[{quoted}](name=the Anarchit3cht,realm=NA,application-id=3ErqAdtq,discussion-id=Or5xpo85,comment-id=001200000000000000000000,timestamp=2017-01-13T21:43:00.168+0000)
I really don't think you understand what a war simulator is. Your entire argument is hinged upon double standards. If League can be a war simulator, so can a fighting game. Your only reason that Tekken isn't a war simulator is because its 1 on 1 fights? These games are coming with ever increasing popular multi fights where you get like 3 people per team. Doesn't make it a war simulator. League has 5 people, on a fixed map, with a fixed objective wherein the plays are determined by magic and abilities of the characters--not vehicles, weaponry etc as you'd find in say... a war. It's not a conflict between groups during league. You can have Demacian champs and Noxian champs on one team even though they are enemies. That alone proves it's not a conflict between groups. If say, one team played as Noxus and another team played as Demacia and you played on maps pushing for territory or capturing objectives in the actual world of Runeterra, then you might actually have some merit to your claim.
As for your answer to OP questions its just funny because take a game like Battlefield. You can't really "snowball" in that game or press an early advantage. The closest thing you can do is dig in at a flag or hardpoint, but if you aren't even playing a gamemode wherein those exists, its not like more kills gets you bonuses or makes you kill opponents easier. In fact, most of the advantages tend to be handed to the losing team. What early lead are you going to get exactly? If you are getting more kills or capturing more objectives its not because you got early objectives and got stronger than your opponent, its simply because your better.
That is pretty contradictory to League wherein you actually CAN snowball. Even if you are evenly matched or even worse than your opponent, a good play can you get more experience and a gold advantage which translates to stats which translates to your character simply being intrinsically better than their character. A war simulator doesn't have this concept at all. They don't provide advantages that let you "snowball" for getting early kills. The only game that does is CoD with its kill streaks, but as I said before thats more of an arcade shooter than anything. It seems to you like your definition of war simulator is anything wherein people have armed conflict. And that's not only incorrect, it's idiotic.
In League you play a designated individual with set abilities on a set map in a set position doing a set objective. In real war simulators you typically play an unnamed soldier and you have a variety of tools and weaponry. If going in with an assault rifle isn't working for you, you can hang back and try a sniper rifle. The idea behind it is that theoretically when you die, that soldier is dead. When you respawn, you're a different soldier. Thus it simulates the concept of a large scale war. This is contradictory to League wherein you respawn because of magical forces and you're literally 5 people battling 5 people in an imaginary arena.
As for point number two.... it's a bit closer. If you aren't playing like TDM or something. Mind, you these games typically play to a score point, not an ultimate objective in mind. Even if the score is based on capturing objectives. They aren't all, like BF1s operations, but even that has elements of a scoring system in it with revive tickets. The attacking team has an ultimate objective and the defending team has to reach a certain amount of kills(score) before the attacking team reaches the ultimate objective. You can't get your ass handed to you on your first 2 and a half battalions and push through 10 sectors with 60 tickets. Even if you're a bonafide bad ass. I mean in theory you could, but being a war simulator the teams are WAY above five and you can't act with the same cohesion as a small group like you can in League. There are vast diferences between a MOBA and a war simulator. Vast, vast, vast differences. We can agree to disagree because I can see you're clutching onto your fallacies for dear life, so I'll let you do just that.
I am in no way saying the win conditions you provided for league are inaccurate, they aren't. Those are pretty much how to win league, but that doesn't make it a war simulator. Even if those win objectives can net you a win in war simulator and league it doesn't mean they are one in the same. Those win conditions are pretty generic. You could "snowball" an advantage playing tic toe by taking the corner on your first move. And you can "outmaneuver" your opponent by taking the middle spot if your second place. If you are first and you move in a corner you automatically win unless someone goes in the center. If you're second and move in the center when they went the in the corner, it's automatically a tie game unless you opt to not block them. I guess since they share similar win conditions, tic tac toe must be a war simulator.
Your first paragraph is just nitpicking things that are completely irrelevant and pointless. 5 man on one team = group. I don't even know why you brought lore into the conversation. Also, a simulator doesn't necessarily mean a replica of the real thing. You can simulate war with magic and dragons just as well as you can do it with guns and vehicles. Keep in mind, I'M NOT TALKING ABOUT GAME GENRES. Just like how I can call WoW a life simulator as it is a game focused on the development and growth of your character's life, despite being in a fantasy land and society that does not simulate our own real life experiences.
You're right that Battlefield (in certain modes) cannot be snowballed. That is because the game was designed to take out all snowball aspects, something you would not normally see in traditional competitive scenarios. These modes are designed as a pure deathmatch where the game ends with the ticker runs down or time runs out. It is a game mode purposely designed so it doesn't matter if you're winning or losing. I'm assuming you've played the game and played conquest. Seriously, how much of the people playing conquest actually cares if they win or lose? For the most part, they don't because the mode has been designed where all you care about is KDA and nothing else matter. It's not something comparable to competitive games like counterstrike or league of legends.
In a real war, it doesn't work like conquest. Each point you lose is significant. Each soldier you lose is one soldier you have less to compete with. In battlefield conquest, the game is always 16 vs 16. (or w/e # of players there are). If you kill one, it's still 16 vs 16. Sure, you have maybe 1 less vehicle to use if you lose a point, but it's been designed so that only a few points have any significant vehicles so it doesn't even really matter at the end. In league, if you lose a tower, you lose map pressure and thus lose resources to one side of the map. If a player dies, it gives the enemy an advantageous window to push. That is more similar to what you find in war.
Even if league of legends is only 5 on 5, it simulates war a lot better than battlefield conquest. In war, if you lose a squadron of soldiers, it takes time to replace them. During which, the enemy has a number advantage over you and can more easily wipe our your entire station. That's not how battlefield conquest work with player respawning some few seconds after death. It is, however, much more similar to league's longer death timer where if one member dies, the enemy has a significant advantage until the team is replenished. Instead of thinking it as a 5 individual player against 5 individual player when comparing, think of it has 5 squadrons of soldiers against another 5 squadron of soldier (or battalions, however large you want it to be).
again, fighting games are just fundamentally different. They lack the resource management that are often highlighted in war games. They lack the significant disadvantages placed upon a player from mistakes or losses. in a fighting game, the opponents play on an equal playing field the entire time regardless of who wins or loses a trade. There is only one way to win: do damage faster than your opponent - you can't even expand that into something more specific.
tl;dr: league of legends simulates the experience of war better than battlefield (conquest) by a mile.