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DiGRA
This analysis examines DotA 2 and League of Legends as performance-designed spaces that generate dramatic tension for spectators, applying Marc LeBlanc's dramatic dynamics and Freytag's dramatic arc as its primary frameworks. Drawing on Schechner's five qualities of performance (time, objects, non-productivity, rules, and performance spaces), the work establishes that both games exhibit these characteristics, with event time serving as the dominant structure and esports stadiumisation and in-game spectator clients functioning as performance venues.
The central argument holds that drama in these games arises from conflict, specifically the interplay of uncertainty and inevitability. During the draft and laning phases, design tools such as ticking clocks, hidden information, nonrenewable tower health, passive gold accumulation, and negative feedback mechanics like the tower "defender's advantage" either sustain suspense or drive outcomes toward resolution. The findings rest on more than 300 hours of play and extended spectating, analyzed through Consalvo and Dutton's qualitative toolkit, with the acknowledgment that ongoing patches and the variability of match structures preclude a fully exhaustive account.
In the later stages of play, the analysis identifies teamfights, neutral objectives such as Roshan and Baron Nashor, and the escalation effect as the principal sites of dramatic movement. Objectives are characterized as decelerators that counterbalance accumulated advantages, while neutral objectives act as positive feedback mechanisms that break stalemates and compel the match toward its conclusion. The work concludes that post-game statistics supply essential closure, allowing spectators to understand why an outcome occurred and preventing matches from appearing random or unfinished.
DiGRA · 2016