[SALT] Emotional Investment of a MOBA

Sir ArmaMalum··17 votes·3,537 views

Hello and welcome to the continuation of my debate series of Sir ArmaMalum's Let's Talk. If this is your first time, welcome! The idea here is for me to present and outline a certain topic, complete with my own bit at the end, for the sole intent of talking about it. I tend to stick to out of game subjects like ethics, behavior and other such things but that doesn't mean I won't do gameplay related areas of I think I can do it justice.

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What is a MOBA?

Real quick, if you don’t know what a MOBA is don’t worry, you’re not the only one. It stands for Multiplayer Online Battle Arena. That means a game like Dota, LoL, Smite, all of those kinds of games that pit small teams against each other in a relatively small area (an Arena) and battle it out.

To be clear, these games are MOBA’s:

  • LoL
  • Smite
  • Dota (2)
  • Heroes of the Storm
  • Dawngate

#Emotional Investment in a Game

This term means, broadly, how much you care. You can be emotionally invested in a book series for example, and shed a tear when a favorite character dies (Dobby anyone?). Or you can be emotionally invested in a sports game and scream your head off during a touchdown. (As a Hokie, this cannot be understated more)

If you’ve played a game long enough, or are just a passionate gamer, chances are you’ve already seen what happens when a player gets invested in a game. Don’t get me wrong, that’s awesome and something that game developers strive to achieve every day, a game that players not only enjoy, but care about. But as any League player can tell you, this can also extend just as much (if not more, because we humans instinctively focus on negatives) towards emotions like anger and hate.

MOBA’s Amplification

Here’s a theory:

MOBA’s mechanics and layout actually increase the average player’s emotional investment than other genres

In other words, MOBA’s require more emotional investment than other games like shooters, puzzles, RTS and I’ll even venture to say a vast majority of other game genres. Keep in mind that this will get somewhat more subjective/bias than my usual SALT’s because I’m theorizing. Here’s my logic:

#High team reliance

MOBA’s usually work with about five people, it’s a nice number of people for teamwork while still allowing individual contribution to have a high impact in the game’s outcome. In a MOBA there are four people on your team that are relying on your individual performance. There’s no hiding in the mass of a 15-20 person team (like CoD) or escaping a team entirely in 1v1 games (like Starcraft). To some this may not matter too much, but to others this can be a large emotional investment.

In summary, a single player in a team is in command of a significant (there’s the keyword) portion of their entire team’s performance. A single player can still make or break a game for all five people

#Momentum strategies

MOBA’s have a defining characteristic that play a very large part in why they’re so nail-biting for players. The nature of the nice combination of lane pressure, levels, gold and map control allow MOBA’s to make losing an advantage hurt, and keeping an advantage in play a high priority, and also a high risk (lane pushing, roaming, etc). An advantage equates to the hope of winning, and losing it is a blow to an emotional investment, a loss of hope. Inversely, it also means an equivalent gain to the other team.

In summary, plays and decisions made at any time in the game are significant in one way or another.

#High Tempo

There’s always something to do in a league game. Whether it be last hitting, warding, roaming or taking objectives one thing everyone learns pretty quickly is that there are few times where you’re just standing around (waiting in spawn for a bit of gold doesn’t count :P). While this strays a little away from emotional investment it is still a factor in my eyes. Most games have downtime of some kind, where the player can take a quick breath and jump back in. League and other MOBA’s however don’t have that luxury. Even when you’re dead, I’m betting most of you keep an eye on your team or quickly look at your items to plan out your next buy.

If you don’t believe me when I say this can be legitimately exhausting, try grabbing a few friends and entering a tournament, this factor is amplified a lot when there are prizes at stake. I’ve played in two and I can tell you it’s damn tiring after the third game in a row.

There are plenty more I’m sure, but the ones I primarily think about.

#The Question(s)

You are, of course, not limited to just these questions.

  • Do you feel a MOBA in general is a more emotionally taxing genre than other games? If yes, What do you think you can take away from that? Is this a good or bad thing?

  • Are there any other factors that make MOBA’s more of an emotional investment than other online games?

  • Does League have anything unique about it to make it more of an emotional investment than other MOBA’s? Do other MOBA’s?

#Addendum

Very sorry for the delay all, I’ve been having severe ISP issues and have only been able to chip at these SALT posts when I’m on campus instead of back at my apartment. Sadly, until am3 gets their collective asses in gear I will be unbearably slow with these T_T


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17 Comments

MrBuffington2 votes

and shed a tear when a favorite character dies (Dobby anyone?)

Spoilers! :P


Anyways, I thought you were going to address emotional investment related to specific characters (in light of news regarding lore changes. Not to bring that whole discussion into this thread).

What I've found interesting about LoL is that, in my opinion, there's less room for casual gameplay. URF mode was probably the only relief from that, and even then things could get pretty tense in games. Sure, there are other gamemodes, such as ARAM, but they don't seem void of emotional investment.

I don't think any game really is void of emotional investment. You can take a single player, casual game like Angry Birds, and there's still something you're trying to do, some objective you have, and that puts tension on you completing that objective. There has to be something motivating you, some sort of investment you have in completing the objective, otherwise you would never play. I think really, different games affect different people in terms of emotional investment. I've had friends who played LoL, liked LoL, but never cared one way or another whether they won or loss, or how they were doing in the game. The could go 0/21/0 and still just enjoy running up and killing minions. They never got invested in the deeper strategy of the game, because it frankly didn't grab them the way it does most of us (and that's okay). There are people who get very invested and frustrated with Sudoku puzzles, and players at championship sporting events that remain calm under pressure.

Anyways, back to the topic, I don't think a MOBA is necessarily more emotionally engaging than other genres, or that a game being a MOBA makes it more taxing. I've played a couple casual MOBAs on Steam (Awesomenauts, Smashmuck Champions, etc.) that were really just fine to mess around in. Of course, I had my LoL brain turned on to try to break down the game, and form a meta-game around the characters and abilities, etc. but my aforementioned friend played with me, and we could just relax and kill things without much care.

I think emotional investment consists of at least three parts:

  1. Competition (with the self or with others)
  2. Time investment
  3. Intensity over the duration

In my observations, competition is what charges things emotionally. I'm sure a psychologist could speak more clearly on this/correct me where I'm wrong, but self-esteem seems somewhat relevant here; where competition with others compares us to other players, and competition with self compares us to the image we have or wish for ourselves. LoL has elements of both, which gives it a good amount of emotional investment. With the second consideration, LoL games take a fair bit of time. It's easy to get over failing a level in Angry Birds since you're not literally investing as much time in it; you can retry it rather immediately afterwards. Summoner's rift games easily take half an hour or longer, in addition to the time spent in queue and in champ select, it adds up to a fair investment. You see people get very invested in golf, even though it has relatively low intensity (as far as actions; focus is still important) because a round of golf can literally take several hours. For my third point, as with golf, there are moments of very high intensity that are very important to the outcome of the game. In golf, most of the time is spent walking or planning your shot; there's a window of a few seconds where you need to be near perfect to execute the shot you want, and your entire game could revolve around that single shot. In LoL, that could be a single teamfight, a single trade, or even a few CS, that decide the game. I find LoL similar to football/futbol/soccer in that there is pretty consistent stimuli, with moments of high intensity stimuli that are vital to the outcome of the game, and can occur at a moment's notice, leading to heightened awareness throughout the game since there are few clear cues to players signalling that the next moment is going to be game-changing.

To be continued

MrBuffington1 votes

Part 2

Essentially, I don't think there's anything about League that makes the game more emotionally intense as far as investment; I think that's a quality of the person playing the game/sport/activity, something that clicks with them emotionally or psychologically that makes the quality of that activity particularly appealing to them.

I do think there are some qualities about League that give it more broad appeal, though, as far as esports are concerned. As far as esports are concerned, the only other esport I followed was Halo 3, a FPS. There are many factors that go into the popularity of an esport, such as marketing (I don't think Bungie invested as many resources into Halo 3 competitive as say, Valve invests in DOTA2, for esample), but I think the top-down view of League is a key element. Pretty straightforward, it's easier to follow the action with LoL's natural game angle. The game is just as intense as if you were playing it, making it engaging, but it isn't hard to follow. For example, if you've ever watched Halo 3 gameplay with a floating, third person camera, it's markedly less engaging. However, watching Halo 3 in first person, being more intense, is really hard to get accustomed to if you're not used to playing the game (I know a lot of people would get a headache from watching the camera whip around so much).

Another quality is that the game is a bit more diverse in the demanded skillset, and those skills are more apparent. In Halo 3, really good mechanics and reflexes went a very long way as far as being good at the game. Moreover, more subtle elements of skill, such as positioning, weren't as clear when watching through first person. League's third person camera is a benefit in this regard, in addition to other elements, such as CSing, ward placement, etc. This is all much more visible to players and viewers; you can get more in-depth with the strategy since it is more accessible. Games like Chess are completely strategic, because everything is viewable, and you have time to evaluate everything and make good decisions. League sort of hits this balance between intensity of gameplay and stimulation due to strategy. There can be a little bit of everything for more people to get involved or interested. This does not affect the intensity of the emotional investment; I've gotten plenty hyped about Halo 3 in the past, or even listening to a great song from a favorite band, or watching an athletic sport on television, just as I have when SPOILER Dignitas kicked the pants off CLG in the 5th place match (Dig is my favorite team, and Aphromoo, maybe LiNK, are the only CLG members I can tolerate). Basically, it depends on the person what they get hyped about, or how hyped they get, but League has a little bit of a lot of things to get hyped about.

Sir ArmaMalum1 votes

Yeah shoulda spoiler alerted in hindsight, but meh, too late now! woops. lol

Anyway, I'm actually really glad both you and Mackle are disagreeing with me in the broad sense, I always enjoy differing viewpoints and both of you have explained yourselves well. ^_^

You do have a very good point on the constant stimuli, I touched on that (or at least intended to) in the "High tempo" section but I did not give it enough credit I realize after reading your thoughts. For the sake of continuation though what are your thoughts on a MOBA's general mechanics for specifically the playerhim/herself to get hyped bout? Do you feel a MOBA or another genre is more engaging, and do you feel that affects emotional investment? I ask because your explanation (imho) spoke largely from a spectator PoV (which is good!) but I want to pick your brain on the player specifically.

MrBuffington1 votes

Honestly, when I first picked up LoL, I thought the gameplay was pretty lackluster. I was actually more interested in SMiTE when I started playing LoL again; I was on a mac when LoL's mac client came out, and SMITE doesn't have a mac client, so I thought I'd pick up MOBAs from LoL before playing SMITE (I've told this story a few times on Boards, sorry if you've seen this before; I ended up sticking with LoL and not liking SMITE as much, probably because I sucked and had higher expectations of myself from playing LoL).

I think there are very few sports that really succeed outside their playerbase; what I mean is, spectator sports have a hard time drawing spectators that don't play/aren't involved in their sport. Professional golf tends to appeal to golf players and no one else, etc. Football (both kinds) are exceptions, where most people who watch probably don't play; it's more the sense of community that revolves around the sport. LoL especially falls into the category of the former, where the spectator base is just a subset of the player base (for the most part). League is a pretty complicated game compared to other sports; there's a higher barrier to entry (you can probably get the general rules and objectives in Football in a few minutes of explanation; it takes much longer to learn all the champions, strategies, etc. and be able to follow that). It's hard for a casual spectator to get hyped about a particularly difficult play because it can be hard, for the casual spectator, to understand what's going on in a game without a lot of game knowledge.

Sorry, got sidetracked on the spectator again. I guess there is more depth (in a way) to MOBAs as compared to certain other game types. For example, you can only watch so many CoD headshot montages before they all start to look the same.

I guess I'm sort of debating what actually gets a player hyped. There's the mechanical side to play, for instance, if I ever manage to pull off an inSec, that's huge for me. There's also the objective side to play, where I can pull off something less mechanically impressive, but has a huge impact on the game (a well timed Baron steal, for example). I think it depends on the person; for me, deleting someone as LeBlanc or Ryze are both satisfying, even though one arguably requires more mechanical skill than the other, but also out rotating a team and playing better strategically is also very rewarding. I think it's subjective to some extent; like I said, there can be something for a lot of people in League (mechanics and strategy), but I don't think you can really say that a particular genre of game or sport is universally more engaging (ie. I can't say that my pentakill is more exciting than a Mortal Kombat player's Flawless Victory or an Olympic Sprinter's new personal best on an objective level. All of them are rare occurrences, but I think it depends on the player or athlete's values). It depends on the person what they really get engaged in, and how engaged they get into it; I get really wrapped up in the strategic elements of LoL, the same a lot of people get wrapped up in elements of other games/sports. I can't say that Faker is more dedicated to LoL than say, Lionel Messi is to football, or vice versa; I'm sure it's on their mind most of the day, and they're job is literally to practice for it. Faker might put in more in-game practice hours than Messi, but that's probably just do to physical limits and availability of practice space/partners; they're probably discussing strategy or conditioning the rest of the time.

In terms of breadth of engagement, LoL probably has an edge over a lot of other games, the same way football has an edge over other sports. For football, you really only need a ball and some open space, which allows kids in even the poorest parts of the world to have a chance to play. For LoL, the game isn't too demanding on a computer; you can run the game on a fairly weak computer with a fair internet connection and still play at a decent level. Intensity of that engagement is personal, though.

Angry Monster2 votes

I have to totally disagree on premise of this topic and question if you ever played a shooter online. I am not talking bad halo shooters. I am talking about the kinds that get small clans and teams formed up. I used to play competitive TF2 (yes its a thing) I was on GunRunners for over a year and other teams before that. To say that the casual player or the competitive player is not invested is some of these titles makes me wonder where you got this idea from.

Have you seen what valve has done with the hat system. Its one of the reasons i left but most people have gone wild for them. Some of these hats have gone for over $1000 USD. Not a single person in league would actually pay that much for something in league.

Now if you want to compare with console online players online i can see where you are coming form. But consoles in themselves are the limiting factor more than the player base. Consoles do not have a msg board system and typing on them us awkward (you really do not type).

Then their is the fact that consoles are bought by 2 main types of gamers. The child gamer aka the parents of a child that do not want to spend 1000k+ on a breakable machine. Or the casual adult gamer, these people are the ones that go really do not care and good enough is good enough to unwind.

Everything you listed can be found in really good PC games. And sometimes they are not but they are replaced with other features that people find exciting.

I really think you are just way off base on this one. I am guessing that you have never been evolved about another title/genre before.

Sir ArmaMalum3 votes

I'm a bit confused, where in my post did I give the impression that console/non-MOBA titles couldn't be as involved? I can assure you that wasn't the intention, and I apologize if I made it seem that way.

My theory is that MOBA's naturally require more emotional investment than other genres. In other words, their emotional investment floor is higher, not that other genres could generate less (lower ceiling). I completely agree with you that other genres can grab player just as much if not more than MOBA's depending on the player. (I was actually in competitive TF2 myself XD. For a very short time though, the team didn't hold together unfortunately, college life). This based purely on an analysis of the genre's base mechanics.

If we want to compare TF2 to League my thinking is that TF2 doesn't require as much emotional investment in a team situation. Again, in a sense of a higher floor but not lower ceiling. Primary reasoning being that, simply, there are less people on your team (if we're comparing standard competitive TF2 teams with League pre-made) so your individual performance commands a higher percentage of your team's performance (6 vs 5). League also commands a higher mechanical presence of momentum (again, not saying TF2 doesn't have it, just League has more) with laning pressure. Yes TF2 can have moments of momentum playing a key role against engy nests/strategy implementation/key class killing and what not but in the end a kill at the beginning does not bear as much impact later in the match as it does in League. Simply because League rewards that kill with gold and exp, which are then used later to grow in power and reach later game faster. TF2, however, lends that kill to an opportunity to push/cap/etc at that specific moment. What that does is generate a high tension (and consequently a higher emotional investment in the moment) at all times in a League game whereas in TF2 it's tension peak is generated at a cap point, having the flag or a full team engage. (I'm not counting class/champion high points as in my eyes they are equivalent in both games)

Angry Monster2 votes

Valve does not host quality servers nor does valve host enough severs for any of their games. Someone is paying a monthly fee for a server to exist and to play with other people. If that is not emotional investment i do not know what is. They are paying monthly to play a game with others.

Your original argument was about team reliance was that you have to count on people and still preform. I say that team mates matter as you go higher not lower(up to a cap). I played highlander and any time we lost a person we felt it deeply. We were all specialist in our classes and some of us just knew how we were going to react in certain situations. You could not just pick someone up. After GunRunners i refused to put the emotional effort in again. Losing my team for a 3rd time was to much.

I am just not seeing this high ceiling for investment compared to other games. Again i bring up the Hats in tf2. They are part of the game, sadly for some they are the game. People are addicted to their hats.

League at the start of the game is a pretty low tempo game. Also their are alot of stressful late game moments but nothing is happening. That is not high tempo though, that is only positioning and waiting for a opportunity. High tempo is combat. I would say other genres are more about tempo than league. What other genre has a phase where you are supposed to level up in? I am sure you seen pro matches first 10 minutes is usually yawn. Only when people make a mistake and overextend does it get interesting in the early game.

Strats do not exist for most players in league. If it did people would ward more overall. Most plyers just count on out playing their opponents and rolling the advantage. While that is a start its not a in depth one. It is the most basic one in the game. Higher level starts actually exist when you have more players since you can choose more options with said player combinations.

Damn i missed the bus writing this.

Tuss2 votes

I think the main cause of investment, and by extension the cause of all the negativity in the game, is because of one simple thing: you can not leave.

In other games, shooters mainly, you can often leave whenever you like, with the only penalty being that you won't get any currency or exp for the match. But if it gets you away from that spawn camping sniper bot, it's a small price to pay.

There's also the fact that many other team games allow players to join in the middle of the match, meaning that if someone does leave the disadvantage won't exist for long.

However, simply because of how MOBAs work, allowing players to join mid match should someone leave is simply impossible, and because even just one player leaving is such a detriment to a team, harsh punishments have to be hung over the act of leaving. So if you start a game, you're stuck there no matter how it goes, no matter how annoying or inept your teammates are or how much better your opponents are than you, because if you do leave you risk the chance of having the ability to play at all stripped from you*.

So you're pretty much forced to care and focus and put in every ounce of effort into a game that won't end until 20 minutes in (though probably later as despite having no inner turrets your jungler got a lucky triple kill just when the vote came up)

*Most wouldn't think to make another account I would assume. I know I didn't before I learned that smurfs were a thing.

Sir ArmaMalum1 votes

I think the main cause of investment, and by extension the cause of all the negativity in the game, is because of one simple thing: you can not leave.

I completely agree this is a major factor in negative emotions proliferating games, I did not mention it in OP because I felt there would be a confusion in the semantics of emotional investment and time investment playing their part in that, so I'm glad you brought that up! League's locked-in game length is fairly impressive honestly, when compared to other arena games. And this brings in a unique issue with such a popular game engaging so many different types of people.

I can think of a lot of people that, if locked in a room for almost an hour, I would go completely nuts. There are just people that don't get along with other types of people, and League brings that to a new level with the (inevitable) anonymity and lack of true repercussion present in an online game, at least all imho.

So for the sake of continuation, would you say this time investment more plays a part in the emotional investment of the game ("I really want to win this!") or stands alone as a frustrating inconvenience ("you're wasting my time!")?

Tuss1 votes

Mostly the latter, but I would think both. No one wants to see time and effort put into something for a significant amount of time go to waste because of other people. To see your snowballing lane become moot as your mid lane couldn't help but feed, their opponent then preying on bot lane and the jungler, and now for the next 20 minutes you're stuck dead, not playing the game, whenever their ult is off cooldown.

You worked hard getting perfect CS, for timing your ignite so the last tick would kill them, so you're skilled enough to see when it's a losing battle. But the rest of your team clearly isn't, still somehow thinking there's still a chance you could win even after they aced your team for the third time. So you're stuck there, fighting a pointless fight, for if you even stated the potential desire to afk you risk being banned.

MackleDoge1 votes

I'm bogged down with schoolwork and class today, so I'm going to make my participation in this one short and sweet. I don't think that MOBAs have any particular increase or decrease in emotional investment over other types of games, at least not on average. Obviously it will vary for each individual person, but there isn't much to discuss there in my mind. I'm tempted to say that people get way way too emotionally invested in League, but I'm going to separate it into two different categories, if that isn't too much of a bother.

Attachment to the Game

I define this as a person's interest in the game itself, things about the game, and Esports. This is the right kind of emotional attachment and investment to make in my opinion. I love Esports, I watch every LCS and Challenger Series game (both NA and EU) and watch as much of OGN and LPL as I can with my schedule. I love the game itself and I love the strategy and level of detail and nuance in between player matchups, lane matchups, and the team competition. I also thinks its great to emotionally invest a bit for memories of fun games or times where you did something crazy and it worked out.

Attachment to Individual Performance

This is where it all goes wrong for me. I don't mean to be rude or condescending, but the League community tends to think they are more important then they actually are, or at least they take themselves playing this game far too seriously. Ever see those people in ranked that get so upset that they have to insult everyone on both teams when they made a mistake? To me, that's a sign that they are way too invested in the game, and not in a positive manner. I know people hate this, but it is a game. Even professional players will one day retire and move onto another actual career. There are more important things in life: school, work, family, friends, your health, etc. I just think people prioritize playing this game (or any game really) far too much when they start getting upset or angry or just flat out mean when something goes wrong.

Sir ArmaMalum1 votes

I know that feel Mackle, I actually just got out of my Electronic Materials class and a bit braindead because of it so if I get rambly tell me, lol.

Anyway, your point of focus on the individual is perfectly valid imho.

I wish I had actual data to fall back to, but unfortunately I have to run with sweeping generalizations. The reason I believe MOBA's have a key point around it over other games is that in my personal experience I have seen people go from CoD, WoW, Smash Bros. and other games to LoL (or Smite) and change completely. Before they would be fairly chill, even on competitive levels. But as soon as it gets to League it goes downhill quick. Obviously I am basing my opinion off of a very small case size and I can't 100% say for certain that League (MOBA's) are the key pivot point, but as far as I as an individual have been made aware League has that effect on people and I think these are a major factor. Or it may just be the popularity or even the fear/assimilation of the infamous community behavior. Or maybe a bit of both.

Eh, this is why I hate working in broad statements, no definite round to stand on. XD

All that being said, I do agree with you on your specifics. A lot of people get carried away with League and can let it get way too far. I'm a hypocrite for saying that, yes, but at least I'm aware of it. lol

MackleDoge1 votes

Not overly rambling, just the right amount.

I can see that idea, but its actually the exact opposite of what I have personally experienced. I played CoD competitively during Modern Warfare 2 and Black Ops, and when my friends stopped playing that I did too. Coming over to the MOBA game style actually significantly lessened my emotional attachment to my own performance (to be fair this could be because I generally just play with friends and I don't care much for ranked play in League). I maintain the same passion for the game itself, I love watching and studying the game, and I still spend a lot of time on League however, I don't get that same sort of emotional high or low from the MOBA game style as I did with CoD (or CS for that matter) despite both games basically having irrelevant individual matches.

Like I said, there is an awful lot of individual influence over what people get attached to and how they get invested, so it is sort of difficult to discuss any in depth details without, as you mentioned, actual data to represent and try to extrapolate out into meaningful sentiments.

Drive By Max1 votes

I personally feel as if a moba is more taxing than almost every other genre out there. The reason is simply because a MOBA is, in my opinion, the most teamwork oriented game out there. In a shooting game, if that person leaves, oh well, one less person for the enemy team to kill, and one less feeder. In a moba, that person is condemning their team to a likely loss, as teamfights will be 4v5, and the team of 5 will push that advantage. Team of 5 has more damage, cc, and pushing potential than the team of 4.

League as a moba is emotionally taxing, simply because it's such a large game. As the most popular game in the world, people think that it means they should always win and they become pro, so they start raging at you. Don't get me wrong, the league community is getting better. I've noticed it happening in my games. League as a game though is probably the only game that I've stuck with for more than a few months. Any other moba is nothing but a minor distraction, as I always come back. There might be a better company with a moba out there, but league just draws me in, I can't stop playing. It's an addiction for me.

Mattarias1 votes

I'd just like to add: As much as I love League, as much as I wanna get through my placements...

Now that I'm back into WoW, I have zero motivation to play League. Warcraft is just so much more relaxing. No pressure, no competition (unless I want it), just me and a bunch of flammable NPCs.

Stephenizgod1 votes

Hmm i wonder how i should word this because i got a lot to say about it...

Short and Simple: I dont think MOBA's have more of a emotional investment then other games, although i do not think you are totally wrong ;D.

Since im not quite sure how to word it i will use an example of my all time favorite game Dark Souls:

At first it was just a regular old rpg style game, but as i began to play it more i learned there is more to combat then hack n slash. This was my first step in becoming more invested, i wanted to find a fighting style that fit me (i chose a Faith build, for those who know what im talkin bout) and so i looked for items. Once i started finding more and more items i was made even more aware of the different options available to me. Then the biggest change of all, i started to read the items lores. I learned of all these different people and places, i started to delve deeper into every little thing i read or heard or saw. The storyline i thought to be non-existent turned out to be far greater then any game i have ever played ever. I was not good enough to find everything, nor was i smart enough to pick up on every little thing, so i looked to the community and found this whole Youtube community devoted to the lore.

As some of you know i like to write and be creative, i became emotionally invested through the vast creativity of its lore and story.

Now this is not the same thing i get from League of Legends (even though i love to write concepts) but yet the feeling is just as strong. What i get from League is a test of my reactions, quick mindedness, and ability to work with a team even when all alone. Basically i feel League is a test of my skills as a gamer and this is fun, especially when playing with (or against) my friends. Now im not saying Leagues lore is worse then Dark Souls (although im thinking it) but it is not the reason i play League. So i feel i have the exact same amount of attachment to League and Dark Souls, but they attached emotionally in two different ways.

So in a sense what im saying is all games can have a deep emotional investment, but they do it in different ways and i do not think any certain genre does it better then others. I am more attracted to deep lore and creativity which is what made Dark Souls my fav game, but i also love League and Borderlands (which has like no storyline) and hopefully Destiny (is anyone else as excited as i am???).

Earl Eulrich1 votes

Interessting topic...so here´s my take:

I think there´s many ways to get emotionally invested into sth...and Mobas like LoL just thrive the competitive emotions, which often result in frustration when things go badly. There seems to be too much pressure to win games, and too many people/factors you can blame other than yourself. In single-player games there´s just noone to blame other than yourself (or the developers) if you fail...but in the moba-environment it´s always balancing or your teammates (or a combination) - which leads to a situation where you take part in winning games, but if you lose it´s everyone else...investing a lot more negative emotions than positive most of the time, especially when you don´t play premade...as the teamwork-factor is just sth. you do to win a game mostly, not sth. you do for it´s own sake.

So no, i don´t think Mobas create more emotional investment than other games, but they rather invoke negative emotions - which is somewhat the fault of the environment/design and somewhat the fault of missing immersion I think. In a story-driven-game where you are part of the world you can find motivation to do things way beyond just winning the game, and you can joyfully fail (currently you partly can do that in LoL, and I think in story-driven matches like Factions or just some fun premade games of void-comp or similar there´s just a lot less pressure on winning...you just want to see how things play out, no matter if you win or lose) or just walk around and aimlessly explore the world. Without that immersion it really is just about winnin the game anymore, everything else is void.

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