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Gaming Scorecard - League of Legends

Progressive Updates:
8.25/10

*My scoring was based off of the information I was able to find between 2009 and 2016.*


6.5/10
Character Design:

-Many of the animal/abstract designs are clearly male champions, a continuous pattern through 2016.
-Over time, the ratio of Euro-White to other more diverse options became more balanced (ratio counts included abstract and covered champions as ‘diverse’ options).
-The final Female to Male ratio as of 2016 was 33/58, meaning there were nearly twice as many male champions available as female champions.

2009-10:
Vast majority white
Completely faceless (male only)
Female champions have similarly gentle features
A few vibrant/primary skin colors
Euro-White/Spectrum Ratio (skin tone): 13/13
Male/Female Ratio: 9/17
Total: 26 Champions Introduced*
*2 (2009), 24 (2010)

2011:
Animal champions introduced (all but one are male)
First Disabled (Blind) Champion
Slight variations of skin tone introduced
First ‘strong’ female warrior designs
Euro-White/Spectrum Ratio (skin tone):  11/13
Female/Male Ratio: 8/16
Total: 24 Champions Introduced 

2012:
More abstract designs introduced
Aprox. equal ratio of male to female champions introduced 
Euro-White/Spectrum Ratio (skin tone):  8/11
Female/Male Ratio: 9/10
Total: 19 Champions Introduced 

2013-16:
Far fewer annual champion releases
Very diverse designs (abstraction, gender, skin tone/color)
Euro-White/Spectrum Ratio (skin tone):  4/18
Female/Male Ratio: 7/15
Total: 22 Champions Introduced*
*8 (2013), 6 (2014), 5 (2015), 3 (2016)



10/10
Gameplay Updates:
I decided to give LOL a 10/10 for their Gameplay area, due to their constant pushing to improve their game and allow more people to access is. This access seems to have been considered by both the location and situation of their players.

2009:

League is Released (general public) 

2010:

Server Launch
EUNE, EUW

Twisted Treeline
Two lane play (instead of three)
Shorter games

Ranked Play
Separated play styles (casual vs competitive)
Reduces toxic behavior toward new/casual players 

Battle Training
Coaches new players
Helps ease the learning curve


2011:

Server Launch
Korea

Co-Op vs AI
Helps ease learning curve
Reduces toxic behavior toward new/casual players
Allows vastly different levels to play together easily  

Tribunal
Player led judgement system
Self governance 
(Retired in 2014)

Dominion
Objective-based gameplay
Faster gameplay
(Retired in 2016)


2012:

Server Launch
Romania, Greece, Brazil, Turkey

Spectator Mode
Inclusive for those who cannot play

Honor Initiative
Reward system for positive player interaction
Reduces toxic behavior 


2013:

Server Launch
Italy, Russia, CIS, Oceania, LAN, LAS, Indonesia 

Mac Client Release
Inclusive for more players

Howling Abyss Map
Shorter games
Single lane
Focused/simplistic play style


2014:

Team Builder
Allowed unlimited time for role selection 
(Retired in 2016)


2016:

Server Launch
Japan

Champion Select
Allows unlimited time for role selection
(Replaced Team Builder)

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