Do MOBAs have to be so mechanically limited?
MOBAs are an interesting genre. They are multiplayer games that are filled with variety in the forms of character selection, they use a deep and complex game mode that can create so many different situations, and often have additional layers that can add more to the game such as the "economy" and items.
But from DOTA 2 to LoL and even to SMITE, they all share a common trait. They feel like RTS games. They are mechanically limited, barely use any physics to speak of, and the combat degrades itself to floaty people using their abilities around each other while within range.
There has never been a MOBA with hitstun, or blocking, or even the use of the 3D plane.
Why?
It is such a shame, and one that actually gets on my nerve all the time as various friends ask me to play LoL, HotS or whichever. And I always fail to find any enjoyment out of them because the outplays are seriously limited. Because of its RTS roots, too much is guaranteed, and so little outplay potential is left.
Think about those games. Imagine a 1v1 scenario, with no creep, no other influence, and the exact same value of items on both sides. Just the 2 players.
Is this an interesting fight? Of course not. The best player vs an average one would only slightly improve the potential of his character, but there is no action game here, there is next to no potential for mechanical outplays, and it bores me to tears.
Heck, most MOBAs still using the mouse for BOTH movement and attacks, is a testaments to their limited and clumsy design.
So I just have to ask, why does it have to be this way? Those games have that potential to be so, so much more.
What is it that prevents MOBAs from "evolving" their gameplay outside of their limited RTS roots? Why does nobody ever tries?
Posted Jul 17, 2016, 9:34 PM UTC
They can, do, and will evolve with new mechanics and influences, but what you seem to want isn't that.
This is essentially removing everything that makes the game unique and asking why it's not interesting. Would Starcraft be good if it was 1v1 without resource collecting, base building, unit compositions, etc? Would an FPS be fun if there were no walls and everyone had to use the exact same hitscan weapon?
And, point of fact, people DO play 1v1 DotA and have for going on a decade. And it is interesting and it is a test of skill.
You look at the game and see all the things its not without recognizing what it is. It seems guaranteed and with little opportunity to outplay an opponent because you don't know the actual mechanics and how they interact. In DotA there are a dozen ways to outplay someone just when it comes to last hits and denies, from positioning and AI manipulation, on to animation cancelling, faints, and baits. These are mind games and systems that are completely unique to the genre (and even to DotA specifically). Similarly, there are a dozen ways to negate something that seems guaranteed on the surface, and always with another series of mind games and mechanics that are unique.
There are forms of hitstun, there are forms of blocking, and there are even uses of the 3D plane. You just don't see them because you expect them to be, ironically, like other games instead of allowing them to evolve into something else.
Sometimes you do have to allow a game to be different. Otherwise you end up complaining about Counter-Strike because it doesn't have meter management.