Does riot have too many or too large positive feedback loops in LoL?

Linna Excel··1 votes·429 views

One of the biggest complaints I've seen about league since forever is the snowbally nature of games. So you've got to ask yourself, what causes snowballing to happen?

In game dev terms snowballing happens because of positive feedback loops. A feedback loop basically means your action has some sort of consequence. Now it's important to know that positive doesn't mean good or favorable. What positive means is that the feedback loop will keep things moving in that direction. So good results will increase the likelihood of you doing better while bad results will put you in a worse spot moving forward.

Take the following scenario that's common to late game. Team A wins a teamfight and aces the other team. This gives them positive feedback so they are now free to take an inhib. Taking an inhib opens that lane up and keeps it pushing which is more positive feedback. After taking the inhib, they are free to take a baron, which gives them more advantage (postive feedback). Finally they base and turn all that gold in for more and bigger items if they aren't full build. These items give them more positive feedback to repeat the cycle all over again.

This is a clear example of positive feedback loops feeding into other positive feedback loops.

Now let's take a more familiar scenario. Player A and B are laning against one another. Player A hits level 2 first and then starts a trade against B which he's going to win. This puts player B behind and gives A control over the lane. Player A is now getting gold and XP faster than player B. Player A gets to the point where he kills player B in a 1v1. Player A then shoves in the lane, denying more gold and XP to B. Player A bases and comes back to lane with better items and more XP than player B. Depending on the matchup, player B has now completely lost the lane all because player A hit level 2 five seconds earlier than B did.

Now if player B somehow managed to die to a snowbally champ, he may have lost the game for his team because the other champ got to level 2 first. This is a pretty extreme positive feedback loop when it does play out. Hitting level 2 first seems minor, but depending on who did it, it could have major implications for the rest of the game. So in this rarified but plausible scenario, we are 3 minutes into a 30 minute game and it's essentially GG.

Now don't get me wrong, there are multiple lanes and there's a reason people call this game league of throws. However if you ignore idiot throws and get a look at the mechanics of the situation, this seems to be an extremely glaring design flaw that riot has mostly ignored. Riot seems to spend all of its time on champion balance and only gets around to one small aspect of game mechanic balance one a year. This year it was rune pages so extreme positive feedback loops have to remain.

So I have to ask myself, where are league's negative feedback loops? These are the ones that try to switch the flow of the game so that people doing well hit a roadblock and people doing poorly catch a break. Leaving the negative feedback loops to random human error clearly isn't doing the job.

The most familiar one in real professional sports is like in footballs or basketball where if one team scores, the other team immediately gets control of the ball and has a chance to follow up and score themselves. So where is anything like this in league? I don't see anything with nearly as much impact as the positive feedback loops. Another thing in real sports is the randomness of the ball's bounce. Lucky bounces have a small possibility of happening and creating a turn around.

However if we want to bring up professional sports, the most obvious thing they've done right is to prevent past scores from having much direct influence on anything else. Sure time is an issue for the team that falls behind and the more one team is ahead, the more important it becomes to chew up as much time as possible. However being up 10 points in football or basketball doesn't give any statistical advantages or make it any easier to maintain that lead nor does being up by 10 make it that much easier to put another 10 on the boards.

See riot made one huge mistake, they took the positive feedback aspect of RPGs with their item and leveling systems but completely ignored the inherent negative feedback loops that RPGs have: the bad guys are automatically stronger in the next area to compensate for the items you got in this area and the leveling systems always make infinite grinding in the current area a value of diminishing returns. Some games even take this a step further, oblivion was an infamous example of this, and directly key the level and power of enemies to however strong the player is at any one moment. In league something like this is rare enough that a team that is behind in items and levels is able to catch up to the team with a full build.

So perhaps it's time riot starts taking a hard look at all of the positive feedback loops that exist in the game.

2 Comments

Invidie1 votes

Ornn and Maokai : )

Whisper871 votes

I don't think there are too many positive feedback loops, but I think they are too linear. It's too easy to roll one thing into the next thing into the next thing.

Now the game can't be like basketball where the other team get's the ball back when you score. League has something that other sports don't have, and that is champion scaling. Like literally that would be as if certain players got to shoot at a bigger hoop, or a from a closer free throw line based on how long the game is and how many points their team scored. Champs don't scale linearly or the same rate. So like an early game Lee Sin can't toss the ball back to a Maokai jungle on the other team because in order for Lee Sin to be viable he needs to get the ball and keep it and score as mush as he can, and if he let's the scaling team do something, it sets him back farther than it does when he scores. Also there is no time limit in LOL so that just exasturbates the issue even more.

Here's the deal, the positive feedback loops in LOL need to not lead into each other so smoothly. Example:

Team has jungle and solo lane gank bot because it is generally speaking the easiest tower to take first for a variety of reasons. The 4 champions then kill the tower. Here's where positive feedback kicks in, now that bot tower is down they can establish a vision stranglehold around Drake which just happens to be on that half of the map. They take drake and base. Now those 4 dudes come back on to the map with all the gold and xp from kills, tower, and drake. Now your bot lane empowered with gold from kills/assists and turret firstblood bounty swaps to top and you send top lane bottom, they then take top tower and herald if you haven't already done so.

If they are lucky during that whole fiasco the other team took top tower or herald...maybe. Neither one is great value because turret is less gold and bot lane opens up baron pressure if you get a wave going, and herald can be too easily countered where as drake is a permanent buff.

The game is too much dominoes when it should be tug of war. Nothing that guarantees negative feedback, but has potential for it. Casters say in LOL that nothing is free. You're always trading. But it's too easy for a team to just keep trading up in a never ending chain of two or more steps forward for just one back. The cycle needs windows to be disrupted, not guaranteed, but possible.

Here are some ideas to fix it:

  1. Swap Drake and Baron pits, so that way you have to decide whether you want duo lane bot to protect tower first blood, or maybe if there is a Infernal first spawn you value that more in a scaling comp.
  2. Nerf tower firstblood gold.
  3. Instate comeback XP on kills so that if you are low level and get a kill onto one of the highest level players in the game you get bonus xp.

More from Gameplay

More by Linna Excel