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(Introduction to Esports Titles)

General Genre 

INTERMEDIATE – Depth of Games

Details into (3) three big genres

Now that you know of the general genre of Esports games, now let’s talk about the depth of said genres.

Specifically, this module will discuss on three (3)

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The above are some of the more popular genres, and we’ll talk in general about the mechanics, goals and overview of these types of titles.

Real Time Strategy

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(1)

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Minimap from RTS game, 'Age of Empires'

In a typical real-time strategy game, the screen is divided into a map area displaying the game world and terrain, units, and buildings, and an interface overlay containing command and production controls and often a "radar" or "minimap" overview of the entire map.

(2)

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RTS game 'Bannermen'

The player is usually given an isometric perspective of the world, or a free-roaming camera from an aerial viewpoint for modern 3D games.

(3)

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RTS game 'Bannermen'

Players mainly scroll the screen and issue commands with the mouse, and may also use keyboard shortcuts.

(4)

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RTS game 'Command & Conquer'

In most real-time strategy games, especially the earliest ones, the gameplay is generally fast-paced and requires very quick reflexes. For this reason, the amount of violence in some games makes RTS games close to action games in terms of gameplay.

(5)

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RTS game 'Halo Wars'

Gameplay generally consists of the player being positioned somewhere in the map with a few units or a building that is capable of building other units/buildings. Often, but not always, the player must build specific structures to unlock more advanced units in the tech tree.

(6)

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Battle scenes from 'Total War' franchise

Often, but not always, RTS games require the player to build an army (ranging from small squads of no more than 2 units, to literally hundreds of units) and using them to either defend themselves from a virtual form of Human wave attack or to eliminate enemies who possess bases with unit production capacities of their own.

First Person Shooter

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(1)

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RTS game 'Titanfall'

Like most shooter games, first-person shooters involve an avatar, one or more ranged weapons, and a varying number of enemies.

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Because they take place in a 3D environment, these games tend to be somewhat more realistic than 2D shooter games, and have more accurate representations of gravity, lighting, sound and collisions.

(2)

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Computer

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Console

First-person shooters played on personal computers are most often controlled with a combination of a keyboard and mouse.

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Console gamers on the other hand utilize controllers, which frequently use two analog sticks: one used for running and sidestepping, the other for looking and aiming.

(3)

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User Interface (UI) from 'Counter-Strike: Global Offensive'

It is common to display the character's hands and weaponry in the main view, with a head-up display showing health, ammunition and location details. Often, it is possible to overlay a map of the surrounding area.

(4)

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FPS game 'Counter-Strike: Global Offensive'

First-person shooters often focus on action gameplay, with fast-paced and bloody firefights, though some place a greater emphasis on narrative, problem-solving and logic puzzles.

(5)

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FPS game 'Contract Wars'

First-person shooters typically give players a choice of weapons, which have a large impact on how the player will approach the game.[6] Some game designs have realistic models of actual existing or historical weapons, incorporating their rate of fire, magazine size, ammunition amount, recoil and accuracy.

Multiplayer Online Battle Arena

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(1)

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MOBA game 'Dota 2'

There are two opposing teams whose goal collectively as a team is generally to destroy their enemy's base to win, though some games have the option of different victory conditions.

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Each team most typically consists of five players. Typically, there is one main structure which must be destroyed to win; destroying other structures within the opposing team's base may confer other benefits.

(2)

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MOBA game 'League of Legends'

Defensive structures, which are usually automatic "turrets", are in place to prevent this, as well as relatively weak computer-controlled units which periodically spawn at each base and travel down predefined paths toward the opposing team's base called "minions".

(3)

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Minimap from 'Dota 2'

There are typically 3 "lanes" that are the main ways of getting from one base to another; in between the lanes is an uncharted area called the "jungle."

(4)

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Hero selection list, from ''Mobile Legends: Bang Bang'

A player controls a single powerful in-game unit generally called a 'hero'. When a hero stands near a killed enemy unit or kills an enemy unit, they gain experience points and gold which allow the hero to level up and buy items at a store.

(5)

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Hero leveling up, in 'Dota 2'

When a hero levels up, they have the ability to strengthen their abilities, of which they typically have four of. When a hero dies, they have to wait a designated time, which generally increases as it levels up until it revives at the team's base.

(6)

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Different type of 'Roles'  in Dota 2

Heroes typically fall into one of several roles, such as tanking, damage-dealing, or healing & support. Each individual hero is unique, with its own abilities that it does not share with any other character, even those which share its role(s).

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