Dota 2
For other uses, see DOTA (disambiguation).
Dota 2 | |
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Logo |
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Developer(s) | Valve Corporation |
Publisher(s) | Valve Corporation |
Distributor(s) | Steam (online) |
Director(s) | Erik Johnson |
Designer(s) | IceFrog |
Composer(s) | Jason Hayes Tim Larkin[1] |
Engine | Source |
Platform(s) | Microsoft Windows, Mac OS X |
Release date(s) | TBA 2012 |
Genre(s) | Action RTS |
Mode(s) | Multiplayer |
Media/distribution | TBA |
The game consists of session-based online multiplayer activity, with the primary objective of each match being for the teams to destroy their opposing team's fortified stronghold. Each player controls a player character called a "hero", who is given the responsibility of participating in team combat, which generally takes place along a series of lanes that connect their opposing bases, lined with defensive towers. The gameplay elements are largely incorporated from Defense of the Ancients, with the game's lead designer, "IceFrog", being the longest-serving and current developer of the Warcraft III mod.[2]
Contents |
Gameplay
The overall objective of each match is to battle through the opposing force's defenses, in order to arrive at and destroy the opponents' Ancient Fortress. Because Dota 2 is highly team-oriented, players must coordinate with their teams in order to achieve victory. The towers and stronghold defenses are invulnerable to attacks so long as the towers nearest to the enemy side still stand. Periodically, groups of weaker units commonly referred to as "creeps" are spawned, which move along their lane attacking any enemy unit or structure upon sight.
The currency of the game is gold, which is granted periodically, but typically accumulates at a more practical level by killing enemy units, which grants a distributed amount of gold to the killer's team, with the greater portion being retained by the killer themselves. A common technique utilized to prevent the opposing faction from accumulating gold from a kill is "denying", which constitutes killing an allied unit or destroying an allied structure and can be employed when the unit or structure it is about to be used on is close to death or destruction, respectively. Players also gain experience, which accumulates to gain higher levels. The greatest portion of gold and experience comes from destroying higher priority forces, such as enemy heroes and towers.[8]
Development
Concept
According to Valve's founder and managing director, Gabe Newell, Valve's investment in DotA was sparked from the collective interest of several veteran employees, including Team Fortress designer Robin Walker, programmer Adrian Finol and project manager Erik Johnson, who had attempted to partake in team play at a competitive level. As their interest in the game grew, they began corresponding with DotA's developer, IceFrog, over a series of emails, inquiring what long-term plans the scenario's developer had.[9] The emails eventually culminated in an invitation from Erik Johnson, offering IceFrog a tour of the company's facilities and as a result, claimed to have "hired him on the spot".[10] The first public notification regarding the development of Dota 2 was a blog post made by IceFrog, stating that he would be leading a team at Valve.[11] No official word was given until its official announcement on October 13, 2010, when the website of magazine Game Informer revealed specific details about the game and its development,[2] creating traffic on the website nearly to the extent of crashing their servers.[12] Later that day Valve released the official press release for the game.[13] Erik Johnson addressed the confusion over the written form of the brand name, citing it as "Dota," rather than "DotA," due to its increasing context as a concept, rather than an acronym for "Defense of the Ancients".[10]Shortly following a Q&A by IceFrog on the website of Defense of the Ancients, elaborating on his recruitment by Valve, a trademark filing claim was made by the company on August 6, 2010.[14] Steve "Guinsoo" Feak, the original developer of the DotA Allstars variant and Steve "Pendragon" Mescon, both employees of Riot Games, expressed their concern that Valve should not maintain a trademark for the DotA name, due to their views that it should remain as a community asset. On August 9, 2010, Mescon filed an opposing trademark for "DOTA" on behalf of DotA-Allstars, LLC, a subsidiary of Riot Games, in order to "protect the work that dozens of authors have done to create the game".[15] Rob Pardo, the executive vice president of Blizzard Entertainment, the developer of Warcraft III, expressed a similar concern, explaining that the DotA name should remain within the Warcraft III community. Blizzard acquired DotA-Allstars, LLC from Riot Games in 2011, to enforce their claim as not only the creators of the World Editor, but to have the rights from the company that made a claim to the mod previously.[16] During the game's unveiling at Gamescom 2011, Gabe Newell explained Valve's perspective on acquring the trademark, which was that IceFrog desired to develop a direct sequel to DotA and that players would likely recognize it as such.[17] Blizzard filed an opposition against Valve in November 2011, citing the Warcraft III World Editor and their ownership of DotA-Allstars, LLC as a proper claim on the franchise.[16] On May 11, 2012, Blizzard and Valve announced that the dispute had been settled, with Valve retaining the rights to the term "Dota", while Blizzard would change the name of their map, Blizzard DOTA, to "Blizzard All-stars".[18]
Design
To accommodate Dota 2, Valve has worked to upgrade the Source engine to include high-end cloth modeling, as well as improved global lighting and improvements to Steamworks, which includes a wider expansion of utilities, such as player guides and the coaching system.[2] Dota 2 utilizes Valve's Steam software in order to provide social and community functionality for the game. Steam accounts save personal files and settings on the online accounts using the Steam Cloud. Dota 2 also features multiple options of live spectating, in tradition of competitive Valve titles. The game host has the option to fill open slots with AI bots. Another option allows the host to determine if AI bots or other human players will be used to fill the vacated slot of a disconnected player. Valve is introducing a coaching system to allow for more experienced players to tutor newer players. The game will also feature tutorial sessions for further assisting players to mount the steep learning curve before competitive play.[2] In addition to the online platform established by Steam, Dota 2 will support LAN multiplayer connectivity.[21] As part of a plan to create a social network based around Dota 2, Gabe Newell announced in April of 2012 that the game would be free-to-play, with an accentuation on player contributions to the community.[4]
To coincide with Dota 2's public debut at Gamescom 2011, Valve opened the sign-up for invites for the beta, with invites being sent out following the conclusion of Gamescom.[22] During the debut, Gabe Newell revealed that Dota 2 would likely ship in 2012, despite original plans for a full release in late 2011.[3] On September 23, 2011, Valve scrapped its previous development and release plans for Dota 2, which would have kept the game in its beta phase for over a year, in order to accommodate the full transfer of creative materials developed for the original DotA. The new plan described by IceFrog looked to release the Dota 2 beta at the nearest possible date and to implement the remaining heroes afterwards.[23] Simultaneously, Valve announced that the non-disclosure agreement for the beta was being lifted, allowing testers to discuss the game and their experiences publicly.[24]
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