Thanks to some convincing from Meghan over at MeghanPlaysGames I recently spent some time delving into Pokémon Unite. The target audience for this game is very clearly MOBA newcomers as many of its systems and the general design have been catered toward approachability. As someone who has played other MOBAs it has been interesting seeing what systems have been changed relative to other games on the market. I won’t say that it’s the most compelling thing I’ve ever played, but it has certainly been interesting to experience.

I think one of the single biggest changes about Unite from the standard MOBA comes from how match length is handled. Instead of allowing the match to naturally play out and complete once the primary objective has been finished by either team, every single game is boxed into a set time. You have ten minutes to score as many points as possible and then whichever team scored better is awarded the win. It’s a neat approach and keeps matches from become too stagnant when either team starts to have a runaway victory.
Despite matches having a fairly short runtime I’ve noticed an odd trend across my playtime with Unite: players keep quitting prematurely. I played Heroes of the Storm for over five hundred hours and can count the number of players who went AFK on one hand. In my first five hours of Pokémon Unite I ran out of fingers and I gotta say I really don’t understand why this is happening.
To start let’s look at the Unite specific reasons for why I’m baffled by the high number of early quitters.
First off, the matches time boxed. In something like League of Legends, or the aforementioned Heroes of the Storm by not playing you allow the enemy team to win faster. Obvious if they’re playing against a smaller team it will naturally be easier for them to complete their map objective and end the game faster, thus you can move onto the next game. As a player you’re given an incentive to give up when you think you’ve lost because it allows you to move onto the next game faster. The same isn’t true of Pokémon Unite unless your team surrenders prematurely. You’re still stuck there for ten minutes before you can move onto the next game.

Secondly, Unite features some of the most absurd comeback mechanics I’ve ever seen in the final two minutes of a match. There is no short supply of matches where my team was getting their ass kicked for the majority of the match and we should have lost. However the comeback mechanics in Unite are so strong that a losing team can reasonably win off of a strong final showing. In fact, I’d argue the final two minutes are so swingy that they single-handedly decide every single match. As a result there is absolutely no reason to stop playing early as the real game only starts once the final two minutes are hit.
I guess part of my own attitude toward this sort of thing is born out of how I approach competitive games. I’m sure it won’t come as a huge surprise given a subset of the games I’ve covered on here, but I enjoy playing games where I can compete against others. There is a certain joy that comes from really getting into someone’s head and outplaying them, or otherwise finding yourself in your opponent’s spider’s web and realizing they’ve bested you. Evidently I’m not the only person who enjoys this sort of thing either given the rise in popularity of various e-sports related events and games.
There’s also one very important factor that people need to remain mindful of when it comes to human opponents: they make mistakes. AI will do whatever it is programmed to do, but humans can and will make mistakes. It’s for this reason that no one should ever give up when they’re playing a human opponent. All it takes is one critical mistake and you can potentially claw back a victory from the jaws of defeat. I can’t even begin to tell you how many times I’ve had a sliver of health in fighting games against an opponent who was almost at full health, but I ended up scraping out a win off of the back of a single mistake my opponent made. What’s even better is these sorts of upsets always feel fantastic.

That’s really all I wanted to say here. When you’re playing against other people you can never be exactly certain of the outcome. It’s important to go down fighting because there’s always a chance you could still win. This is doubly true in Pokémon Unite as it has no sense of competitive integrity, so I don’t want to see any of you throwing in the towel early in my Unite matches.
I haven’t played Unite. I have dabbled in a few mobas but I have also played way way way too much Dota. In Dota, if a person goes afk, after a few minutes they get an abandon and it counts as if they left the game in which there is a penalty. Surely a system like that is better than a mandatory time limit on matches.
That sounds like some god awful game design for a moba. As for people giving up, that rarely happens in something like Dota either. Perhaps this behaviour has more to do with the audience that is drawn to it by being a pokemon game?
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I don’t necessarily know if the timer is the issue. Though what’s a bit pants is the players have to report the person for afking and once they accumulate enough reports their “play fair” score will drop and they’ll no longer be able to play in ranked. Feels a bit dumb that the responsibility falls on the players when this sort of thing should be easy to detect.
As you may have seen from the discord convo that followed with Mads, that is likely a factor. It also seems that this sort of terrible behaviour is an expected norm of playing online on consoles. Apparently people only bring their A game when they’re on PC which is why I’ve seldom run into it before.
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Yet another reason why PC is the best platform
(Insert PC Masterrace pic here)
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WELP, sorry for the bad rec. At least you got an article out of it!
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This is hardly the worst thing I’ve been recommended to play. And I did actually enjoy farting around with you in it.
Also in talking with some friends apparently this type of behaviour is normal across all online games on console. People only bring their A game on PC evidently.
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I played Unite for the couple of weeks when it came out on mobile and stopped afterward. I enjoyed it a lot more than playing League, esp with friends who had it on mobile or had the switch. There were less things for me to worry about compared to League like choosing the right builds for a character and LOL’s learning curve.
One thing I found a bit frustrating was whether or not my team mates could work collaboratively well given what in-game comms is like. I could send a help me notification and then be ignored.
Favourite pokemon to play was Ninetails and Blissey. Gengar was tricky but fun all the same. XD
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Also, I’m glad that the comeback mechanics seem better than it was when I first started playing.
Plus, what do you think of the matches against CPU?? I feel they’re so OP and so hard to win against them. XD
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I wonder if average player age might be part of the issue, since I imagine the age is going to be lower in a Pokemon MOBA than usual. Kids probably tend to get too impatient and quit a match once they feel it’s not going their way (not that adults don’t do the same — I don’t know if ragequitting works in this context.)
I agree that you should go down fighting. I tried playing competitive Age of Empires II years ago and was terrible at it, but I did notice that it was considered good form to resign when you knew you were beat, while it was poor form (and noobish in the terms they used then) to take one villager and send them to hide in the corner of the map while the enemy armies hunted for every last one of your units. The point was that as long as you had a fighting chance, it was worth fighting, but once you were done that was it. Makes sense to hang on to the end if you might be able to pull out a victory.
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That honestly might have something to do with it. As I said in another one of the comments here, a buddy of mine said it’s quite common for console players to up and leave in games online. When he was listening to me complain about it a few podcast episodes ago he reportedly sat there shaking his head going, “Steve you don’t know how good you have it on PC”. Between the two that probably covers off, what I have to imagine is, the two main factors contributing to this total shitshow.
Oh man. That takes me back. Never played AoE, but I played StarCraft instead. Same idea though. It’s actually funny to think back on games where doing something like that was a viable strategy to piss your opponent off given how every competitive game now is designed in such a way where you’re forced to engage with your opponent so running can only take the form of a disconnect.
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