Rioter Comments
Shiwah (EUW)
: ***
I'm not saying that everyone is addicted, just that LoL can be so way more than other games for the reasons that I listed above and that I can search for essays about it if you want me to. Plus, CSGO and Overwatch are way faster than LoL, and their ranked system, which is designed to be less punishing than the one of LoL when it comes to climbing (and not matchmaking), and the lack of a subculture comparable to the one of LoL makes them way less engaging.
Shiwah (EUW)
: ***
Because you're not gambling money, but LPs: rather than a bunch of dollars or euros, what you're gambling with basically is your time (I'm actually doing therapy due to a light addiction to League: not only the guy kmew about the game, but even about the mechanics that make it addictive. The next time I'll see him I can take names of major studies about the subject). The reward if you succeed is a recognition by the system (and, consequentially, by LoL and other players) of the fact that you're "good", while the price of a defeat is a step back. I'm not saying that this system is what Riot's planned since the very beginning, but that this is the reason of the game's success. And I never mentioned the "it's my tiem's fault" classic, but the fact that LoL's ranked system is way more punitive and stressful than the one of many other games (that are, in fact, way less played that LoL), something achieved by not showing their equivalent of LPs (CS:GO) or by removing the 2 of 3/3 of 5 model (Overwatch). Plus, even the gameplay of LoL favours an expenditure of time that can even be two or three times bigger than them.
Shiwah (EUW)
: ***
Addiction is actually a very good way to earn profits, and yes, the human mind sometimes works this way. LoL is closer to alcohol, drugs and (especially) gambling with some spreads of close/religious coercitive communities dynamics (such as the one of Osho) than many other games, something that's obtained through: - the ranked system, which differs very much from games like CSGO or Overwatch (the 2 out of 3 or 3 out of 5 matches to advance especially). - the aleatority - the community culture, where trash talk is considered as normal and even legit most of the times. - the e-sports scene, that acts as a promotional campaign that sells the idea that anyone can be a pro or a good player (even i unconsciously, it's something that drags you into the game), which is what makes people get into ranked even if we can see that the vast majority of players is from ranks like bronze or silver. - the "it's your fault" mantra. Although you generally play a big part in winning a game, this phrase (obviously correlated the third and fourth point) makes the player even feel mortificated toward itself for not being a very good one and basically feeling stupid for that, even if high elos are actually even less than 30% of the total, basically making a normal person feeling trash for... being a normal person. The game basically earns a large part of its earnings not from those who're fully happy with it, but from those who're not satisfied with themselves even if they're pretty average. And this is why many other online games fail to maintain an audience as big as LoL's one through the years: because they make them feel good with way less stress.

SinapsisE

Level 75 (EUW)
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