I really think Dota 2 should have a better tutorial, but not in the sense of just pushing you upfront into a multiplayer game, but rather limiting the options of what you can do until you understand the game mechanics. Personally, the existing tutorial is pretty much like having a 1-day powerpoint-class of driving for a final test drive at rush hour.
Just create a mode called "Dota 2 Academy" where players must pass some games before graduating. These matches start with very limited options, and expand into somewhat more full-fledged game.
Players that were recently graduated (< 6 months) will have a indicator in a normal match.
Game mode 1 - Knowing the basics
This mode limit the player freedom in exchange of focusing the most pivotal part of the laning phase and objectives: Last hitting, supporting, and taking down towers.
- You start with a limited hero pool of 10, low complexity.
- Players pick their heroes based on the more noob first.
- You can only buy from a predefined list, in the order specified, for the hero being played with.
- Lanes are pre-defined, you cannot abandon/change a lane.
- Teleport scrolls / Boots of Travel only work for your lane Towers or Fountain.
- No Shrine.
- No Neutrals.
- No Runes.
- No Roshan.
- Personal Courier.
The idea
Each lane should be even for both sides. Punish bad positioning, poor last-hitting, poor supporting, and excessive aggressiveness rather than item or hero choice in the early game. It doesn't matter who wins, but rather finishing the game.
Success
The players must complete at least 5 matches with different heroes.
Rewards
When a player completes a match, it will receive a random part of a predefined set for the hero who participated with. This allows the player to have an incentive to revisit the same hero again in the same mode.
Game mode 2 - Adapt. Buy. Survive.
The more complex part of the game, the Store, is now open so players can use other recommended items to work with. Along with that, the Shrines opens up to use, or be destroyed.
- Limited low complexity hero pool of 15.
- Players pick their heroes based on the more noob first.
- Now all items are available. Highlight on recommended items.
- Lanes are pre-defined, you cannot abandon/change a lane.
- Teleport scrolls / Boots of Travel only work for your lane Towers, Shrines or Fountain.
- Shrine activated.
- No Neutrals.
- No Runes.
- No Roshan.
- Shared Courier.
The idea
Here the item thinking is the next step. Since the item store is daunting at first glance, players can get accustomed to buying alternate items for their hero.
Success
Same as above.
Rewards
Same as above.
Game mode 3 - Sneak attack.
The map opens up to players to abandon their lanes and grasp the concept of creating space, ganking, and split pushing. Everything a 5-on-5 fight has to offer.
- Same limited low complexity hero pool of 15.
- All items are available.
- Lanes are pre-defined. Only players at Level 6 have restriction lifted.
- No teleport restriction.
- No neutrals.
- Runes spawn.
- Roshan.
- Shared Courier.
The idea
The players should know positioning and basic mechanics. Now is the time to use them to gank and attack other lanes, and group up to fight.
Success
Same as above.
Rewards
Same as above.
Game mode 4 - Graduate
A more full-fledged game, but in a controlled environment
- Same limited low complexity hero pool of 15.
- All items are available.
- Total freedom.
- No teleport restriction.
- Neutrals.
- Runes.
- Roshan.
- Shared Courier.
Additional data:
- Show the enemy heroes who may be difficult to deal with.
- Show which heroes are better for the player (XPM, GPM, LH, KDA, etc) compared to others.
The idea
A more "limited-heroes" mode than a limited game. This allows more control in what heroes they play. Since there is more familiarity on the hero pool, the game can work best.
Success
Win 3 games without being the most killed hero in your team.
Rewards
Something it can show in it's profile, along with a full set if he wins with a hero.
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Personally I think that limiting the options the players start with allows them to focus on primary mechanics. Each restriction that is lifted allows them to, once they master the lesson before, to better grasp new knowledge. I wouldn't mind if this was a 5-step pipeline with more broad limitancy, as long the players can focus on part of the game rather than bombarding him with everything.
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