[Concept] for a league of legends gamemode

 Hello again! 

    The enigma that is my schedule has permitted me to resurface once again and i have decided to spend this golden opportunity to talk about league of legends again. Last time i swore that league doesn't occupy as much of my headspace as it seems but the numbers say otherwise. Maybe spending 8 hours a day on league in the entirety of my middle school might've left something in my brain that i am not aware of. Oh well!

    This post actually came to me when i was talking with a lovely lady who recently started playing league (my condolences). Eventually the conversation touched upon the topic of toxicity and i shared an incredibly barebones analysis of how league's gameplay creates and intensifies the problem. The idea is  that the game doesn't encourage enough team play and players treat league as a single player game where other people can fuck up your experience. People run their lane, with other lanes being more opportunities for roaming rather than entirely different fronts where other people are fighting, just like you!

    By the way, i am talking about solo queue. When you queue up with your buddies of course things are different and i many times have had the honor of witnessing inspiring team play by the enemy team by having four people gank my fucking lane repeatedly for 20 minutes straight. While it might be tilting in the moment (because i dont get to play the game i love league of legends), despite that, i think that it's pretty cool! I believe that league can accommodate for teamplay and things like the late game and teamfights naturally transition into more team-focused play (which i think is really cool), but its fundamental mechanics do not really incentivize team play (nor do i think the creators intended for them to do so). Stuff like exp or gold gain, which are both vital to scaling and basically winning the game, punish players for sticking together. In a map with many many places for a player to be, that naturally creates a distribution of players which can take advantage of these mechanics as much as possible. However, i was toying with the idea of instead of using these mechanics to incentivize the players to spread themselves over the map, what if it was something the players had to deal with and manage?

    Thus i bring to you my revolutionary idea: league but with a single lane, instead of three. And you will say to me that ARAM has existed before i even was in middle school. I know! I am aware of ARAM but ARAM's design is to create a fast-paced and arcady environment by giving passive gold and XP, making sure every player has close to the same amount of money and the same amount of XP as everyone. What i propose is simple: turn all that off. XP share works how it works in summoner's rift and the only one who gets money from minions is the champion who killed that minion. Also, add jungle to either side of the lane with monsters that award gold to whoever killed them, but not XP. Also remove the jungle items, but leave the support items.

    All of that together creates a question for any team playing: who should get the farm? Should every teammember farm equally? Or should a single hyper-carry get all the farm? Also, who goes into the jungle? Sending people to the jungle means that whoever's laning gets more XP too. Hitting level 2 for an all-in first sounds pretty good. Should everyone sally forth to go get the jungle monsters actually? What i seek to create with this small change in map layout is a team-based management of gold and experience. Everything is shared by the team and you guys gotta figure out how to split the pie best and make the most out of it, for victory. I think that would be fun! 

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