So where did LoL come from?! Its hit the eSports world like a tsunami
on Indonesia. I personally have played it on and off since beta and
have watched it blossom into this beautiful mature competitive moba. It
has been no easy path for Riot. There has been so many pitfalls reached
that Riot have seemed to not only jump over, but capitalise on and grow
larger. How did they do it? Whats contributed to LoL's rise?
The
early challenge for Riot was verse HoN. This rivalry I think has
emphasised just how effective the free to play idea can be. But free to
play is not a new concept and its important to note how well Riot
balanced it with paid content. The achievable content and paid content
is so finely tuned that it dangles enough over casual players to keep
them going and wanting more while dedicated players essentially pay
through the nose to get everything they think they need to play their
best.
The other aspect of this HoN rivalry is that Riot marketed
their game specifically to be as welcoming of all types of players as
possible, especially the lay noob. You can see the idea behind HoN was
to have an extreme competitive focus, perhaps in the ilk of how sc2 was
launched. It also subsequently attracted a number of dota players.
Meanwhile
Riot was noob friendly, community focused and had their 'summoners
code.' The real life implications of this, imo, is pretty unsubstantial.
People still behave like dicks and the communities attitudes etc are
pretty similar. However people buy into it, they feel like their game
has a different attitude despite whether they practice what they preach.
Its similar to hipster politics that claim "save the world man" while
voting republican.
Riot decided to OWN their competitions.
Arguably the premier LoL event is what LoL itself owns/promotes/runs
ingame. Now this is perhaps something never seen before in any other
game. Most game developers to date release a game then let the community
run with it. Blizzard are one of the few developers in history that
ever support a game after release.
Luck is a key factor as well
here, in a number of areas. The first is streaming went big around this
time. sc2 came out and got things cracking on justin.tv> twitch and
own3d. LoL quickly took this up and Riot ran with it. Conditions were
perfect for Riot to capitalise on reaching their target audience in a
whole new way.
Another thing is how fracking aweasomley Riot
invested in developing game caster talent. Was this an in-house
decision? Because it has paid out handsomely for them. LoL itself is a
technical/descriptive/ back and forth casters wet dream. To put simply,
its an entertainers gold mine. Its like the cricket of eSports.
The
second piece of luck has been South Korea and the transition from sc1
to sc2. It couldn't have been timed better for Riot and I would be
fascinated to know more about how much Riot tried to promote LoL in
Asia. sc2 came out and the whole of South Korea were stuck in this
starcraft hangover rut, it was like a giant economy going bust big. sc2
just wouldn't take off and Koreans went looking for a new game. That new
game was LoL.
So here we are, LoL and riot are at the forefront of competitive gaming, on the precipice of a brand new era. They smashed HoN, have broken out of the successful
game zone and are now into the eSports changing zone. Just one challenge
stands before them and its dota2.
I'm
fascinated and excited to see how they handle this challenge. The game
engine is the next battlefield I think. Right now LoL has a great
balance between being super playable on all computers, but requiring
enough to make people buy better hardware to run it. So it attracts the
correct level of sponsors to events.
This is where dota2 can upset
it, valve are in a good position to do damage and at this early stage
are raking in big numbers. Riot have done so much awesome things with
LoL, I hope the free 2 play model can come up trump.
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