I was part of the Warcraft 3 beta. When it started all the races felt so unique. It's a bit foggy now but I think, for example, all the elves buildings - which appeared tree like - would automatically regenerate. Once they started balancing the game, all these special traits fell away. All the races were homogenized and despite still being different, all played much more similarly. Honestly, it ruined the game for me. I feel if I had just picked it up upon release I would have enjoyed it, but watching all these unique traits and play styles fade away made me realize what could have been.
Think going to a theme park. It's very pretty and attractive but underneath it all, the experience is always on rails without any deviation.
That's one way to deal with complexity. I hate those games, because the moment you become human, and try to do something intuitive but undefined and unwanted by the programmers, you get penalized.
Dota doesnt do that, although the recent patch feels like a shadow of such design: but nothing like league or blizzard
That's what I loved about Ultima Online. Characters were basically "Here are 100 possible skills to learn and 5 base stats. You get 700 points to distribute among your skills. Good luck"
My fav part was that doing things that require strength made you stronger, doing dexterous tasks increased dexterity etc.
While fun, the game was also an absolute nightmare for beginners. You really needed to find friends that knew what they were doing to help you out. This of course created a wonderful community.
I completely agree, but Dota is the very rare exception to that rule.
If one heroes ability is "too strong", most games would turn it down 20%, but dota instead perhaps lowers the hero's armor by 1, or lowers their sight range, or base strength, or something even less intuitive and tangentially related.
What you get is 100+ very unique heroes, that somehow manages to stay fairly balanced. It's quite an amazing game, if you can handle the timesink.
You have to consider how every single one of them interacts with all of the others and even less serious imbalances will be present in the games all the times for players that are unable to switch to playing anything else.
On top of that, you then have items which change how heroes can play and, more recently, talent trees which can significantly alter how they play also. Dota's balance is such that a hero can play both a carry role and a support role depending on how the player builds and plays them, and there's a number of examples like that which do get done at the pro level.
That's an incredibly diverse scope to balance.
Each composition doesn't have to be perfectly balanced against every other either and the system of picks and bans helps.
As far as I'm concerned Dota2 is probably the most well balanced competitive video game out there.
which is the wrong way to balance a competitive game
Games are mostly based on the skills of the players, so should games be balanced by assuming a human can do what a machine can? Of course not!
A bot can usually make computations way faster and more presice than humans.
Let's say a bot plays against another bot, both with different characters. One character might seem really overpowered compared to the other, but that might only be because the bots can react to certain events thousands of times faster than a human. Without that reaction time the tables might turn and the other character might be clearly stronger.
So how fast should we assume a human can do a given action? How precise should we assume the player is at fast calculations?
I do see a lot of things it can balance, but letting bots learn by themselves with no limitations will definitely not work out well.
Add latency. Limit its actions per minute including camera movements and maybe even inertial limitations of input methods.
And even if the bot is not a perfect imitation of a human it still might figure out surprising things that would take human players years of real time to figure out by chance since they can only spend so much time on playing and experimenting.
AI bots such as this one are usually limited to emit actions every N frames, so they can't possibly react faster even if they can solve the perception problem. There is nothing interesting for AI advancement in competing for the best reflex speed - it's all about strategy.