Preview

MOBA and Lol

Powerful Essays
Open Document
Open Document
7555 Words
Grammar
Grammar
Plagiarism
Plagiarism
Writing
Writing
Score
Score
MOBA and Lol
From Generative to Conventional
Play: MOBA and League of Legends
Simon Ferrari
Georgia Institute of Technology
85 Fifth Street NW
Atlanta, GA 30309
678-231-7130
chungking.espresso@gmail.com

ABSTRACT
Despite its vast enthusiast community and influence on contemporary game designers, the MOBA (multiplayer online battle arena) remains under-explored by academics. This paper considers many meanings of “well played” reflected in the design, community, and aesthetics of the genre's most popular member, League of Legends.
Originating as modifications of commercial RTS (real-time strategy) games, MOBAs present a rare study of the “rhetoric of the imaginary” in play theory applied to popular game design. The genre's reification in commercial forms such as League show how the attitudes of distributed design projects manifest themselves as values of play.
A close reading of the phases in a match of League of Legends exposes one possible aesthetic framework for the consideration of eSports. Greg Costikyan's theory of uncertainty in play serves here as a backbone for the study of conventions, tension, strategy, and tactics in a team-based competitive videogame.

Keywords
League of Legends, eSports, aesthetics, well-played, play theory, rhetoric, community

INTRODUCTION
League of Legends is a team-based, competitive eSport played in teams of five. Its genre characteristics are a mix of real-time strategy, tower defense, and computer roleplaying game (Walbridge 2008). NPC armies march down three lanes from one enemy base to another, and the ten human players must “push” these army lines forward through opponents and their defensive towers. Players—who are grouped together from a pool of many millions—must coordinate strategies, tactical maneuvers, reconnaissance missions, itemization synergies, and resource sharing amongst each other. Matches typically last over 40 minutes, but a game that is going poorly for one team at the 20 minute mark may



Bibliography: Blizzard Entertainment. (1998). StarCraft. [PC], Blizzard Entertainment, Irvine, California, United States. King, B. and John Borland. (2003). Dungeons and Dreamers: The Rise of Computer Game Culture from Geek to Chic Capcom. (1991). Street Fighter II: The World Warrior. [Arcade], Capcom, Osaka, Japan. Cho, J-H. (2012). “Alicia on SlayerS disbanding, looking for foreign team.” ESFI World, 17 October 2012, http://web02.esfiworld.com/news/alicia-slayersdisbanding-looking-foreign-team. Consalvo, M. (2009). Cheating: Gaining Advantage in Videogames. Cambridge, Massachusetts: MIT Press. Costikyan, G. (2013). Uncertainty in Games. Cambridge, Massachusetts: MIT Press. Dean, P. (2011). “The Story of DOTA.” Eurogamer, 16 August 2011, http://www.eurogamer.net/articles/2011-08-16-the-story-of-dota-article. Erdelack, W. (2013). “All the way down.” Versus Everything Land, 25 January 2013, http://versuseverythingland.wordpress.com/2013/01/25/all-the-way-down/. Eul. (2003). Defense of the Ancients. [PC, original Warcraft III mod], United States. Feak, S. and Steve Mescon. (2009). “Postmortem: Defense of the Ancients.” Gamasutra, 19 March 2009, http://www.gamasutra.com/view/feature/ id Software. (1996). Quake. [MS-DOS], GT Interactive, New York, United States. Jin, D. Y. (2010). Korea 's Online Gaming Empire. Cambridge, Massachusetts: MIT Press. Kane, M. (2009). Game Boys: Triumph, Heartbreak, and the Quest for Cash in the Battleground of Competitive Gaming Lantz, J. (2013). “The Snowball Effect: DotA vs. Hokra.” In Machinam, 16 April 2012, http://www.decisionproblem.com/inmachinam/?p=82. Le, M. and Cliffe, Jess. (1999). Counter-Strike. [PC, original Half-Life mod], Vancouver, Canada. Merrill, M. (2012). “League of Legends Community Infographic.” 11 October 2012, http://na.leagueoflegends.com/news/league-legends-community-infographic. Riot Games. (2009). League of Legends. [PC], Riot Games, Santa Monica, California, United States. Riot Games. (2010). “The Summoner 's Code.” http://na.leagueoflegends.com/articles/ The_Summoners_Code. Salen, K. and Eric Zimmerman. (2004). Rules of Play: Game Design Fundamentals. Sutton-Smith, B. (2001). The Ambiguity of Play. Cambridge, Massachusetts: Harvard -- 16 -- Walbridge, M. (2008). “Analysis: Defense of the Ancients - An Underground Revolution.” On Gamasutra, 12 June 2008 Valve Corporation. (1998). Half-Life. [PC], Bellevue, Washington, United States. Zook, A., Mark Reidl, and Brian Magerko (2011). “Understanding Human Creativity for Computational Play.” In the Proceedings of the 2nd International

You May Also Find These Documents Helpful

  • Satisfactory Essays

    Problem 4 Set

    • 298 Words
    • 2 Pages

    b. Does the result of your answer change if the game is played an infinite number of times? Why or why not. Properly use game theoretic terminology in your answer.…

    • 298 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    3. Both teams make decisions that will help them win and beat the other team.…

    • 866 Words
    • 4 Pages
    Good Essays
  • Powerful Essays

    League: a covenant or compact made between persons, parties, states, etc., for the promotion or maintenance of common interests or for mutual assistance or service.…

    • 665 Words
    • 3 Pages
    Powerful Essays
  • Good Essays

    The two teams take turns in offense and defense. The visiting team starts on offense, giving…

    • 722 Words
    • 3 Pages
    Good Essays
  • Good Essays

    A short play is usually filled with a theatrical energy of diverse anthologies. The time allotted may be only ten or fifteen minutes, so it must be able to capture and engage the audience with some dramatic tension, exciting action, or witty humor. Just as in a short story, a great deal of the explanation and background is left for the reader or viewer to discover on their own. Because all the details are not explicitly stated, each viewer interprets the action in their own way and each experience is unique from someone else viewing the same play. Conflict is the main aspect that drives any work of literature, and plays usually consist of some form of conflict. In “Playwriting 101: The Rooftop Lesson,” Rich Orloff explores these common elements of plays and creates an original by “gathering all clichés into one story and satirizing them” (Orloff as cited by Meyer, 2009, p. 1352).…

    • 798 Words
    • 4 Pages
    Good Essays
  • Good Essays

    Context: Relatively peaceful, S makes R a devil and usurper to legitimise Eliz. Claim to throne. People were aware of RIII& Tudor’s overthrow of Platagenets, therefore play is dramatisation of actual events. Audience related to the values in the play-divine right, treatment and place of women, good&evil, religion. Nobles spoke in Iambic P, whilst servants spoke in rough prose, this was real, therefore made sense to the audience, everyone loved the theatre.…

    • 331 Words
    • 2 Pages
    Good Essays
  • Powerful Essays

    ECH113 assignment 3

    • 1280 Words
    • 4 Pages

    Dramatic play is an important part of early chidhood develoment, it can be defined as a type of game that let children accept and assign roles, and then take action of these roles(Dunn et al,2012). Dramatic play helps children understand the world around them. It not only teaches children about the roles they choose to play, but also provides the development opportunities in a variety of areas. American children drama scholar Catherine further emphasize creative dramatic play is through drama to develop children's critical thinking and creative expression, which focus on children in the play when facing all kinds of contradictions and conflicts, problems of strain capacity. Children try various solutions in the dramatic play, which can encourage their thinking in the "acting" people, people and society, and nature of the various relations, so as to enrich the children's various kinds of experience. Catherine thinks that the education of creative drama purpose is not the creation of the drama, but rather through drama to develop children's critical thinking and creative expression, foster children’s language and communication skills. It is important to remember that because dramatic play is all about allowing children to use their imagination to complete role play and depicting the life experiences, therefore the possibilities are literally endless. This is a time when they break through the wall of the reality, pretending to be someone or something different from themselves, actions to go with the role which they prefer to play and dramatic situations. This type of games let the child development of abstract thinking, literacy and social studies.…

    • 1280 Words
    • 4 Pages
    Powerful Essays
  • Satisfactory Essays

    Cyp 3:4

    • 360 Words
    • 2 Pages

    In order to meet peoples needs it is important to create and maintain good relationships with a variety of people. Practitioners who have good communication skills are more likely to strong relationships with children, parents and colleagues. The reason for this is relationships are influenced by body language, facial expressions and also the way people listen and talk to you.…

    • 360 Words
    • 2 Pages
    Satisfactory Essays
  • Good Essays

    Level 3 Playwork

    • 404 Words
    • 2 Pages

    Imaginative play - Play where the conventional rules, which govern the physical world, do not…

    • 404 Words
    • 2 Pages
    Good Essays
  • Good Essays

    First possession is decided at an earlier time. If a team sinks both of their…

    • 539 Words
    • 3 Pages
    Good Essays
  • Powerful Essays

    In this essay I am going to discuss the characteristics of play starting from the difficulty of the definition to how it is now commonly described. I will also look at how many theorist believe play develops. Many theorist believe they know what the play types are and at what stage these play type may manifest. I am also going to look at how these theorist manage to talk abot the development of play with at mentioning the development of self and fits in with play. And finally how gender identity affects play and how it is developed.…

    • 2064 Words
    • 9 Pages
    Powerful Essays
  • Good Essays

    Two teams of five players must try to destroy each other’s base. That’s it. Sounds simple right? But when XP, gold, CS, wards, lanes, ganks, Barons, dragons, and countless other variables that no doubt make little or no sense to the uninitiated are thrown into the mix, the game morphs from kindergarten math into math so complicated and complex, that even the world’s best mathematicians would struggle. I was drawn in by the simplistic masquerade, and then found myself enthralled by the intricacies and competitiveness of the game. Every facet I discovered in the game was so interesting and unique that I couldn’t look at games in the same light ever again. If I wasn’t playing League of Legends, I was wishing that I was. There wasn’t a day where I didn’t think of it, I found something I truly loved doing. I was content. And to this very day, I still…

    • 458 Words
    • 2 Pages
    Good Essays
  • Good Essays

    The original play of Romeo and Juliet written by William Shakespeare, being one of the most recognised pieces of literature to be created worldwide, invokes many emotions in the audience. Shakespeare is able to do this through his use of literary techniques which comprise of metaphors, personification, rhetorical questions and imagery to show the themes of love and…

    • 820 Words
    • 4 Pages
    Good Essays
  • Good Essays

    In the play “Julius Caesar” there is considerable overlapping of rhetoric and power. In the play we find a somewhat large number of situations when the power of rhetoric is used to shape the entire lives of characters, and redirect the plot of the entire story. Shakespeare puts tremendous accents on the power to sway large populations with just a few words. While there are many other forms of power in this play rhetoric seems to be the most powerful. Rhetoric in “Julius Caesar” can be defined using four main points of analysis, first being the role of Caesar compared with rhetoric to establish the theme of the play, second the way the power of speech actually lead to Caesar’s downfall, third how the mastery of words caused the power struggle in Rome, and finally, how the power of speech lead to the fall of the conspirators.…

    • 1025 Words
    • 5 Pages
    Good Essays
  • Good Essays

    Nonliterality Of Play

    • 1006 Words
    • 5 Pages

    Play can be defined in many different ways, but the focus in this essay is to define pretend play and how it can be beneficial to various aspects of a child’s development. Psychologists have suggested that there are 4 criteria that an occurrence has to meet in order to be classified generally as play. The first being that the play is being done so for ‘intrinsic motivation’ and isn’t being done for anything bar the enjoyment and stimulation it produces. The second is the ‘nonliterality’ or pretend element. This principle is derived from the idea that a child’s behaviour, when playing, has no literality to it. The third criteria is the ‘positive affect’ which is the happiness and pleasure that is brought about from playing, and the fourth and…

    • 1006 Words
    • 5 Pages
    Good Essays