HoN, LoL, push mid, gank top. If that all sounds like gibberish to
you, then you’ve never played a multiplayer online battle arena. Even
though these MOBAs trace their origins to a custom map for Warcraft III
that let two teams of five heroes attempt to destroy each other’s bases,
games like League of Legends and Dota 2 have helped make this one of
the fastest growing genres in gaming.
One of the more popular MOBAs is Heroes of Newerth, a PC game
launched in 2010 by developer and publisher S2 Games. While a success in
its own right, HoN never took off the way its biggest competitors did,
but S2 is hardly ready to concede defeat.
GamesBeat talked to S2 Games founder Marc DeForest, who detailed the
upcoming changes coming to Heroes of Newerth in early 2013 (known as HoN
3.0), including the addition of computer-controller bots. We also talk
about the growth of the MOBA genre, the notoriously newbie-unfriendly
community, and the challenges of differentiating HoN from its
competitors.
GamesBeat: MOBAs have seen a lot of growth.
Marc DeForest: We’ve been pretty successful
ourselves. I know that just in this year alone we’ve seen about 50%
increase in our player base. We’ve had solid growth in North America,
but we’re actually seeing most of our growth come from southeast Asia. I
think our partners there said we’re the number one online game played
in Thailand, which is a pretty exciting stat to have. Our partner in
southeast Asia, we just signed a deal with them to launch HoN in Taiwan
and China as well. The size of our company has doubled this year in
terms of personnel. We’re close to 100 people. I just signed a lease on a
new office this year which over doubles our current square footage to
make room for additional growth. We’re not stopping with what we’re
doing with HoN. We’re going to continue to operate it as a service.
We’re going to continue to invest in it. We’re going to continue to
invest in the company. We’ve got some other tricks up our sleeve, and
we’ve got some other things we’ve been working on, which is pretty
exciting. We’re almost three years old now and still extremely popular
and still growing. I think that’s a testament to not just how good of a
game HoN is as it is to the stickiness of this genre.
One of the things we have not spent enough time focusing on is the
capability of learning how to play the game better before you play it
online. Early next year we’re going to launch HoN 3.0. It’s an extremely
solid update. We’ve spent a lot of time working on it. We’ve invested a
seven-figure budget just into this update alone. One of the things
we’re going to focus on is putting bots in the game. We’ve spent a lot
of time making sure our bots feel like real players and not be so
challenging that it is exactly the same as playing real players. Also,
we’re focusing on easing players into playing their first bot game and
teaching them the mechanics of the game in an easier fashion.
We have a thing in the office where if anyone calls it a tutorial
then they have to get their hand slapped with a ruler, because it is not
a tutorial. It’s not boring, but it is a good new-player walkthrough
that will help transition someone, whether they’ve not played a game
like this at all or they’ve been a long time LoL player and they’d like
to try and play HoN.
But we knew we couldn’t just cater to all of those new players. 30 of
the original (character) models, this being a three-year-old game, are
getting refreshed artwork to a higher quality. Of course, we just call
them HD versions of the models, but they look significantly better. And
the map is getting a complete overhaul. The buildings, the towers, the
wells, and the textures throughout the entire map are going to be
changed, and it looks fantastic. I think people are going to be
impressed. We’ve redone the in-game chat to make it better and
streamlined it. We’ve redone the buddy list and notifications. So, you
know, we’ve taken the time to take feedback from the community, to look
at the things that we think we can do better, put those together, sit
down, come up with a plan, execute on making the UI (user interface)
better, making some of the art better, adding some new features, putting
in bots.
We’ve had a lot of people who are like, “I’d love to just be able and
sit down with me and four bots against five bots, me and two buddies
with two bots against five bots, or I can get in a match and queue up
with four other people I may not know and play against bots. It’s a
totally different experience. And they’re pretty impressive. That’s the
key. You don’t want to look at a bot and say, “I can tell you’re being
controlled by a computer. You’re doing real asinine things.” They’re
actually intelligent.
GamesBeat: The best thing with this is that one person can
essentially play the game by himself and learn a new character or just
learn the game in general. Especially when you’re new and trying to
learn what a MOBA is.
DeForest: Yeah, and it’s an incredibly stressful
time, and if you encounter the wrong type of players that exist you’re
going to get punished, you’re not going to enjoy yourself, and you’re
going to blame it on the game. You know, it is our responsibility as
developers to make the transition for somebody who doesn’t really know
much about the game to becoming somebody who can be great at the game.
Self-admittedly, we looked at that and we didn’t do a good job of it.
We’re always looking to improve on all the things that we do, including
the games that we make. Nothing we do will ever be perfect, and we have
to make it better.
Speaking of that concept, we also revamped our “report a player” system
to make it more accessible and easy for players. I’m sure you see, being
a player in the States yourself, that people can be mean-spirited and
can be extremely hard on other people. That devalues the content. The
community is actually a big part of the content of the game, and if you
have a community that is detrimental to people who maybe aren’t that
good, who maybe just want to log in, have fun, and not get berated for
making one wrong move, it’s our responsibility to offer tools to our
community to help police themselves and to make sure that people like
that are no longer part of that community.
GamesBeat: Do you guys see that you do have a lot of players
who install the game, play a couple of matches, and either get
overwhelmed or maybe they get turned off by the harsh community, and
then they just stop trying?
DeForest: Absolutely, and, again, not that I want to
shine a negative light on the things that we do, but just being honest
in our interpretation of what we’ve done, our major competitors already
have bots in their games, and our game has been around for three years
and we don’t have bots. It’s grown to the player base that it currently
has of roughly two and a half million active players, it’s done that
without tools like bots, and we see trends where people see this game,
they hear about this game, they log in, they play, and they realize,
“Wow. If I don’t know what I’m doing, then I’m not sure I have a place
here.” They have a bad experience, and there are enough games out there
trying to garner our interest and time that you shouldn’t have to work
to have fun. And if they happened to roll the dice and have one of those
bad experiences, experience one of those bad eggs in the community,
then they’re not going to come back, and that definitely shows up in
numbers.
GamesBeat: How big of a challenge is
it to wrestle for MOBA players? You have LoL, you have Dota 2, and all
of these competitors and, even more so than with other genres, they all
appear to be very similar. More than, say, one first-person shooter
would to another. You have the same sort of map, the three lanes, five
against five. So is it difficult to differentiate yourself?
DeForest: Yeah, I look and I say there are three
major players (League of Legends, Dota 2, and Heroes of Newerth), and I
say that each of these games have their own qualities. They have their
own things that they’re aiming to do. And when you look at, say, League
of Legends. League of Legends is a great game. It tries to do different
things than what, say, Heroes of Newerth or Dota 2 try to do. Heroes of
Newerth and Dota 2 are far, far more similar to each other, believe it
or not, than to League of Legends. And while, yes, the map is the same,
the objective is the same, you have this concept of playing a hero or a
champion with spells, but just in your art style alone, if you look at
three games, they’re all pretty drastically different. Some of those are
going to appeal to other people more than others. But then you can look
and you can say, well, one of the ways we try to position ourselves is
by being more true to the original DotA game. Of course, Dota 2 is
absolutely the truest, but we look at that and we say, “Well, we’re a
game that offers a slightly higher skill ceiling.”
When you learn the basics of how to play these games, you can really
learn to excel and achieve the highest level of skill amongst all three
of them. But I think that, like with a lot of games — you mentioned
shooters. A lot of shooters are very similar. You’ve got multiple Call
of Duty games. How do they truly differentiate themselves? But these
games, I think, are extremely social, and it is a matter of becoming
trendy. It is a matter of finding ways to get people to play with their
friends, because that’s what they want to do. They want to log on with
their buddies from school or their buddies from work and they want to
log on, play together, have a good time, talk about it the next day,
and, so, more than just differentiating yourself is offering people the
tools so that they can play together.
GamesBeat: You were saying earlier that HoN has actually been
seeing growth throughout the last year. I have to say, I would have
thought that maybe the game would have been hurt with Dota 2’s entry
into the market, because they are seen as more similar, as the more
hardcore MOBAs, and more as the real successors to the original DotA as
compared to League of Legends.
DeForest: The way I see it is, because I think
you’re absolutely correct, you look and you say, “Wow.” This game from
the last twelve months has gone from — I don’t know the exact date of
when they launched their beta, but they’re seeing massive peaks of
concurrency. The way I see it is that if we’ve been able to grow through
their entrance into the market, and the amount of players that they’ve
been able to get, that just shows how popular this genre is and how much
the genre itself is growing, and I think it’s a testament to the game
that HoN is. You have this huge, very closely related competitor that
comes to market, that’s being developed by the company that owns the
largest digital distribution platform on the market (Steam), and we’ve
still been able to grow. All I would have to think is that, in the event
that if Dota 2 didn’t see the light of day in 2012, we would just be
that much bigger. But I take it as an extreme compliment that, better
than our player base contracting while that’s happening, that we’re
still expanding and we see a bright future in front of us in 2013.
Heroes of Newerth and Dota 2 are far, far more similar to each other, believe it or not, than to League of Legends.
ReplyDeletethanks, captain obvious.
Dota 2 is horrible. Bad visuals. Bad play style and extreamly slow playing in comparison to hon. I came from high league dota1 to hon during beta and it absolutly rapes dota. Faster smoother better looking and quicker play style. The way i break it down is.
ReplyDeletelol = noob friendly with novice target
Dota = fanbase fanatics who ever want to try another game (clearly they started playing dota after icefrog butcherd it)
HoN= a fast past game that is designed for high end gamers to excel in.
both HoN and DOTA2 are great games. Nuff said.
ReplyDeleteI play both everyday.
HoN IGN:maliken100
DOTA2 IGN:ROBIN
pls add me, both games
+1 братан
ReplyDeleteHoN beats all...dota 2 is okay...but LoL...man it sucks
ReplyDeleteno juking no fun...quit LoL noobs