Stanley Parable Co-Designer Perfectly Explains Why People Play 1,600 Hours Of Dota 2 And Still Hate It
William Pugh, the co-designer of the acclaimed interactive narrative game The Stanley Parable and founder of studio Crows Crows Crows, has delivered a...
William Pugh, the co-designer of the acclaimed interactive narrative game The Stanley Parable and founder of studio Crows Crows Crows, has delivered a candid confession that resonates with millions: he has logged more than 1,600 hours in Valve’s Dota 2—and hates every minute of it. Speaking to PC Gamer this week about his conflicted relationship with online multiplayer games, Pugh revealed the precise reasons behind the paradoxical habit of investing thousands of hours into a title that brings little joy.
The revelation came during an interview exploring how multiplayer dynamics have shaped various games in his career, tracing back to 2005’s Worms 4: Mayhem. When asked which Steam game he had spent the most time playing, Pugh pointed to Valve’s perennially dominant MOBA rather than any title he might be credited with designing.
A Conflicted Relationship With Multiplayer
Pugh was candid about his staggering playtime in Dota 2, noting it exceeds even that of Team Fortress 2. Yet the hours came with significant emotional toll. “It’s interesting because there’s no other game that even comes close to this volume of time,” he said. “But if you ask me, ‘Did you have a good time playing Dota 2?’ The answer is ‘no.’ The answer is ‘fuck that fucking game.'”
The co-designer painted a vivid picture of the frustrations inherent in competitive multiplayer gaming, blaming teammates for feeding, failing to support, and making poor strategic decisions. His grievances ranged from players out of position to those who dove into danger without justification, along with ill-conceived item selections.
“Even thinking about it now, I’ve got to turn my fan on. I’m getting a little bit sweaty and a little bit pissed off. I’ll say it—fuck everybody who plays Dota 2. If they’re good at the game, fuck them. They’ve got no lives, and they should just get off it.”
William Pugh, co-designer of The Stanley Parable
Pigh also connected his frustration to a broader cultural phenomenon, referencing how Dota 2 became the testing ground for OpenAI’s early reinforcement learning research. He described the game as one “fueled by hate and a desire to conquer,” comparing it to chess while contrasting its impersonal nature with the interpersonal toxicity of online matches.
The Five-Dimensional Rubik’s Cube
Beyond the complaints, Pugh offered insight into what makes Dota 2 so absorbing despite its frustrations. According to the Crows Crows Crows founder, the game excels at demanding intense concentration, forcing players to track numerous variables simultaneously. He likened the experience to being “handed a five-dimensional Rubik’s cube” that takes an hour to solve.
The co-designer noted that whether one succeeds or fails, sixty minutes pass completely distraction-free, briefly quieting the mind before a wave of rage inevitably disrupts the focus. This hypnotic quality helps explain why players return repeatedly despite their dissatisfaction with the experience.
“But I was never any good, which is the saddest fucking thing. That you spend 1,600 hours of your life and you’re not actually any good at it.”
William Pugh
Pigh reflected on how interviews often feature developers expressing love for their games, using them to cope with personal tragedies. His experience stands in stark contrast: “For me, it’s like, ‘Fuck Dota 2, I hate it.'” He joked that a sick part of him remains tempted to return, though he noted his hard drive is now full—a fitting metaphor for the barriers that often keep former players away.
Looking Ahead
The interview highlights an enduring phenomenon in gaming: the complex emotional bond between players and competitive titles. Dota 2 continues to draw millions of hours from its community, even as many acknowledge the frustrations that accompany its steep learning curve and demanding team dynamics.
Pugh’s honest assessment has struck a chord with fans who share similar experiences, demonstrating how games can simultaneously captivate and frustrate their audiences. Whether players return or move on, the lessons learned within Dota 2’s complex battlefield often linger long after they close the game.
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