Power Without Gameplay
This is when we give a big benefit in a way that players don't find satisfying or don't notice. The classic example of this is team benefit Auras. In general, other players don't value the aura you give them very much, and you don't value it much either -- even though auras can win games. As a REALLY general example, I would say that players value a +50 armor aura only about twice as much as a +10 armor aura... Even though +50 is 5x better. Another example would be comparing a +10 damage aura to a skill that every 10 seconds gives flaming weapons that make +30 damage to all teammates next attack (with fire and explosions!). I am pretty sure that most players are WAY more excited about the fiery weapons buff, even though the strength is lower overall.
The problem with using a "power without gameplay" mechanic is that you tend to have to 'over-buff' the mechanic and create a game balance problem before people appreciate it. As a result, we tend to keep Auras weak, and/or avoid them altogether, and/or pair them on an active/passive where the active is very strong and satisfying, so that the passive is more strategic around character choice. For example, Sona's auras are all quite weak -- because at weak values they ARE appreciated properly.
FlightofHeaven said:
wtf nooooo what is this crazy subjective reasoning
No sadly, this part is true. Passive stat buff auras rarely get noticed. Use for example Sona, the only time you notice that she has done something for you is when she heals you, when she gives you the movement speed buff. But nobody notices the extra AD, the extra MRes or Armor. An aura only champion with balanced auras would feel so unappreciated by the team. Essentially RioT is arguing that power needs to come with a gameplay element - an active or a visual effect. This is fine. It also adds to the game being more watchable.
Burden of Knowledge
This is a VERY common pattern amongst hardcore novice game designers. This pattern is when you do a complex mechanic that creates gameplay -- ONLY IF the victim understands what is going on. Rupture is a great example -- with Rupture in DOTA, you receive a DOT that triggers if you, the victim, choose to move. However, you have no way of knowing this is happening unless someone tells you or unless you read up on it online... So the initial response is extreme frustration. We believe that giving the victim counter gameplay is VERY fun -- but that we should not place a 'burden of knowledge' on them figuring out what that gameplay might be. That's why we like Dark Binding and Black Shield (both of which have bait and/or 'dodge' counter gameplay that is VERY obvious), but not Rupture, which is not obvious.
FlightofHeaven said:
What?! NO! If someone uses a DoT on me that triggers as I move, I'm going to figure it out 2 or 3 deaths later, AT MOST. If I notice that massive damage occurs as I move, I'm going to stop moving. For christ's sake have some faith in your player base.
Ok I will accept for a moment that players are retarded... This could be solved with UI improvements - allow tooltips in the death recount. This way a player could see that this move called Rupture did 1000 damage to them and they, not knowing what it does can mouseover and find out themselves that "running = damage". And then require death recount to open by default so people will have to see that rupture did 90% damage to them. Alternately you can also have information of the champions in the current game accessible during gameplay.
However, Riot have failed their burden of knowledge philosophy in Karthus - I've killed him but why the hell is still doing damage to me and killing me????
"
We believe that giving the victim counter gameplay is VERY fun"
Sigh. I agree with this a lot but RioT rarely implements it. The few instances of victim counter gameplay I can think of on the top of my head: (1) Karma leash, (2) Zilean bombs (somewhat) (3) Zilean ult (4) Caitlyn Ult (5) Morgana Ult (6) Sion Shield (until you can't break his shield anymore) (7) Nocturne Fear.
This is quite a pathetic list for something they think is VERY fun. Take rupture for example. We can turn it into a mechanic less burdensome on knowledge. 600 range leash that deals damage to the target if they break it! Since they can see that they take a huge spike of damage when the leash breaks, it's very obvious why they took the damage. Speaking of which, I want a Puck like champion in LoL.
Unclear Optimization
This is a more subtle one. when players KNOW they've used a spell optimally, they feel really good. An example is disintegrate on Annie. When you kill a target and get the mana back, you know that you used it optimally, and this makes the game more fun. On the other hand, some mechanics are so convoluted, or have so many contrary effects, that it is not possible to 'off the cuff' analyze if you played optimally, so you tend not to be satisfied. A good example of this is Proudmoore's ult in DOTA where he drops a ship. The ship hits the target a bit in the future, dealing a bunch of damage and some stun to enemies. Allies on the other hand get damage resistance and bonus move speed, but damage mitigated comes up later. Very complicated! And almost impossible to know if you have used it optimally -- do you really want your squishies getting into the AOE? Maybe! Maybe not... It's really hard to know that you've used this skill optimally and feel that you made a 'clutch' play, because it's so hard to tell, and there are so many considerations you have to make. On the other hand, with Ashe's skill shot, if you hit the guy who was weak and running, you know you did it right... You also know you did it right if you slowed their entire team... Ditto on Ezreal's skill shot.
So basically RioT doesn't like complicated mechanics. Sounds like a lame cop out. The complexity of a move isn't a downside RioT. They're basing this conclusion on the assumption that you must optimise every mechanic in a move for it to be successful. This is logically flawed because success isn't internal to the move itself. A complicated move just lends itself to being used multiple ways. Let the player decide which way they want to use it for and whether or not they did that optimally. Take for example Proudmoores ult. If I want to stun the entire opponents team and not care about buffing my team, sure I should be allowed to do that. If the team fight has already started and the enemy team is too spread out while mine is stacked then I could just buff my team. Complexity isn't a crutch, RioT.
Fun Fails to Exceed Anti-Fun
Anti-fun is the negative experience your opponents feel when you do something that prevents them from 'playing their game' or doing activities they consider fun. While everything useful you can do as a player is likely to cause SOME anti-fun in your opponents, it only becomes a design issue when the 'anti-fun' created on your use of a mechanic is greater than your fun in using the mechanic. Dark Binding is VERY favorable on this measurement, because opponents get clutch dodges just like you get clutch hits, so it might actually create fun on both sides, instead of fun on one and weak anti-fun on another. On the other hand, a strong mana burn is NOT desirable -- if you drain someone to 0 you feel kinda good, and they feel TERRIBLE -- so the anti-fun is exceeded by the fun. This is important because the goal of the game is for players to have fun, so designers should seek abilities that result in a net increase of fun in the game. Basic design theory, yes?
I dunno, I feel pretty damn amazing whenever I know their caster has 0 mana, it lets me know that I've contributed to my team in a meaningful way by removing a source of CC and damage burst from the fight. Why are so many of these conjectures based on SUBJECTIVE measures?
I agree with RioT on the strong mana burn point though. Mainly because it way too strong in LoL where everybody is very dependant on their skills. And sure, anti-fun shouldn't be allowed to exceed two times the amount of fun. But I don't know, this point sounds very subjective and is really a mixture of different things.
False Choice -- Deceptive Wrong Choice
This is when you present the player with one or more choices that appear to be valid, but one of the choices is just flat wrong. An example of this is an ability we had in early stages recently. It was a wall like Karthus' wall, but if you ran into it, it did damage to you, and then knocked you towards the caster. In almost every case, this is a false choice -- because you just shoudln't go there ever. If it was possible for the character to do a knockback to send you into the wall, it wouldn't be as bad. Anyhow, there's no reason to give players a choice that is just plain bad -- the Tomb of Horrors (original module) is defined by false choices -- like the room with three treasure chests, all of which have no treasure and lethal traps.
FlightofHeaven said:
??? Terrible example. No one is going to think running into an enemy wall is a good idea, and it shouldn't be!
Yes, terrible example. Terrible Terrible Terrible example. TERRIBLE. Jesus christ Riot I had a brain aneurysm reading that and thinking how could an intelligent human being even make that argument.
(1) the equation is not equal. "almost every case" is not the same as "every case"
(2) it is nearly impossible to make a mechanic where every single choice is ALWAYS wrong. Take for example the wall that deals damage and knocks you towards the caster. Lets say you're a melee champion who wants to get into range. Let's say the caster is running away and you want to catch up. Lets say the caster is on the safe side of the team fight. bla bla.
(3)Skills should beneficial to the team that cast it. Conversely, offensive skills should be a detriment to the other team. So it is sound design when 80% of the choices the enemy team can make with respect to your skill are false choices. The 20% left over is where victim counter gameplay kicks in.
(4) Victim counter gameplay is fun remember? Choice is part of counter gameplay. And that is my main point.
TL;DR - WHERES MY VICTIM COUNTER GAMEPLAY RIOT?