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I've been asked a few times, "Why don't you do stuff like Rupture (from DOTA Bloodseeker) in LoL?"
I usually respond -- Rupture contains several basic design 'anti-patterns'. I thought I'd post for the benefit of those who are interested what strong anti-patterns I am aware of. So... Here are a few that come to mind.... Note that you can find an example of each of these somewhere in our game at some intensity level. Sometimes this is just bad design. Sometimes this is because we got something else in exchange. Design is an optimization -- but these anti-patterns are of negative design value, so you should only do them if you get something good in return. Power Without Gameplay This is when we give a big benefit in a way that players don't find satisfying or don't notice. The classic example of this is team benefit Auras. In general, other players don't value the aura you give them very much, and you don't value it much either. But mechanically, it is very strong. Suppose we gave a +15 damage aura... Really powerful, not that appreciated. On the other hand, if you cast the aura and gave them flaming weapons, which on next hit burst for 100 damage, and we could do it once every 20 seconds, you'd get about the same power, and people would value the effect more. The problem with using this anti-pattern is that you tend to have to 'over-buff' the mechanic and create a game balance problem before people appreciate it. As a result, we tend to keep Auras weak, and/or avoid them altogether, and/or pair them on an active/passive where the active is very strong and satisfying, so that the passive is more strategic around character choice. Burden of Knowledge This is a VERY common pattern amongst hardcore novice game designers. This pattern is when you do a complex mechanic that creates gameplay -- IF the victim understands what is going on. Rupture is a great example -- with Rupture in DOTA, you receive a DOT that triggers if you, the victim, choose to move. However, you have no way of knowing this is happening unless someone tells you or unless you read up on it online... So the initial response is extreme frustration. We believe that giving the victim counter gameplay is VERY fun -- but that we should not place a 'burden of knowledge' on them figuring out what that gameplay might be. That's why we like Dark Binding and Black Shield (both of which have bait and/or 'dodge' counter gameplay that is VERY obvious), but not Rupture, which is not obvious. In a sense, ALL abilities have some burden of knowledge, but some have _a lot more_ -- the ones that force the opponent to know about a specific interaction to 'enjoy' the gameplay have it worst. Unclear Optimization This is a more subtle one. when players KNOW they've used a spell optimally, they feel really good. An example is disintegrate on Annie. When you kill a target and get the mana back, you know that you used it optimally, and this makes the game more fun. On the other hand, some mechanics are so convoluted, or have so many contrary effects, that it is not possible to 'off the cuff' analyze if you played optimally, so you tend not to be satisfied. A good example of this is Proudmoore's ult in DOTA where he drops a ship. The ship hits the target a bit in the future, dealing a bunch of damage and some stun to enemies. Allies on the other hand get damage resistance and bonus move speed, but damage mitigated comes up later. Very complicated! And almost impossible to know if you have used it optimally -- do you really want your squishies getting into the AOE? Maybe! Maybe not... It's really hard to know that you've used this skill optimally and feel that you made a 'clutch' play, because it's so hard to tell, and there are so many considerations you have to make. On the other hand, with Ashe's skill shot, if you hit the guy who was weak and running, you know you did it right... You also know you did it right if you slowed their entire team... Ditto on Ezreal's skill shot. Use Pattern Mis-matches Surrounding Gameplay I won't go into too much detail on this, but the simple example is giving a melee DPS ability to a ranged DPS character -- the use pattern on that is to force move to melee, then use. This does not feel good, and should be avoided. I'm sure you are all thinking -- but WoW mages are ranged, and they have all these melee abilities! Well... Frost Nova is an escape, and the various AEs are fit around a _comprehensive_ different mage playstyle that no longer is truly 'ranged' and is mechanically supported across the board by Blizzard -- so the rules don't apply there ;p Fun Fails to Exceed Anti-Fun This is where the 'anti-fun' created on your opponents by your use of a mechanic is greater than your fun in using the mechanic. Dark Binding is VERY favorable on this measurement, because opponents get clutch dodges just like you get clutch hits. On the other hand, a strong mana burn is NOT desirable -- if you drain someone to 0 you feel kinda good, and they feel TERRIBLE -- so the anti-fun is exceeded by the fun. This is important because the goal of the game is for players to have fun, so designers should seek abilities that result in a net increase of fun in the game. Basic design theory, yes? Conflicted Purpose This one is not a super strong anti-pattern, but sometimes it's there. A good example of this would be a 500 damage nuke that slows enemy attack speed by 50% for 10 seconds (as opposed to say, 20%), on a 20 second cooldown. At 50%, this is a strong combat initiation disable... but at 500 damage it's a great finisher on someone who is running... but you also want to use it early to get the disable -- even though you won't have it avail by the end of combat usually to finish. This makes players queasy about using the ability much like in the optimization case, but it's a slightly different problem. If the ability exists for too many different purposes on an explicit basis, it becomes confusing. this is different from something like blink which can be used for many purposes, but has a clear basic purpose -- in that place, players tend to just feel creative instead. Anti-Combo This one is bad. This is essentially when one ability you have diminishes the effectiveness of another in a frustrating manner. Some examples: - Giving a character a 'break-on-damage' CC with a DOT (yes, warlocks have this, but they tuned it to make it not anti-combo much at all) - With Warriors in WoW -- they need to get rage by taking damage so that they can use abilities and gain threat -- but parry and dodge, which are key to staying alive, make them lose out on critical early fight rage. So, by gearing as a better tank, you become a worse tank in another dimension -- anti combo! - With old warrior talent trees in WoW, revenge would give you a stun -- but stunned enemies cannot hit you and cause rage gain... So this talent actually reduced your tanking capability a lot in some sense! Anti-combo! |
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