Originally Posted by Tekel
hey morello, just a tiny repost of asking my question on page 38 incase you skimmed over it
, what do you think is the main thing that attracts people to play League of Legends, again and again, despite it being repetitive?
lots of diff ideas from people all across the forums, but I'd say you probably have a pretty good idea considering you're one of the biggest factors in making the game popular
I think it's, honestly, how the gameplay works.
MOBA, as a game-type, has great pacing, opportunities for lots of interesting matchups and characters, and is an inherently strategic game (without the resource management and APM requirements of traditional RTS).
"Well, Morello, why is League
popular? You just described why MOBAs are fun."
To be frank, this answer is because our gameplay design is something we worked to evolve over the previous incarnations. A focus on in-combat and in-teamfight counterplay (as opposed to everything being setup/positioning focus) softer counters, getting rid of archaic mechanics that just bog things down (looking at you, denying) and things like letting you cast more than 2 or 3 spells before going OOM means you engage with opponents in ways that human beings tend to find psychologically engaging and meaningful.
"But Morello, that just makes it for noobs/casual!"
Not saying you're going to say that, but let's lay that argument to rest.
MOBA is probably one of the most hardcore game genres available, along with fighting games and traditional RTS. Our intent was to clean up the design and make everything there deliberate
- each mechanic has a purpose and function. We also worked to make sure when you have to learn something, we try to have VFX, sounds and other indicators be as clear as possible. We want people to master the game itself, not odd UI and noisy graphics.
There's supporting factors like free-to-play and such, but honestly, with our server stability on launch and all that - there's no possible way League of Legends would not only survive
the launch we had, but become the biggest thing to ever hit eSports if the gameplay wasn't good.
And to clarify, that's the hard work of guys like Guinsoo, Ezreal, Tryndamere, Brackhar, Zileas, (leaving out several I'm sure) etc. I didn't start until after launch.
What LoL has shown me is that developers don't
have to get on the tidal wave of AAA development that wants everything to be so easy it lacks meaning and consequence. Hardcore "gamer's games" are a real, vibrant business that a lot of people have been drooling over for a long time. But you can make clear, sensible game design with good core gameplay for 1000's of hours if you can make the right tradeoffs and decisions.