On the fundamental incompatibility of MOBA games with the show format

This post is motivated by this article.



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MOBA disciplines are categorically unsuitable for holding competitions in a show format, because due to the excessive number of interactions between athletes, a full-fledged perception of the game process by the viewer is impossible.That is why, in order to unambiguously understand what is happening, you need to review each in-game battle 15 times.



If we interrogate an ordinary viewer on the broadcast / tribune with passion, we will find out that he is mainly guided by the commentator's comments and the general atmosphere of the audience. However, in general, only a macro game is available for a single observer in real time! The number and frequency of interactions between players is such that it completely excludes the possibility of tracking all significant events in real time.



If the phrase "Shannon's number" does not say anything to the kind reader, let us analyze the problem with a simple example. On the basketball court, ten people ( 5x5 ) play one ball, followed by the audience.



In MOBA games, each of the ten players has with him from 4 to 10 balls ( skills + inventory ) that the spectators need to track, and most of the balls have a unique and unique shape and size that no one else has encountered ( and therefore and rebound, etc. ). But that is not all.



At the moment of the fight, the players simultaneously pass these balls onto each other, which excludes the possibility of not only describing what is happening even for the most frisky talker, but simply fixing all these simultaneous actions in consciousness (to perceive ). Therefore, commentators, as a rule, are forced to announce only some of the actions of the players ( and their consequences) that seemed to them to be important, decisive, or key - while in fact they are not always so.



As you know, MOBA is a shell-shocked child of RTS Warcraft3 (a custom map for him ), and the game interface has inherited all the features and nuances of this discipline. Such as: partial coverage of the playing field ( map ) by the screen, isometric projection, the need to move the screen around the map, the ability to monitor the full state of only one character ( hero ) due to the specifics of the game control interface.



The bottom line is that initially the games described above and their shell-shocked children were not conceived, designed and implemented as a medium for a show-demonstration of the game process and are entertainment programs for direct users. That is, MOBA ( like RTS in general ) was originally designed to entertain one specific person, and not to fully observe the gameplay of a group of people! Therefore, the game does not provide such opportunities for either the commentator or the viewer!



Today's observer cannot see either the entire playing field, or even all the players, if they try to disperse a little wider than the window of the game interface ( which the observers are forced to use)! And, accordingly, follow the "balls". Especially in the case when the "transfer of balls to each other" occurs at once between several groups of players in different places of the playing field ( map ).



Thus, MOBA games today are categorically unsuitable for sporting events in show format. To hold show matches on a game in which you can properly understand only after watching each fight between the players several times is not an idea.



Let's take off our hats in front of the marketing departments of famous companies ...






P.S.



As an experiment, invite a few retirees who are not familiar with the game to watch as is ( as is ) at least 5-10 minutes of the broadcast of the MOBA tournament, and then speak. For the purity of the experiment, nothing needs to be explained before the discussion of the watched broadcast begins.



Repeat with a previously familiar sport such as squash or cricket.



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