How Gold to Make the Golden Snitch: Designing the "Game Changer" in Esports
Zhihuan Huang, Yuxuan Lu, Yongkang Guo, Yuqing Kong
TL;DR
The paper addresses how to design a Game Changer reward to maximize audience surprise in esports, using a Quidditch-based Markov-chain model and extending to MOBA games with data-driven calibration. It develops a belief-based surprise objective, derives closed-form expressions for belief, visits, and total surprise, and provides an analytical upper bound for the optimal Snitch score $x^*$, showing $x^*=0$ for symmetric matches and a value that scales with game duration and strength difference in unbalanced cases. The MOBA analysis uses real LOL and DOTA 2 data to estimate dynamics (wealth growth, teamfight win probability, endgame risk) and finds that the optimal reward grows with increasing strength inequality, while even balanced MOBA matches can benefit from nonzero rewards due to dynamic probabilities. Overall, the work offers design guidelines for Game Changers grounded in a rigorous stochastic framework and illustrates practical implications for audience engagement and game balance in competitive esports.
Abstract
Many battling games utilize a special item (e.g. Roshan in Defense of the Ancients 2 (DOTA 2), Baron Nashor in League of Legends (LOL), Golden Snitch in Quidditch) as a potential ``Game Changer''. The reward of this item can enable the underdog to make a comeback. However, if the reward is excessively high, the whole game may devolve into a chase for the ``Game Changer''. Our research initiates with a Quidditch case study, a fictional sport in Harry Potter series, wherein we architect the Golden Snitch's reward to maximize the audience's surprise. Surprisingly, we discover that for equally competent teams, the optimal Snitch reward is zero. Moreover, we establish that under most circumstances the optimal score aligns with the game's expected duration multiplied by the teams' strength difference. Finally, we explore the correlation between the ``Game Changer's'' reward and audience surprise in Multiplayer Online Battle Arena (MOBA) games including DOTA 2 and LOL, finding that the optimal reward escalates with increasing team strength inequality.
