The reason I started getting into league wasnt because of 25 min matches

Vad Nova·12/24/2017, 12:12:01 AM·10 votes·525 views

Look, I get shorter matches brings in more casuals who dont have the stomach for a real game. And I get that it make Esports, which is an inmportant part of expanding your buisness, more flashy and thus more appealing. And all the other reasonings, many of which I agree with.

But I still miss those longer games we used to have before damage and mobility creep. They were just more fun to me. I get all the myriad of reasons why games have been shortened, logistically. But even winning isnt as satisfying anymore when it isnt a good long battle like it used to be. Its rare to have a true GOOD match. You either get stomped, or stomp. Sure, long hard fought games arent mythical level rare, but they are very uncommon these days. Unlike all these new kids who play these days, Im a gamer, and I enjoy a long hard fought battle.

3 Comments

Hügö12/24/2017, 10:05:52 AM2 votes

I often get 30-40 minute matches but not because it is close. The game is over a long time ago but the losing side doesn't want to surrender and the winning side doesn't want to throw (which is the only way to lose right now when you started snowballing).

AFlawedHuman12/24/2017, 2:44:53 AM1 votes

im the same I don't ff I like to fight until the end

inplane12/24/2017, 9:11:03 PM1 votes

Same thing here, TC. Started playing League in Season 2 and I first found the extremely long game duration to be odd. After a while, I appreciated the long game duration because it felt fun. It made me feel immersed into the game.

I find the problem with short game lengths in RTS MOBAs like League is that it doesn't feel good to play. Fundamentally, League is designed to feel slow. It takes forever to walk back to lane. It takes a long time to build items. Farming is supposed to be time consuming. When we add artificial difficulty to the game such as increased gold income on kills and objectives, it creates the snowballing effect where players who are behind in gold basically have no chance in catching up. Why? Because the game is made to have slow gold income. Adding a disproportionate gold income method screws with the game's equilibrium.

A game like Overwatch is relatively short. Competitive games take around 15-20 minutes on average. However, the games often feel very long and tiring. A 20 minute game can feel like it lasted over 40 minutes. The reason for this is because the game is designed to feel fast and quick. Walking back to an objective takes about 20 seconds at most, but it varies. There is no need to build items or farm up. Sure it's not an RTS MOBA like League, but that's precisely why two games should cater to two different kinds of people. Currently, almost every developer is trying to make games end as fast as possible because people are losing their attention span. Point is, it's not possible for an RTS MOBA to have short game lengths without jeopardizing the reason why people enjoy playing the genre to begin with.