MOBA is one the game type most played in our times but when we take a closer look most players don't make a difference between a MOBA and a MMORPG, recently i tested DOTA 2 and i have some points to show that can prouve that dota 2 may not be a MOBA.  
   
  Playing dota 2 for me is just for resershe not that i like MOBA's and certenly not that i like DOTA and league of legends and their company games. It's that simple. 
first i was not that hot to make this post but some guys some where insisted so i had no choice but to give it a try, because i am not a great specialist of the gender i asked the pro for help, and thankfully i had a great and professional one. 

  The origin of this post is a video that i posted weeks a go when i made a mistake and called Dota and League of legends MMORPG of cores the fan's of this two did not misse the chance to strike me xD and here i am now asking my self why people like those games ?. 


  I started with Dota 2. And I find this way of structuring the game deeply off putting.
When I finally understood what Dota was, I understood it in terms of steady personal growth along two skill axes The game was a vast open resource, a complicated web of characters, skills, items and contradictions, something I traced a different course through every time I played. Understanding every character seemed paramount, so I tested every character, I picked a path through the roster and This is how I ended up as such a generalist player, with no particular role or hero, In others ways, it has helped—particularly when it comes to drafting.
Nonetheless
In Heroes, characters are unlocked with in-game gold or real cash. They cost different amounts and new characters tend to cost more. You can complete daily quests to earn extra gold, but you're still looking at a substantial grind to unlock everything. Beyond that, each character must be leveled up through play to gain access to the full range of passive traits—Heroes' equivalent to Dota 2's items.

I magine if Valve adopted the same model for Dota 2. Let's say that the full hero pool was still technically free, but you needed to unlock new characters with in-game experience. Let's say that after you unlocked Juggernaut, you were restricted to a 'newbie-friendly' set of items—Phase Boots, Vladimir's Offering, Desolator. After three games you unlock the right to build Power Treads, Aghanim's Scepter, and Mjollnir. This would likely make for a more manageable experience for new players. It would, however, turn Dota 2 into a different type of game.


  Not a worse game, necessarily! This is not a qualitative judgment, but a question of design. Bumping into Heroes' pay wall—seeing a hero I don't understand, wanting to test it against other players and being unable to do so—has made me starkly aware of how philosophically different these games can be from one another Heroes of the Storm sets out to be entertainment, and it is entertaining in a way that an MMO is entertaining. You level up and get new stuff. You always have something tangible to work towards. You are encouraged to invest deep in a single character, a favorite, and worry about the others only if it suits you.

This is anathema to how Dota 2 is best learned. In the Dota 2 community, serious novices set off on the A-Z challenge and decry pub players who lock Budge every game. Breadth is valued, graft is valued, because the game is work. And it's not work that returns an easy reward, either—getting better at the game is noted by an incremental bump to your win rate, not with a whole new character to play.

  In these circumstances, Smite offered a 'pay once' option—a generous way to circumvent its god-purchasing system with a single £30 purchase that unlocked everything, forever. If Hi-Rez didn't provide that option, I don't think I'd be playing the game. Because it has this option, Smite occupies a weird position between both sub-genres. When you download it, it's a game in the League of Legends tradition. If you buy the Ultimate God Pack, it becomes Dota 2.

I've long argued that comparing these games is unhelpful. What I'm considering, now, is whether it'd be more useful to think of Dota 2 and League of Legends as occupying different conceptual spaces entirely. That argument would go: Dota 2 is characterized by an overwhelming plurality of things to learn. League is defined by a process of personalization and selection, both in terms of character choice and in terms of MMO-style progression through the summoner system. These two divergent threads only recombine at the very highest level of play. For everybody else, these may as well be different genres. Neither is better, necessarily, but the division highlights the deep influence that business models have on the types of games we receive.


Hope you understand why i told you on the video that they were MMO and if you have any Comment or Idea please fill free to tell us on the comment Box Bellow 








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