Blogs

Sounding off League of Legends

redrover

redrover

Sat 6th Oct 2012 - 8:45pm

If you have ever ventured to play any competitive FPS, the importance of in-game sound is not a new concept. Aside from the mouse and keyboard, a solid pair of cans are the greatest asset to an FPS player's equipment arsenal. Hearing footsteps approaching from catwalk in game such as Counter-Strike could mean the difference between winning and losing a round, let alone an entire match. As such, positional sound and audio cues present a different strategical aspect in the world of competitive FPS games.

Wait, I thought he was at bombsite B!

While various RTS games and MOBAs such as League of Legends do utilize sound strategically to a certain degree, there are fewer instances of positional sound being used as a tactical element. Audio cues enhance the gameplay immersion, but the ping of Lulu's glitterlance, for example, as it hits a target in bushes would often be lost in the cacophony of effects going off during a bottom-lane team fight. Needless to say, League players primarily rely upon visual cues more than any specific audio cue present in the gameplay experience, and with smart map awareness and strong mechanics, sound is often not necessary to achieve a team victory.

Does this mean one should discount the value of sound in LoL however? Distinctive sounds, such as the thunk of a ward being placed, the ping of Akali's Mark of the Assassin being consumed, or the voice of Lux as she charges her ultimate all can be utilized to strategically “micromanage” your opponent. Knowing what skills your opponents has already used via a combination of these audio and visual cues can allow for a fierce counterattack, and in the course of a teamfight may play into your favor if properly timed and executed.

Perhaps the most distinctive use of sound remains Riot's ability to give personalities and flavor to each of their champions in the form of taunts, jokes, and emotes. From the release music login screens to the more infamous uses of emotes (think Dyrus playing Singed and Lux's laugh), the utilization of sound in such a manner is a part of what makes LoL such an appealing game to the masses. Both competitive and casual players alike can appreciate the work and detail that goes into making such soundtracks and audio effects possible, and provides the community as a whole something to look forward to included with major patches.

Will Riot Games ever utilize positional sound in tandem with LoL gameplay? Unlikely, considering both the nature of the MOBA genre and the fact that other games such as S2's Savage series or Uber Entertainment's Monday Night Combat series fuse the MOBA/FPS genres in a way that positional sound would be more necessary casually and competitively. Regardless, Riot has done a phenomenal job with the audio and summoners will continue to be pleased with the new things being conjured on the fields of justice.

If we turn up VoIP high enough, maybe we can drown out the crowd.