The Cost of Failure: Does League's Design Discourage Champion Interaction?
With Worlds upon is, it's worth taking a look at the comparatively slow and reserved gameplay that we often see in the pro scene. It's definitely a factor of the superior ability of high-skill players to see opportunities and make fewer bad decisions, but it leads me to wonder something else:
##Does League's core gameplay loop discourage interaction at the highest levels of gameplay?
Let's take a look at a few key ideas:
- Long-term vs. short-term gains/losses.
- The multiplicative cost of failure.
- Loss aversion.
- Design of Aggressor / Defender Vulnerability.
#Long-Term vs. Short-Term Gains/Losses League's objectives can be summarized as either long-term (gold, xp, tower advantage, dragon buffs) or short-term (vision, red/blue buff, Baron, Herald). Where I think this becomes an issue is that the gameplay interaction moments are mainly tied to short-term interactions (scuttle fights, baron/dragon fights, etc.), while the potential losses accrued in lost XP, gold, map presence, and towers is a long-term loss that can put you much further behind. The exceptions are Dragon buff and Baron buff but, while fairly huge, most teams would rather stall and attempt a last-minute attack on the taking team (or drive them away and delay the objective) than actually attempt to fight for the objective in the first place.
My suspicion is that the potential long-term loss outweighs the perceived benefit of the short-term gain. You can always take that tower later, or stall that dragon fight for 2 more levels, or deal with the enemy team having a Dragon buff, or fight against them with Baron, and doing so is almost always preferable to picking a potentially losing fight and losing both...and the cost of losing that fight and losing both is magnitudes greater than the cost of losing one or the other.
The result? Cautious gameplay that strongly encourages avoiding risks, despite those risks making for some of the most exciting gameplay in League.
#The Multiplicative Cost of Failure Losing a fight sucks. Losing an objective sucks. What's worse, however, is knowing how much these mistakes can affect you far into the game. Because of the long-term gains associated with victories and the long-term losses associated with failures, each failure sets you up for future failure through mechanics much harder to fight against than some other genres. In a game like Overwatch you may be behind some ultimate charge, but you're not fighting from a position of dealing less damage for the rest of the game -- you just lose momentum and positioning. In League, a loss puts you at a level and gold disadvantage going forward -- something that only victories (now harder to earn) or a long game can turn around. Additionally, as more of the objectives are designed for long-term advantage, you can't even make as many risky pre-objective plays as you could in a game like Heroes of the Storm, where a risky, XP-losing play that ends up netting you a 5v4 advantage going into a major objective can be completely viable. Since League's objectives are happy to wait for longer and offer less immediate reward (for the most part), this strategy is far less functional.
This magnifies the existing point -- it's not worth risking a compounding failure for a chance at reversal until it already feels like a last-ditch effort. The incentive to attempt risky plays earlier isn't made clear, and so that leads teams to play safely while behind in most cases.
#Loss Aversion Hand-in-hand with the previous point is loss aversion. Taking risks and losing feels bad, and sometimes your team will even yell at you. It feels a lot worse to get stomped than it feels to win a fight, so human psychology plays a part in telling us "don't take that risk -- you can't win," and in making our team feel that way even if we see a good opportunity to go in. Combined with the multiplicative cost of failure and the likelihood of winning long-term gains instead of short term games (short term gains FEELING stronger even if they aren't) and you have an environment where winning an engagement often doesn't FEEL worth it even if it was. If you can't get an objective or map control off of the victory, it rings hollow even if it's really a crucial turnaround.
#Design of Aggressor / Defender Vulnerability. This is an odd one, but I've been wondering lately if League could benefit from some tuning here.
In many cases (Dragon, Baron, Invades, Tower-Attacking, lane-dueling) the aggressor has a natural disadvantage -- they're hurt by the monster and in a specific, known area, they're walking into unknown territory, they're taking minion aggro, they're taking tower aggro. This is discouraging to aggressive plays, especially from a team or player who is behind. The further you are behind, the more aggression is punished, unless you're willing to wait and hope for that one perfect moment.
Yet if you're not willing to be aggressive, the cost is high -- a team that holds back can end up fighting into multiple Dragon buffs, or into Baron, which put them at either a game-long disadvantage or on a timer that effectively says "better defend for X minutes unless we mess up." Yet -- as mentioned above -- the risk of dying into that and giving the team more time with Baron that you CAN'T defend is typically seen as the better option unless the situation is truly desperate.
In short, the team that makes the first play is typically at a disadvantage unless that play succeeds, and a team that is behind is often penalized more for not having opportunities to attack.
#CLOSING THOUGHTS I'll begin by saying that I'm not sure this IS a problem or, if it is, how big a problem it is. It seems, however, that League's heavy and multiplicative penalties to failure, along with its tendency to favor long-term advantages over short-term advantages, may lead to a game where teams are hesitant to take actions unless/until comfortably ahead or in an ideal position, and feel like they're struggling uphill to attempt to regain any lost advantage or momentum.
I can't help but wonder if switching to more immediately impactful and appreciable objective design (such as Herald), combined with more frequent objectives and less penalty for losing teamfights, might be a net benefit to both the pro scene, casual scene, and player frustration in general. Nexus Blitz, for all the problems you could probably find in it, seemed to have a fun, frantic feel that encouraged big plays and engagement, and had victories and losses that felt more immediately impactful while not feeling as detrimental if you failed to secure them. Is there something in that feeling that could perhaps benefit Summoner's Rift and improve the gameplay feel of League? Maybe.
Thoughts?