- Joined
- Sep 3, 2004
- Messages
- 2,086
DotA has spawned a trail of followers, and its poor quality and blankly thought out systems often hook people nonetheless. Why so? In this essay, I intend to explain my personal opinion of how this game, despite all the rambles and hard work the modding community puts into their maps, puts an iron thumb over peoples' hard work.
In the modern world today, people are entertainment addicted. A movie that is climatic and presents the themes of action and suspense often puts itself over the educational notions that lead to better awareness, as well as a well thought out theme versus the pure macabre scenes and SFX-stuffed fights i.e. James Bond versus Supersize Me!, and The Matrix versus its sequels, respectively. In such a sense, DotA has its entertainment value, but also pulls away from the deep quality people put into their maps, and stuffs it with a basic theme revolving around the cliched strife between the Scourge and Sentinel. This removes the need for a background story, and inhibits consumer response to the game, raising little question, and only bringing up all senses as a given.
DotA also has relatively odd social benefits. Being dubbed as a frequent player gives people a sense of inclusion, but the pure joy comes from their ability to exclude other players, forming a sort of clique. This degrades the BNet society into several rambling fools who deem themselves superior because they can play a third-person CS which puts their computer running only slightly faster than all the rest. Newcomers are often shunned from more "pro" or "gosu" games, because a player often feels the social or euphoric benefits of sweet victory both override the need to welcome and accept in a more placid manner, or the needs for defeat. When onces asking my friend about DotA and how poor it is made, he crassly commented, "Why, do you suck?" Given this statement, it's fairly easy to conclude that there isn't much data in a DotA addict's mind to comprehend a dislike other than the fact that a hater is a "noob." Players who lose tend to go on a "crash," much like drug addicts, though the reason is unknown.
Autonomy has also become chiefly responsible in both DotA and the real world. People no longer support each other, but rather use everyone else as a stepping stone, bypassing limits of law and enforcemeny for a sense of freedom, and a lack of limitation. In this sense, a DotA host also has this free will for their sick abusive purposes. Such things as an enforced banlist compel a DotA player to be forced into the game, whereoften incompetent or belligerent players often push society to just above a slum, only because the environment is virtual. Commands such as the all random may reduce this sort of autonomy, but luck also presents a theme of megalomaniacal control, due to the fact your foe may be at a disadvantage, given the eighty or so "heroes" in the game. Lastly, DotA breaks the haphazard limitations of balance Blizzard gives in their maps. Your hero, in the game, pops up at ~39-60 damage, meaning a quick easy kill without repercussions. Observing my brother play the normal expansion Orc campaign, he commented, "This hero's so weak. In DotA, you're hella stronger." By saying you do 109-128 damage+180 on "Very fast," players don't consider the actual meaning of
1) an AOS
2) a RTS engine
Given that, the appeal stems from the sheer control a player has in their hero and environment. In a satirizing remark, I could picture a player's mind going, "Omg, I got da divine rapier nd i acn kil u in 2 hits, so run like a [insert any number of derrogative expletives here]." DotA also presents a number of instantaneous quick-fixes to normally more farsighted and tedious investments, lowering the minimum brain capacity of which to function in the game. Thus, some drug overdosed idiot would probably still have enough brainwaves to play a game of DotA, whilst a brilliant modder would feel stupid not thinking enough.
Lastly, DotA has become an allusion in its own right. In a personal experience, in the other forum I moderate at, which hosts its own game, we ask for permission from Blizzard to use some of its icons. Being that our playerbase (mostly intelligible), comes from the Warcraft community, one of the users remarked, "the golden blade of fortitude looks like the divine rapier from dota. did u guys steal from it?" After we mentioned they come from World of Warcraft, I almost expected another idiot to go and say, "So WOW ripped off DotA?"
I end my lengthy rant here, but being only shortly back in the cesspool that is the DotA-infested Lordaeron Gateway, I switche Azeroth, which not only limits the amount of DotA I see, but also the amount of stupid I could satirize. Remember, it's only an opinion, you can concur or dissent to any of my claims.
In the modern world today, people are entertainment addicted. A movie that is climatic and presents the themes of action and suspense often puts itself over the educational notions that lead to better awareness, as well as a well thought out theme versus the pure macabre scenes and SFX-stuffed fights i.e. James Bond versus Supersize Me!, and The Matrix versus its sequels, respectively. In such a sense, DotA has its entertainment value, but also pulls away from the deep quality people put into their maps, and stuffs it with a basic theme revolving around the cliched strife between the Scourge and Sentinel. This removes the need for a background story, and inhibits consumer response to the game, raising little question, and only bringing up all senses as a given.
DotA also has relatively odd social benefits. Being dubbed as a frequent player gives people a sense of inclusion, but the pure joy comes from their ability to exclude other players, forming a sort of clique. This degrades the BNet society into several rambling fools who deem themselves superior because they can play a third-person CS which puts their computer running only slightly faster than all the rest. Newcomers are often shunned from more "pro" or "gosu" games, because a player often feels the social or euphoric benefits of sweet victory both override the need to welcome and accept in a more placid manner, or the needs for defeat. When onces asking my friend about DotA and how poor it is made, he crassly commented, "Why, do you suck?" Given this statement, it's fairly easy to conclude that there isn't much data in a DotA addict's mind to comprehend a dislike other than the fact that a hater is a "noob." Players who lose tend to go on a "crash," much like drug addicts, though the reason is unknown.
Autonomy has also become chiefly responsible in both DotA and the real world. People no longer support each other, but rather use everyone else as a stepping stone, bypassing limits of law and enforcemeny for a sense of freedom, and a lack of limitation. In this sense, a DotA host also has this free will for their sick abusive purposes. Such things as an enforced banlist compel a DotA player to be forced into the game, whereoften incompetent or belligerent players often push society to just above a slum, only because the environment is virtual. Commands such as the all random may reduce this sort of autonomy, but luck also presents a theme of megalomaniacal control, due to the fact your foe may be at a disadvantage, given the eighty or so "heroes" in the game. Lastly, DotA breaks the haphazard limitations of balance Blizzard gives in their maps. Your hero, in the game, pops up at ~39-60 damage, meaning a quick easy kill without repercussions. Observing my brother play the normal expansion Orc campaign, he commented, "This hero's so weak. In DotA, you're hella stronger." By saying you do 109-128 damage+180 on "Very fast," players don't consider the actual meaning of
1) an AOS
2) a RTS engine
Given that, the appeal stems from the sheer control a player has in their hero and environment. In a satirizing remark, I could picture a player's mind going, "Omg, I got da divine rapier nd i acn kil u in 2 hits, so run like a [insert any number of derrogative expletives here]." DotA also presents a number of instantaneous quick-fixes to normally more farsighted and tedious investments, lowering the minimum brain capacity of which to function in the game. Thus, some drug overdosed idiot would probably still have enough brainwaves to play a game of DotA, whilst a brilliant modder would feel stupid not thinking enough.
Lastly, DotA has become an allusion in its own right. In a personal experience, in the other forum I moderate at, which hosts its own game, we ask for permission from Blizzard to use some of its icons. Being that our playerbase (mostly intelligible), comes from the Warcraft community, one of the users remarked, "the golden blade of fortitude looks like the divine rapier from dota. did u guys steal from it?" After we mentioned they come from World of Warcraft, I almost expected another idiot to go and say, "So WOW ripped off DotA?"
I end my lengthy rant here, but being only shortly back in the cesspool that is the DotA-infested Lordaeron Gateway, I switche Azeroth, which not only limits the amount of DotA I see, but also the amount of stupid I could satirize. Remember, it's only an opinion, you can concur or dissent to any of my claims.