Player Interdependency

How much should the suc­cess and enjoy­ment of a game depend on the per­for­mance of team­mates? That’s the ques­tion strug­gling to find an answer in League of Leg­ends and other MOBA games.

Plenty of devel­op­ers despise use of the term, but I’ll apply it here: LoL is addic­tive. I con­tinue to play for some rea­sons obvi­ous and oth­ers less clear. In truth, I’m right in its core tar­get audi­ence. As a recov­er­ing DoTA player, I spent count­less hours with WotC co-workers as we moved from one Bliz­zard RTS game to another, cul­mi­nat­ing in DoTA. Along the way, we became bet­ter play­ers and got to see another form of exception-based design take hold in RTS games of the 90’s and 00’s.

Gen­er­ally, inter­de­pen­den­cies are encour­aged in RPG-like and class-based sys­tems. A good way to make each player feel spe­cial is to make them sim­ply dif­fer­ent from one another. That’s dou­bly true when you’re sell­ing the unique bits for real cash. Even out­side of the con­sid­er­a­tions of the busi­ness model, player dif­fer­en­ti­a­tion adds to the vari­ety and longevity of the expe­ri­ence. The addi­tion of RPG-like lev­el­ing dur­ing an RTS match cre­ates some­thing like WoW PvP at Alvin and the Chip­munks’ speed. You level to cap in fif­teen min­utes, and you can out­fit your char­ac­ter with gear equally quickly. The com­plex­ity is cer­tainly there, but play­ers can be exposed to com­plex­ity over time in a way that doesn’t over­whelm them. In truth, then, the issue with LoL’s team-orientated play lies in its non-character structures.

To review as briefly as pos­si­ble the design: teams of five face off, with each player con­trol­ling a unique char­ac­ter. Once begun, a match takes place inside a sealed envi­ron­ment that lasts until a team loses its citadel. Destroy­ing the enemy citadel is the win­ning con­di­tion, but through­out most of the game, play­ers focus on killing enemy cham­pi­ons. This is not unlike behav­ior in the typ­i­cal shooter match: most play­ers play for kills, regard­less of game mode or objective.

That’s okay, though: the rewards for killing an enemy are huge. While a player glee­fully snip­ing away on a Con­quest map may do noth­ing to help you win Bat­tle­field 3, a player with a good k/d ratio in League of Leg­ends can win the game with­out ever assist­ing in the inva­sion of the enemy base. Killing an enemy has all sorts of good things going for it:

  • XP. Lev­el­ing makes the killer stronger.
  • Gold. Buy­ing upgrades makes the killer stronger.
  • Free time. With your enemy dead, you have time (30 sec­onds or more) to farm addi­tional expe­ri­ence and gold in rel­a­tive safety.
  • Neg­a­tive gold and neg­a­tive XP for your vic­tim. Each death invokes both respawn time and time to get back to the bat­tle­front. Noth­ing is being earned dur­ing this period.
  • Feel­ings of dom­i­nance and con­fi­dence. The endorphin-winning psy­chol­ogy of “I beat you” and all that.

Are such ben­e­fits nec­es­sary? Of course it “feels appro­pri­ate” that you get rewarded, but kills have to be rewarded to some degree. Kills don’t directly help you to destroy the enemy’s base, but indi­rectly, they help like noth­ing else in the game does. The mate­r­ial gains for the win­ner and the oppor­tu­nity costs for the vic­tim make team kill/death ratios highly pre­dic­tive of which team wins. Kills bring the game to its con­clu­sion. The pos­i­tive feed­back loop puts one team into a com­mand­ing posi­tion, and ulti­mately it is com­mon to destroy the enemy base when its defend­ers are dead and wait­ing to respawn.

Which brings us to the point of today’s blog post: player inter­de­pen­dency and its con­se­quences. Gen­er­ally speak­ing, the effec­tive way to kill an enemy char­ac­ter is to bring a friend to the fight. Out­num­ber your enemy, push some but­tons, profit. This 101-level strat­egy encour­ages play­ers to work together and coor­di­nate, and it rewards map knowl­edge and aware­ness dur­ing offen­sive and defen­sive play. A small edge in strate­gic team­work can eas­ily hand vic­tory to a team com­posed of play­ers that are indi­vid­u­ally weaker.  In terms of con­se­quences, team­work encour­age­ment is ben­e­fi­cial. So far, so good.

The corol­lary is that after slay­ing an enemy cham­pion three or so times with­out reci­procity, the victim’s state becomes debil­i­tat­ing. The player must bring in assis­tance to stay even, or risk addi­tional deaths. Here’s the big kicker: killing an enemy player makes you more effec­tive not just against that player, but against all other play­ers. That’s true even with the inclu­sion of dimin­ish­ing gold returns for an indi­vid­ual player’s sub­se­quent deaths and the reduc­tion of XP for killing lower level ene­mies. Both work to nul­lify the effect of one player dying repeat­edly, but it’s not enough to change much. Once one of your allies has died a few times, he’s likely to have empow­ered an enemy so much that not only can your ally not han­dle a 1-on-1 encounter, but you can’t either. Hence your team’s Achilles heel is your worst or least expe­ri­enced player. His fail­ure is a sin­gle point of fail­ure capa­ble of bring­ing the entire team down.

That’s a fun­da­men­tal dif­fer­ence from what we see in other mul­ti­player games genres. It’s this point that a mass audi­ence has trou­ble accept­ing. The propen­sity for team­mates, espe­cially play­ers new to LoL, to lose matches through poor play (or inten­tion­ally poor play, aka “grief­ing”) causes a poi­so­nous social atmos­phere. In-game player rant­ing, often the only form of in-game dis­cus­sion to take place, show­cases the sewer of anony­mous inter­net inter­ac­tion, made in col­or­ful four-letter invec­tives. Why such pas­sion and hatred? Because your team­mates’ poor play not only makes it dif­fi­cult for your team to win long-term, it also directly hurts your own moment-to-moment play.

It isn’t a good sign that play­ers would quit many of their LoL games if they could do so with­out fear of being “pun­ished.” In fact, they con­tinue to rage­quit when suf­fi­ciently bro­ken of spirit.

There are excel­lent, team-based tac­tics to respond to a strug­gling team­mate. Get a gank of your own in against the emer­gent threat. The increased bounty rewards for end­ing an enemy kill streak try to encour­age this. Or have your weaker player switch lanes to be with a more suc­cess­ful player. Do some more jungling. Those strate­gies work well enough for an orga­nized team. The fact is that LoL is so highly player inter­de­pen­dent that it’s best when played with pre­made teams. In other words, tournament-style play. Great for e-sport, but not the game I would design for a larger audience.

A Conquest/Domination map should be more approach­able than DoTA-style laning

How to increase LoL’s acces­si­bil­ity? Well, you can adopt a new game mode entirely. You could change the game to sup­port either more play­ers (each player thus hav­ing less effect, for good or ill) or fewer play­ers (reduc­ing the chance for a ran­dom player to throw things off). Five ver­sus five may be a un-sweet spot of player inter­de­pen­dency. But what if you wanted to make alter­ations to the cur­rent game mode? The solu­tion is less clear. If you reduce the bonus for killing or the penal­ties for dying, would games drag on too long? Game length is already a prob­lem. I’d still start there — reduce the respawn time dur­ing the early game to zero, reduce some of the kill bonuses — and see what happens.

Leave a Reply

Your email is never shared.Required fields are marked *