Great game at its peak, and had a much more unique art style than LOL’s generic knights and hot girls.
Unfortunate it lost out to LOL because LOL went with the freemium model where you could play for free, but had to buy champions. HON was a one-time $30 payment and you get all current and future heroes forever.
Of course gamers would choose the instant gratification option of “free” immediately despite it being literally pay-to-win, instead of the cheaper longterm value option where everyone starts on the same level.
Free meant that you can introduce new people to the game without any kind of commitment. Few are going to be willing to dish out $30 for a game they don’t know they’ll enjoy, but there’s no barrier to a free game. It was trivial to even get non-gamers to try it out. A paid game is not cheaper if you don’t intend on playing more than once.
There’s also no pay to win. You pay for more options sooner, sure, but until you rank in the top 1% of players, any character will have an equal chance of winning.
Except HON was free for over a year, during which time users had full access to the game. The $30 fee was for access to the game after its “official” release in early 2010, but by that point LOL was already the dominant MOBA.
There’s also no pay to win. You pay for more options sooner
That’s… literally pay to win? Paying real money to skip a grind is the definition of pay to win.
until you rank in the top 1% of players, any character will have an equal chance of winning.
I don’t have to be a LOL pro to know that not every champion is balanced equally. And even if the game was perfectly balanced, every individual player’s playstyle will be more suited to certain characters than others.
There’s a certain irony to your earlier statement about players not wanting to pay for a game “they don’t know they’ll enjoy”, and then in the very next paragraph advocate for a format where players have to either grind countless hours in game or pay real money for each new champion.
That’s… literally pay to win? Paying real money to skip a grind is the definition of pay to win.
We seem to have different definitions of “win”. I consider winning to be the victory screen at the end of a game, not owning things in the game.
I don’t have to be a LOL pro to know that not every champion is balanced equally
They’re not, and it doesn’t matter. The matchmaking makes a much bigger difference than how well everything is balanced until you’re at the top. I’ve played lanes with bad matchups where I’ve stomped. I’ve played in good matchups where I’ve gotten stomped. Played the same champions on patches where win rates were low and when they were high, and it was the same deal. You can even see this when you watch pro players smurfing in low diamond. They play the most ridiculous builds and still win. The balancing makes so little difference for nearly all players.
There’s a certain irony to your earlier statement about players not wanting to pay for a game “they don’t know they’ll enjoy”, and then in the very next paragraph advocate for a format where players have to either grind countless hours in game or pay real money for each new champion.
If you don’t enjoy the game, why would you be grinding any hours or paying anything for new champions?
HON mentioned o7
Great game at its peak, and had a much more unique art style than LOL’s generic knights and hot girls.
Unfortunate it lost out to LOL because LOL went with the freemium model where you could play for free, but had to buy champions. HON was a one-time $30 payment and you get all current and future heroes forever.
Of course gamers would choose the instant gratification option of “free” immediately despite it being literally pay-to-win, instead of the cheaper longterm value option where everyone starts on the same level.
Free meant that you can introduce new people to the game without any kind of commitment. Few are going to be willing to dish out $30 for a game they don’t know they’ll enjoy, but there’s no barrier to a free game. It was trivial to even get non-gamers to try it out. A paid game is not cheaper if you don’t intend on playing more than once.
There’s also no pay to win. You pay for more options sooner, sure, but until you rank in the top 1% of players, any character will have an equal chance of winning.
Except HON was free for over a year, during which time users had full access to the game. The $30 fee was for access to the game after its “official” release in early 2010, but by that point LOL was already the dominant MOBA.
That’s… literally pay to win? Paying real money to skip a grind is the definition of pay to win.
I don’t have to be a LOL pro to know that not every champion is balanced equally. And even if the game was perfectly balanced, every individual player’s playstyle will be more suited to certain characters than others.
There’s a certain irony to your earlier statement about players not wanting to pay for a game “they don’t know they’ll enjoy”, and then in the very next paragraph advocate for a format where players have to either grind countless hours in game or pay real money for each new champion.
We seem to have different definitions of “win”. I consider winning to be the victory screen at the end of a game, not owning things in the game.
They’re not, and it doesn’t matter. The matchmaking makes a much bigger difference than how well everything is balanced until you’re at the top. I’ve played lanes with bad matchups where I’ve stomped. I’ve played in good matchups where I’ve gotten stomped. Played the same champions on patches where win rates were low and when they were high, and it was the same deal. You can even see this when you watch pro players smurfing in low diamond. They play the most ridiculous builds and still win. The balancing makes so little difference for nearly all players.
If you don’t enjoy the game, why would you be grinding any hours or paying anything for new champions?