Steam Gauge: Steam’s most popular games
arstechnica.com
arstechnica.com
I look at people in my parent's generation who have no hobbies, no outlets, nothing... They are bored individuals who watch the news and maybe do some gardening. I would love to breach the age gap and introduce a great uncle to a video game, or my great grandmother to scrabble online. I feel like the last generation that will ever go lonely unless by decision, and I owe it in part to these fantastical video games.
Gaming was my coping mechanism in the past, but I haven't played games for over 5 years now. It's merely a symptom, there are plenty of other coping mechanisms available.
I agree that time I enjoyed is definitely not time wasted. Playing with friends is just as good as programming to me. It's 100% unproductive though.
Mental illness is scary.
It's funny because nowadays people talk casually about binge watching TV seasons on Netflix, but if you mention that you played a game for 5 hours straight the same people often roll their eyes.
(I will occasionally watch a DVD, but maybe 2 hours a month, max.)
When people give me grief that I play the games, I tell them I'm a software developer: it's like a writer reading books.
They're entirely different in many respects but no book nor TV show is essentially endless as a MMORPG is. If I spent 12 hours a day reading a novel I'd have finished it inside 2 days, similarly for watching many TV series. Yet I could spend 12 hours a day every day playing a game and continue until ... some external factor intervenes.
Books and TV shows don't have the same "reward" mechanisms (think Skinner box) they don't really relate as an experience other than that all 3 media usually involve a narrative of some form. Games feel like you're doing something worthwhile beyond sitting and consuming media as you do for a novel or TV drama; they give an illusion of achievement [often one carefully psychologically tailored to engage and retain the user as much as possible] that compels in a way other media do not.
Again, I can only relate personal experiences, but I've been just as compelled to read "just one more chapter" of certain books or to watch "just one more episode" of a TV series as I have to advance in a game.
I enjoy all three mediums and at different times in my life I've been into one more than the others. They all seem more or less the same to me (in terms of time spent, culture absorbed, entertainment value).
Rather than "hooking" its players, you could read it as, this game has a devoted cult/niche following. One of those things certain people love & cannot do without, yet has narrow appeal.
Kind of like snake antivenin.
Note the '2014' in the title; this is one of those regular sports games franchises, and it has been around since 1992 (For the first 10 years or so, it had the name 'Championship Manager', but that was changed due to legal hassle). Every year, these guys upgrade their engine, upgrade the player database, pile on some improvements and tweak stuff, and put out a new game. Some fans buy the game every year, some every two, or every three years.
It might be a niche product, but Football Manager owns that niche; it has a recognisable brand name and product (one that is well-recognised in the real-life sport itself to the extent that one Premiership Football Team - Everton - even bought early access to the player database), a large and fanatical fanbase (the company has fans in almost every football team in the world scouting players for it), and constant (if not growing) revenue stream.
Gamers aren't stupid; trying to nickel-and-dime them with those hated microtransactions is the sort of thing that would easily lead Sports Interactive down the road to an EA Dungeon Keeper-style PR nightmare. SI are already onto a very good thing; the sort of quick-buck Zynga/King style cynical disruption you're suggesting would be a total disaster.
Edit: Used to be 'focusing solely on the indie games'
(I've never seen it and given I'm a Linux person it's non-trivial).
There is an official Linux client but I wouldn't recommend it unless you want to lose a lot of free time as the game takes over your life. ;)
It's a tug of war game where there are two teams that have automated weak NPC units (creep), and the players on each team control a hero character with abilities and spells. The goal is to push the opposing team back to their base and destroy the base.
DoTA is a highly strategic game wherein you don't just take the most overpowered heroes and go ahead with the game. If everyone did that, your team is going to lose. You always pick a hero who will keep on collecting gold and levels most of the early game only to come in late game dealing a crazy amount of damage and be more or less invincible. This is called the "carry" of your team (you may have more than one carry, or a mix of carries and semi-carries). Then you have supports, whose job is to help the carry become overpowered. Their job is to give their team a strategic advantage by planting wards across the map which gives vision of certain areas of the map and buying support items, items which can heal, or disable a person of the other team, or simple give a boost to all other players within an area, which is extremely crucial in team battles. Supports are expected to not collect gold from kills or last hits, but instead give it to their carry if he is around. Each battle lasts for no more than 12-15 seconds in the extreme case and the winner is determined on a lot of factors including how the order in which the skills were used, how did a combination overpower the other heroes (for instance a skill that increases magic damage combined with a skill that deals a lot of magic damage), your knowledge of where the heroes are on the map, how you entered into the battle, etc. The items you buy also greatly depend on the heroes in your team and the heroes in another team (for ex., if the other team has a lot of people with a lot of magical skills, go ahead and buy an item that gives you magic immunity). There is no "one-size-fits-all" inventory in DoTA 2.
Team battles often become deciders of a game because their always is a huge shift of gold and exp whenever a team battle occurs. Team battles aren't pre-announced or pre-determined by the game. You are just roaming around the map, find someone and there might be a team battle, or you may strategically be roaming around the map looking for the other team to hunt them down and kill them.
PS: The last tournament which happened for this game, conducted by Valve, was 'The International 3', which had a total prize pool of 2.7 million USD.
10 players make up two teams (5v5). They each begin the game as weak lvl 1 heroes. Initially the focus is on killing the computer controlled units (creeps) to gain experience and gold for items. As the hero gains levels and items they are able to do greater amounts of damage to the opposing creeps and opposing human controlled heroes. At high level heroes will destroy entire creep armies and siege base defenses. The game is won by destroying a primary building at the base of the opposing side.
What makes it fun/compelling to me.
Games are short with no character permanence. No standard RPG style grinding. Just a 30-45min RTS style chessmatch
Minimal wrote build orders. Unlike the first 10mins of most RTS matches
Controlling a single unit lessens the clickfest aspect of most RTS style games
Coordinated teamplay is vital, but this can also result in new players getting flamed mercilessly
Beginning with a full base with defenses and creeps by default prevents the standard RTS formula of rush > boom > turtle > rush. Opens up more options for gameplay and strategic depth. Dota is designed in such a way that games tend to explode rather than stalemate. Hero HP is additive, but damage is multiplicative (avoiding games that drag on despite being over).
I really recommend watching this http://m.youtube.com/watch?v=UjZYMI1zB9s just make some popcorn before.