What Came Before DotA 1: A Look at the Precursors to the MOBA Giant
What was before DotA 1? The straightforward answer is: Custom map scenes in StarCraft, particularly ‘Aeon of Strife’ (AoS), served as the primary inspiration and foundational prototype for Defense of the Ancients (DotA). Before DotA gained its widespread popularity through Warcraft III, AoS and similar maps explored asymmetrical, lane-based gameplay, the core element that defines the MOBA genre. These maps, while rudimentary compared to DotA, introduced the concept of heroes, creeps, towers, and bases that players had to defend.
The Genesis of Lane-Based Strategy
Before Warcraft III offered the fertile ground for DotA to flourish, the strategy gaming community thrived on StarCraft. StarCraft‘s map editor provided a surprising amount of flexibility, allowing players to create custom game modes far removed from the traditional RTS experience. These experiments gave birth to a diverse ecosystem of custom maps, including the pivotal ‘Aeon of Strife’ (AoS).
Aeon of Strife: The Proto-MOBA
AoS wasn’t exactly DotA, but it contained many of its core elements. Two teams, each controlling a base, would send waves of units down lanes to attack the opposing base. Players controlled a single, powerful unit – a ‘hero’ – which could level up and acquire items. The goal was to destroy the enemy base, and the gameplay revolved around managing resources, coordinating attacks, and leveraging hero abilities.
The key elements borrowed and refined by DotA include:
- Lane-based gameplay: AoS established the three-lane structure that remains a staple of most MOBAs.
- Hero progression: Heroes gained experience and levels, unlocking new abilities.
- Creeps: Automated units spawned regularly and pushed down the lanes.
- Towers: Defensive structures that provided protection and lane control.
- Asymmetrical Gameplay: Two opposing sides with distinct base locations.
Other Notable StarCraft Map Scenes
Beyond Aeon of Strife, other custom map genres in StarCraft also contributed indirectly to the MOBA evolution.
- Maze Maps: Challenged players to build intricate mazes to defend against waves of enemies. These maps honed strategic thinking and resource management skills that later proved valuable in DotA.
- Tower Defense: A direct precursor to MOBAs, Tower Defense maps focused on building and upgrading defensive structures to prevent enemies from reaching a designated point. While lacking the direct hero control aspect, they instilled an understanding of strategic positioning and wave management.
- RPG Maps: StarCraft‘s flexible editor allowed for the creation of rudimentary role-playing games. These maps introduced players to concepts like item builds, character classes, and questing, all of which would become integral parts of DotA’s design.
The Transition to Warcraft III
Warcraft III‘s robust and intuitive World Editor allowed for a significant leap in custom map design. The editor’s features included:
- Trigger System: A more accessible and powerful scripting language than StarCraft‘s, allowing for more complex and dynamic gameplay mechanics.
- Hero Units: Warcraft III featured hero units with experience, levels, and abilities, aligning perfectly with the AoS concept.
- Item System: The game included a diverse range of items that could be acquired and equipped, adding depth to hero customization.
These features made Warcraft III the perfect platform for evolving the AoS concept into something more sophisticated and refined, paving the way for DotA’s emergence.
Key Innovations in Early Warcraft III Maps
Before DotA truly took hold, several custom maps in Warcraft III experimented with similar concepts, contributing to the iterative design process:
- Various AoS Variants: Many mappers created their own versions of Aeon of Strife for Warcraft III, experimenting with different hero designs, map layouts, and game mechanics.
- Early Hero Arena Maps: Some maps focused solely on hero combat, stripping away the lane-pushing element. These maps provided valuable insights into hero balancing and ability design.
These early explorations, while often unpolished and short-lived, helped to establish the foundations upon which DotA would build its success.
Frequently Asked Questions (FAQs)
1. Was StarCraft the only game with custom maps before DotA?
While StarCraft was hugely influential, other games like Age of Empires II and Total Annihilation also had custom map scenes. However, none of them fostered the specific lane-based, hero-centric gameplay that directly inspired DotA.
2. Who created Aeon of Strife in StarCraft?
The original creator of Aeon of Strife is shrouded in some mystery. Some attribute it to a player named ‘Aeon64’, but precise details are scarce.
3. How did DotA improve upon Aeon of Strife?
DotA refined the hero design, item system, and overall gameplay mechanics. It also benefited from the more powerful Warcraft III engine and World Editor, allowing for more complex and visually appealing maps. The most significant improvement was the community-driven balancing and content updates, continuously improving the game.
4. Who was the original creator of DotA?
Eul is widely considered the original creator of DotA. His initial DotA map for Warcraft III: Reign of Chaos laid the groundwork for future iterations.
5. What happened to Eul?
Eul eventually moved on from DotA development, passing the torch to other creators. Information about his later activities is scarce.
6. How did Guinsoo contribute to DotA?
Guinsoo took over development after Eul, significantly expanding the hero roster and adding many iconic items. His version, DotA Allstars, became the most popular iteration.
7. What role did IceFrog play in DotA’s success?
IceFrog inherited DotA Allstars from Guinsoo and brought a level of polish and balance that catapulted the game to global popularity. He focused on competitive balance and strategic depth.
8. What was the first version of DotA that IceFrog worked on?
IceFrog started working on DotA Allstars around version 6.00.
9. Why did DotA become so popular?
Several factors contributed to DotA’s popularity: the engaging and strategic gameplay, the depth of hero customization, the strong community support, and the accessibility of Warcraft III. Its free-to-play nature also helped it gain widespread adoption.
10. Was there any competitive scene for Aeon of Strife?
While there were some informal competitions and leagues, Aeon of Strife never achieved the level of organized competitive play that DotA did.
11. Did other Warcraft III custom maps compete with DotA?
Many other custom maps in Warcraft III were popular, but none replicated the success and staying power of DotA. Examples include tower defense maps and various RPG experiences.
12. How did DotA influence other games?
DotA essentially created the MOBA genre. Games like League of Legends, Heroes of the Storm, and Smite all owe a debt to DotA’s innovative design.
13. What is the difference between DotA and DotA 2?
DotA 2 is a standalone sequel to DotA, developed by Valve Corporation. It features improved graphics, a refined user interface, and enhanced gameplay mechanics. It also moves away from the Warcraft III engine, resolving many technical limitations of the original.
14. Is the original DotA still playable?
Yes, the original DotA is still playable through Warcraft III: The Frozen Throne. While the community is smaller, servers and communities still exist for those seeking a nostalgic experience.
15. How does understanding the origins of DotA help appreciate the MOBA genre?
Understanding the pre-DotA era reveals the iterative nature of game design. It highlights how innovative ideas can evolve from humble beginnings, and how community input can shape the future of a genre. It provides a valuable perspective on the design principles that make MOBAs engaging and enduring.