What Burden of Knowledge actually is.

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Uccisore

Senior Member

10-29-2010

BURDEN OF KNOWLEDGE DOES NOT MEAN A MOVE IS TOO 'HARD TO UNDERSTAND'.

A DESIGN MECHANIC HAS A BAD 'BURDEN OF KNOWLEDGE' WHEN IT ONLY ADDS CONTENT BY VIRTUE OF THE VICTIM INTERACTING WITH IT PROPERLY, NOT THE USER.

Ok? Rupture isn't bad design because Zileas thinks it's too hard for you to understand. Rupture is bad design because the only thing that makes it different from a normal DoT, is the way the victim chooses to react. Every time a victim runs around with Rupture on them because they don't know/don't care that stopping would mitigate the damage, that's a situation in which the extra complexity you put into Rupture vs. a standard DoT is wasted.

If you don't want your design time/effort to be wasted, then you tend to have the complexity of a move be based on how the user uses it, not how the victim responds to it.

An example of Burden of Knowledge would be Veigar's area stun. Whether or not it stuns depends (usually) on how the victim reacts to being surrounded with it. This anti-pattern is mitigated to a degree by obvious visuals.

The anti-patterns don't mean what you think they do, and Riot uses anti-patterns thoughtfuly to achieve their design goals.


This thread exists because in the current, running 'anti-pattern' thread, explanations of what the anti-patterns actually are are completely ignored because they don't fit the agenda of thought-free Riot bashing.


Here's a good explanation of anti-fun from another poster further down the page.

Quote:
Originally Posted by Picknacker View Post
Agree with OP.

Also, people like to sling along "anti-fun" and how noob sounding it is. Anti-fun is a ratio of how much enjoyment one player gets at the expense of another. It's possible to have both players have fun at the same time, but generally dieing or getting owned has some negative quality inherent with it.

In fact, anti-fun can happen at any level or experience, it's important that all participants receive some encouragement from the game in terms of both negative and positive reinforcement. It's impossible to have a mechanic that is entirely fun for all people on all sides. Nor should one try and please everyone, because anti-fun is subjective and relative to the average population. In fact, LOL is full of mechanics touching this bound because of how involved and knowledgeable the players are on average.

The key thing behind these design rules: THEY WERE MADE TO BE BROKEN. The rules are there to give keen guidance and lead the team to a general target, and in the end you bend or break them to make the game better when it feels right.


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OBITWIZZLE

Senior Member

10-29-2010

ANTI PATTERN BURDEN OF KNOWLEDGE CARRY TANK ANTI-CARRY SUPPORT OTHER STUFF NO ONE ACTUALLY CARES ABOUT.

I covered it right?


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Uccisore

Senior Member

10-29-2010

More or less! But it's part of the 'vocabulary' now that the usual gangs of whiners use, so it seems like there should be a record of what the terms actually mean somewhere.

Besides, saying League of Legends design issues are 'stuff nobody cares about' on the League of Legends forum is kind of asinine don't you think? What are we *supposed* to talk about here, if not that?


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TheShortestPath

Senior Member

10-29-2010

I'll give you a +1 because you know what you're talking about. I hate how Anti-pattern and Burden of Knowledge are the new buzzwords that everyone misuses now. These forums... eh.


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Dunkelzahn

Senior Member

10-29-2010

Quote:
Originally Posted by OBITWIZZLE View Post
ANTI PATTERN BURDEN OF KNOWLEDGE CARRY TANK ANTI-CARRY SUPPORT OTHER STUFF NO ONE ACTUALLY CARES ABOUT.

I covered it right?
you forgot meta tier list


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Yobber

Senior Member

10-29-2010

Thread full of yawn.


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Uccisore

Senior Member

10-29-2010

Quote:
Originally Posted by AzureShadow View Post
I'll give you a +1 because you know what you're talking about. I hate how Anti-pattern and Burden of Knowledge are the new buzzwords that everyone misuses now. These forums... eh.
Misunderstanding complex design guidelines is fine. It just sucks that all of these things are misunderstood in particular ways that make Riot designers look silly and provoke rage.


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Picknacker

Senior Member

10-29-2010

Agree with OP.

Also, people like to sling along "anti-fun" and how noob sounding it is. Anti-fun is a ratio of how much enjoyment one player gets at the expense of another. It's possible to have both players have fun at the same time, but generally dieing or getting owned has some negative quality inherent with it.

In fact, anti-fun can happen at any level or experience, it's important that all participants receive some encouragement from the game in terms of both negative and positive reinforcement. It's impossible to have a mechanic that is entirely fun for all people on all sides. Nor should one try and please everyone, because anti-fun is subjective and relative to the average population. In fact, LOL is full of mechanics touching this bound because of how involved and knowledgeable the players are on average.

The key thing behind these design rules: THEY WERE MADE TO BE BROKEN. The rules are there to give keen guidance and lead the team to a general target, and in the end you bend or break them to make the game better when it feels right.


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Uccisore

Senior Member

10-29-2010

Quote:
Originally Posted by Picknacker View Post
Agree with OP.

Also, people like to sling along "anti-fun" and how noob sounding it is. Anti-fun is a ratio of how much enjoyment one player gets at the expense of another. It's possible to have both players have fun at the same time, but generally dieing or getting owned has some negative quality inherent with it.

In fact, anti-fun can happen at any level or experience, it's important that all participants receive some encouragement from the game in terms of both negative and positive reinforcement. It's impossible to have a mechanic that is entirely fun for all people on all sides. Nor should one try and please everyone, because anti-fun is subjective and relative to the average population. In fact, LOL is full of mechanics touching this bound because of how involved and knowledgeable the players are on average.

The key thing behind these design rules: THEY WERE MADE TO BE BROKEN. The rules are there to give keen guidance and lead the team to a general target, and in the end you bend or break them to make the game better when it feels right.

Completely correct. I'm going to quote your post in my OP, because explaining other anti-patterns can only be helpful.


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Gorchek

Senior Member

10-29-2010

u mad?