League is fucking difficult.
I’m a bit baffled when people argue about itemization or the
like, saying that the game needs more options, more buttons to press, more
complexity. I don’t consider myself a great League player, but statistically,
as a proud Platinum 5, I’m in something like the top 15% of people that play
ranked in North America. I find nearly impossible to make it through a game
without ever making some enormous mechanical boner, and that’s playing
low-mechanics champions like Nunu, Janna, and Talon.
When I started playing about two years ago, I was blown away
by the strategic depth, the array of things I could learn about the game, and
just how little I understood. What it made me wish, more than anything, was
that I had been playing the game for longer: that way, I wouldn’t have to learn
all 100+ champions at once, I could get them at a slow, controlled drip. When a
new champion comes out, it’s impossible to go into a normals game for about a
week without seeing that champion on one or both teams. Even for people that
don’t buy them, this makes it pretty easy for experienced players to get a
rough idea of what they do just via osmosis (and the continuous youtube clips
showing off that new champion’s sick plays).
The issue is that champions enter the League, but they never
leave. A released champion will never just get deleted entirely, despite my
stern letters to the company on extremely official-looking letterhead
threatening legal action unless they ban all Vayne players.
While the pace of new champions has slowed down to a
reasonable six annually, the pace of champion reworks has upped significantly.
Even if you learned what the originally incarnations of Sion, Fiora, Gangplank,
and Mordekaiser did, hoo boy are you in for a surprise if you try to lane
against them based on that knowledge.
I’m obviously not bemoaning the fact that the game changes
over time. This is a wonderful part of any living game, and I get as hyped for
new champions as anyone (and nerd out about their implied design philosophies
significantly more, probably). What does concern me is that, as the number of
champions continues increasing, the game’s complexity goes up and up. This is
definitionally true; the more champions one can possibly see in a game, the
more possibilities there are for strategic options, and skill interactions that
players are expected to know about.
Champion reworks don’t sound like they should increase
complexity, but in practice, they do. Champions have been getting more and more
intricate as the game gets older, and when old, simple champions are remade in
an era of complex designs, the game gets overall more complex. Think of Ashe,
Ryze and Garen: the game thought so highly of them as simple, easy-to-grasp
designs that it put those champions in the tutorial. All three have since been
reworked to be much more complex. Ashe deals with critical strike in an entirely
separate way from every other champion in the game. Ryze now has a stacking
passive that gives some sort of supercharging based on how many points are in
his Q. Garen has his whole “villain” gimmick.
And, of course, there are new items. Boring old auras and
stat blocks are replaced with things that build up charges, create portals,
make the holder of them speed up and slow down at various times, etc. etc.
Champions will commonly have two or three different little colors and
animations on them just from their items, in addition to whatever their skills
do.
Okay, so the game is getting more complex. But why does this
matter? As things get more and more complex, the risk that players (experienced
ones, but especially new ones) simply throw up their hands and go “I don’t get
it” increases. When someone loses a 1v1 in lane, they should at least know why it happened: stood in the minions.
Got hit with a skillshot. Missed my own skillshot. Took too many tower hits.
What can happen when things get too complex is that so many things are
happening, they cannot pinpoint which of those things actually mattered.
Think about the first time you played against Ekko, Yasuo,
or Zed. If your experience is like mine, what happened is: that dude dashed
around eight thousand times, then I exploded, then they’re two screens away.
Personally, I then tried to put in the work to learn exactly why that happened;
what all those dashes do, why they can do them, and what I did wrong. But
champions like Ekko (I’m singling him out as one of the most convoluted designs
I can think of) run the risk of doing so
much stuff that it can be difficult to comprehend. Okay, so he can make a
bubble, and I shouldn’t stand in it, and his projectile thing slows down after
he throws it, and he can dash a couple times, but how the hell did he end up over there? And why did he run away at eight hundred miles an hour?
Of course, spirited players might be able to defend Ekko’s
design. You’d probably even make some good arguments that, really, it’s not
that difficult to figure out what he’s doing, after laning against him for a
while. But then think: what happens when you’re in a skirmish against two champions with the same complexity?
What about a five-versus-five teamfight, where everyone has an Ekko-esque kit?
Personally, there’s a lot of teamfights in solo queue where
I straight-up give up on understanding what’s going on. I try to focus on my
champion, and using my abilities when I can use them, and hopefully everything
works out okay. The fireworks of a full five-versus-five can take analysts minutes to break down what happens over
the course of maybe ten seconds. On the fly, it’s just impossible unless you’re
a professional player or savant of teamfighting. The complexity of all the
abilities, champions flying around… it’s easy to get lost.
Further questions for readers who play this game: how much
complexity is okay? Clearly, people are fine with it as is; it’s slowly dripped
into them over months and years. But if Riot overnight added ten new champions,
twenty new items, and reworked 40 other champions… how long would it take you
to learn all of that?
Would you even bother?
Longtime readers of my Magic: the Gathering writing will
recognize this problem as complexity creep.
It’s something that Magic had to face head-on back around 2007 and deal with or
(as Wizards saw it) face the possibility of the game dying.
But Magic’s problem was slightly different: instead of an ever-growing cast of
game pieces that never left, Magic simply had a growing collection of ideas present in basically the same
number of cards year-over-year, as the default way to play Magic is with cards
from the last two years.
These readers will also note the irony of positively citing Mark Rosewater ideas. Look: I know, okay? I know.
Basically, the idea of complexity creep is that, unless your designers are actively paying attention to removing complex elements, the game will, over time, become more complex. Each new concept builds on an old one, since everyone involved in the game knows those old concepts. No one ever wants to remove one of the existing parts of the game, since people know and love it. The game grows and grows, each new element swelling it fuller of more ideas, more mechanics.
I’d argue that League’s problem is actually far more severe.
Unless Riot implements some sort of champion “rotation,” League will eventually
spiral into more and more complexity, with no way to stop it. This is bad.
I opened by saying that League is fucking difficult. One of
the reasons for it is that League is, at its core, fucking complex already:
there are three different lanes, and multiple neutral objectives, and… well
just try explaining the game to someone with no MOBA experience and see how
much of it they can comprehend. Five champions, with three skills and a passive
each, means that each game has 40 different skills interacting with one
another.
The game is at no risk of being not complex by attempting to “cap” the complexity: it would simply
be saying that the current level of complexity is the target, and any future
changes have to simplify in areas in equal amount to the amount that the game
grows in complexity in other areas.
First, let’s look at the areas where League should get more complex: new champions. It’s
pretty obvious that, in order to excite players and design new things, the game
needs to continually roll out new champions. There are a few ways to balance
this out.
Possibility one: “retiring” champions for pro play/ranked solo
queue. Hey, check out this cool new champion that replaces Volibear! This would
be absolutely detested by players, especially the people that regularly play
the retired champ, so I doubt this would ever happen.
Possibility two: reworking champions to reduce complexity.
This would target champions with bloated, hard-to-track kits, and streamline
them, giving them power in more prominent areas while removing things that were
just extraneous. For example, Thresh losing half the text on his abilities
while still retaining the same basic hook/flay/lantern/box functionality. The problem
with this is that it would take beloved champions, things that players feel are
perfectly fine (like Thresh), and make people who’ve sunk tons of games in them
half to relearn everything about them. Again, I doubt this could happen.
Possibility three: reducing non-champion complexity. This
would basically have to be the itemization system. There’s long been an
undercurrent of discontent among players who prefer DOTA’s more active-heavy
rather than stat-heavy itemization system. These people contend this makes the
game more interesting and deep (with those Meaningful Choices that people at
Riot love to talk about); this option would be specifically going away from that system.
The game already has started shifting from items with
combat-relevant actives, and toward items that, while more interesting than
stat blocks, do things kind of on their own without involvement from the player
while in combat. Examples would be ZZRot Portal, Dead Man’s Plate, and Luden’s
Echo.
What, exactly, is the purpose of itemization? That is: why
not just have champions automatically get more powerful via levels alone, or
just spend money to increase stats? What itemization does is let players
dictate how they want to play out the game. The choice of champion is their Big
Decision, but their smaller decisions throughout the game of itemization let them
choose how that champion plays. They can go heavy on offense, defense, utility,
etc. They also let the player react to what opponents are doing; building armor
or MR against that type of damage is the most obvious example, but Riot
absolutely loves the idea of “anti-siege” tools like Warmog’s, whereas ZZRot
and Banner are specific buys for teams who want to group up without entirely
conceding side waves.
The specific moments when one buys the perfect item for this exact moment are beautiful, but for the
most part, players follow a specific build path. Infinity Edge into Statikk
Shiv into Last Whisper. Sightstone into boots into Talisman. Devourer into
Trinity Force into Blade of the Ruined King into Wit’s End, if you’re the 0/4/0
jungle Jax on my solo queue team.
This will inevitably be the most controversial claim of this
essay, but I believe the itemization can be made radically simpler without
losing much strategic depth. The armor/magic penetration system is *cough*
impenetrable, and something that cleaned that up would be wonderful. Want to
deal more damage? Build more damage. You shouldn’t have to pull up a calculator
to tell you whether Deathcap, Void Staff, or Liandry’s Torment will be the
highest DPS for Annie. There’s not really an interesting choice to make between
damage items; one of them is mathematically correct, and the others are
mistakes. A choice between damage and tankiness is infinitely more interesting,
since it’s an actual choice.
I’m going to be a pessimist, though, and assume that at
least for a while, the game isn’t going to make much of an effort to combat
complexity creep. More champions will get released, existing ones will become
tougher to get a handle on, and there will be 25% more items a year from now,
and they’ll all have twice as much text as they currently do. What will be the
result of this?
League, already a rather inaccessible game compared to newer
rival MOBAS (and certainly less complex than any other genre on the planet), will become even moreso. In a game
with 150 champions, new players will have even more games where they recognize
few or none of the ones they see from their previous games. The itemization
system will completely confuse them, and they’ll blindly pick from “recommended”
items with no knowledge of what those items actually do. Teamfights will… well
a bunch of stuff will happen, and then everyone is on the other side of the
map. The cool new champion will be almost completely incomprehensible to
someone who can only just remember to use their ultimate when they can.
It’s not just about newer players, though. As a relative “veteran”
at two years of playing the game, I can barely
understand what’s happening in skirmishes involving complex champions. If the
game stays at about its current complexity… yeah, I can deal with that. If it
continues increasing, I’m not sure.
People will accuse me of attempting to “dumb down” the game,
when this really isn’t the case. I’m pretty much okay with the game as it is; I
just recognize the trend, and see how it can continue in ways that are
difficult to ever reverse. I don’t want the game to be less complex, other than to compensate for ways that it gets more complex. I want to preserve every
ounce of League’s strategic choice, while making it an overall more
comprehensible game to everyone who watches or plays it.
If I have one hope for League’s future, it’s that the
champion design gets out of the current ideology of “more complex = better
than.” League’s champion pool needs more Annies and fewer Ekkos. It needs
champions that, while still having a ton of play and strategic depth, can be
reasonably given to a newer (or bad) player and have them basically understand
how to play them.