Skip to content

The Making of Featured Game Modes

Riot··8 votes·175,417 views

As everyone enjoys Hexakill: Twisted Treeline, it felt like a good time to give some insight into how we make Featured Game Mode's by analyzing our approach to the previous mode, Ascension. Hopefully I can give you guys some insight into our iterative development process, what we take away and learn from each mode, plus some stories about things that didn't make it.


Rapid prototyping

We start each Featured Game Mode by trying to define what kind of experience it should be. There are design pillars which help guide this, but we often want you to "discover a new or interesting way to engage with your favourite champions in League of Legends". Of course we still want modes to feel like LoL to some degree, so you can expect to level up, gain power and fight other champions, but we’re not afraid to bend the rules. Sometimes there’s an overarching theme we’re working towards with a mode (e.g. Shurima) and other times it’s a fun mechanic or rule change that just wants to be turned into a mode (e.g. One For All, URF). The golden rule is that regardless of its shape, a mode has to be fun!

With Ascension, we wanted to highlight the Shurima event and bring some of the pervasive lore themes like “power corrupts” through with fun gameplay. It needed to feel scrappy and intense so we started drifting towards a Team Deathmatch (TDM) kind of feel. The Crystal Scar's circular shape made it a strong initial candidate for that kind of gameplay. The tower pads nicely doubled as spawn points enabling a strategic choice for players when entering the battle (and also neatly solved design issues around TDM spawning in the LoL ecosystem). It wasn't going to just work 'as is' though, so we ripped out the towers and minions to fast forward through the laning phase of regular LoL, enabling you to get straight to the fighting! With those changes, daily playtests began to have a running theme emerge: a constant 'struggle for power'.

Two problematic design issues became evident during prototype playtests that I want to zoom in on:

1) Snowballing

Ascension initially felt very snowbally, and while we want to reward #bigplays, it doesn’t feel great to make a single mistake and never be able to recover. We tested and eventually kept the following 'anti-snowball mechanic' in Ascension; all players on both teams had exactly the same gold & XP at all points throughout a match. This meant that at any point in time, you always had an equal chance to win/lose any teamfights. There was no mathematical 'snowballing' possible in Ascension, making the Ascended buff the only actual statistical advantage on the map. Even if the other team was stomping, you had as much chance to win the next Xerath fight, Ascend, and make a comeback. A side-effect was that even when losing badly, you could still get valuable skirmishing practice right up to the end of a game, due to never actually being 'behind'. We were pretty happy with how this solution played out across Ascension's lifetime.

2) Lack of 'strategic choice'.

There was also an early lack of 'strategic choice' in the mode. Original prototype playtests felt too sparse and barren for a TDM, which led to us shrinking the map into the tighter, more action-packed jungle area of the Crystal Scar. This increased the action, but still felt like a directionless TDM. Our team internally dubbed it "Murderball Simulator 2014". The prevailing meta was to just group as 5 and roll around the map killing anything that moved. :/ While murderball was fun in short bursts, it was too monotonous, and we'd tire of it after only a few games. There were no peaks or valleys in the tension curve across the game life. It needed a higher objective layer to float above the TDM, giving purpose to your rampage (rather than killing everything in sight being a means to its own end). We eventually settled on the Relics of Shurima & Ancient Ascendant Xerath combo that shipped, but here's some of the ideas that didn't make it:

  • Transferring the Ascended buff player-to-player based on the killing blow. This was one of the earliest prototypes and just led to a snowbally comp style with monotonous gameplay. Badtimes. :(

  • Capturable towers that provided an area of vision around them while held. These were basically ignored as the vision wasn't valuable enough to directly affect the scoreboard. "Hmm, I could grab some vision... or maul someone's face off with Udyr... face mauling please!"

  • Transforming the 4 remaining teammates on an Ascended team into 'sand soldiers'. We wrote a whole new kit for these 'sand soldiers' based around helping the Ascended track, hunt and lock down kills. Turns out that taking away your ability to play your favourite champion is a terrible idea. The kit tried to walk a middle-line of doing everything, and ended up being good at nothing in particular. "Why am I this sand soldier guy trying to slow guys and shield the Ascended? I could be doing this as Lulu... and WAY BETTER!"

That perfect game

We often hear from players that they would like more ways to express their skill level visually. With the 'Perfect Ascension' icon, we wanted to try making a 'challenge mode' icon to reward exceptional play. It needed to reflect actual gameplay excellence to be valuable (if it were easy, it would have no value right?) and not be compulsory in any way. The icon didn't require any deviation from regular Ascension play or strategy, and happened naturally in the course of playing to win. You just needed to win VERY convincingly (IE: play the perfect game). Many strategies were kicked around as the best path to a perfect game, but we largely saw that if it ever came down to a scrap at Xerath, then your team probably wasn’t playing the perfect game. For those of you who did earn the icon though, nice work! You now hold one of the rarest summoner icons there is.



Outrageous

Each mode brings with it a new wild west of meta where initially “anything is possible”. After about a week though, the sands settle and most players seem to have a good grip on "what's OP". It was pretty widely accepted that “assassins were strong in Ascension”. But let's look at some comparisons.

That may or may not surprise some of you. However... who was actually strong in Ascension?

Yeah that's Taric up there in 5th, despite having a stunningly unpopular pick rate. Oh don't worry, we never saw that one coming either... truly outrageous. This is a good example of why having these modes as temporary is a boon. It gives us the freedom to experiment without the burden of having a static and well-documented meta.” Featured Game Modes don’t have comparable depth to Summoner’s Rift, and having them on for a few weeks at a time keeps them fresh and exciting (if Ascension was permanent these meta numbers might have staled fairly quickly thereafter).


Things to improve

Featured Game Modes are a great chance for us to learn what's fun in LoL, what doesn't work, or what we’d like to do better next time around. The Perfect Ascension icon highlighted for us the possibility of misalignment between players on the game's win condition. Specifically, resolution of the icon shouldn't have been possible before the end of a match. This is something we're taking on board.

We were originally going to make Perfect Ascension an 'opt-in experience' and lock it to premade 5-mans, as not everyone on a team might be bought in on trying to earn the icon. This felt too limiting though, and we wanted to give everyone a chance to be rewarded for playing that 'perfect game'. One thing that we noticed overall with the Perfect Ascension was that it forged a lasting memory for everyone, whether they achieved it or not. This is something we're keen to do again, with maybe a different shape.

There was also the eventual solution for how we shrunk the map size and limited player movement using the 'black darkness' on the ground. It was a functional, but not terribly coherent solution. While it did its job (barely) for the first outing of Ascension, there were lots of readability issues for players when initially encountering it. Even after multiple interactions, it was still often unclear to many players that it represented the 'edge of the playspace'. If we ever bring Ascension back, that’s one of the first things we'd like to tidy up.

Both of these examples show the value of Featured Game Modes being temporary. While we might have let something like the 'black darkness' solution hold back shipping a permanent mode, the temporary nature of Featured Game Mode's let players enjoy the mode for a few weeks and make some #bigplays. The highs and lows felt chasing the Perfect Ascension (and the permanent memento for those of you who got it) also would not have been feasible to try. Plus when the mode is done, we can learn from your feedback, and use it to inform any similar upcoming design features, or maybe tweak the mode and bring it back at some point.


What's next?

In the near future I want to chat about the current state of Featured Game Modes. It's been over a year since we started doing them and is a good time to take stock of what we've done, where we are now and what we're aiming to do in 2015. Until then, see you on the rift! ^_^/

-L4T3NCY

 

1,090 Comments

Ee5zJlR6ec1741 votes

So urf might come back permanent? New urf map! Please Riot.

nonamewarrior255 votes

Urf map that just has random manatees swimming around

Frÿ93 votes

Urfgot skin confirmedUrgot

Raikage07884 votes

Plz bring urf back and make it a permanent game mode..

ßard324 votes

You need More upvote/like

Apple Cheesepies107 votes

Everyone uses random champions like in ARAM? I mean, anything to get it back!

B4N4FT0R195 votes

URF PLS!! Rito don't torture us any longer... BRING BACK URF!!

Skoi364 votes

Bring urf back! Bring urf back!

Leximore47 votes

We all miss urf, but I can only imagine the frustration Riot must feel constantly being told to bring it back, unless of course someone down at rito headquarters is sitting there and twirling his mustache "Will I press the URF button? Hm... not today" item 3070

I Eat Gurls492 votes

All I want for Christmas is URF.

Program Riven86 votes

yass

laughsalot68 votes

forget the front teeth give me more urf

Icebent67 votes

URF PLZ

Maraxsus94 votes

please make a god damn urf map.

Wowie107 votes

i wholeheartedly agree. PLEASE MAKE URF A PERMANENT GAMEMODE

Hero To Villain286 votes

Urf is love, Urf is life <3 pls bring it back #Revive summoner 12

Wuju Lord189 votes

Im all for experimenting and playing new modes, trying different stuff out, but that URF mode was the golden apple that we needed to blow off steam and mess around with after being frustrated and losing too many games. it was beautiful.

DontMakeMeJG135 votes

plz bring urf back

Mªłł58 votes

Pretty sure they're just patching it up and trying to make it a bit more stable before bringing it back. However i also can't wait for the return of URF. It reminded me of how riot is constantly trying new ways to please us. Cheers to Riot.

Lv99 Ranged246 votes

Please bring back URF

LegendaryOreo103 votes

Yes please! URF was one of the upmost funnest maps of them all from having the feeling of power. Can you please keep it perminatly?

RiotChager163 votes

Hi all,

Wanted to drop in and say we hear how much you loved URF and want it back! As L4t3ncy mentioned at the end of this blog, he'll be talking soon about how the past year's modes went, some cool data insights, successes and challenges, and what we want to achieve in 2015. In that he's going to go into some detail about URF, some of the challenges we faced and what we learned about it which will give some insight on how we chose to create and bring modes back.

Also, it was said in several of the comments but URF will be back, so fear not! A lot goes into planning a mode schedule for a year, but also into making sure when we bring a mode back its not just the same mode, but has had additional development time based on what we learned and want to improve on.

Thanks, -Chager

Xonra112 votes

Hi all,

Wanted to drop in and say we hear how much you loved URF and want it back! As L4t3ncy mentioned at the end of this blog, he'll be talking soon about how the past year's modes went, some cool data insights, successes and challenges, and what we want to achieve in 2015. In that he's going to go into some detail about URF, some of the challenges we faced and what we learned about it which will give some insight on how we chose to create and bring modes back.

Also, it was said in several of the comments but URF will be back, so fear not! A lot goes into planning a mode schedule for a year, but also into making sure when we bring a mode back its not just the same mode, but has had additional development time based on what we learned and want to improve on.

Thanks, -Chager

But, those of us that Want URF back want it to be back exactly the same, that's the thing.

As not to speak for anyone else, I feel that most of the game modes were strongest when they were first out and have sort of become less fun or a bit watred down as they have returned.

Hexakill was a lot of fun originally but the 6v6 on Twisted Treeline felt kind of...meh in comparison, maybe a 3 v 3 one for all would have worked better there.

The one for all originally again was good but not as much on the Howling Abyss map.

I've played since 2011 and URF would quite possibly the most fun I have had playing League of Legends, with or without friends joining. I'm of the opinion with some of these games modes "if it ain't broke don't fix it" and while there were a few "OP" so to speak champs in URF, that was okay to me. All the champs were "OP" it was sort of the point of the mode and it was a blast. It would again feel watered down if it came back with tons of changes, some f the features removed, random stuff added to keep champs from being OP etc.

CG SereN26 votes

I can back the 6v6 thing. As someone who got to play it back when it was a glitch in the system, when it was announced officially, all I could think was 'Meh, guess i'll play a few games' and never got into it. URF I had fun every game I played, and am excited for it to come back. Dominion/Ascenion, I'd care less If I never see those again. So hearing that they will be changing URF makes me sad really, because I only got to play two games as Sona before she got banned haha (unless the change is to get rid of permabanned champs and incorporate draft-bans) -URF Sona 2015!

PS- Its also disheartening to see that Dominion is still a permanent mode, but something that everyone thoroughly enjoyed is limited to a few appearances a year.

Quad148 votes

*Inset comment here about begging for URF back. Guys Riot said they are actually bringing it back but just patching it all up first! They want to make sure it's more even with less bugs. I am so happy for this and can not wait!

Genreninja56 votes

Haha I'm kind of excited about URF coming back too. I think what made URF so fun, is without the subtle balancing of cooldowns, mana costs, etc. You were able to take your favorite champion and really feel powerful. And feeling truely powerful, is something games are lacking now-a-days in the multi-player market.

JameaZ78 votes

Bring URF Back plz

Squiffy96 votes

Only 33% got the perfect ascension icon? I feel special now.

TacoBellOfficial22 votes

mhm im 66% better than most league playerrs its a proven fact

League Client73 votes

URF is love URF is life

Garfm57 votes

So URF mode?

LegendaryOreo52 votes

Urf please!

prosandhoes45 votes

Bring back urf

ScottPılgrim42 votes

Just Make Urf Permanent. It's the best game mode ever!!!!!!!!!! IT'S THE BEST. UNBAN THE BROKEN PEOPLE PLZ. Like nid...Hec...Maokai..

Shrek Wazowski26 votes

after seeing dunkeys video i want hecarim to stay banned

FIQxLfJ1dJ25 votes

Just make URF mode have like total of 10 bans or 12.

KamiKaze1316 votes

The ban time would take way longer than the play time

D0mo25 votes

HEXAKILL URF PLS PLS PLS PLS PLS

DeltaRaven24 votes

I'd like to point out that URF will be coming back, it's already been said by Riot.

douchenbag19 votes

Riot, it is obvious that a majority of the people who play League of Legends want Ultra Rapid Fire back permanently. I'd say if you didn't want to lose some of your players you should do this. We all want it, and it would make us happy.

IAmLegendNamedYI18 votes

PLZ bring urf back

Jeddy01717 votes

"Urf comment"

That's all I have to say.

Wegu17 votes

we want URFWarwick

Lv 30 Gengar17 votes

capture the flag idea rito pls

Dryad Soraka16 votes

We want URF!

MineCrash16 votes

Garrison !URF! Garrison

iiNick16 votes

URF? more like NURF!....irelia....

CiteMazing15 votes

Urf backkkkkkk pleaseeeeeeeeeeeeeeee

Silvér14 votes

Plz bring back urf

godlike peridot14 votes

what if every time we ask for urf back, they push it back 5 minutes

More from Announcements