A Case for the League of Legends
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Hello, I am posting here in regards to the recent dev blog that came along with an interesting announcement. To sum it up, the lore team basically states the new direction they are going in: to segregate gameplay and story. The comment of note here is that Summoners, Fields of Justice, the Institute of War and by extension, the League of Legends are no longer canon. This is a huge announcement, one that was met with both joy and extremely negative reactions. In this post, I hope to shed some insight on why exactly those latter individuals are upset, and more importantly why the League of Legends should continue to be canon (you know, other than the obvious title issue).
I am fully aware that this will probably change nothing. This lore development has been worked on for a while and its going live regardless of what I have to say. But I still feel there are valuable things here to be said in regards to how many of us fans feel about the League of Legends lore. So without further ado, this is A Case for the League of Legends: Why the lore should retain its Summoner roots and how it can strengthen the game.
#League of Unique
To start, let's explore exactly what the Institute of War is all about. My summary:
Runeterra--the world of League of Legends--has suffered through huge, magical Rune Wars in the past. These wars became so catastrophic, an organization was created in order to prevent total destruction of Runeterra. That organization is the Institute of War. The Summoners that made up the Institute created the League of Legends, a place where resources, power, land and anything else could be fought over between the world powers using Champions. This was agreed to by all the factions as the best way to still get what they want and fight other factions without completely destroying the world that they live in.
This...is really unique. How many fantasy worlds can claim to have their own version of the UN? None that I can think of. Think of the cool, unique plots you could come up with under this simple premise. The factions and champions, in order to get what they want, have to tip-toe around the League; either fight directly within it, find ways around using it or exploit its rules for their own gain. Instead of doing away with this aspect, the lore writers should be using this as the lore's greatest strength. This could make the game League of Legends stand out among other games at least in terms of story.
Now, there are some obvious problems here. We have to connect every champion in the League to this one Institute. This can be solved by a simple adjustment of how we view the Institute and the League. It can be the center of power in the world: if you want to get things done--every champion has their own goals--you come to the League of Legends. Whether it be fighting for your country, exploiting the League for its resources, using it as a platform to gain the attention of the whole world, making the Institute and League the center of all the world powers makes it a place that the champions want to be at anyways.
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Nami is looking for the Moonstone, but has no idea where to look. So she goes to the League, where they have many artifacts of power and plenty of resources to help in her search.
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Lucian wants to rid the world of all evils, particularly the undead of the Shadow Isles. The League can give him the resources and influence in order to more effectively do so, and what's more is that many of the most powerful Shadow Isles inhabitants are champions of the League.
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Lissandra's goal is to revive the Frozen Watchers...secretly. However, she still wants to also allow them to conquer first the Freljord and then the world, so of course she's deeply involved in the political powers of the world and the League of Legends.
I could go on, but these are a few examples.
#League of Plot Device
The main reason the lore devs decided on this change was that they believed the Institute of War was too restrictive. They couldn't make stories when conflicts were diffused instantly. So they decided the best course of action was to just get rid of it. I disagree. Stories can still happen within these restrictions.
I'd like to mention a trope called "Obstructive Code of Conduct". This post explains in more detail, but the basic gist of it is that some sort of rule the characters must follow is established in the story. The best way to use this plot device is to throw the characters into situations where the rule gets in the way: do they break it or do they find a way around? What is the right thing to do? This can invoke many defining character moments, as important choices make for interesting plots and characters.
Not only does this limiting factor potential make for better stories, it also makes war--when it does happen--a much more serious affair. Does a faction risk not only the costs of war--money, lives, resources--but also any potential sanctions the League may put against it? When war happens in Runeterra, it means things are really serious, and this can also be used as a plot device to display the gravity of a situation.
Now, there are admittedly some problems here. We saw in a special issue of the Journal of Justice that the Institute has the power to literally halt a conflict in its tracks. The solution is simple:
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Nerf the Institute of War. A retcon might be necessary, but really, retconning a single plot point in the JoJ is a lot less disruptive than eliminating the existence of the IoW and the LoL. The Institute needs to be a limiting factor, but not obstruct the plot when it gets good. We want to see wars. We want the characters to fight. Let it happen when it makes sense.
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The League only prevents total destruction. The "real life League" is probably the UN. Wars still happen in real life, despite the UN's existence. However, the UN still prevents World War III from occuring. The same can apply to LoL: they prevent total destruction of the world (i.e. another Rune War) but battles still happen.
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The League won't interfere with personal stories. If Lucian decides to go man-mode, attack the Shadow Isles by himself and start shooting up zombies, the League shouldn't care. One person or small groups of people creating their own story is not grounds for League action.
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Don't let this plot point limit the story. This makes me kind of chuckle, as this is the exact point the developers were trying to make. One of League's lore's problems is stagnation; we can't kill off or change characters because they are in the game for good. My solution: do it anyways. Since they constantly use the comic book comparison, I will use my own: comic book characters change all the time. They die, they change outfits, they change personas, they hang up the cape, etc. But they still appear in fighting games in one form or another, and still exist as characters elsewhere. The same can happen here. Let Varus be consumed by the Corruption, let's see what happens, let's see how the Institute and Ionia handle it. Things like this could make for good events too: have a special queue for this where we fight Corrupted Varus, have a legendary skin for him that shows how he changed.
#League of Players
This is probably the point I am most passionate about. The writers at Riot intend to segregate story and gameplay completely. I feel this is a huge mistake.
Video Games are an interactive medium. Let us interact. Let us be apart of the story.
There are games where the plot is "meh" but the gameplay makes the plot so much better. The Legend of Zelda: Twilight Princessis a game which has, I would say, an ok plot that has a large amount of plot holes and useless characters. But often the gameplay is so huge and epic, I still care about how the story turns out. In one moment in the game, your helper character Midna is injured. You are stuck in Wolf form, but Midna helps you with a lot of your Wolf abilities: since she's injured, she can't help you, so half of your gameplay mechanics are gone. You feel vulnerable, you feel like its urgent that you have to get help for Midna quickly since you feel you can hardly defend yourself let alone your injured friend. This feeling (combined with some great music) makes this a really memorable, poignant moment. The gameplay reflects what's happening in the plot so you feel it that much more.
Story is, of course, here to serve the game and shouldn't interfere with a great game. But story is also a tool to make a game better. I always thought the idea of Summoners was a great tool in this regard. Us, as players, were apart of the world. Factions, while simply a fan-made community, does a great job of utilizing this. Members are Summoners that fight for their faction, and their victories and defeats effect the outcome of the plot. This can be great, friendly competition that makes players care more about the plot because they took an active part in it.
I love that the new featured game mode is going to be focused on Shurima. That's awesome! This can further the plot along in a way that we get to participate. But why do Summoners have to stop existing in order for this to work? The answer: they don't.
Now I will address the argument of "champions become merely puppets when Summoners exist." Why do they have to be puppets? I always viewed the gameplay as differing slightly from what is canonically happening. To take a quote from a post by Prof Nekko in this thread:
In actual Runeterra it's more likely the summoners act as tacticians, guiding their actions and empowering them.
A good example of this is Pokemon: I'm sure many watch or have seen the show, and that many more play the games. Tell me: in the show do the Pokemon stand there, politely taking turns and attacking one at time, never moving? No, and that's because its not a direct translation of gameplay to what is actually happening. The Pokemon games are turn-based RPGs, and the show translates these battles into much more elaborate fights involving Pokemon darting around the battlefield, sometimes using their abilities in clever ways, all under the guidance of their trainers. We still see the familiar Pokemon and Pokemon moves in action, but we as players of Pokemon know that battles would probably look more like this, and when we imagine our own battles, we probably imagine them more like the show than the game.
This is how I think that lore should be handled with the context of gameplay in mind:
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Summoners (the players) should be involved with the plot. The payoff here is tremendous, and can turn a decent plot into an awesome plot. That feeling of involvement in a conflict makes us care more about it, and is something no other medium can really do.
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The gameplay is not a direct translation of the story. Of course villagers in Age of Empires don't stand around for hundreds of years if you forget to assign them to a task. Of course characters in turn-based RPGs don't take turns attacking. There are certain game mechanics where suspension of disbelief has to come into play. The idea that Summoners mind control champions is not what actually happens. They are more like tactical guides story-wise.
I feel you are wasting your time developing story for a game if you are not doing it in concert with the game. Regardless of if Riot's Lore Team decides to erase Summoners from canon or not, its a bad policy to completely divorce your game from its plot. I know I'm sort of contradicting an earlier statement of mine (the idea of don't let the game limit the story) but I just feel nothing good can come from forgetting the game when you are making the story. I don't want a Multiverse of League of Legends, I just want the one universe to be developed further. Why do the game and the story have to be two alternate universes?
#Conclusion
I'll attempt a tl;dr here:
tl;dr Riot's Lore Team is removing the canon existence of Summoners, the Fields of Justice, the Institute of War and by extension the League of Legends. I and many other fans disagree with this direction.
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The Idea of the Institute is unique among game plots, and by making it the center of influence, resources and political power, any League champion can have a reason for being there.
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This plot point does not have to limit the story overall. Because of this point, unique problems and conflicts can occur, and Wars can still happen (and become more interesting besides). If we view the Institute as a preventor of all-out destruction rather than of conflicts, stories can still work and do the things Riot wants them to.
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Summoners are a good (missed) chance to involve the players in the story. Their involvement will make them feel the story and care more about its outcome. Regardless of whether Summoners remain or not, gameplay and story are irrevocably intertwined, and divorcing them is a disservice to this game (or any game for that matter).
I added a poll, since I was curious what everyone thought on the matter, regardless if they post or not.
Thank you for reading. Feel free to discuss below.
Edit: Another poster that shares my sentiment for interactive media.
Edit 2: A bit of an angry post, but still argues well some of the reason us lore fans are reacting like this:
So I was only excited for the added depth to character relations, but now I can't be excited about what things you are developing because I have no basis for where they are coming from. Now you have just freed yourselves, and your characters to tell better stories, by removing the players from any involvement in your precious narrative. By simply removing the League's existance without any replacement as you have done, you have stated that the players are a hindrance to your work, and you are not willing to deal with that hindrance any longer, and saying "You can still pretend that annoying summoner's and silly League of Legends still exists, but we are upgrading to new adult stories now"(condescending words added) does not make you actions any less cold.
"No way! I don't want to."
"You were chosen because you're a bad ass fighter. If you don't do it, we will kill you."
{{champion:
1}} ***