In the end, All roads take Hideo Kojima and Metal Gear Solid 2 , the most advanced artistic work in its time we have never known. In Sons of Liberty, the Japanese Creator spoke of how the incipient saturation of data on the network would make it impossible to distinguish between truths and lies, simply by the enormous amount of contradictory information and background noise.
- Rotal output champions, or natural development cycle?
- “The Renata case”
- The triangularity of the Ultimate Renata
Perhaps what was escaped vocalizing Kojima (not to enunciate him of refill) is the most “social network” part of this, almost more than Black Mirror (of the first seasons, good). I mean that it is necessary to polar each debate, made and the opinions discharged about them, since a reasoned and neutral opinion has no place when it hid between the data marabunta; Almost like a bell of inverted Gauss.
I do not want to talk about political or social issues of great draft, for that there are already other people much more versed, but I have observed this phenomenon with a small example within my experimentation area: The growing hyperbolization in social networks , and beyond, after the launch of a new champion enleague of legends.
Rotal output champions, or natural development cycle?
It is more than documented the process of a new champion in League of Legends. The master curve is the time a player takes, or rather the games he needs, to dominate a new champion. This is interesting, because it talks about how a champion without barely balancing from the departure of Him in the Moba de Riot Games, would improve its percentage of victory from an alarmingly low number, until one closer to ideal 50%.
I say that it is documented because that happened after the release of the reworks of volibear and fiddlesticks and the new champions lillia and yone . From 36.2% of the bear, 43.88% of the scarecrow, all ended up improving their numbers after a single patch and then settled in much more reasonable data. Although, in honor of the truth, it must be said that Voli and Fiddle did suffered improvements.
The paradigmatic case is that of Lillia, which without having needed improvements, evidenced the philosophy of the new Riot Games releases of a time to this part . Without changing anything and only in two weeks of time for players to learn to use it, it passed 35% of victories above diamond at 45.35%; While the average if we count all the divisions increased from 38.37% to a more reasonable 46.35%.
What I mean by this? Well, the vast majority of new champions for a few years have passed through the next life cycle: it is announced and stands out for its unique and identity mechanics filling up meme networks, it is released and has bad numbers because the players are not yet dominated, He advances in his expert curve and goes to be op, Nerfeos. And despite knowing, and that it is more than documented, this effect continues to occur in the community.
“The Renata case”
Not at all I bring this debate to judge someone specifically, first because that has no interest to those who are reading, and second because it is a trend that has been imposing a lot of time, there is no responsibility. The overreaction has been adhered to the new champions launches for a long time, practically.
And the truth is that this is something perfectly calculated, than not petty. Riot Games knows that in a videogame with more than 150 characters, the new arrivals to the template must contribute something new, not only for giving mechanical wealth to the game and postponing that date of abandonment on the part of the players who seem not to ever reach, but also because those broken skills are just what the champion needs to be relevant in the debate of the community.
Renata, the last champion to be announced, is a Support that stands out for two specific skills. On the one hand there is its W-Rescue Financiero , which allows an ally to revive for a few seconds, and on the other the Hostile R-acquisition **, which makes enemies increase the speed of attack And they hit each other.
That said, it sounds strong, but judging a champion even if you know the numbers of it, climbing or interactions with things like the mercury fajín, is such a grandiloquent, as no risk. Let’s analyze one to those skills.
To begin with, Revivir is no longer a mechanics so broken (or rather, face) as a few years ago . Things like the chronometers first, and the arrival of champions like Akshan with the ability to revive all the allies after a Teamfight or the Fadest Soul of Technochemical Dragon, have changed the value of reviving. It remains a tremendously powerful skill, but it is no longer exclusive to an object or a single champion like Zilean.
And the definitive ability is, to begin with, a skill with a large cooling (150/130/110 seconds) and tremendously slow. I would need an additional source of mass control by the Renata team to hit the majority of rivals and, important, only makes enemies hit with basic attacks. Taking into account that the ADC is the most dangerous doing this, and that it will always be at the backlane, the normal thing is that it does not affect you in the group fights.
Therefore, we have to think more about a definitive ability based on mass control and that applies some damage, not in a spell that will break League of Legends. In fact, even though it lasts between 1.25 and 2.25 seconds according to level, it can be cleaned with mechanics such as the invoker spell clean and the mercury fajín.
The triangularity of the Ultimate Renata
Jesse Schell , writer of the most notable book ‘The Art of Game Design: A Book of Lens’, comments on page 211 The following: _ “One of the most interesting decisions for a player in a game is or well play simple and get a small reward, or take a great risk to try to get a great reward […] eight out of ten times that someone asks me for help with their prototype because it is not fun, the game has no decision of this type”_.
This relationship between small-reward small-reward and large large-reward risk, calls it triangularity . And he shows the case of Space Invaders , where the slower ships are worth 10 points, the moderately fast are worth 20 and the fastest, 30.
What does this have to do with Renata? Well enough. If you did not make a gala of risk-reward, League of Legends would be much more boring , from the design of new champions, the pure Gameplay. Why do you think that one of the monsters of the jungle that most experience is the elusive that is in nobody’s ground?
With Renata, we can use the triangularity to talk about her definitive ability. The new champion does not have quick displacements and will be particularly “soft” being a support. As it was a projectile of it its really slow hostile r-acquisition, she will need to position yourself very well to hit the ADC, which would be the great reward of all this play. But what is the problem? That in addition to exposing themselves, the rivals beaten with that battle anger, could hit Renata with that 40% extra attack speed if this is closer to them.
In addition to being fun by the simple fact of being a challenge, this approximation used within the context of skill design are really interesting from the development point of view. If these types of decisions did not exist, the skill kits would be limited to Point & Click Attacks and a snowball effect that would make you infoxic League of Legends. Long life to risk-reward in videogames.