@Narrative - Why do you think story in LoL should be different than other games of its kind?
With the release of Blizzard's Heroes of the Storm coming up tomorrow, I thought it would be cathartic to talk about Riot's (promised but unfulfilled) approach to story compared with other games with either similar gameplay or to which they've likened League of Legends. I think the comparison shows that Riot is trying to do something deliberately avoided by other games, which leaves me to wonder: why take that approach?
So let's start with the obvious: other MOBAs (games with similar gameplay). I can't say that I've played a ton of them, but we can compare a few briefly. League of Legends grew out of what we might think of as the MOBA codifier, Defense of the Ancients. Given that this game was a custom map--essentially a sanctioned mod--of Blizzard's Warcraft III, there's no real need for storytelling in that game. It's really just a bunch of heroes from that game and ripped from other pop culture sources fighting each other. Nevertheless, there was, a bit: you had the two factions of the Sentinel and the Scourge, with the heroes affiliated with one side or the other, and at the heart of each base sat the titular "Ancient" the opposing team was trying to destroy. The gameplay represented you as a hero of one of these two sides with the gameplay represented your attempts to achieve this goal. By contrast, Riot's current approach to storytelling in League of Legends instead casts you as...well, you're controlling a hero, but the matches aren't really happening and so the gameplay has no narrative weight. It doesn't represent anything at all. Additionally, when Valve released DOTA 2, they tried to expand this story a bit while renaming things due to intellectual property laws instead of removing what was already there.
Note that Heroes of Newerth seems similar. You have the Legion and Hellbourne opposing factions, and they recently included a "War Effort" system for players to complete quests and earn points.
Perhaps the best instance of MOBA storytelling would be traced to Electronic Arts's Dawngate. This is probably a decent overview (and note how League is mentioned unfavorably in the opening--who knows why they're fighting, indeed). The short version is that characters had a story (that players could influence) and that skins were generally intended to reflect lore developments. Did you know League of Legends did that once upon a time? There was an Ionia v. Noxus match way, way back in the old days, and even the Freljord event arguably encouraged players to participate through the use of Summoner icons (that Riot never followed the story of Lissandra's "victory" is a different issue). Though never universal, a number of skins in League came as the result of plot developments: Dragonslayer Jarvan IV, Blood Moon Akali and Shen, Queen Ashe and King Tryndamere... I could keep going, but it used to be reasonably common. Let me be clear that I'm not saying all skins should be based on lore: it's fine to have many that are not, but given Riot's current approach to storytelling it's basically impossible as-is.
But let's say League of Legends doesn't need to be focused on storytelling like any of these other MOBAs that find it important. Can it work as just a collection of characters thrown together in a battle situation? Aren't there successful games that do just that?
Super Smash Bros. is one of Nintendo's popular franchises, pitting their characters in a free-for-all fighting game that's basically just an excuse to see Mario go up against Link, for instance. But--does that mean the matches' gameplay doesn't represent anything from a narrative perspective? Certainly not! In fact, the games are essentially the story of a boy playing with his toys, as the opening sequences and final bosses generally indicate. (If you want a really in-depth look, MattPat of Game Theory talked about the series in detail.) Why would Nintendo bother giving it a story at all? Does it matter why Samus and Pikachu are going after each other? Who cares about story?
So let's look at the soon-to-be elephant in the room: Blizzard's Heroes of the Storm. Again, we have a game that pits characters from a publishers' catalog against each other in a battle situation. (And yes, I know it's a MOBA, but I think their narrative approach is more important here.) But if you've played through the tutorials, you might have noticed that Blizzard wanted to give some justification to the game: the battles take place in an interdimensional vortex known as the Nexus, which apparently links all Blizzard universes and can pull characters at-will from their own. Now the _why _ of fighting is lampshaded, but the game itself represents these heroes battling each other in some otherworldly, connected realm, justifying the gameplay. It's also worth noting that based on the brief backgrounds given to each skin, they represent potential alternate universes as well--say, if Malfurion betrayed the kaldorei instead of Illidan. But who really cares about the story of Heroes of the Storm? Why would Blizzard bother trying to justify these characters connecting as they do?
One final point based on this narrative approach is that it seems to make much less sense for Riot compared with other companies. Nintendo has decades worth of backstory and character development for its franchise characters, as does Blizzard. The characters of League of Legends aren't known / don't even exist outside of the game, so why would we care about throwing them together in a battle royale with no justifying plot? It makes far more sense for Jim Raynor and Diablo to go at it, because if I care about those characters' story, I can go play their games. I can't do the same thing for Caitlyn and Jinx, and Riot's current approach to narrative means that their interactions within the game don't even exist and don't represent anything. Instead, it's a "If these characters were battling against one another on Summoner's Rift, and if these in-game representations accurately match the real characters' personalities, this is how they'd interact in this one particular setting." It would be better if we were getting stories outside the game that show how different characters interact, but we haven't seen much of that to this point.
Geek note: it probably has a lot to do with identification, a psychological process by which people get invested in a character's story over the course of time and care about what happens to him or her. One of the awesome things about video games is that they can take a next step and provide immersion--the experience of being in that world and seeing things through a particular character's eyes. However, there aren't currently stories in League with which to identify, so the process as a whole doesn't work. (Yes, this paragraph is taking shortcuts. So is the whole post.)
So that's the question I'm wondering: why is the narrative approach for League of Legends so different than similar games? I don't really expect this to get feedback from Riot, but maybe it will give voice to some of the other forum-goers who used to care about the stories Riot once put out.
TL; DR: Games with similar gameplay to League of Legends find storytelling more important than Riot does. Games with a similar narrative approach to League of Legends (let's throw a bunch of characters into a free-for-all battle) find storytelling more important than Riot does. Why is Riot's approach to narrative so different?