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I'd argue Dota fits that definition. Some examples:
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I'd argue Dota fits that definition. Some examples:
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[i]"game state is significantly affected by events which occured in the past"[/i]
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[i]"game state is significantly affected by events which occured in the past"[/i]
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-> Most notably gold/xp are gained from events in the past, like kills or farming.
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-> Most notably gold/xp are gained from events in the past, like kills or farming.
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Also, acquiring vision (e.g. wards) generally has a tremendous impact, albeit not in the most direct way.
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Also, acquiring vision (e.g. wards) generally has a tremendous impact, albeit not in the most direct way.
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[i]"maximizing value by game's time unit"[/i]
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[i]"maximizing value by game's time unit"[/i]
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-> I think the weakest point, but choosing whether to spend your attacks harassing the enemy, lasthitting creeps or rather staying out of range entirely would fall under that. Also applies to the team as whole.
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-> I think the weakest point, but choosing whether to spend your attacks harassing the enemy, lasthitting creeps or rather staying out of range entirely would fall under that. Also applies to the team as whole.
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Also, many abilities vary significantly in value depending on how they are used (think chainstuns).
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Also, many abilities vary significantly in value depending on how they are used (think chainstuns).
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[i]"Real time"[/i]
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[i]"Real time"[/i]
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->
Obvious
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->
Obvious.
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Now the question is if you think MOBAs should be included into that definition or whether you need to refine it.
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Now the question is if you think MOBAs should be included into that definition or whether you need to refine it.
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To be honest, I'd be hard-pressed to find a definition for RTS that includes fighting enemy glaives with your own glaives (winner being able to raid eco for value) and two teams of heroes clashing in a teamfight (winner being able to destroy rax for lasting benefit).
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Probably, MOBA games are more of an RTS when you think of them from the team perspective.
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