We had a great chat on our live show recently about two of the latest games entering the competitive market: Injustice 2 and For Honor. While they both couldn’t be further from each other, they have one thing in common — Unpredictable character builds. In the past, we looked at why competitive players don’t like character changing items that get in the way of balance. However, the conversation posed an interesting question: Why does being unpredictable work in MOBA design?
I was reading a Gamasutra piece by a friend of mine regarding the use of frustration in the form of “fun pain.” This is the way that many F2P games have made their money and is definitely not on the good side of monetization. I want to talk about this more and how the practice goes against the point of game design.
Competitive titles have been growing in renowned and popularity over the last few years. The rising interest in e-sports has led to many developers trying to be the next big game. For today’s post, I want to look at what it means to make a competitive title, and the issues to watch out for.
Overwatch is Blizzard’s first original new IP in a very long time. Coming from the cancelation of Titan, Overwatch’s design marks another attempt by Blizzard to enter the competitive multiplayer scene. While this may look like Team Fortress by way of Blizzard, there is a lot of smart design taken from MOBAs present.