Showing posts with label MOBA. Show all posts
Showing posts with label MOBA. Show all posts

Friday, October 14, 2016

News & Views
10/8/16-10/14/16

This dark, rainy Friday is a perfect endnote for a spooky October week. I’ve been plugging away at my Scare Fest 2016 list, now with over 10 movies seen and reviewed. Snuggle & Scream podcast made its Season 2 debut this week, in which Justine and I got to discuss Hush. We’re ever slowly creeping towards Halloween and I couldn’t be more excited.

News & Views collects the week’s best gaming and gamedev writing and puts it all into one convenient place. Check out the links below for stories about the geography of a MOBA battleground, how Thumper is a unique blend of rhythm with horror, the tale of a self-destructing game from the 1980’s, and a chronological look at the origin of Japanese role-playing games.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Brian Crecente, Polygon

Worth Reading
Ethan Gach, Kotaku

Josh Calixto, The Meta

Ben Bertoli, Polygon

Gino Grieco, Giantbomb

Alex Wawro, Gamasutra

Patrick Klepek, VICE

Felipe Pepe, Gamasutra

Friday, March 18, 2016

News & Views
3/12/16-3/18/16

Happy Friday everyone! This week has been an interesting one. I’m thankful to be heading into the weekend though, especially considering that all of Daredevil S2 just posted this morning. How many will I watch? Only time will tell. The excellent Salt & Sanctuary might dampen my binge watching a bit. The game is so good!

News & Views is your weekly dose of excellent gaming writing. Opinion pieces, editorial, uncovered stories and more! Check out the links below for great articles about the brilliance of Downwell’s gunboots, why an increasing number of women are choosing virtual boyfriends over the real deal, and how Supercell has one of the most ruthless production dogmas in the business.

And of course please check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Pete Ellis, Gamasutra

Worth Reading
Zack Kotzer, Kill Screen

Caty McCarthy, Kill Screen

Colin Campbell, Polygon

Allegra Frank, Polygon

Pip Usher, Vogue

With Comments
Patrick Miller, Giantbomb
I’ve held the belief that Street Fighter II did more than eat my quarters. It taught me how to adapt on the fly, to master a strategy, and to better myself. Fighting games have long been part of my gaming wheelhouse and for a good reason—the same reason that Patrick Miller writes about. Fighting games can teach you how to learn. There aren’t many better vehicles for self-improvement than eSports, and for me specifically, fighting games. Give them a shot.

Kris Graft, Gamasutra
Following widespread talk about the game online, I downloaded my first Supercell game ever last week: Clash Royale. I bemoaned the unbelievable success of what felt like the disingenuous and debatably terrible Clash of Clans. I hated what it represented. But Clash Royale is actually quite fun. It got me thinking. How does Supercell make such huge hits? Turns out the answer is quite simple: ruthless production. The company is unafraid to kill projects left and right if they don’t meet the right level of quality. Graft spotlights Supercell’s fascinating approach to game development. Well worth reading.

Sharang Biswas, Zam
I’ve always wondered why Heroes of the Storm has a tolerable online community. I would even go so far to say that it’s an exceptional one, considering that the game is a MOBA. I’ve had my own theories, most of which align with the points raised by Sharan Biswas in this excellent piece. It all comes down to smart game design. Biswas and others suspect that much of the MOBA hostility comes from fighting over shared resources & responsibilities. Heroes alleviates some of this tension (and subsequent toxicity) by offering players fewer choices (less ways to ‘screw up’ on a macro-level), no gold economy (simplicity), team experience points (feeling of unification, focuses fight on enemy and less between members of the same team). All of these design decisions reduce inherent intra-team hostility. No wonder Heroes is by far my favorite MOBA.

Cassandra Khaw, Eurogamer
Danganronpa Trigger Happy Havoc is an awesome game. It really is. But why? Why do we have so much fun playing as a group of teenagers trapped in a school who are forced to kill each other? Cassandra Khaw shares some insight as to why. To summarize her article briefly: children are monsters. They lack the full grasp on what it means to operate in a civil society, and therefore their interactions can be fascinating. Further, Danganronpa plays with our deep-seated mistrust of others, since we can never know someone’s true intentions. And finally, kids are our future. So it is extra unsettling when we see harm coming their way. You should read the article and you should play Danganronpa. Which reminds me, I have the sequel sitting untouched on my Vita. That needs to be fixed.

Friday, January 22, 2016

The Impact Factor Ep. 38: Cannibalism, In Space!
Podcast

Welcome to the 38th episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Minecraft: Education Edition, Oregon Trail, game dev, eSports, Heroes of the Storm, ESPN, Mortal Kombat XL, Star War Battlefront, Tharsis, Lifeline, comic books and more!

'Rise of the Tomb Raider, and the dubious benefit of a console exclusive' by Bo Moore, Gamasutra

 
For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com
Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss @
thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/

Friday, December 18, 2015

News & Views
12/12/15-12/18/15

Happy Star Wars day everyone! I hope you’re all having a good one. Even more exciting for me is that today starts my self-appointed winter break! Time to decompress from a very busy year with my fiancée, food, friends and games.

Let’s get right into it here. News & Views is back with more great stories and excellent writing from around the world of video games. Check out the links below for a brief history of the intersection of fashion and video games, what it’s like to be a professional fighting game player, and what ‘censorship’ means when to comes to localization.

And of course you can check out the brand new episode of The Impact Factor podcast that was posted today! You can subscribe to the podcast on iTunes, or if you prefer other methods, check out our SoundCloud. We’re on YouTube too!

Spotlight
Jake Muncy, Wired

Worth Reading
Patrick Klepek, Kotaku

Austin Walker, Giantbomb

Chris Kohler, Wired

Steff Yotka, Vogue

Andi Hamilton, VICE

With Comments
Megan Condis, Unwinnable
I’ve argued for a while that in-game and end-of-match stats for Heroes of the Storm is a bad thing. Looks like that sentiment is shared among people who play other MOBAs, too. The statistics, which are usually a poor reflection of player performance, give ammunition to toxic players to harass their teammates. I always want games to be a more inclusive space, and small changes like the one Condis suggests could go a long way.

Jon Irwin, Kill Screen
Irwin has a fascinating piece on Kill Screen about ‘not playing games’ even though the author has played many in 2015. The article touches on why digital games fade from memory more quickly than those you play off physical media, and games that feel unworthy of GOTY merit because they are either old or obscure. It’s a phenomenon I’ve experienced myself, so it is great to see it put succinctly here.

Patrick Klepek, Kotaku
What an extraordinary and comprehensive piece on a subject that has needed an intellectual foundation for quite some time. Whenever changes are made to Japanese game that’s localized to the states, the internet erupts into widespread decrees of ‘censorship.’ What Klepek found though, is that it comes down to localization ideology. Many times, changes are made so that a game feels exactly the same to different audiences, each with their own cultural and historical baggage in tow. Please do yourself a favor and read this excellent article.

Simon Parkin, The New Yorker
Parkin’s game of the year 2015 list on The New Yorker is an interesting one. He espouses his own personal philosophy before naming his top games. Parkin argues that as the number of released games grows each year, it becomes increasingly important to spotlight innovation in these end of year best lists, even if that means excluding impressive titles that are more iterative than groundbreaking. It’s a cool approach to curating a selection of ‘best games,’ though perhaps not a style that would work for all list makers. 
The Impact Factor Ep. 33: Bilbo, Sith Lord
Podcast

Welcome to the 33rd episode of The Impact Factor! The Impact Factor is what happens when two scientists, and two best friends, get together to talk about video games. Hosts Alex Samocha [biomedical scientist] and Charles Fliss [social scientist] sit down every week to discuss the week in gaming! Listen in for the news, views, and games that made the biggest impact!

Please send your suggestions and feedback to: impactfactorpodcast@gmail.com

In this episode Alex and Fliss talk about Star Wars, Kojima Productions, PlayStation, Super Smash Bros, Nintendo NX, Tomb Raider, Persona 5, Spelunky, Soul Calibur, Downwell, the static speaks my name, Christmas & more!

 
For articles and reviews from Alex, check out: www.theimpactfactor.blogspot.com
For a blog about Japan, pop culture & more from Fliss, check out:
www.flissofthenorthstar.blogspot.com
Follow Alex @alexsamocha on Twitter. twitch.tv/megalodonphd
Follow Fliss @
thecfliss on Twitter. twitch.tv/flissofthenorthstar

Intro song:
You Kill My Brother by Go! Go! Go! Micro Invasion, East Jakarta Chiptunes Compilations. Freemusic Archive. (Attribution Noncommercial Share-Alike License)
freemusicarchive.org/music/Indonesi…s_Compilation/
Transitions:
News & Views and Perspectives transitions from victorcenusa, Freesound.org (Creative Commons 0 License)
freesound.org/people/victorcenusa/sounds/148785/
freesound.org/people/victorcenusa/sounds/148784/
Experimental Methods transition from Sentuniman, Freesound.org (Attribution Noncommercial License)
freesound.org/people/Setuniman/sounds/143994/

Monday, October 26, 2015

TIF Plays: Heroes of the Storm! [5]
Gameplay

I decided to finally get around to streaming and playing Heroes of the Storm with friends! This will continue in the weeks ahead, so be sure to let me know if you want to play together. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!

Sunday, October 18, 2015

TIF Plays: Heroes of the Storm! [4]
Gameplay

I decided to finally get around to streaming and playing Heroes of the Storm with friends! This will continue in the weeks ahead, so be sure to let me know if you want to play together. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!



Thursday, October 15, 2015

TIF Plays: Heroes of the Storm! [3]
Gameplay

I decided to finally get around to streaming and playing Heroes of the Storm with friends! This will continue in the weeks ahead, so be sure to let me know if you want to play together. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!


Thursday, October 8, 2015

TIF Plays: Heroes of the Storm! [2]
Gameplay

I decided to do a double whammy of new: streaming Heroes of the Storm and playing with friends! This will continue in the weeks ahead, so be sure to let me know if you want to play together. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!


Tuesday, October 6, 2015

Phantom Limb: Heroes of the Storm, Teamwork, and Being Almost Good Enough
Article

Abstract: Heroes of the Storm, Blizzard’s take on a MOBA, quickly converted me from genre skeptic to fan. After months of play, however, I began to feel a unique anxiety towards solo play unlike anything I’ve previously experienced in a team-based competitive online multiplayer. I feel almost good enough, like I’m playing without the use of one arm. The feeling is a mixture of inadequacy and cognitive dissonance between my individual performance and the match’s end result. A friend’s perspective can ameliorate the feeling, though I’m still not entirely sure why.

I spent many years purposefully in the dark about MOBAs (Multiplayer Online Battle Arena). My time spent playing Warcraft 3 was well behind me. I had transitioned away from the PC as my primary gaming device of choice. In fact, I didn’t even hear about the genre in any significant way until college, during which a couple members of pep band wouldn’t shut up about League of Legends (LoL). I gave MOBA’s a cursory chance to woo me that year and they failed miserably. LoL felt like an unnecessarily complex boring click-fest of a game. So when DOTA2 began floating around in the gaming circles I found myself frequenting, it too was hastily brushed off. ‘They’re just not for me.’

As the years went on, and especially after I began to write and talk about games on the internet, I felt obligated to get to know the genre better. It was for the sake of my viewpoint and my edification in a style of game that seemed to be only gaining more traction, and more mindspace, in the collective “gamer” population. To make a long story short, I began hearing about Blizzard’s foray into the genre from various sources I respected. Defenders claimed that Heroes of the Storm (Heroes) was a great entry point into the genre. Others claimed that Heroes was the game that converted them from MOBA-skeptic to MOBA-fan. The official release of the game in early June this year was the catalyst—I resolved to finally see what the fuss was all about.

I felt wrong sharing my thoughts on the genre without giving
a single title an earnest chance to impress me.
I was shocked. Within a couple play sessions, a few hours here and there, Heroes of the Storm clicked. I got it. I was having fun. I wanted to play more and more. Compared to my brief experiences with LoL and DOTA2, which felt intentionally repellent towards new users, Heroes felt tailor made for someone like me. Someone who had written off the genre, and someone who didn’t want to devote 50-100+ hours to learning game systems. Heroes simplified the experience. The team levels up as a unit, skills are gained at level-based talent tiers, there are no last hits, map objectives give the player something to do between soaking and skirmishes, games are usually done within 20-25 minutes. Heroes understood me. And, within a remarkably short timespan, I felt like I understood it too. I read up on map strategies and ideal team hero compositions. I spent time honing my favorite heroes’ skill shots so that I could land devastating combos during team fights. Within two weeks or so, I felt pretty damn competent. It was a great feeling. I finally felt the rush that I imagined LoL or DOTA2 players got when playing, and the excitement expressed by the millions of fans of each game’s competitive scene.

Heroes of the Storm can be an absolute blast. Just look at that focus!
For about two to two and a half months I played Heroes religiously. I made sure to get a few games in every couple of days to secure the gold from daily quests. I spent a good amount of time playing with my friends, who had all recently started playing too, but the majority of my time was spent playing solo. As time went on, though, I felt an increasing disconnect from my experience. Days would go by between my play sessions, sometimes entire weeks. Whenever I saw a friend online I would boot up Heroes to play together, but I lost the compulsion to play alone. I’ve essentially stopped solo queuing altogether. It was a strange feeling that I couldn’t quite put my finger on until recently. I’ve never been someone who requires friends to play in online modes. Ever. But playing Heroes alone became a trying experience, that exhausted and frustrated rather than energized and exhilarated.

I have no real way to prove my commitment to Heroes.
But I think my F2P hero collection speaks for itself.
When trying to isolate the source of the problem my mind kept coming back to teamwork. Before I dive any deeper, let me respond to some of the questions you’re probably already thinking. Yes, of course I knew that Heroes (& all MOBAs) are heavily reliant on teamwork. Yes, I know it’s easy to blame your teammates for losing in a MOBA: that’s not what I’m doing here. And yes, I’ve played team-reliant multiplayer games before as a solo player and not lost interest. Let me expand upon that last point. Despite my long history of playing predominantly solo, I’m not new to team based games. I played the highly team coordination-dependent game modes in Call of Duty like Search & Destroy, and the objective based Rush and Conquest in Battlefield 3. I’ve played co-operative games like SOCOM and Borderlands and Castle Crashers. Rocket League is another recent favorite. I’ve written all of those examples to say that I knew, at least partially, what I was getting into with Heroes.

A Heroes of the Storm team working poorly together is an issue, to be clear, but not the one I’m writing about today. Especially because I was well aware of this issue before I even started playing the game. For Heroes in particular, it was made clear to me from the outset that one amazing player could not win the game for a team.

Just this week I finally got a grasp on what exactly my problem was. It’s simple. I felt almost good enough, just shy of how good I should be to lead my team to victory. The image that first popped into my head was that of Tantalus. As punishment for butchering his son Pelops and preparing him as a feast for the gods, Tantalus was made to stand in a pool of water beneath a fruit-bearing tree for eternity. No matter how hungry he got, every time he reached up to the low-hanging fruit above his head the branch was just out of reach. No matter how thirsty he got, every time he lowered his head to drink the water receded away. That’s how many of my games feel in Heroes. I can see the fruit, and can feel the water around my neck, but no matter how hard I work, the two (and my feeling of aptitude) are just out of reach.
If only I could eat this fruit, I'd be good enough at Heroes.
Or if I could drink this water, my team could win.
Playing Heroes often feels like playing a sport with one limb immobilized. I picture myself trying to play a round of pick-up basketball or a game of slow-pitch softball, but I only have one arm. Sure, I’m able to play the game and can even be pretty good at it.  But it feels off. I end my matches left with the sense that I’m not playing to the fullest of my abilities. I’m playing the game within the zone of proximal development. Like I’m struggling to perform something so simple, and something that I’ve done before unencumbered by the loss of a limb. My phantom limb.

The feeling, for the moment, is unique to Heroes of the Storm. I suspect part of this feeling derives from how the game rewards individual skill. When I played Call of Duty, wins and losses never felt impactful. The player’s individual skill was met with a whole suite of rewards. The game highlighted end of match stats like kill-death ratio and headshots. Mid-game, killstreaks, awards and score pop-ups created a positive feedback loop of self-gratification. So even when playing Search and Destroy, Call of Duty’s take on Counterstrike’s main game mode and a highly team-reliant endeavor, my individual skill was at the crux of my experience. And, even when we lost, I had powerful tools of self-assessment—I knew when I did well and when I did poorly.
 
Search and Destroy truly tests teamwork. Win or lose, though,
I was able to accurately assess my performance.
Heroes of the Storm has many of same the player feedback systems described above: stats, killstreak announcements, etc. These rewards are traps, though. Your end of match numbers are often meaningless to the game’s end result. Sure, if you’re 25-0 you know you did well, but that’s usually more reflective of your entire team’s performance than your own. You cannot go 25-0 when your team is being steamrolled on objectives, or your team is a talent-tier behind. I can’t tell you the number of games where I’ve had the highest siege damage or hero damage or experience earned, but our team was absolutely annihilated. That’s where the feeling of inadequacy stems from for me. Despite the game telling me that I’m doing well, the collective I (my team) can be doing awfully. That disconnect reinforces the feeling that “if only I had done more hero damage we could have won.” Wins and losses really feel meaningful in Heroes, much more so than any other team-based game I’ve played. It’s on the level of a fighting game. My individual performance feels immutably tied to the match’s outcome. But in a fighting game, I know the matches I do well in and those I do poorly in and there is a direct correlation between my performance and which player wins. Like I said before, that is just not true for Heroes. The duality is off-putting: how can I feel responsible for my team’s loss but also feel satisfaction that I had my team’s best performance? The cognitive dissonance is the source of my exhaustion and frustration.
 
It may not look like it, but we got absolutely massacred.
None of the other stats matter, really.
The feeling is ameliorated when playing with a friend, however, and I’m still not quite sure why. Perhaps it’s because they provide perspective on the game. They offer a unique point of view. Chatting with a friend during and after the match allows for a brief post-mortem, providing not only a mirror for self-reflection but also an interpretation from a new vantage point. While playing with even one friend, I stop caring about wins and losses, and the weight of responsibility feels lifted. It’s bizarre. In the end, the issue remains largely unresolved. Is this problem unique to MOBAs, or to Heroes of the Storm? Or is this a reflection of my changing mindset towards team-based online competition? All I can really say to wrap this up is: do you want to plan some Heroes with me? I think it’ll be good for both of us.

Monday, October 5, 2015

TIF Plays: Heroes of the Storm! [1]
Gameplay

I decided to do a double whammy of new: streaming Heroes of the Storm and playing with friends! This will continue in the weeks ahead, so be sure to let me know if you want to play together. Check out an archive of my stream linked below, and be sure to catch me when I go live by following me on Twitter (@alexsamocha) and Twitch (MegalodonPhD) Enjoy!