[{quoted}](name=1 800 GGTOOEZ,realm=NA,application-id=3ErqAdtq,discussion-id=krE1XBYT,comment-id=,timestamp=2018-05-17T01:11:30.402+0000)
Jesus Christ, it seems nowadays that when Riot doesn't have an idea on how to do something, they just throw randomness into it.
I think there's some truth to this, not necessarily because Riot consciously admits to having no idea how to implement a kind of gameplay, but because that's generally the purpose of randomness of any kind of system: because RNG can spontaneously create a whole different series of outcomes, it's typically used in most games, experiments, etc., as a quick-and-dirty way of generating different scenarios. In games, it helps to create high moments, even if most of its outcomes may not necessarily be as fun or exciting. It's basically the same principle as throwing an infinite number of darts at a board, while blindfolded, in the hope of hitting the bullseye from time to time.
In games with simple core mechanics, i.e. pen-and-paper games, RNG makes sense, because there are so few determining factors to the outcome of any situation, that one needs some unpredictable outside force to add some variance. However, even in those cases, it's frequently up to the players to massage the rules somewhat to enable more interesting scenarios, and slightly more complex games in that range tend to have rules that codify that. Essentially, players generally have an idea of what constitutes the most interesting gameplay, but it's not necessarily fully represented in the base ruleset, or the random outputs they rely on. The same exists in more complex games like League: there are generally high moments to be had from some RNG outcomes, but only because there is an underlying, non-random pattern for how those situations arise, one the designers haven't fully managed to turn into in-game rules. RNG therefore tries to ape that pattern using a much simpler system, with accordingly lesser results. Were the designers to fully understand how to reliably generate good gameplay and fun scenarios from those same inputs, there would be no need for a RNG system at all, as the rules they'd implement would cover those much better. Randomness therefore serves to implement an approximation of good gameplay, when one does not have the time, resources or knowledge to frame said gameplay properly otherwise, so to see it used more frequently now I think indicates a degree of laziness, as well as a great deal of misplaced faith in the mechanic.