For me, I'd rather divide characters in MOBAs like League of Legends and DotA 2 into familiar RPG archetypes, like "tank", "support", "slow/strong DPS", etc., than use convoluted terminology like "mid-lane", "top-lane", "jungler", etc. The reason is because, when you think about it, all of those playable characters in LoL, DotA, and others really do play like familiar archetypes within an RPG. You have the slow-but-strong guys who can either tank or melee-DPS. You have the weak-but-fast guys who could either sneak-attack in a jungle or fight at a long range. And, you have the spell-casters who could either deal damage with their magic, or support allies with either heals, buffs, or disables.
So why all that convoluted metagame in MOBAs, when I rarely see any of that in other genres?
Log in to comment