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Re:In defense of hard counters in real time strategy games by nerdponx on Tuesday July 27, 2021 @10:14PM (#27979686)
Can't speak for every RTS and MOBA, but losing in Dota takes 45-60 minutes (30 at best depending on the current game balance) and feels pretty horrible. And it typically takes hundreds of hours of gameplay to be good enough to even understand why you lost and what you could have done to fix it. Relying heavily on 4 teammates makes it that much more demoralizing, especially when you know that a "good" player probably could have won even with the 4 bad teammates.

Losing as a newbie in Starcraft and AoE feels way less bad.

Re:In defense of hard counters in real time strategy games by maverwa on Wednesday July 28, 2021 @08:19AM (#27982914)
Yeah, you are totally right, the time factor of losing in MOBAs (I persoanlly played a lot of LoL in the past, and tried some DotA and HotS) pretty much defies my argument in that regard. But when I compare that to losing in Civ (not RTS, but strategy in general), I think I had a better feeling for why we lost.

And it kind of fits in the scheme, as MOBAs are, in a broader sense, at least partially, a game of strategy. Not nesassarily when you start as new player, but winnign consistenly also takes thinking ahead a lot. What risks to take, which weakness to exploit, what item to buy. Theres a lot of just in time decisions to make, while also keeping the bigger picture in mind.

Maybe MOBAs are just "direct action" enough to cater to a wider audiance, but strategy enough to share some of the same problems?