Again, I know what the game is meant to be, a MOBA,
Okay...
but I don't like or want a tutorial,
Okay, that seems a bit contradictory from your OP, but, whatever. Tutorials aren't for everyone, and thankfully, just 'cause a few people don't want it doesn't mean that there isn't gonna be one.
its not fun please stop pretending it is, thanks.
...??????
What isn't fun? The game? The tutorial?
I do not understand this statement even remotely. Like, if the tutorial isn't fun - like I said, you could literally just ignore it as one would if they weren't into tutorials. But, if you're saying the game isn't fun, then...Why exactly are you here? Why exactly do you play?
Like I said, the biggest core aesthetic that makes MOBAs so engaging is competition. If competition isn't your engagement, then you have the option to stick to the non-competitve Co-op Vs. AI and Custom Game modes - but if the game as a whole isn't fun for you, then you may want to have a long hard think as to why you're playing it anyway.
But, I digress. Confusion aside...
The reason a story mode would be better than a stupid tutorial is because of both the story mode seamlessly teaching the game while you have FUN playing a GAME, not a tutorial,
...Again. Co-Op Vs. AI already does this part. Barring Jungling, you can learn all the mechanics you want in Co-Op Vs. AI and Customs - a story mode wouldn't somehow do that job better.
and you get to learn about the story while having a stress free experience.
Where exactly is the stress of learning the lore right now? You're not supposed to be learning Champion backstories in-game, it's a battlegrounds. If you're playing it, you're playing it for the action, the story and lore are secondary, and because they're secondary, they're set aside in their own minisite for convenience.
I don't know how one could get stressed trying to learn the lore of League of Legends right now, because it's almost entirely separate from the gameplay - as it should be. Riot does intermingle the lore with the gameplay a bit (Rengar/Kha'Zix, Lissandra/Sejuani/Ashe, etc.), but for the most part, the lore is used to flesh out Champions, not to guide gameplay.
If you don't like doing that, and having fun I get it, but a lot of people like to do this.
- I do like learning lore
- I do like having fun (although your biased poll would say otherwise)
- I haven't heard any issue with people having stress learning the lore
It doesn't matter how many champs the game has, they can start with a few champ stories and have tons of new content to come up with,
It kinda does. For starters, having 140~ Champions in the roster means they have a colossal amount of work if they want to do even a thorough exploration of a few Champions - and that's only considering if those Champions are from the same faction.
And if they do Champion stories a handful at a time, whether crafting unique experiences per Champion or throwing in a group to give a holistic idea of a faction, inevitably, a good chunk of the playerbase is going to feel like they got shafted. "Oh, apparently Mundo throwing cleavers at people is more important than Xayah's rebellion. GG Riot."
And this is only compounded by the fact that, as mentioned, even a few stories, even in the same place, would be a massive amount of work. Which means stories may not get released for months on end. Sure, they have new content on the backburner - but when would they get to it?
which is a good thing because they can draw from the champ and lore pool they already have established.
Reminder: They don't have much. They do have art explorations on various factions (Piltover, Zaun, Demacia, Targon), but if we're going to follow a Champion's story in Runterra - especially if they're vagabonds like Ryze, we need maps. We need actual, physical locations, not just the well-drawn facade of a Piltovan bank.
If they started working on a story mode around now, I imagine in the terms of lore, it might fit the bill of "shoestring budget", regardless of how much money they put towards the project. They'd have to literally fast-track work on the world as a whole, on top of picking out Champions that they think would make for interesting, engaging stories, and try to design how the story would unfold in a way that's pleasing - not just to the Champion's most ardent fans, but to those who have even just a passing interest in the Champion.
Even if they took the idea to heart and started exploration on campaign modes, the amount of work laid out for them even for a small starting point would probably leave the project iceboxed for a year or so.
I do remember the class tutorial quests, they were pretty fun.
That, to me, is surprising. I felt the Artifact Acquisition quests were dumb distillations of a role meant to hand-hold people who already didn't care what their role meant. (DPS, focus the adds...)
But, again, I digress.
They need some class quests like that in League too huh. An ADC, Tank, Mid, Support, and Jg quest perhaps?
Yes, and no. I say yes because, as it stands right now, the tutorial that currently exists kinda sucks. In the simplest sense, it's "here is how to play the game; now go play the game". And that does new players a bit of a disservice when they have to learn roles as varied as ADC, Mid, or Support.
But, there is an issue with that, too. Tutorials would be inadequate tools for teaching roles, and this is three-times as big of a problem with Jungle. I hate to say this, but the best tool for teaching people the roles of League is through other players. Not through Tutorials, not through Campaign modes, but through playing with other people.
And, again - this is especially true for the Jungle role. The only reliable way to learn Jungle is to play Jungle in PVP. You can be told the very basics of it through tutorials, but in the end, actual play is the best teacher.
But, now in finishing this section, I realize that the tutorial argument is a bit tangential to Story, Art & Sound, so...I guess, let's just let this be the last thing said about Tutorials here - that's better suited for Gameplay, as it were. If we continue this discussion, let it be any of the other points besides this one.
In the end, I don't really see much in the way of reasons that a campaign mode should be implemented. It doesn't quite make sense to me to merge lore and gameplay into one mode, where the rest of the game has lore and gameplay mostly separate, and the amount of effort it'd take to do a campaign right now makes it - at least to me - an unappealing prospect.