Posted 20 June 2012 - 04:40 PM
The focus has always been on champions...that is the human element of MOBA games, and where the competition truly comes from. In addition, your kill count determines how many perceive you, even though it shouldn't. Granted....killing towers, pushing lanes, supporting, etc are all good things...but they don't really win one any accolades. Keep in mind that I'm not stating my own opinion in this regard, I'm just stating what I feel that the average MOBA player values.
Your second point essentially reaffirmed what I said. I never said that it would change the goal, just even things a bit. As for the fear factor, that's what the commander would be for. Do you plan on ignoring yours when beta launches? If your commander tells your where the enemy is, then you have nothing to be afraid of. However, that does puts a ton of responsibility on the commander, and if he/she is a troll, then this would provide a huge opportunity for grief. If there was a weakness to my OP, I would imagine that this would be it.
As for your final point, I agree. Different doesn't always mean better. Then again, stagnation and cloning doesn't = better either. As for your cliche, of course a ton of ideas lack originality. Does that mean that we should assume that nothing is original, has already been put through a rigorous play test, and thus, destined to fail? If that was the case, we'd still be playing pong. Keep in mind that I'm not saying a tried and true idea isn't worth keeping around. I love games like Mario, Call of Duty, and Final Fantasy. I also like games that mix it up a bit, which to be honest, I assumed SOADA would do.