Every week, Chris documents his complex ongoing relationship with Dota 2, Smite, and wizards in general.
This weekend, check out the Rektreational! It's a games industry Dota 2 tournament! Chris is playing in Uptown Dunk, casting, and writing this in the third person for some reason.
Every time I load into a game of Dota 2, I worry. That feeling has nothing to do with the match itself—I've become a little less wary of people who random, for what it's worth—and everything to do with the way your Compendium level pops up at the start to indicate the amount of money you've pumped into the International prize pool.
I get it. It's a way of advertising the Compendium. A way of showing off, even, at a certain level. Here's the thing, though, reader: I have an absurd Compendium. In a world where the average player is somewhere between level zero and level fifty, mine is level 744. Seven hundred and forty four.
I didn't mean for any of this to happen. I wanted to get an ultra-rare Faceless Rex courier as a gift for my girlfriend. These items weren't available on the Steam Marketplace until a week after they came out. I didn't want to wait that long. I figured they'd sell for a chunk of change anyway, so it made sense to gamble on opening Collector's Cache chests until one dropped. There's a 1-in-250 chance of that happening, but it'd happen, I thought. I'd get one soon enough. I've always been pretty lucky.
I opened over 250 Collector's Caches without receiving a Faceless Rex. I did some very unhealthy things to my credit card in pursuit of a gift that I thought was always just around the corner. It was a very strange afternoon. I still feel a bit weird about the whole thing. I've never been much into gambling.
A week later, I bought a Faceless Rex on the Steam Marketplace. My girlfriend got her present in the end.
And I, somewhere along the way, ended up with a very impressively high-level magical internet wizard sport book. Every time I load into a match, I watch the number '744' ping into place and wait for somebody to say something. Normally, they don't. Sometimes, they do. I may as well be wearing a sign saying 'gigantic tryhard' (previously, it was my Phantom Assassin arcana that confirmed this). I've considered changing my Steam username to 'please don't ask about my Compendium level'. I even told all of my friends privately to preempt their collective giggling.
This experience has got me thinking about the staggering amount of money that I and other people have spent on this videogame over the years. I've poured more money into Dota 2, a completely free game that puts almost none of its content behind a paywall, than I have with any other game series I have ever loved. I adored Mass Effect and bought every collector's edition—there's a model Normandy on my desk right now—but it doesn't come close to a fraction of the value of my collection of wizard hats. I've even written about why hats don't matter. Yet here I am with my big dumb Compendium, my collection of hats—and curiously few regrets.
Nothing about my career or lifestyle suggests that I'm to be taken seriously as a human adult, but if I were I'd struggle to justify this aspect of my hobby. Yet I don't feel I need to. As the games industry—and the commentary community attached to it—has adapted to the various consequences of free to play, 'people just like to spend sometimes' has always been a downplayed aspect of the discussion.
We talk about exploitative business models, pay to win, and so on, but rarely about the simple satisfaction transmitted by paid participation. It's nice to gather things. It's nice to buy gifts for other people. It's nice to earn the gold borders and the badges and the levels, because all of it basically translates to 'I care about this thing and I'd like to show that'. My trepidation about my Compendium stems partly from the knowledge that it's uncool to care, particularly in the Dota community, but that is the least of my concerns.
Valve profit enormously from this acquisitive reflex, and they're far from the only company that does. Whatever vestigial synaptic tick it is that makes it satisfying to consume, collect, and display is arguably unnecessary for us personally—a behavioural appendix, waiting to be cut out—but vital to the particular economy we wallow around in.
I regard my Compendium level with mild horror because I suspect secretly that one day it is going to spur a great and righteous takedown by one of my matchmade allies or opponents. It is the most absurd testament to the comfortable position I find myself in, the historic ludicrousness of my resources and desires, signifying a world so out of balance that a not particularly well-remunerated Western man can afford to tip money into an internet computer game prize pool in pursuit of a purple dinosaur that doesn't even have a face. I am horrified by the possibility, however vastly unlikely it is, that I will one day be matched into a Dota 2 game with Slavoj i ek. Perhaps he'd be into it; I have no idea, really. I just never imagined that if we met it'd be me making the case for the absurd inevitability of capitalism.
On the other hand, that number signifies a deep individual investment in something shared with others; an engagement with a sport, a part of culture, albeit a silly one; a mad and misdirected generous streak. It's a bit romantic, even. All of these things are natural, very human, and I suspect that this is why we are probably, completely, collectively, globally, fucked.
The point is: even fair free to play systems spur people to strange excess. Developers, the traditional target of these types of discussion, bear only part of the responsibility; people, both individually and in the abstract, play a key role in allowing this way of things to be. The best response I can give to anybody who points and laughs at my Compendium level is 'I don't fucking know either'. In a world (or at least a country) where the public teeters ever further over the edge into the private, where ownership is taken to be the sacred right of people who own things, there is something appealing about owning a shitload of expensive pretend digital things that I don't even really own. The notion that this might amount to some form of dirty protest is as close as any of this gets to valour. A frivolous little personal rebellion against what is, like believing in auras. Just as unconvincing, but the particle effects are better.
Last night, Valve announced that anybody with a Compendium level over 1000 would receive a replica of the Aegis of Champions trophy. A physical replica! A piece of metal I don't need. An additional expense.
"In for a penny" I thought, staring at the gap between 744 and 1000.
"Maybe I'll get my own Faceless Rex this time."
To read more Three Lane Highway, click here.
Samuel Roberts: Feed me more Star Wars
This week, brilliant voice actor Nolan North managed to hint at The Last of Us 2, revealed that Naughty Dog got rid of eight months of work to make PS4 exclusive Uncharted 4 and even discussed Visceral s as-yet unannounced Star Wars game (which speculation suggests will feature Han Solo). Naturally only the last part is relevant to us, but North singlehandedly made a slow news week for the games media into a busy one.
If you're a big fan of Amy Hennig and her style of story, she's gone to EA and is going to reboot a brand new Star Wars franchise in the style of Uncharted," North said at Metrocon last weekend, before saying it s along the same lines as Star Wars 1313 but different . It s pretty exciting. The Uncharted games were excellent, and while 1313 looked like a kind of boring cover shooter, it tapped into the idea of exploring Star Wars seedy side, as the once-mooted live-action TV show was going to. I know Battlefront is imminent, but I don t want to wait years for the next Star Wars game—months will be just fine, thank you. I can t wait to see what Hennig is working on.
Wes Fenlon: A knight to remember
The new King's Quest, from Winterbottom developer The Odd Gentlemen, begins its episodic rollout at the end of July. And I'm ready to love King's Quest again. I got to see a demo back in March that showed the silliness of old King's Quest humor was still intact. My big question was how much of the adventure game DNA would remain. The demo I saw was promising, mixing in some light puzzle solving with exploration and funny dialogue. I'm hoping for some more involved puzzles later; designer Matt Korba was adamant that Daventry will open up and be explorable, with different ways to progress that allow puzzles to be fairly challenging. It all sounds great, and I'm actually excited about King's Quest being episodic. The structure hopefully gives The Odd Gentlemen time to take feedback into account, and it gives us an alternative to the Telltale episodic formula that's growing a bit stale.
After Telltale all but ditched adventure game mechanics for episodic storytelling, wouldn't it be perfect for King's Quest to show that the genre can still work in 2015?
Chris Thursten: Back in the trenches
This marks the second week (ish) of my return to daily solo ranked Dota 2, but I m really enjoying it. Given my preference for playing with a team, this is a side of the game that I ve always had an on-again, off-again relationship with. Coming back has been a mixed bag, and the community hasn t gotten any less toxic, but I feel able to deal with it. I m practicing a bunch of new support heroes for a forthcoming games industry tournament (details soon!) and that places me in a decent position in solo ranked. When the thing you want to do is the exact thing nobody else wants to do, games tend to work out pretty well.
I am learning, I think, to accept the community s prevalent attitudes with a certain calm. Genuinely nice, talkative players are incredibly rare: humble players moreso. The most common is somebody who will work with their team but smacktalk; players who are fine when things are going well and flame you when they re not, only to turn on a dime again. This seems inevitable, an intractable part of the game, and I m getting used to almost commending somebody at the end of a match only for them to fire of an ez or commend me pls - as close to shorthand for I am a child and this is for children as you can get.
That almost sounds like a low but it s not, really. It s Dota. Players are fiercely protective of their status, equally dismissive of the status of others, but there s nothing else like it. The game is not responsible for human nature, but learning to coexist with those humans is certainly part of the game - and I m getting better at it.
Tim Clark: stoned again
Just when I thought I was out, they pull me back in. Just kidding, I was never even close to being out. In fact I haven t even stopped buying Hearthstone packs since pretty much completing my collection. Instead I ve been accumulating magical dust to complete my first all-golden deck, because I am both a man of a certain age with no children and thus a certain amount of disposable income, and also, I guess, an idiot. But a happy idiot. I m honestly not even fussed about what the new content is. At this point new is new, and the thrill of opening packs to get box fresh spells and creatures is its own reward. You don t have to thank me, but it s my sort of madness that keeps a game like Hearthstone free for most folk.
James Davenport: A familiar haunt
P.T. was the brilliantly creepy PS4 teaser for Hideo Kojima and Guillermo del Toro s now cancelled Silent Hills game. Sadly, Konami has now erased all trace of both teaser and game from the world, but its unique spirit may have a new home to haunt thanks to British studio Lilith Ltd. Their take on P.T. s domestic first-person horror in Allison Road is on display in a new thirteen minute gameplay video. The footage is from a pre-alpha prototype, and the devs claim that what goes on here won t be in the final game, so don t be scared—or do, but take a peek. There s walking and high-res textures and boo! I m a ghost! Got you.
I don t mourn the death of Silent Hills, which likely would have had little resemblance to the digestible, detailed design of P.T. I expect Silent Hills would have been forced into homage and (sorry, not sorry) ended up feeling too Kojima for its own good. Allison Road, meanwhile, looks promising, and I hope it inspires more developers to throw out their own takes on P.T. s beautifully constrained nightmare. I m also particularly keen to watch folks try it out in VR. *Evil laughter, a light brush on your neck, a crow doing crow stuff*
Tom Senior: Team Fortress forever
I can forget Team Fortress 2 exists for years at a time, which is a shame, because it's still terrific. The Gun Mettle Campaign update is just the excuse I need to stop prodding Arkham Knight .ini files and return to the shooter that's given me more entertainment than any other. The timeless colourful visuals still hold up and it feels good to rocket jump again, but the addition of lurid new weapons provides a fresh sense of purpose that makes the game even better. I want the leopard-print rocket launcher that I can press a button to look at, I really do, and I'm prepared to kill hundreds of Heavies to get it. Unlock trees, item drops and other progression systems can sometimes feel manipulative, but without that trail of breadcrumbs you get Titanfall, an excellent shooter with no interesting long-term goals. I may never play Titanfall again, but I might end up playing TF2 forever.
Tim Clark: Hello, Sailor
Confession time: I don t understand the frothing enthusiasm for Shenmue 3. That s not to say I wish the game wasn t happening. I m not an entirely obsidian-hearted grinch, so I m happy that people are excited they re finally getting it. But… Why? The original game was remarkable for being—at the time—a crazily detailed attempt to recreate a young Japanese chap s life, complete with banal forklift job at the docks, set against the backdrop of a pretty melodramatic revenge plot. I also recall the conversational stuff being so stilted that I wondered if it was actually designed to be intentionally wooden, as some kind of Lynchian nod. (It wasn t.)
Was the story so good that you need to see it finished? Because even if the Kickstarter budget gets sailed past, and with Sony s funding support, Shenmue 3 will surely only be an exercise in nostalgia. The idea that the game becomes open world if the $10m stretch goal gets hit seems bizarre. Surely that s the sort of design decision that has to be factored in from the start. What would have been exciting to me is a new megabudget Shenmue that, like the original, tried to create a super detailed version of the Ryo s life. But hey, there was a reason Shenmue was an expensive bomb the first time, and beyond superfans, it s hard to imagine a wider audience in 2015 being any more receptive.
Wes Fenlon: Not furious enough
I really wanted AMD's Fury X graphics card to be revolutionary. Well, okay, I didn't expect revolutionary—but I hoped that, after two years of rehashed tech, AMD was really going to knock our socks off with high bandwidth memory and a graphics card that surpassed everything Nvidia's released over the past year. Instead, the Fury X is a powerful card that doesn't really exceed Nvidia's 980 Ti, and is short 2GB of VRAM by comparison. It also seems like the Fury X is held back by AMD's drivers. AMD is in a tough spot, because it doesn't have Nvidia's insane resources to put behind driver development, but the company needs to up its driver game for its cards to stay competitive.
James Davenport: Personal computing
This week I was reminded that our hobby doesn t come without drawbacks. Having just moved to San Francisco from Montana, the first order of business on arriving at my new lodgings was booting up the PC. After assembling what might be the fourth particle wood desk in four years—a ubiquitous rite for those in their twenties—I slammed some wires into their respective sockets until the power button made a noise, only to have the bugger crash after landing on the desktop.
I ran through the entire gamut of troubleshooting steps without relief. With a steady, inferior California beer sweat coming on, I was close to giving up. I ll spare the remaining diagnostic details for reasons of brevity and entertainment, but it turned out the CPU was overheating and the BIOS settings were entirely out of whack, probably from a frustrated keyboard slam. It wasn t until 2AM or so that everything was working normally, but I celebrated in the only proper way: botching a fresh install of Fallout: New Vegas thanks to lazy, terrible modding experiments. PC gaming! Happy to be here, folks.
Samuel Roberts: Finish Batman, please
Batman: Arkham Knight is still sat on my harddrive, but I m not touching it. I ve downloaded the first of what is likely to be a series of patches for the game in the journey to Arkham Knight being finished on PC (because right now it s totally not—and according to a report this week, publisher Warner apparently knew that was the case), but I want to wait until it s a version I m happy with. It s an ongoing disappointment, but I think one of the worst parts about the wait is that it s going to get harder for PC players to avoid spoilers from console players. The secrets of its main quest and side stories are so worth experiencing first hand. With a universe like Batman s, story is everything—the longer it takes for Rocksteady, Iron Galaxy and Warner to finish Arkham Knight on PC, the more likely it is that some idiot on the internet is just going to spoil it for you.
Tom Senior: Seriously though, finish Batman
My low of the week is also Batman, and because it's such a severe low and I was on holiday last week and didn t have a chance to complain, I'm going to double down on Sam's point. It's not just the game's poor performance—Arkham Knight actually runs okay streaming off my SSD with a GTX 970—but this week I was sad to discover that the PC version actually looks worse than the Playstation 4 version. Arkham Knight PC lacks the console version's gorgeous thick rain and mud effects, and doesn't have the sheen that gives Gotham its sodden, glistening texture on PS4. It's somehow worse knowing that the game behind the port is good—magnificent in places—but when a company outsources a job, they don't also outsource responsibility for that job. It's going to take a long time for WB & co. to earn trust back from customers on PC.
Chris Thursten: 2 HOT 2 DOTA
I didn t really have any major gaming issues this week, so I m going to do the British thing and moan about the frankly incredible weather we ve had this week. I spent some time outside appreciating it, and then slightly more time inside rueing the fact that my PC is a heat-emitting monster that sounds like a dying Transformer when the temperature pushes summerwards. This meant that I had to drink more beer in order to stay cool, and then I wanted an ice cream, and long story short an hour later I looked at myself and saw a man in his pants playing Dota half-drunk in the dark and realised that I had nobody to blame but myself.
Every week, Chris documents his complex ongoing relationship with Dota 2, Smite, and wizards in general. The art above comes from the Garb of the Cunning Augur set for Rubick by Es'Kophan.
The most significant difference between the majority of Dota 2's traditional game modes lies in the way you pick your character. Drafting is an essential part of the game, and opting in to different methods of drafting is a way of determining what kind of experience you want to have. I've written before about there being different Dotas for different players, and this is the most obvious way this manifests. If you play a lot of Single or Random Draft then your experience is fundamentally different to somebody who plays a lot of Captain's Mode—and so on.
Over time, Valve and Icefrog have made multiple tweaks to the way that All Pick works. They've adjusted the amount of time for picks and the amount of gold you lose if you fail to choose. When 6.82 launched last September, Valve acknowledged that ranked All Pick should work differently to unranked: they added a 'strategy period' to the beginning, enforced an alternating pick system, and increased the punishment for idling. Since then, the two variants of All Pick have amounted to (very subtly) different game modes.
I'd argue that these changes didn't go quite far enough. I've been playing a bunch of solo ranked again recently, and I'm struggling to come up with a reason why players should have the option to random their hero.
It's a fine idea in principle, and it works in regular All Pick (and in team ranked, for that matter—what I have to say really applies to solo games.) Randoming is a form of gambling that adds a degree of luck and chance to the drafting process—it can go well or disastrously and responding to your fortunes one way or another is an interesting strategic challenge.
This is fine if everybody involved agrees to it, but I don't think I've ever seen somebody say 'do you guys mind if I random' in solo ranked. Ever. It doesn't happen—what does happen is that someone loads in, immediately randoms, and then the five strangers they're matched with try to work around it. Or they don't try to work around it, and you end up with double mids or no support or no carries and the next forty minutes becomes an exercise in defying the mathematical likelihood that the game was lost before you started.
There's a lot of ways that solo players can make selfish decisions in the draft that screw their teammates—locking mid without any discussion, and so on. That stuff's unavoidable. In those cases, however, it usually stems from a player wanting to do something that will ultimately favour them in the match. Maybe they're insta-picking Queen of Pain because they're great with her. Even if they're wrong, the decision comes from a position of 'I want to win this game' and that's ultimately positive.
Randoming exposes players to huge risk—that they'll get a terrible hero, or a hero that they're terrible with, or a hero that requires somebody else to pick something to accompany it that they might not be happy to play (random Io being a good example of this.) Randoming doesn't express the desire to win the game—it expresses the desire to leave it substantially up to chance.
This is really bad for a competitive team game. The last thing Dota 2 needs is a 'screw everybody else on my team' button, and often that's what the random option amounts to. It's different in a one vs. one game—StarCraft comes to mind—because the time and energy that the player is gambling with is there own. Being able to random in solo ranked amounts to gambling with four other people's time too. I'd argue that Valve should do everything they can to reduce the amount that individual players can ruin games for other people. With this in mind, I don't think the random option has a place in solo ranked games.
To read more Three Lane Highway, click here.
The prize pool for Dota 2’s [official site] annual mega tournament The International has sailed past $15 million meaning it’s now ticked the boxes of all of the stretch goals Valve thought up for its crowdfunding drive.
The money comes via sales relating to a digital booklet called the Compendium which lets you take on little challenges and earn rewards. You can buy the Compendium itself but you can also spend money to make yours a higher level rather than slogging through games or pick up digital chests which contain cosmetic items and other doodads which you can use in game.
TI5 had already achieved the record for the biggest prize pool in eSports history the moment it surpassed the total raised for TI4 but I wanted to post this update for several reasons.
Part of a miscellany of serious thoughts, animal gifs, and anecdotage from the realm of MOBAs/hero brawlers/lane-pushers/ARTS/tactical wizard-em-ups. One day Pip might even tell you the story of how she bumped into Na Vi s Dendi at a dessert buffet cart. THIS WEEK, however, she will be complaining about her Dota 2 petting zoo!>
I am staring at a hang screen in Dota 2. I think I just tried to compile a map but I can’t be completely sure because programming words have always been a bit of a mystery to me.
Being sick and jetlagged I took the obvious decision that this would be a good time to build a petting zoo as a custom game mode using Dota 2 Reborn’s toolkit. So far I seem to have made a horrible map in the Hammer editor where the trees look goofy and the textures are unsubtle and there’s an army of butterflies completely by accident that I can’t get rid of. The totally separate INTENTIONAL army of butterflies is in a totally different location but I got cross with rotating them individually so they’re currently in grid formation and now they look weird and menacing and, crucially, unable to fly. I think they might all be dead.