1. Easy to learn Hard to master
This is one of the most frequent quote that game developers use when introducing their game. It literally means that the game has a low entry barrier so it's easy to start, but hard to master.
- Pokemon
One good example could be Pokemon. Pokemon series is one of the most globally-played game with no age restrictions and the level of difficulty of 'regular storyline' is pretty low and easy to clear.
So apparently Pokemon looks like a pretty casual game, but it's actually a hard-core game.
There is an IV (Individual Values) and an EV (Evaluation Values) for each Pokemons.
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| EV and IV |
To say simple, there is a difference in stats of two different lvl. 100 Pikachus when they lvl'd up by slaining only Rattata or only Pidgey. So EV is an experience point for a specific stat from every different Pokemons.
A difference between two lvl. 1 Pikachus an IV, because they are different since born. This is the reason why people mate Pokemons like breeding a racehorse only for the better IV.
IV and EV are barely explained inside of the game and are not visible through a Status report, which means that they are a hidden element. So you have no problem to watch an ending of the game if you don't know about it. But when it goes to a PvP match they become a really important factor of winning, so it is a crucial element to master the game. For Pokemon, you can master it by studying the hidden elements and doing a crazy repetitive action.
-EZ2DJ
Not even EZ2DJ, but most Rhythm Games are faithful to 'Easy to learn Hard to master.' First, Rhythm games are really simple. You press the button along the falling mark with a right timing and a music. But there aren't hundreds of buttons exist. It can easily covered by a single hand and really easy to just start with. So it is based on 'Easy to learn.' But a full-combo clear or all-perfect clear of some crazy song can't be done by everyone. You need a memorization of those notes, dynamic visual acuvity and good reaction timing/velocity. This is a part of 'Hard to master,' but that part is more like real hard. You need an insane amount of practices and it isn't even simply achievable with the practice. A genius is needed.
2. LoL- low entry barrier?
So let's get into my real topic.
League of Legends is often be considered as a game with a low entry barrier, but looking at the game in a large view, it isn't really low, because there are too much Champions. There are currently 123 Champions in LoL and 5 abilities including Passive for every single each, so it means that you have to study more than 600 abilities, which is definitely not an easy task. But Pokemon has a number beyond that, but they are pretty intuitive because you won't have problem playing a PvP if you just know about the Types and Properties.
The perspective could be different by saying that it is 'learning' or 'mastering', but how I differentiate them is to say "Is there a problem playing when you don't know about it?"
While playing League, it is a big problem if you don't know about the opponent Champion's abilities. A gameplay of dying again and again to a Champion that you have no knowledge about can't be considered normal. You should at least know that the ability contains Slow effect, before knowing that the Slow duration is x sec and it decreases x% of Movement Speed. So learning those hundreds of abilities are not an assignment to be a League Pro, but to become a regular player.
And this is the reason why there are Bronze players, because learning the most basic thing is a burden. Not saying that Bronze players are bad, but saying that the huddle of their first assignment is too high.
There also are so much Items, Buffs, Spells, and etc, and the knowledge of their basic properties are in the category of 'learn.' So there are too much things to learn about to play this game.
As the game goes forward and Seasons change, an unbearable amount of things for beginners were being added, such as Trinkets, Jungle, Smite Buffs, Machete Upgrades, and so on. I felt stuck when I teach the 'Newbie' players who just started playing League yesterday.
A lucky punch of a novice in competitive fight games does not exist in League. You can't win only with the knowledge of how to move the Champion and how to use the abilities. You have to destroy Nexus to win, and the numerous amount of things in that process should be learned.
To conclude, League of Legends is a game that have a relatively lower barrier than some games like DOTA, but with the criteria of other games, it definitely isn't, and it is getting higher as the Season goes.
3. Thing that Riot threw away for the 'casual'
LoL is more like EZ2DJ than Pokemon, because it is important having mechanics (lasthitting perfectly and dodge/hit skillshots) than having knowledge (Skill CD, Mana, Stats, Ranges, and etc). LoL is more likely to lean to the side of EZ2DJ since thy are a real-time game (but you still have to have knowledge), but ultimately, there aren't any 'hidden elements.'
An easy example would be the tip when Leashing Jungle monsters a year ago. Using the weak point of the system, it used to be a tip but became a common sense after being frequently used, so some people flamed beginners for not doing that (and I think that's why Riot decided to fix it). This genre of games have a Co-op mode, but the main content is a PvP mode, so there's a trend that 'elements to master' becoming 'elements to learn,' because you gotta do everything to win.
Champions of LoL having less characteristics are on the same page with this. In DOTA, there's a counter pick that you can never win fight against even you're super fed. But in LoL, you don't really have a counter pick and you can even win against your counter when you're fed.
This means that a synergetic comp or a counter pick becomes 'learn', not 'master.' When someone picked A, if you don't Pick B which is synergetic with A or don't Ban C which is a counter pick of A, you're gonna get flamed! Learning those 600 abilities is already a high entry barrier, but they still have more?
Riot gained the element of casual by getting rid of that kind of thoughts. But from that, the game goes simple and characteristics of Champions are gone. In the end, there are no elements of players but only mechanics that makes the difference.
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| Just deal with dem Japainian mechonics. |
Especially when you look at the Pro scene, 'ones who Mastered the game,' MVPs or Highlights mostly consist of great plays made by great mechanics rather than the plays made by the greatness of understanding and knowledge of the game. There are more "Damn, I can't even try that!" than "What a great idea. I can imitate that." It is more like watching EZ2DJ masters. Just watching them changes nothing out of you.
4. Conclusion
League of Legends is the most successful game in the world, but I'm being careful with saying that it is the greatest game in the world. If the factors of the greatest are 'having the highest market share' and 'making the highest profit,' then hamburger is the greatest food in the world. LoL is a well-made game, but there are still things that should be fixed.
Every good games aren't applying 'Easy to learn Hard to master,' but League is adding 'learning' elements for the existing playerbase, so newcomers are having more assignment that makes them to think that it's hard, but the truth is that the element for the clutch players are mechanics, in all ages.
My dearest game,
I hope you develop slowly and steadily,
that there won't be any mutters and whines while you're at the top of the list.