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Anti-fun


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#1
OFFLINE   Aldair

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Okay, when Riot made their attempt at removing Evelynn from the game it was for two reasons. One I understand but the other I do not. She was making newbies ragequit from LoL completely. I disagree with their course of action but I can understand their cause, so... alright.

The other reason has me more puzzled. She is anti-fun. Pardon me for just a moment when I say: what the **** is anti-fun? Let's hammer out a definition of what anti-fun is. If possible getting an official, fully fleshed out & detailed Riot definition would be glorious.

To get the ball rolling, here are some other games that have game mechanics that could be considered anti-fun.

http://www.mtgvault....px?DeckID=21087

That Magic the Gathering deck has the potential to win the game essentially on turn 0. It is only playable in the Legacy format for whatever that may be worth to you, but it can be played and there are very few things you can do to stop it. Is this deck anti-fun or fair game?

In both Starcraft:Broodwar & Starcraft 2 there exist a plethora of tactics that fall under the umbrella name of "cheese". Most "cheese" tactics are designed to exploit very specific windows of time and can instantly win games against ill-prepared players. Great swathes of players rage at and insult "cheesing" players. However, an even greater number of players do not care about "cheese" because ALL "cheese" can be countered using some simple principles that have to be LEARNED. Are "cheese" tactics part of the legitimate game or should they be branded as "anti-fun" and removed? Fun fact, the word "cheese" comes from a mispronunciation of "cheater" in Korean.

In the MMO game EVE Online I personally have ripped off & stolen from corporations and alliances for BILLIONS of in-game currency called ISK. I am neither unique nor rare. It takes those people literally hundreds if not thousands of real-life hours to accumulate the things I have irretrievably stolen. What's awesome? My account is still online. All of our accounts are still online. What's even more awesome? ISK can be translated into real-world dollars pretty easily. The 6 thefts listed in the link above translate into about USD$133,591. My own total is a paltry $200. Best part? CCCP accepts this as part of the game. This is PURE THEFT OF TIME REAL MONEY AND EFFORT BY THOUSANDS AND THOUSANDS OF PEOPLE. Anti-fun? or part of the game?

Riot, my final grievance lays with whomever it was that generated the "anti-fun" idea to be spread to the public. Personally I believe it was a meeting somewhere because you can't develop such a sub-standard term alone.

To Whom it May Concern:

You should not design games. You should not develop games. You should not balance games. You should not moderate games. You should not be in any position of power over the direction of a game EVER again.

Zileas' public definition of anti-fun is as follows:

Quote: Anti-fun is the negative experience your opponents feel when you do something that prevents them from 'playing their game' or doing activities they consider fun.
As an extreme case let's consider a scenario. I enjoy winning. I don't enjoy losing. I don't enjoy losing A LOT more than I enjoy winning. Therefore losing is anti-fun. We accept this as ridiculous because we all know that you are not going to win all the time.

How about something more subtle. GamesWorkshop's table top game Warhammer 40K is extremely successful despite it's own marketing strategy. You're going to have to do some research on your own (I am attempting to be brief) but one race, the Imperial Guard, had an ingenious player develop an army list for it that was dubbed "Leafblower" by its opponents. It got this name because the army was so effective that the runner up in the debut tournament said "this army blew opposing armies off the table "like a leafblower"". Not one player at my local game shop regards Leafblower lists as a friendly game army but it is perfectly accepted in tournaments even if only begrudgingly so. This list is not unbeatable, you just have to prepare for it and give a prayer to the Dice Gods.

One last anecdote. Something close to home. Are you aware that a coordinated team in League of Legends fits your definition of anti-fun? My friends and I have a roster we call "The All Stun Team". Includes Taric, Pantheon, Leona, Xerath, and Udyr. The team is incredibly successful because we coordinate and stun-lock targets.

According to Xypherous this is explicitly anti-fun.

Quote: the most prominent anti-fun abilities are lock-down abilities - which, by definition, attempts to hinder the opponent from being able to do anything.
Forgive my dripping sarcasm for a moment: what are you going to do, forbid the use of Vent, Teamspeak, Skype, talking in the same room, typing, texting, phone calls during games?

Some other explicitly anti-fun things hit by Riot are the Summoner Spells Heal & Fortify.

Heal was anti-fun because it gave too much durability, you just couldn't kill the enemy! I wasn't around for that one so I don't know what items were around then but I can at least guess that Ignite was also there. And Ignite counters heal pretty hard. The necessary skill here is Igniting the target before they Heal. Recently ALL healing abilities were hit with nerfs of some kind because healing made it hard to kill the enemy. Never mind there are champion abilities that counter healing. There's also Executioner's Calling. Everyone knows that when Mundo pops his ult you pop your ignite that you SAVED SPECIFICALLY for this occurrence.

Fortify is a bit trickier. It made all turrets invulnerable for a period followed by a very large cooldown. The counter for this was... more Fortifies. A team of 5 fortifies with the appropriate mastery can keep all turrets invulnerable for about 80% of the time or 4 out of every 5 minutes. There is no counter for this. Killing the enemy doesn't work because it could be cast while dead. Assuming perfect coordination you have 1 minute windows in which to deal lasting damage. Riot accused it of promoting passive play so you took things in small steps and went straight to removing it from the game. Since I have no access to a patch-preview server I have no idea but was it ever attempted to make Fortify unable to be cast while dead? That way you can counter Fortify by, I quote Day[9], "killing the *******". How would that be for promoting aggressive play?

Phreak has made a profoundly irritating statement on the topic of anti-fun.

Quote: Terrify has less counter-play. Arguably it's a worse skill in this regard. Sure you could ward and see Fiddle coming from the side, but what about Flash? What about someone else landing a CC or slow first? At some point you're going to get hit. It's a short range instant-cast spell. If the trigger results in instant death, do you really feel like, "Man, if only I was better at this game, I wouldn't have instantly died. Oh well, well played Fiddlesticks."
I have a proposal. If we can assume all the things in that statement, can we not also assume that the player has the ability to learn from their mistakes? Can we assume that learning from mistakes is preferable to creating an ever-expanding safety net so players don't actually need to grow and evolve? Do you know how a metagame develops and changes?

In this specific Fiddlesticks case, if you get CCed, flashed on, then feared, you are indeed well and truly ****ed. But look at what it took. It took you being out of position, Fiddlesticks to burn a flash, an ally to be in position and hit you with a snare/slow. For most of us the immediate solution is to not be so far ahead of the group, not be so far away from the tower, banshee's veil?, and in some specific cases, not be such a dumbass. Is this a lesson that will be learned immediately? Probably not. That is how we get the evolution of a player. If you were to remove Terrify from the game, you remove a way for this lesson to be learned. Please refrain from treating your player base as spoiled, pampered children. David Sirlin would describe type of player you are fostering as scrubs.

At last we are at the end.

The concept of finding and stopping "anti-fun" things is a laudable goal. It makes you feel good. It's just not something that should every actually be done. Doing so halts growth and evolution. Starcraft would not be the benchmark of RTS and e-sports everywhere if Blizzard nerfed entire strategies into oblivion.

Further, you actually can't identify what "anti-fun" is. Sure there are concepts & ideas. But we have concepts & ideas for fairness too. Can you tell me exactly what fair is? Can you tell me exactly what skills are anti-fun? Where is the line? A 3 second stun is okay but what about a 5 second stun? 4? 3.5? 3.25? 3.125? 3.0625? 3.03125? What are the boundaries? Where does it begin? More importantly, where does it STOP?

Who will decide what anti-fun is? Will they publicly list exactly what anti-fun is? Will the list be static or change with the mood of the player base? (Hint: for that rhetorical question there is a right and a wrong answer).

The best games evolve on their own under the creative power of the player base. When you patch things every 2-3 weeks there isn't enough stability to foster natural development. Lastly, when you enforce a specific artificial will(rule, or environment, or restriction, really anything not generated by the player base), ANY will, on a game... the game dies. Sometimes slowly, sometimes quickly... But the game dies.

Shameless repost from official LoL forum.
http://na.leagueofle...d.php?t=1871594

Edited by Aldair, 29 February 2012 - 08:30 PM.


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#2
OFFLINE   Nemerian

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View PostAldair, on 29 February 2012 - 08:28 PM, said:



To Whom it May Concern:

You should not design games. You should not develop games. You should not balance games. You should not moderate games. You should not be in any position of power over the direction of a game EVER again.




altough you made a well argumented point, using multiple examples and arguments, what you just said here is over the edge and too harsh. in my opinion, while riot has done a pretty good job removing excesively long or op skills and easy snowballing through kills and such (a problem which was pretty frustrating in many cases for me in dota, and also shared by hon), it has also made the game pretty stale and nailed some things, like the meta, to the ground, or creating too complex and interesting mechanics ( altough thats usually just morello, too bad hes lead champ designer), but this has also led to less rape in games when compared to dota or sc.

Edited by Nemerian, 29 February 2012 - 09:06 PM.

I am insane. Your point is invalid

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#3
OFFLINE   Calandro

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Riot said Evelynn was anti-fun because she was either useless, I.E. probably ruining the game for her team mates, or she would uber-stomp the game and ruin the game for the opposing team.

#4
OFFLINE   P4TCHburguer

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Well said, i'm reading the post on LoL's forums. I'm not a pro player, but i used to play twitch, or pre nerf fiddlesticks. Now some people complain about 3s fear fiddles has, but old fiddles was maybe up to xin's level, now karthus deals more AoE damage than his ult, even tho he's fine now.

My point was they nerf champions they shouldn't nerf and buff champs they shouldn't, making the game more fun for 5YO children that won't even care to know what counters what. If they wanted to balance the game, they should remove normal soloQ...

#5
OFFLINE   Ninjapig

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tl;dr what calandro said ^

Edited by Ninjapig, 29 February 2012 - 10:03 PM.

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#6
OFFLINE   0neShot

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Well, i like to see LoL as a kind of "DotA light" in the sense of how combooriented the game is. Now what does that have to do with Anti-Fun ? Well, let me explain. What i talk about is mainly about CC, which is a huge part of DotA. Teams without CC were practically screwed by teams with CC. Now what is CC ? CC is the form of disabling other Champions, in other words, preventing them from doing what they normally would. This is by definition anti-fun in its purest form. And while it was an essential part of DotA, including Blink stuff for Chain CC surprises. Everyone who has seen an Earthshaker blink in and going nuts on somebody knows what im talking about. Now LoL takes another approach by mildly removing that "i cant do shit"-factor out of the game. While there are pros and cons to it, and for that part im mainly against that "light version" i see why they take that steps.

LoL is aimed at appealing to new players much more than DotA/2 and HoN, and that, combined with its F2P-concept, is why LoL is so succesful. So if u ask why they water down the game to the point that what was perfectly fine with champions in competitive play, you should ask yourself what noobs think of it. Of course it is easy to counter stealth if u farm like a boss and actually know that u can buy stealth detection (+can afford it, because most noobs cant farm shit). Now for a noob that gets like 20cs per minute a ward hurts, if hes advanced enough to know that he should buy it, or just he ll just plainly not get it at all and be frustrated by the fact that he gets owned by an invisible force everytime he tries to kill something. This is also by definition totally Anti-Fun.

The equivalent of that would be Rikimaru from DotA, one of the Heroes used most in pubgames for a long time. Now why is that ? He was permanently invisible. And as you would expect it was rather easy to kick around noobs with him. See a correlation ?

Or lets just take Denying, that quite a time ago has entirely been removed from LoL as only GP had it to begin with, which was considered Anti-Fun and also kinda weird thematically, why would u kill your own guys ? Mechanically it is very interesting, and i remember games where i completely dominated my oponent in lane just because i was so damn good at lasthitting/denying, which is still true in LoL, just only with lasthitting now, which is still hard enough for noobs.

LoL though, while imo being vastly inferior when it comes to CC coordination and counterpicking and stuff like that, has other things that i enjoy more than i do in DotA. For example the AP/AD system or Armor and Magic Resist just to name a few. But i kinda digress.

My point is, that LoLs success is majorly measured by its accessability which still is challenging, but not as much as in DotA/2/HoN. So everytime you think why do they do this or that, think of Mr.Noob and the way he would see it. And if you really enjoy more "Anti-Fun"-mechanics, how bout u just migrate to a game that has them ? Because at that point "Anti-Fun" becomes "more challenging", and if its that what you re searching for im afraid you wont find it in LoL for good reason.

#7
OFFLINE   Ak3mi91

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The point is they're obviously not trying to make the best game in the world, they're trying to make the game which will allow them to make as much money as possible. Haven't you realised yet that basicly every new champion looks better? Has usually more dmg/utility? Better animations? They're trying to force players to constantly buy things and ip system is made this way not to allow you buy everyting for free. Also these patches are more and more dumb. Their goal is to make this game casual and easy to grow player database as much as it's possible(jungle change), not to make this game deep. Their buffing and nerfing champions not, because they need it. They're just circulating the base of champions who are more useful than others at the moment.

#8
OFFLINE   Aldair

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@ Oneshot

Some part of your statement has to be contradictory. Riot wants LoL to be a competitive e-Sport game. A game cannot be built to be competitive while catering to newbies. It simply cannot be. The goals and paths required are mutually exclusive.

@ Ak3mi91

We both see the problem. Should we as players not attempt to save a game we enjoy playing?

Edited by Aldair, 01 March 2012 - 12:47 AM.


#9
OFFLINE   spoing

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Have you been there when evelynn was buffed a little bit and people tried to get her into the jungle?

It was not fun, sure it was great fun for the evelynn player, but this was getting ridiculous. When you moved away from your tower she could stun you, deal massive damage and with any help from the lane you were dead. As long as a team had evelynn in the jungle, you weren''t save past the 4 minutes. And if one lane is dumb (about 90% chance) and gets away from the tower its over. Eve with a few items and she goes ubersnowball, her ulti is an insane steroid and healing that was 1/2 her hp bar. When she had wriggles+trinity not having a buddy around means you are dead. Is the fact that pretty much every lane cant do shit a worthy sacrifice for an evelynn her fun?

That said, they went overboard with the no anti-fun allowed. The rupture (makes you take damage when you run) spell in dota is antifun but I think it shouldnt be considered that. Riot doesnt like the fact people are dickheads, its funny to see someone kill himself by fleeing from you, sure its not fun for someone to be in a deadlock that running=dieing and fighting=dieing. But thats part of the fun, even moreso because he has WW his E, so when someone is running and drops enough he suddenly gets faster.

I think riot is right in the fact that something like evelynn jungling should be removed, the costs are not worth the gain. But something like rupture is something that is okay. Same goes with longer CC, sure, CC is annoying because it keeps you from playing. But 0.5 seconds of stun is not enough to pin a carry down, and a yi that can get away from everything isnt really fun either.

Quote

@ Oneshot
Some part of your statement has to be contradictory. Riot wants LoL to be a competitive e-Sport game. A game cannot be built to be competitive while catering to newbies. It simply cannot be. The goals and paths required are mutually exclusive.

They say they want a game thats esport worthy, but they go for the quick buck. They need to say that or people will get mad. They can say "we want to be esport" and make it super casual without losing face because they can quote themselves on wanting to be an esport.

Edited by spoing, 01 March 2012 - 12:54 AM.

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LoL addict since a year.

#10
OFFLINE   Aldair

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@ spoing

I have played Eve off and on since open beta. Never player her as anything but AP. I still play her today as AP. The best counter for an Eve is staying as a group. I don't care about wards or oracles or veils if you're alone.

In other news I am becoming fascinated by the wide variety of things considered anti-fun. In fact no two people have offered the same thing! Even more fascinating is your stance on Rupture since Riot has specifically used that spell as a measure of "anti-fun".

In terms of the quick buck, shouldn't we as a playerbase call them on it?

#11
OFFLINE   0neShot

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View PostAldair, on 01 March 2012 - 12:45 AM, said:

@ Oneshot

Some part of your statement has to be contradictory. Riot wants LoL to be a competitive e-Sport game. A game cannot be built to be competitive while catering to newbies. It simply cannot be. The goals and paths required are mutually exclusive.

@ Ak3mi91

We both see the problem. Should we as players not attempt to save a game we enjoy playing?


I never said Riot was trying to cater to competitive play, although they provide enough content so there is a competitive scene, but overall the profit comes from the casual players who buy a few skins from their pocket money and these are the players Riot wants to get, because DotA and HoN cant have em. So if u want me to make a blunt statement, ok, Riot caters to noobs exclusively. Although some ppl dont care about it and dont want to see the point, Riot is a company that tries to maximize profit and they do well with it, so why would they change it ? Of course there is a lot more to it and i could talk about it alnight long.

Also to me the game is lacking and could be so much better and i disagree with many changes Riot did/does/will do, but overall i get why they do it and in a way why it will be good for the game as a whole.

And if u want to talk about specific gamemechanics plz go on, i will gladly tell you why it is the way it is.

So lets take Rupture for a moment. Its the example for "lack of knowledge" by players. LoL also has that Anti-Fun concept in the way that you have to know all the Champs and Abilities and Items and Strategies and Counters and and and. But Rupture takes it to the extreme, because it outright kills you if you dont know about it, so to noobs it is ridiculously overpowered and frustrating. I too appreciate it because it requires you to make a choice which usually will be stay and fight because you die anyway, give a few exceptions. I also appreciate Stun Locks and Denying, but i see why Noobs are frustrated by it, and thats exactly the reason why its not in LoL, easy as that.

I know i am repeating myself a lot, but if you are searching for a mechanically challenging "high end content" game, maybe try out Dota or HoN and see if you can live with their very own flaws, i cant, because there still is enough content exclusively to LoL to keep me satisfied and hooked.

@spoing: You are totally right about the Jungle Eve thing, but they overdid it to the point that no way of playing Eve had an advantage over simply playing another champ. Balancing is and always will be a big issue with these kind of games, especially for Riot, because they have to make a lot of compromisses. Just take a few hours and play a few games with a smurf account, like until lvl10 or something, you ll notice that those games are dominated by Master Yis, simply because hes 450 IP so everyone can afford him and he just wrecks you if you dont know how to deal with him, a bit later that happens with Tryndamere. Now why cant they be nerfed to hell ? Because they arent as anti-fun as other champs to play against and because they barely make it to the "competitive content", so their spot right now is actually okay. I could go on, but the point is, balancing is difficult, especially if you want to cater to different groups at once.

#12
OFFLINE   Aldair

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I am working on a separate work dedicated to game mechanics. Judging from progress so far it is going to be around... 28-30,000 words or so. A lexicon of opinion, fact, and things people don't like if you will.

As for "high end content"... I come from Broodwar. I was in the top 0.1% of the world players in Starcraft 2 before I failed a class and imposed a retirement. I play League specifically because it is easy and I can play with my friends. Doesn't mean I am going to sit and let nonsense happen.

#13
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Anti-fun has always been a load of crap for me in regards to LoL. I will always argue that Dota/HoN are brimming with so-called things that cause anti-fun, and yet a lot of people could easily say that those games are superior to LoL (in their own ways, of course). Dota/HoN have more complicated mechanics, longer silences and so forth, but why are those games still played then if they should be unpleasant to play? Shouldn't those players be suffering from anti-fun overload?

Also, the Rupture excuse is always a bad one in my book. Noobs in Dota get over it, then there you go. It's not a big deal anymore.

Edited by Nhan-Fiction, 01 March 2012 - 03:59 AM.


#14
OFFLINE   Coal

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Bloodseeker is probably the less picked hero in comp play :P
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#15
OFFLINE   Aldair

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I am still monitoring this thread and the official league forums copy.





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