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Saturday, October 30, 2010

Custom Skins in LoL

I’m a big fan of Riot’s various skins for the champions in game. A lot of them are pretty damn cool, and it’s nice to be able to show your pride in a particular toon by playing with one of the skins. Buying all of them would be a little ridiculous, though, and there are a few standard models with no skins at all. Thankfully, a small community of artists has cropped up to provide custom skins for free.
If you head over to http://leaguecraft.com you can have a look at the skins available for any character. The site has full instructions for installation. My personal favorite is the Immortal Twisted Faith I used for the picture, but there’s also an The Dealer from Hell, a pretty cool Nidalee skin, and a nice replacement for Morgana. The skins only exist client-side, so your friends/enemies won’t see them, but it’s a nice way to add some flavor to the game. Did I mention it’s free?

Start with the tutorial for simple directions on installation. A lot of the skinners on the forums suggest you mess with a zip file in your DATA folder and it’s just not necessary.

Heroes 6

Heroes of Might and Magic 6 announced for PC

Might and Magic 6 announced at Gamescom 2010

The Might & Magic series is returning announced Ubisoft with Might & Magic Heroes VI for PC!
Scheduled for release in 2011, the game is being developed by Black Hole Entertainment (Armies of Exigo, Mark of Chaos Battle March), and will include all the characters and features that have made this brand a worldwide success, in addition to a wealth of new innovations to the series.
The Might & Magic Heroes VI adventure starts 400 years before the events in Heroes of Might & Magic V, showcasing a family of heroes in a thrilling, epic story where Angels plot to revive an unfinished war.
A legendary Archangel general killed during the war of the Elder races returns to life with a vengeance. Under the cover of preparations for an upcoming Demon invasion, he unites the peoples of Ashan to eradicate his ancient enemies. However, he underestimates the power of the all too human dynasty of the Griffin Dukes.
The Griffin heroes’ destinies will be written by players.
Key features of Heroes of Might and Magic 6 include:

  • Enjoy the critically acclaimed Heroes gameplay, remasterized with the well-known developer, Black Hole Entertainment, and in close partnership with the game’s numerous fans.




  • Experience the unique mix of Turn-Based Strategy & RPG: Explore extra-large adventure maps, collect tons of resources and build extraordinary cities. Perfect your tactics to level-up your heroes, recruit troops & ready them for combat on exclusive battle maps.




  • Shape your destiny: Lead the Heroes of the Griffin dynasty within an intriguing scenario. Choose your path, assume your choices and customize your gaming experience thanks to a brand new reputation system.




  • Rediscover the richness of the Might & Magic Universe: Discover fantastic landscapes and creatures from the world of Ashan. Enjoy revisited 3D designs and an exclusive new bestiary.




  • Share with the community: Post content & compete with your friends using a new and intelligent, online community interface.



  • Here is the teaser from Gamescom 2010.

    “Might & Magic is a powerful franchise with an amazing 20-year legacy,” said Adam Novickas, director of marketing at Ubisoft U.S. “Players will be able to enjoy the Heroes experience like never before. The amazing creative teams at Black Hole Entertainment are keeping the original Heroes spirit, while enhancing the RPG elements.”

    Fable 3

    Fable 3 preview: It's the economy, stupid

    Fable 3 gold
    If you played Fable 2 anything like the way I played Fable 2, you ended the game a very, very, very rich player. Why work a virtual job pouring cold beers when you could buy a piece of virtual property, turn off your Xbox, pour yourself an actual cold one (or 10), and when you come to in the morning, you're dehydrated and groggy -- oh, and you've been earning rent money in-game, too?

    That feature -- the ability to earn rental income while away from the game -- went a long way towards making Fable 2's Albion feel like a living world; one that went on regardless of whether or not your hero was there to see it. That feature won't be returning for Fable 3. "It was a Fable 2 feature," Lionhead lead designer Josh Atkins tells Joystiq. "With every feature, we spend a lot of time reevaluating new things that make sense for the emotions we want to impact and get from players in Fable 3."


    This is about making the economy "matter," Atkins says. "When we get into the idea of wanting the economy to matter and wanting players to really think about the gold; and whether or not we want them to have pause before making a big donation to the treasury; and whether or not we want to be emotionally involved. I think if you turn on your Xbox and you have a giant deposit, that kind of makes the experience tamer."

    Tamer, yes ... but why didn't that matter in Fable 2? "We weren't as worried about the economic balance of [Fable 2]," Atkins says, "because we really wanted players to experience all the facets of the game. So putting up what we considered to be artificial barriers was something that was kind of against the overall philosophy of the game. We let players essentially play as they desired." But even though people were "enjoying themselves" with Fable 2's the-rich-get-richer economics, it didn't "matter" in the way Lionhead wanted.
    The economy in Fable 3 is designed to make you stop and consider your actions before spending money.
    "When we started Fable 3, we wanted the economy to matter more for a variety of reasons. Partially because we wanted it to be a real way for players to problem solve in the game and pick and choose their own path as to how they wanted to take advantage of the economy," Atkins explains. As a revolutionary fighting his or her way from insurgent to ruler, your relationship with money is more complicated and "therefore, it had to be more stable."

    "Once you become the ruler, there's going to be a lot of people looking for handouts and a lot of people looking for help," Atkins says. "And you're going to have an interesting choice -- and we hope it's an interesting choice -- of choosing to give away or donate the money you've made in your personal fortune over to the greater population. And we want that decision to be interesting. And if that decision is flat, if there's no meaning behind that decision, then that moment is kind of lost.

    But there's another reason the economy matters: co-op. Fable 3's co-op does away with Fable 2's awkward "henchman" implementation and replaces it with a co-op that matters. You play as your hero with your weapons and -- here's the important part -- your gold. You can marry a co-op partner or become business partners and, as would be expected, your gold also becomes their gold, and the requirement for a more meaningful economic experience becomes clear.
    "We wanted the economy to matter in co-op so we added these two features that allow you to get married and allow you to be business partners," Atkins tells us. "One of the side effects of those two ideas is that if the economy is totally broken, then one of the benefits of getting married or being business partners -- that you get to share your gold -- is gone." So earning and keeping your wealth has to be a more lean-forward, participatory part of Fable 3. "The goal is for it to feel like you need to put more time into it if you want to amass that kind of fortune. It isn't just an easy decision. You need to think about each property; you need to think about whether or not you've put the right furniture in it."

    Wait, hold on ... would-be real estate barons will need to actually take care of the dozens upon dozens of pieces of property they could collect throughout the game? Don't worry, that's what the fine tradition of English butlers is for. Atkins says, "The nice thing is that you have Jasper there, the butler, who will help you with these economic decisions.
    "We wanted the economy to matter." - Josh Atkins, lead designer
    You basically have the choice of having Jasper manage your property. He can go in there and basically make sure that all the houses have good furniture and that you're getting the most amount of rent for the state of the house. The butler is going to help you with all of this, so while you need to put more time into this, we have made it easy on the player as well."

    Most importantly, the economy in Fable 3 is designed to make you stop and consider your actions before spending money. Finding a co-op partner to either marry or enter into a business relationship with has the ancillary benefit of making you wealthier. Money, and access to money, can open up parts of the Albion for those willing to spend. "There's a guy you run into who's requesting a donation to restore the bridge to the Fable 2 gypsy camp as a commemoration to the Fable 2 hero," Atkins told us. "You'll have a choice as to whether or not you want to help him build that bridge and then, when you do build it, you'll find that there's a lot of interesting stuff across the bridge. Maybe a whole other village," he teases.

    Having a partner allows you to leverage your combined wealth to explore more of the world of Albion; however, with that also comes the weight of deciding how to spend your money. "There are a lot of aspects of the game that are easier if you have somebody who's your partner, your comrade-in-arms for solving these problems. And then, those partnerships become really interesting again when you get into the ruling section of the game, because it's not one person's decision. You're going to have to talk those decisions through because you are pooling your resources."

    All the while, back in your Sanctuary -- Fable 3's new menu-system-that's-really-a-room -- your pile of gold waxes and wanes, giving you a literal, Scrooge McDuck-style representation of your wealth. "The reason we think the economy is important in Fable 3 is it's one of the areas of the game that's really up to the user on how they interact with it," Atkins suggests. In other words, you don't need to be wealthy, just like you don't need to be well-liked or honest. It's all part of the effort to make the economy -- and really all of your decisions in Fable 3 -- matter.

    New Mortal Kombat 2011

    New Mortal Kombat 2011 videogame announced as 2D fighter for Xbox 360 and PS3

    Mortal Kombat 2011 MK9 gameplay screenshot!

    The all-new Mortal Kombat 9 returns the series to 2D! Actually, this newest title, which is the 9th entry in the long-running violent fighting series, is completely 3D but on a side-scrolling 2D plane ala Street Fighter 4!
    This is exactly what fans have been asking for and craving for ever since the franchise started abandoning fans as it went into the 3rd dimension with Mortal Kombat 4. The classic formula that players loved was even further abandoned during the last generation as MK went in every direction BUT the one that fans wanted to see, with 2002’s Mortal Kombat: Deadly Alliance, 2004’s Mortal Kombat: Deception and 2006’s Mortal Kombat: Armageddon.
    While they weren’t horrible games by any means (and were packed to the gills with “non-Mortal Kombat” modes from single-player adventure game-like quests to crazy side-games like MK Kart Racing and MK Puzzle Kombat), the move to 3D just never FELT right.
    Thankfully that all changes NOW! E3 is here baby, and I have my first pick of the show. The 2011 Mortal Kombat, which is entitled simply “Mortal Kombat”, returns the franchise to it’s roots while offering glorious 3D graphics with side-scrolling gameplay. Since the game is actually 3D, it allows for some absolutely crazy sh*t that simply could not have been done in the past. And it looks very good while doing it.



    All of your favorite classic characters return and they are going back to the original series (for the most part) with favorites like Sektor, Raiden, Sub-Zero, Shao Khan, Kung Lao, Johnny Cage, Reptile, Nightwolf, Mileena, Smoke and more.

    Along with a return to M-rated violence, the game will include an all-new graphics engine, the return of classic-style Fatalities and classic stages (including the Pit!), a deep story mode (which the developers claim will be the “deepest story mode of any fighting game”), all-new Tag Team gameplay for up to four players, a new “Co-Op Arcade Mode’ and extensive online play and modes including “team” matches. The developers promise Mortal Kombat will have the “most extensive online experience ever seen in a fighting game.” And it definitely seems like this new MK is taking the best elements of Mortal Kombat 1, Mortal Kombat 2 and Ultimate Mortal Kombat 3 to create an almost updated version of those games.
    MK is being developed by “NetherRealm Studios” with series co-creator Ed Boon leading the team and Warner Bros. Interactive Studios publishing (WB bought the rights to MK from Midway when Midway went under).
    “We are bringing the Mortal Kombat franchise back to gamers with the talented NetherRealm Studios team creating the game fans long to play,” said Martin Tremblay, President, Warner Bros. Interactive Entertainment. “Re-establishing the brand with Warner Bros. Interactive Entertainment, Mortal Kombat innovates on past games while staying true to the brand’s legendary characters and fighting style.”
    “We can’t wait for players to get their hands on Mortal Kombat,” said Ed Boon, Creative Director, NetherRealm Studios. “This game really is a response to what players have been demanding: mature presentation, reinvented 2D fighting mechanic and the best, most gruesome fatalities ever!”
    Here is the debut trailer!

    I think it’s interesting that the kind of “choppy” animation remains intact . . . part of me wishes they’d truly create fluid animation. But maybe at this point it wouldn’t be MK without it, eh? Then again, Mortal Kombat Trilogy was anything but choppy.

    MK creator Ed Boon’s Twitter page sees him mention motion capture work is underway for Mortal Kombat 9! To quote his personal stream of thoughts:

    Ed Boon (@noobde): Motion capturing special moves & fatalities today….they are kind of sick !!

    Ed Boon: Carlos & Rick O. doin some kool fatalities. I hope we aren’t taking these too far.

    MK Fan (@McCarron): @noobde If you are not sure if you are taking them too far, that means you can go further.

    Ed Boon: @McCarron U r absolutely right. People want an M-rated MK….dammit we will give them an M-rated MK.

    Ed Boon: still…they are sick.

    Devil May Cry

    DMC is new Devil May Cry announced as revamped prequel from Western developer Ninja Theory

    DMC Devil May Cry Ninja Theory game announced for PS3 and Xbox 360 (screenshot)

    “Devil May Cry” or DMC is the official title of an all-new Devil May Cry game developed by none other than Enslaved/Heavenly Sword developer Ninja Theory!
    That’s right, for the first time in the series history, it has been handled to a Western developer! Although they stress that it is being “co-developed” in close collaboration with Capcom.
    This was just announced at the Tokyo Game Show 2010 and revealed in a trailer that shows off a new, younger Dante. The game has been in development for over a year and a half and will be a complete revamp for the series.
    Here is the debut trailer for the new DMC!

    The game will hit Xbox 360 and PlayStation 3, presumably in 2011.

    Diablo III - Demon Hunter

    Demon Hunter is the final Diablo 3 class to be revealed, Blizzard announced at the opening of the BlizzCon 2010 show.

    The Demon Hunter class is a ranged combat class that focuses on dealing damage from a distance using grenades, exploding bolas, throwing knives and a fiery molten arrow.

    This class joins the previously revealed classes including: Barbarian, Witch Doctor, Monk and Wizard.

    Additionally Blizzard announced that Diablo 3 will feature Player vs Player Arenas that will be placed throughout the Sanctuary where players can battle it out in wholly unique environments that feature differing amounts of terrain and cover.

    The Ranked Battles will have two teams competing. Points awarded will go towards earning Achievements and other bonuses. Out of the official ranking system players can compete in one-on-one or self-assaigned team combat as well.


    Dragon Age 2

    Dragon Age 2 first gameplay trailer shows rise to power

    Dragon Age 2 gameplay screenshot

    The Dragon Age 2 release date of March 8, 2011 can’t come soon enough for this highly anticipated sequel from veteran Western RPG developer BioWare.
    An all-new trailer has been released for the game that shows off the first gameplay footage, something players have been waiting quite a while for.
    Naturally, the trailer is quite awesome and definitely worth checking out. Don’t forget that there’s a Dragon Age 2 special edition pre-order package available for the game as well for those who are looking forward to it.
    Here is the new gameplay trailer.


    Synopsis
    Experience the epic sequel to the 2009 Game of the Year from the critically acclaimed makers of Dragon Age: Origins and Mass Effect 2. You are one of the few who escaped the destruction of your home. Now, forced to fight for survival in an ever-changing world, you must gather the deadliest of allies, amass fame and fortune, and seal your place in history. This is the story of how the world changed forever. The legend of your Rise to Power begins now.

    Key features of Dragon Age 2 include:

    * Embark upon an all-new adventure that takes place across an entire decade and shapes itself around every decision you make.
    * Determine your rise to power from a destitute refugee to the revered champion of the land.
    * Think like a general and fight like a Spartan with dynamic new combat mechanics that put you right in the heart of battle whether you are a mage, rogue, or warrior.
    * Go deeper into the world of Dragon Age with an entirely new cinematic experience that grabs hold of you from the beginning and never lets go.
    * Discover a whole realm rendered in stunning detail with updated graphics and a new visual style.

    GTA 5

    Grand Theft Auto 5 PS3 fake boxartThe latest edition of Gametrailers’ Bonus Round discussed Grand Theft Auto 4, its Xbox 360-exclusive expansions, and Grand Theft Auto 5’s release date. You can watch the episode below.
    To quote investment banker Wedbush Morgan Securities’ game industry analysts Michael Pachter: “I actually think they already have a story in mind. GTA5 is already in the planning stage and my guess is you’ll see [the next GTA] in two and a half years. In fall of 2010, there’ll be Grand Theft Auto 5.”
    This video shows clues that point to GTA 5 taking place in San Andreas or France.


    This Grand Theft Auto Bonus Round episode discusses whether or not the release of GTA 4 on April 29th, 2008, was the fall of GTA as a series. Or if Rockstar will reach new heights with it or future games.


    Picture courtesy of VGboxart, quotes via Gametrailers, video by finalfantasy9ix.
    January 2009 update: After rumors circulating on the internet, Rockstar confirmed that there would be no GTA5 in 2009. While most companies don’t respond to rumors, Rockstar probably thought it would damage sales of their two upcoming GTA4 downloadable episodes (the 1st in February, the 2nd in October), which they are still working on. As a result 2010 is looking more logical for GTA5.
    September 2009 update: During GTA publisher Take-Two’s Q3 2009 earnings call, chairman Strauss Zelnick denied GTA5 by — ironically — talking about GTA5. To quote: “We’re not going to announce it. We’re not going to announce when we’re going to announce it. And we’re not going to announce the strategy about announcing it or about when we’re going to announce it either, or about the announcement strategy surrounding the announcement of the strategy. Any other questions?” :lol:
    Piper Jaffray’s Anthony Gikas weighs in on the release date and thinks GTA5 will be out sometime between November 2010 – October 2011. To quote: “Our confidence in the company’s profitability profile is improving as product flow for FY 2010 is greatly improved and Grand Theft Auto V is expected in FY ‘11.”
    Wedbush Morgan analyst Michael Pachter claimed: “While we still expect a GTA game in calendar 2010, it is not clear that the game will be released before the end of Take-Two’s fiscal year ending October 31, 2010.”
    Grand Theft Auto 5 location hintOctober 2009 update: On page 17 of Grand Theft Auto: Episodes From Liberty City’s game manual, Rockstar gives a teaser where the next GTA game might be. Up until now it was most likely Grand Theft Auto V: Vice City. Which is a guess, because at the end of Grand Theft Auto IV, Niko’s plane ticket says “Vice City”. And this teaser image (scan shown below) — which also appears on a billboard near Star Junction, next to Liberty City’s Seagull — says “Liberty City, It’s Over! Next Stop. Theatre Seagull” with a hint we’ll find out more in March 2010. Meaning the new “Theatre Seagull” location could be opening up anywhere that has the mountains and beaches shown in that location depiction; Any place from England, France, San Andreas to Seattle and beyond. Where do you want to see the next GTA take place?
    November 2009 update: GTA series producer/writer/voice artist Dan Houser had an interview with The Times London newspaper about the next GTA game. To quote the article: “There’s a Western game in the works for next spring, and the next GTA to think of. ‘We’ll think of a city first, then the characters,’ says Houser. The script he will end up co-writing will run to around 1,000 pages, nearly ten times as much as a feature film.
    PS: Here’s a funny parody of Grand Theft Auto featuring some lost plumbers.

    Blizzard DotA for StarCraft 2 Announced - BlizzCon

    After having so many DotA Genre games like League of Legends, Heroes Of Newerth and Valve's DotA 2. The PC games giant Blizzard has announced 4 new maps for StarCraft 2 on the opening day of BlizzCon 2010. Surprisingly, Blizzard's DotA was one of it. Blizzard developers said that StarCraft 2 DotA will be based on Warcraft 3 DotA by IceFrog. All the heroes, items, farming even the whole gameplay style will be implemented in the upcoming Blizzard's DotA.


    Blizzard DotA:
    Wage war with the most powerful heroes from Blizzard Entertainment’s game universes in this explosive new multiplayer game.

    Blizzard's greatest heroes have been drawn from their respective universes to do battle on a chess-themed battleground. You control a hero and must level up, buy items, and work together with your teammates to defeat waves of units and ultimately destroy the opposing team's King Tower.



    Blizzard DotA map for StarCraft 2 will be released in near future via Battle.net. It will be free for everyone who owns a copy of StarCraft 2. Till now, We can predict that Blizzard's DotA is more likely to be a sci-fi oriented DotA. Blizzard is updating StarCraft 2 engine, map editor and continuously adding features so it can support the Blizzard DotA.


    Blizzard has not announced any official StarCraft 2 DotA release date yet but it is expected be released in near future. Also, Valve is coming up with DotA 2 in 2011. Do you think that Blizzard DotA will be good enough to beat DotA2?




    A player said...
    Well, first of all DoTA is not an actual game, its an abuse of gameplay mechanics forced into works by a very talented modder.

    Hiring IceFrog would indeed bring another DoTA but what if DoTA could become something more?

    A real gamedesigner would probably give up on the idea of MoBA since there cant be too efficient controls like in Starcraft 2, the controls are just awsome.

    So with the im not gonna say bad controls but mediocre a crucial part of your skill is learning how to move your hero as efficient as possible.
    In League of Legends they put everything that made DoTA unique and started to take away and add features that was necessary. Now im gonna say that when League of Legends came out it was King, I even liked better than HoN (sure laning phase wasnt that hard in LoL but I didnt have any problem with it in HoN either)

    NOW however Riot has become a company that feeds on casuals. Its an evil circle, if u make it too hardcore no one will play it and thus creating no playerbase for there even to be a competitive playerbase.
    So they are just trying to make more money by as of now releasing Champions every third week or something. (in the beginning there was like 20-30 I think now it is 63! in like two YEARs!)

    HoN released like 10 heroes in one and a half years but they patch and do balance changes like a prof company however, they took the safe root and made a DoTA with better interface.

    MoBA needs to have faster gameplay and some Dual Stick action!

    Dota "Source" (aka Dota 2)

    The rumors and speculation can cease. Valve is making Dota 2, we've played it, and it's already amazing even though it's not coming out until next year. And we haven't yet laid eyes on Dota 2's biggest innovation: a radical approach to integrating the game's community back into the gameplay itself.

    What's a Dota?

    Dota 2 takes its name from the Warcraft III mod Defense of the Ancients, a drastic change to that stock real-time strategy title, which pits two teams of five players against each other in highly competitive, 40-minute or longer matches. Unlike most RTSes, DotA has each player controlling a single hero who levels up and stockpiles gold to purchase powerful equipment and consumables. As computer-controlled armies continually spawn and rush the enemy's base, players are responsible for using their powerful heroes to turn the tide of the battle in their favor.

    DotA quickly gained massive popularity on Blizzard's Battle.net service, with the growing community utilizing user-created channels and the rudimentary custom game browser to connect players. As mods tend to do, it branched into several variations as time passed. Eventually, one rose to the top: DotA-Allstars, originally created by Steve "Guinsoo" Feak (now employed with Riot Games designing League of Legends). Allstars is currently maintained and updated by IceFrog (who declined to give his real name), who was hired by Valve in 2009 and is now working on Dota 2.



    DotA enjoys such unprecedented popularity for a number of interconnected reasons. The game has a skill curve as long and as wide as Counter-Strike or StarCraft; expert players dominate matches with lesser-skilled individuals solely through manual dexterity and hard-won knowledge. Extensive upgrade paths allow players to combine items into more powerful versions, gaining thousands of hit points or powerful life-stealing attacks. Team play is hugely rewarded; though the map is large enough for all ten players to spread out and fight creeps on their own without anyone engaging anyone else directly, late-game play is almost invariably centered around giant 3v3 or even 5v5 team fights.

    The mod has benefited from excellent, long-running support in the form of constant updates that add new content or address balance issues. Said balance is good enough that no dominant team composition or strategy has ever taken hold for long. The heroes are varied enough that a match featuring different team rosters can take on an entirely different character from the last.

    The enormous following generated by DotA's deep gameplay is unprecedented. Today, years after its release, a third-party site hosting an update can get hammered by more than six million downloads in a day. The mod spawned a new subgenre, commonly referred to as "action-RTS," that contains two successful commercial games in League of Legends and Heroes of Newerth (and the unfortunate flop Demigod) as well as DotA-Allstars itself. Valve Corporation, the company beloved for its Half-Life, Counter-Strike, Team Fortress, and Left 4 Dead series as well as its outstanding Steam digital distribution and matchmaking platform, is making its entry into this still-growing genre next year with Dota 2.



    What Does Valve Bring?

    Valve's approach to Dota 2 is unusual in that the gameplay itself is remaining almost entirely untouched. "Our first reaction is to assume that [design elements are] there for a reason," project lead Erik Johnson explains. "IceFrog is one of the smartest designers we've ever met. He's made so many good decisions over the years in building the product. He virtually never makes a decision that doesn't have some reasoning behind it and a way to pick apart the logic behind it." This approach means that Dota 2 basically is DotA-Allstars with new technology.

    DotA-Allstars' roster of 100+ heroes is being brought over in its entirety. The single map games take place on is functionally identical to the one that you can download for free today in the Warcraft III mod. Items, skills, and upgrade paths are unchanged. Some hero skills work slightly better due to being freed from the now-ancient Warcraft III engine, but Dota 2 will be instantly familiar to any DotA player.

    A few things will make significant differences to players making the transition. Dota 2 uses Valve's Source engine, so the game is much prettier. Source itself is getting a few upgrades, including improved global lighting and true cloth simulation. Dota 2's integrated voice chat is a huge step up from having to set up your own Ventrilo server, and the speed of voice communication is very nearly a requirement for a game as team-focused as DotA.

    AI bots will take over for disconnected players, and will be available to play against in unranked training matches as well. However, don't get your hopes up for a full-fledged single-player game, though. Johnson says, "Our goal with the AI is just that their experience isn't destroyed just because one person couldn't finish the game."

    The visual style is remarkable for retaining the somewhat cartoony feel that the Warcraft III version of DotA-Allstars is built around, while going in a few different directions. "I think there are functional aspects to the art that are pretty significant to the players," Johnson muses. The environment, particularly in the forests that fill in the map between the three lanes that the NPC armies follow, uses a desaturated color scheme to give the colorful heroes and abilities some visual pop. The sizable art team is putting a lot of work into making the shapes and animations of each hero distinct to the point that players will be able to instantly identify any hero they see and quickly gauge the threat level of any situation.

    The game will also feature a ton of custom voice work. You'll get amusing lines from heroes as they deny the enemy team last hits on creeps, and champions who have backstory connections will trade quips when nearby.

    The bulk of innovation in Dota 2, however, is ancillary to the gameplay itself. Valve is upgrading Steamworks (the company's backend technologies for matchmaking and other gameplay and community-related things) to allow them to create in-game rewards for participating in the Dota 2 community. The idea is to have everything a player does in or out of game tie back into their online identity. Like the improvements to Source, the Steamworks upgrades will be available to third-party developers who choose to use Valve's tools when Dota 2 launches in 2011.

    At a basic level, posting useful feedback or participating in constructive discussions on the forums will contribute to your standing in the community in a visible way. Valve doesn't have the specifics on how this will work nailed down yet. Will you get points that contribute to a visible ranking, like a Gamerscore? Will your posts need to be recommended by other community members to count for anything? What counts as a constructive discussion? These questions are all being actively explored at the moment. Valve assures us that the designers have a slew of awesome ideas for how to implement rewards in a way that’s visible to the rest of the community, but there are no details to announce yet. "When we talk about this identity that exists inside and outside the game, we don't think we're anywhere near it with what exists on Steam right now," Johnson admits.

    If this was just about getting points for posting comments, though, we wouldn't waste your time by telling you about it. Dota 2 goes much farther than that. Everything from unlocking new skins for your favorite hero to getting a unique title for writing a strategy guide is on the table. Valve has ambitious plans (for which, again, there are no specifics to share) to host everything themselves and provide the best framework for the community to interact with each other. The idea is to reduce the social friction inherent in having to dig around a bunch of different fansites and wikis to find what you're looking for.

    Ultimately, two things will make Dota 2 stand out: the coaching system and interactive guides. Read on to find out more.



    Riding the Skill Curve

    Getting owned sucks. It doesn't matter if you're the victim of a headshot in Counter-Strike, corner trapped in Street Fighter, or swarmed under by Zerglings in StarCraft. Holding the short end of the skill stick in competitive games like these is rough. This problem is compounded in DotA and its clones by two factors. First, matches last around 40 minutes – that's a long time to spend getting your face kicked in. Second, dying not only takes you out of the game while your respawn timer counts down but also directly benefits the other team by giving a big cash bounty to your killer.

    At intermediate and higher levels of play, having a poor player on your team who dies frequently is worse than fighting with a man down, as the opposite team gets gobs of gold for picking off the newbie. This has fostered a legendarily newbie-hostile attitude within large swaths of the DotA community. As fun and rewarding as the game is when you're in a match of appropriate skill level – and it can be one of the very best experiences in gaming, without exaggeration – finding those matches has always been a nightmare. It doesn't help that the game is so intense that Valve had to institute a "no talking about the match for an hour afterwards" rule for its internal playtests. The recent commercial titles that more or less cloned DotA have ameliorated this to some extent, but it is still often a huge problem.

    Valve believes that the solution to the huge barrier to entry is threefold. The first, obvious solution is to have excellent skill-based matchmaking for both individuals and teams. Valve believes that the work going into Steamworks for Dota 2's release meets that requirement. Second, interactive guides will allow players to do more than just read a guide for their favorite hero that has been deemed helpful by the community at large. Valve plans to allow guide-makers to tie their work back into the game by doing things like highlighting suggested item purchases or displaying useful information during a match.

    Finally, a coaching system is being deeply integrated into the game. By logging in as a coach, veteran players can do their part to help out newer folks. Valve hasn't entirely decided on the specifics of how newbies and coaches will be matched up, but once they're together a few things happen. The coach sees the pupil's screen, and gets private voice and chat channels to communicate with them. The coach probably won't be able to take control of anything directly (once again, the details are currently under discussion), but information is power in Dota 2 and having a mentor whispering in your ear can make all the difference in the world.



    Of course, the pupil will be able to rate the coach's helpfulness. Being a well-regarded coach will have explicit in-game rewards, just like writing useful guides, posting constructive feedback, or engaging in interesting strategy discussions. If the overwhelming response to Battle.net achievements is any indication, vanity rewards like these will be extremely effective in channeling the community's energies toward positive contributions.

    Valve founder and boss Gabe Newell thinks that ongoing service and value creation over a game's lifespan is the new reality of game development. "IceFrog was one of the smartest people we've ever met about doing that, and he was doing it with both hands tied behind his back, so to speak," Newell says. The company plans on approaching Dota 2 with the same dedication that won it the fanatical devotion of the Team Fortress 2 community, pushing out dozens of updates that do everything from adding new hats to fixing balance issues to introducing entire new match types for free.

    "I think the interesting thing is us adding a second layer where the community is a service to each other. That's the real shift that we're trying to build here. Valve is going to keep building software around Dota and around the community and around Steamworks for Dota, but we're also going to build this system where the community can bring service to each other and be recognized for it," Johnson proclaims. With a solid backbone of community-enabling systems and Valve's legendary support and technology behind it, Dota 2 has a chance to turn one of the most popular mods of all time into a full game on PC and Mac that compares favorably to any eight-figure-budget console blockbuster.

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