Leauge of Legends: As someone who plays and follows the competitive scene a lot I can tell you that there is a psychological advantage given by the asymmetric map and the different benefits that come from playing on a specific side of the map as well as the order in which you pick and ban. Those factors are actually game deciding in many cases also causing a HUGE psychological advantage for who ever gets to start on the better side. The currently played Leauge of Legends world finals underline this fact by a win rate of the “better” side being 66%.
Well first off this is not really a psychological thing…
The map is different for each side and that will make a difference. However, the pure number of games played by the public show the difference is only small. What the Pros seem to be saying is that its about the camera angle. The fact that people are mentioning it and actually complaining shows that LoL is not actually really getting away with it. LoL in general is very well balanced (where it counts) and the issues caused by the camera are pretty much the same as we have in an FPS to some degree. For instance it is easier to players too shoot someone moving right than it is for someone moving left. This is simply caused by how we hold mice and due to how our muscles work. The difference is only small really but it is a real thing…
When it comes to the Picks and Bans this is a really hard one to address. Just looking at games like Magic where the second player gets a whole extra card and Heartstone where the player gets a special card and lots more. This literally comes down to trying to balance out first move advantage and its really difficult to do. Basically it comes down to trial and error and the goal posts are always moving because of the constantly evolving meta game.
Now, to balance out the camera angle problem, in theory you could just flip the map for each team. However then you end up with a new problem… Both teams would not have the same view of the battlefield (when it comes to moving behind trees and stuff) so it is unlikely they will take the risk in trying it.
Sure, there is a small psychological advantage caused by simply knowing your on the team with the advantage. However, due to the mode really being a single battle, the effect is minimised. It would also be minimised over LOTS of rounds (ie why people play multiple games). This same effect would happen on DB when you start looking at best of 3 and best of 5 formats. Honestly, I have not spent a lot of time following LoL so I cannot really go into depth about each and every system. I will mention one last thing though. With LoL having so many systems and mechanics that all have a lot of depth, the overall effect on the map (while real) is made almost insignificant. Team Comp, Item Builds, Skill Builds, Picks and Bans and much more all have a much bigger effect on victory than the map.
Counter Strike: Global Offensive: In this game psychological disadvantages are existent to an almost ridiculous level. On many maps there is a clearly favored side (either CT or T) that is often supposed to win 66% of even more of the rounds. It´s not so rare that teams play from the back with a score of 8:14 where you need 16 rounds to win.
Actually Counter Strike is much more fair then you may realise…
You just need to look at it as “I am only allowed to lose the same number of rounds that the previous team lost” and it starts to instantly feel more fair. I do however understand what you are saying. If you are on the stronger side first, you really do not need to worry about winning, its more chilled in general. Knowing you can only lose 1 round before you lose the whole match can be very stressful. This is why Counter Strike should never be played in a Best of 1 format at a competitive level. Again, the money system, asymmetric maps. multiple rounds and more all work towards reducing this problem.
If we was to directly compare what I claimed was present in Dirty Bomb with the one in Counter Strike however… The team with the most pressure put on them is the team that wins more. The added pressure on Dirty Bomb causes you to play better/harder and the less pressure on the other team causes them to play worse/laid back. The pressure itself is what causes excitement both for players and spectators. The problem with Dirty Bomb directly when compared to these other games is that Dirty Bomb has less fail safes and additions to negate the effect of pressure. Multiple round, Momentum and Learning.
It is also important to note that Dirty Bomb is actually much more asymmetric than both of the games mentioned. Overall this advantage is only a very small reason behind my distaste for Stopwatch and Objective modes. So while I believe its an issue, I COULD live with it provided the overall mode was decent. Its not…