January 27th, 2007
Defense of the Ancients
Defense of the Ancients (All Stars) (or DotA for short) has been a recent hobby of mine. DotA is a modified map for Warcraft III: Frozen Throne, which changes the character of the game fairly dramatically. It is a map designed for 10 player games, with each player controlling a hero. Each of these heroes is unique, and has a set of unique abilities. The map is divided into 3 “lanes” each leading to an entrance to a fairly heavily fortified base. Each lane receives waves of “creeps” which are AI controlled units. These creeps are given the goal of breaking into the enemy base area, and destroying the enemy Ancient. The goal of each sides heroes is, obviously, to prevent this from happening. You purchase items and gain experience based on kills (of both creeps and other heroes). For more information, I recommend the DotA wiki article, and the DotA Allstars wiki article.
The uniqueness of DotA comes from it being an RPG in an RTS package. It is a very short, fast paced RPG, that is a modification of an RTS game. The core gameplay mechanics are very much RPG based (leveling up, earning gold, buying items), but it is much more fast paced than a traditional RPG (such as Diablo 2). This makes it an excellent LAN party game, and an excellent game for experimentation. With the wide variety (82 as of version 6.40) of heroes available, no two games are ever alike. The RPG mechanics are quite simple, but surprisingly addictive. You always want to try just one more round to see if you can get more kills, or find a better way to build up your hero (or just play another hero with -random).
The gameplay idea of a fast paced RPG is quite interesting, and something that could be fleshed out further. Games such as Dungeons and Dragons (or D&D) are a pencil and paper (and or tabletop) version of this type of game, but often take much longer, and are much more involved. However, the idea of a fast paced RPG with player designed characters (heroes in the DotA parlance) could be very interesting. The challenge is to find a way to balance the various hero skills so that one particular combination is not overpowering. This is something I hope to expand on in the future, and will maybe try to do some basic design work on a game based on this idea. Stay tuned.