Multiplayer games can be well assessed by how the player feels after a match; some games leave you contemplating key moments where the tides changed while others leave a sort of roller coaster feeling-- "I want to do that again." I feel the latter type of games can often lose their draw as different weapons, classes, races etc. are experienced.
Multiplayer shooters are particularly troubling for me because at the end of the match I don't feel any better at the game--or more accurately I don't feel like I learned anything other than the fact that my reflexes are too slow.
Playing League of Legends has got me thinking about death in multiplayer games and how the severity of death can improve replayability.
For those unfamiliar with the format of League of Legends (based on DOTA, a popular Warcraft III custom game) two teams of heroes battle to destroy their opponent's base. All the while AI controlled basic units head out from each team's base. It's essentially a Warcraft III game where each player controls one hero. The people who created League of Legends have a knack for balance and each of the playable heroes has a very distinct skill set that makes using them a unique experience.
What's most impressive about this game though is how it treats death. My problem with most multiplayer shooters is that after the end of the round I don't feel like I've improved. Death has not taught me anything. One death in a multiplayer shooter match really doesn't mean much in the grand scheme of things but death in a League of Legends game can significantly change the outcome. When you are killed by a hero on the opposing team, that hero earns a good deal of experience and you miss out on the experience you would be getting while fighting enemy creeps. This double edged sword of death creates a bit of learning curve and when starting out you may be called a "noob" or be accused of "feeding" the other team's heroes.
The nice thing about League of Legends is you will know exactly why you died; making each death a learning experience. This makes the whole package quite addicting; you'll try a new hero, lose terribly and then want to replay the same hero to correct your mistakes.
Death's gravity in League of Legends also inspires teamwork; it is in everyone's best interest to keep all of the hero's alive. If I heal someone in a Team Fortress 2 game it's a rush but it doesn't feel like I've contributed to winning a match. In League of Legends it's fun to play a supporting role because death is such a big deal. This accountability for your team's welfare is a welcome change to multiplayer games that too often leave a player feeling like they've contributed little to a win or loss.
This game is excellent. The learning curve is a bit steep but it provides a unique experience in multiplayer gaming. If you can, give the beta a try and share your thoughts.













