Why was this game shunned so suddenly?

Now I will start off by saying obviously I have no inside statistics on hots popularity over the years, but ill do my best to explain how blizz killed their own game for no reason.

I started playing in 2016 pre-2.0 and loved heroes of the storm from the start. After 2.0 the game seemed to be doing so well, we were getting so many new heroes and stuff in a single year, I remember heroes would release so much more often, the playerbase was so much more populated and the E-sports seemed successful too.

What I don’t understand is, HGC (the esports for hots) didn’t flop at all, and the players were passionate about it, so why did blizz cancel hots esports, fire/pull a bunch of devs from the hots team then pretty much shelf this game? It might not have been overwatch but I felt like the game was thriving enough that they didn’t have to end esports and reduce resources and cause the decline of the player base in their own game? I still love this game but the company who made it took its vibrancy and caused its passionate players to lose faith in it.

It is a shame, now we barely get new heroes, its a miracle that the devs who remained on this game are so dedicated and seem motivated to keep this game alive.

I’m pretty sure if they didn’t cancel esports and pull developers from the game, it wouldn’t be considered dead as it is now, even I quit playing for a whole year because I didn’t have faith in the game anymore.

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I’m guessing it has to do with how terrible 2018 blizzcon was and the poor reaction to their Diablo mobile game (lol).

Ironically, heroes had the best blizzcon presentation that year. Everything else was either garbage or not particularly noteworthy

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As a longtime fan of Blizzard, I feel very left out by a lot of their modern design. It’s all very boorish and hamfisted. They refuse to clearly and consistently communicate on their own forums. We may just barely eke through 2020 with two new releases if we’re lucky, of which both will be characters people have been wanting in the game instead of excessively poorly written OCs (Qhira and Orphea are some of the most generic, token BS excuses for characters that have ever been churned out by a company, and League has Shaco), and if we’re further lucky those releases won’t rock the balance boat for weeks while the skeleton crew figures out how to make it work despite trying to also make the rest of the game work. We don’t get new brawls. Nothing is as impressive as it once was. Everything’s slowly trickling down, and it all began at a point where their choices began to make us question things. Like how we surely have phones, or how we “didn’t want” Classic despite its dedicated playerbase and constant traffic, or how they launched this game saying they’d do OCs when they powerfully exhausted their list of candidates and didn’t even manage to add another Blizz Classic before turning it into “My DeviantART Originals” category. Then they decided the mottled review from that was as good a time as any to dumpster their standards, so they added a boom/bust hero, made it another OC, slapped on one of the single laziest character spotlights across any MOBA and any of their characters (if not THE laziest spotlight in MOBA history), and then acted totally unapologetic about it. I haven’t even cracked open how the reporting system interacts positively with players (it doesn’t really), how matchmaking has been made more effective (it hasn’t), nor how hero direction seems to be teetering dangerously toward “has CC, mobility, and damage windows, off the belt it goes.”

Like, it’s just so, so, so many things and then it’s compounded by them not having the five minutes a day to talk to the community-- you know, the literal sole reason the game has any hot air left in it at all. And sadly enough even with all the aching I’ll still play… but at this rate, it’s more of a point of contention that I play long enough to see Blackthorne added. A running gag, a joke; even when they add him, I do have faith they’ll make him good, but what game is going to be left to play?

If Blizzard wanted me to have faith in them and this game, they sure go about it in a funny @#$%ing way, let me tell you.

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Needed money to push diablo 4 faster because bad press.

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They didn’t cancel E sports. They canceled HGC.

And the reason is that it wasn’t making enough money. Though 2.0 made sure we didn’t have much reason to spend on anything.

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I will say a lack of communication has always been one of the main downfalls of every game I’ve played that “died.” Impressions are everything and when the developers start leaving the impression that they’ve abandoned their own product, the playerbase naturally goes elsewhere. However, this is one of those dead horses that has been beaten on for decades so it should certainly be no mystery to developers unless they’re just so out of touch to begin with.

In other words, if I’m a game developer and I’m mostly certain that I’ve been doing the right things as far as game development goes but for some odd reason, there’s fewer and fewer people playing my game, then perhaps I should take a step back and look to see if I’ve actually been keeping the playerbase regularly informed of my efforts or even my own existence in general because there’s really no other way for us to know if anything is being done at all outside of those interactions.

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Blizzard has a nasty habit of presuming the words of their players.

I again bring up Classic, and of course… don’t you guys have phones?

In credit, AZ Jackson’s posts are usually informational gold. Would that all such interactions were of such quality!

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Jay Allen Brack also did this game and its team real dirty by coming out and effectively saying they were putting the game into maintence mode. That guy is a real jackass.

The current Development team had to basically walk back his statement saying: “No, we’re still working - it’s just a reduced team.”

Unfortunately, JAB’s announcement made headlines. The walk back did not. Most people I’ve talked to in other games think HOTS is in 100% Maintence Mode, or don’t even know it’s still around. “I thought they ended that game.”

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oh no how dare game developers have creative freedom

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Creative is a strong word. Neither exudes any depth of character; both are about as basic as characterization can possibly get, tropey and gamey. Both are generic beyond all compare.

Their kits, granted, are amazing. Both play very well and are balanced pretty nicely against their own skill caps. But couldn’t they have made their personalities less… token?

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They’ve put too much prize pool for HGC and why it suddenly got shut down? I have no idea. Also yeah. Pulling developers from the team was totally a dumb idea. Maybe because HoTS “didn’t make the money Blizzard wanted” (Many would blame Activision for this). Also we still don’t know if they still accept new members for the dev team to replace former members (Mainly because the Heroes of the Storm team is removed from Blizzard’s career page). I hope someday Blizzard realizes that there are still fans who love this game and let the dev team have more members to speed up the game’s development. I miss having a new hero every 4 weeks :sob:
(Which I doubt will happen cause it’s the matter of money I think)

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Sure, they have token personalities, but so do a lot of Blizz characters. You can’t literally have every character be a unique special personality since that’s not even accurate. Besides, their personalities make sense to the “story” we’ve seen for them (Qhira the “token” cynical character… because her homeland was blown up and Orphea the naive trusting one cause she’s been super sheltered in Ravenlordland).

But no, I wasn’t talking about their personalities, those could obviously use some work. But it takes a new universe to allow any real innovation as far as in-game kits go. For example, Imperius has to charge people with a spear. That’s just a given. There’s no limitation like that with Nexus Originals.

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Trying to conclude stuff happened for “no reason” is a bad start from the onset.

“Reasons” are the why things happened, so if something happened, it had reasons for it. Thinking stuff had “no reason” is creating a perspective of denying possibilities in favor of just trying to blame something without bothering to understand what happened around it.

Most of what you’ve written just boils down to “this seemed good” and has little else to it. Having something ‘seem’ one thing, and then claim "no reason’ for any deviation from the surface view just indicate you don’t want to know anything deviated from the bubble you saw.

So let’s look at 3 things you could have found by looking into this stuff, but hadn’t

  1. Players have been fighting against "HoTS’ from the onset.

The map-mode design for a 'blizzard dota" was mentioned back in 2010, and when the project shifted from mod, to not to stand-alone game, people were thinking it was going to be some AAA full release-pay once (maybe with expansions) game that was akin to stuff like a Diablo release. It was going to have all the Blizzard staples and blow all the competition out of the water and show all them dota-knockoffs how to ‘do it right’, and anything less than that was going to be “too late”.

So parts of the testing phase were mired by disillusioned players were had thought that game would magically transform from the test phase content to some super magical dream because people fall into “no reason” mantras and don’t know how dev stuff works in the background; they don’t care, they just want shiney more content, and anything that resulted in a ‘released’ game haven’t less options than dota/LoL meant to them that the game was ‘dead on arrival’.

If you look at social medium bumps, half of the possible ‘interest’ in the game was gone before it was even playable. (eg, look at views on early HoTs video announcements) While some of the sentiment has been lost with the forum ‘merge’ some relics of the ‘ded game’ slogan still persist from the birth of the game; if this wasn’t some AAA $60 purchase that had 200+ characters at ‘release’, then it was a ‘ded game’.

  1. “Blizzard” didn’t kill the game.

Blizzard is a part of Activision Blizz INC, which is a publicly traded entity on the stock market. INC is a corporation that has multiple layers of leadership that get further and further away from the game development side of things and instead leads to the heads that answer to investors and board members that force trinkel-down decisions that set demands for an appealing financial portfolio that assesses profits and costs rather than ‘fun’ and ‘entertaining’.

The teams involved with HGC were under the impression that business would continue as it had been, but were anticipating budget constraints and even cut-backs for the year after. However, because the chain of command had demands from well above the ‘HoTS team’ side of things, higher ups made the call to cut costs, convert some full-time positions into contract pay, and shut the whole thing down.

HGC and HeroesDorm were mostly financed by Blizz and didn’t have an outsourced sponsor or ‘ransomware’ model as Riot or Valve used for their pro scenes. Even Riot, the ‘top’ of the world in this genre takes a loss from their events, but the publicity is worth it for them. For a ‘owned’ incorporated like Blizzard, costs like those don’t suit the bottom line and with enough ‘bad showings’, decisions are going to be made to cut costs, and boast record’ profits’ to suit the investor portfolio.

  1. The workload was unsustainable.

A number of news articles were posted in that aftermath of the HGC cancelation that have ‘unnamed’ former devs talking about some of the backgrounding on HoTS and the e-sports scene. One of the consistent takes is that the development pipeline for Heroes of the Storm was not sustainable; players constantly wanted more content, and despite possibly having the largest on-campus team at the time (of all the other game teams) the team was “constantly underwater” with the pressures of needing to keep putting out more changes. The game didn’t have 3-month content cycles of other games (seasons) and devs were putting in overtime instead of getting downtime to ease the tensions of working on the game.

Bad player expectations, insufficient profit model (to offset visible costs) and a dev design that wouldn’t ever be ‘good enough’ to suit demands (and not be compensated enough for it) were all aspects of *real “reasons” that don’t not exist.

Heroes 2.0 was a sort of ‘bubble’ to try to offset the model the game had from release to quell some of the idea of the game having a “for purchase” release (as per Blizzard’s usual games, such as Diablo or Starcraft) and to try to realize the game as a ‘service’ somewhat akin to WoW. While 2.0 brought more incentive to play the game, it pretty much undercut any reason to pay for it’s content.

I certainly don’t have numbers to post, or how the shift affected ‘whales’ that sustain such game models, but a wide consensus has held on some of the various communities (forums/reddits) that players who had spent back in 1.0 found themselves spending less on 2.0.

Games like WoW have subscription counts and Diablo games boast fastest/most games sold metrics as a direct way to show investors the power of a brand to make money. HotS doesn’t have easily conveyed metrics, so if someone had 6 works, or less, on how much money HotS was making, they’d fumble trying to convey that.

  1. Conclusion

So, game with very visible costs, poorly visible profits, and a lack of centralized ‘identity’ to set it apart from other products make it an easy scapegoat for the financial reports. And, as the basis of this topic has at its core, people would much rather jump on a scapegoat than get into details. The ‘seemingly’ and ‘no reason’ perspectives are the exact sort of reasons on what bubbles like HotS just up and burst.

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Is it wierd that I think Qhira had a major role in that event that led to her realms Demise? Making her extra cynical to hide her own self hatred?

Blizzarrd made the mistake of spending too much money on this game too quickly before it could determine if it could sustain itself the way it was pushed. In the end you could say the game had a debt to pay and it couldn’t afford it. Just go on youtube. You can find more in depth answers there. Ppl break it down pretty well.

To oversimplify it:

  • The Moba started late compared to others. A lot of internal conflict was the reason it was pushed to 2015
  • Lack of proper marketing
  • Average dev team being put under heavy pressure for new things + weekly patches
  • HGC started too early and the reward was to grand
  • Hots 2.0 was a success and a failure at the same time. It brought a lot of ppl to the game, but Blizzard was no longer making money, or very little off of skins and etc.
  • Heroes of the dorm, sum more spending

At the end Blizzard was just spending too much money and the game wasn’t getting enough return.

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It is maintenance mode though. 2 heroes per year is nearly there. I’m glad he was honest about the game going downhill unlike what some players here think

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I’d argue more that the overly team-based aspect hurt it more than the late start date, but the late start date didn’t help either

Less Ttoken?
Who are they paying token to? I’m not understanding you.

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Short answer is they gave up on it for being a distant third to DOTA2 and LOL.

My very rough estimates

LOL 50 millions players
DOTA2 20 millions players
HOTS 5 millions players

HOTS r still no match even if they very unlikely double the playerbase.

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You can’t blame activision because blizzard and activision are the same company now. That is what happens when you sell out.