I think I'd be a lousy MOBA level designer. I'd always wondered why PvP and MOBA maps came few and far between; after all, how hard is it to whip up a quick level? I realized my ignorance after listening to Turbine
Creative Director Cardell Kerr
talk about the immense amount of thought and planning that goes into a single map.
Kerr and his team were showing off Infinite Crisis
, the upcoming DC superhero MOBA, at PAX Prime
this weekend, with constant matches taking place between superhero-wannabes. As with most everything at PAX, it's a mix of promotion, information, and entertainment, although I got the feeling that the team also had something to prove. After all, everyone seems to be making MOBAs these days to catch some of that League of Legends
money, and because such, it's triply important that an upstart have a way of distinguishing itself from the pack. Merely having Wonder Woman and Batman show up won't be enough these days (although it certainly doesn't hurt).
So what is Infinite Crisis
angling to do that will make this the MOBA you'll click on more than the others? It comes down to options: options how to play your game, options how to exploit advantages on a map, and options when it comes to game modes.