Making gameplay rather than making tools

deadlychuck··5 votes·470 views

This is something that has started to bother me with riot's more recent design philosophy. Stated or not, it's clearly different than it was in the past.

They seem to be focused on making a champion's gameplay rather than making unique and interesting tools for champions. Don't get me wrong, there are new tools in kits as a side effect of them trying to make unique gameplay. You'd never get another kit like Morgana in the current state of the game's development. She is full of complementary tools, which work together to make her solid, rather than a kit like Illaoi where the skills go beyond complementary and are directly interactive. Yet even then her kit provides a unique tool, the the way of her E, which could be a solid tool, even in other kits.

It's like they've started to make more complex champions, but aren't making them more complex to play. I might be in the minority here, but this form of complexity isn't at all the direction i'd want to see the game move. Which wouldn't be an issue, if they didn't seem to be reworking some champions in a way which forced this new philosophy onto them.

This whole thing kind of comes back to Theseus' paradox. With the Ship of Theseus, so long as the game is expanding, then people will sit in what ever part of the game they prefer. Though when you start replacing parts of the old game, how much can you replace before the people who got on at those points start jumping ship?

The point is, when you are successfully growing your game, you keep innovating, expanding the game to appeal to as wide of an audience as possible. Though when you're game has expanded to it's plateau size, despite what people say, they want more of the same. Now it doesn't have to be the same content, but it has to be the same design for the content. They don't want a new car, they want a different color of paint. Just look at the success of call of duty, despite releasing what's basically the same game. Yeah, they change the guns, and added some features. Though the core pacing and gameplay is still basically the same as CoD4 back in 2007.

7 Comments

Statchecky3 votes

I never could put it this well but this is something that bothers me about the new Fiora's gameplay.

deadlychuck1 votes

Well i put it terribly. I recognized this trend last night, did a little research, but was too hot headed to put it into coherent words xD

Though i didn't really put much thought into how to present it when i type this. I might make a post tomorrow which gives a little more explanation/examples and flows a little bit better.

DrugsForRobots1 votes

Thank you for not having a sloppy post and actually writing coherently.

Riot's more recent design philosophy has given us some pretty awesome tools with Bard's Magical Journey, Kalista's Sentinels, Illaoi's Test of Spirit, Azir's Disc of the Sun, Braum's Unbreakable, just to name a few.

I think some of the better examples of complexity come from the more recent Marksmen and Mage updates, right? Riot essentially made a lot of their abilities purposefully have little quirks and interactions with their other abilities. Instead of the natural gameplay that arises out of using the tools of a kit (i.e. Morgana) there's this manufactured gameplay that we see with the new Cait for example? (How her traps and net and passive no longer just work together being complimentary tools, they now 'work together' with all this interaction. I still love Cait, I'm trying to understand what you're saying. Correct me if I'm wrong.)

deadlychuck1 votes

Cait isn't the first champion that comes to mind... When i think champions that were reworked and given manufactured gameplay i think Malzahar Literally his whole kit is designed in a way that as stand-alone abilities they are damn near worthless.

The reworked kit is like a house of cards or rube goldberg machine, when every part of it depends on the rest functioning perfectly, making a small change, or if a single part fails to function it, results in a cascade effect.

And don't get me wrong, like i said you still get some awesome stand-alone abilities from new champions. Though there is a line which keeps getting moved by riot, on where they should define/restrict the champion's pacing and where it should be controlled by the player. In particular it's been getting moved towards more defined/restricted. It wasn't as noticeable a few years back, and if you look back at the average released champions you'll notice the creep, but now it's become blatant.

The Last Ballad1 votes

You do have a point. But there is also the argument that there is what? 130+ champs by now? And in order to keep them distinct they will have to continue trying to create new things, maybe at the cost of the more simplistic designs. And sometimes a new thing they discover that they can program they may decide works out more thematically for a different champ. And then there is the cases where a champ feels hollow game play wise, and not "up to current standards" as they put it.

Taric was one of these, as he had a heal, a nearly undodgeable stun, a hard to feel aura, that was actually pretty powerful(but people rarely noticed it, great for taking towers though) and a skill that gave another invisible aura, but could be deactivated for a armor nerf on enemies and damage(but when to keep it for the defence, and when to use it for offence was the question). Taric could of been left alone and done fine, but his rework made him feel more... impactful. And gave him more windows of weakness other than the 12 second cooldown on his e.

But I hope that in the future, when working on champs, they try to keep the new skills in line both with the theme of the champ, and the feeling of the champ before the rework.

Also, when you say "complex to play" do you mean "high skill floor, low ceiling"(Hard to learn, easy to master after you learn the various ways you could use the skills) or "low skill floor, high ceiling"(Easy to learn, but harder to learn the best way to do the job correctly)?

The first I suppose would be like Le Blanc(the situations to use certain combo's and how to use your clone) or Yasuo(You need to learn how to use his q,w,e correctly, but once you do that was most of the work)

The second being more of the rather recent champs like Taliyah(combo is apparent, if you read her skills, using it takes time to actually figure out), Ryze(the combo's and the button mashing...), or Azir(Soldiers are easy to place and attack with, but then you have your positioning, the shuriman shuffle, the best way to position the soldiers, not trying to dash through enemies to escape...). If you have better examples, tell me, because I wrote this at 6:00 am...

deadlychuck1 votes

I'm talking about champions with high skill floors and low ceilings. The power is in parts of the kit that are effectively outside of the player's control to misuse.

Don't get me wrong, in some cases they do still make champions who don't function this way. AurelionSol Taliyah are the most recent examples of this, the problem is that a more compex it is often used to justify higher power, despite in many cases the kit being simplistic to use. Then what defines a champion as "OP" often isn't just their kit potential, this is why you see different bans in high elo than low, it's more about consistency and a skill floor to power ratio. A champion that is simplistic to play, but has a lot of value in their simple actions.

Take Zed, he's a very simple to play champion. You only need to know maybe 4 things to make him do his job. Poke, last hit, press R, and where the AD tab is.

Or Ekko for example. He is a very easy to use champion. He's E allows easy positioning for his Q, his W is made easier to land by the 2 slows he has. He comes off as more complex than he is actually to play. These champions who are "jacks of all trades" have so many tools in their kit, that they basically lose their difficulty.

When the champions like Sol and Tali are pushed out of the game in favor of easier to use and more general purpose champions.

The Last Ballad1 votes

Ah. Thank you for explaining it more clearly. In that case, I agree with you wholeheartedly. There is room for those types of champs, but they should be in the minority.

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