
Throughout the genre's history, lanes have served us well and there's no doubt this will continue. At the same time, I foresee new variations on lanes emerging which will challenge perceptions.
In this article, I describe a mechanic called pseudolanes, of which lanes present a specific case. I also offer the following definition:
A lane-pushing game is a game which ensures continuous and meaningful availability of pseudolanes.
This is my vision or "thesis" for the genre and its broader potential. I hope to see many new games make use of or take direction from these ideas and push boundaries forward.
Definition
A pseudolane is a region on the playing field which has four simultaneous properties:
- A player who is inside gives up meaningful strategic information to the other team.
- There is a constant combative tension between opposing players.
- There is an always-desirable incentive for individual players to participate in the region.
- The region undergoes transformation in a way which represents the narrative victory.
To make things more concrete, lets examine the most familiar case: which is of course a lane.
Example: Lanes
Our first observation is that pseudolanes are regions. On a lane, the pseudolane is the point at which troops clash. At that moment, there exists a region where:
- Information is shared to each team because each team's troops provide a radius of vision.
- The size of the region is tuned such that players will be within combative range of each-other.
- Players who participate are rewarded with experience and/or gold: resources which align with their character's progression and are always-desirable to that player.
- The position of the region (where troops clash) can change over time, and reflects progress towards overall victory or defeat.
These things happen simultaneously, which confirms that our four properties are being met.
Basic Analysis
So, why these four properties?
Our first property about giving up meaningful strategic information supports the idea of a strategy game. Teams and players have decisions to be making, and there needs to be some minimum of information available on which to base those decisions. The key information is enemy positioning, so we need to convince players to regularly show on the map.
The second property about constant combative tension is important too. Attacks and abilities are key verbs of the game, and players want an excuse to be using them rather than playing defensively. When they do so, it stirs up the status quo and creates richer situations from which ganks and team-fights may eventually emerge.
The always-desirable incentive is necessary to compensate players for their participation. The savvy player is eager to conceal their location and hoard resources like health. The incentive is there to lure them out: and it should do so by aligning with their individual interests and progression.
The alternative, where each player does not personally benefit from participating, is that some players will happily hang back and let others take all the risks. We don't want to encourage that!
One of the powers of the incentive is that it allows us to know that if a player is not showing: there's a reason. This allows for layers of strategic interpretation based on who's visible and where.
Narrative Cohesion
In the case of lanes, narrative victory in the region (when your troops win over the enemy's) causes the point at which troops will next clash to move. That is a transformation of the region: it has changed location in a way that reflects success or failure.
Over time, the pseudolane on a lane slides back and forth along a fixed path, in a way which represents the overall narrative victory. If your troops push into the enemy base: you're on the brink of winning. If the enemy pushes into yours, that's not so good. The metaphor for overall progress is clear, and is the sum of smaller steps from participating in pseudolanes at the atomic level.
The unifying value of narrative is of particular importance in a team-based game, where we want all players aligned towards the same goal.
Obligation of Availability
In the case of lanes, we've described a pseudolane as the point at which troops clash. However, there are regularly moments between the waves when troops are not clashing. In those moments, the pseudolanes have flickered out of existence.
This is perfectly normal. I use the wording "continuous availability" of pseudolanes to reflect that they don't need to be permanent.
Rather, we are interested in playing inside a structured ecosystem where pseudolanes serve as the heartbeat of strategic information, personal progression, combat encounters, and narratively meaningful advancement.
As long as the heart beats and there are still pseudolanes, players won't be lost for how to make progress in any of these four areas.
Dilutions
Lane-pushing games involve many complex systems and interactions. Players occasionally find ways to "break the game", and one way to do this is to interfere with the availability of pseudolanes.
Here are some examples of how that can happen:
- "Skipping" behind troop waves so that pseudolanes never form becomes a prominent or prevailing mechanic.
- Victory can be achieved independently of the pseudolanes. This could happen if:
- Backdooring is a prominent or prevailing mechanic.
- There is an alternate victory condition, such as "first to X hero kills wins", or "collect Y points".
- It is possible to end up in a situation where the flow of pseudolanes stops. This could happen if:
- There are methods to permanently stop troops from spawning, or block them from leaving the base.
- There is a situation where the incentive for a player to participate in pseudolanes becomes totally ineffective. This could happen if:
- There are a large number of competing objectives which draw teams away from lanes.
- Players have accumulated so much wealth and resources that additional wealth is no longer an incentive.
- Participating is exceedingly risky relative to the available reward.
- A player's presence or absence from a pseudolane is determined by factors other than meaningful strategic intent. This could happen if:
- The placement and timing of pseudolanes is too random or unpredictable, meaning players tend to participate only when convenient.
Games often take specific steps to discourage these situations, such as adding rules like "backdoor protection" or making it impossible to obstruct lanes. Experience has been a great teacher!
The exact frequency and distribution of pseudolanes is a decision for the level designer, and should be tuned according to how much information opposing teams need to know about each-other to make informed strategic decisions.
Opportunities
It is worth noting that while there is an obligation to ensure a continuous flow of pseudolanes, there is plenty of room to explore how they are delivered.
Here are some thoughts to consider:
- The number of pseudolanes need not be fixed: see Keys of Sealing which adds a fourth in the late game.
- The type of pseudolanes need not match: see Eve of the Apocalypse (Verdant Falls) where occasionally a random lane is replaced with a participatory contest point.
- The pseudolanes need not be of equal importance: see Eve of the Apocalypse (Kedge's Landing) which has one large and one small lane.
- The pseudolanes need not remain for the entire match duration: see Ascendant One which has six lanes on a rota.
- The narrative transformation need not be the fixed sliding back and forth of a lane. It could take place on the z-axis, involve temperature or colour, the scale or rotation of the region, etc.
Use your imagination and consider what kind of battlefields we could create!
Implications
We have mentioned four properties of pseudolanes. Collectively they have some implications on the game rules and systems:
- The idea that "participating in a region gives up meaningful strategic information" is enriched when there are many potential participants: as a gradient of information may be discerned from which appear where. This strongly implies compatibility with multiplayer gameplay.
- Constant combative tension requires that there are continually enemies to fight. We cannot end up in a situation where all enemy players are dead and aren't coming back. Therefore, enemy players must flow back onto the playing field over time: they are a dynamic material.
- The definition for dynamic material can be found in the MTQ article.
- Given the need to ensure continuous availability of pseudolanes, any pseudolane which involves material will generally involve dynamic material as well (for example: troops).
- To have a reward for participation that is always-desirable for individuals, there must be persistent character progression of some kind. Non-persistent rewards like ammo or health will have situations in which they are not worth revealing the hero's location to pick up.
- The incentive is only as useful as players' individual willingness to engage, so having progression which is impactful and allows choice and expression is highly valuable, if not mandatory.
- To ensure that the transformation of pseudolanes to reflect progress towards the narrative victory remains consistent with the player's actual victory: there should be a singular victory condition.
- Speculatively, a second type of pseudolane could represent and reflect progress towards a second victory condition, but I don't know of any examples.
- There exist examples of lane-pushing games with multiple victory conditions, but none where I felt they were a net positive for the game. (See Alternate Victory Conditions for more.)
Lane-pushing games are overwhelmingly multiplayer, they allow heroes to revive and buy equipment (talents/items), and have one main victory condition. The reasoning behind these features can be traced (at least in part) to pseudolanes.
We can observe that features like towers, jungles, and map objectives are not essential to the genre, though they do complement pseudolanes well. Towers help to structure the experience and contribute to narrative and strategic progression. With jungles and map objectives, there is value to having at least one thing to do which isn't a pseudolane. It creates space for players to make judgement calls about players who aren't showing. Are they coming to a lane, or are they busy? Better yet: which thing are they busy with?
Conclusion
When we talk about lane-pushing games, the fundamental experience is not the lanes, but rather the structured and narratively consistent environment for gameplay that they create. The concept of pseudolanes generalises this idea beyond the consistently (and deservedly) popular implementation of lanes, and opens our scope to discuss new opportunities within the genre.
It is also the key concept needed to offer a rigorous game design definition for lane-pushing games: something which I think we can all agree is long overdue. I will quote it again as a closer:
A lane-pushing game is a game which ensures continuous and meaningful availability of pseudolanes.
Agree, disagree, or otherwise: I would be happy to hear your comments.
Rob
I'm writing this on my phone, so forgive errors and poor formatting. I also have only read this one article, so I am responding within the bubble of only this one piece without knowledge of anything else you've written. Forgive me if any of this has been addressed. And a final disclaimer: I am responding in hope of meaningful dialogue; I am in no way trying to be aggressive, pedantic, combative, sensational, etc. All that out of the way...
Some of what was written feels like it is closed off to innovation. I really enjoyed the article and your approach so much so that I intend on reading through your whole site, but there were points where it seemed your vision narrowed a little too much. For instance, you make the assumption that a defensive [which I read as "less engaging"] style of play was bad. You also assume that ganking and team fights are good, or - at the very least - desirable. I don't think either is inherently true of a lane pushing game, but I would concede that they are true of the lane pushing games currently out.
My bigger issue, however, is with the assumption that the only risk is in your personal [meaning your avatar's] safety. It could also be argued that it is a risk to pass on resources (xp, gold). While in the existing environment that is a risk with no real reward, that may not always be the case. Let's imagine you have a game like League of Legends, but it has an added feature: Players can spend time in their base making some strategic decisions. (For the sake of discussion, we'll say it's changing their minions to deal all magic damage instead of physical.) This is a meaningful decision a player gets to make, it's [potentially] another layer of strategy, and they are choosing to spend their time doing this at the opportunity cost of increasing their resources. It's a risk, but not one that ever puts the avatar's HP in play.
I get what you are largely going for and I like what you're writing, but you want to both "push boundaries forward" while also offering a slightly narrow definition. I'm hoping that by stating my case here, there will be one of two responses:
Softmints
In reply to I'm writing this on my phone… by Rob
on 7th Jan, 2020 Last edited: 7th Jan, 2020Thank you for your thoughtful response.
Lets take a look at the assumptions you have identified:
We'll go through these in order.
1. One way I look at the genre is to see both teams as "racing plans". Sometimes a plan is as simple as "I will buy items that I think are good, and walk at the enemy and on average my team will win". Other plans include four-protect-one, split pushing, deathball, etc., and all of these vary in their ease of execution, reliance on timings, and amount of coordination required. The team whose plan reaches its pinnacle first wins.
It is fine for teams to adopt a defensive plan, or one which involves defensive play for a portion of the game. What we do not want is for two teams to adopt defensive plans: as for a defensive plan to be interesting there must be an aggressor.
We can consider some options:
2. I don't believe ganking or team-fights are necessary. Rather, I see them as emergent and well-aligned with player enjoyment. More details:
2a. I approve of heroes moving around and taking risks. A hero's location is among the most natural and telling expressions of a player or team's priorities. If no heroes are moving around, if no player thinks they could seize any better opportunity anywhere else, that suggests both teams are at strategic equilibrium.
The game in that moment is being decided at a tactical level. Some games have (loose) examples of this during an early-game "laning phase".
If both teams understand each-other so completely (in an imperfect information game!) that neither moves: that suggests strategic shallowness. Ganking, invading, and other assertive movements suggest that players can't quite figure each-other out, and are willing to take risks and play the role of the aggressor. This seems healthy to have, in moderation.
2b. Team fights comprise some of the most expressive moments and richest shared emotional experiences in the genre. While not necessary, they are at least narratively a culmination of all of a player's progression in the match so far: there are lots of things to hit, lots of allies to save, and big opportunities for impact.
From this narrative motivation, they seem healthy to have, in moderation.
Helpfully, prospective team fights keep players interested in their progression, which means the always-desirable incentive that keeps them engaging with lanes remains always-desirable.
3. There are several games (Aerie of Ruin comes to mind) with dedicated heroes who play defensive or commander type roles: building and maintaining towers in the base, or empowering troop spawns with their presence. In low doses, these heroes or regular heroes which occasionally make these decisions are fine.
If lots of heroes behave in this way, their presence or absence from the pseudolanes stops being meaningful and this is a dilution (similar to the others discussed).
Perhaps an interesting thought is that Ninjas on Battle.net provided vision along the entire lane during daytime. Who is to say the pseudolane region couldn't be large enough to encompass heroes who are sitting at their towers, and still somehow meet the definition?
Other Thoughts
I think it is helpful to have a name and definition for the genre, not to contain it, but so we can see where current boundaries lie and what design theory is applicable within those boundaries. My sense is that this makes it easier to discover new depth within current boundaries, and also do a better job leveraging our knowledge into new or hybrid genres.
So yes, some tropes could be done differently, and in the case of mostly defensive play I think a genre hop is required.
I'm surprised this was the first article you stumbled into. How did you come across it?
Rob
Like most dolts with more ambition than brains, I decided that I didn't have the patience to start a game development path properly; I am jumping right into the deep end and making a moba first. Even better, I have only a small amount (relatively speaking) of experience casually playing League and HotS. In doing some research on mobas, I came across this article which mentions your contributions to the development of the genre and plugs your site. I came looking for deep dives, and your article did not disappoint.
Your points in 1 and 2 are well made. It seems obvious - and yet I needed it pointed out to me - that "two teams playing defensively" is neither pushing nor fun. And I realize my taking issue with ganks/team fights was nitpicky. I was being hypersensitive to the idea of the genre being boxed in, but my critique was leveled at a line that was observational and by no means restricting.
For point three, I think we're mostly on the same page. It seems there is still some unexplored space around non-traditional roles and trading opportunity cost, but like anything else it needs to be balanced. I'm hoping I can find something new and interesting in that space in the years to come.
Softmints
In reply to Like most dolts with more… by Rob
on 8th Jan, 2020 Last edited: 8th Jan, 2020There are some "hard" responsibilities when using pseudolanes, and also many "softer" implications: such as being multiplayer (which it is not obvious to me that a lane-pushing game must be), or having team fights. The flavour of the implications makes for a more enjoyable article, but there is the risk of confusing implication with causation.
Thus, I appreciate the opportunity to provide clarity on team fights, ganking, and any other relevant points!
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