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  Ancients Reborn: Launching League of Legends
by Chris Remo [Business, Game Design, Interview]
4 comments Share on Twitter Share on Facebook RSS
 
 
October 28, 2009 Article Start Page 1 of 5 Next
 

After a gradually broadening beta that lasted for more than six months, Riot Games' PC multiplayer action/strategy/RPG hybrid League of Legends: Clash of Fates has launched. But as a free-to-play experience with optional paid "customization and convenience," the work for the Los Angeles-area developer is only just beginning. To generate revenue, the company must continually add new content and features to its game, fostering a community willing to choose to incrementally invest in the experience.

League of Legends is heavily inspired by the mega-hit WarCraft III mod Defense of the Ancients, which pioneered a gameplay mechanic that is being featured in an increasing number of commercial products, and former DOTA caretaker Steve "Guinsoo" Feak is a Riot designer.


Earlier this year, Gas Powered Games released Demigod, which draws from DOTA, while Riot will be competing with S2 Games' upcoming Heroes of Newerth as more direct DOTA successors. DOTA's current custodian is also now employed by Valve, creating the potential for even more big-name competition.

That crowded market means each individual studio has its hands full trying to attract the large and vocal DOTA community while expanding the reach beyond the existing hardcore audience out to the broader market.

Gamasutra sat down with Riot Games co-founder and president Marc Merrill and lead creative designer Shawn Carnes to discuss how the company plans to do just that, from its low-cost business model, to usability concerns, to breaking free of the grip of publishers.

You've had quite a long, relatively public, beta leading up to release. Is that a necessary part of development for a multiplayer game like this?

Shawn Carnes: Yeah. I like a long beta process. I worked for Blizzard, and when we were doing [World of Warcraft], we took a year or so -- it felt like a year, anyway. A long beta process is really good, not just because we're working out the kinks of the development, but because balance is such an integral part of the game.

Tom Cadwell and the designers have been spending a lot of time [on balance]. I mean, we're trying to balance 40 champions and making sure there's not an overwhelming strategy, like one or two champions that outright crush. The long beta process really helps.

It also ties in a lot with our philosophy, which is we're nothing without our community. So, during this time, we've been able to generate a lot of interesting and good work through the feedback of our community, working with them, talking with them, and them giving us great feedback. It's worth it. The short answer is, it's worth it.

Can you speak to how the design has changed as a result of the community?

SC: Absolutely. The strongest one that comes to my mind, because of what I do, has been feedback on the colors of the map. We went through a huge pass where we took another look at the whole color palette. Because we have a very painterly style, it gives us a broad range of options into making champions.

However, that painterly style was really too bright, and it popped too much. Eventually, if you get three champions on the screen fighting one another and you get a bunch of minions, you can't really see what's going on. Our community was invaluable about giving detailed information -- "Whenever three or more champions are on the screen with all the big particle effects, here's how I can't figure out what's going on."

Through iteration, we've been able to help isolate the champion on the screen better, all based on feedback from the community. We've been able to tone down the color palette but still make it look rich and exciting. That to me, in my mind, is a great example of how the community has really helped out.

I assume you expect balance to still be a perpetually ongoing process.

SC: And it's actually going to be a really difficult process, too, because while balancing 40 and tweaking things to make sure, at some point, you get to sort of a maintenance point. But we're going to be introducing five champions a month, or four champions or month, or something. It's difficult enough balancing those four, but how those four interact with the existing 40, sometimes you have to go back to square one.

That seems like a fairly quick pace.

SC: Yeah. Because we're offering the game for free, it's part of our credo. We're in the business of servicing our community, and to do that, we have to introduce not only new champions, we're going to introduce new maps, new game styles for these maps. We're going to be introducing new customizable skins for the champions.

We're really dedicating as many resources as we can to the ongoing development of the game. I mean, it's really important. Without our community and without a bunch of people playing this game, it's nothing, so we need to please them.

 
Article Start Page 1 of 5 Next
 
Comments

Will Buck
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Very insightful, I feel confident this is taking the gaming development and business model in a new direction that I feel is superior in a lot of ways to what's been done in the past. Bravo indeed to Riot!

Dave Fried
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Without a doubt. This type of connection to the audience combined with sensible designers (which I know they have) is definitely the future of PC game development. It's all about tempering what people think they want with what they're actually upset about or interested in. I can't think of a better crew than Riot Games to show the rest of the industry how it should be done.

Jonathon Walsh
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I love the way Riot is interacting with the community and I hope they keep it up. It's really nice and refreshing to have the transparency they bring to the table. Knowing why things are the way they are or how/if they're going to get fixed makes the whole experience more enjoyable.

My case in point of how awesome Riot can be is this: I frequent a gaming related forum that has only 300 active members and currently features a 40 page Lol related thread. Overall a pretty small community but we still had a developer drop by and comment on our discussion. Having the developers reach out like that definitely makes a difference.

Sean Gibbons
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Great job Riot! It's truly a fun game. I think it's funny that you used the donut metaphor since my beta account name was Doughnut. I was always a DotA noob, but I found your community to be very friendly and helpful to the new player.

I love your take on being an agile studio. It's unfortunate when a successful third party gets involved with cumbersome publishers and they have a tougher time innovating and staying in touch with their users. Keep up the good work!


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