From Generative to Conventional Play: MOBA and League of Legends

Authors

  • Simon Ferrari

Keywords:

league of legends, esports, aesthetics, well-played, play theory, rhetoric, community

Abstract

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.

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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"}