Riot your game no longer has integrety

deadlychuck·11/27/2018, 1:12:47 AM·1 votes·752 views

I mean this in the literal sense and the symbolic sense, both mechanically and communally.

Your players are divided between those that want the crazy high risk that's associated with tons of skillshots, mobility, burst damage, and fast games. While others just want lower risk, longer, strategy oriented, games with off the cuff numerical estimations as to "who's losing more of their health proportionally? At what % health is the point of no return and I have to completely commit or pull out? How should I move based on the information about their movement (rip wards)?"... The breadth of the community has become too wide to give everyone the same changes on the same systems.

The game was originally designed at the tail end of (or in itself ended) the RTS boom. This meant that the stats and the system design was all done with strategy in mind. With both substantial macro and micro play, but the pace at which actions were taken was nowhere near as fast as it is now. The thing about a "MOBA" is that it doesn't actually define it's primary genre, it really only tells you that it's PvP and has a map... This has allowed the game to deviate from that original RTS style of design more towards an action game. With relatively short CDs, faster pacing, and little macro strategy outside of team composition similar to a fighting game.

You're trying to build something that's far exceeded the center of mass of your foundation, but I can't decide if your putting too much weight on one side and trying to uphold the integrity with band-aid fixes, or you just kept moving the extremes so far outwards that the arms are bowing trying to uphold the extreme multiplicative force... but the truth is almost always something closer to the middle...

Do those who you've neglected for years a favor and bring everything back to the foundational middle... or do everyone a favor and just make a new foundation to directly support these arms and rebuild what has been displaced from the middle. There is no reason to restrain yourselves from developing the game you want because you have to stick to the old fundamental design from the RTS era of the game. But don't let a proven formula go to waste, continue building from both of these foundations, but just do so independently and let the champion's themes, lore, and art act as a bridge between the two structures.


Basically, make a new full time game mode, not the half supported ones you've done in the past, and hire on a team for it that acts mostly independently from the gameplay development team on the current SR. But give them the flexibility to have completely different systems (it's own itemizaiton, it's own champion mechanics, different runes/masteries, ALL systems can eventually change). Let one team develop a game appealing to the older RTS crowd that started playing the game mostly in 2009-2012 and let another team develop the game to appeal to the action crowd that started playing the game mostly 2015-2018.

Cut down the work that the art team has to do, by keeping the same characters and skins, and if you want to earn the extra $$$, just make all new skins have to be purchased independently between them. You could easily justify this because champions might need 25% more art work for the different spell effects that will differ as the two game modes diverge.

6 Comments

mack911211/27/2018, 1:36:23 AM1 votes

I guess the game has transformed into something else but personally i love what league is.

I wish people would be open to new experiences.