Professional Documents
Culture Documents
League of Legends
From Wikipedia, the free encyclopedia
This article is about the video game. For the Darts Tournament, see BetFred League of
Legends.
"LoL" redirects here. For other uses, see Lol (disambiguation).
[hide]This article has multiple issues. Please help improve it or discuss these issues on the talk
Developer(s)
Publisher(s)
Riot Games
Riot Games
WW
CN
Tencent
Holdings Limited
AS
Garena
Director(s)
Producer(s)
Steven Snow
Travis George
Designer(s)
Christina Norman
Rob Garrett
Steve Feak
Artist(s)
Edmundo Sanchez
Troy Adam
Paul Kwon
Composer(s)
Christian Linke
Platform(s)
Microsoft Windows, OS X
Release date(s)
WW
October 27,
2009
Genre(s)
Mode(s)
Multiplayer
League of Legends (LoL) is a multiplayer online battle arena, real-time strategy video game
developed and published by Riot Games for Microsoft Windows[1] and Mac OS X. It is a freeto-play game supported by micro-transactions and inspired by the mod,Defense of the
Ancients[2] for the video game Warcraft III: The Frozen Throne.
In League of Legends, players assume the role of an unseen "summoner" that controls a
"champion" with unique abilities and battle against a team of other players or computercontrolled champions. The goal is to destroy the opposing team's "nexus", a building which
lies at the heart of a base protected by defensive structures. Each League of Legends game
is discrete, with all champions starting off fairly weak but increase in strength by
accumulating gold and experience over the course of the game.[3]
League of Legends was generally well received at release, and it has grown in popularity in
the years since. By July 2012, League of Legends was the most played PC game in North
America and Europe in terms of the number of hours played.[4] As of January 2014, over 67
million people play League of Legends per month, 27 million per day, and over 7.5 million
concurrently during peak hours.[5]
League of Legends has a large, active competitive scene. In North America and Europe, Riot
Games organizes the League of Legends Championship Series, which consists of
10[6] professional teams in each continent. Similar regional competitions exist inChina, South
Korea, Taiwan, and Southeast Asia. These regional competitions culminate with the
annual League of Legends World Championship, which in 2013 had a grand prize of $1
million and attracted 32 million viewers online.[7] The 2014 tournament had one of the largest
prize pools in esports history, sitting at 2.3 million dollars.[8][9]
Contents
[hide]
1 Gameplay
o
2 Development
3 Release
4 Reception
5 Tournaments
o
6 References
7 External links
Gameplay
Champions Quinn and Jinx (bottom) face off against Taric (top) in the bottom lane of Summoner's Rift
League of Legends is a 3D, third-person multiplayer online battle arena (MOBA) game.
In League of Legends, the players each control a character, called a champion, and form two
opposing teams.[10] In the most popular "classic" mode, each team begins with a central
building, called a nexus, protected by defensive structures. The objective of each game is to
breach the opposing team's base and destroy their nexus. Each nexus will also
occasionally spawn weak, autonomous attackers called "minions" that travel along paths
called "lanes" toward the enemy base. Between the lanes lies an area called the "jungle",
where neutral monsters that can be killed by both team resides.
Players begin each game with little power and low health, as a champion's experience
points, gold and items are not preserved between games. Instead, players must gain gold
and experience through performing various actions in each game. Though players receive a
small amount of gold income passively, both experience and larger quantities of gold are
generally only attained through combat, such as by killing other champions, destroying
defensive turrets, dealing the final blow to enemy minions or killing the neutral monsters in
the jungle. Gold can be used to purchase items, which will provide beneficial effects, such as
being able to deal or absorb more damage and thus being more likely to be able to kill their
opponents. A champion will respawn at their base not long after their death, with the delay
increasing as the game progresses.
Each champion has distinct abilities with a variety of effects. These effects vary greatly from
champion to champion, effects such as dealing damage, providing buffs to allies or
inflicting debuffs to enemies and many more. In addition, other than the standard abilities,
each champion also has a passive ability, which provide various beneficial effects.
Furthermore, before each game, the players have to select two additional abilities, called
"summoner spells", that can be used with any champion.
Other maps includes the Twisted Treeline (consisting of two lanes) and the Howling Abyss
(consisting of a single lane with no jungle). The other distinct game mode is known as
Dominion, in which players are unable to directly attack the opposing nexus; they are only
able to damage it indirectly by killing opponents, and capturing and holding the five towers
around the map.[11] Once in a while, riot would also release featured game modes that last for
a few weeks, the most popular game mode being U.R.F.
All game modes use automated matchmaking based on the Elo formula, with proprietary
adjustments.[12]
Player progression
Though each game of League of Legends is discrete, players (known in game as
"summoners") do have some persistent elements. A summoner's statistics and scores are
tracked and are accessible to other players.[10][13] Additionally, summoners gain experience
points and Influence Points (IP) for each game they participate in. Influence points can be
spent to unlock additional options in the League of Legends Store, including the ability to
play new champions. Without purchasing additional champions, a player is limited to using a
selection of 10 champions that changes every week. Most options, including champions, can
be also purchased using Riot Points (RP), which are bought using real money. Using RP is
also the only way to purchased cosmetic skins for a player's champions; such skins does not
affect the game-play at all.
Experience points lead to persistent level gains for the summoner, up to a maximum level of
30. This persistent "summoner level" is distinct from the champion level that will reset after
each battle. Gaining summoner levels unlocks Mastery Points and Rune page slots which
will improve the overall strength of the summoner's chosen champion during battles.
Additionally, most summoner spells can only be chosen after reaching a certain summoner
level.
Gaining a level also grants a Mastery Point and a new Rune page slot, which can be used to
provide small bonuses to a player's champion in battle. Mastery Points can be freely
distributed into different Masteries that grant predetermined bonuses; they are grouped into
offensive, defensive, and utility categories. Similar to Masteries, Runes also affect gameplay
in minor ways. However, the runes that fill the rune slots can only be purchased from the
store using Influence Points. To benefit from runes, summoners must arrange them in their
Rune books, which has a limited number of pages. However, more rune pages can be
purchased from the store with either RP or IP.[13]
A player's behaviour is also tracked between matches, and players that displays poor
behaviour are sanctioned. These sanctions are sent out by an automated system, and range
from a warning, to a chat restriction,to temporary and permanent bans from the game. This
system replaced an earlier system which sent game logs to the community to collectively
decide whether a player's behaviour was sanctionable, this system was known as the
Tribunal. However, permanent bans are still reviewed manually."New player reform system
heads into testing". Retrieved July 7, 2015..
Game modes
One for All mode was the first limited-time game mode that
was available during the 2013 Harrowing, and it is no longer
available. In this game mode, each team was randomly
assigned a captain, who then took turns banning three
champions each, disallowing both teams from playing those
six champions. Players on each team would then select
champions at the same time. Each player was only aware of
their own team's choices until all picks are finalized, as with
blind pick. However, there was no restriction on choosing a
champion that had already been picked. Once all players
had been chosen, each team was assigned the champion
that was picked by the most players on that team, and all
players had to play as that champion. In the event of a tie,
the game randomly selected the champion. One for All
could be played 5 vs. 5 on either the Summoner's Rift or
Hexakill mode was the third limited time game mode. Taking
place on Summoners Rift, each team had six players
instead of the typical five. Hexakill returned onto the Twisted
Treeline Map, in October 24, 2014, as the seventh limited
time game mode.
Doom Bots of Doom was the fifth limited time game mode,
released on July 17, 2014. It took place on Summoner's Rift,
where five actual players would play against five AI enemies
with extremely modified abilities, making them extremely
dangerous. Players won by destroying the enemy nexus,
per normal game rules, and they lost if their own nexus was
destroyed. There were three difficulty modes available, "1
Bomb", the easiest, "2 Bombs", a medium-difficulty mode,
and "5 Bombs", an extremely difficult and hardcore version
of the mode.
Ascension was the sixth limited time game mode and was
released as part of the Shurima event on September 10,
2014. It was available only on the Crystal Scar and was held
as a 5 v.s. 5 draft pick mode. Similar to the Dominion mode,
each team's Nexus could only be destroyed by accruing
points, which takes down the HP from the enemy Nexus.
Points could be accrued in numerous ways, by killing enemy
champions, by capturing Relics of Shurima, or by killing the
Ascended. The Crystal Scar map was also modified so that
the outermost area of the map was engulfed in a sandstorm,
blocking players from entering or exiting the spawning
platforms. Players could only exit those spawning platforms
via a teleportation item available to everyone, but players
could not reenter them unless they die and respawn. The
gold and experience gain was modified so that every player
gained the same amount of gold and experience, regardless
of kills or assists accrued (unless players had gold
generation items or perks equipped). In the middle of the
map, a neutral monster called an Ascended will spawn, and
whomever lands the final hit on the monster will grant their
team points while granting the killer a self-buff, which makes
them stronger. If the player with this buff is killed, then extra
points will be granted, however, while the buff is active, kills
accrued by the player with the buff will grant more points.
Legend of the Poro King was the eighth limited time game
mode. It was released alongside the Winter Season for
League of Legends. The main characteristics for this game
mode is for both teams to throw Poros and successfully hit
the enemy champions. Each hit equals 1 point. Once either
side has reached 10 points, the Poro King is spawned to
push lanes, while the scoreboard is disabled, the Poro King
stays alive till dispelled and then the scoreboard will return.
The mode ended on January 6, 2015.
Development
The game's developer Riot Games was co-founded by Brandon "Ryze" Beck and Marc
"Tryndamere" Merrill. They partnered with Steve "Guinsoo" Feak, the previous designer of
the popular Warcraft III: The Frozen Throne custom map Defense of the Ancients, and Steve
"Pendragon" Mescon, the administrator of the former official support base for the map to
develop League of Legends.[16] Using the original DotA created by Eul (the original Defence
of The Ancients map for Warcraft III: Reign of Chaos) as a base, Guinsoo made DotA
Allstars by inserting his own mix of content, greatly expanding the number of heroes, added
recipes and items, and introduced various gameplay changes. Guinsoo then passed version
6 of the map on to a new developer, IceFrog.[citation needed]
The idea of a spiritual successor to Defense of the Ancients was that it would be its own
stand-alone game with its own engine, rather than another mod of Warcraft III, began to
materialize at the end of 2005. League of Legends was born "when a couple of very
active DotA community members believed that the gameplay was so much fun and so
innovative that it represented the spawning of a new genre and deserved to be its own
professional game with significantly enhanced features and around-game services." [17]
Riot Games officially opened its office in September 2006, and currently[when?] has over 1,000
people working on League of Legends.[citation needed] According to Marc Merrill, when creating the
various champions in the game, instead of leaving the champion creation to just a few
people, they decided to open up the champion creation process to everyone in the company
based upon a template where they could vote on which champions made it into the game.
[citation needed]
League of Legends was first announced on October 7, 2008. It was in a closed beta from
April 10, 2009, to October 22, 2009. It then transitioned to open beta until release. [18][19]
Release
League of Legends was released on October 27, 2009.[20]
Riot Games self-publishes and operates the game and all of its customer service aspects in
North America. Riot Games has signed deals regarding the distribution of League of
Legends in Asia, Europe, and North America. By July 2013, the game has been released
and was distributed in Australia, the United States, Canada, Europe, Philippines, [21] and South
Korea. No public announcements regarding other regions have been made.
In Asia, Tencent Inc., China's largest Internet value-added services company best known for
its QQ Instant Messaging client, has been in charge of the distribution to Tencent's growing
300 million Internet user base through its leading QQ Game portal. The deal was one of only
a handful of partnerships to bring a U.S.-developed online game directly to China.
In Europe, Riot Games has signed an international licensing partnership with GOA, the
videogames department of Orange's Content Division and Europe's largest gaming portal.
On October 13, 2009, GOA and Riot announced that they would start channeling server
access for players located in Europe to GOA's dedicated servers. [22] This restriction meant
that players located in Europe would not be able to play on Riot's servers in the United
States. Due to negative community feedback, the channeling decision was rescinded
October 16, 2009.[23]
On March 23, 2013, the cinematographic studios in Rome hosted the Italian launch
of League of Legends. More than 1,500 people were present, along with Riot Games
developers, journalists, and various guests. The show schedule included a cosplay contest
and a challenge match between two Italian clans.[24]
On May 10, 2010, Riot Games announced that they would take over distribution and
operation of the game in Europe.[25] To do so, Riot Games established a European HQ in
Dublin.[26]
On July 14, 2009, Riot Games announced that League of Legends will be free with "no
catch".[13][27] There will be a digital copy for download, but there is also a Digital Collector's
Copy that will be available to purchase that contains exclusive skins, $10 credit for Riot
Points, and 20 champions to access without unlocking them normally via gameplay as well
as 4 "special" runes. This Collector's Pack is currently available for US$29.99. [28][29] Even
though the game is free, Riot Games "plan[s] to continue to add content (characters etc...)
with a full production team at very frequent intervals."[30] Using both free-toplay and freemium models, the game is supported by microtransactions (see store) rather
than ads or boxed copy sales.[31]
On February 25, 2010, Riot Games announced that League of Legends would be distributed
in Southeast Asian countries by an unspecified publisher and blocked SEA IP
addresses pursuant to its distribution agreement.[32] The community has raised a number of
concerns about the deal and the immediate IP block. On July 16, 2010, Riot Games
announced that Garena would publish the game in Southeast Asia.[33] Additionally, Southeast
Asian players had the ability "transfer accounts" to import their progress stored in North
American or European servers into the Southeast Asian server.
In March 2013, Riot Games released a beta version of an OS X client in addition to their
Windows client.[34]
In April 2014, Riot Games announced its Toyko office as a part of their efforts to push the
game into the Japanese eSports industry.[35] In conjunction with their announcement of a
localized client in the works at the Tokyo Game Show 2014, it was revealed that Japan would
feature its own League of Legends Japan League where teams would compete on the
professional level.[36][37]
Reception
Popular reception
In a release published in November 2011, Riot Games claimed that League of Legends had
accumulated 32.5 million players, 11.5 million of whom play monthly, of which 4.2 million play
daily.[38] According to Riot in October 2013, the game had 12 million active daily players and
32 million active monthly players. In January 2014, the game had 27 million active daily
players, 7.5 million concurrent players at peak times, and 67 million active monthly players.
[39]
Global concurrent users online peaked at over 5 million players as of March 2013. [37][40]
In March 2012, League of Legends became the #1 title in Korean PC cafs.[41] In July
2012, Xfire released a report stating that League of Legends was the most played PC game
in North America and Europe, with 1.3 billion hours logged by players in those regions
between July 2011 and June 2012.[4] League of Legends is also very popular in the
Philippines, and, as of July 2013, it is the second most played game in internet cafs in the
country (just behind Defense of the Ancients).[42] In Taiwan, it is estimated that almost 5
percent of their entire population played the game, with almost 1 million players subscribed
on the server.[43]
Critical reception
Reception
Aggregate scores
Aggregator
Score
GameRankings
78.72%[44]
Metacritic
78%[45]
Review scores
Publication
Score
1UP.com
A- [46]
[47]
AllGame
[48]
Eurogamer
B+ [49]
Game Revolution
GameSpy
[50]
GameZone
[51]
9.2/10 [52]
IGN
Awards
Publicatio
Award
n
Gamespy
Year (2009)
IGN
Gamasutra
League of Legends has received generally favorable reviews, and currently holds
a Metacritic score of 78 out of 100.[45]
IGN initially awarded League of Legends 8.0 out of 10 in 2009, highlighting an enjoyable
game design, inventive champion design with good customization options, and lively visuals.
However, the game's confusing launch was criticized: it was felt that the title was released
too early, with some features missing and others to be removed. Finally, the reviewer noted
that high level players in the game have "little patience for newcomers", though the reviewer
believed that matchmaking (not implemented at the time of review) would solve the problem
by matching players of similar level together.[53]
Leah B. Jackson of IGN re-reviewed the game in 2014, changing IGN's score from 8.0 to
9.2. Jackson hailed the game as a "firm as an example of excellence", praising the variety of
champions, rewarding progression systems, and fast but intensely strategic team play.[52]
As compared to fellow MOBA games Heroes of Newerth and Dota 2, Mike Minotti
of VentureBeat considered the game the easiest to learn and to have fastest gameplay pace
of the three.[54]
In 2015, the game placed 15th on USgamer's The 15 Best Games Since 2000 list. [55]
Awards
Category
Result
Readers' Choice
Winner[56]
PC Gamers' Choice
Winner[57]
October 8,
2010
Winner[58]
Award
October 29,
2010
Winner[59]
October 21,
2011
Winner[60]
Tournaments
The 2010 World Cyber Games Grand Finals in Los Angeles hosted a League of
Legends tournament, at which teams from China, Europe, and the Americas competed. The
Counter Logic Gaming team from North America won the tournament, earning a $7,000
prize.[61]
World Championship
See also: League of Legends World Championship
Season 1 Championship in June 2011, held at DreamHack in Sweden, featured US$100,000
in prizes. The European team Fnatic defeated teams from Europe, the USA, and Southeast
Asia to win the tournament and received US$50,000 in prize money.[62] Over 1.6 million
viewers watched the streamed broadcast of the event, with a peak of over 210,000
simultaneous viewers in one semi-final match.[63] After Season 1, Riot announced that
US$5,000,000 would be paid out over Season 2. Of this amount, $2 million was to go to
Riot's partners, including the IPL and other major eSports associations. Another $2 million
was to go to Riot's Season 2 qualifiers and championship. The final $1 million was to go to
small organizers who apply to Riot to host League of Legends tournaments.[64]
After a series of network issues during the Season 2 World Playoffs that led to several
matches being delayed, Riot revealed on October 13, 2012, that a special LAN-based client
had been quickly developed, designed for use in tournament environments where the effects
of lag and other network issues can be detrimental to the proper organization of an event.
The LAN client was deployed for the first time during the first quarter-final and semi-final
matches played following the re-scheduled matches, and was in use during the finals. [65] On
October 13, 2012, the Taipei Assassins (TPA) of Taiwan triumphed over Azubu Frost of South
Korea in the Finals of Season 2 World Championship with a score of 3 to 1, and claimed the
$1 million in prize money.[66]
In October 2013, Korean team SK Telecom T1 and Chinese team Royal Club competed at
the Staples Center in Los Angeles. SK Telecom T1 won the grand prize of $1 million, and
Royal Club received $250,000.[67]
As of 2013, League of Legends is the most popular e-sports game in South Korea.[68]
On July 11, 2013, Riot manager Nick Allen announced that the United States Citizenship and
Immigration Services now recognizes League of Legends pro-players asprofessional
athletes and the P visa visa application process is now simplified for them.[69][69] These
changes allow professional players to stay in the United States for up to five years. [70]
Championship Series
Main article: League of Legends Championship Series
On February 7, 2013, Riot Games made the League of Legends Championship Series (LCS)
in Europe and North America. This is a league system where ten teams compete to stay in
the league. A season consists of two splits, each split separated into a regular season and a
playoff. The top three teams from each continent advance to the world championships.
Other tournaments
Main article: List of League of Legends tournaments
References
1.
2.
3.
4.
5.
Jump up^ Sheer, Ian (January 27, 2014). "Player Tally for
League of Legends Surges". Wsj.com. Retrieved January
31, 2014.
6.
7.
8.
9.
14. Jump up^ "Riot Broke League Of Legends, And Fans Love
It". Kotaku. Retrieved 3 April 2014.
15. Jump up^ "League of Legends Releases Ultra Rapid Fire
Mode". IGN. Retrieved 3 April 2014.
16. Jump up^ "Riot Games Insider Team". Riot Games.
Retrieved July 19, 2007.[dead link]
17. Jump up^ Ford, Suzie. "League of Legends: Marc Merrill
Q&A". Warcry Network. Defy Media, LLC. Retrieved 4
August 2014.
18. Jump up^ "RIOT GAMES INVITES ALL GAMERS TO JOIN
THE LEAGUE OF LEGENDS BETA BEFORE START OF
THE PRE-SEASON" (PDF). Riotgames.com. Retrieved 4
January2015.
19. Jump up^ "League of Legends pre-season to begin October
27th 2009!". Riot Games. September 29, 2009.
Retrieved March 18, 2013.
20. Jump up^ "League of Legends - GameSpot.com".
GameSpot. Retrieved March 18, 2013.
21. Jump up^ Maierbrugger, Arno (25 July 2013). "Top PC
games in Filipino computer cafs". Inside Investor.
Retrieved 25 July 2013.
22. Jump up^ "IP Restrictions in Europe". GOA (a subsidiary of
Wanadoo, specialising in online gaming). October 13, 2009.
Retrieved December 10, 2009.
23. Jump up^ "GOA and Riot Rescind IP Restriction
Decision". GOA (a subsidiary of Wanadoo), specialising in
online gaming. October 16, 2009. Retrieved December
10, 2009.
24. Jump up^ Irene "Ribesbianco" Caroti/Eleonora Lucheroni
(March 25, 2013). "League of Legends Italian Launch! Eyes in
Rome was there and let us tell you". EIR Games.
RetrievedMarch 25, 2013.
25. Jump up^ "Riot Games to Publish League of Legends in
Europe". Riot Games. May 10, 2010. Retrieved July 26, 2010.
26. Jump up^ "Riot Games Inc establishes EMEA Headquarters
in Dublin". IDA Ireland. July 15, 2010. Retrieved July
26, 2010.
27. Jump up^ "League of Legends is Free". Riot Games. July 14,
2009. Retrieved July 19, 2007.
External links
Wikimedia Commons has
media related to League of
Legends.
Official website
[show]
League of Legends
[show]
Esports games
League of Legends
OS X games
Windows games
Navigation menu
Create account
Log in
Read
View source
View history
Go
Main page
Contents
Article
Talk
Featured content
Current events
Random article
Donate to Wikipedia
Wikipedia store
Interaction
Help
About Wikipedia
Community portal
Recent changes
Contact page
Tools
Related changes
Upload file
Special pages
Permanent link
Page information
Wikidata item
Create a book
Download as PDF
Printable version
Languages
Azrbaycanca
Brezhoneg
Catal
etina
Dansk
Deutsch
Eesti
Espaol
Esperanto
Franais
slenska
Italiano
Latvieu
Lietuvi
Magyar
Nederlands
Norsk bokml
Norsk nynorsk
Polski
Portugus
Romn
Simple English
Slovenina
Slovenina
/ srpski
Suomi
Svenska
Trke
Ting Vit
Edit links
Privacy policy
About Wikipedia
Disclaimers
Contact Wikipedia
Developers
Mobile view