MDI is pretty cool to watch just because it’s very apparent how well they can play the game. The downside is that for anyone who doesn’t play M+ there is no context to the skills people need to be able to pull it off so it ends up niche.
While Heroes of the Storm was more designed/focused on team play rather than individual play, you could still make some pretty impactful plays as an individual with high skill. Most of what killed HotS are all the things that became "industry standard" or "accepted" before its release and people just not gravitating toward anything that was "different".I never understood the idea of heroes of the storm as an eSports. The entire design was to minimize the impact of individual player skill, how do you build engaging narratives around that?
But that is what you have to design for if you want to cater to the esports crowd: You not only have to design a game that is fun to play, but you also have to design it in a way so that it's entertaining to watch.that just doesn't translate well for your average Twitch viewer who wants to see their favorite streamer "make plays".
This was honestly the largest destroyer of any "early" momentum they might've been able to muster. Their matchmaking was absolute garbage for a while - some of the worst I've seen in "modern" gaming.Also, the abysmal matchmaking system
All matchmaking is garbage;Their matchmaking was absolute garbage for a while - some of the worst I've seen in "modern" gaming.
While Heroes of the Storm was more designed/focused on team play rather than individual play, you could still make some pretty impactful plays as an individual with high skill. Most of what killed HotS are all the things that became "industry standard" or "accepted" before its release and people just not gravitating toward anything that was "different".
HotS was a FAR superior "team" game to LOL and DOTA - that just doesn't translate well for your average Twitch viewer who wants to see their favorite streamer "make plays".
You never felt it because HotS was still focused on the "team" aspect. Some tryhard solo laning and making "dominate" plays didn't mean shit if he was ignoring objectives, not paying attention to countdowns, camps, etc. That was the entire point - to take away the whole ADC "hero" aspect of LOL, DOTA, etc.Dopamine was the problem. I could run up 20-0 on the Butcher and get close to what would qualify as hypercarry in HOTS which isn't saying much. I'd dominate the game but the way lanes and phases work plus the nexus ending is designed to suck the fun out of the push. And even while "carrying" you never felt any dopamine hits from a kill. The reward was lacking.
Leagues has dopamine hits coming in at every stage of laning and every play. I couldn't squeeze a dopamine hit out of that lemon HOTS if my fucking life depended on it.
Shit still makes me sick. I can only hope they retire HOTS and pull the plug someday.
All matchmaking is garbage;
You never felt it because HotS was still focused on the "team" aspect. Some tryhard solo laning and making "dominate" plays didn't mean shit if he was ignoring objectives, not paying attention to countdowns, camps, etc. That was the entire point - to take away the whole ADC "hero" aspect of LOL, DOTA, etc.
Some people hated that and I get it, but for me that was the largest part of the appeal of HotS.
I have a solution;EOMM is some darks art shit like esoteric morality, where it really relies on no one finding out you're doing it.
Once people know that's what you're doing, their behaviors shift and your 'churn' calculation will change as a result.
Completely disagree. HotS was Blizzard's extremely lazy approach and a huge indicator of their move towards what I called socialized gaming. Massive catch up mechanics, shared Team XP, no items, etc. At a minimum they were seeking to reduce workload and at a maximum they were playing politics trying to remove the special people and make it "fair" for all, and I say this as someone who is just average at MOBAs...While Heroes of the Storm was more designed/focused on team play rather than individual play, you could still make some pretty impactful plays as an individual with high skill. Most of what killed HotS are all the things that became "industry standard" or "accepted" before its release and people just not gravitating toward anything that was "different".
HotS was a FAR superior "team" game to LOL and DOTA - that just doesn't translate well for your average Twitch viewer who wants to see their favorite streamer "make plays".
EOMM is some darks art shit like esoteric morality, where it really relies on no one finding out you're doing it.
Once people know that's what you're doing, their behaviors shift and your 'churn' calculation will change as a result.
EOMM said:Furthermore, EOMM is not even limited to games. In broad applications, such as friend connection in a social network and 1-on-1 tutoring in online education, EOMM’s formulation and optimization techniques still apply. In the future, we expect EOMM equipped with more advanced models, such as skill model and churn model, can have higher optimal bound.
They could just make a more engaging coop-vs-ai mode, I suppose. In fact, they could integrate those EOMM principles into the coop-vs-ai systems to maximise those engagement outcomes.
Of all people, Riot/Tencent could afford to build GAN-based AI's that modulate its behavior for optimal player engagement. Not too easy and just hard enough to keep you buying skins. Maybe something based on OpenAI's thing but instead of finding novel ways to cheat it's optimized to keep you feeling challenged and motivated to keep playing:
I vaguely recall some discussion on why they never worked on more engaging coop-vs-AI but never bothered to remove the feature entirely. Like too many people keep playing it but it undermined their model somehow.