The
Dota series began in 2003 with
Defense of the Ancients (
DotA)—a mod for
Blizzard Entertainment's
Warcraft III: Reign of Chaos—created by the pseudonymous designer "Eul". An
expansion pack for
Warcraft III,
The Frozen Throne, was released later that year; a series of
Defense of the Ancients clone mods for the new game competed for popularity.
DotA: Allstars by Steve Feak was the most successful, and Feak, with his friend Steve Mescon, created the official
Defense of the Ancients community website and the holding company DotA-Allstars, LLC. When Feak retired from
DotA: Allstars in 2005, a fellow website user under the pseudonym
IceFrog, became its lead designer. By the late 2000s,
Defense of the Ancients became one of the most popular mods worldwide, as well as a prominent
esports game. IceFrog and Mescon later had a falling out in May 2009, which prompted the former to establish a new community website at playdota.com.
Rob Pardo, the executive vice president of Blizzard Entertainment at the time, stated that the company had discussed with IceFrog in person the possibility of developing a MOBA but that they felt they were not ready to commit to such an endeavor. Valve's interest in the
Dota intellectual property began when several veteran employees, including
Team Fortress 2 designer
Robin Walker and executive Erik Johnson, became fans of the mod and wanted to build a modern sequel. The company corresponded with IceFrog by email about his long-term plans for the project, and he was subsequently hired to design a sequel. IceFrog announced his new position through his blog in October 2009, with
Dota 2 being announced a year later. Valve adopted the word "
Dota", derived from the original mod's acronym, as the name for its newly acquired franchise. Johnson argued that the word referred to a concept, and was not an acronym. At
Gamescom 2011, company president
Gabe Newell explained that the
trademark was needed to develop a sequel with the already-identifiable brand. Holding the
Dota name to be a community asset, Feak and Mescon filed an opposing trademark for
Dota on behalf of DotA-Allstars, LLC (then a subsidiary of
Riot Games) in August 2010. The dispute was settled in May 2012, with Valve retaining commercial rights to the
Dota trademark, while allowing non-commercial use of the name by third-parties. In 2017, Valve's ownership of the franchise was again challenged, after a 2004
internet forum post from Eul was brought to light by a Chinese company known as , who had released a
mobile game in 2014 that used characters from the
Dota universe. , who was previously involved in a lawsuit with Blizzard in 2015 for similar reasons, along with another Chinese company, Lilith Games, argued that the forum post invalidated any ownership claims of the intellectual property, stating that the
Dota property was an
open-source,
collective work that could not be copyrighted by anyone in particular. Judge
Charles R. Breyer denied 's motion for
summary dismissal, with Blizzard filing motions to dismiss all claims against and Lilith with
prejudice. An early goal of the
Dota 2 team was the adaptation of
Defense of the Ancients aesthetic style for the
Source engine. Additional contributions from sources outside of Valve were also sought regularly for
Dota 2, as to continue
Defense of the Ancients tradition of community-sourced development. One of the composers of
Warcraft III: Reign of Chaos, Jason Hayes, was hired to collaborate with
Tim Larkin to write the original score for the game, which was conducted by
Timothy Williams and performed and recorded by the
Northwest Sinfonia at
Bastyr University. Valve had
Half-Life series writer
Marc Laidlaw, science fiction author
Ted Kosmatka, and other employees contributed hero dialog and lore. Notable voice actors for heroes include
Nolan North,
Dave Fennoy,
Jon St. John,
Ellen McLain,
Fred Tatasciore,
Merle Dandridge,
Jen Taylor, and
John Patrick Lowrie, among others. The Source engine was updated with new features to accommodate
Dota 2, such as high-end
cloth modeling and improved global lighting. and
local area network (LAN) multiplayer support allows for local competitions. Some of these events may be spectated via the purchase of tickets from the "Dota Store", which give players in-game access to matches. Ticket fees are apportioned in part to tournament organizers. The game features an in-game
fantasy sports system, which is modeled after traditional fantasy sports and feature professional
Dota 2 players and teams. Players are able to spectate games in
virtual reality (VR) with up to 15 others, which was added in an update in July 2016. The update added a hero showcase mode, which allows players to see all of the heroes and their cosmetics full-size in virtual reality. As part of a plan to develop
Dota 2 into a
social network, Newell announced in April 2012 that the game would be
free-to-play, and that community contributions would be a cornerstone feature. Instead, revenue is generated through the "Dota Store", which offers for-purchase cosmetic
virtual goods, such as custom armor and weapons for their heroes. It was announced that the full roster of heroes would be available at launch for free. Until the game's release in 2013, players were able to purchase an early access bundle, which included a digital copy of
Dota 2 and several cosmetic items. Included as optional
downloadable content (DLC), the
Dota 2 Workshop Tools are a set of Source 2
software development kit (SDK) tools that allow content creators to create new hero cosmetics, as well as custom game modes, maps, and
bot scripts. Highly rated cosmetics, through the
Steam Workshop, are available in the in-game store if they are accepted by Valve. This model was fashioned after Valve's
Team Fortress 2, which had earned Workshop designers of cosmetic items of that game over $3.5 million by June 2011. By 2015, sales of
Dota 2 virtual goods had earned Valve over $238 million in revenue, according to the digital game market research group SuperData. In 2016, Valve introduced the "Custom Game Pass" option for creators of custom game modes, which allows them to be funded by way of
microtransactions by adding exclusive features, content, and other changes to their game mode for players who buy it.
Dota 2 includes a seasonal
Elo rating-based
matchmaking system, which is measured by a numerical value known as "matchmaking rating" (MMR) that is tracked separately for core and support roles, and ranked into different tiers. MMR is updated based on if a player won or lost, which will then increase or decrease respectively. The game's servers, known as the "Game Coordinator", attempts to balance both teams based on each player's MMR, with each team having roughly a 50% chance to win in any given game. To ensure that each player's ranking is up to date and accurate, MMR is recalibrated around every six months. Players with the highest possible medal rank are listed by Valve on an online leaderboard, separated into North American, European, Southeast Asian, and Chinese regions. The game includes a report system, which allows players to punish player behavior that
intentionally provides a negative experience. Players who get reported enough or leave several games before they conclude, a practice known as "abandoning", are placed into low priority matchmaking, which remains on a player's account until they win a specific number of games, and only groups them with other players who have the same punishment. Other features include an improved replay system from
Defense of the Ancients, in which a completed game can be downloaded in-client and viewed by anyone at a later time, and the "hero builds" feature, which provide integrated guides created by the community that highlight to the player on how to play their hero.
Dota 2 Reborn In June 2015, Valve announced that
Dota 2 would be ported over to their
Source 2 game engine in an update called
Dota 2 Reborn.
Reborn was released as an opt-in beta update that same month, and replaced the original client in September 2015, making it the first game to use the engine.
Reborn included a new user interface framework design, ability for custom game modes created by the community, and the full replacement of the original Source engine with Source 2. Largely attributed to technical difficulties players experienced with the update, the global player base experienced a sharp drop of approximately sixteen percent the month following its release. However, after various updates and
patches, over a million concurrent players were playing again by the beginning of 2016, with that number being the largest in nearly a year. The move to Source 2 allowed the use of the
Vulkan graphics API, released as an optional feature in May 2016, making
Dota 2 one of the first games to use it. == Release ==