Originally Posted by Cidat
One thing I notice about multi-player games is the ability to enter and exit a game freely, and not be inherently penalized for it. If we are playing a FPS and there are thirty people on each team, players come and go as they please, and if someone does bad its no big whoop.
However, League of Legends is fundamentally different from these other multi-player games in this respect. When we are matched up, we as the players are forced to stick with whoever we are randomly paired up with. We can leave at the character select screen, but there will be a waiting penalty to reenter a game. And in ranked we get penalized points now.
Unfortunately, there is a problem with this set up, because trolls have more power over the people who want to sincerely play the game. The very last ranked game I was put into, there were two friends who obviously que'd together and then trolled the entire team at the character select screen, and AFKed leaving us at a 3 v 5. I smelled them out as trolls right away even before the game began, but I didnt have a choice. I had to stay. Sure I reported them, but reporting is little satisfaction. I didnt deserve a loss, and instead of being mad at the trolls I want to turn my attention to the design of the match making process.
Its like at the olympics when one of the fencers lost her Gold medal, not because of her skill, but because the rules the Olympic committee were set up in such a way as to cause confusion. Or the ping pong players who took advantage of the match making set up, and throwing games so they can be placed in a more favorable match up . Certainly, throwing a game on purpose is not good sportsmanship, and shame on them, but its not the ping pong players fault for wanting to take advantage of poorly designed match making rules. The fault lied with the Olympic committee for not thinking things out, and they are more to blame than anyone else.
League of Legends is a great game, but ironically its not a game design issue that is causing problems. I personally feel its the match making process that is causing the greatest ire for the fan base. This is a game that requires a high level of teamwork, and to put 10 people randomly together in a game dosnt easily reflect the abilities of each individual. We feel lost as individuals.
Is there anything you can say or add to this?
It's interesting because you're right - the requirement to finish a game you start creates a lot more behavioral problems as a result. This design is important because it's a double-edged-sword; one thing it does do, and part of the unique appeal of MOBA (prediction: this will not be unique in 5 years) is the investment in success one gets when you can't leave.
I'm primarily an FPS player myself, and join and leave those as I please. I like to win, but the investment I have in trying to win (and the associated joy/sadness) is ramped up a ton in League - mostly because I'm committed to the game session. My actions will have consequences
- something I find sorely lacking in modern AAA development.
League of Legends is designed to be fun, but first and foremost, it's designed to be engaging
. Tradeoffs do have to occur to make that happen - but the fact that we take on player behavior as a problem for us to deal with gives us a unique freedom to do design like this.