Orcs Must Die

we disagree what the basic elements of a MOBA are.

The definition of what elements [define a MOBA]((http://en.wikipedia.org/wiki/Multiplayer_online_battle_arena)) and what define an SRPG aren't a subjective matter, but you're treating it as such. Note that, even in the section of the SRPG wiki entry entitled "Genre Blurring" there are no MOBAs mentioned. You'll be hard pressed to find any game that advertises itself as a MOBA and doesn't have lanes/creeps/towers/building destruction based victory conditions. We aren't disagreeing you're disagreeing with the objective definition.

Krosmaster doesn't have any of the RPG elements of Strategy RPGs though.

Your points about it being based on video games that are Strategy RPGs is not particularly relevent (sic) because the board game does not, and should not, try to copy the RPG elements of the game.

This is an outright lie. Krosmaster directly copies the SRPG elements of Dofus/Wakfu. This is the entire point of the game's flavor. It uses the same health mechanics, the same action pool mechanics, the same movement mechanics, the same elemental mechanics, and the same damage mechanics. It even uses the same iconography. Krosmaster undeniably, explicitly copies the design of the base SRPGs.

You have to ignore elements of MOBAs pretty hard to take this stance of "it's nothing like a MOBA."

Okay, I'll go over the elements that define MOBAs one more time for you. Creeps. Lanes. Teams of players controlling hero characters individually. The destruction of an end-building as the only victory condition. Timed infinite hero re-spawns at their bases.

Krosmaster doesn't have creeps; resources are obtained via a "pick up money" action. It doesn't have lanes; maps are open and starting positions are non-territorial. It doesn't have teams of single players controlling single heroes; it has two players controlling several heroes per player. Even in +2 player games, Krosmaster operates on the same principles as the one-on-one iteration. It doesn't have buildings. Destroying buildings is not the only victory condition; the victory condition is exclusively tied to killing heroes/picking up money. It doesn't have infinite hero re-spawns. It has literally none of the defining traits of a MOBA. Again, these are objectively defined traits that are unrelated to my subjective beliefs about them. They are necessary traits for MOBAs.

Can you tell me what the "elements of MOBAs" are that I'm ignoring?

If you define then a MOBA as a game primarily about farming creeps in lanes and pushing towers to victory, then I do concede, Krosmater Arena is not a MOBA like game.

I don't define MOBAs in that manner. The entire rest of the world does. You can call an apple an orange, but they won't start making mimosas out of apple juice.

/r/boardgames Thread Parent