The explosive popularity of "DOTA" could be said to have whipped up a whirlwind throughout the domestic and international gaming industries.
Just as with open-world games back then, many game designers were analyzing the reasons behind "DOTA's" success.
They conducted detailed analyses of every aspect of "DOTA."
Its control scheme, art style, core gameplay, and all sorts of other elements.
At the same time, quite a few game designers and publishers began entertaining certain ideas.
Namely, whether they could ride "DOTA's" coattails.
After all, when Nebula Games had shocked the industry with genres like Sandbox Games and Open World games, titles of the same type had reaped considerable rewards.
Before long, a game publisher made the first move.
It was FOW, Nebula Games' longtime rival.
Inside the Project Room, Grayson felt a headache coming on as he looked at the online buzz surrounding FOW's "DOTA."
Unlike his previous streak of good luck, Grayson had no idea whether he was lucky or unlucky this time.
The lucky part was that he had once again run into a new Nebula Games release. Although he had stubbornly marketed and launched his own game during the same period, he had not suffered a crushing defeat. DOTA's popularity had exploded afterward, but they were on different platforms, and DOTA was free-to-play.
So while the previously released Glory Warrior had been affected somewhat, it had not been hurt at its core. Its solid fundamentals also led FOW to confirm plans for a sequel.
The unlucky part was that "DOTA's" popularity had given FOW some ideas as well.
Especially after discovering that Nebula Games had only released "DOTA" on the PC platform and had no VR version planned, FOW waved a hand and declared that they would develop a game of the same type.
After all, anyone