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$120
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7
backers
Funding Canceled
Funding for this project was canceled by the project creator on Aug 6 2015
Last updated August 6, 2015

eSports Manager: MOBA (Canceled)

eSports Manager: MOBA puts you in control of your own MOBA team. Choose who to hire, how they train, and watch them compete in matches.

eSports Manager: MOBA (Canceled)

eSports Manager: MOBA puts you in control of your own MOBA team. Choose who to hire, how they train, and watch them compete in matches.

$120
pledged of $15,000pledged of $15,000 goal
7
backers
Funding Canceled
Funding for this project was canceled by the project creator on Aug 6 2015
Last updated August 6, 2015

About

We came up with the idea for eSports Manager: MOBA a few years ago, and we’ve been iterating on our concept ever since. After playing various MOBAs for years, we quickly got sucked into the eSports scene. Before we knew it, we were getting caught up in the hype of big tournaments, watching team previews so we can debate upcoming matches, and reading thread after thread on reddit. This left us craving a new game play experience… An experience where the player gets to run and manage their own MOBA team!

In eSports Manager: MOBA for PC you will be in control of your own MOBA team: choose who to hire, how they train, and watch them compete in matches.

 

Before we get into the details of the game, we should start with the fact that different MOBAs have different styles of game play, which vastly changes the experience of each game. Even among our friends, some of us will live and die by our game of choice, so we figured that’s something we need to incorporate into the game. When creating your team, you will get the opportunity to choose between multiple popular MOBA styles that we see today.

The ultimate goal of eSM: MOBA is to manage and lead your team to be the best in the world. To achieve this, the player will need to master the two components of the game, the house and in-match.

In between matches is where the real management decisions will need to be made: Which skills do they train? Do your players train together? Do they study the opposition? Scouting decisions, contracts, every single aspect of managing a team will be in the manager’s hands. These decisions, no matter how big or small, can have an impact on how players perform in match.

 

Before a match begins, as the manager, you will have to strategize with your team, and advise them to emphasize a particular draft style and play tactic. If a game plan isn’t working, it’s up to you to make a change. During the match, the players on your team will be automated and will perform based off their stats and training. During tournaments, in between matches, you may want to substitute players, whether it’s because of fatigue, injury, or just play style and performance. This creates a need to not only have skilled match-ready players on your team roster beyond your starting five as substitutes, but also players that specialize in certain play styles or roles. Each tournament will be equal parts a test of your players’ abilities and endurance.

eSM: MOBA will feature two modes: a campaign and a free-play mode. Whichever mode you choose, as your team moves up the ranks, the competition will become more intense and the opposition more skilled. It will be your job, as the manager, to use all the tools at your disposal to create a roster worthy of becoming champions.

The main objective of the game is to manage your MOBA team, and lead them to victory. To achieve this, the game is broken up into two parts, the house and in-match.

In the house, you will train your players, go through contract negotiations, and either move or upgrade your house to fit your needs. All of these decisions will affect how well your team performs in-match. 

During the match, the players are automated and will play out a match using the skills you had taught them in the house. As the manager random events may happen before or after a match that you will have to react to appropriately and this can also affect your team.

Show Me the Numbers!

What if you want a more numbers-oriented experience? Fear not, because we will also have what we're calling a "Calendar View" as well. The calendar will give you, at a glance, dates to keep an eye on, and you can easily fast forward to those days, or just progress time until the next decision that you'll have to make. Think of this almost as an "Advanced Mode", where there will be less emphasis on making the game visually appealing, but more on fast paced gameplay, and getting things done. Functionally, the game will be the same, but the way it is being presented to the user changes dramatically. There will be a seamless transition between both views, and it's up to you to use either, or even both, depending on your style of play.

This is where the majority of the game play of eSM: MOBA will be taking place, and where you, as the manager, will have total control.

Improving Your Players

You will primarily improve your players skills by having them play in matches and by training. Some things that you'll have to consider when choosing to train your players.

How training affects your players

  • Different training exercises will train different stats, each at a different rate and fatigue drain
  • Five main skills to train
  • Secondary skills such as mouse control
  • Hero based skills
  • Training groups of players together will make them work better as a team
  • As the game progresses, you can unlock more advanced training methods

Keeping your players happy

It is not enough to just train your players.  As the manager it is also your job to keep them happy. Happy players will perform better, gain more benefits from activities and overall contribute to the morale of your team.

Ways to keep your players happy

  • Giving your players favorable contracts will provide a boost to their happiness
  • Keeping players active, by having them participate in matches and events.
  • Upgrading your house with new equipment, and quality of life improvements.
  • Winning.

 Making Money

Money is the driving force of your managerial career, without it, you can't pay the best players, coaches, and have the best house. You'll need to be able to balance your team's budget, or else the consequences can be dire.

How to make money

  • Each tournament has a prize pool. Placing in the tournaments  prize bracket will allow your team to gain income from playing.
  • Acquiring sponsorships.
  • Activities such as streaming, attending fan events, and merchandise sales.

Making your team famous

Your ability to attract sponsorships, merchandise sales, and other ways to make money are directly influenced by the fame of your team. You'll also have to manage your team's reputation which will play into acquiring a fan base and players with certain personalities and play styles.

How to manage fame and reputation

  • Responding to press questions
  • Attending team fan events such as streaming and public appearances
  • Playing in big tournaments, and winning
  • Having popular players
  • Flashy style of play

Staying on top of your schedule

One of the biggest challenges for you, the manager, is going to be scheduling and managing your time properly.  You will have to check tournament and match schedules, and make the training regiment for your players.

  • Scheduling events and practices.
  • Travel time for LANs.
  • Making sure your players are not fatigued on game day.

One of our biggest goals for eSM: MOBA is to provide deep game play and decision making experience. This means a lot of numbers, attributes, and stats. However, we also want to make an accessible experience. Our design and further development will not only be focused around the functionality of these systems, but it's presentation as well. The aim for the user interface of the game is to present the data that's relevant to what you, the player, want to do in small digestible chunks.

Game play during tournaments and matches can be broken down into the following phases. Pre-match, during the match, and post-match.

Pre-Match

Pre-match is where the manager can set your desired draft strategy and play style for your players to execute. You'll need to make these choices based on your player's skills, knowledge of the heroes/game, and based off what you think the opposing team will do.

Various draft styles can dictate how you set up your game plan. Here are a couple of examples:

  • If your team drafts four supports, and one carry, it might be best to go with a game plan that revolves around protecting the carry and allowing them to farm.
  • If your opposition favors an aggressive early game play style, you should draft a team that will be able to survive the initial onslaught and a strategy that will allow them to capitalize on countering opportunities.

 During Match

During matches is your time to evaluate the effectiveness of your team and the strategies you have chosen. If things aren’t going as planned, now is the time to consider changing them.  Influences on in match performance include:

  • Injuries during matches
  • Player's fatigue
  • Hero choices and game plan
  • Overall stats of your players
  • How well your players work together

Post Match

In between matches in a tournament set is where you can make changes to your team and your strategy. This is where you and the opposition can react to the outcome of the match. Aside from changing your drafting strategy and game plan, you can also make larger changes to your team. Possible actions include:

  • Substituting players due to injury, play style or performance
  • Change drafting strategy to confuse opponents
  • Change game plan to counter opponent play style
  • Attempt to inspire your team if things aren't going well, or to give them the extra push to finish a close series

Risks and challenges

Every game has a series of risks and challenges that go along with development such as delays, mechanics not working, and life events that may become hurdles in the development process. Some areas that we will need to focus on to develop the best experience we can are:

1. Making the data in the game presentable to the user in a meaningful way, which we will accomplish through our UI by only showing the player relevant information in digestible pieces.
.
2. Creating a robust enough AI to simulate the matches - MOBAs are interesting in that there are a vast number of scenarios that will need to be taken into account.

3. Making sure that the player’s actions will have an impact on the matches, which we will accomplish by incorporating the stats from each team member into the AI’s decision making.

4. Balancing the game will be a big part of the development cycle, and this is where feedback from backers with alpha and beta builds along with our own formal playtesting will be crucial.

5. The number of heroes and MOBA archetypes. To give a true MOBA experience, each game will require at least 30-40 heroes. This allows for more options while training and drafting heroes/champions, and allows for more depth in the player’s decision making. However, we had to keep in mind that with all the art, programming, and balancing that is involved with making just one hero, we need to keep it reasonable and deliver a high quality, finely tuned experience.

For all of these challenges though, we have been making games as a team together for about 5 years now. We released 2 iphone games, were finalists at Indiecade 2013 with [code] which we are still developing, and have had [code] accepted on Steam through Greenlight. We have the passion and have honed our development skills through the years, and are fully capable of delivering this game as a polished, enjoyable play experience despite the risks and challenges.

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