Dota 2 - SZ
When we first announced the <a href="http://blog.dota2.com/2013/05/introducing-the-interactive-compendium/">Interactive Compendium</a>, we hoped it would be something that Dota players would be interested in. Shortly afterwards, we were forced to admit we underestimated <a href="http://blog.dota2.com/2013/05/stretch-goal-two-completed/">the community's response to it</a>. Upon reflection, we decided that the community was clearly sending us a message - so we spent the next two months adding more features to the <a href="http://www.dota2.com/international/compendium/">Compendium</a>.

With the International only three weeks away, we thought we'd cover some of the things we've added. If the last time you looked inside the Compendium was back when it first shipped, we hope you find some of these additions interesting.

<strong>THE INTERNATIONAL FANTASY CHALLENGE</strong>
Assemble a fantasy team of players from those attending The International. As they play in the tournament, your fantasy team will earn points. At the closing of the tournament, each of your fantasy teams will earn you an item based on its performance. The in-game UI tracks the points earned by your fantasy players, so that you can easily compare and compete with your friends. Leaderboards and highlights on fantasy teams will displayed at both the International web site and the event itself.

<img src="http://media.steampowered.com/apps/dota2/images/blogfiles/inline_compendium_2013_fantasychall.jpg">

<strong>PLAYER CARDS</strong>
Collect trading cards of your favorite players at The International, and stamp them into the Compendium's team pages. Collect an entire team and earn more customization options for your International Courier. Trade your extra player cards with your friends to complete the whole set, and bag yourself a mythical crab mount as well.

<img src="http://media.steampowered.com/apps/dota2/images/blogfiles/inline_compendium_2013_playercards.jpg">

<strong>PREDICT THE FUTURE</strong>
Compete with your friends to make accurate predictions on many results in the tournament. With seven pages of predictions to make, there's an endless amount of statistical analysis you can do to prove you knew what was going to happen all along.

<a href="http://media.steampowered.com/apps/dota2/images/blogfiles/inline_compendium_2013_predictions_full.jpg"><img src="http://media.steampowered.com/apps/dota2/images/blogfiles/inline_compendium_2013_predict.jpg"></a>

<strong>SOLO CHAMPIONSHIP AND ALL-STAR MATCH</strong>
Vote on the players you'd like to see participate in a Solo Championship to determine who's the greatest solo mid-lane player in the world. If you haven't yet, don't forget to also vote on the ten players you'd like to see in the All-Star Match.

<strong>NEW REWARDS</strong>
Along with your compendium itself, you also receive a number of extra bonuses: a limited edition 125% XP Battle Bonus that lasts until the International is over, an International Smeevil courier with customization capabilities, and new taunt animations for several Heroes.

<img src="http://media.steampowered.com/apps/dota2/images/blogfiles/inline_compendium_2013_rewards.jpg">

If you're interested in more in-depth details, check out the <a href="http://steamcommunity.com/sharedfiles/filedetails/?id=144566542" target="_blank">The International 2013 Interactive Compendium Guide</a> that Jimo and <a href="http://www.cyborgmatt.com/" target="_blank">Cyborgmatt</a> put together.

Dota 2 - SZ
When we first announced the Interactive Compendium, we hoped it would be something that Dota players would be interested in. Shortly afterwards, we were forced to admit we underestimated the community's response to it. Upon reflection, we decided that the community was clearly sending us a message - so we spent the next two months adding more features to the Compendium.

With the International only three weeks away, we thought we'd cover some of the things we've added. If the last time you looked inside the Compendium was back when it first shipped, we hope you find some of these additions interesting.

THE INTERNATIONAL FANTASY CHALLENGE
Assemble a fantasy team of players from those attending The International. As they play in the tournament, your fantasy team will earn points. At the closing of the tournament, each of your fantasy teams will earn you an item based on its performance. The in-game UI tracks the points earned by your fantasy players, so that you can easily compare and compete with your friends. Leaderboards and highlights on fantasy teams will displayed at both the International web site and the event itself.



PLAYER CARDS
Collect trading cards of your favorite players at The International, and stamp them into the Compendium's team pages. Collect an entire team and earn more customization options for your International Courier. Trade your extra player cards with your friends to complete the whole set, and bag yourself a mythical crab mount as well.



PREDICT THE FUTURE
Compete with your friends to make accurate predictions on many results in the tournament. With seven pages of predictions to make, there's an endless amount of statistical analysis you can do to prove you knew what was going to happen all along.



SOLO CHAMPIONSHIP AND ALL-STAR MATCH
Vote on the players you'd like to see participate in a Solo Championship to determine who's the greatest solo mid-lane player in the world. If you haven't yet, don't forget to also vote on the ten players you'd like to see in the All-Star Match.

NEW REWARDS
Along with your compendium itself, you also receive a number of extra bonuses: a limited edition 125% XP Battle Bonus that lasts until the International is over, an International Smeevil courier with customization capabilities, and new taunt animations for several Heroes.



If you're interested in more in-depth details, check out the The International 2013 Interactive Compendium Guide that Jimo and Cyborgmatt put together.

Dota 2 - Valve
PLATFORM
Dota 2 is now available for Mac OS X and Linux.

Dota 2 Mac OS X Minimum System Requirements:
Mac OS X Lion 10.7
4GB RAM
8GB Hard drive space
nVidia 320M or higher, or Radeon 7000 or higher, or Intel HD 3000 or higher

Dota 2 Linux Minimum System Requirements:
Ubuntu 12.04
Dual core from Intel or AMD at 2.8 GHz
4GB RAM
8GB Hard Drive Space,
nVidia GeForce 8600/9600GT, ATI/AMD Radeaon HD2600/3600 (Graphic Drivers: nVidia 310, AMD 12.11), OpenGL 2.1
OpenAL Compatible Sound Card

UI
- Added automatic detection of GG calls in tournament and practice lobby matches, which then ends the game 10 seconds later.
- In the fantasy stats dropdown, players you have on any of your teams will be highlighted and mousing over them will list which of your fantasy teams they are on.
- Guild invitations now display who's inviting you, and how many members the guild has.
- Added a tournament drop for early roshan kills (before creeps spawn)
- Quick Cast now works on the portrait of your currently selected unit.
- Players can customize which messages appear on the Chat Wheel.
- Messages sent via the Chat Wheel appear with an arrow icon next to them.
- Calendar page now shows a list of tournament games per day.

VISUALS
- New Earthshaker model
- Updates to some Earthshaker effects
- Fixed Eclipse not always playing the missed Lucent Beam visual effects
- Made Abaddon's Borrowed Time effect and healing more clear

MATCHMAKING
- People who decline Matchmaking are temporarily restricted from searching for 45 seconds
- Parties are more likely to be matched against other similarly sized parties
- Reduced the average skill variance in games where there are 10 individual players
- When matching parties, the matchmaker now also considers the minimum experience level on both teams rather than just the average.
- Fixed a bug in the matchmaker that was causing it to insufficiently segregate players based on win count
- Fixed a bug that would cause excessive queue times, especially for large parties or high skill players

GAMEPLAY
- Abaddon: Fixed Abaddon's illusions applying Curse of Avernus
- Abaddon: Fixed Aphotic Shield being dispelled
- Abaddon: Fixed Mist Coil Heal/Damage order
- Dragon Knight: Fixed Dragon Blood's bonus armor not showing properly in the UI
- Gyrocopter: Fixed the Fountain doing no damage to Gyrocopter 's Homing Missile
- Io: Fixed Tether sharing mana regeneration when you have full mana
- Io: Fixed Spirits initially spawning 250 units away instead of 150 units
- Medusa: Fixed various spells being unable to remove the stun from Stone Gaze
- Medusa: Fixed Stone Gaze facing requirement not taking into account distance once the debuff is added
- Necrolyte: Fixed several specific heroes being unable to buyback for the rest of the game if they died to Reaper's Scythe.
- Omniknight: Fixed Guardian Angel not affecting Siege units
- Silencer: Fixed Curse of the Silent being removed by Aphotic Shield/Manta
- Slark: Fixed Pounce's Leash getting dispelled
- Visage: Fixed being able to dodge Soul Assumption
- Fixed the free courier in Mid Only not always being controllable if you selected your hero too late
- Fixed Backswing behavior for: Soul Rip, Tombstone, Cold Feet, Ice Vortex, Chilling Touch, Enfeeble, Shallow Grave, Thunder Strike, Kinetic Field, Static Storm, Malefice, Midnight Pulse, Howl, Stifling Dagger, Static Link, Shrapnel, Psionic Trap, Whirling Axes (Ranged), Storm Bolt, God's Strength, Wave of Terror, Venomous Gale, Shadow Word, Fatal Bonds, The Swarm, Time Lapse, Maledict, Overpower and Ice Shards

AUDIO
- Non-default announcers will now comment on pick/ban phases.
- Windows Mixer control for Dota2 no longer resets to full volume on start up.
- Music volume floor goes to 0.
- Updated Abaddon VO
Dota 2 - Valve
Added Abaddon!

GAMEPLAY
- Death Prophet: Fixed AI on Exorcism spirits that caused them to sometimes be less efficient and linger on units far from you
- Doom: Fixed Doom not disabling Flak Cannon
- Huskar: Fixed being able to attack while he is leaping in Life Break
- Jakiro: Fixed Liquid Fire debuff being removed by Manta/BKB
- Lich: Fixed the order of damage instances on Frost Nova
- Omniknight: Fixed his spells not working on Mechanical units
- Phantom Assassin: Fixed Stifling Dagger projectile speed traveling a little too slow
- Sven: Fixed Storm Bolt aoe not hitting invisible units
- Fixed Siege not getting increased damage when the Ranged Barracks dies
- Fixed Buckler and Mekansm +2 active armor buff stacking
- Fixed Vladmir's Offering not working on Siege units

TRAINING
- Added match making option to opt out of Limited Hero mode
- Fixed some players not receiving item rewards after completing training tasks
- Play Tab will now remember your previous selection
- Fixed various progression bugs in Mechanics II
- Fixed disabled skill assignment using CTRL+Ability when in tutorial

COMPENDIUM
- Added Player Card rewards. Unlock the Smeevil Crab mount by stamping complete teams
- Added the International Fantasy Challenge
- Added Solo Championship Voting

UI
- Added a hotkey to Select All Units
- Added a hotkey to activate Speed Burst on your flying courier
- Minor reorganization to control settings page
- Fixed Replay Speed Decrease hotkey missing from the configuration panel
- Increased the maximum number of total spectator slots from 14 to 22
- Removed Favorite hero count limit
- Moved Solo Only Matchmaking to a setting on the main Find Match tab.
- New Tournament Drops:
# When a player reaches a Godlike streak
# When a Courier is killed
# When a player buys a Divine Rapier
# When Earthshaker Echoslam's 5 heroes
- Increased number of item drops when a Tournament Event occurs.
- Tournament Items can now be upgraded by watching through Twitch
- Fixed Quick Cast bug preventing use on neutrals/couriers

VISUAL
- Fixed Global Silence not showing the visual effect on Familiars even though they are silenced
- Updated ability icons for Dark Seer and Dragon Knight
- Added new disarmed effect
- Fixes for a few portrait based effects, such as Enigma's vortex

AUDIO
- updated Mekansm SFX.

WORKSHOP
- Added Mok mandrill courier
- Added Defense Grid announcer
- Fixed orientation on Bounty Hunter's Jinada Glows on workshop items
- Fixed Nether Ward effect orientation for workshop items
- Added support for workshop authored effects on Kunkka's weapon

BOTS
- Bots will no longer stare at a dropped gem, futilely trying to destroy it.
Dota 2 - contact@rockpapershotgun.com (Nathan Grayson)

We live in strange times. Food chains are trying to poison us, we can probably save lives by putting heads on dead people’s bodies, and games can corral a million-gajillion players without ever being “released”. Madness. Nothing makes sense anymore. Civilization has been replaced by a steaming crater of contradiction. And while those first two things have much further-reaching, highly disturbing implications, this is a videogame site so let’s talk about the last one. DOTA 2‘s beta ran for two years>. During that time, it dominated all lanes of Steam’s most-played list because people like MOBAs a little bit maybe. But now – finally, amazingly – Valve Time has aligned with Real Time for a brief, shining moment. DOTA 2 is out. Oh, but you might still have to wait if you want to actually play. Why? Because – as I said earlier - nothing makes sense anymore>.

(more…)

Jul 9, 2013
Dota 2
dota2


Dota 2 beta invites disappeared from Steam Inventories everywhere this morning, and now we know why. After a lengthy beta during which it became the most-played game on Steam, Dota 2 has launched and is available on Steam for free</a

Although beta invites have, especially recently, been abundant (and buyable) in the year and a half that Dota 2 has been playable, today marks the game's official release by Valve.

If you’re planning on getting into Dota 2 for the first time, check out some of our recent coverage of the game. Get an inside look at the development of Dota 2 or read our comparison of Dota 2 and League of Legends.
Dota 2
League of Legends 2013-06-16 10-55-34-36


MOBA games have been around for a long time, but Dota 2 and League of Legends are the first to regularly pull numbers like the 329,977 concurrent users on Dota 2 and the "over 500,000 peak concurrent players every day on just the EU West" League of Legends server.

You'd think that with the sheer popularity of MOBA games, they'd be easy to break into, but that's usually not the case. Fortunately, this guide is here to help! This article should help you understand the basic concepts that are common to both games as well as the overarching differences.

Already a veteran, but looking to make the switch to LoL or Dota? Find out just what makes the two games so incredibly different.
Start Here
Both Riot’s LoL and Valve’s Dota 2 are free-to-play games. League of Legends is available here and Dota 2 is available here.
Be warned, both of these games have pretty steep learning curves, but it shouldn't take long to grasp the basics.
Glossary


MOBA: Multiplayer Online Battle Arena, a mix between RTS and action with players controlling a single, main character.
Creep or Minion: AI-controlled monsters that are regularly spawned to push down the various lanes.
Farm: The act of killing minions to collect gold; also refers to the number of minions you've killed.
Lane: The paths that run along the top, middle and bottom of the map; also refers to the minion waves in the lane.
Laning Phase: The part of the game where players stay in their respective lanes to farm.
Pushing: Autoattacking and using abilities to kill enemy minions more quickly which causes the lane to literally push towards the enemy turrets.
Split Push: When one or two players split off from the team to push a lane somewhere else on the map.
b: Back—used to tell someone to be careful, literally move back, or return to base.
Skillshot: An ability that needs to be aimed.
Carry: A hero or champion that is farmed or fed and can carry a team to victory.

Basic Gameplay
If you've ever played any sort of RTS, then the basic layout of LoL and Dota should be at least somewhat familiar. These are top-down games where you control your champion or hero alongside four other players in five-on-five fantasy action.

Left-clicking selects units while right-clicking moves your character or attacks. League of Legends uses Q, W, E and R for your main abilities with D and F reserved for summoner spells. Items are assigned to 1-6 by default. Dota 2 does things a little differently with the number keys reserved for control groups—similarly to StarCraft—and Z, X, C, V, B and N bound to your item slots. Some champions with more than four abilities also require the use of other keys like D and F.

Last hitting—delivering the killing blow to a minion—is likely the most fundamental skill you'll have to learn to play either game. Last-hitting minions is your primary means of accruing gold. Wait until the minion gets low enough for you to kill it with a single attack before you hit it. You'll still earn a slow trickle of gold over time, but killing a few extra minions can be the difference between buying the item that you need or missing out on XP for nothing.

It's raining bloody gold!

LoL and Dota 2 do differ in how they reward players for killing players. In both games, killing an enemy player grants gold to everyone who participated in the kill. In League of Legends, the amount of gold a player is worth depends on how many times they've died without getting a kill and whether or not they're on a killing spree. Dota 2 adds to this by punishing the dead player by throwing away some of the unreliable gold that they've earned. Reliable gold is awarded for kills while unreliable gold is gained over time and for killing minions.

The distinction between the two types of gold is reason enough to declare that Dota 2 is a far more punishing game. At the same time, getting kills is quite a bit more rewarding than it is in League of Legends because you gain reliable gold while causing an enemy to lose gold. Not only is it easier to make mistakes in Dota 2, but it's also harder to come back from them.

Burn, baby, burn!

Every single match of Dota 2 or League begins with the laning phase. This generally lasts from the time that minions spawn to anywhere from 15 to 30 minutes into the game. During this time, carry characters spend their time trying to last hit as well as possible. The goal of laning phase is to earn as much gold as possible while harassing your opponent.



Battles are more frequent and abrupt in Dota 2. Once a team commits to a fight, enemies will be stunned and spells will be unleashed. It usually only takes a second or two for the first casualty in a fight. During a game, it's not uncommon to see first blood claimed only a few minutes in. Fights in Dota 2 are quite a bit like food fights—you look around to make sure no one's watching, then let loose a few cups of pudding or an Arcane Bolt or two.

League of Legends is a little less chaotic. The first kill might take place 10 minutes into a match, but that isn't to say that the game is any slower paced. You'll be casting your spells far more often than you do in Dota 2 because of LoL's emphasis on skillshots and low mana costs. Laning is usually a matter of last hitting while throwing out a spell or two to try and push your opponent out of lane.

The later section of both games is reserved for team fighting and coordinated pushes to try and reach the enemy base. As the end of the game approaches, teams usually start to stick together to knock down towers and eventually the base structures—the melee and ranged barracks in Dota 2 and the inhibitors in LoL which strengthens creep waves. Destroying the nexus or ancient is the only way to end the game without forcing a surrender vote.

The ancient—eye of Sauron?—doesn't react well to being attacked.
Champions/Heroes
Although you're given control over a single character in both Dota 2 and LoL, the two games have different ideas of what constitutes a hero or champion.

Playing dodge ball with the ground is a lot more fun than it sounds.

Champions in League of Legends are more likely to have skillshots and spells that can be spammed. As a result, LoL focuses not only on traditional, attack damage (AD) carries, but also on ability power (AP) carries. Unlike in Dota 2, you can buy items that increase the damage output of your abilities in LoL. The laning phase in League games usually involve quite a bit more ability-based harass. Poking your opponent with a skillshot or target spell is reasonable because of the low mana costs that accompany most spells. Every single champion in this game has four main, character-specific spells along with room for two summoner spells; Flash is one spell that you'll see all the time because it lets you jump a short distance in the direction of your cursor.

He's clearly asking for me to push his buttons.

The comparatively lesser emphasis on skillshots doesn't mean that Dota 2 isn't a skill-driven game. It makes up for it by having a diverse pool of heroes that are able to build items to satisfy different roles. Dota heroes have much more explosive power with the ability to execute combos that usually leads to battles that last only a few seconds. These powerful spells come at a cost—the mana required to cast these spells is usually high—which prevents them from being used constantly. Another distinguishing factor of Dota 2's hero pool is the Invoker—playable proof of the wide variety of heroes available in the game. With a total of 14 abilities at his disposal, the Invoker is considered by many to be the most complex character in any MOBA game. Mixing and matching reagents to invoke new spells demonstrates just how versatile and varied Dota 2 heroes can be.

Next page: A quick peek at the map, metagame and itemization options in both games.


Map Layout
Dota 2 and League of Legends have maps with the same basic layouts. Each has a top, middle and bottom lane with 3 layers of turrets in each lane. In between the lanes is the Jungle, which is filled with creep camps that can be killed as an alternate source of gold and experience.

Summoner's Rift is considerably smaller than Dota 2's unnamed map. Two of the main attractions are Baron Nashor and Dragon, massive neutral monsters that provide global gold for the team that kills them. The big monsters are also joined by the Lizard Elder and Ancient Golem who provide buffs when defeated. A dedicated jungler is essential to maintaining control of these buffs as well as the objectives on the map because of Smite—a Summoner Spell that deals massive true damage to monsters.

Runes, Roshan and the abundance of shops are unique to Dota 2. Roshan is Dota 2's version of Baron Nashor and drops the Aegis of the Immortal which will revive the hero holding it with full health and mana upon death. Runes periodically spawn on two designated locations outlined below and can be immediately used or stored in a Bottle. These runes range from a speed boost to double damage for a short time. Another distinction between the two maps is the fact that each side of the Dota 2 map has three shops: a main shop, side shop and a secret shop.

So much for being a secret.
Metagame 
This is where things radically change between the two games. Broadly, Dota 2 and League of Legends are similar. You spend time in a lane farming to prepare for late game team fights. Win a few fights, get a big enough lead and you can end the game by destroying the other team's main base building—the Nexus in LoL and the Ancient in Dota 2.

Then what's the biggest difference between Dota 2 and League? No, it's not the skill required to play, it's actually the feel of the two games. Moving between the two can be awkward even for seasoned players because of the mechanical differences—turning speed, attack and casting animations.

One of the most jarring differences is the basic movement and attacks in Dota 2. To put it bluntly: commands—attacking, moving, casting a spell, and so on—happen more quickly in LoL. Dota 2's longer attacking and casting animations means that to the uninitiated, Dota 2 can feel sluggish.

That's quite a pitching arm—said no one ever.

The usual setup for a game of League is to have a tanky champion in top lane, an AP carry in mid lane, a support and AD carry in bot lane and a jungler to pick up the neutral monsters in the Jungle. Although pro teams mix it up by swapping the physical lane positions, the metagame of League of Legends is fairly rigid.

Dota 2's metagame has a similar, but distinct history that is filled with major changes to the way that lanes work. The current metagame differs between the pros and casual players. Most games have two players in bottom lane, two players in top lane and a player in the middle lane. This can also be swapped to have 1 top, 2 bot, a jungler and a mid or even three bottom, one top and one mid.

The lack of a recall spell and the importance of the Town Portal Scroll in Dota 2 is another huge reason for the differences in strategy. Battles can happen in the blink of an eye in Dota simply because players can move around the map more quickly with Town Portal Scrolls. But in League of Legends, crossing the map in either direction can be a 1- or 2-minute commute. Because the 300-second cooldown Teleport Summoner Spell is the only tool available to you in LoL for warping, team compositions and strategies can be focused almost entirely on split pushing. Both games have slightly varied focuses on what strategies do and don't work.

Death Prophet has the right idea—run!

 

It's obvious why Dota has garnered a reputation as a hardcore game. High ground, creep denial (you can attack your own minions when they're below 50% HP), and the possibility of getting instagibbed when you walk just a touch too far from your tower are nuances that aren't present in League. On the other hand, LoL does have a brush system which renders players invisible to anyone outside of the brush. Plus, being able to Recall to base at any time with a channeling spell changes things too. It may take a while to get back to the lane, but your trip to base should only take a few seconds.
Items
There is a ridiculous assortment of items available to players of both games. Building your hero or champion correctly is a huge part of the MOBA experience.

The types of items available differs slightly between both games. One of the many small differences between the two systems is the presence of item recipes in Dota 2. Buying a recipe while having the necessary items in your inventory will upgrade your pile of junk into a brand new sword—or whatever item the recipe creates. In League of Legends, you purchase the actual upgraded item after collecting all of the prerequisites.

We've already mentioned that Dota 2 lacks any items that increase the pain-inflicting potential of hero abilities, but we haven't talked about items like the Blink Dagger, Aghanim's Scepter and the Scythe of Vyse. Dota 2 is filled with items that have abilities that require activation. Clicking on your Blink Dagger and then clicking on the screen will teleport you a short distance on a fairly short cooldown. Using the Scythe of Vyse on any of your enemies turns them into a helpless little pig. Items like these are essential to the dynamic of Dota 2 because they expand what characters are able to do. It's not uncommon for players to have three or four items that can be activated in their inventory by the end of the game. In fact, many of these active abilities have surfaced in LoL as summoner spells and champion abilities—Flash and Lulu's Whimsy are just two examples.

It's a bird... it's a plane... It's Flash?

League of Legends doesn't have as many crucial active items, but many champions do end up buying items like the Locket of the Iron Solari which shields allies within a small radius upon activation.

Both games have a wide variety of items that have passive abilities as well as abilities that trigger when your character is hit. Buying a Ruby Crystal in League of Legends will give you +180 health whereas a Sapphire Crystal will give you +200 mana. A Last Whisper will make all of your attacks ignore 35% of your target's armor.

Getting the right items can be as simple as selecting from the pool of recommended items or looking up what the pros are building in their games.

Next page: We take a look at how Riot and Valve have been supporting Dota 2 and LoL through monetization, patches and eSports.

Developer Support
Riot and Valve both pump out content updates and patches for their respective games at a breakneck pace although their end goals are quite a bit different.

Above all else, Riot's top priority is to make League of Legends fun—oftentimes at the cost of balance. Sometimes this means removing or adding items, but it can also mean nerfing and buffing champions. One of the clear differences between the balance of LoL and Dota 2 is the season system Riot has created. Every couple of years a new season of League of Legends begins with Season 3 slated to end sometime in 2014. These seasons introduce sweeping changes that drastically alter huge swathes of the champion pool and introduce new items while removing or renovating old ones. At this point in its development, Riot isn't worried about stabilizing the game—instead opting to focus on adding things that makes it more fun.

A massive chalice for the LCS Season 3 champs.

Valve's balancing philosophy revolves around the idea that every aspect of the game should be equally powerful. Each and every hero in Dota 2 has hard counters which makes having the full roster of heroes available to all players an absolute necessity. The idea is that hero selection should be based not only on team synergy, but also on what heroes the enemy team is picking.
Monetization
Both of these games may be free-to-play, but they aren't devoid of alluring ways to spend your money. Neither Dota 2 nor LoL can be classified as "pay-to-win," thank goodness, since none of the things that you can spend real dollars on directly affect gameplay. The main difference between the two is the availability of champions. Dota 2 gives you it's entire roster of over 100 heroes as soon as you load into the game. League of Legends forces you to purchase any champions that aren't in the rotating 10-man roster of free champs.

Keys are the hotcakes of the Dota 2 universe.

Valve has created a Dota 2 store that's a lot like the Mann Co. Store in Team Fortress 2. In it you'll find a multitude of cosmetic items that you can equip on your hero of choice. One of the distinguishing features of the Dota 2 store is its integration with the Steam Workshop, which means that community created items can be swallowed up by Valve and put on sale. HUD skins, announcers and couriers are also all for sale. Although items do randomly drop for players at the end-of-match score screens, the majority of drops are treasure chests which require a paid (or traded-for) key to open.

Buy some new skin for your favorite champions.

League of Legends takes a slightly different approach by having two different in-game currencies: Influence Points (IP) and Riot Points (RP). IP is earned by completing matches whereas RP is the in-game cash equivalent. Unlike Dota 2, LoL features a rotating roster of free champs. Unlocking a champion permanently requires a small mound of IP or RP. In other words, Riot makes money not only from champion skins, but also from champion purchases. Earning enough IP for some of the newer champions is no small feat and most players end up using their IP to buy runes and resorting to RP to buy champions. The store in League of Legends also has XP and IP boosts available on both per-win and per-day increments.

Ultimately, the choice to spend money is yours. Neither game absolutely requires a monetary commitment to enjoy and the paid aspects of each game don't affect gameplay.

Dota 2 and League of Legends may be fierce competitors, but you can find significant differences between them in their mechanics, metagame, combat techniques, and approach to free-to-play. There's a reason why discussions involving both games get so heated—these are distinct games with divergent cultures. If you're looking to pick sides, come read the arguments in our Dota 2 vs LoL face off.
Dota 2
Dota 2


Bad news, fans of getting rich incredibly slowly. Valve have disabled the selling of Dota 2 beta invites through the Steam Market. Previously, for a scant few pence, you were able to buy your way into the beta, bypassing the then £22.99 price tag of the Steam Store. But while there are still places to get invites for free, that they're starting to be phased out suggests we're another step closer to the game's official launch.

The removal was noticed by the folks behind the Steam Database site:

Wanted to get Dota 2 through the Steam Market? Well, you're out of luck. It's disabled and all listings are now slowly being removed.— Steam Database (@SteamDB) July 9, 2013

Last month, Valve wrote: "The first step we’ll be taking is to release a larger set of training features, and retire the existing Dota 2 Invites. The combination of these two things makes now the best time to use any remaining Dota 2 Invites you have to bring your friends in that are unfamiliar with the game. After that, we’ll start allowing all users to join in."

Last week, Valve vastly increased the game's tutorial, and added a new Limited Hero mode to help ease new players into the game.

Back in PC Gamer issue 254, we revealed that Dota 2 was set to be released before this August's International tournament. You can now read the entirety of our huge Dota 2 feature online.
Dota 2
Dota 2 - Windrunner


This article was originally published in issue 254 of PC Gamer UK.

As the Radiant ancient explodes, so does the room. A 55-minute game of Dota 2 has just ended in a razor’s-edge victory for the Dire. The kill count is close to even, and both teams’ bases have been levelled by multiple near miss shots at the throne. Four Radiant players are in the Dire base when the match ends, but they can’t outrun the damage being done to their ancient by a single player, the undead horseman Abaddon, whose attacks are augmented by the three Divine Rapiers in his inventory.
"The reward for learning to play is learning to see."
If you’re not a Dota player, that probably doesn’t mean very much to you. If you are, you’ll understand that a man with three rapiers is an improbable, precarious and powerful product of the forces of order and chaos at work in every Dota match.

The outcome’s sheer unlikelihood is why the room – a regular office, lights dimmed, non-players working in silence – has suddenly burst into a spontaneous round of cheers. Chairs are kicked back, headphones are torn off. For anyone with the requisite understanding, it’s a spectacular upset. The human mind’s ability to glean a narrative of chance and triumph from the movements of a little internet wizard is the key to understanding Dota 2’s popularity. Moments like this are why hundreds of thousands of people, myself included, invest so much time in the game: the reward for learning to play is learning to see.

Afterwards I’m told by one of the players that the match ranks in the top five percent of games they’ve ever played. He should know: he’s one of Dota 2’s animators. The room we’re in is the office at Valve’s Bellevue headquarters where Dota 2 is made. When you think of Valve, you probably don’t think of whooping developers trading high-fives over desks, but it’s an image that helps to explain why the biggest company in PC gaming chose to remake a Warcraft III mod.

I spent a single day in Bellevue, and we talked Dota over lunch, talked Dota in the corridors, talked Dota around PCs where programmers worked while streaming a professional match on a second monitor. We talked Dota while playing Dota and eventually even managed to talk Dota in something resembling a formal interview. I’ve met plenty of developers who were enthusiastic about their work, but I’ve met very few whose enthusiasm has the egoless quality of fandom, who talk as if they’re not responsible for the game they’re praising.
"We interviewed and were a little confused about why we hadn’t hired him before."
In part, of course, that’s the case. The original fan-made Defence of the Ancients was simply a post-work diversion for a number of Valve employees. That set the company on the road to Dota 2, but it was meeting the mod’s steward, IceFrog, that prompted their first steps.

“The only way we make any decisions is based on the people who work here,” explains Erik Johnson, whose company bio lists him as one of Valve’s ‘business development authorities’. “We interviewed and were a little confused about why we hadn’t hired him before.”

“In many ways it follows in the footsteps of Team Fortress, Portal, Counter-Strike,” says Doug Lombardi, vice president of marketing (a role that grants him that rarest of things at Valve: a job title.) “Somebody had this great nut of an idea and Valve took an interest and offered them the resources to take it to the next level. The only difference is the genre.”

Johnson interjects: “Also the appeal of making a game that wasn’t first person! Making a game in a fantasy world as opposed to science fiction – that was kind of exciting, too.”



Valve’s take on the DotA formula is faithful to the mod, but it is not a tribute act. “We could change as much as we wanted but a lot of good choices had already been made,” Johnson tells me. “We couldn’t convince ourselves that much needed to change.” Instead, Dota 2 is characterised by tweaks and recalibrations: from balance changes to a smarter, more intuitive interface.

In redesigning 108 well-loved heroes for a new game – heroes who were in the first instance based on Blizzard-owned characters – Valve have mixed their own eye for personality with an smart reading of the tastes of DotA players.
"Valve’s take on the DotA formula is faithful to the mod, but it is not a tribute act."
“The community had built up so much emotional attachment over the years,” Johnson says. “If you play Dota, your mind’s-eye representation of the hero you’re playing is pretty fantastic, right? People would talk about that online and it was useful for us to draw on – how heroes should look and sound, what their personality should be.”

As with Valve’s science fiction, there’s an off-kilter style to Dota 2 that prevents it from feeling too familiar. The team made a conscious effort to draw from sources beyond European mythology, and the roster coheres more by virtue of its careful art direction than the fiction written to support it. It’s classy, and with a few exceptions dodges the porny fan-art feel that hinders its rivals, League of Legends and Heroes of Newerth (and the original DotA, to an extent.)

Dota 2 is also very funny. Valve learned from Team Fortress 2 that humour helps to balance the tone of a competitive game, and the way the community talked about each hero in DotA 1 influenced how those characters were written in the sequel. Troll Warlord’s backstory is a thinly veiled metaphor for the behaviour of certain types of people in internet comment threads. Earthshaker will occasionally quote directly from legendary punk RPG Barkley, Shut Up and Jam: Gaiden. When he uses his ultimate ability, Tusk has a chance to say any one of 83 recorded variants on the phrase “walrus punch!” Puns abound.

Acknowledging community in-jokes is a deliberate attempt to build trust, Johnson says. “It’s a way for us to tell the community that we get it, that we are paying attention, that we are at least as big fans of this thing as you are.”



“Designers here really like Dota as a product,” he continues. “There are subtleties to the design. For example, you have a huge number of heroes but only ten are played at once – that leaves a lot of latitude in the design choices you can make.” It also necessitates a vast amount of playtesting, and that bolsters the need for a close relationship with the community. Dota 2 has been played in a beta form since early 2011, the community beginning as a small group of DotA veterans. It’s now the most-played game on Steam.

“We all want to work on games that as many people have fun playing as possible,” Johnson says. “It’s just riskier to make a product that you’re going to spend a lot of time on in secret without showing anyone, versus working right there with the community and seeing their reactions to everything you do. Above all else, we want to feel like our time – which is our most valuable resource – is being spent efficiently.”
"After more than two years of testing, Dota 2 will be formally released later this summer."
It seemed a bit crass to bring up Half-Life 3 this long after the fact – so I didn’t – but Johnson’s remarks reflect the way that Valve has changed as a company. The things that make Dota 2 a Valve game – a mix of grassroots enthusiasm and exemplary individual talent, reinforced by a love of statistics and crowdsourcing – are all less applicable to the series that made the company’s name. These qualities don’t contradict one another: Valve’s designers seem to enjoy the challenge of working on a competitive game, and gain satisfaction from the surety of movement that their vast amount of crowd-sourced data offers them.

After more than two years of testing, Dota 2 will be formally released later this summer, prior to the International tournament in August. It’s likely that the last two heroes to be added to the game before release will be Abaddon – a melee hero with a great deal of utility and survivability – and Legion Commander. Legion’s Dota 2 incarnation is possibly the most significant reinvention to date, evolving from a male knight on horseback to a halberd-wielding female foot-soldier with long banners trailing from her armour. Johnson anticipates that the remaining DotA heroes will be added in the months following the International, at which point Valve’s long conversion work will be at an end.

The game is ready to drop the ‘beta’ tag, but there are still questions to be answered. Dota 2 can be punishing, confusing for new players, and flat-out unpleasant from time to time. Valve’s solutions to these problems have been practical but tentative – such as community generated in-game guides, a reporting system for player behaviour, and sophisticated matchmaking that takes into account skill level, the amount of people you’re playing with, and prior conduct. Yet there are still unflinching orthodoxies in Dota’s design – the across-the-board lack of a surrender option, for example – that seem to contradict Valve’s assertion that it’s possible to please everybody with a sufficiently responsive approach.



“It’s tricky,” Johnson tells me. “There is a balance... Dota’s a competitive game, and people are deeply invested in it, so losing is not fun, but the people who are winning are probably having a lot of fun. We don’t want to dampen both sides of that equation. One of the things we never want to lose is the amazing comeback, like the game we just played – both sides probably would have surrendered in that game at certain points. That would have been a robbery of fun.”

If there’s a weakness to Valve’s methodology, it’s not that they have faith in the wisdom of crowds, but that any crowd is comprised of individuals – and individuals are perfectly capable of behaving and reacting unreasonably. The argument against data-led design says that the customer is always right, and that if an individual customer has a bad time then it doesn’t matter what the graph says. It’s telling, then, that Valve don’t see Dota 2’s players as customers – at least, not in the sense that they are Valve’s customers.
"We look at every single person in the game as creating user generated content."
“We look at every single person in the game as creating user generated content,” Johnson says. “A person who just plays the game is generating some value for the other nine people playing. It’s not something they can sell, but it’s content they’re creating.”

Dota 2 is built around these transactions, beginning at the individual player level, passing through the Workshop – where usercreated cosmetic items begin their journey to the in-game store, earning six-figure sums for some – all the way to the competitive scene, dispersed among dozens of tournament showrunners who sell tickets and merchandise through the game client. These surrounding systems are a vital part of Dota 2’s identity – they’re game mechanics too, in a sense. Johnson describes Valve’s responsibility to a player who is having a bad time in the same way he talks about Valve’s responsibility to its business partners. Valve are just as likely to invest in finding a new way to reward good behaviour as they are to add a new hero.

“Professional players are the next step,” Johnson says, addressing a flaw in Dota 2’s current structure. “The amount of value they’re creating is extraordinary. I don’t think we’re close to accurately compensating those players for the value they’re creating. That’s something we want to turn our focus to.”



Johnson uses business terms to describe Dota 2 – it’s a product, a network of creators and consumers exchanging value. There’s a calculating intelligence to its design – but that is appropriate, in a sense, because Dota is very much a numbers game. Watch a professional match and observe how economic momentum is as much a measure of a player’s performance as kills and deaths. Commentators are just as likely to get excited about a character pulling ahead on a graph as they are a particularly skilful play. Valve’s attitude to Dota 2 has a similar ring to it. I get the impression that the development of the game is part business, part fantasy football.

“I’m not trying to be self-deprecating, but there was no grand strategy,” Johnson says. “There’s a bunch of people here who were huge fans of DotA 1. We wanted to make that game, and thought we could do a good job of it.”

If any company is in a position to justify a passion project, it’s the one sitting on top of Steam. As it happens, Dota 2’s snowballing popularity makes it less likely to drain Valve’s swimming pool full of money and more likely to bankroll the construction of a water slide.

The word that I keep coming back to is ‘trust’. The community, by and large, trusts Valve; and Valve trust the input they receive from their community. They also trust in the quality of the game itself, in IceFrog, and in the notion that there’s a huge potential audience for a game this absurdly complicated. They have a ‘build it and they will come’ attitude to the International that, again, seems predicated on trust. This apparent innocence might well be deceptive, but there’s no better expression of it than a room full of smart people cheering because a zombie on a horse carrying three magic swords has just blown up a giant glowing bonsai tree.

“We look at Dota as a product whose lifespan is further out than we can think about usefully,” Johnson tells me when I pry for details of longterm plans. “We just assume that it’s going to be around forever.”
Dota 2 - contact@rockpapershotgun.com (Alec Meer)

I for one welcome our new cross-media overlords

In my day, kids used to actually play videogames, you know. Now they just sit around watching other people play them. Disgraceful, it is. They’ll never develop life-long RSI and lower back problems that way. They’ll probably still get the limited attention span thing, of course.

It’s going to get even worse now that Twitch, market leader of such inactivity, has officially gotten into bed with Steam, market leader of selling the games that people gawp at on Twitch. Now those kids don’t even have to load up two seperate services. They can just sit there, staring at the same webpage forever. Down the mines with them all, I say. (more…)

...