Leauge of Legends as a MMORPG ( more like wow i mean )
Imagine World Of Warcraft based on League Of Legends map & story .
Well would take some time to make but it would be great lul .
Or maybe a cardgame :P .
Imagine World Of Warcraft based on League Of Legends map & story .
Well would take some time to make but it would be great lul .
Or maybe a cardgame :P .
I would love something like that, discussed it in the past fairly often. League of Legends has so much potential to create a great RPG with it's lore.
I would love to play a character in such a game, starting with nothing and train my way up to become a champion some day.
Imagine hunting criminals with Caitlyn and Vi as your quest givers in Piltover. Trying to find out what is poisoning the waters in Zaun, getting encountered with Twitch. Witnessing the awakening of Galio, when Noxus' army is striking again.
And a special opportunity in my opinion would be void creatures.... Imagine something like that: If you are picking a void creature as your character, you start as a larvae in the void. You have to eat small creatures and plants to gain DNA points and with them, you are able to evolve. You can chose new features, like spikes, poison, the ability to dig in the ground and so on.
After reaching a specific amount of DNA, you can take void rifts to enter Runeterra. To do what? Well, hunting other players of course! If you know the game Evolve, I imagine something similar to that. You are playing your strong void creature and enter a "hunting ground". Players which you encounter there, can fight you. Defeating and eating players gives you additional DNA points to evolve. If the players are slaying you, they can get special drops.
Imagine to be able to ascend in Shurima, picking one of many animal forms to transform into. Getting chemtech augmentation in Zaun, making you a battle machine like Urgot. Crafting your own hextech devices in Piltover, but you have to search rare hextech crystals to do so.
I start drooling just thinking about a game like that. [sg-jinx]
Would honestly be terrible, for the same reasons that WoW and pretty much all MMO's are bad nowadays. The ability to consistently update them is lacking (there is only so much you can do on an aging system and software), and design wise you are generally rather limited. There has to be leveling, quests, a lot of content, etc.
It's hard enough to create a Single Player RPG, it's more so difficult to properly create an MMO. A good Singleplayer RPG only has to last 20-40 hours typically, their mainstay is progression and the development of characters and story over time.
MMO's on the other hand need far more than 20-40 hours of platyime, and realistically it's impossible for them to churn out enough content, especially profitability wise, to keep the investment being worthwhile every month. There's a reason that the number of 'subscribers' drops about 1-2 months after the new expansion comes out. It is released after about 2-3 years of development each, and then a month later the majority of players have already beaten the content.
Which is why there is so much time-gating, repetitive quests, and grinding in these systems. I mean, I was able to get a new character up from 0 (literally wasn't even made yet), to max level in about two days or so (then again I played a lot of WoW so I knew the most efficient routes and methods, etc.). It took me about 4 days to finish all of the new content in the expansion that wasn't hard-locked behind time gates. (That was me only playing a few hours each day, and most of the time after hitting max level on a character was simply grinding out dungeons for the increased ilvl to see the 'harder' content)
The simple fact is, MMO's for the most part are not interesting to play for extended periods of time, as referenced by every single MMO losing a massive amount of it's subscriber base within 1-2 months of release and/or release of every expansion. It will usually peak during these times, but then devolve into irrelevancy while the game designers introduce repetitive content to keep the players who are for some reason still playing, playing.
Would honestly be terrible, for the same reasons that WoW and pretty much all MMO's are bad nowadays. The ability to consistently update them is lacking (there is only so much you can do on an aging system and software), and design wise you are generally rather limited. There has to be leveling, quests, a lot of content, etc.
It's hard enough to create a Single Player RPG, it's more so difficult to properly create an MMO. A good Singleplayer RPG only has to last 20-40 hours typically, their mainstay is progression and the development of characters and story over time.
MMO's on the other hand need far more than 20-40 hours of platyime, and realistically it's impossible for them to churn out enough content, especially profitability wise, to keep the investment being worthwhile every month. There's a reason that the number of 'subscribers' drops about 1-2 months after the new expansion comes out. It is released after about 2-3 years of development each, and then a month later the majority of players have already beaten the content.
Which is why there is so much time-gating, repetitive quests, and grinding in these systems. I mean, I was able to get a new character up from 0 (literally wasn't even made yet), to max level in about two days or so (then again I played a lot of WoW so I knew the most efficient routes and methods, etc.). It took me about 4 days to finish all of the new content in the expansion that wasn't hard-locked behind time gates. (That was me only playing a few hours each day, and most of the time after hitting max level on a character was simply grinding out dungeons for the increased ilvl to see the 'harder' content)
The simple fact is, MMO's for the most part are not interesting to play for extended periods of time, as referenced by every single MMO losing a massive amount of it's subscriber base within 1-2 months of release and/or release of every expansion. It will usually peak during these times, but then devolve into irrelevancy while the game designers introduce repetitive content to keep the players who are for some reason still playing, playing.
It's probably because you ignored the social aspect of MMO altogether as many players tend to do, and social aspect is the entire point of the genre.
All of the old but MASSIVE MMORPGs had far less content, from RO to Everquest and whatnot, what they had was a need for a community because most of the time your player character is not self-sufficient besides just a couple of such classes with their other drawbacks (intentionally so) hence you're required to form teams and your own circles to do shit, or that the gameplay itself is completely secondary and it's more or less used as an interactive chatterbox/forum with fun things to "do". Modern MMORPG designers run into issues with the gameplay design not because the budget and all as claimed, well it has to do with that also, but most importantly the issue lies in the fact players nowadays prefer being more "complete" one-man-armies, simply completing the content, and they are also less social in games than befoer, this is why the most currently popular MMORPGs tend to put emphasis on "skill play" and generally being more catered to solo players; hence the MMORPG genre collapse not because of the production effort and budget, but because they're now faced with a market that is against the point of the genre itself.
Even lone wolves in older MMORPGs tend to have a community of their own that they frequent and be a part of. While nowadays most players are content being "friends with benefits" and form tribes/gang as opposed to guilds/clan (and when they go for the latte, it's usually when the 'commitment' is minimal, like it's really just a nag tag or something). That's the problem with MMO genre atm, imho.
Would honestly be terrible, for the same reasons that WoW and pretty much all MMO's are bad nowadays. The ability to consistently update them is lacking (there is only so much you can do on an aging system and software), and design wise you are generally rather limited. There has to be leveling, quests, a lot of content, etc.
It's hard enough to create a Single Player RPG, it's more so difficult to properly create an MMO. A good Singleplayer RPG only has to last 20-40 hours typically, their mainstay is progression and the development of characters and story over time.
MMO's on the other hand need far more than 20-40 hours of platyime, and realistically it's impossible for them to churn out enough content, especially profitability wise, to keep the investment being worthwhile every month. There's a reason that the number of 'subscribers' drops about 1-2 months after the new expansion comes out. It is released after about 2-3 years of development each, and then a month later the majority of players have already beaten the content.
Which is why there is so much time-gating, repetitive quests, and grinding in these systems. I mean, I was able to get a new character up from 0 (literally wasn't even made yet), to max level in about two days or so (then again I played a lot of WoW so I knew the most efficient routes and methods, etc.). It took me about 4 days to finish all of the new content in the expansion that wasn't hard-locked behind time gates. (That was me only playing a few hours each day, and most of the time after hitting max level on a character was simply grinding out dungeons for the increased ilvl to see the 'harder' content)
The simple fact is, MMO's for the most part are not interesting to play for extended periods of time, as referenced by every single MMO losing a massive amount of it's subscriber base within 1-2 months of release and/or release of every expansion. It will usually peak during these times, but then devolve into irrelevancy while the game designers introduce repetitive content to keep the players who are for some reason still playing, playing.
ding dong
u'r opinion is wrong .
Thinking that every MMORPG is as bad as social media rn is kinda stupid
I've actually suggested something like this before. With how fleshed out Runeterra is becoming through the lore, seeing an MMORPG come out of Riot based on Runeterra would be fricken amazing in my opinion.
Who knows, maybe they are working on one as we speak. They still have yet to make any announcements on any other games they could possibly be working on (and no, Mechs vs Minions doesn't really count......neither do the 16 bit games they've made. I'm talking about a fully fledged video game).
I think most of us would agree that Riot already has their hands full with a game that 100 million people are playing lol. We don't need them splitting their attention to new projects, would rather they focus on League. Let other studios work on MMOs.
Too late, they already are. They didn't reveal the game they are going to make though.
Source? I haven't seen this news. Also, are they peeling off and utilizing some of the team that works on League, or putting together a whole new team so League isn't affected?
http://www.usgamer.net/articles/league-of-legends-founders-return-to-game-dev
This is "A" source. I read a different source a while back.
They don't specify what will be happening and I am sure they will tell us that everything will remain the same. But who knows what resources they might pull in the future to work on the new project? I suppose we will all find out with time.
Hmph, well I'll be damned. Hope they don't pull too many resources from the League team.
Agreed
I'd just want to afk holding hands with Morgana or subjugate Kayle. (◡ ‿ ◡ ✿) I'd play it just for these things.
I would totally pick the
class or
class, I can imagine playing as Sona feeling so rewarding to your team and there's tonnes of cool abilities you could do with Xayah.
Others I would play as are probably

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I would totally pick the
class or
class, I can imagine playing as Sona feeling so rewarding to your team and there's tonnes of cool abilities you could do with Xayah.
Others I would play as are probably
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They would be NPCs . You will build your own character .
Btw Sona- Healer / Damage Xayah- Ranged Damage .
I really don't want an MMORPG, simply because I feel like it would be extremely hard to live up to lore in a meaningful way.
I do actually like the idea of a cardgame, though. That would be a nice way to include all the champs without betraying canon.
The only problem with making it a card game is that every champion card would have to have roughly the same amount of power to keep the balance similar. If you had champs like ASol with realistic relative power to say, Teemo or Janna, then it would feel really bad for Janna/Teemo mains.
The closest system I can think that balances this well would be Magic the Gathering, where you could have each champion be a certain colour/faction (noxus, shurima, etc.) and make them have different costs to play associated with their power. Vayne could be a relatively low-cost card that gains +1/+1 counters to represent her scaling, and ASol could be a 8-10 drop that "stuns" an entire enemy board (or something). Each champ would likely use the hero system, where you can have more than one in a deck but only one of any given champ in play at a time (maybe even have a 5-champ limit on your board). You could implement certain spells from champs into their own cards, and you could implement items into artifact cards. You could also implement other things like dragon, rift herald, "gank-by-river" etc into the game pretty easily, and that would just add another layer to the game. In fact, in typing this now I totally want an MtG/LoL crossover.
Isn't vanilla League of Legends grindy enough?