new voice-over and how her visual look changed to a more conventionally attractive look with revealed legs, short cropped hair and an overall more “beautiful” look as opposed to regal, refined, tight-dressed Karma. That said, Karma taught the rework team a valuable lesson about preserving a character’s thematic as well as their core gameplay.

The Freljord Patch: Sejuani, Trundle and “Lore Reworks”

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The next major rework that the team would tackle would come in the form of the Freljord. Sejuani and Trundle were given fresh, new models and given new life in their kits. Not much changed about either, they just retained a lot of their core power while making them a little more clean in the gameplay department. In terms of raw rework and kit, there wasn’t much controversy and both were well received. What wasn’t so well received was the change to the lore.

While Sejuani retained a lot of the aspects of old, the more problematic reworks came in the form of written backstories. Gragas, Udyr, Trundle and more were all changed to be part of the evolving Freljord conflict, much to the dismay of others. Why was Udyr or Gragas suddenly relocated to the Freljord? Why did Trundle become a completely new character? What was the purpose of fracturing stories that worked into fresh, “new” character?

Again, this was an important lesson about preserving thematics and story. While the kit was preserved and the overall gameplay was turned to a more fresh, clean ideal? The core character was changed and it caused great strife among players. It seemed after this, Riot was always doomed to falter on one or two fronts. How could they succeed when every rework brought about another problem in some form?

The Golden Age: Sion, Poppy, Taric and the Forgotten

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Skepticism was abound when Sion was announced for reworking. One of League’s oldest, most polarizing champions and Riot is revitalizing him? This had danger written all over it. How could Riot perverse an AP mage or the AD carry aspect of the character? How can you keep a character alive when all you have is a handful of references and a weak VO? As it turns out, by being Riot Games.

Sion was by-and-large Riot’s most well received update to this day. They turned an unassuming green zombie into a titanic juggernaut of death. Everything in the character meshed together to create a compelling and fantastic character. Sion retained aspects of his old kit while learning new tricks. His story became that of a grim monster with serious, terrifying aspects. I remember reading articles where people said they were actually scared of Sion and how the loud clang of metal signaled his arrival. Sion was the start of the golden age of reworks that would come in the future:

Gangplank, a modernization to a rather binary character that doubled as a compelling evolution from silly pirate to scourge of the sea.

Poppy, a confusing assassin with no sensible path turning into a heroic tank with mechanics not seen in League up to that time.

Taric, the soft-spoken gem knight turning into a celestial protector with aspects of his old kit in new light.

Yorick, the disheveled gravedigger who turned into the sole-remaining monk of a long forgotten order.

Finally was Warwick, the newest rework, that kept aspects of the werewolf and turned him into a horrifying, blood-crazed chimera from the streets of Zaun.

Even if not every rework was viable, balanced or meta? Every rework seemed well received and giving fresh life to old characters. Riot seems to have gotten the perfect formula going.

Moving Forward

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With Galio up next along with Evelynn and Urgot waiting in the wings, large-scale reworks seem like a process Riot has turned into an exciting tool. People are more thrilled about the revitalizing of new champions even more than they are about new releases. People love to see their old mains brought up to fresh standards. Nobody knows how long this cycle can go on though; Eventually Riot will just be reworking releases that are newer and newer to the point where even recent releases are subject to new standards.

No matter what, Riot has turned their reworks into an art form. Despite a rough early start, Riot seems to have found the perfect way to give old faces a new chance in the limelight.

The Expansion of the Loot Crate

Remember back when you could just buy what you wanted? Yeah, I do too.

It was a short while ago in around 2009 that Team Fortress 2 introduced the concept of the loot crate. A box you could unlock with real-world money to get some rare items. Since then, almost every game worth its salt has a loot system. Be it a free-to-play mobile game to a cosmetic churning machine like Overwatch. Earnest and honestly: This sort of thing has to stop.

A Disguised Purpose
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The concept of the loot crate inherently isn’t a bad one: A gatchapon of gear that you unlock for all sorts of random goodies. Perhaps you get that rare item you wanted. Perhaps you get wrecked and get a pretty meh item. It’s a roll of the dice every time. In idea, you’d think it’s a cool thing! Wow, free cosmetics for playing the game! Boy oh boy it’s just what I wanted…that said, in practice it’s never truly worth it.

When you consider loot boxes in games, they very rarely are for giving you exclusive, free loot. They’re a revenue generation device. People LOVE to gamble and video games are no exception. It’s why CS:GO gambling became such a big deal. The worst part about this is people hold up the excuse that this is a free system for a (usually) free game that gives you free loot…but you rarely get exactly what you want.

A perhaps sinister way to look at things, the “loot box” system is a way out for companies. It’s a tool they can point to and go “See, we give you free stuff all the time!” when it actually doesn’t change your income of loot items all that much.

Competitive Games and Loot
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Perhaps worse yet is “competitive” games reliant on loot. I decided to give Clash Royal a try and see what the fuss was about…and frankly, it often feels awful. Having card-based unlocks and “items” makes the game either painfully one-sided or a slugfest between people with wet noodles. This feels like a TCG except you can upgrade cards and make them more powerful. Imagine if you could get between a two damage, four health Brann Bronzebeard or a ten damage, thirty health Brann Bronzebeard.

While I don’t like the loot systems in other games, THIS deserves a special note because of how it’s made. It’s made to force money out of you to win, as are many mobile games, and it feels truly awful.

Can the System be Fixed?
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No idea.

Alright alright, let me go further: This system is honestly far deeper and far more complex than I can earnestly say. There’s a fine balance to be had between “giving free items” and “giving so much free stuff nobody pays for your game”. Too much in one direction, you lose money. Too much in the other direction and…you lose money because people feel like you’re greedy and money-hungry.

Overwatch is likely the closest the system has come to work in a paid game while League/DOTA continue to work the best with other games. That doesn’t mean these systems are perfect: DOTA and League still have a tendency to lock time-based loot behind holidays and have confusing metrics for what a holiday box offers. Overwatch jacks up the prices for their timed loot to be three times as pricey as a normal item while only giving the base amount of coins.

Companies would need to take a fine line stance on these things. But perhaps the customer’s greatest hope is that competition breeds better environment for customers. League and DOTA have improved their boxes because of competition. Hopefully when someone steps up to Overwatch’s throne and provides better content for a fairer experience, Blizzard will have to change the way they look at things.

As it is now? This is a system with a lot of problems I’m not entirely sure can be fixed.

 

A Post-Mortem on Grand Heist of Zaun

Grand Heist of Zaun (or GHoZ as I’ll be referring to it) was my personal labor of love and the longest thing I’ve written to date. With the massive lore changes coming to Piltover/Zaun in official League lore, I wanted to look back on this fan fiction and look through both props and criticism given to me, as well as to look back on what I could do better in the future. (One word of warning: Spoilers! If you haven’t read it, I suggest you do!)

What Worked

The Piltover Side

From what I’ve been told, people seem to think that I had done a good job with the Piltover characters. Vi and Caitlyn felt realistic and were characters with real motivations. They didn’t act drastically out of character and felt like they were coming right out of the game. In addition, I’ve been told that Piltover felt like a real place. Snobby, uptight but a real, wonderful place. If I was to go back, I’d probably keep the Piltover side fairly the same.

Mach

I was surprised by this myself but apparently people very much warmed up to him. According to the feedback I got, Mach felt like a realistic addition to the League universe. He had great motivation, he wasn’t quite like other male characters in the League universe and he had a strength that was appropriate to the story. Most of all, he didn’t warp the story and make it all about him. I can’t say how truthful this is but, from the words of others, he was pretty great.

Viktor

Perhaps my greatest success according to those that read it was my portrayal of Viktor. He apparently came off as real. A man tortured by past failures and lies. Someone who does despicable things but a man who grapples with his oncoming humanity. His creation of Mach is less to add a character to the universe but to try to learn more about himself. Honestly, I could probably cut out every other part of the fan fic and still get a great story out of it simply because of Viktor.

Numerous Side Characters

GHoZ was loaded with side characters and, to be truthful, I can’t put them all in their own category. Despite this, feedback told me that people had all sorts of favorites from the short storylines. Whether it was Zac’s starry-eyed and humble nature, Orianna and Blitzcrank’s blossoming romance or the short dialogue between Swain, Singed and Mundo. It may not be perfect but these moments were good enough to warrant feedback apparently!

What I’m Not Sold On

Viktor’s Robots

As much as I like these characters, I think they were a bit…one-dimensional. Robot jokes beside, I don’t think I wrote these two to the best of my ability. Too much peaceful messiah-ness from Quantum and Omega was just “Cool robot doing cool things until he dies”. I think these two could still work but I really want to go back and take another crack at them to make them a little less flat and a little more human.

Jinx

While people told me Jinx was true to character and she was fun to read, I can’t shake the feeling that she was more plot lubricant than an earnest addition. She had foresight and capability perhaps a little too great for her character. More importantly, she served to move the plot and throw wrenches in everyone’s plans. While I definitely think Jinx is smarter than she lets on and that she is a formidable foe, giving her too much power for the sake of the story is just wrong. She can work, she just needs to be tuned.

C

Woah boy. If there was one character that had incredibly polarizing reception, it was C. Some told me he came off as a wounded soul with tons of backstory, just the right amount of fluff and backstory to make him a compelling anti-hero. Others told me he felt like a stupidly powerful get-out-of-jail free card with no danger associated with him. I can’t say I lean too far either way. All I can say is that if I’d ever revisit this story, I -really- want to try this again. There is a working character here, I just need to get it right.

What Didn’t Work

Janna

I royally ruined League’s mistress of wind. Looking back, I didn’t give her enough moments for her own. I defined her too much by her past connection and should have given her more power on her own. She felt more like Q from James Bond; the side character providing gadgets for Bond when she should be in the limelight in her own right. In revisiting this, I would give Janna her own spotlight and work more on making her story her own. Just with some interactions with others.

Jayce

Jayce wasn’t QUITE as ruined as Janna but I’d hardly say I did him justice. Frankly, my own bias shined through and Jayce came off as far more of an egotistical moron than he actually was. While I liked the idea of a fake hero, I neglected the actual real-hero aspects about him. I treated him as a joke when he was a far deeper, far more complex character than I gave him credit for. While he’d still serve a similar role in the story if I was to rewrite it, I’d give more honor and power to Jayce. I might still think he’s not as earnest as he appears but he still deserves more.

The Storytelling of the Climax

If I had to hit a single part in the story that most needs rewrites, it’d be the Zaun climax. What I HOPED would happen would be a rotating view with the events happening from the eyes of various characters. What ended up happening was the same events being rehashed over and over. The rest of the story was fine or workable in some way…but this writing was sloppy and prioritized what would be cool over what worked. Perhaps next time I’d focus more in putting it all in a single chapter than making each chapter separate.

Overall

To this day, I still love GHoZ. It’s even looped around to be noticed by others and I still occasionally get people telling me they love it. However, the story isn’t without its faults. Do I love it? Absolutely. Would I rewrite it? Again, absolutely. Not just because of new lore forcing me to alter major parts of it. No story is perfect in the first draft and GHoZ is no exception. I don’t really have time and have been working on an on-again-off-again story (That keeps getting pushed back with each lore rework!), but perhaps if there was enough desire I might rewrite it.

At the end of the day, I’m glad I wrote it and that it improved my writing…even if there are major parts I’d change.

 

 

The MOBA Scramble: Surviving Decline

If you saw Startale’s podcast which I frequent, you’ll have heard me talk about the “MOBA Decline” and how the genre has plateau’d. I feel this could use some background and why I feel this way, albeit some of this will be less raw and heavy facts and more so looking about to infer meaning.

King of the Ring

For just under a decade, MOBAs have been the most enormous and possibly profitable genre bubble to hit video games. League’s explosive success in 2009 followed by the arrival of DOTA2 and more caused a scramble to get into the MOBA industry. It harkens back to the days of World of Warcraft where the MMO caused the entire genre to explode, albeit nobody expected it to last forever. Just as the MMO slowly phased away, so too would MOBAs eventually die out.

Now, to their credit, MOBAs are a part of the free-to-play explosion that has rocked gaming harder than any scandal could. League of Legends still makes money hand-over-first despite being almost a decade old. In fact, the only game that comes close to it is…WoW. A game released in 2004. Granted, WoW has a subscription fee but the sheer money coming in still speaks volumes. Along with that, DOTA2 is still the most played Steam game of the year and regularly smashes the prize pool record from each previous international.

You’d assume that there is nowhere but up, right?

The Scramble

Well, not quite.

If I had to put it to a single thing, I’d say the advent of the “hero shooter” (A FPS game with MOBA-esque mechanics like abilities and ultimates) has caused the biggest alarm for this genre. A genre that erases some of the biggest complaints people have about MOBAs such as long match times, steep learning curves and painfully annoying “It’s everyones fault but my own” mentalities. Sure, some of these still exist in hero shooters, but not to any degree they do in MOBA-style games.

It’s difficult to gain actual data but compare Google Trends for how often League and DOTA have been searched for. Since their peak around 2013, the games have slowly been looked for less and less. Sure, there are major tournament spikes, but people have either found their game or avoided the genre. New blood isn’t really coming into these games and they hold a static playerbase save for the occasional investigative “taste test” of the genre. Interesting enough, when I looked at DOTA2’s Playercount, the number spiked to nearly 14 million unique players. Yet according to Steam Charts (While they don’t tell the whole story), the average player count has dropped since December’s big announcement. What was December’s big announcement?

A Triage Situation

I’ll be blunt: Both games are attempting to triage the situation in their own unique way. While you could argue they’re just trying to keep both games “fresh”, reading between the lines shows more factual information that neither company would truly care to admit.

On League’s side, they’ve basically been making good on promises they made years ago: Replays and Practice Tools have come out alongside a new client, as well as increased bans for pro play.

For DOTA2, the 7.0 update includes a far-cleaner HUD, visual updates for heroes who have desperately needed it, and new gameplay updates that speak more of more casual games than of DOTA2.

When you step back, the intentions are quite clear. League is pushing updates to entice their more hardcore fanbase while DOTA is making a push for the more casual fanbase. Both games are attempting to draw in fresh faces as well as re-incentivize those who may not have wanted to play the game.

But most of all, these updates come off the back of one major thing: Overwatch. Blizzard’s hero shooter has blasted all expectations and has become a worldwide phenomenon. For how long, nobody can say, but it’s more than a coincidence that this game explodes onto the scene and suddenly two industry titans suddenly make sweeping changes to appease the other side of the fence.

Death Knell?

For those who fear for the game you love: Relax. These aren’t going anywhere. MOBAs are far too large to up and die. It’s arguable that they won’t even truly die, just not be number one anymore. Building on this, it’s possible League/DOTA will forever exist as esports. Games we watch rather than play. They still pull in enormous numbers and both games are still considered the pinnacle of esport play along with Counter Strike.

But Overwatch was a wake-up call. They won’t be number one forever. You can’t get by with just what you have as your game gets older. There will be challengers to your playerbase and throne…and that has sparked a massive change-of-pace in both games. MOBAs still have plenty of life in them and we’re not going to see them rot away too fast…but the question is how long they’ll be at the top as time goes on.

And that? I have no idea of.