THE PROBLEM AND ITS BACKGROUND INTRODUCTION
It has become one of the most popular and most liked games in this era. A game that succeeded on the gaming world with no corporate backing, no advertising campaign and not even a foundation that is essential for business. It is worth millions of dollars, a lot of companies and game developers has tried to copy the concept of DotA mainly because of its uniqueness. It has various versions which are made to improve the game, modifications were made to enhance the gameplay and add more challenges for the players' satisfaction. RTS (Real-time Strategy) is a trademark and acronym given by MOBA (Multiplayer Online Battle Arena) and is widely known to the millions who played it. From a desolated Star Craft map where nobody played made by enthusiasts, this game has grown into a gigantic success and now people is trying to experience the unique gameplay DotA has to offer. The entire phenomenon started in the user generated map from Blizzard Entertainment StarCraft. It is based on the "Aeon of Strife". The game itself has a real time strategic game that you must gather resources, build bases and buildings, produce units that you will eventually need on the latter part of the game and attack your enemies. One player decided to change things for a bit, he modified the game into a custom map. He created a stream line version of warcraft experience; took out all the resources and base-building concept; Focused on the game to handful of powerful units a.k.a. Heroes. The games works by forming two teams namely: Scourge and Sentinel. Players get to choose which hero they want to play and then rush in to the opposing team's base. Each team has a single main structure at their base. The goal is simple, to destroy the other team's main structure however, supporting both teams with endless waves of creeps controlled units, making players feel they are fighting alongside their chosen armies. In 2002 Blizzard Company Release...
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