Moba Survey 2017

Hi folks,

I’m running a survey about mobas! If you have 10 minutes to spare, I’d be very appreciative if you could take a look. This is on behalf of an upcoming moba that I’m working on.

Thanks!

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Weekend news

A couple of things for your attention:

  • I will be hanging out at the Galway Game Gathering all weekend! Come say hi if you’re attending.
  • For those of you who have it installed, a very committed user arsjac has reproduced the original Defense of the Ancients mod within Dota2! It’s now a full 1:1 port. I’ve been meaning to review this forever; hopefully I get to it before the end of the year… Go check it out!
  • There is a major site upgrade for lpg in the works! Despite having a lot of content, it isn’t indexed very well at the moment. Expect big changes on that front around late October. (If anyone likes drupal/d3.js development and wants a side project; get in touch!)
  • New twitter account! It will have lpg and maybe some other things too.

 

MTQ Update

Hi folks,

This project’s still kicking! We should have some new content on its way in the coming weeks. In the meantime…

Material, Time, Quality was one of the most interesting articles on the site for me to write. It was an experimental topic, and I wasn’t fully satisfied with how I was interpreting ‘Quality’ in lane-pushing games.

I’ve now updated that article with my more recent interpretation that sees ‘Quality’ relative to the ‘board state’. It reads more smoothly now, and with the third piece finally in place, the framework is complete as a tool for assessing decisions and trade-offs which might otherwise go unexplored. Check it out!

MOBA Geography

During the summer I had the pleasure of being interviewed by esports journalist and writer Josh Calixto as part of a feature piece about the ‘geography’ of commercial mobas: addressing the question of how the ubiquitous “three lanes” layout evolved, and why it’s been so enduring. We also covered the evolution of various other map features, and mused about possibilities and constraints on where map designs might be headed next.

If you like the sound of that, check it the full article out over on Killscreen.

A busy summer

Hi folks, just leaving a note to say that I’ve got plenty of content queued up, but have been busy with another project recently. There should be a double-feature over the next two weeks to make up for lost time.

EDIT: Circumstances have decided otherwise, it’ll be ready “when it’s ready” :/