
Whenever somebody asks me for a game recommendation, I'm basically thinking two things:
- Has this person played a lot of games before?
- Is this person into solo, collaborative, or competitive games?
And regardless of the answers, I'm going to ask the real question 'does the game need to have a story/narrative?' and if they say no, I'm going to recommend LoL, and if they say yes, I might anyway. Is this because I want more people to play with me? Honestly, I don't make a habit of playing with friends. For me, LoL is a competitive game, and while I will play a few 'silly/fun' games a week with friends, most of my games are in ranked queue. Is this because of referral points? I have yet to officially refer any friends. Is this because I don't know games well? I've played scores of computer and video games, probably near a hundred if we count individual games in a series. Is this because I'm lazy? No. Maybe. But ultimately, I think it's because Riot has the best gaming design philosophy of any company at the moment. They've secured a foothold for League of Legends as the premiere e-sport, beating out entrenched industries like fighting games, Halo, Call of Duty, and even Starcraft and Starcraft 2. League of Legends treats their game like a sport, not a game. This has affected their design in many positive ways.
Gameplay
What makes Riot's approach to gameplay so special? It is their dedication to transparency. There is plenty of complexity in the game, but that complexity is related to choice. And those choices may be hard, but their difficulty is not at all related to clarity.
Complexity vs Difficulty
What makes the complexity so apparent? Well, Riot has designed the game to be accessible. In general, e-sports have thrived on complexity. This is presumably because the earliest computer games were incredibly simple. Short of people who really enjoy the game Pong, nobody's going to watch a tournament of pong. With many early e-sports people soon discovered a number of exploits that made the game more complicated. Animation canceling, denying, muta-stacking, these are all strategies that grew out of a game engine that was designed not knowing how it would be exploited. As such, there has grown to be a mindset that a game which has complicating elements in it, a game which fights the user's very attempts to control it, is a good e-sport. Connoisseurs praise the difficulty of microing starcraft units, HoN and DotA 2 players critique LoL for having less complexity due to the lack of denying,
So let's go with that example, since this is ultimately about LoL. What does LoL have in place of denying? It has zoning. Zoning is the skill of positioning yourself such that your opponent cannot get to the last-hit. Presumably, if you are in such a position, you could easily also just deny those minions. In a sense, denying allows you an easy way to zone people; you just kill their minions with a click. So, sure, denying might add mechanical difficulty (one more thing you have to do), but it doesn't really increase the complexity of the game. To illustrate this, let's take an extreme example. Imagine a game called LoL2. LoL2 is just like LoL except for one thing. Every time you attack, you have to click on the nexus before you can attack again. Is LoL2 more difficult than LoL? Well, yes. But is it more complex? Not really. It's like saying 'basketball's too easy: basketball players should have to strap weights to their arms to make it harder!' Sure, that rule would make basketball harder, but would it make it any more complex, thus making it more fun to master or more interesting to watch? No. Why? It doesn't actually force any decisions. The game itself is the same, in nature; everybody has just suffered a handicap.
Clarity
Where Riot really shines is in clarity. First of all, they keep needless particles to a minimum. This makes it easy to see what's happening. Second, they keep controls simple. For example, as compared with DotA, there is no inertia; characters can change direction at will. But most importantly of all, they design characters and items with the principle of clarity of strategy in mind. Zileas discusses his design principles at length here, but I will try to sum them up as I see them. Essentially, he covers what I see as three main principles: he never explicitly states these three principles, but they are very evident in his post.
Clarity of Effect
According to the principle of Clarity of Effect, a game mechanic is well created if it is relatively easy to see what it does just from observing it, or using it once or twice. The nuances of the ability may take more in depth exposure, but the basics come across very simply. For example, Nasus' ultimate is very clear. You use it and dark clouds swirl around you (nobody likes dark clouds, so they should stay out of them). On top of that, you get huge. In fact, size is part of universal code for 'hard to kill'; Renekton gets huge, Lulu's ult makes you huge, Cho is always huge; huge is the way a game tells you 'this guy is fuck-all hard to kill', and it paints a clear picture. Sure, sometimes small things are hard to kill, but it's typically for a specific effect. If I may digress for a moment:
Who played Final Fantasy VIII? How did you feel when you encountered your first Tonberry? You probably thought 'look at this little guy, I'll kick his ass'. And then you pounded a bunch of damage onto him, and he just stood wthere. And you put more damage onto him, and finally, he took a few steps towards you. And if he ever got to you, he poked you with his little knife and you died and you just thought 'HOLY CRAP WHAT WAS THAT?' And it made the monster memorable because it defied your expectations. But of course, speaking of not defying your expectations, how did you know Tonberry King was the boss Tonberry? Because he was bigger than all of the other Tonberries.
There are, of course, other examples, but the size one is the easiest one, in my opinion, to get right off the bat.
Clarity of Effect can also be used to motivate learning of the game. an ability with a clear effect also indicates clearly success or failure of the skill. When you shoot Jayce's Q, for example, when it hits, you feel good, and when it misses, you feel bad. But other abilities have other effects that are more complicated. These effects are also (generally) clearly understood. Examples include Annie's Q/Swain's passive/Cho's passive (yay, I killed a minion, sustain back), Brand's passive (yay, I got the stun!), Ezreal's Q (yay, cooldowns decreased!). These all give clear bonus effects for intended use, and, as such, guide learning the game.
Clarity of concept
According to the principle of Clarity of Concept, a game mechanic is well created if it has some unifying concept. As an example, let us take Soraka's W. It heals a target for a moderate amount and gives them a large amount of armor. Why armor and not MR? This may seem like an arbitrary choice, but it actually makes a lot of sense in the context of the way damage is split. Magic damage typically comes in burst, and typically comes up front. Physical damage, on the other hand, is naturally more continuous (auto attacks), and comes throughout the fight. As such, Soraka's W makes perfect sense. If somebody needs healing, it's probably because they've taken burst, and need healing. And if the fight continues, the damage they will take will most likely be physical damage focused. There are obviously exceptions (Ryze/Cassiopeia/Kog'Maw), but the general principle holds. So if Soraka's W instead gave MR, it would feel somewhat counter-intuitive: you might be tempted to think 'I should use this on my carry BEFORE he takes the mage's burst; that way he'll take less damage'. This would obviously be poor design for a heal, because you might decide to use the heal not for the heal. If such an ability were to be made, I would expect it to either
- Affect multiple targets (mages have a good amount of AoE typically)
- Have a low cooldown but be a lower heal (that way you wouldn't be penalized as much for using it to mitigate burst
- Be a delayed heal
- Grant additional health (like Lulu's ult) as opposed to healing
Let's go back to Nasus' ult. It makes you hard to kill, and it makes you hurt people around you. It has a clear concept: don't stand near this guy, because he's huge and trying to ruin your day. What would make Nasus' ult not a good ability? Putting it on an AD Carry. All of a sudden, you've got an ability that says 'look at me, I'm big and scary and going to stand in the middle of your team!' but you've got this ability on a champion who never, ever, ever wants to stand in the middle of the enemy team.
It doesn't have to be that obvious, though. For example, Thornmail had some awkward conceptual interactions. It was necessary for thornmail to reflect based off of incoming, not received damage. Otherwise, building more armor (so you wouldn't die to AD champions) would cause you to reflect less damage (so why get the thornmail?). However, no such exception was made for dodge, which meant that building dodge effectively made building Thornmail silly. Luckily, we don't have to deal with dodge anymore, and how often is thornmail bought, anyway? (basically never except in normals and lower Elo games)
This shouldn't scare game designers away from designing game elements which force hard choices as to HOW they are used.
Clarity of Choice
But while choices should be available, throwing in choice for the sake of choice isn't what you want in a game. Choices need to be meaningful to be satisfying. Good choices stem from letting the player say 'what am I going to use this ability for?' not 'what does this ability do?' For example, Amumu's Bandage Toss can be used to initiate a fight, and it can also be used to stun a key target, whether that shuts down the enemy team's damage dealer or protects your own. But this is a matter of choice as to how to use the skill. But what the skill is for (locking a target down briefly and letting you stick to them) is clear. This is, I feel, the heart of what makes Lulu's W unsatisfying. Sure, you could use it to run support with an AP champion instead of an AD champion, or an AD Carry with AP ratios like Tristana, but that choice never feels good. Why give a teammate some movement speed and AP when you could neutralize an enemy champion for 2.5 seconds? It might seem appealing to have the choice of speeding up your carry so he can escape, or speeding up your Amumu so he can initiate, or speeding up yourself so you can get to safety, but most of the time, you're just going to want to CC an enemy champion for 2.5 seconds because that's pretty good, right?
Consistency
Consistency is also an important part of game design. Consistency is what allows for innovation, because the player knows that (for the most part) the game will work in a specific way. Without that predictive ablity, innovation becomes hard, because prediction becomes hard. Consistency tells you about the game as a whole: if you build health and armor and magic resistance, you get harder to kill, if you get attack speed and attack damage and crit you get consistent dps, and if you get AP, you get better spells for burst, heals, and shields.
Inconsistency of Tankiness
There should be things which fly in the face of these conventions, so long as they are not too ubiquitous. For example, Vayne is an interesting concept. Her silver bolts don't make building tanky pointless (the majority of her damage is still physical), but it does make it less strong. After all, against heavy physical/magical damage, you get resistances, against resistances, you get true damage or % Pen, against true damage or % Pen, you get health, and against health, you get % health damage. So health isn't really the right choice, since it's % health damage, resistances aren't the right choice, since it's true damage. On top of that, attack speed slows can feel underwhelming with tumble in the picture. So to many tanks, it may feel like there is simply no way to itemize against Vayne. And if her damage came entirely from silver bolts, that would be true. But even in a build designed around silver bolts, against a champion with high health and armor, silver bolts only does about 25% of your damage. Under normal circumstances, it does closer to 15-20%. The rest of her damage is physical damage, and itemized against the normal way: armor.
But Gentleman Gustaf, even if only 15-25% of her damage can't be itemized against, that's still 15-25% more than every other champion in the game!
In a vacuum, this would be problematic. But Vayne has one of the worst laning phases of any AD Carry. So, in a sense, she pays for this advantage somewhere else. And this is good design, giving a champion something strong one place, but making up for it with a weakness. So, sure, Vayne gets to break (partially) our rule of consistency that tankier = harder to kill, but she pays for it with a weaker early game. And she's not the only one who breaks our ideas of the dichotomy between burst, dps, and tankiness. Why do I say this? With the changes to penetration (% before flat), it becomes increasingly possible to drop targets to close to 0 Armor or MR.
Let's say, for example, you're an AD champion who wants Last Whisper and Black Cleaver (you don't even have to be the one to get it, if you have a cooperative teammate). Assuming you do have the Black Cleaver, and you take flat Pen Marks, how much Armor can somebody have and still be reduced to 0 Armor? Only 85. Is that a big deal? Well, it reduces your effective health vs physical damage by 46%, by allowing physical damage to do 1.85 times as much damage. Let's say your cooperative teammate is a Wukong, and uses Crushing Blow to help you out? Now anybody below 120 is reduced to 0. This reduces your effective health vs physical damage by 55%, by allowing physical damage to do about 2.2 times as much damage. So what happens if you pick up 100 armor to counter this? Under normal circumstances, 220 armor would give you 3.2 times your effective health vs physical damage. But reduction and penetration will bring you all the way down to 29 armor, giving you 1.29 times your effective health vs physical damage. This means your 100 armor purchase gets only 29% of its value, and you are still taking 78% of all physical damage (it's not true damage, but it's pretty close). This means that anybody who can take advantage of this with % health physical damage (Vi, for example) can essentially be doing % health true damage (not to mention having all of their physical damage be true damage). To anybody who thinks this is crazy, I would ask you to go back in time to the last patch and watch some games to see how many black cleavers you see, and how many teams you see without a champion who dealt significant magic damage. Yes, Black Cleavers no longer stack with themselves, but they still stacks with the many other sources of armor pen.
It's been covered to death that the combination of flat pen turning into % pen is an awkward choice: it means people who try to counter brutalizer early with armor can expect to get that countered with black cleaver. But I'd like to focus on an underappreciated item: Liandry's Torment. Liandry's Torment is a % health item that starts itself on the path to true damage: it comes with free Magic Penetration. If that thought alone doesn't scare you, just think about how much flat Pen is available to casters: enough to reduce anybody without MR items to 0 and then some. Most Carries will have about 48, for example. It's easy to get 48 Pen: just pick up Liandry's Torment (well, actually, you only need Haunting Guise, as pointed out by a commenter), Pen reds, and Sorc Boots.
Rather than go into more math about Penetration (oh, and don't forget that resistances are more expensive now), I'll give a general statement: in the old system, damage dealers had to choose: pick up flat pen to target squishy champions and force resistance stacking, or pick up % Pen to hurt tanks and punish resistance stacking. Now they can do both, forcing both heavy resistance and light resistance champions to almost 0 resistances. On top of that, % health damage is readily available to AP champions, from both Liandry's Torment and Deathfire Grasp. This creates a system where you don't have to make sacrifices (like Vayne does) to have access to spammable % health true damage; a scary situation indeed.
Positive feedback loops between damage and tankiness
Also interesting are champions who blur the lines between damage and tankiness. Skarner's passive reduces all of his cooldowns whenever he attacks. So the more attack speed, the more abilities he gets to use. Sounds good so far. One of his abilities is a shield. Now, all of a sudden, building sustained damage also gives him sustained tankiness. This was enough of a problem that it required gutting his mana through the cost of his Q, as well as later nerfing the cooldown on his shield. But he pays for this advantage with a disadvantage: he gets kited easily. Vlad is another example: the more health he gets, the more AP he gets, and vice versa. This lets him end up with health, burst, and sustained damage (due to reasonably low cooldowns). He pays for it with health costs on all of his spells, but he has remained a very difficult champion to balance for some time. Riven gets a shield that scales with AD, Irelia gets sustain with Attack speed (without even building any lifesteal), and now Rengar can heal based off of AD.
Am I saying that interesting champions who challenge our concepts of tankiness and damage should not exist? I hope you do not draw that conclusion. For one, Skarner is one of my favorite champions (although I hate Vladimir). They just pose interesting balance challenges.
Riot has tried to push the bounds of what a champion can do, and they have (largely) succeeded. I just hope they learn from Eve with Deathfire Grasp or 4 AD teams with Black Cleaver, and avoid allowing overly aggressive penetration stacking in combination with % health damage, or there will stop being reasons to take resistances, and maybe tanks, at all. And as well, I hope they learn from past mistakes with offensive stats feeding defensive stats, or vice versa. Neither of these two things is bad, but the more common they become, and the less linked to specific weaknesses they become, the harder they become to deal with.
Essentially, they take away one of the consistencies of the game: the trichotomy of burst, sustained damage, and tankiness. The former problem violates the maxim of 'tanky things are hard to kill', while the latter problem blurs the separation between the three. Again, neither of these is a design problem when used sparingly, but can become very scary in excess.
For more of my work:
-- Find old posts @ the RoG forums and new posts every Wednesday (3 PM) and Sunday (9 AM).
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Posted 12/26/2012 9:35:53 AMYou're wrong about Rengar's heal based off of AD. Check him out. It's as Surrender@20 pointed out, and i've played him to confirm this, it's 40+20/level heal
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Posted 12/26/2012 3:07:27 PMSorry, I was just going off of recent datamining.
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Posted 12/27/2012 9:38:20 AMNot a problem. When the figures first came out I was excited, and still am because by level 18 he has 400 healing, but then went into the PBE and the numbers didn't match up with it scaling off of AD. He starts with 60 healing and it goes up by 20 every level. A note, the data miners missed that his Ult lasts for 8 seconds now, up from 5 too.
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Posted 12/24/2012 3:53:33 AMOne thing I would like to mention however, is that now Riot has completely destroys the possibility of full tank, apparently there are no champion that can soak up enough damage to be one. If you try to stand against 5, you melt, even the enemy probably only consist of like 1 major damage dealer, defensive stats now works only to allow one to deal damage (stay long enough to dish our spells and AA), instead of taking it. And with FoN removed, we now have pretty much no item that is built only for defensive, the support items may do so, but it works so badly on tanks, which at the end of the day, just serve the purpose of ALLOWING you CARRY to deal dmg.
On the other hand, Riot also has some problem balancing heal, now we dont have a major healer in the game, not even a self healer. Some claims Soraka, but those actually plays her will tell you she is just a crappy version of other supports which consist a little too much but yet to be enough heal in her kit(700hp/1min and 300/20s is not enough even for a squishy carry, that generally have like 1.5k to 1.7khp at least). Now summoner spell heal only heals you for like 20%(again, on squishy ADC), and lifesteal sucks, heavy regen item FoN is gone(Warmog now provide 0 regen on top of the 0.3%, which is like 40/5s, dont get trapped). Combined with the useless tankiness, essentially anyone getting below 40% health is gone in the future 30s for the least. (Dr Mundo self healing is an ult)
Riot claims that make pre-fight actions more significant, yet this also completely removes the mechanism of reengaging. Riot introduced the homeguard, but it only reduce 40s to 25s(8s return, 8s to inhib turret, and you have your path to Baron or dragon still), reengaging after 25s is not reengaging, it is 2-3 round of those long CD CC.
Definitely Riot can some how discourage it, however NOT A SINGLE champion can do so is just closing choices.
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Posted 12/24/2012 4:06:59 AMMaokai ult..DUN DUN DUNNNNN
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Posted 12/24/2012 12:31:19 PMThe new defensive tree makes up for a lot of things. % HP and % Armor/MR gives you a lot of extra tankiness late game.
The only problem is the too easy ways to get Armor and MR low (Torment/Abyssal and BC).
A lot of people don't mention Abyssal and only Torment + Sorc, but think about all the MPen. Most of it got nerfed by 25%, but Abyssal stayed with it's reduction.
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Posted 12/24/2012 1:58:13 PMI didn't mention Abyssal, only to avoid putting a lot of math in. The point was how cheap MPen can be, with Sorc Boots and Haunting Guise, you already have a lot, and you can get still more as the game goes on.
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Posted 12/25/2012 5:42:37 AMAbyssal wasn't "nerfed" because it doesn't synergises with voidstaff.
It was nerfed because voidstaff and flat pen were sorta buffed next to it.
Since Abyssal reduces (instead of penetrates) the magical resist of ennemies, its effectiveness is ~40% lower with a voidstaff.
Thus abyssal is more of a supportish item, ap carries should get athene+void+hg (and if they still want MR, which would be dumb, they should go for other things such as GA or QSS) and thus purchasing abyssal always delays your optimised build (athene rabadon void HG most of the time) while having a really expansive passive that can't be used really well (not that efficiently if u get void, as well as range problems).
So only a handful of champions should purchase abyssal.
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Posted 12/24/2012 3:45:14 AMDoes it taste good?
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Posted 12/23/2012 8:49:28 PMLiandry's torment is much more niche than Blackcleaver. Anyone who deals attack damage can pick up a black cleaver and benefit from it, but Liandry's has the prequisite of requires built in movement reducing cc. Morgana(her ultimate slows) and Cass pick it up and feel dangerous. Mordekaiser picks it up and feels like he wasted money.
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Posted 12/23/2012 6:13:25 PMI really like your point about Thornmail. Indeed the idea of 30% damage taken is returned is "faulty" on an item meant to reduce damage. But I want to point out that now with the era of The Black Cleaver, Thornmail is it's counter play. As your armor is shredded by BC the damage you reflect back is infact increased due to having less armor. This is interesting and now, when players pick up on this, will realize it's value.
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Posted 12/23/2012 6:27:25 PMHm.
I think you misunderstood something. Thormail actually sends back 30 pct of the damage "sent", not received.
http://leagueoflegends.wikia.com/wiki/Thornmail
So long story short, if an ennemy has a black cleaver, the damage sent back won't be modified at all, just the damage that the thornmail's bearer takes will be increased.
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Posted 12/23/2012 2:56:44 PM-
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Posted 12/23/2012 2:51:09 PMhowever, it could make the game more competitive (increase of skill ceiling), since I'd imagine there would be less people capable of playing LoL2 efficiently than LoL (that's how people are, everyone is different and has their own talents, and LoL2 is humanly more difficult than LoL).
so yes, it is more difficult just to "play", but not so when you "play to win".
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Posted 12/23/2012 3:22:13 PMThat increases the skill floor more than it increases the skill ceiling, which is a main reason not to implement such a change. LoL is targeted at everyone from casual gamers to professionals, not just ultra-elite APM players you see in Starcraft, and thus it would conflict with their design goals to provide an accessible experience. In addition, raising the overall skill floor decreases the number of people interested overall, so it leads to a weaker professional scene - the pro scene is driven by viewers, not by APM difficulty of the game, and Riot understands that dynamic intimately.