Honest Chung - April 16th, 2009

Gamer Culture, PC, Pro Gaming, Warcraft

Yo-Ha-Bro-Ha, Let’s Play Some DotA


It is not common to see user generated content that is able to garner a following that is widespread, not just cult-like. It is even rarer to see user generated content reach heights of popularity that make the user’s product synonymous with its parent product.

And it is nearly ridiculous to think that any user generated content, let alone a single map, could inspire a song that would permeate mainstream society and reach the top charts of several nations. Any idea of what game I’m talking about yet? Well the game, as some of you may have heard about, is the Warcraft III custom map, Defense of the Ancients (DotA), and the song I’m referring to would be, of course, Basshunter’s Vi sitter i Ventrilo och spelar DotA. But exactly how did DotA, which is just one map, explode to become a global hit?

Originally developed by Eul, then picked up by Guinsoo, and finally picked up by Icefrog (these are their E-names of course), the map has gone through several stages and many spin offs. As of right now, the most popular series being played by users is Icefrog’s version of DotA: Allstars.

Based off the Starcraft map, Aeon of Strife, the core concept to DotA revolves around a tug-of-war struggle. There are two sides, the Sentinel and the Scourge, each side is comprised of five players and a computer. Each player can select any one of the 93 heroes, each with their own unique skills and roles. There are the usual support, caster, tank, disabling heroes, and some heroes, depending on the player’s skill level and if given the time to amass gold and acquire items, can dominate the game later on, these heroes are known as “carry” heroes. Players must also purchase and build up an appropriate and effective item set for their heroes.

The main objective of the map is to destroy the opposing team’s “ancient,” a building situated in the middle of each faction’s base. There are 3 lanes, or roads, that lead to the various entrances of the Sentinel and Scourge bases. Players must push these lanes by battling their way through defensive fortifications, opposing AI units, and opposing players to reach the other “ancient.”

DotA’s game play revolves around 5 critical elements: strategy, adaptation, team work, intelligence, and most importantly, skill. Every team must approach games in a different way, making every game distinct. Strategies differ depending on multiple variables, which vary from the hero make up of the teams to the skill level of every individual player. However, to almost every strategy, there is a counter-strategy, making every game of DotA a battle of wits. Generally though, teams can adapt either an offensive strategy by aggressively hunting heroes and pushing towers and lanes, or they can take a more conservative approach by defending and counter-attacking.

The heavy team oriented game play also brings an intense competitive spirit to the game. The resulting factor is its implementation into major gaming tournaments, especially in Europe. The Europeans already boast two high profile tournaments, the Dreamhack and ASUS tournaments, and recently The-eXperience tournament, to be held in Denmark on July 27 of this year, announced a 6,000 Euro cash prize, enough to hopefully draw the best teams around the world, for the DotA portion of their tournament. Although, there currently is a controversy concerning DotA’s possible exclusion from this year’s Electronic Sports World Cup, which included DotA in 2008. Nevertheless, the team work and intricate and innovative strategies required to play have made the game ideal for the competitive scene.

In addition to tournaments, there are numerous “inhouse,” which essentially means online, DotA leagues that have propped up on every server. The DXD league on the Lordaeron, or US West, server boasts a membership of over 3000 players and has games running nonstop throughout each day. Aside from Battle.net server leagues, CAL and CEVO have created their own DotA leagues.

Despite its competitive edge, DotA’s appeal is not just limited to hardcore players. With a wide arrange of game modes that appeal to the needs of hardcore players, as well as casual players, it is a highly accessible game for anyone, even beginners. The learning curve is not too steep, as the only major problems new users will face usually circle around basic knowledge of the game, itemization, and understanding each hero’s skills, which will admittedly take some time and experience.

Blessed with a passionate fan base and a dedicated developer in Icefrog, the game’s community is what separates it from most other games. By forming their own gaming culture and community that is specific to DotA, the players have essentially turned the custom map entirely into a separate game in itself. Icefrog’s commitment has also made sure the game never goes out of date by constantly updating and improving the map.

This mix of player enthusiasm and developer devotion is highly responsible for the game’s survival and rapid spread in popularity. Without the community, it is unlikely that DotA would have been included in major tournaments, developed leagues, or even survive this long (the original DotA dates back to Reign of Chaos), giving it a chance to even reach heights of success that similar mods, like Counter-Strike, have met.

For one map to contain the depth and complexity of a retail priced game, and an addictive and entertaining game play that appeals to both competitive and non-competitive players, it is no surprise that DotA has become a success. It’s rise and sustained popularity, though, has to be accredited to its zealous community, which has facilitated its inclusion into e-sports, and has kept the game relevant in an age where HD consoles and World of Warcraft seem to reign supreme. It is just a bit mind boggling to think it is still just one map.

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2 Responses to “Yo-Ha-Bro-Ha, Let’s Play Some DotA”

  1. Andrew Macnider says:

    Ugh I remember so many long session with DotA. There would be strings of weeks that not one day would pass without at least one game.

    So many memories…

    • Honest Chung says:

      Oh yeah for sure. That’s probably the largest consequence of its popularity. It’s gotten so big that it suffocates the life out of any other custom map. I guess it’s become a monopoly (as we speak Bill Gates is taking tedious notes) >. > <.<

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