[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.3396437 [View]
File: 576 KB, 500x278, 11266954_10152744651256503_23569535_n.gif [View same] [iqdb] [saucenao] [google]
3396437

>>3393620
Every time I see this image I say to myself "Hmm, I wonder which types of games the creator of this image plays?"

A set of skills varies vastly from genre to genre and is hard to compare.

Take his brushing away of MOBAs. Why? In that image, plenty that is said about fighting games applies here as well. Not saying I'd place MOBAs on equal ground, but let's look at it.

Let's look at League of Legends. Riot is about to release its 132nd champion. That is a ridiculous roster. Each champion has at least 5 abilities (Passive / Q / W / E / R) with some having as many as 8. Just taking the baseline 5 into account, that is 660 different abilities. Now take into account 98 different types of runes, 30 mastery points to be allocated over 41 different masteries, and a fuck ton of items that I'm not even counting (due to some only being available to certain champions or game modes).

That being said, it is much like fighting games in that aspect. To be a highly skilled player, you must learn all of these things. All of these variables. Sure, you will not encounter certain champions very often and other ones far more often. Those more frequent champions will often use similar runes, masteries, skill distributions, and items on top of that. Think of this along the lines of "Nobody uses Dan because there is no reason to" and "Why wouldn't use his bread and butter combos or use fireballs to zone? It wouldn't be optimal to otherwise."

The main aspect of MOBAs that really knock them pegs lower than fighting games is the team aspect. In every other genre mentioned, making exception to some games in the "modern FPS" genre", all decisions land solely on one person. Sadly, the solo experience for modern FPS and MOBA can vary by a huge margin thanks to the random nature of your teammates. The same factor applies to your opponents, but that doesn't make for a very good feeling. On the high end of the spectrum in full team play, the skill line begins to blur again. (Cont.)

Navigation
View posts[+24][+48][+96]