Artificial Difficulty in League of Legends
To start off I would like to say that I have a small background in game design and programming, I did a 3 year program for it in highschool and finished with a degree for programming and web design (the class was a real mix of different subjects); so I do have a bit of ground to stand on when it comes to conjecture about how videogames should be themed in their design.
Secondly, League of Legends has been for multiple years the uncontested best multiplayer game, I know this much and personally love the game to death no matter the state it may be in. It has many layers of intelligent and engaging design from fresh gameplay every hour to a replay-ability that could keep you going for literal years. The game deserves to be where it is and that has no question about it. The biggest issue I see with it though, is that a lot of people do not enjoy the game either as much as they use to, or in general.
I wouldn't call myself anything else than a devotee to League as a game, so as a reader please take all of this with a grain of salt <3. I feel like League has run into a problem of artificial difficulty. As defined by the reddit user "wrackk" posed in the r/truegaming boards:
"Artificial difficulty disregards your efforts, no matter how hard you try artificial difficulty with bring you down one way or another (which is its only goal). "Real" difficulty gives in to superior skill and execution, artificial difficulty laughs at it. This is just the way I see it."(2014)
It's pretty hard to point a finger at any specific situation in League because the game is so fluid with 10 people that your impact of the game is theoretically only about 10% if were talking unbiased numbers, but me and a lot of my older friends who play the game agree that there are situations that come up often where because your enemy opponent has picked a certain champion (and I dont mean a counterpick) your gameplay is essentially negated. One popular example that has been recent is Victor top. While he sits at a 45% winrate you basically win lane by picking victor top and playing him well enough to keep throwing out your abilities and not walk onto your opponent. (weak example ik but try to think of some yourself).
I doubt that this was never an issue in s1, 2, and 3 because those were my earliest seasons so my knowledge on them is the worst out of the other seasons, but I know it wasn't the meta of the game to pick a stronger champion and win. It was to be a more skilled team/player and outplay your enemy even if they may be stronger. I feel like that has dissipated from the main essence of the game, it is still around though when you get the right 5 people on a team. I have spoken to other fellow LoL players, and even one Rioter who agrees with the lack of fun in the game compared to what it use to be.
I was taught that video games were made to be fun, immersive, and captivating to the player. Do you feel like League of Legends defines these ideas?