Multiplayer online battle arena (MOBA)[a] is a subgenre of strategy video games in which two teams of players compete against each other on a predefined battlefield. Each player controls a single character with a set of distinctive abilities that improve over the course of a game and which contribute to the team's overall strategy.[1] The typical objective is for each team to destroy their opponents' main structure, located at the opposite corner of the battlefield. In some MOBA games, the objective can be defeating every player on the enemy team. Players are assisted by computer-controlled units that periodically spawn in groups and march forward along set paths toward their enemy's base, which is heavily guarded by defensive structures. This type of multiplayer online video games originated as a subgenre of real-time strategy, though MOBA players usually do not construct buildings or units. Moreover, there are examples of MOBA games that are not considered real-time strategy games, such as Smite (2014), and Paragon.[b] The genre is seen as a fusion of real-time strategy, role-playing and action games.
By the early 2010s, the genre had become a big part of the esports category. In 2018, prize pools reached over US$60 million, 40% of the year's total esports prize pools. Major esports professional tournaments are held in venues that can hold tens of thousands of spectators and are streamed online. A strong fanbase has opened up the opportunity for sponsorship and advertising, eventually leading the genre to become a global cultural phenomenon.
The games are usually played on a battlefield shown from an isometric perspective, but certain MOBAs are played from a third-person or side-view perspective.[3] The battlefield is represented in the interface by the mini-map.[15]
A player controls a single powerful in-game unit, called a "hero" or "champion", with each utilizing a unique set of abilities and style of play.[1] When a hero stands near a killed enemy unit or kills an enemy unit, they gain experience points and gold which allow the hero to level up and buy items at a store. When a hero levels up, they grow in power and may strengthen one of their abilities which they typically have four of. If a hero runs out of health points and consequently dies, they are removed from active play until a respawn timer counts down to zero, at which point the hero respawns in their base. The amount of time required to respawn generally increases as the game progresses and/or the players level up.[16]
Each player typically receives a small amount of gold per second during the course of the game. Moderate amounts of gold are rewarded for killing hostile computer-controlled units and larger amounts are rewarded for killing enemy heroes. Gold is used by heroes to buy a variety of different items that range in price and impact. For the most part, this involves improving the combat viability of the hero, although there may be other items that support the hero or team as a whole in different ways.[24] As the heroes of each team get stronger, they can use multiple strategies to gain an advantage. These strategies can include securing objectives, killing enemy heroes and gaining levels by killing computer-controlled units. The stronger a team gets, the more capable they are at destroying the enemy team and their base, as well as protecting their own.[20]
In most MOBAs, playable characters have assigned classes such as "tank", "bruiser", "marksman", "mage", "fighter", "assassin", "support" and "healer", with each classification denoting various different skill sets and proficiencies.[25][26] During the match, characters can be played in roles such as "carry", "support" and "ganker"; however, the number and type of roles can differ depending on the game.[27][28] The carry role is expected to scale and itemize themselves to do the most damage against enemy characters and objectives, but may also require protection and assistance from their team members.[27] Supports assist their team with abilities that aid allies and disable enemies, rather than dealing damage directly. Some supports have healing abilities which can be vital factor in the team composition's success, giving health and sustenance to their allies while limiting the enemy's options in terms of play patterns.[29] Ganker roles are flexible, as they have both carry and support skills that are used to disrupt and eliminate enemies, thus giving their teammates an advantage over their opponents.[27] Gankers can "act as a strategist, decision-maker or supporter depending on the team's needs."[27] Player roles can be classified by the particular lane they are focusing on, such as "top laner", "mid laner", and "bottom laner",[25] or by their role in a teamfight, such as "frontliner", "damage dealer", "healer", "flex", and the "offlaner".[29]
As a fusion of real-time strategy (RTS), role-playing, and action games, MOBAs have many elements of preexisting genres while still offering unique gameplay. In general, the design philosophy of the MOBA genre has moved away from constructing structures, army building, and controlling additional units in favor of hero-centric gameplay.[23] However, some MOBA games have certain heroes which control a few specialized units,[30] but not on a massive scale commonly found in RTS games.[23] As is the case in real-time strategy games, structures and base defense are important, and destroying the main structure at the heart of the enemy base typically serves as the ultimate victory condition of a given match. Players can find various friendly and enemy units on the map at any given time assisting each team, however, these units are computer-controlled and players usually do not have direct control over their movement and creation; instead, they forward along the map's lanes.
Many defining elements of the action genre[31][32] are represented in MOBA games. Players with better mechanical skills and quick reaction times typically excel relative to their peers. MOBAs often have a strong focus on micromanagement, involving mechanical abilities such as positioning, dodging, use of combo attacks, kiting, prediction and target selection.[23] Direction-targeted abilities, or "skillshots", require precise aim and good timing in order to hit an enemy.[33]
The MOBA genre resembles role-playing games (RPGs) in gameplay, though the MOBA genre focuses on the multiplayer battle in the arena-like environment, whereas RPGs typically revolve around a single-player story and exploration of different locations.[34][32] Some key features of MOBAs, such as control over one specific character in a party, growth in power over time, learning new thematic abilities, leveling and accumulation of experience points,[35] usage of the mana resource,[36] equipment and inventory management,[37] completing quests,[38] and fighting with powerful boss monsters,[13][14] are also typical of role-playing games.
The 1989 Mega Drive/Genesis game Herzog Zwei has variously been cited either as a precursor to,[39][40] or an early example of,the MOBA genre.[41][42] It uses a similar formula, where each player controls a single command unit in one of two opposing sides on a battlefield.[40][42][39] Herzog Zwei's influence is apparent in several later MOBA games such as Guilty Gear 2: Overture (2007)[43] and AirMech (2012).[41] Herzog Zwei was also cited as an inspiration to the developers of Warcraft and Starcraft.[44][45]
1998's Future Cop: LAPD has a strategic "Precinct Assault" mode similar to Herzog Zwei in which players can actively fight alongside generated non-player units.[46][47]This could be regarded as the first example of MOBA gameplay, depending on the definition of the genre,[48] The Windows version of Future Cop: LAPD allows online competitive play.[49][50]
In the same year, Blizzard Entertainment released its best-selling real-time strategy game StarCraft (1998) with a suite of game editing tools called StarEdit. These tools allowed players to design and create custom maps with non-standard rules and gameplay. A modder known as Aeon64 made a custom map named Aeon of Strife (AoS) that became popular. Some of the key features introduced in AoS became the foundation of the newborn genre.[3][51]In the Aeon of Strife map, players controlled a single powerful hero unit fighting along three lanes which were protected by defensive towers. The terrain outside these lanes was nearly vacant. In early versions of the game, hero units did not have any particular special abilities. Instead, players spent gold on weapon and armor upgrades.[51][52]It was rumored that the modder was attempting to create gameplay similar to that of Future Cop: LAPD's Precinct Assault mode.[53]
In 2002, Blizzard released Warcraft III: Reign of Chaos (WC3), with the accompanying Warcraft III World Editor. Both the multiplayer online battle arena and tower defense subgenres took substantive shape within the WC3 modding community. A modder named Eul began converting Aeon of Strife into the Warcraft III engine, calling the map Defense of the Ancients (DotA). Eul substantially improved the complexity of play from the original Aeon of Strife mod. Shortly after creating the custom DotA map, Eul left the modding scene. With no clear successor, Warcraft III modders created a variety of maps based on DotA and featuring different heroes. In 2003, after the release of WarCraft III: The Frozen Throne, a map creator named Meian[2] created a DotA variant closely modeled on Eul's map, but combining heroes from the many other versions of DotA that existed at the time. Called DotA: Allstars, it was inherited after a few months by a modder called Steve "Guinsoo" Feak, and under his guidance it became the dominant map of the genre. After more than a year of maintaining the DotA: Allstars map, with the impending release of an update that significantly changed the map layout, Guinsoo left the development to his adjutant Neichus in the year 2005.[2] After some weeks of development and some versions released, the latter turned over responsibility to a modder named IceFrog, who initiated large changes to the mechanics that deepened its complexity and capacity for innovative gameplay. The changes conducted by IceFrog were well-received and the number of users on the Dota: Allstars forum is thought to have peaked at over one million.[52] DotA is largely attributed to being the most significant inspiration for the multiplayer online battle arena (MOBA) video game genre in the years to come.[3]
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