Sitting at the computer in the lounge and listening to Qin Yi and the others explain, Chen Xu understood.
This was not actually the first map of its kind. The same creator had previously made quite a few similar maps in Warcraft.
He had made everything from 2v2 and 3v3 to 6v6, and their content had all varied.
This map was another version of the same idea, except it was defined as 5v5 and had established a gameplay format.
The game abandoned RTS gameplay and focused on controlling a single hero, much like an ordinary RPG map.
Of course, it retained certain RTS elements, except they had become hero skills and purchasable, combinable items.
For example, there was a character in the game called the Lich King, using Arthas's Death Knight model, whose skill could summon a neutral creature.
In addition, players could buy and combine an item called Helm of Command, which could likewise summon a neutral creature. It was somewhat similar to the Helm of the Dominator from DOTA in his previous life, except since the map had no neutral monsters, it could only summon one at random from thin air.
The different map versions had kept players thoroughly entertained, but Chen Xu found them rather crude.
The heroes' skills all looked creative, but without a firmly established gameplay framework, balance became a major problem.
Still, that was not the central issue, because no game could ever achieve perfect balance.
DOTA and DOTA-like games, which had evolved from StarCraft custom maps and established their core gameplay, as well as League of Legends, which later swept the world and renamed the genre MOBA—none of them had ever achieved true balance.
The early League of Legends numerical bugs, such as Sunfire Cape and the Black Cleaver Alliance, were exceptions.
But