Game Development: Starting with Healing Players
Chapter 712

Players Left Completely Dumbfounded (Request Subscriptions and Monthly Tickets)

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It could be said that DOTA was absolutely an IP no weaker than World of Warcraft, and its longevity was perhaps even greater.

In his previous life, DOTA players said every year that DOTA was about to die, that it was a dead game.

Yet it kept doing just fine year after year, outlasting who knew how many games, like an indestructible Roach.

So for Chen Xu, DOTA was clearly a very long-term project. The studio being assembled now, like the previous World of Warcraft project, would be a team dedicated specifically to serving DOTA.

At the same time, when it came to the characters and worldbuilding, DOTA in his previous life had begun as a Warcraft map and mostly used in-game models. As a result, many players basically connected everything to Warcraft's lore, with a bit of their own imagination thrown in.

For example, Anti-Mage and Spectre's models were not all that different, both based on the Demon Hunter model. Spectre's transformed greater demon form in particular was Demon Hunter's level-six ultimate, so many players bluntly assumed that Anti-Mage and Spectre were twin brothers, but one had fallen into demonhood because of a disagreement over something.

It was not until DOTA2 was released that the corresponding worldbuilding of Radiant and Dire and Mad Moon came into being.

Of course, as a company that had always acted as if money grew on trees, Valve gave people a rather laid-back impression when it came to its own games.

Never mind DOTA, which it had effectively adopted. Even Half-Life, its own beloved son, and Counter-Strike, which had evolved from a mod, took who knew how many years to squeeze out a single new release.

Compared to League of Legends, DOTA's promotional Macro Play could be described as having been so useless that

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