Does League of Legends Use The Right Approach In Reforming Players?
People with Alcohol abuse problems, they go to AA. People with Drug addictions go to hospitals and rehab.
Why not create an unsportsmanlike rehabilitation mode for League of Legends?
This could be one or more game session(s) required to be played out by players when they are punished by the system (as opposed to being chat restricted) which teaches them how to be sportsmanlike and the importance of doing so.
It's been studied and proven that punishment usually leads to further crime does not prevent further crime. When someone is put in Jail or Prison, they're even more likely to end up back there after that point. When looking at League, I'd say it's highly likely the same principle applies. League of Legends only uses punishment to correct player behaviors, the same method proven to be the least effective at solving the problem. That is a huge part of why I personally feel that from the beginning of time, all of the "Reform" and "Player Behavior" research that has been done for League of Legends is vastly inaccurate. Riot always points to these for their reasoning, but it's difficult [for me personally] to accept due to being defective at the very core.
Take for example the system in place currently for loot. Riot attempts giving players -Skinner Boxes- so to speak (if you do not know what that means look up B.F. Skinner on Google), and random keys, as a reward for players. The issue from here however is, the reward is more associated with leveling and in-game activity than behavior. Due to this, when a players loses such a reward, it often feels as though there really is no incentive to improve as a player and try to get that back.
Random RNG (Keys) --> Reward,- Good In-Game Play --> Reward,
- Leveling --> Reward,
- Bad Behavior --> Punishment / Lose Reward,
- Good Behavior --> Nothing.
This system is too intermingled with others already in place, and it's not powerful enough to stimulate someone to take it seriously and improve their behaviors. In order to actually make a working system, these two things need separated completely. There are a lot of different ways this could be achieved through what's already in place with the Honor levels (it's not all bad), but first it has to start with promoting good behavior for players who don't have anything.
When someone is Honor level 0, or 1, whatever it is, they do not have any "reward" even when they are following a good behavior pattern. The thought really turns too "I'm already at rock bottom, it can't get any worse", instead of "Good things happen when I improve my behavior!". It's a long ways back up to Honor level 2. Even getting back up there, nothing good is happening when you get there, so naturally everything after that point is taken for granted. Players can't feel the power of the work and effort at play reaching milestones, it's all just numbers on a screen with little meaning (outside of a different icon on the screen). Some players do feel good about being Honor Level 5, but did they really feel like they were rewarded for working hard? Or perhaps did it feel more a matter of grinding out a lot of games -- with the same behavior they've always had while playing League?
There are just not enough visible signs which help a player understand when they're on the right track, and not any incentives to keep them going. The RNG from Keys + Boxes should be removed completely. Players shouldn't be rewarded for RNG, they should be rewarded for good sportsmanship. The Flair idea for receiving honor is cool and on the correct track, but this should also be extended even further. Players who receive an exceptional amount of honor in any given game (3+ let's say), should be given the keys and/or boxes (instead of randomly).
A lot of games use V.I.P. systems that are pay to win. Why does such a method keep people buying? It works because bigger is better right? The Honor System in League of Legends is essentially a very poor V.I.P. system. As a player, everything is lost when "de-ranking" and it doesn't impact much when reaching high levels (4/5). In other games, having a high level unlocks great features such as EXP Boosts and Shops, but in League -- Uh... Well... You might get a Flair if your teammates are feeling generous, and uh... There's some RNG chance you can get a RNG reward? occasionally you get a small reward?
I'm sure the point can be understood, there needs to be something impactful from actually having a high honor level so that players feel like they absolutely must have it. That might include getting more EXP and Blue Essence for matches with every Honor level, to unlocking different shops where items unique to each shop, can be purchased with both real money and Blue Essence.
At any rate, for now I'm hungry, tired, and can't keep my thoughts in one place so I'm going to cut this off here.
The systems in place do not feel impactful (to me), and I'm not so sure that they even accomplish anything. Is exiling players through bans, instead of giving them better incentives for good behavior, really the right way of doing things? Is there a better way? I personally believe there still is a lot of room for improvement in the Honor system and the punishment systems, but perhaps there is something that I'm missing.
Who knows? :p