Sunday, September 16, 2018

Heroes of the Storm

I loathe Blizzard Entertainment.

Wait, that's not how this story starts. That comes later.
This story starts with Starcraft 1 back in the late '90s and the Aeon of Strife map. I never played it. I dimly remember taking a passing glance and deciding it bastardized the basic Real-Time Strategy routine too badly, plus I saw no point in playing one of the greatest PvP games of its time as PvE.

Half a decade later when "Aeon of Strife" became an entire category of player-modded PvP maps in Warcraft 3, the lack of "S" in RTS was already getting old and I'd grown more willing to branch out. A myriad lane-pushing maps filled the custom game list with experiments on hero advancement, ability cobbling, minion farming, item advancement, control points, etc. Good times were had. Horizons were expanded.

(Somewhere in between here, Demigod managed to both provide the most promising incarnation of the AoS concept and self-immolate by dragging its feet in the balance and infrastructure departments.)

When League of Legends and Heroes of Newerth finally became the first viable commercial models of AoS design, they did so by narrowing their focus down to one of the least creative WC3 AoS maps, Defense of the Ancients. Later games like Smite, Prime World, Paragon, Sins of a Dark Age, etc. slavishly copycatted most of DotA's "features" from item recipes to the exactly five (5) players per team and its one (1) map with its three (3) lanes and jungle camps. Never mind that everything in DotA from the four skill buttons to the item upgrading to the five player limit to jungle camps were all artifacts of Warcraft 3's game mechanics and had nothing to do with the lane-pushing concept.

Each of them failed in various glaring ways but usually added something. Heroes of the Storm, Blizzard's own re-iteration of DotA, does what Blizzard has done best for three decades running. It adds absolutely nothing, removes most of its competitors' more interesting features and steals as many of the more marketable ideas as it can while putting its own glossy spin on it. Just as they copycatted Warhammer and dumbed it down to rebrand it as Warcraft, as they dumbed down cRPGs into "Action"RPGs for Diablo, as they dumbed down Elric of Melnibone into Arthas, dumbed down TF2 into Overwatch, as they dumbed down MMOs into World of Warcraft's endless "kill ten rats" grindfest, they've dumbed down the potential of WC3's old AoS gamut, pared off anything which might require customers to think and regurgitated something that sells.

I would much rather be playing Demigod or Gigantic. Both went bankrupt, in keeping with the rather striking attrition rate for so-called "MOBA"s. Luckily, Blizzard incorporated quite a bit of other titles' point control, timed objectives, frontline health/mana regen, alternate "ultimates" and so forth, cannibalizing its victims. It even took the unprecedented measure of eliminating individual player level-grinding, the most important step toward making such games truly team-oriented - a necessary plunge which not even Demigod dared take. Also, given their obscene wealth, they've afforded themselves quite a bit of development time for creating variations on the 2-3 lane pushing theme.

They've also refrained from pushing microtransactions as aggressively as some others. Like Valve's DotA2, Heroes is more of a cross-promotion platform than a product in its own right, an easily accessible form of interactive advertisement targeted to the penniless young dregs of various societies. Mousing over each playable character lets you know in which other Blizzard game that character originated, just in case you might want to... y'know... take a look? Take a hint? Hint-hint?

Sure, there's no base building, no manipulating minion waves, no character customization beyond transient skill choices each match, no terrain manipulation, nothing whatsoever which might require planning and scare off Blizzard's bulk clientele of retarded teen scum. But what is there works. It has smoother matchmaking, slightly fewer griefers and trolls, better balance, more maps and less grinding than other MOBAs.

As much as I hate Blizzard for their constant destruction of creativity in the ideas they copycat, their neverending race for the lowest common denominator, I hate them even more for making it work. The world would be a much better place if parasitic hacks like them wound up starving to death in the gutter.

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