If you’re a fan of Dota 2, one of the world’s leading MOBA games, you have landed in the right spot. Our Dota 2 news coverage will keep you up to date on Valve’s long-running multiplayer sensation.
Learn about the latest in Dota 2 esports, as well as how the game’s heroes are growing and evolving with each new patch and update. Plus, we’ll focus on how you can get the most out of your Dota 2 betting experience. So stick around to find the best Dota 2 guides and the latest on the game’s news to keep you in the loop.
At the very least, Defense of the Ancients popularized the MOBA genre. Hairs can be split regarding whether it counts as the first true MOBA game. Console games as far back as the 1980s had dynamic tower defense modes. As technology advanced, gaming hardware became powerful enough to accommodate swarms of NPCs running at each other. Even DotA itself wasn’t strictly original, originally being developed as a remake of StarCraft custom game mode Aeon of Strive.
Regardless, the dawn of team-based RTS-tower-defense hybrids happened with DotA.
Though Dota 2 is the true successor to DotA, with Valve going through painstaking efforts to stay true to the Warcraft 3 original for its first several years, it’s never been without competition. So where does Dota 2 stack up in the genre? Is it rising or slipping? And what does the future hold?
Defense of the Ancients was a massive success in its time. That’s made even more impressive by the fact that it wasn’t a standalone game; it was a custom game mode for Warcraft 3.
But naturally, a standalone release always had a higher ceiling than something tacked onto another game. The trouble is that first-mover advantage didn’t go to Valve, though. In 2008, a group that included DotA All-Stars creator Steve “Guinsoo” Feak, long the most popular iteration of DotA, formed Riot Games.
Their first game was League of Legends: Clash of Fates, a game that was cutting-edge in several ways. It invited players to get started using the at-the-time novel free-to-play monetization model and could also be updated with new content indefinitely, rather than being released and then abandoned to start the development of a sequel.
The game started its closed beta in 2009 and launched later that year. It quickly gained popularity, despite some early controversies due to its awkward physical release and resistance to the “pay to win” nature of unlockable champions.
During that time, Valve started the development of its own MOBA, Dota 2.
Following Guinsoo’s move to Riot Games, the development of DotA was handled by Icefrog. This mysterious figure was hired by Valve in 2009 to create a remake of the game for Steam, in Valve’s Source game engine.
The game was officially revealed in 2011 with The International 2011, a groundbreaking esports event that featured a top prize of $1 million. From there, it entered into an awkward closed beta period.
Access to the beta was handled through Steam. Steam users could obtain invitations to the game as an item in their Steam inventory at random by signing up. Active players could then receive extra invitations that could be traded to others. For a long while, this turned Dota 2 invitations into a commodity unto themselves, which was made confusing as different invitations wound up being exclusively usable in specific regions.
Though the game was already the biggest on Steam at that point, Dota 2 was officially launched and made openly available in 2013.
For a long while, Dota 2 set itself apart from the rest of the gaming pack by having absurdly large prize pools for its biggest esports events.
The International became an annual event and in 2013, Valve added The International Compendium to the game. This was an item that could be purchased in-game to unlock extra content related to the tournament, with 25% of the revenue being added to the TI prize pool.
In 2014, the TI Compendium grew further, adding new game modes, skins, and other features that were gated behind stretch goals. While the base prize pool of the event remained $1.6 million across each TI tournament, the contribution to the TI4 Compendium pushed the prize pool past $10 million.
This continued until 2016 when Valve changed the TI Compendium to the TI Battle Pass, which included even more features and progressively more elaborate skins, all gated behind a level-up system. Naturally, players could quickly get all the available items by ponying up even more cash. The system worked, pushing the prize pool up to $20 million for TI6, then $25 million for TI8. By TI10, the prize pool hit an astonishing $40 million.
Though the prize pool totals made eyes pop each year, it came at a cost both to the common player and to actual competitors.
The massive windfall of cash created a rigid stratification within Dota 2 esports. Overnight millionaires who performed well at a previous The International event were able to afford the resources to maintain their spot on top. This saw numerous veterans stick around long past what would’ve been an expiration date in other esports simply because they had the means to do so while others didn’t.
It also became a singularity for the entire esports scene. Nothing was worth doing unless it increased the chances of a strong performance at The International. The result was tournament organizers being unable to hold events, esports organizations being unable to get value out of a Dota 2 team, and pro players lacking the stability to be discovered and grow.
All that changed in 2023.
Following multiple Dota 2 in-game events that had no connection to The International from 2020 to 2022, Valve announced that The International Battle Pass was gone.
The company stated that this was due to the high amount of development resources required for creating The International Battle Pass. Valve instead started using the existing TI Battle Pass structure for in-game events like the “Nemestice Battle Pass,” allowing the company use the same exact battle pass without putting any money into the esports scene.
The result was The International 2023’s prize pool being pushed down to $3.4 million from the previous year’s $40 million. While this theoretically afforded more room for tournament organizers and esports organizations, the uptake has been slow, with fewer events being run with smaller prize pools.
The good news for Valve is that this move has pushed up the player count markedly. 2024 saw Dota 2 hit its highest player counts in years and retain those numbers over time.
Regular new releases, additions, and updates are forever keeping Dota2 fresh and exciting. So, unsurprisingly, we keep the team here at Jaxon.gg on the ball to keep you in the know. Fortunately, they’ll soon decipher the truth before sharing their views on everything new in the wonderful world of Dota 2.
Our Dota 2 news appeals to avid gamers and bettors, so don’t be surprised when you find updates focused on new abilities and aspects alongside some solid Dota 2 betting guides.
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