An fan animation video for latín america
The guy must feel súper confused right now
An fan animation video for latín america
Some clarification here, because I think many people misunderstand the role of eSports from a corporate ROI standpoint.Yeah I agree. The game was released too late in the already-settled MOBA scene to ever be relevant. The competitive esports scene seemed forced and not at all natural.
It was only ever a matter of time before this happened.
I honestly thought Blizzard were content with HOTS being a casual alternative to League & DOTA, but i guess since it's not as big as Fortnite, it has to go.Some clarification here, because I think many people misunderstand the role of eSports from a corporate ROI standpoint.
eSports is not something a game supports; rather, it's a support mechanism for the game.
Blizzard did not support HotS eSports just because they wanted an eSports scene; they supported it because they were making a gamble that the eSports scene would help improve engagement metrics. Blizzard fundamentally believed that HotS was a good game; they believed that by building the appropriate support mechanisms (eSports, HotS 2.0), the game would flourish on its own. They're wrong, because the problem with HotS is its gameplay. It's a fun game, but it's not deep enough to retain players.
Some clarification here, because I think many people misunderstand the role of eSports from a corporate ROI standpoint.
eSports is not something a game supports; rather, it's a support mechanism for the game.
Blizzard did not support HotS eSports just because they wanted an eSports scene; they supported it because they were making a gamble that the eSports scene would help improve engagement metrics. Blizzard fundamentally believed that HotS was a good game; they believed that by building the appropriate support mechanisms (eSports, HotS 2.0), the game would flourish on its own. They're wrong, because the problem with HotS is its gameplay. It's a fun game, but it's not deep enough to retain players.
No data, just friends at Blizzard, including people on the HotS team.Do you have data on this? It was known as their worst performer, but community engagement and player count hasn't seem to be hurting at all since 2.0.
Even in the investor calls I don't remember HotS numbers being a public thing.
Not saying you're wrong in the slightest as there is a core reason they are slowing production. I've just never seen this.
The problem was that HOTS was nowhere near the viewership numbers of LoL and DOTA2. That's the reason it had to go, not because it couldn't do Fortnite numbersI honestly thought Blizzard were content with HOTS being a casual alternative to League & DOTA, but i guess since it's not as big as Fortnite, it has to go.
It never was close to them for half a decade & Blizzard kept supporting it anyway, it's clear with new management they are not okay with a Blizzard title being a smaller stream of revenue, everything has to be WoW tier money or get the axe.The problem was that HOTS was nowhere near the viewership numbers of LoL and DOTA2. That's the reason it had to go, not because it couldn't do Fortnite numbers
It needed to be near the other two mobas
I would be very surprised if HotS makes a profit.It never was close to them for half a decade & Blizzard kept supporting it anyway, it's clear with new management they are not okay with a Blizzard title being a smaller stream of revenue, everything has to be WoW tier money or get the axe.
Rob Pardo couldn't handle that a mod was more popular than the game he designed so he vetoed MOBA development at Blizzard.Blizzard doing nothing with DotA is one of their biggest misplays. People were not playing TFT for campaign or regular multiplayer.
Oh, we now know it was Rob Pardo?I would be very surprised if HotS makes a profit.
Rob Pardo couldn't handle that a mod was more popular than the game he designed so he vetoed MOBA development at Blizzard.
I've known for a while now, I don't know if the public knows, lol.
I would think that HOTS would make money that some devs would absolutely kill for, i can't see how it isn't profitable, but it's just not bringing in what the Blizzard trifecta (OW, WoW, HS) are.I would be very surprised if HotS makes a profit.
Rob Pardo couldn't handle that a mod was more popular than the game he designed so he vetoed MOBA development at Blizzard.
Let me reiterate, I would be very surprised if HotS makes a profit.I would think that HOTS would make money that some devs would absolutely kill for, i can't see how it isn't profitable, but it's just not bringing in what the Blizzard trifecta (OW, WoW, HS) are.
Ah i see, i wonder why they kept investing in it then, i swear i heard it made some good bucks in Korea & people buying heroes/skins etc, but i guess Korea plays it less now & the Western playerbase for HOTS was already small.Let me reiterate, I would be very surprised if HotS makes a profit.
I've heard from down the grapevine that the game has a very poor d90 retention (players are leaving after 90 days).
MOBAs as a genre make money through high LTVs (lifetime value per average player), which can only occur if you either strongly monetize within a short period of time or players drip money over a long period of time.
Players were not spending in the short term, and they weren't sticking around in the long term. MOBAs in general have been on a downturn, which means that user acquisition costs are rising. If LTV < CPA (cost per acquisition), your game is dead in the water.
Add to that the overstaffing problem, as well as a failed eSports venture, and the result is a project that likely did not turn a profit.
My guess is ego and brand commitment.Ah i see, i wonder why they kept investing in it then, i swear i heard it made some good bucks in Korea from PC bangs buying heroes/skins etc, but i guess Korea plays it less now & the Western playerbase for HOTS was already small.
That's wild though it is understandable given that Blizzard did fuck all with it. Valve took in the CS team which is still making them profit and Blizzard could have done so a fucking decade plus ago with DotA. All the LoL and DOTA 2 money could have been Blizzards.I would be very surprised if HotS makes a profit.
Rob Pardo couldn't handle that a mod was more popular than the game he designed so he vetoed MOBA development at Blizzard.
Let me reiterate, I would be very surprised if HotS makes a profit.
I've heard from down the grapevine that the game has a very poor d90 retention (players are leaving after 90 days).
MOBAs as a genre make money through high LTVs (lifetime value per average player), which can only occur if you either strongly monetize within a short period of time or players drip money over a long period of time.
Players were not spending in the short term, and they weren't sticking around in the long term. MOBAs in general have been on a downturn, which means that user acquisition costs are rising. If LTV < CPA (cost per acquisition), your game is dead in the water.
Add to that the overstaffing problem, as well as a failed eSports venture, and the result is a project that likely did not turn a profit.
That's a shame as I enjoy HotS far more than those two needlessly complex games.theres no place for another moba as long as LoL and dota2 exist
A former pro on twitch said that HOtS needed to be the Smash of MOBA's. Easy to play for casuals but with a higher skill cap for the hardcore/pro level if you put in the work.Can someone describe what are some of the big design/gameplay flaws which have been mentioned before? As someone who very loosely consumes HotS content, I am quite uninformed.
On another note, it will be interesting to see how the esports community will react to it. They will either need to step up and create a grassroots environment where they can thrive or just fall into oblivion. I feel this is harder to do since the community seems to be highly dependent on developers support.
A former pro on twitch said that HOtS needed to be the Smash of MOBA's. Easy to play for casuals but with a higher skill cap for the hardcore/pro level if you put in the work.
Considering all the pros just got fired two weeks before Christmas I gotta imagine they won't play much anymore.
I'm kinda surprised, I thought SC 2 was gonna get the plug first.
SC2 remains alive and well, growing significantly in viewership and player activity over the past year.I'm kinda surprised, I thought SC 2 was gonna get the plug first.
Some clarification here, because I think many people misunderstand the role of eSports from a corporate ROI standpoint.
eSports is not something a game supports; rather, it's a support mechanism for the game.
Blizzard did not support HotS eSports just because they wanted an eSports scene; they supported it because they were making a gamble that the eSports scene would help improve engagement metrics. Blizzard fundamentally believed that HotS was a good game; they believed that by building the appropriate support mechanisms (eSports, HotS 2.0), the game would flourish on its own. They're wrong, because the problem with HotS is its gameplay. It's a fun game, but it's not deep enough to retain players.
Hahah you think those two are the big ones, but it's actually Arena of Valor 200+ Milliontheres no place for another moba as long as LoL and dota2 exist
Their character designs were okay at best. Their support role design was really bad and boiled down to making every support a heal bot.That's a good analogy. They also share the cross-over content.
I'm a bit surprised HotS is apparently not deep enough though. Even with simplified skill tree & item system I had the impression the unique character designs + variety of maps were enough to offer to the competitive audience.
That's wild though it is understandable given that Blizzard did fuck all with it. Valve took in the CS team which is still making them profit and Blizzard could have done so a fucking decade plus ago with DotA. All the LoL and DOTA 2 money could have been Blizzards.