I don't think amplifying snowballing has a place in competitive game design, because it puts too much emphasis on the "fatal flaw", making that one mistake that decides a game. I think the 'victory' is reward enough, the confidence and momentum gained are influential enough. Nearly every sport that plays games in a series exhibit increased series win percentages even for teams that win just the first game, it's of huge psychological benefit and already a powerful influence. Hell even these game themselves, when played competitively, are played out over the course of a series and with good reason. I just think a 'competitive' game should do more to incorporate those principals into the game itself.
I don't think the fatal flaw mechanic itself is such a problem, but given the "long form" design of the game it should be mitigated. If you don't, you have the problem you see in football and soccer in some cases where the team that deserves to lose wins. Which happens in all sports, the difference is a series format prevents it in most scenarios or in shorter games as the determining course of events will be a much greater % of time played.
I guess it really boils down to whether you think making a big play once versus a consistently good team is worth a win or not. I know I had games of LoL where we lost the whole game, for an hour we would get housed but that late in the game all it took was for us to win our first team fight and it won us the whole game. And we've all seen football or soccer games turn like that I'm sure.
Banning I think is a lousy mechanic as well. Calling it essential because of constant changes is practically just an admission that the game's changes are not well designed or tested. And it promotes a lot of obnoxious metagaming, such as banning champions the opponents prefer. If I'm playing to win I want my opponents to be playing their best and so do I; I don't want to see artificial handicaps. It would be like letting the Steelers force Rodgers and Matthews to switch positions for the Super Bowl and the Packers forcing Roethlisberger and Ward to switch; who wants to watch that? What's competitive about having crippled teams play other crippled teams?
Chopped for quoting: This is teetering close to a conversation that was in the LOL thread. One could argue that any video game has a low skill cap when certain aspects are taken into account that skews the advantage one way or another. Take BF2BC for instance. Simply a better ping than the opponent puts you at a very high advantage, thus lowering your skill cap.
I don't really think that makes sense. I mean you could argue that ping or FPS have more influence in certain games than others, but they affect all games and only performance, not skill cap. A skill cap is simply a theoretical idea of how much can seperate a good player from a great player. In that sense, I don't think there's much in LoL at least. The way most people play most champions is very much the same because their limited abilities simply don't allow for much nuance; most of them can only be used in so many ways, and we're not talking very many.
Sion is an extreme example here as you basically play him by pressing two buttons, and really the only nuance to him is knowing the range on your shield. But the other champions are very similar in that you simply don't have enough abilities to really do anything unexpected with them. Certain ones are deeper than others, mostly those with 'skillshots' as they allow you to be somewhat creative with where and how you place them. But all in all the fact that when you look at a champion you know they can only do one of maybe 3-4 things to you really doesn't leave a lot to the imagination.
the human aspect is what makes it complex
In a sense, yes, but the problem is each champion is essentially an action figure that can only do three or four things. You've got judo chop, action voice, wing expand and wing retract. And no matter how good your imagination is, judo chop still cant kick open a door and action voice only says one thing. Point being the number of abilities and the 'directness' of how the abilities are effective means that there isn't a lot of variation to how they're played. All kennens and akalis use the same combo, so do almost all kassadins and luxes and garens and anivias and so on and so forth.