Originally posted by
Djinn_in_Tonic
That's interesting, as it suggests (based on just that statement, of course) that the popular game modes may be those that adhere the closest to normal League play. ARAM is teamfighting-focused, OFA is one champion, and URF is faster, but all three have fairly normal League play outside of those additions.
I'd be curious to see if that's an actual trend, and if, say, reducing the value of Nexus Blitz events and using them more like Dragon buff-level rewards instead of the (often) increased power they have now might actually increase player interest, since that would make the normal gameplay a bit more similar to the apparently winning formula of Normal Gameplay + secondary gimmick. Right now NB does feel a bit event-dominant conceptually, even if in practice events aren't as large a tipping point as actual gameplay. That might also be due to the fact that the warning about where/when an event takes place isn't as pronounced, so we don't really have the same sort of pre-objective macro-game we often find in Rift.
Just sort of pondering aloud, because of course that would mean losing some of the zaniness that can be very appealing, and I'm not sure that's to the mode's advantage. I just know that in some of my games it often feels like Event Blitz instead of Nexus Blitz until the very end.
"SR variation" would be an incomplete analysis. Some of the least popular game modes, Nemesis Draft being perhaps the most extreme example, are also SR variations.
I also strongly believe that "SR variation" doesn't really capture why URF isn't played.
Our current hypothesis is that modes that present a strong - positive - gameplay fantasy are the most widely appealing and with an element of "changes every game" causes interest to stick. That is to say, folks play URF because they imagine all the cool sh*t they do in URF. They keep playing URF because each game has all the rest of the champions also doing cool sh*t (and different cool sh*t than last time), and that makes each game different and exciting. Really, the same is true with OFA as well.
That is to say, it's really about the champions. Not about the environment those champions are in. The environment, though, can be altered to support such spaces. "What does my champion get to do if we need to team fight all the time" is best supported by a map change (Howling Abyss) than it is with a gameplay rules change (that is, if we tried to do it on SR).
Generally, people play games for a variety of reasons. No one hypothesis will capture every motive and I would be skeptical if one did. I think that Nexus Blitz doesn't fit that bill and has its own reasons to be fun. And I think it would be a mistake to force Nexus Blitz into something that it's not, since then you end up with the worst aspects of each of their own reasons to be enjoyed.