New Game Concept Design for the LoL Universe

Captain PIanet·4/8/2018, 1:23:15 PM·1 votes·465 views

This is a very general idea of what I have in mind but feel free to critique and discuss. I am new here so I apologize in advance if this post has redundant aspects or breaks rules in some ways.

-Nations Outline This game is post Runewars and is focused around 50v50 PVP. This game idea takes influence from an old game (Fantasy Earth Zero). It was a good game that was mismanaged but I feel that Riot can flesh this idea out to its full potential. The major participating/playable factions include: Noxus, Ionia, Freljord, Demacia, Shurima. Bilgewater will be a location to spend in game currency and gamble for rare loot. Piltover will be the location for the global marketplace where players can exchange and sell items (Mainly cosmetic items will be purchased here as the respective nations will have their own market to buy basic items). Zaun will be the location where limited time items will be sold in flash sales or for very specific, dangerous quests. The Shadow Isles will be a location for intense raids and PVE battles specific to the nation. Mt. Targon can also be a location for dungeon like instances. The void will be a world event which requires the players from all nations with smaller nation specific events popping up throughout the normal state of the game. Bandle city has not been established in my concept of this game yet.
-Basis for PVP Originally the goal of the game was to have the 5 nations situation around each other with an unnamed land in the middle to fight over, but since some of the universe has already been established, some tweaking can be made to the game concept or lore. The initial incentive to fight is for pride and recognition. People can choose to join the threatening might of Noxus, the raw spirit of Ionia, the unyielding tribes of Freljord, the lawful society of Demacia, or the rebirth of the once great Shurima. Each nation has a reason to establish themselves on this unclaimed land and call for players to protect their values. For the most experienced players, there is the option to actually join prestigious organizations such as the Du Couteau Family, the Trifarian Legion, the Kinkou order, or the Dauntless Vanguard among many other feared groups. If prestige is not enough, certain pop-up events with various rewards will ‘randomly’ develop and depend on having access to these lands. For example, Zaun vigilantes accidentally let loose a large pack of modified drake hounds on their way to Noxus and if defeated these drake hounds provide: recognition for the respective nation that can be used to raise ranks, zaun technology that can be exchanged for equipment, and in game currency. Depending on the support that this may get, lore can be updated to parallel in-game events and create a very immersive and purposeful experience. -PVP The actual gameplay during the 50v50 PVP still holds similar ties to the League of Legends. There are still two nexuses at each side of the map and the point of victory is the destruction of the enemy nexus. Declaring war on a territory (five people of a single nation voting on a location to build the nexus) will initiate the construction of a nexus. Five minutes will be given to the defending nation to notice the declaration of war on the main map, enter the map, and vote for their desired nexus location. If no effort is made within these five minutes, an automatic location for the defending nation’s nexus will be constructed. After these five minutes, war will proceed. The major objective is to build towers. Towers give vision like in League of Legends but also deal damage over time to the enemy nexus. Towers can only be constructed in territory that is already claimed by your nexus or towers and cannot be constructed on territory that is claimed by enemy towers. So building towers will grant vision, damage the enemy nexus, and prevent the enemy from constructing their own towers. The destruction of a tower does an immediate chunk of damage to the respective nexus. Therefore, the fighting will mainly revolve around making paths for towers to be constructed and protecting the towers from being destroyed. Other buildings may be included to increase the complexity of building and the approach to strategies in war such as walls, bridges, and alters (acts as a fountain). Resources to build these structures require crystals. ‘Mining’ these crystals requires a passive action such as crouching next to the large crystal by the Nexus. Crystals will appear in the player’s inventory over time (~1 crystal per 5 seconds) and can be traded. The emphasis on the passive mining is due to the fact that players will want to be part of battles but will not always want to be in the front lines. Perhaps they need to grab a snack, give their carpal tunnel a break, or want to call shots from the backline. The idea is that there needs to be an option for the action to cease without needing to leave the battle all together. This interaction provides that downtime.
Other than buildings, war includes summons. Runeterra is known for its grand mythical beasts and leaving them out of war would be a shame. Each summon has a purpose and specific requirements. There will be a summon that is specific to destroying buildings, a summon specific to killing players, a summon specific to deal massive damage to the nexus, and summon specific to killing other summons. The design of each summon can be specific to the nation. The crystals required for the summons can be balanced down the line as well as if a specific building is required to summon them. An idea that can be played with is the ability to summon legends with champion shards. Champion shards can be earned through very difficult quests that are posed by the legends themselves. The map that war is being waged on has appropriate terrain (Dunes closer to Shurima, Plains closer to Demecia, etc.) and some remnants of buildings can be included to create points of interest. The size of maps should be large enough to sustain a spread out fight for 50v50 pvp, but not too large that running to battle takes up an unnecessary amount of time. Quick play is essential to keeping the pace of battle up. Terrain also includes interesting factors such as canyons, cliffs, and maybe even rivers. -PVE PVE will be mainly used as a method to farm items used in war such as summoning shards for specific beasts or for consumable potions. It can also be a place for quests, earning reputation in the nation, and practicing combat skills. PVE also allows for the inclusion of a lot of lore in the form of interactable creatures in an open world-like map or raid/instances specific story lines. -Classes Classes and Weapons would ideally be standardized to facilitate balancing but that would destroy the story behind each nation. Weapons can be similar in some cases but careful balancing will have to be done so one nation does not have an unfair advantage over another. The skills and weapons for the players will pull from key figures from that nation. More thought has gone into this but will be excluded to save space since this topic is very susceptible to change.
-Appearance Due to the serious nature of the LoL universe, the appearance of the game will most likely run in between the current thematic art in League of Legends and realistic. This will run in a traditional 3rd person MMORPG style but will include a more zoomed version to create a more personal experience. FPP can be achieved by certain classes. Skills should be made to feel impactful and should strive to be all skillshot based while minimizing the clutter of large flashy moves that makes large scale PVP confusing and unappealing. A revamp of combat might be necessary to break away from the meta of RPGs that is devoid of rewarding combat. FPSs are a good example of how simply having responsive, skill-based combat with an above average learning curve makes the game very appealing. My vision for combat is something similar to Overwatch but pushed even further. This includes normal versions of skills, amplified versions of skills, and dodging/blocking mechanics. Creating explorable versions of the capitals and cities surrounding these famed nations are key. So much artwork and literature has been devoted to creating these perfect worlds, all that’s left is 3D modeling it. I can already imagine is chilling with a guild at one of these capitals waiting for a spicy war to be declared.

People have been craving a good MMO for a while and I feel that Riot can deliver a good game especially with its dedication to world building and its ability to continuously update content in game that is reflective of this world building.

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