In most MOBAs, playable characters have assigned classes such as "tank", "bruiser", "marksman", "mage", "fighter", "assassin", "support" and "healer", with each classification denoting various different skill sets and proficiencies.[25][26] During the match, characters can be played in roles such as "carry", "support" and "ganker"; however, the number and type of roles can differ depending on the game.[27][28] The carry role is expected to scale and itemize themselves to do the most damage against enemy characters and objectives, but may also require protection and assistance from their team members.[27] Supports assist their team with abilities that aid allies and disable enemies, rather than dealing damage directly. Some supports have healing abilities which can be vital factor in the team composition's success, giving health and sustenance to their allies while limiting the enemy's options in terms of play patterns.[29] Ganker roles are flexible, as they have both carry and support skills that are used to disrupt and eliminate enemies, thus giving their teammates an advantage over their opponents.[27] Gankers can "act as a strategist, decision-maker or supporter depending on the team's needs."[27] Player roles can be classified by the particular lane they are focusing on, such as "top laner", "mid laner", and "bottom laner",[25] or by their role in a teamfight, such as "frontliner", "damage dealer", "healer", "flex", and the "offlaner".[29]
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Similar to fighting games, MOBAs offer a large number of viable player characters for the player to choose from, each of which having distinctive abilities, strengths, and weaknesses. With such wide varieties available, players have numerous choices from which to find the character most aligned with their skills and preferences. [20] Playable characters blend a variety of fantasy tropes and often feature numerous references to popular culture and mythology.[105][106][107] One such figure commonly represented in MOBAs is Sun Wukong, a legendary mythical figure from 16th-century China. Examples of representation of Sun Wukong in MOBAs in the form of playable characters include "Wukong" in League of Legends, Samuro's "Monkey King" skin (custom outfit/costume) in Heroes of the Storm, and "Monkey King" in DotA 2.[108][109][110]
Role management in combat is a recurring problem in video games. Role management deals with the distribution of responsibilities, such as damaging, tanking, healing and disabling, among a group of units or characters fighting together. This problem is often encountered in popular genres such as RPG (e.g., World of Warcraft, Blizzard Entertainment 2004), RTS (e.g., Command & Conquer: Red Alert 3, Electronic Arts 2008) and FPS (e.g., Left 4 Dead, Valve Corporation 2008). Roles can be determined based on several factors, including unit type or character class, attributes and abilities, equipment and items, unit or character state and even player skill or preference. Without targeting any specific game, it is possible to define effective policies for role management using conceptual data only. The data can be static like a sorted list of role proficiencies indicating in order which roles a unit or character is inherently suited for. Such information can be used by the AI to assign roles in a group of units of different type in combat. Dynamic data can also be used to control roles in battle, like current hit points (The amount of damage a unit can withstand.), passive damage reduction against a typed attack and available abilities of a unit. For instance, these can be used together to estimate the current tanking capacity for units of the same type. Naturally, the interpretation of these concepts varies from one game to another. Yet a conceptual policy remains effective in any case.
Any form of distribution of responsibilities between units or characters fighting together can be considered role management. Role management does not assume any objective in particular. Depending on the goal of the group, different distribution strategies can be devised. The problem of role management in combat can therefore be described as follows. Given an objective, two or more units or characters and a set of roles, define a policy which dynamically assigns a number of roles to each unit or character during combat in a way which makes the completion of the objective more likely than it would be if units or characters each assumed all responsibilities individually. An example of objective is defeating an enemy unit. Roles do not have to include multiple responsibilities. They can be simple and represent specific responsibilities such as acting as a decoy or baiting the enemy.
Innovative and seamless interaction between player and non-player characters is a hallmark of Source-powered games. A sophisticated AI system allows NPCs to follow players, join in the fight, or engage the player in epic non-scripted battles. AI characters can run, fly, jump, crouch, climb stairs, and burrow underground.
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