LordRaptor
Member
Good game design is such that everything works exactly as a player expects it to, and they never even realise you were there anticipating those needs.
Man some of this list reads like treating the player like a baby and never do anything that might make them feel bad (and assume they are idiots and design for that). I mean I get that's where the anti-fun moniker comes in but it seems really restrictive and short-sighted in a lot of ways. The only concession I can make for it is that it only really matters in very specific games (i.e. competitive multiplayer) but even then it feels inherently flawed and to treat it as a design paradigm seems doubly flawed.
Players should feel bad when they fuck up. Fucking up however shouldn't amount to "I was in the same screen as this particular character".Man some of this list reads like treating the player like a baby and never do anything that might make them feel bad (and assume they are idiots and design for that). I mean I get that's where the anti-fun moniker comes in but it seems really restrictive and short-sighted in a lot of ways. The only concession I can make for it is that it only really matters in very specific games (i.e. competitive multiplayer) but even then it feels inherently flawed and to treat it as a design paradigm seems doubly flawed.
Players should feel bad when they fuck up. Fucking up however shouldn't amount to "I was in the same screen as this particular character".
The situation shouldn't exist (in League), that's the point. You're supposed to have ways to deal with an enemy's kit within the situation itself, not just by avoiding the situation altogether because there's nothing you can do in it.I'm not quite sure what point your trying to get across.
Taking specifically what you said, that situation should be something a player should learn to avoid whether by knowing how all the parts work beforehand or by simple trial and error.
The situation shouldn't exist (in League), that's the point. You're supposed to have ways to deal with an enemy's kit within the situation itself, not just by avoiding the situation altogether because there's nothing you can do in it.
That's not treating your players like babies, that's just giving equal burden to the attacker and recieving end.
Man some of this list reads like treating the player like a baby and never do anything that might make them feel bad (and assume they are idiots and design for that). I mean I get that's where the anti-fun moniker comes in but it seems really restrictive and short-sighted in a lot of ways. The only concession I can make for it is that it only really matters in very specific games (i.e. competitive multiplayer) but even then it feels inherently flawed and to treat it as a design paradigm seems doubly flawed.
Eeeeh. For the type of game it is structured as (more class oriented or role oriented), I think it's silly to make every encounter able to go either way. It's hard to describe without specifics but the way I'm reading what you're describing, I'm hearing that, say, a weaker support should always have the ability to get away (whether they can or not through skill) when they put themselves in bad positions, say, caught out by a ganker hero. When that situation in itself is a misplay by the support character. That's what I'm reading your statement as, though.
Not always. You should be able to get away if you have your CC up or flash and time it correctly so you stop the enemy before he can get to you or dodge their CC. In the same vein, the ganker dodge your CC and burn his own flash to brute force his CC on you.Eeeeh. For the type of game it is structured as (more class oriented or role oriented), I think it's silly to make every encounter able to go either way. It's hard to describe without specifics but the way I'm reading what you're describing, I'm hearing that, say, a weaker support should always have the ability to get away (whether they can or not through skill) by putting themselves in bad positions, say, caught out by a ganker hero. When that situation in itself is a misplay by the support character. That's what I'm reading your statement as, though.
Man some of this list reads like treating the player like a baby and never do anything that might make them feel bad (and assume they are idiots and design for that). I mean I get that's where the anti-fun moniker comes in but it seems really restrictive and short-sighted in a lot of ways. The only concession I can make for it is that it only really matters in very specific games (i.e. competitive multiplayer) but even then it feels inherently flawed and to treat it as a design paradigm seems doubly flawed.
No, the idea is that, ideally, your game is designed that landing or countering moves is a burden of SKILL, rewarding and punishing performance, not ignorance.
A weaker support should have the tools to potentially get away from a gank with skill, likewise a good JG will land the gank anyways if they're skilled.
Fucking up doesn't mean you get to get out for free, but you have opportunities within encounters that can be exploited by both sides. Its less about being champion X or Y and more about how you as a player can deal with the situation. You die because you missed your shit/didn't dodge, you miss a kill because you missed your shit/didn't dodge.
Aye, it is one of the reasons I stopped having fun with the game. The aspects of the game I enjoyed were "anti-fun" so they were slowly removed til we got to the point where I didn't really feel like playing any more.
According to that post apparently buff auras are anti-fun, I'm sure the game is better off with one less support main.
Nah, the buff auras were changed because they were powerful abilities that were difficult to appreciate as powerful. People in general didn't realize or see how powerful the auras were, so they thought they were weak unless they were grossly overtuned. Many auras have been changed to a way where it is simpler to appreciate the power.
It's literally the first thing in the post that was referenced a bit ago."anti-fun" hasn't even been used as a word by Riot for a long time. Not all of Zileas list is necessarily something that's relevant to the design of today's League.
It's more about having counter play.
Nah, the buff auras were changed because they were powerful abilities that were difficult to appreciate as powerful. People in general didn't realize or see how powerful the auras were, so they thought they were weak unless they were grossly overtuned. Many auras have been changed to a way where it is simpler to appreciate the power.
Nothing to do with anti-fun or whatever.
Positioning and game sense are definitely important, they're just not the core of the experience as opposed to a part of it.I think positioning and "game sense" is as much a skillful exercise as just knowing what tools to use at a certain point and allowing a player to put themselves into bad positions should be just as possible on either end (ganker getting too greedy, support being too out of position). I agree with both of you on some parts (burden of skill) but I guess the minutiae of the example is where I disagree.
I guess for me, ignorance and the elimination/weeding out of it for the player is as much a part of the skill curve as just how dexterous the player is. I agree that the developers can and should take steps to facilitate player learning but at the same time I don't think that should lower the skill ceiling.
Sona used to have 3 types of passive auras that just gave you stat boosts if you were around her and they were hard to appreciate because they were just that, stats. You don't see +10 damage or that you're taking 10 less damage or that you're walking slightly faster. Now she has 3 auras that work for a specific amount of time after she casts them and grants extra things to people that walk within a very defined AoE around her. One gives you extra damage on your next attack - shown by having your champion's arms glow blue, the other gives you a temporary shield and the last one gives you very high movement boost when you walk within it.I don't have much experience with LoL (or history) and am struggling to get what you mean by this. Could you provide an example (manufactured or actual) by which you mean they "simplified" the clarity of an aura? To me it just reads that many players were just plainly ignorant and short-sighted and didn't have the skill to read the usefulness and utility of a skill and can only read immediate feedback.
edit: I have to step out and won't be able to reply for a few hours
I think it should be important then to define what constitutes ignorance and what constitutes skillful comprehension of whatever situation you find yourself in which leads into my reply to Stone Ocean as well:
I think positioning and "game sense" is as much a skillful exercise as just knowing what tools to use at a certain point and allowing a player to put themselves into bad positions should be just as possible on either end (ganker getting too greedy, support being too out of position). I agree with both of you on some parts (burden of skill) but I guess the minutiae of the example is where I disagree.
I guess for me, ignorance and the elimination/weeding out of it for the player is as much a part of the skill curve as just how dexterous the player is. I agree that the developers can and should take steps to facilitate player learning but at the same time I don't think that should lower the skill ceiling.
I don't have much experience with LoL (or history) and am struggling to get what you mean by this. Could you provide an example (manufactured or actual) by which you mean they "simplified" the clarity of an aura? To me it just reads that many players were just plainly ignorant and short-sighted and didn't have the skill to read the usefulness and utility of a skill and can only read immediate feedback.
edit: I have to step out and won't be able to reply for a few hours
It's literally the first thing in the post that was referenced a bit ago.
Dunno, I guess I just enjoy Riot's old outlook towards balancing the game over the outlook that seems to have taken hold since LCS got big. Auras are hard for viewers to appreciate, that much is true. =/
Auras aren't anti fun, they're just hard to balance and to notice.
like everything in game design it's a matter of finding the right kind of information that suits the exact game you're makingI mean at some point the onus should be on the player to read what moves do as well. It's not hidden from the players, it's just not something that is compulsory to actually starting and playing a game. Like I could play 3 dozen hours of DotA 2 and not see a certain hero and not know what their moves are but that isn't a "flaw" in the game design, I think. Otherwise you'd have to put a giant encyclopedia in front of the player before they even try to play the game the first time.
that was just the way you were coming off as based on some inaccurate comments you made and you being so focused on that one particular example while missing the larger pointYou are delusional if you think calling someone "purposely thick" isn't a personal attack. Get a grip.
well if it's telegraphed well then it's just a bad example but still a valid concept he's making (as evidenced by doto designers also considering it worth applying)I'm quite aware it was made before Dota 2 was a thing, it's still telegraphed well in WC3 Dota.
Move = you lose a bunch of health
Don't move = you don't
Watch your debuffs, as you should be doing, and you would even do in LoL. There's tons of examples of things like this. I could get into Invoker but that's an entirely different beast.
it depends on the game but that's a way of looking at design that was made with league in mind, not other gamesMan some of this list reads like treating the player like a baby and never do anything that might make them feel bad (and assume they are idiots and design for that). I mean I get that's where the anti-fun moniker comes in but it seems really restrictive and short-sighted in a lot of ways. The only concession I can make for it is that it only really matters in very specific games (i.e. competitive multiplayer) but even then it feels inherently flawed and to treat it as a design paradigm seems doubly flawed.
well it's a moba so it's never that simpleEeeeh. For the type of game it is structured as (more class oriented or role oriented), I think it's silly to make every encounter able to go either way. It's hard to describe without specifics but the way I'm reading what you're describing, I'm hearing that, say, a weaker support should always have the ability to get away (whether they can or not through skill) when they put themselves in bad positions, say, caught out by a ganker hero. When that situation in itself is a misplay by the support character. That's what I'm reading your statement as, though.
i don't think the anti-fun stuff really relates to this whatsoever, but overall every multiplayer game that isn't idk quake is gonna be like thatOn a side note, a lot of this design philosophy just reinforces my criticism of "feel good" gameplay and how it is detrimental to a lot of high skill multiplayer games. Having put a lot of time into Evolve recently and dropping back into Halo 5, I see the difference between that type of competitive multiplayer and things like Overwatch and DotA-likes and what I've come to know as "ultimate-focused gameplay" and I've grown very weary of it. I've grown to somewhat detest game mechanics that act as "let me win this encounter" moves or feel good tools just to, well, make the player feel good by giving them a single huge burst of potential and influence. I think consistent high skill gameplay is something I think is much better to aim towards (Counter Strike comes to mind for me, or Evolve or Halo as I mentioned) where it's less about play around those bursts and more about consistent demand for skilled play all throughout whether it is encounter avoidance, positioning, aiming ability, etc. The latter can and is present in things like Overwatch but the "ultimate/super" play is such a larger part of encounter interaction. I still enjoy DotA 2 but after getting back into the two games I've mentioned (Evolve/Halo), I've realized which multiplayer designs I prefer.
that's not lowering the skill ceiling, that's lowering the skill floor, which is already insanely highI think positioning and "game sense" is as much a skillful exercise as just knowing what tools to use at a certain point and allowing a player to put themselves into bad positions should be just as possible on either end (ganker getting too greedy, support being too out of position). I agree with both of you on some parts (burden of skill) but I guess the minutiae of the example is where I disagree.
I guess for me, ignorance and the elimination/weeding out of it for the player is as much a part of the skill curve as just how dexterous the player is. I agree that the developers can and should take steps to facilitate player learning but at the same time I don't think that should lower the skill ceiling.
i think we all generally tend to underestimate peopleI genuinely don't understand how that's possible. The popularity of something like Farmville or Candy Crush is easy enough to understand but how a game like LoL can have 100 million monthly players is completely incomprehensible to me.
they're also no fun at allAuras aren't anti fun, they're just hard to balance and to notice.
i spent like 600 hours of my life on that game
i know, i spent 400 on dota 2 so i wanna say i have at least 1000 hours in the genreThat's nothing tbh.![]()
Can we agree that in general, without naming any game in specific, being killed by a reason you don't understand, looking it up after the fact, and saying to yourself "Well, how the fuck was I supposed to know that?" is not good game design?
Is that a thing we can concede?
I genuinely don't understand how that's possible. The popularity of something like Farmville or Candy Crush is easy enough to understand but how a game like LoL can have 100 million monthly players is completely incomprehensible to me.
But then again: streamlining League of Legends to a lower standard has caused this "anti-fun" issue.
In this case by removing some features of the original Dota concept but on other other hand keeping some of those features. It's just a logical causality if you leave out some important gameplay elements.
I doubt that creating a problem on your own and then giving your own problem a name has much to do with general game design theory.
They are exactly the same, LoL's design and balance decisions are going the same way as SC2 once did.
The genre's popularity doesn't really matter regarding these decisions, once you fuck up the game's core there is no turning back.
Unfortunately, League of Legends is a flawed beast in many aspects, it won't be long until the fanbase starts to shrink.
Thanks for highlighting something. I've given up the idea that I can be knowledgeable of the intricacies of every game genre. I'll settle for nearly all, hehe. MOBAS simply really don't interest me. Same for rogue likes. Can't like em all, I know what they're about and generally how they work at least, but that's it. Game design is incredibly broad and there are things I'm more an expert on than other things. I'll look into anti fun. Your cheating example frankly isnt something new or particular to mobas though.You teach game design and are completely unfamiliar with LoL?????
Like... you should legitimately rectify that.
There are LoL specific ly derived theories of game design that have entered wider design vocabularies, such as "anti-fun".
Oh believe me, dota has anti fun elements as well. It has before lol, it has now.
Like they said, it's more of counter play now which league has more on dota. If I have to say an ability that Riot is trying to put more emphasis on counter play right now that dota also has then it has to be invisibility.
There's this champ called Rengar where his ulti is he turns invisible for a few seconds. I omitted a few other effects but that's the main thing the ability does. He is an assassin so his burst is kinda through the roof and having an invisibility while having the potential to deal an absurd amount of damage in a single burst is kinda lacking in counter play especially if your squishy carries are targeted. They get killed in less than half a second. This is why Riot patched that champ and now it show an exclamation point ala metal gear on Rengar's opponent whenever he is in the vicinity while invisible. This allows the enemy to react and anticipate the Rengar's engage allowing for some flashy highlight saves from support or great predictions from carries. While this nerfs Rengar's engage, more intelligent engage is now anticipated on the Rengar's part allowing for all sorts of play.
Now I don't know if this still hold true cause I haven't played Dota in two years since I started LoL but the closest example I could compare with Rengar is Shadow Fiend using Lothars and using his ult directly on top of a hero. You don't get a warning, you get no counter play. By the time you see it, SF has already unleashed his load unto you. The only thing you could hope for is to survive the initial burst and somehow get away or stun lock him to death. There are a number of ways to find SF while he is invisible, like getting dust, or sentry wards. All of those are reactive and cannot allow for counter play unless you have them. Closest you could get of a preparation is looking at your own status bar and checking to see if you have SF's passive applied on you. The thing is, that shit is tiny and you have to constantly look at your own status bar aside from looking at the map a well. It adds an additional difficulty for playing on the side of SF's enemy. Switch SF with Luna Moon fang and you get the same effect. Even worse actually cause at least SF has that little delay where he can be seen and you can interrupt him between being invisible and finishing the cast time of his ult while Luna Moonfang has little to no cast time to react to. Not even an aura.
Now you may say that high elo or mmr players can react to SF and use sentries and dust or look at the status bar constantly as well, well no shit. High elo League players can do that as well. The problem is that it affects the larger population of the League which is the low elo. Riot constantly want to retain balance in competitive and casual so it's completely different with Dota's balance at the very high level so you don't get shit like Omniknight who has fucking 60+% win rate at lower mmr. That's more about the companies' goals tho.
Just siting some examples that I know of. TBF even after the fact that Rengar has this warning thing, he is still too fast to react to that's why Riot is reworking him in the future and possibly invisibility as a whole itself as well.
Except it's not shrinking and is actually growing. How long is your "it won't be long"?. If WoW is to be set as an example, although it will shrink, it is still fucking big. Bigger than any competitor even now.
This absolutely false. The counterplay is sentries/dust and seriously unless you're that high up the bracket where people mindgame you on the mapgame it's rather trivial to keep check on enemy inventory and keep the item timings in the back of your mind(of course you need to adjust given how good a game the sf has).
Then when you see SF is missing around that timing you just drop a preemptive sentry especially when you're trying to take objective.
And once you killed that SF 1-2 he wasted 2.8k gold on an item that set him back that mostly is there to allow his ulti to shine which has a non insignificant cooldown, he becomes a liability to the enemy team. Honestly if you'd want an item to exploit the ulti Euls would be the far better choice.
how many people do that in low mmr? lol
i don't see what's stopping you from buying it if your teammates don't get sentries
at high mmr, people would know the sf is getting shadowblade from the item build up, obviously that's a hard thing to do in low mmr, so in those games sf would probably use his invis into ulti combo at least once
then your team would know he has shadowblade now and buy sentries for the upcoming fights
This is due to Tencent lol.Most players are chinese, around 90% https://www.reddit.com/r/leagueoflegends/comments/3c35w1/did_you_know_90_of_lol_players_are_chinese/
Sure its impressive but why would anyone expect LoL to have mainstream appeal in the west? China is a whole other deal, they have enough people to make gigantic things like LoL or an app that does everything in your phone, Google Play isnt even a thing there and still they have their own app stores, their own social networking apps, etc. Anyway, good for Riot although the only thing that matters to me is that Dunkey stays away from it and continues to make videos of diverse games![]()
Had no idea lol makes that kind of money
Good for tencent I guess
Have never played it and I have not even seen any footage of this game. I don't even know what it is
You didn't? I mean, I assumed most gamers knew LoL was one of the most lucrative games of all time. It's insane.
They just built a gorgeous office building/arena in Santa Monica, CA. They have more money than God.
It's a DOTA-style 4v4 or 5v5 game in which you take out towers and try to destroy the other team's fort before they do.
Thanks. Now, why are 100 million people playing it each month? That is a lot of people. Holy shit. It's addicting I suppose? Lol
Mendrox brings up a great point - League is incredibly easy to run.
Dota 2 is much harder to run at an acceptable framerate than League is, and League does it while looking much better than Dota 2 does on lowered settings.
With League, you can play the game at your native resolution with some bells & whistles turned on and still get great framerates on older machines. With Dota 2, you have to run the game at a lower resolution, lower the render quality, disable animated portraits, and more just to get it to be smooth. By that point, the game looks really ugly.
how many people do that in low mmr? lol
Checking the enemy build is trivial now? Bullshit. Once you kill SF 2 times? But if you don't kill him two times? You're fucked?
Sure drop a preemptive sentry on all lanes. As if this happens.