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LoL Design Values: In-depth with Mastery

Riot··3 votes·23,266 views
It's the second entry in our ongoing League of Legends design values! Last time we had environment and clarity designer Richard "Nome" Liu go in-depth on why Clarity is important in League of Legends. Up this week is Riot Games' Vice President of Game Design, Tom "Zileas" Cadwell, here to talk to one of League's most central themes: the pursuit of mastery.

Zileas has been a part of Riot Games for a long time and he's actually the one who first introduced several of the terms used in our design values series – like Counterplay. Today, however, Zileas will be focusing more on mastery as it relates to every design decision we make in League and why it's so important to the game as a whole. Onward!
Chris ‘Pwyff’ Tom

Mastery

Players are driven to play different game genres for different reasons. In MMOs, it might be a feeling of progression or social achievement. In single-player, story-focused games, it might be about immersion, or making your way through a deep narrative. In the MOBA genre, we believe the main thing that motivates players to stick around is the pursuit of mastery.

Whether you're trying to be the best League player in the world or you're just picking up on how to last hit, playing League of Legends is about continually growing and becoming a better player. We believe that players who play League are seeking mastery, and our design philosophy is deeply tied to this idea. For our part, we hope to make a player's journey endlessly rich and fulfilling; someone who adapts quickly and instinctually should be rewarded as much as the one who spends days figuring out the most optimal path forward - both are pursuing mastery in their own unique ways.

We’ve identified three major areas of mastery: personal expertise, teamwork, and adaptability.


Personal Expertise

Personal expertise is the direct skill you bring in controlling your character to win a fight or earn gold. It’s your ability to last hit, execute a basic combo, dodge and land skill shots, or make an informed decision in a fight. Some of the ways we can support personal expertise include:

Creating optimization paths for champions is a design strategy we've spent more time on over the years. When we design or update champions, we ask if there are multiple levels of mastery possible – places where a player can fine-tune their skills to become even better over time. Yasuo and his passive, Way of the Wanderer, is a good example of growing mastery, where maximizing Flow through movement and ability use – and ensuring that large flow increases aren't 'wasted' on a full bar – can separate the good Yasuos from the great Yasuos.

Rewarding consistent demonstrations of skill is an important philosophy for us, and this means smoothing out cases where this isn't true. As an example, system overhauls are large projects that try to build more potential for mastery. We continue to look at League and ask ourselves: when and where are players unable to use their skill to shine? And where these problems exist, is there a way we can fix it?

Here are some examples from the 2014 pre-season changes where we made system overhauls to reward consistent skill:

  • Reducing team snowballing allowed players to win more often via their skill than their stats. When teams snowball out of control prematurely it becomes impossible for the opposing team, even with amazing play, to recover. On the other hand, a really 'fed' single player can still be focused and killed. 
  • Stronger support scaling allows support players to continue to show their skill into the late game, rather than being overshadowed by the rest of their team in importance. When your power level is too different from other players in the game, even highly skilled players can feel like they're not making a difference.

Counterplay, which will be further detailed by Morello in another blog, is the philosophy of designing champions to be challenging to master for both the player playing them and the opponent trying to beat them. When two champions fight, we want nuance, thought, and timing to matter in both directions, which means the best player should win. You're only as good as the opponents you can beat, and a champion that lacks counterplay is one which, if executed perfectly, leaves their opponent with shallow or nonexistent response choices.


Teamwork

Teamwork is the ability to read a teammate's intentions while also giving cues in turn, or the ability to stay positive when setbacks occur, or the ability to do what's best for the team at all times.

We design for teamwork in two major areas: teamplay and team incentives.

Teamplay is a design philosophy similar to counterplay, and Statikk will be going more in-depth in his dev blog. In short, if a particular strategy or set of abilities become stronger with increasingly effective team coordination, teamplay is there. At a basic level, this means that we have to design in a way where your teammates need to care what you're doing, and react to it. To do this, we try to make abilities, like Thresh's Dark Passage, which greatly increase in power when the team collaborates effectively. 

Team Incentives encourage players to play as a team. Basic systems like assist gold are an example of this, as are objectives like towers, dragon and baron. We've also positioned all of League of Legend’s out-of-game rewards and ranked play (wins/losses) entirely around team success in order to reward players for playing as a team. This has the final effect of helping players understand that the path to mastery must involve the mastery of teamwork.


Adaptability

Adaptability is both your ability to learn and respond to new ideas, new threats and new changes, along with your ability to play in a variety of styles. Different players are adaptable in different ways. Some choose to pick up a large number of champions, while others spend that time deeply mastering one along a variety of builds. We try to support both, but fundamentally believe that to pursue mastery in League is about being an adaptable player. 

Our primary method of rewarding adaptability is through system and play balance changes. We aspire to keep as many champions as possible viable at a competitive level (to mixed success, admittedly), and also spend a lot of time trying to increase the amount of viable team-level strategies. The better balanced the game is, the more we can reward players who remain adaptable against a wide breadth of threats, and similarly reward them for investing time in learning to play less-popular champions and strategies.


Closing Thoughts

We're committed to continuing to improve the potential for mastery in League of Legends, and look forward also helping you understand the ways we can achieve this goal (or give us feedback if you feel we're not!). We fundamentally believe a game where you know you're getting better with effort is also a game that's rewarding to play. We also hope you'll remain committed to your own mastery – and that this blog can serve as a reminder to challenge yourself to master new skills, champions and strategies!

Tom "Zileas" Cadwell

626 Comments

Sorion214 votes

Got baited. Thought this was about new masteries for Season 5 or something.

One Tilt22 votes

Looks like the title lacked for summoner 13

Tahalden78 votes

Thanks for the next entry in your Dev Blog! Great read.

One of the things I miss in how you describe Mastery as a design value is the long-term goals in a single game. Which overall strategy does a team follow? Or in other words, what approach does a team take for attaining victory? Do you play with a focus on objectives, early pressure, late-game hyperscaling, team fighting, ...?

This sort of belongs to teamplay, but the way you describe it here, it refers more to player interaction on a different level (such as the Thresh lantern). In a way, this is also what one could call "the meta", but that then relates to adaptability: can players adapt to the regular changes, which may or may not push the dominant strategies into a different direction, and therefore change the meta?

What do you think of "the meta", in fact? Basically, the meta is a dominant strategy that teams (on a competitive level at least) prefer to use. This implies that alternative strategies are not optimal. Do you actively try to 'change' the meta? Is that your goal with balance changes? In an ideal world, many different strategies exist on a similar level in terms of success rate, but that seems so incredibly difficult to attain. But what if you could attain that perfect balance between different strategies? Then there is no more meta to change, no more need to evolve the game in that sense (apart from the alternative goal of making as many champions as possible viable). Would that even be possible?

Cheers again!

Nssheepster19 votes

I agree. It seems as if A)Players don't appreciate changing the meta, and B) That the meta only changes when Riot patches something, and even then, only enough to incorporate the change, never further. Even TCGs have multiple strategies that are all equally effective, but League only has the one. It's not that there aren't perfectly viable strategic alternatives, or even that these can't be made easily, but that both Riot and the LCS teams make no effort towards a change. On the LCS team's part, I assume they're simply feeling skilled at the current style, and obviously wouldn't want to be the first to risk using a different style. But I cannot understand why Riot itself puts no effort into other, "non-meta" strategies. I would love a Dev Blog all about their opinion of the meta, what they feel it is currently, and what they feel can be done to change it.

FlakFlayster19 votes

I agree with you 100%! When one champ gets skilled or better adapt at breaking the meta; riot always patches the game so that the champion gets restricted so that it cant break out of its meta. Examples: Every "support" characters. "Support-champs" are not allowed anywhere else but bot-lane. Nothing else can be played as a "support", even if they have enough crowd-control to change the tide of a battle.

The worst part is, Riot claims that they support plays ability to adapt and mix things up by being creative and different. But yet dont support the idea when plays avoid following the routine, when every game/match looks exactly the same (Or supposed to look exactly the same as some match viewed on LCS). It's annoying that this game cant be played to be fun, surprising, and a new experience every time. The moment a player senses something is different. It's nonstop whining, complaining, and avoidance.

Players dodge even in normal matches, and are extremely ignorant to let a player skilled in their own play-design play a champ they feel is best for the given situation. There are many times when i get stuck with support role, and i pick someone different i get good results (element of surprise plays a lot to this; good results can happen for either team when played with or against). But instead i get forced into picking a lame champion and forced to play in a way that someone else thinks a game should be played, rather than how comfortable i would be as the player/gamer myself.

Wish everyone wasnt so closed-minded about this subject. It's ridiculous and annoying to have over 100 champions, and can only be allowed to play about 15% of them because of how ignorant everyone is.

StarWarp19 votes

That is why the meta is the way it is... You guy are complaining about how the meta isn't changed because certain champs with certain characteristics in their kit can't go in certain places "Examples: Every "support" characters. "Support-champs" are not allowed anywhere else but bot-lane. Thats enforcing the meta right there... Sure Support champs can be played roles other than Support bot. Why does Riot have to change it? You change it. The meta is a set of rules that players obey, but disobeying it has no consequences. Disobey it all you want. No one is forcing you to use any sort of strategy. What you are asking, is that Riot or an LCS SHOW you another way so you can follow that. Everyone starts following that strategy would make those 2 strategies "the meta". Try duo jungle, or a jungle and a support. The meta can be broken, whenever you want. You saying it can't, is the reason why you haven't.

I think the meta exists because it makes the game more strategically fun; like a game of Chess. Everyone starts remotely similar, and its how people play that changes the game to a win or a loss. Instead of one strategy plainly being better than the other. Say, you had this strategy, (the summoner spells, champions, runes and masteries that compliment this strategy) and you play against another strategy, both "breaking" the meta. All of a sudden, you notice during the loading screen, oh my god, they are using the counter to our strategy. Well then, you just wasted 30 minutes of you life, because its already weighed in their favour. Or you are playing a normal game of LoL, without your regular team, and you notice theres a support following the Jungle. You would most likely get mad, especially if you were ADC and the game would be thrown because of that one kid... Who was trying to break the meta. Maybe it would've worked? It's just the fact the rest of the team wasn't situated properly for this strategy to work? No one went and created an alternative strategy for playing chess, they just used the "meta" because it was recognizable, comfortable, and it makes it so the skill in the game is more critical.

This is just my opinion, you can complain about how LoL is all you want, and how you want others (Riot and LCS) to change the Meta for you, or you can try to try new strategies yourself. If not, then just embrace the game how it is.

NetherDemon71 votes

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