Let's Talk About Design Values and Runes
Runes, one of the most important behind of the scenes power in League of Legends yet also one of the least talked about. With Riot developers finally deciding on a set of public design values I think now there can finally be a good discussion about the future of runes in the game.
While there are several problem with runes I'm going to focus only those that I can directly link to the values of Mastery and Meaningful Choices
First let's take a quick recap about what Riot has said about their values
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Mastery: League of Legends is about the pursuit of mastery and challenge. A player can grow in skill, teamwork, decision making and adaptability, but being the best means learning all paths, not just picking one. We'll always find new ways to reward and support a player’s developing mastery of the game
- ** Adaptability:** Adaptability is both your ability to learn and respond to new ideas, new threats and new changes, along with your ability to play in a variety of styles.
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Meaningful Choices: A meaningful choice requires tradeoffs. If it's a no-brainer, it's not interesting. If nobody understands the consequences of their decision, it's not engaging. If there's a better choice rather than a different choice, players become followers rather than pioneers. We support new strategies by ensuring that tradeoffs exist for the game as a whole.
As runes currently stand I see 2 major issues that relate to these values: runes must be bought and runes cannot be adjust in champion select. Obviously there are other issues such as tier 1 and 2 runes, but that is beyond the scope of this discussion(maybe a meaningful choice issue?)
Purchasing Runes: Runes are expensive, in fact buying enough runes to make a full page is the amount of IP as buying several champs. Yet, buying runes doesn't really give a player that much, nor should it. Runes are a level of customization that give players different options about how to a play a champion. It brings a new level of mastery for players, or rather it should/could. Building a rune pages let's a player add there own play-stlye to any champ. Perhaps you run full dmg runes because you like to be aggressive early or maybe you bring mana regen because you like to play safe and spam spells. While the options might be somewhat limited, runes should allow a player to build their style and strategies. Having runes being prohibitively expensive, especially to newer players, preventing this level of mastery from happening. Mostly players simply will not or ever have the amount of IP to get unlock all the runes with the current pricing. Obviously, you can't be playing without any runes but if you are can only select a handful of options you no longer customize but instead generalize. The runes that can fit any situation will always be taken and the is hardly a meaningful choice. That's be before you take into account that by default a player only has 3 pages to take into champion select before they even see who they are playing or playing against. Which leads nicely into the next point:
Runes and Champ Select: As I claimed several times runes should how a player customizes their play style to any situation. In a similar way that masteries are customized depending who you are playing, runes should be a tool of adaptation. The inability to customize runes to fit a team, a strategy, or a lane leaves runes as customization tool that can be customized to any situation. It's hard to adapt with runes because they are planned before hand and "no plan survives contact with the enemy." Perhaps you didn't get the role or champ you wanted or maybe you hate who the other team picked, runes pages are missing that level adaptability that Riot claims comes with mastery. While yes more rune pages can be purchased but that just brings us back to the point above and is missing the big idea that runes should not be about planning before you even get into champ select. Runes should be about how I want to play this champ this game and in this way. While this issue might be limited by technical issues with the client, ideally runes should be editable in champ select much like masteries.
Or perhaps I just missed the point of runes and they're aren't a form of mastery or customization? Thoughts?