I don’t talk games very much so I am sorry if this analysis is fragmented.
If you thought DotA (Defense of the Ancients) was an unholy fount of bullshit, then you are like me. But the problem with DotA was not the game itself, but the people and the platform surrounding it. Warcraft 3’s creators could not possibly have foreseen that which the makers of DotA sought to create. League of Legends is what DotA should have been. A wholesome experience for the destruction of towers, and the killing of “mans”.
Riot (the studio) has produced an environment wherein people can engage in lane patrolling, unfettered, for the most part, by absurd balance issues, people leaving matches, and a generally unstable client under load. I am “all up on” League of Legends because they have done the game design equivalent of un-crumpling a piece of paper and making it almost perfectly flat. DotA was a disastrous affair that catered to the elite and the manic, requiring an intense knowledge of the entire system and allowing the elite few to exist as untouchables.
If you are not familiar with DotA, take Warcraft 3, remove all base building features, add about a billion new types of heroes, and throw it all into a sort of Tower-Defense style gameplay. “Heroes”, or in the case of League of Legends (LoL), “Champions” pursue various paths on the map referred to as “lanes” and assist their AI controlled minions in destroying a series of towers. Your opponent has an identical objective, hence the conflict. Opposing Champions typically meet at the minion battle line and strategically attempt to take each other out. The battle line is critical because while a single minion is no match for a champion, groups of them in addition to an assault from another player is certain death.
Players are enticed into battle to gather XP and gold to advance their characters, thus preventing them from “camping” their own towers. Killing another player offers a huge boost of gold and XP, and consecutive kills garner incredible bonuses. The choice between an aggressive style of play to push the enemy territory and build your character is opposed to that of risking your life.
Unlike DotA, dying in LoL is not an automatic loss. I can remember many DotA matches where the first team to have 2 or 3 deaths would quite the game immediately. LoL is not like that. You can literally turn the tides, barring major disaster, such as an opposing player stringing together a massive kill streak. Even though dying is less significant than it was in DotA, it is still by far the worst thing you can do. In nearly all cases it is better to run than to risk death. The game balance is largely designed around entrapment and burst. Unlike DotA, there are very few godlike characters that are unkillable. In about 90% of cases, solid consistent play and smart teamwork and communication will trump auto-win characters and “builds”.
LoL ups the ante with a meta-character system that allows players to level up independently of actual matches, much like Battlefield 2, and I imagine, the newer Call of Duty games. This system adds several elements of customization to every player and can legitimately impact the Champions on an individual basis… for example, selecting meta-skills that boost offense and then picking a defensive player for a balanced character… or even still, selecting all defensive skills and then picking a defensive character for a juggernaut. In addition to those skills, aka “talents”, you can select 2 special abilities from a larger pool that are in addition to the Champion specific moves. These can be important linchpins, such as a powerful ranged attack for a slowish melee character, or an escape move for a vulnerable character.
Maybe the best part of the LoL is the business model. Taking their notes from the Xbox-live era, LoL is free, but you can buy points to spend on unlocking features. By default, the Champions available for usage change on a weekly basis. If you want to unlock a particular one for use at your desire, you have to unlock it. It can be unlocked for free by playing X number of games (which isn’t as bad as it sounds), or shelling out a few bucks for extra points. Powerful and popular characters cost substantially more than others, to help dissuade everyone from using the same types of characters. You can amass enough points to unlock a character for free in less than a days worth of play.
As mentioned, LoL combats some of the player-based issues with DotA. Leaving matches before their conclusion is flagged on your character for all to see when in game lobbies, character receive bonus points for never leaving matches, hopeless games can be legitimately ended by presenting a vote to surrender, which must be unanimously agreed upon by a team. This makes for a much more consistent and tolerable experience for new players.
LoL also has a matchmaking system referred to as “ELO”, which is intended to prevent new/bad players from being matched up against hardcore players. It seems to have its faults however, especially if a great player intentionally groups with a bad player, which seems to throw the system out of whack.
To round out LoL’s greatness is a very stable game client that runs smoothly at decent resolution, far better than Warcraft 3 did, surprisingly. On the flip side, LoL’s “lobby” component, built in Adobe AIR and Flash, is unstable by comparison and has several flaws and quirks that can be frustrating, but by no means inhibiting to your experience.
As icing on the cake, the full compendium of all the characters, items, and skills are available for viewing throughout the games presentation, helping new players learn the game without having to consult 3rd parties or get beaten down in practice matches.
The game is free. It’s quite good. It’s gotten high marks from respected outlets. It’s worth looking at.