Victory is Toxic? Read to find out!
The downfall of competitive gaming on the consumer / casual level is actually, strangely, reward. Even in high-level play, we have examples of prizes and cash rewards leading to collusion between the top players, throwing grand final matches and agreeing to split the pot.
But when it comes to the casual level, or the consumer-ranked level, the problem is exasperated. Not because people are colluding, but because victory rewards create a certain effect on human beings. The positive reinforcement of "points" at victory, and "less points" or "no points" at loss, lead people to associate more importance on that reward rather than the experience itself, as the greater game beyond the game itself, is filling up your points.
In the classic history of competitive gaming, there are games like Super Street Fighter 2, Smash Bros Melee, Quake, Counter-Strike, etc. Super Street Fighter 2 is relatively ancient in the young history of gaming, especially competitive gaming. But it's community is still alive and kicking. It's still claiming spots at major gaming tournaments in recent years. From the greasy arcade machines of decades past, to an online experience on your PC or console, Street Fighter 2 is thoroughly enjoyed, rich with competitive spirit, and a spicy but healthy dose of trash-talk and attitude among the player-base.
When you kick someone's ass; knock off someone's final stock; go on a frag spree; nail that twitch AWP shot; the thrill is in the experience of doing well. If you do well, but then do poorly in the next match, it's okay if not a little salty, it's just an experience to learn from. But when those point numbers come up in games like League of Legends, it's either an artbitrary psychological "steroid" that steals from the thrill of the victory itself, or it's more salt into your wounds.
Some of these young kids who might have been playing a game like Counter Strike 1.6 10 years ago, now they're playing League, but where 1.6 was a wonderland of competition and learning, League is sort of a gauntlet of desperate victory and painful failure that obviously is wearing down young gamers who might have flourished if the game was not so "mean". The abstract victory rewards create much more value in victory, placing a deterrant on failure and hindering a person - any person's - ability to learn something from a failure state.
"gg faggots feeding Fiora akali is 20/0/3 gg surrender at 20"
We all put up with this on a daily basis. Weaker willed people are pushed into toxic behavior patterns because playing out a failure state is a "waste of time" - it can be the painful and slow loss you know is coming, or a chaotically fast turn of events, a baron throw, somebody's caught out, and suddenly you're nexus towers are going down.
I admire Riot's intention with the Ranked system, but in all honestly it's not something that was particularly missing from those old games. The community itself just took care of it, with specialized websites for leagues and tournament standings. These sites were occupied by dedicated players.
I feel like ti's also worth mentioning that League of Legends is pretty much the pioneer of mainstream eSports. The face of highly-competitive gaming is open to everyone, including a very casual audience, with the unreachable LCS level looming over them in extravagant and well funded, web-streamed events, while they strive to prove they're not a "bronze baddie". But all in all, it's a trap and unnecessary frills on a game that could have been a truly glorious casual experience, if not for the retarded systems in place that breed toxicity in the target audience - young and casual players.
The LCS is not a scene by dedicated competitors, for dedicated competitors. It's primarily just a show, backed by a lot of money and sponsors, to promote an image for League of Legends and Riot Games. This is why League is the pioneer of /mainstream/ eSports.
Starcraft II may have stapled down the respect of eSports in general, but I don't know many 40+ year old women who care about Starcraft. But you tend to meet a lot of ordinary people who seem out of place in a video game audience on League. It's pretty much like American Baseball or Football, and all of the imagery and self-promotion that comes with that, and all of the confused people sitting in front of their TV. I know people who don't know the first thing about stuff like Jungling or solo lanes, but they'll play hours every day as support and watch LCS games, and that's their entertainment in life.
It's a real shame that Riot had to sell up their game, and destroy any hope it has of being a long-lasting competitive game with a strong and respectable community. I can't say for certain that League won't last a long time, but if it does, I seriously don't think it'll be because people enjoy experiencing an average of 1-2 toxic assholes per match.