Game Time Is The Largest Contributor To Toxicity

Void2258··4 votes·1,437 views

I have been playing a lot of League and SMITE, and the toxicity level in SMITE is far lower than it is in league. I have been trying to figure out why that is (beyond the simple factor that in SMITE you can type less since you need to move around with your left hand). I think it comes down, ultimately, to time, and game structures related to time. For comparison (using Summoners Rift and Conquest Mode):

  • Average game time: 45 min vs. 30 min
  • Average laning phase time: 10-15 min vs 5-7 min

Why are these times important?

For the laning phase, the longer it is, the more impact a single bad player can have on the outcome of the game. That is because the longer the laning phase, the longer individual players are alone and the more potential for truly out of control feeding there is. With a shorter laning phase, players in SMITE group up sooner, so any one player has less opportunity to singlehandedly feed so hard that a hypercarry can become insanely powerful just from winning lane. Hypercarrying still exists, but you have to get kills both during laning and during teamfights to do it, so dominating a single player is much less of a factor in the games outcome. This in turn means players who are bad in lane but good in team fights can contribute more as well, leading to less frustration from both the player who is losing lane and their teammates, and more situations where laning does not decide the game.

For the Total game time, the longer it is, the more of a chance there is for people to become fed up with playing. Also, the longer the game is, the more time you spend dead, which removes the feeling that what you do matters, as you are not able to effect large changes. Very often in League, you go through 5+ surrender votes in a game that players feel is being lost, with play becoming progressively worse as more and more players decide the game is a waste of their time and get fed up with the players refusing to surrender, or spend more time yelling at each other than playing. This leads to a far greater amount of leaving, AFKing, and toxicity in chat in league. In SMITE, by contrast, you will on average have only a couple surrender votes in a game, DESPITE THE SURRENDER OPTION UNLOCKING 10 MIN EARLIER! This is because generally speaking games that are lost in SMITE will end faster. This leads to far less annoyance, as players know that they won't have to keep playing a lost game for another 20+ minutes, so they don't become toxic.

The last issue is anti-snowball mechanics. SMITE's mechanic is the aforementioned shorter laning phase. In other words, they prevent snowballing by shortening the time players have to snowball off single opponents, so if snowballing occurs, it is the entire team losing hard, which leads to a game that ends quickly with the better team victorious. League, by contrast, has external factors, such as tower strength, regen, etc. that for the most part, rather than stopping snowballing, merely lengthen the game overall; they do not increase comebacks in general because of how league is structured. These extrinsic crutches slow the game down REGARDLESS of who is winning, while SMITE's intrinsic mechanic of just forcing teamfights to happen and letting the team that wins them win shortens the match if things get uneven. In league, if you are behind by 4 towers and 10 kills, the game can still go on for another 20+ min easily, while in SMITE, if you are that far behind the game will in general be over inside of 10 min.

In short, the very structure of League works against civility and player tolerance. The only really good way to lower toxicity is to lower game time, particularly laning time, and to remove extrinsic crutches. If you are going to lose, it is better to lose fast and move on than to drag it out.

9 Comments

OscarOwnsAdam3 votes

Uh no, average game time on summoner's rift is no where near 45 minutes, it's more like 30 minutes

Void22581 votes

Not in my experience. This may be a skill level thing (I'm S5), but if it is, you'll notice that S5 and under is the worst area for toxicity, so I stand by a correlation between game length and toxicity. I can tell you from personal experience that games get more toxic the longer they run.

67chrome2 votes

I have been playing a lot of League and SMITE, and the toxicity level in SMITE is far lower than it is in league.

I'm pretty sure that ~50% because the toxicity in LoL is bothering you and you want to talk about it.

And ~50% because LoL is just the most-played game in the world right now. Making it kind of the Wal-Mart of games, where those people that don't go anywhere else in public show up. Making games like Smite more like a Target or K-Mart, where there's a bit of class by comparison.

I think it comes down, ultimately, to time, and game structures related to time. For comparison (using Summoners Rift and Conquest Mode):

Is it really that different? I haven't noticed Smite being much different.

Not the best Smite player by any stretch, I've only played ~40 games, but it seemed to take a more similar amount of time.

Most credible LoL game-time thing I've found also listed the average game length at ~33 minutes for LoL.


Also - DotA 2 seems to run on longer on average from what I've seen, and the DotA2 community has been pretty solid from what I've experianced thus far (only ~50 game in there).

For the Total game time, the longer it is, the more of a chance there is for people to become fed up with playing.

This is why I don't want more bans in LoL.

Also why that scumbag steeve that dodges at the last second in ranked needs to die in a fire.

The last issue is anti-snowball mechanics.

Noticed a Loki do Master-Yi/Akali things when I played Smite. I've also snowballed out of control myself in that game a few times, doing Tristana things with Neith.

I can't say I've noticed a difference between anti-snowball in Smite vs. LoL.

Also, Smite has a defensive/magic/physical item with built-in snowball mechanics. They all start off as a solid item by themselves and get more powerful the more champion/minion kills you get, so there's that.

Void22582 votes

My average Conquest matches are way shorter than my average LoL matches whether I am winning or losing. Even really even games (that in LoL could go over an hour) still come in at only around 40min in SMITE. I have had 1, out of ~75 games of SMITE, even approach the 1 hour mark, and none have ever gone over.

And yes, Loki can get insane in SMITE, but to do so he has to pull off maneuvers in team fights. He can go INTO the teamfights a little ahead, but I have shut down plenty of Loki's who were a little ahead at the end of laning once team fighting starts. The skill level needed to pull that shit in SMITE is much higher, and if it gets to that point it's the entire team's fault and they deserve to lose, rather than that one guy that the Yi camped lane on and got fed without any input from the rest of the team before teamfighting began, causing him to go into teamfighting so far ahead he can 1v3 or more. Also in this case the Loki's team will win rather quickly whereas in LoL even with hypercarry Yi the game can still drag on for 40+ min.

BlazingSalvo2 votes

I agree with this. Heck, even nontoxic players gain tension over time, and throws occur which extends a game. But the problem with this idea is that while shorter games are more casual and fun - Riot now looks at League as an eSport, so any change meant to make the game more enjoyable for the average player would be ignored.

Void22582 votes

Short doesn't have to equal casual, as SMITE demonstrates.

Raptamei1 votes

League needs like 20% more gold gain, 20% more exp gain and a 20% smaller map.

KalastRaven1 votes

The surrender option shouldn't be enabled by time, it should be enabled by a metric of losing. Like being down 5000 gold vs enemy team.

NakedGranny1 votes

It sounds like the problem with both games is the existence of hypercarries.

For a team game, what sense does it make to design the entire thing around the assumption that one player gets to become a badass and 1v5 to win the match?

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