Wednesday, June 22, 2011

Good Games make good Communities? Sadly not

Watch This Video first

So video has 2 guys doing a PAX East “mini-panel” on gaming communities and what makes them bad and what makes them good.


They used several examples. The first one was Heroes of Newerth, which is basically a DotA clone played straight, with the same stats and the denying mechanic which allows you to kill your own soldiers and structures in order to “deny” the enemy the rewards inherent in gaining this kills. In addition, a public rating system makes players highly competitive as they play to increase their rating and not to have fun. This is a good observation. Good players don't want to be teamed with bad players who don't understand confusing game mechanics and cause them to lose the game.


They also pulled out a game called Natural Selection, a Half-Life Mod with a small community of only a few hundred players. This game was quoted as being a good example of a community because of the way the game worked. The first reason they quoted was that teams had to work together, so players would teach noobs how to play. The second thing was obvious and logical mechanics, unlike denying. Finally, a pre and post match common room where players would put trance music to their mics and have impromptu raves made the game have a very positive community.


Now, I have not played Heroes of Newerth much, I played DotA amongst Friends and did not experience the horrible community that surrounds DotA. I have played League of Legends, a similar game, however.


League of Legends tries to be obvious in its gameplay mechanics. There is no denying. They recently removed Ward Blocking, where players could drop a ward right in front of certain spells and block the spell, or use use some spells to jump to wards and escape. There is a public Rating for players who chose to play “Ranked” games, and there is a lot of mean and annoying players who play these ranked games. However, unranked “normal” games are just as bad, in my experience. Its just not as frustrating because you don't lose rating when your team is bad and frustratingly abusive to each other.


Now, these guys claim that Natural Selection is good because it has sen sable gameplay mechanics. So does League of Legends. They claim that because teams require players to work together, new players are taught what to do and the sensible gameplay mechanics are then easily reinforced. They claim that the post game lobby where players can enjoy themselves after a good game encourages community-building.


League of Legends is a game that requires teams to work together and new players have this knowledge reinforced by sensible gameplay mechanics. League of Legends also has a post-game lobby where players can view stats and discuss the game amongst themselves. League of Legends has a horrible community, even disregarding Ranked Games. These guys are not entirely correct. They have a good thesis, one I want to believe, but its not entirely correct.


A couple of things come to mind here, as to why these guys might be wrong. First of all, Natural Selection only has a few hundred players. If we assume that 10% of the population of the internet are a bunch of horrible trolls that live to make our lives miserable (and that might be a rather conservative estimate) that means that a game with an active population of 500 players has 50 trolls. Thats a lot in terms of percentage, but its a small number that is manageable in terms of flat numbers. Good admins can block these trolls and keep an active blacklist going so as to prevent these players from mic-spamming and the like. A small community, like it or not, makes for a community that is easy to manage, where trolls can be hunted down and banned easily. League of Legends has had to fight severely to create useful and effective report and ban functions, and even these have not been 100% effective in removing trolls. It has helped, I admit, though. But these methods have taken a very long time to create, test, and implement in effective fashion. When you have a userbase in the hundreds of thousands, a blacklist of trolls is not that easy to create, especially when you don't have private servers and most players randomly queue with the entire active playerbase instead of a group of well-trusted friends. This is perhaps the least important problem with the theory proposed in this video. I think its fair to say given an infinite number players there will be an infinite number of obnoxious people. Smaller playerbases are easier to manage period.


However, there are other, more severe, problems with this thesis. League of Legends is a team game. That means a team needs to work together to win. That means players need to compromise. For instance, League of Legends teams benefit from having a jungle, a carry, a mage, a support and then either another carry or another mage. However, in many games the last player to pick will pick what he or she wants to play instead of a hero to compliment the team. If the first three guys picked guys that deal physical damage it makes sense to get a guy that does magic damage, but sometimes you just want to play what you want to play. That's what happens when you play with random internet people. Meanwhile the enemy team gets a balanced comp and simply outpicks you because players on your team refuse (for good or bad reasons) to pick heroes that create a better team comp. BOOM, you lose.


Then these guys say that you need to work together and that this can be accomplished by saying stuff like, “hey, try to last hit, try not to push, build an Infinity edge first on Ashe.” This is all good advice. However, it has been my experience that there is about a 50% chance that my allies will say “fuck off,” when I offer them advice. Pardon my language, but you have no idea how many times people flat out tell me to “shut the fuck up, noob, I know what im doing,” and then proceed to die and again and again. In other words, they're rude and mean and they don't take my advice.


Finally, the idea of an end-game lounge where players can converse with each other and look at stats and talk about awesome moments. This is a good idea. However, this doesn't happen too often. Most of the time the end-game lounge is a place for players to rant about how horrible their team was, or for players to conintue their shouting match they have been having all game long. Only very rarely have I, in my 1000+ games played in League of Legends seen the lounge used in such a method.


I want to believe these guys with their thesis that a good game creates a good community. I want to believe that Heroes of Newerth has a bad community because it has bad game mechanics. But I can't believe this given my observations in League of Legends. People can say that you can remove stats like creep kills and hero kills and deaths and assists, but this isn't fair since these are ways to observe how good or poorly your team is doing against the enemy team. You need those sometimes.


I think its better to say that small communities are more likely to be better, and that some games, while they can attempt to make things “fun” and “noob friendly” are not going to succeed if the majority of the players want to be jerks or don't feel they should be teaching other players. I understand this. I really don't have the patience to explain to players I've played with why Clarity is a bad summoner spell, and why Malphite doesn't need it, or farm for that matter. I've done it, and when the player rejected everything I said with “well you don't play malphite,” I had to end the debate. I was nice enough to say, “Okay, you're right, I don't play malphite,” instead of “real malphite player. Takes clarity. Fuck noob shit,” like a real LoL troll. There are a lot of players who simply do that, “don't take clarity, it sucks,” “I think its good,” “gg. Noob malphite. No way we can win.” That's the attitude players have in this game, and its independent of skill or game mechanics. It doesn't help that there are some heroes, items, and abilities, that are not the best, but this is the same in every video game. So, I have to, sadly, reject this belief that its the game, not the community, that determines the community. Unless we're talking about a very small, close-knit community that can heavily monitor its members, I don't really believe these guys have a good thesis.

Monday, June 20, 2011

State of "Balance" in League of Legends

Originally posted on the LoL boards. But I might as well post this here.

This is just a thought about how Riot does some of its Balance Changes. This isn't an angry rant or anything, I want to be thoughtful and hopefully interesting, I am however, frustrated with some things that Riot does.

Recently, I read that Phreak or another one of the other Red Posters on these boards said that Nunu was getting nerfed. Thinking about it, this makes 100% sense and I will not complain if Nunu gets nerfed, despite being a jungler and having greatly enjoyed Nunu.

However, let's think about this. Last year at WCG was when I realized that Jungling was really important. During the NA semi-finals Epik Gaming ran jungle Nunu and I was surprised because I thought Nunu sucked. Now, EG lost that series and no one really jungled with Nunu for a long time because “nunu sucks.” (I think one of the Asian teams, China hero, IIRC, did run Jungle Nunu at WCG proper, but nobody really took notice). It took a while, until counter-jungling became popular and properly understood, for Nunu to really gain dominance. Before that, Warwick, Trundle, Olaf and Amumu were all higher priority picks in the jungle. But then suddenly, TSM started playing him and people began to actually BAN nunu against this team. Sure, at the time TSM wasn't nearly as good as they are now, but I remember several games where Nunu was banned just as TSM began their journey to being what they are now, probably the best team in North America (and let's be honest: the odd one is probably the best jungler in the game). However, nobody really cared. They just let Nunu be strong and went on with it.

However, at the Dreamhack qualifiers and now at Dreamhack proper, as far as I can tell, there have only been five jungling champions: Warwick, Jarvan, Amumu, Nunu and Nocturne. Nocturne has already been nerfed heavily, Warwick is balanced for certain, Jarvan has been constantly declared OP since his release and really does need to be nerfed in some regards, Amumu, while strong, has his weaknesses in the jungle, primarily due to him getting very low and being countered easily enough by strong junglers. However, this isn't about them, this is about Nunu.

Riot has finally decided that Nunu, now that he is, apparently, the #1 contested jungle pick in the game, that he is too strong of a jungler. I understand. His slow is insane, his ability to counterjungle is unrivaled. Sure, he sucks late game and basically turns into a buff/aura bot like most supports, but his early game is unrivaled.

Now, in the meantime, Riot has buffed Alistair then nerfed him. This is despite the fact that he recently reentered the game as a 100% viable support/tank. Meanwhile, riot created the monster that is currently Annie. Meanwhile Riot released Jarvan and the entire community pretty much said, “Wtf was riot smoking?!” (Not that I'm complaining about Jarvan, because, hey, I like having OP champions on my team :D). No offense to Riot, but it seems to me that often times you guys don't balance your champions properly and then let a select few champions such as Vlad and Nunu remain in the game at what is apparently an “OP” stage for much longer than they should. Vlad is OP and everyone knows it. Vlad has been OP since his release despite being nerfed to hell, and his story is rather different than Nunu. But nonetheless, Nunu is similar in that his has been essentially unchanged in role and power since his release, yet, suddenly, a shift in meta and a shift in picking priority makes him “OP.”

I think what I'm trying to say is that I'm frustrated with Riot's Design team and their efforts at balancing this game. I LOVE League of Legends. I love this game so much you wouldn't believe. But I am constantly frustrated at Riot's heavy-handed and seemingly stupid approach to balance. Often times balance changes are made that do little to change the game (Vayne's recent nerfs, Alistairs nerfs after his remake). Often times attempts to “balance” champions instead make them completely useless (Galio, Twitch), turning them from fun, interesting picks into heroes that no one seriously plays. I wish that Riot would try harder to balance their champions. I love the new champions that they're releasing and I think Riot has done a great job at creating innovative and interesting champions, the ninjas with energy, morde with his shield, Rumble with Heat, Orianna with her ball, Jarvan's ult is a very well thought of ability, if extremely powerful, but I'm frustrated that these champions often end up being stupidly strong and that Riot compensates by nerfing them to hell and back; how many nerfs did Shen receive? He went from “OP must pick” to “never picked again, ever.” The same with Kennen, the same with Twitch, the same with numerous champions.

I don't know what exactly I want from Riot except maybe for them to think harder about how they design their champions. I'd like a response from Morello (in fact I'd be honored if Morello read this thread and posted), but I don't know exactly what I want. A commitment to quality? An answer as to why Nunu is being nerfed but no one has mentioned Annie or Alistair (who are just as contested picks at high elo right now)? I don't know. I'd like answers.

Final note: yeah, I know, I'm unranked and I suck, but I feel like I can at least observe the meta and understand what's going on. I'm just frustrated, like a lot of player, low, mid and high elo are, at the way that Riot seems to fumble around and say, “lets nerf him!” only to screw things up more, while leaving obviously over powered champions in their stupid states for far too long.