lol

See: League of Legends

The Daily Grind: Does teaching toxic MMO gamers what they did wrong actually help?

As RPS reported this week, Valve has taken the relatively unusual step of making your Dota 2 and CSGO report cards semi-public – that is, players can see reports made against their accounts, and the rationales given, even if Valve took no action on them. The author was bemused to find that he’d been reported for “intentional feeding” when in fact, he just sucked that match. Hey, it happens.

But I wonder whether the reports are useful to actual toxic players who’ve been actioned to teach them where they went wrong; it’s certainly an idea League of Legends clung to for years. MOP reader TomTurtle recently suggested something similar in terms of forum moderation too. “I’d like to see how viable it’d be to have moderators give an infractor a chance to edit their post to be constructive in an attempt to have them learn why their initial language was against the rules” in the service of “informing players why they were infracted in the first place,” he wrote to us.

Even if we agree that moderators’ and gamemasters’ jobs should include not just protecting the community from toxicity but actually attempting to – as Raph Koster puts it in his new book – “reform bad apples,” I wonder whether it’s even worth the trouble, never mind the expense. Does knowing what they did wrong actually help toxic players become less toxic? Or does it just cause them to double down to save face? Is the industry just wasting time and money trying to reform players who aren’t just poorly socialized or clueless but willfully destructive?

Read more

The Soapbox: Do MMOs still fall victim to the copycat curse?

When Radical Heights launched, I was inspired to put together a whole Perfect Ten about why trend-chasing doesn’t work for online games. Obviously, my chief focus was on games that wind up being developed at a rushed pace to cash in on trends and then run face-first into problems with chasing momentary trends, which… you know, you can just read the article; it’s linked right there. But it also prompted a follow-up question by longtime reader Sally Bowls asking why, with all of these issues, why the same rules don’t apply to MMOs.

The answer? Well, there isn’t one answer. There are three answers, all of which are part of the same set of considerations. For one thing, there’s the difference of development time and depth. For another, there’s the time before grinding. And last but not least, well… they do apply, really. But let’s take this piece by piece to talk about why trend-chasing for MMOs doesn’t quite provoke the same immediate reactions as it does for, say, MOBAs.

Read more

PvP robot battler The Maestros programs a closed beta weekend

If you’ve ever had the desire to send in hordes of minions to fight at your command, yet you also felt anguished about causing so much human suffering, then The Maestros has a kinder, more technological solution. The PvP team battler puts players in charge of creatures and robots as technology faces off against nature.

Who will win? We might find out this weekend, when The Maestros kicks off a three-day closed beta test from May 25th through the 27th. It’s a perfect time to figure out whether or not this title, which the devs describe as “League of Legends meets Pikmin,” is for you.

The Maestros is a team-vs.-team action-strategy arena about transforming cute animals and clunky robot minions into battle-ready beasts and bots,” the team described. “Pick a commander and beat down leafy monsters to build up your squad, then mutate them into a walking wombo combo your enemies won’t soon forget.”

Source: Steam

Comment

SuperData’s April 2018 revenue report shows Fortnite setting new records, GTAO slowing down

Fortnite had another record month of revenue in April, according to SuperData’s latest global revenue report. “Epic’s Battle Royale shooter made $296 million in April across Console, PC and Mobile, up from $223 million in March,” says the firm.

But the more interesting story is SuperData’s assertion that “Grand Theft Auto V is finally showing its age.”

GTA V Online revenue declined 9% year-over-year, ending an impressive streak of 12 consecutive months with year-over-year growth. GTA V Online has declined sequentially every month since the start of the year, likely in part due to the continued rise of Fortnite as well as a dearth of significant content updates from Rockstar.”

Read more

Atlas Reactor arrives in China via Steam

Atlas Reactor really needs to be given some credit for striking out in a different direction when the rest of the PvP scene was shamelessly copycatting League of Legends and PlayerUnknown’s Battlegrounds. The turn-based strategy game had more in common with Advance Wars and chess than your typical MOBA and remains rather unique in the genre space.

Well now the Chinese can experience that unique flavor, as Trion Worlds announced that Atlas Reactor has arrived in that country and is available through Steam. The free-to-play game is the second (after Trove) that Trion launched in the region and brings the full game up through the current start of Season Six.

Atlas Reactor’s exciting and competitive take on the turn-based strategy genre as well as its compelling cast of characters make it a great fit for China,” said CEO Scott Hartsman. “Chinese players have fully embraced Trove and have been asking for a fully localized version of Atlas Reactor as well, and we couldn’t be happier to bring it to them.”

Source: Trion Worlds

Comment

Yes, Pyke, you’re the newest League of Legends champion

Gosh, isn’t it just the worst when you’ve got those friends for whom everything just ties back to their deals? We get it, Karen, you have kids. Yes, Joel, you do crossfit, that’s not what we’re talking about right now. Fine, Pyke, you’re the newest character in League of Legends and you’re a drowned revenant seeking revenge against the crew who abandoned you. Can’t we all just sit and have a nice lunch and talk about other things?

Ugh, here he goes. Look, there’s nothing to be done about it, we’ll just have to listen to Pyke ramble on about how he’s going to stealth his way up to his targets before surfacing and killing them with his other abilities, including a paralyzing shot and a special capturing harpoon. And now he’s putting the trailer for his thing just below instead of just, like, talking to us about it. Seriously, Pyke? This is almost as boring as hearing about Karen’s kids.

You heard me, Karen.

Read more

E-sports roundup: Riot and UC Berkeley, Hi-Rez’s varsity league, UK collegiate e-sports, cash for Averett e-sports

Still don’t think we should take e-sports seriously? Doesn’t even matter because it’s happening anyway. To wit:

Riot Games has partnered with UC Berkeley to boost esports in the California university system and launch an intramural e-sports league for League of Legends this fall. There are new scholarships for e-sports “student-athletes” too.

“The recently announced UC Berkeley esports community center will open in the campus’s Foothill complex in fall 2018. The University’s unique esports approach will provide support for educational and professional development programs for esports athletes and incorporates multiple aspects of the student experience, focusing on five overarching pillars: community, competition, social responsibility, wellness, and lifelong learning. Centering on inclusivity and community, a new Women in Gaming initiative will be headed by two female leaders among Cal’s student gamers.”

Read more

Ohio college begins Fortnite e-sports team and scholarship

E-sports programs and scholarships at universities stopped being newsworthy years ago once they were a dime a dozen, but a new one from Ohio’s Ashland University has caught the mainstream media’s eye because it’s reportedly the very first to include Fortnite.

“Ashland’s esports team, which will begin competition next fall, will arrange four-player teams that practice regularly and compete together,” says the university. “AU is at the forefront in adding Fortnite to its offerings, which already include League of Legends, Overwatch, Counter-Strike: Global Offensive and Rocket League. Eventually, [head coach Josh] Buchanan’s hope is that collegiate leagues will be set up for official Fortnite competitions.”

Open tryouts will begin for the 2018-2019 school year. The best players can snag “up to $4,000 based on player skill level and academic requirements” in scholarships.

Read more

DOTA 2 is bleeding players, SuperData says

Things are looking slightly grim for Valve’s MOBA, as SuperData reports that DOTA 2’s playerbase is in decline as the game continues to lose its population.

The average player base, which peaked at 709,000 back in February 2016, is now down to 437,000 as of last month. Peak players have declined from 1.2 million down to 733,000 over the same span of time.

While the MOBA is still boasting respectable numbers and is active in the e-sports scene, it doesn’t even break onto the top 10 charts for Superdata’s monthly PC rankings (where competitor League of Legends continues to sit comfortably at the top).

The MOBA pushed out its Feast of Abscession update earlier this month, adding the Pudge Arcana for the butcher and lots of new voiceovers.

Source: MMO Bomb

Comment

Perfect Ten: Why trend-chasing doesn’t work at all for online games

Video games have always been a remarkably insular field; that’s the nature of development. Someone produces Super Mario Bros, and a few years later Sonic the Hedgehog sounds like a really good idea for some reason. But then you have games like The Great Giana Sisters, games that don’t try to just copy parts of what made the inspiration good but just copy the whole thing with one or two changes.

For normal video games, this can work out decently; a game that just doesn’t get much traction still sells some copies, hopefully. Just because Croc wasn’t Spyro didn’t mean that no one bought the former. But for online games, these trend-chasing games are almost always dramatic failures that litter the landscape. Why is that? Well, there are pretty good reasons, and today seems like a good time to talk about that.

Read more

League of Legends finally adds voice chat

For years now, we’ve been accepting our hostile insults and hyper-constructive criticism in League of Legends through team chat like chumps. Well, that’s all going to change with this week’s Patch 8.7, as the MOBA finally integrates voice chat into its game client. Now people can shout right in your ears what a loser you are!

Okay, that might be looking at this from a strictly negative perspective. Voice chat is obviously key to a tightly coordinated team, and while there are plenty of third-party options for League of Legends fans, it’s nice to know that the game will provide its own system for those who need it.

Riot Games resisted adding voice chat for almost a decade before now, saying that it was worried such a system would “lead to toxic behaviors.” It publicly changed its mind last year and began to work on such a system in the hopes that it would promote teamwork.

Source: PCGamesN

Comment

MMO studios form Justice League-style alliance to combat toxicity

After years of trying to crack the serious issue of negative behavior and toxicity among their individual communities, 30 game studios and industry leaders are teaming up to see if their combined strength can win the day.

League of Legends’ Riot Games, World of Warcraft’s Blizzard Entertainment, EVE Online’s CCP, Fortnite’s Epic Games, and Twitch’s Twitch are among those companies that have formed a “Fair Play Alliance” in an effort to combat bad player behavior. The coalition’s goal is to create a set of behavioral standards that will be shared among the whole community and help up-and-coming developers as they try to break into the e-sports markets.

“As an industry and as a society online, we’re trying to find our way. Having to be a company that steps out and says ‘We’re gonna be the ones to do this’ is kinda scary. This is an opportunity for all of us to say ‘What if we walked together as an industry?’” said Riot Senior Technical Designer Kimberly Voll.

Read more

Perfect Ten: A dozen MOBAs that didn’t make it

With the insane success — both in terms of popularity and finances — that Dota and League of Legends spawned, you can easily understand why game studios latched onto the multiplayer online battle arena (MOBA) as a relatively quick cash grab. After all, with players providing the ongoing content (through PvP matches), developers were freed up to focus on balance tweaks and churning out new skins and characters to sell.

In a relatively short span of time, the market became flooded with many imitators that sought to grab that slice of the profitable pie. And while some, such as Hi-Rez’s SMITE, have endured, many games discovered the one key danger with this approach: If you could not generate and sustain a large, active playerbase, you were as good as dead. A critical mass was needed, and when it was not achieved, games started folding up left and right.

In today’s Perfect Ten, we’re going to look at a dozen MOBAs that tried and failed to make it. Perhaps they serve as cautionary lessons to other studios seeking to mimic League of Legends’ format, but we somehow doubt that the era of the MOBA is over just yet.

Read more

1 2 3 19