Defense of the Ancients: DOTA Essay Example
Defense of the Ancients: DOTA Essay Example

Defense of the Ancients: DOTA Essay Example

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Defense of the Ancients (DotA) is a custom scenario for Warcraft III , based on the "Aeon of Strife" map for StarCraft . The objective of the scenario is to destroy the opponents' "Ancient". The two teams' ancients are heavily guarded structures at opposing corners of the map. Players use powerful units known as heroes, and are assisted by allied heroes and AI-controlled fighters called "creeps".

As in role-playing games, players level up their hero and use gold to buy equipment during the mission. The scenario was developed with the "World Editor" of Warcraft III: Reign of Chaos, and was updated upon the release of the Warcraft III: The Frozen Throne. There have been many variations of the original concept; currently, the most popular is DotA All-stars, which has been maintained by several authors during development .

Since its releas

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e, All-stars has become a feature at several worldwide tournaments, including Blizzard Entertainments Blizz Conand the Asian World Cyber Games, as well as the Cyber athlete Amateur and Cyber Evolution leagues; Gamasutra declared that DotA was perhaps the most popular "free, non-supported game mod in the world”. The map has gone on to influence other maps and games, including the upcoming strategy game Demigod. DOTA GAMES have now been with us for over 30 years. The Atari 2600 is nearly 25 years old. Civilization is now nearly 10 years old.

Yet, many Americans fail to recognize these complex achievements as more than fads or child’s play. Ask most people what they think about video games, DOTA and many will respond that they’re a waste of time. Many critics argue that games produce socially isolated people or promote violent behavior

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DOTA games are simple, mind numbing entertainment. Playing games is a waste of time. Some of these criticisms may (or may not) be true, but to view all game playing through this lens is to ignore the broader history of games and the diverse range of game playing experiences available.

In fact, the DOTA games sales charts reflect this diversity. The Sims –the “animated dollhouse” game where players create and play out digital fantasy households has dominated the charts for 18 months straight. There are so many computer games which is being addicted by the children or students either in high school and college and even the elementary really like the DOTA games or videogames. Today millions of students has been playing DOTA games and become their habits it is so hard for them to avoid playing DOTA games. It is a big Physical and Psychological effects for them mostly to their studies.

BACKGROUND OF THE STUDY

The original author of DOTA Defense of the Ancients was a mapmaker by the name of “EUL”. However, after the Warcraft III expansion the Frozen Throne was released, Eul did not update the map. The original defense of the Ancient, development was eventually halted, but not before making the source open for other developers. Numerous variants were created on the original but All-stars became the de facto9r standard of the map Based on the original map, All-stars was developed by an author under the alais Guinsoo, with the release of the6 x version.

Another developer named Ice frog, took up development Ice frog is now the main program for the map, doing everything form implementation and balancing of debugging. With successive versions,

features, heroes, items , abilities, and graphics are added to updated and bugs are fixed. For example, in version 6. 48. Ice frog added a feature which automatically changed the terrain from grass to snow, each released, is accompanied by with a change log. 0n the Dotas, All-stars, forum, users can be post ideas, for new heroes or items, some of which are added to the map.

Ice frog recently added anew hero based off submission for a”Model to hero “context on his site. RESEARCH LOCALE The researcher conduct an interview in selected school, universities in Metro Manila. Where the respondents are students in high school level and playing Dota.

THEORETICAL FRAMEWORK

In the conceptual that made by the researcher, the impacts of dota has determined, and the action that can be made by the parents to avoid their children in being addicted in playing dota. The researcher made a frame that easy to understand.

STATEMENT OF THE PROBLEM

The foregoing study is about the influence of playing computer games to the children age below 14, specifically the researcher try to find out the answers to the following problems:

  • What are the effects of computer games among children?
  • What are the disadvantages and advantages of playing computer games among children with the age of 14 years old?
  • How to play a computer games?
  • What are the influence of computer games to children ages below 14?
  • What are the causes of playing computer games?

HYPOTHESIS

There is no significant relationship between the profile of the respondents. A descriptive method is used in the foregoing study. ASSUMPTION In the foregoing study the researcher observes, the age of the students that playing dota, how many

times they play dota and what is the impact of it to their selves and to their study.

SCOPE AND DELIMITATION

The study conducted to determine the impacts of dota in students. The researcher focused in dota playing game and is limited in the area of Metro, Manila, in selected Schools, and Universities. o the high school students that playing Dota. It will be used until the time comes for the new generations, because technology is still there.

Developing this attitude is not a personal choice alone, it requires the participation of society (parents, school, game developer and government). "As a computer game user, player and fan, it has led me to study the effects of playing computer games such as DOTA, KHAN, and other highly innovative and competitively graphical games. The purpose of the study was to establish an understanding of to what extent is the effect of playing online games, network games and other types to the studies of the students in the university where I graduated.

While it was difficult to set a parameter of classifying games according to types and quality since I and my friend believed that the characteristics of the games have something to do with the addiction of students to playing, we thought that it would be safe to just assume games as if have the same characteristics even though these games are under of different types and of the different level of complex graphical presentation, level of real-time experiences, the plot of story it is trying to project and a lot more qualities.

Thus, if we quantify the effects then assumption holds that each game that we have studied has a relatively

the same impact to students considering its character/quality. However, the extent of its impact is relatively different when we talk about the degree of variation to students experiences towards gaming. This shows therefore that in studying game addiction, it requires a rigid classification and parameter identification to clearly qualify and quantify the impact of this activity to the life of students and Human in general.

I encountered several unique experiences when we did the study, and it has given me knowledge on the magnitude of effects whether it is health, study, social, and family and even money issues. "One of result says that female players is exactly the same compared to male players when it comes the time of engagement to games. This means that women has started playing games as early as 4 years old as the time of engagement of men revealed, and they women also spent closely 5 to 8 hrs on the average everyday justlike men does.

Perez says that, DotA effects have been continue for several years since the launch of the War of War Craft and the Frozen Throne. Almost every people especially the youth has played this game at the very beginning of the years. What is the content that DotA offers to the gamers? And how's the excitements that it brings towards the gamers? And you may ask a key question, how long will this DotA effects last? DotA basically is a game expanded from version of War of War Craft, which initially a strategic game similar to Red Alert series. But eventually evolved into current state.

Gamers can play DotA on a wide range; from single player, local LAN,

or LAN over internet connection with various country's gamers. There contain variety of Heroes to be chosen as your character, there are many type of gaming modes, and different type of map for the game modes. There's no need for me to explain how the game is conducted and the features of the game. Because there are lots of gamers who are more expert than me exist in the DotA community. For me, this DotA is not a difficult game for amateur, you can start play DotA anytime and familiar with this game easily over 2 or 3 days.

But one thing to remind you is, DotA is not easy to master and play like a Pro. You can take up to several years spent on this game but still behave like amateur. There are lots of effects which DotA brings to our society, to be particular, the youth. With no doubt this game is one of the hottest game in the market. In every cyber cafe you can see gamers stick with their screen and mouse and keyboard, with their face full of concentration and excitements finding ways to defeat their opposing team or enemies. Actually DotA serve as a platform for youth to communicate.

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