From Generative to Conventional Play: MOBA and League of Legends
Keywords:
league of legends, esports, aesthetics, well-played, play theory, rhetoric, communityAbstract
Despite its vast enthusiast community and influence on contemporary game designers, the MOBA (multiplayer online battle arena) remains under-explored by academics. This paper considers many meanings of “well played” reflected in the design, community, and aesthetics of the genre's most popular member, League of Legends. Originating as modifications of commercial RTS (real-time strategy) games, MOBAs present a rare study of the “rhetoric of the imaginary” in play theory applied to popular game design. The genre's reification in commercial forms such as League show how the attitudes of distributed design projects manifest themselves as values of play. A close reading of the phases in a match of League of Legends exposes one possible aesthetic framework for the consideration of eSports. Greg Costikyan's theory of uncertainty in play serves here as a backbone for the study of conventions, tension, strategy, and tactics in a team-based competitive videogame.Downloads
Published
2014-01-01
Bibtex
@Conference{digra664, title ="From Generative to Conventional Play: MOBA and League of Legends", year = "2014", author = "Ferrari, Simon", publisher = "DiGRA", address = "Tampere", howpublished = "\url{https://dl.digra.org/index.php/dl/article/view/664}", booktitle = "Proceedings of DiGRA 2013 Conference"}
Proceedings
Section
Papers
License
© Authors & Digital Games Research Association DiGRA. Personal and educational classroom use of this paper is
allowed, commercial use requires specific permission from the author.