League of Legends | MMOrgue 18

League of Legends | MMOrgue 18

It’s not an MMO. But you asked for coverage of League of Legends, and I’m here to deliver from the MMO perspective… what mechanics, economics and community interplay have led to LoL being the breakaway hit that it clearly is? Can the MMO industry learn from these mechanics? Join me and my tournament-tested correspondent as we ramble our way thru an open editorial regarding the unique leader of Multiplayer Online Battle Arena gaming.

This episode also contains a very important announcement from Jeremy regarding the future of MMOrgue. Fans of the show can’t afford to miss it!

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Show Notes:

MECHANICS

No persistence of world

Persistence of character – partial

Skill-based… condenses the experience of getting better and growing as a character into a ~1 hour experience

Bartle Test: Explorer, Achiever, Killer, Socializer
link to the test at GamerDNA.com

  • Explorer = Non-existant
  • Achiever = Will enjoy leveling up from base to cap in a condensed timeline compared to MMOs
  • Killer = Visceral, fast-paced PvP combat
  • Socializer = Multiplayer interaction, and access to “police” the community via Tribunal System
ECONOMICS

Free to play with cash shop

Earn cash shop currency with game time

It is also the primary form of player advancement (Runes, etc)

Free champion each week, to give free players a chance to try before you buy… if you are patient

Weekly champion rotation helps eliminate stagnation for free gamers

COMMUNITY

Tribunal System

e-Sports
Valve’s $1.6 million prize pool for a DOTA championship – largest EVER in eSports

Studio Rumble

OTHER MOBA TITLES:

Defense of the Ancients (player-built mod for Warcraft III)

Defense of the Ancients 2 (aka “DOTA2” – being made by Valve, release TBA)

SMITE (entering beta, premiered at PAX Prime 2011 – www.smitegame.com for info)

  • Shadina

    Nice show, J-Man, and sorry to see you go…
    but it seems your grasp of the Bartle System is a bit shakey. Let me tell you a bit more about the non-Achiever groups, which you may not undrestand completely.

    Your grasp on the Explorers seems particularly weak. You think of them only as people who want to go to new places, but that’s only the tiniest bit of it. Explorers come to any game with the goal of understanding it, picking it apart as best they can without actually getting to see the code. On the forums, and in chats, you’ll encounter player experts in the game, the ones who truly know what builds work, what equipment is worthwhile, etc. These people are the Explorers.
    Despite what you may think, Explorers would have a reason to play LoL. Like MMOs, the game undoubtedly has a complex system that Explorers would want to pick apart and understand. They’d want to know which Champions may be superior and why, or just what each one’s strengths and weaknesses are, perhaps to find that holy grail in their mind, the dark horse. The Dark Horse is that character or that build or such that the other players have dismissed, because it’s not cool enough, not flashy enough, or whatever, but has strong advantages, if used correctly. In STO, it’s science vessels.

    Killers (or Conquerors, if you prefer) are not the sort who’d truly be drawn to LoL. The big reason is that fighting in games like that is relativly fair. Killers hate that. They don’t want a fair fight. They want to win. They want to pwn. As your guest mentioned, EVE Online has a huge Killer population. This isn’t because PvP in EVE is particularly fair. It’s because it can easily be made very unfair. Gate Camping, and other cheap tricks are common tactics for Killers in EVE. Also, EVE has huge Open PVP zones, which Killers like, and they put in a lot of effort on the EVE forums to lure newbies into the Open PvP zone so they can crush them. Fundamentally speaking, Killers are cowards, they would not enjoy the relatively fair, uncertain outcomes in a game like LoL.

    Who does enjoy that kind of PvP? Social players want an intense experience they can share with others and talk about, so they enjoy it. Achievers, as you point out, enjoy the simple pleasure of improvement and character growth, which the game apparently satisfies well, and as I mentioned above, Explorers LOVE fair PvP fights. It eliminates unwanted variables, and allows them to test their characters, builds and strategies on opponents who should be competitive with them, so honestly, League of Legends appeals to everyone BUT Killers.

    Maybe you can take some of this wisdom with you into your new job. Congradualtions, and don’t let the system corrupt you.

  • VA Henry

    Going to miss both you and the show J-man, Good luck w/ your new job, make us proud! Live long and prosper.

  • Divvur

    Congrats on the new job J-man, I guess
    I will have to do a write up of my crafting mini game idea for STO
    and get it to you, to add to the pile, before you start work.

    Sadly I don’t have the technology or
    the right time zone to join you in the next episode, but as a player
    of SWG for several years after launch, here are just a few thoughts
    of some of the things that were great in that game that sadly don’t
    seem to have been reproduced in more recent MMO titles.

    First of all, for all the praise that
    some modern games get for their character creator, SWG has always
    been the one I loved the most. It allowed for a huge amount of
    variation, not just in creating a normal human but also allowed a
    vast array of alien species, such as Mon Cals (fish type people),
    Trandoshians (lizards) and Wookiees (raaaghh). What was great about
    them is that they all had changing facial expressions based on the
    emotes you entered. When you were shocked, you could enter the emote
    and your eyebrows would raise, your eyes get bigger and your mouth
    would shape into an o shape. When you were happy, you could make your
    character smile.

    It is this level of detail, combined
    with the vast array of species, that makes you understand why SWG
    fans are so disappointed with TORs apparent choice between humans,
    red humans, green humans and blue humans.

    However, the one thing that really
    stood out to me in Star Wars Galaxies, at least in the pre-NGE days,
    was the interdependency and the community that interdependency
    created. Just one example is how the Doctor profession worked.
    Doctors could grant long durations buffs (the effectiveness of which
    was determined by the quality of the crafting process and the skill
    of the doctor). Therefore Docs would set themselves up in the medical
    centres in the major cities and sell these buffs to combat classes
    that were going on hunts. There would be several docs in each centre,
    who would have their own social interactions with each other, and
    their own regular customers. Our guild started off with one Doctor
    who did this, but we eventually recruited a few more just from the
    people he met in the medical centre.

    The last system I want to mention,
    which really did increase that social interaction, was the way
    players trained new skills. You could go to NPC trainers, who charged
    you a significant amount of in game currency for the level, or you
    could get trained by another player who already had the skill,
    providing you had enough experience. This could develop an almost
    master/apprentice system in some cases, while in others friendships
    could develop.

    For example, I started out by becoming
    a Artisan and a Tailor, crafting social clothing for people. One day
    I got a tell from an aspiring tailor who needed training in a lower
    level tailor skill. I said I would happily train them for free if
    they came over to my player city. That person not only got trained in
    the skill, but liked the city so much she stayed, becoming a
    resident, a member of the guild and eventually mayor of the town.

    The truth is, the reason why so many
    players left after the NGE was not in itself the combat changes, but
    how this destroyed many of the community related aspects of the game.
    The new Medic class wasn’t interacting with patients in the hospitals
    and occasionally going on a few hunts of their own, they were simply
    the group healer. If you wanted to be a crafter, no longer was that
    an allocation of some skill points and the rest could be invested in
    combat skills, it became your only profession. I really did enjoy my
    time in SWG, despite the fact that there was very little in the way
    of actual combat content like the kind of missions and stories you
    get in more modern MMOs. However, for me, the game servers may as
    well have closed down years ago.

  • ZekThePenguin

    Congrats on your new job. Awesome to hear. On LOL, you don’t really pay for power. Real money goes to costumes, champs, and boosts. Riot works hard to make sure that all the champs are balanced, so buying a champ isn’t really buying power. The boosts could be seen as power, as they translate into XP, helping you level faster and get summoner skill points, but that caps at lvl 30 and doesn’t avail you beyond that point, so that won’t help you at lvl 30. The IP boosts are the only thing that I consider truly powerful, as the only thing you can buy in the shop that increase your champ’s power in the game even at lvl 30 is runes. Runes are only available through IP, so it’s a roundabout way of getting more power, and you do still have to play the games to earn the IP that is boosted, so I have no problem with this at all. Especially since you have a limited number of spaces on your rune page too. So in many respects, spending real money will never ultimately make you more powerful than those around you.

  • Revyuk

    Congrats on the new job.

    As for SWG. As a trekkie first and a general sci-fi fan, SWG was my first MMO (i even imported my copy from the U.S. (UK here)). I am SOOOO glad it was my first MMO aswell. Creating my first ever mmo character, I remember walking out into Mos Espa and simply being literally BLOWN AWAY.. It truely was my O…M…G! moment. For the first hour I had no idea what i was doing, wondered round the tatooine town and LOVED every second of it. Eventually I found my footing, started exploring, leveling and the rest came A.B.C..

    I realised its Sandbox nature long after, after trying many other mmos (even Fantasy types which i hate EQ2 etc) to try and regain the magic I once found in SWG (after SOE Literally killed it with gunshot to the head the with overhaul that killed all the classes and completely redesigned the game etc (i forget the name of the update,).  I am now greatly saddened with the lack of Sandbox mmos around, and the swing towards linear theme park styles.

    Anyway, its greatest strength I felt was its immersive sandbox nature. You seriously was just living in the starwars universe. Ive never felt that way with any theme park mmo ever, they’re just too controled.

    As for features, it had so many great features. my top 3 was the open nature of the skill system, which was so diverse it was mindboggling the combos and builds you could have, and i remember changing mine often. The openworld player housing was a great touch, and so added tons to immersion since you again were litterally living in the universe. I remember spending hours looking for my ‘spot’. Ok it got a bit crowded in the end but hey it was fun at first.
    Lastly the crafting system was amazing, which i briefly tried (armoursmith) and was too overwelming (first mmo and inexperienced at the time). However, the resource management was a task in itself, and I was happy (a very successful) in being the go-to store that had all the resources you could need (mineral & Creature gathered).

    All in all SWG (before its unfortunate bastardization) was my greatest experience with an mmo, and i fear due to the lack of sandbox style mmos, it always will be.

    … and to be honest, im so happy with that cuz SWG truely was a legendary mmo.

    Im so sorry for those that still play it that its closing..
    Lets hope SWTOR carries the torch, in its own way….

    but lets face it… the SWG we know and love died a long time ago :(

  • yuye

    3月27日MBT 靴早くラジオのニュース速報:MBT ブーツ3月27日早くサッカースパイク新聞摘要を通じて、運転手の車に誘導装置で注文支払い。という交通システムITSの無線交通ニュースネットワークシステム。車の通りいかなる1家のMcDonald、GPSと自動的にメニューが出る、あなたが直接上記注文の支払い、その後また自動指示システムはあなたを連れて最近の1家のMcDonald領の食事。アディダス スパイク サッカー唸る可能に及ぶ関東南部地域と東海地方東京電力会社3月26日、
    ナイキ バスケシューズ 会社の傘下に17原子炉を全部止まって。現在の日本は運行の原子炉の殘り北海道電力会社の泊原発3号機が、同ユニットも5月5日から定期検査のため、ナイキ ジョーダンもし当該ユニット5月末で復帰運転できないのなら、日本は「核の夏を迎える」。このニュースをスパイク停止の柏出力を135.6万キロワットjordan スニーカー 。同日、北海道電力会社によると、トリーバーチ 店舗5月5日運休泊原発3号機北海道泊村、出力91.2万キロワット。同ユニットの前に一度は定期検査の最終段階調整運転は昨年3月7日スタート、予定の約1か月後の商業運転が、福島原発の危機が発生したため、スパイクその商業運転延期されてから昨年8月。トリーバーチ シューズ日本の共同通信の分析によると、通常の状況では、ネイティブ フィッツシモンズ原発からは商業運転後の13ヶ月以内に検査を定期的に行う義務があるナイキ エアズーム。泊原発3号機は昨年3月から調整機能によって、サッカースパイクウラン燃料のし泊原発3号機は5月末復帰運転、日本原子炉、すべてを運休し、各界から夏の電力不足の懸念をさらに加熱。昨年3月11日ユニフォーム 通販、すぐさま福島原発の放射能漏れの危機。その後、日本の主な電力運営商の傘下に原子炉が相次いで運休し、2153円の10分の1。北海道電力最新の価格ラインは1244円と、昨年と比較し3月10日の終値1766円ダウンほぼ30%。他の大規模な電力運営商中部電力と関西電力などの株価も基本的に登場する「打ち切り」ジョーダンシューズー。日本の電力供給再臨「みたい」東日本大地震発生前に、日本の約30%の供給に原子力、日本政府は計画はこの割合は2030年前から50%高めだが、Nike サッカースパイク大地震とそのによる原発危機をすべて「水の泡になっただけでなく、ニューバランス日本の電力供給」は「みたいに直面する」。

  • Miumiu20120220

    アバクロンビー&フィッチ (多くの場合、A&Fと呼ばれる)は、ジャックパーセルアメリカの小売業者は、monster beats dre同社の現会長兼最高経営オールスター コンバース責任者(CEO)マイク·ジェフリー·リ??ース、マイク·ジェフリーズ、です。アバクロ sf style米国ではA&Fが300店舗を超えているだけでなく、アバクロ他の国で新しい位置を設定し続けた。 コンバースAbercrombie Fitchその3つの子会社のブランドはホリスター社とギリーヒックスのアバクロ(キッズ)、コンバース スニーカーであり、ニューヨーク、アバクロ 通販アメリカで1892年に設立されたアバクロンビー&フィッチアバクロは、コンバース 通販米国の世紀の古いブランドです。abercrombie&fitch(アバクロンビー&フィッチ)、CONVERSE高スタイル、高品質、超新鮮なスタイルは、アバクロ シャツ米国およびカナダでは、Converse All Star新しい世界のファッションの新しいConverse All Star指標を作成するには、アバクロ メンズ広がり続けています。コンバース ハイカット世界中の若者に愛される米国のストリートカジュアルスタイルに行くabercrombie&fitchは、これはファッショントレンドであることを考えるように、コンバース ローカットフィッチのアバクロを着て喜んでである。MBT ブーツAbercrobieフィッチは(阿部クローネ比率と手数料地区、timberland シューズ多くの場合、&Fと呼ばれる)は、ミュウミュウ 財布1つ、1892年にアバクロンビー&フィッチ)は、スケッチャーズ米国でアメリカ人とアメリカ人の余暇のpuma コート最初のビッグネーム世紀の古いされてきた靴 アディダスアメリカ·ニューヨークに設立され、プーマ スニーカー今日の若い成人が最も人気のあるブランドの一つである.