Why Elo Systems in MOBAs are Bad for the Game
Why Elo Systems in MOBAs are Bad for the Game
The Elo System
When you join a new game and click on the gear icon, you're presented with four options: Bronze, Silver, Gold, and Platinum. Each of these represents a rank that you can potentially climb from, and it isn't uncommon to find players in the lower brackets with only one Bronze, Silver, and Gold. Bronze and Silver will often get players access to about 1/3 of the content, while the higher tiers bring a bit more, but not enough to warrant spending large amounts of money on game-specific currency. Some games like League of Legends allow players to buy gold directly through the game itself, but most use a numerical system to determine who can get ahead. In most MOBAs, the 'Bronze' tier represents the lowest possible ranking, while 'Gold' and 'Platinum' represent the highest.
Why Elo Systems are
bad
After all, mobile MOBAs and their ilk already suffer from severe issue with
server lag, terrible matchmaking, and lackluster graphics, not to mention myopic
balance and competitive play. Don’t think that a mobile game that uses a
competitive ranked system is going to improve these things? The most popular
MOBAs on PC suffer from some of these problems. Which makes the decision to use
an Elo-based system rather than one based on an individual’s skill, at least in
theory, even more perplexing. We have nothing against eSports or top-tier
players, but there’s simply no way to gain a competitive edge in mobile MOBAs
without using some kind of skill-based rating system. Let’s take Arena of Valor
as an example.
Why Elo Systems are
bad for the Game
If I had to boil it down to a single attribute, the problem with elo systems
is this: players hate them. Players do not have the patience to play a game for
a long period of time, regardless of how much fun they think it is, before
playing a match. Making a game very difficult to play means that you need to
get a lot of people into the game very quickly. If they all play at the same
time, then the system should be working. But when they don’t all play at the
same time, then players want to beat the snot out of their computer-controlled
opponents, which means there needs to be a lot of matches for the system to
work correctly. The problem with this is that the balance of the game requires
a good level of skill to play.
Conclusion
That said, I believe that competitive MOBAs as a whole are going to continue
thriving as long as they are appealing to a wide variety of players. Unlike
most other genres, there is something for everyone in competitive MOBAs. But
that doesn’t mean that players should have to accept competition from a single
game that has already conquered the PC MOBA landscape. Wild Rift is going to
become a hot-button topic around the community of MOBAs, and I encourage
everyone to have their say. What do you think about the new League of Legends
MOBA?