The Featured Game Modes of 2014

Riot·3/18/2015, 11:32:28 PM·0 votes·134,788 views

2014 has come and gone, taking with it the creation of seven new featured game modes for League of Legends! Looking back, we had fun making each and every mode, tackling the unique challenges each one presented, and hope you guys had just as much fun playing them. This feels like a good time to look back at 2014’s Featured Game Modes, what we learned from some of them, and how we arrived at a variety of design decisions along the way. But first...


What makes a successful Featured Gameplay Mode?

This is something we're continuously defining for ourselves as Featured Gameplay Modes evolve. We want to learn from previous modes to help us make even cooler new things, but it's not as simple as just which mode was played the most. What does “the most” even mean? Is it the highest single spike of concurrent players? The game you played for the longest? Modes also need to be unique in some way and not just replace or overwrite themselves and other permanent modes. As we’ve mentioned before, we have a few design pillars that help guide the creation of each mode, but we’d like you to discover new or interesting ways to engage with your favourite champions in League of Legends. We undoubtedly also want you to have FUN! :D

Then there are modes which produce amazingly cool stuff from you guys in the community that we can't even measure with numbers. How do you measure fun? Or cool streams, videos, comics, fanart (the list goes on)? Sometimes it’s even nice for the mode to help you train in skills (team fights, skill shots) that are transferrable over to SR, but should that be a core pillar? We’ve said before how we like that each Featured Gameplay Mode feels like a wild west of meta for their duration. Anything goes initially and you guys theorycraft cool ideas about the most OP comps and champions for each mode, and surprise us every time. There's always a few sleeper champions that appear who we could NEVER forecast. So healthy champion pick diversity is also good, but is it something we should weigh the success of a mode on? These are all just some of the things we consider when both designing and then weighing an individual mode’s success.


Why are Featured Gameplay Modes temporary?

Featured Game Modes are designed from the ground up to be short-term engagement experiences. This transience is what gives us the creative space try new things and see what works, listen to your feedback, then improve a mode before re-releasing it. Trying to build a long-term sustainable game mode would actually constrain us from doing things like Doom Bots, URF, Legend of the Poro King, Ascension, etc.

The main design concern (which is personally the most important as it = less fun) is that Featured Gameplay Modes are not designed to be long term engagement experiences. They’re designed to make a big splash, with the knowledge they will be removed shortly thereafter. Adding permanency would constrain the design wiggle room we have to make each mode as unique as possible. As we’ve since learned, it would also add additional balance and maintenance costs that we’ll share some examples of later in this retro. For now though, let’s get into the modes!


Hexakill

2014 started with a Featured Game Mode meta changeup. With the original Hexakill, we wanted to try exploring a new space that modes hadn’t really touched yet at that point. The end result was the closest we’d ever brushed up against the ‘regular Summoner’s Rift meta’, but with the twist of an extra player. Our goal was to still preserve the feel of Summoner’s Rift, but change up how you interacted with your champion and played within the map’s meta.


Ultra Rapid Fire (URF)

Originally planned as an April Fool’s Day joke intended only to last one day, we were blown away by the response Ultra Rapid Fire received. Based on the response from players around the world in multiple regions and languages, we extended the length of the mode (twice). Who doesn’t like making more plays?! URF also taught us a fantastic lesson about the novelty of game modes over time and the cost of ongoing maintenance.

Featured Gameplay Modes have been shown to taper off in popularity sharply after a short period of time. People often forget that URF actually broke our golden rule of not touching Featured Gameplay Modes post-launch, but to try and keep it from becoming stale in the face of wildly toxic champion play patterns, we did anyway. And yet, despite our consecutive on the run tweaks to keep URF treading water balance-wise, we still saw the same declining engagement and burnout that we see with other modes. That doesn’t mean players don’t have a blast with each mode like this before they fade away. However, being designed as a can of whoopass in the first place ultimately means that the flame burns twice as bright and half as long. And that’s okay!


One For All: Mirror Mode

The original One For All was one of more heavily played modes we made in 2013. Before it was even released though, some enterprising players hacked their clients and were hosting ad-hoc games of One For All on Howling Abyss. After the mode’s first outing on Summoner’s Rift, many players heavily requested that we bring the mode back on Howling Abyss to replicate their ad-hoc games, so we got to work on the resurrection. In the end, One For All: Mirror Mode may have lost a lot of the strategic choice of Summoner’s Rift (naturally absent on Howling Abyss where your only option is to “push”). By homogenising both teams into the same champion, we also lost the nuance in gameplay between two champion’s kits. Engagement with the mode proved out that this maybe wasn’t the best experiment, but that’s what learning is for!

We also learned a lesson about the cost of resurrecting a mode. Each time we bring a mode back, along with any improvements or additions we might want to make, time has to be spent QA'ing it against the latest patch release (one of the costs of having a game that evolves constantly). For example: The original One For All required about 80 champions to be hand edited to work with the mode's mechanics. When we wanted to bring it back as One For All: Mirror Mode, about 35 champions had changed since the last time (yay champ updates and improvements!) which required another whole round of editing, plus entirely new champions had been released. If we ever made a mode permanent, we’d need to weigh the impact this would have on the ability to create new modes VS maintaining existing modes.

The map change isn’t always necessary though. Sometimes smoothing over the experience and some bug fixes could generate the original experience we were looking for. URF would be nice simply to not have 9 champions disabled. It always depends on the mode.


Doom Bots of Doom

The idea of building some ‘absurdly challenging’ AI bots had come up before, so when the AI team was updating what are now the intermediate bots, we saw a chance to do a cool collaboration with them. The Doom Bots of Doom became the first PvE mode we’d ever done, and it they were pretty fun to make. Unlike other modes though, the Doom Bots were extremely content heavy, as we hand-crafted 15 alternate kits (not mentioning the ones that got thrown out). It ended up being super rewarding though, watching player’s reactions the first time they see Doom Lux ult or try and 1v1 a Doom Galio or Doom Malzahar. As a bit of trivia, the Doom Bot with the highest winrate on 5 bombs actually turned out to be Doom Amumu. Too many tears.


Ascension

The goal of Ascension was to highlight the Shurima event and bring gameplay to some of the reigning lore themes like “power corrupts”. We wanted a scrappy, team deathmatch kind of feel right from the start, and it took some crazy prototypes before we landed on the right mix. In response to players asking for more ways to express their skill level visually, we also experimented with the Perfect Ascension icon; a true challenge mode icon rewarding exceptional play. For those of you who did earn it, it’s one of the rarest summoner icon’s in all of league.

The making of Ascension has been discussed before in quite a bit of detail with a dev blog, which can be found here.


Hexakill: Twisted Treeline

After the first outing of Hexakill and the warm reception it received, we felt like it was a good candidate to bring back. As with One For All: Mirror Mode though, we don’t want to just resurrect the exact same mode from last time. We wanted to turn up the volume on the design goals of the original Hexakill (being to shake up how you think about and execute on established meta on a given map). That led us to port the mode over to the Twisted Treeline. This is a good example of how we want to improve modes each time before we re-release them.

What do you mean by “improve a mode before re-releasing it”?

It depends on the mode, but it’s always heavily informed by player feedback. In the case of Hexakill, we wanted that exaggeration of the original design intention. Hexakill on SR just wasn’t different enough; going from 5 to only 6 players didn’t really make you change the way you played that much. Twisted Treeline felt much higher impact because we were essentially doubling the player count on the map.


Legend of the Poro King

Don’t worry, he lives on... inside of YOU! *little tear* Legend of the Poro King was seeking to change the way players thought about combat on the Howling Abyss. That we were able to introduce everyone to the grandest most splendiferous King of all the Poro’s himself was just an added bonus.

I want to call out the Poro Toss summoner spell here as well, which gave an across-the-board bump in viability to some historically unpopular picks. Even with picking your champs, engage from the Poro Toss summoner spell was able to wing clip the power of some notoriously strong Howling Abyss champs. It was an overall healthier experience, seeing good champion diversity and lots of big plays.

^_^o
L4T3NCY

1,537 Comments

Elfslappy3/19/2015, 6:32:05 PM498 votes

how about a game mode where we can buy 10 items instead of 6?

Deep Terror Nami3/19/2015, 6:09:42 PM219 votes

Are you all like me and 100% expecting URF to return for this April?

I was new to the game at that point, and the game mode was so awesome it convinced me to buy several champions with RP and grind IP as much as I could to try them all out. It was so fun.

Doctor Succdo3/19/2015, 6:50:53 PM148 votes

How about bringing back URF mode permanently Diana

Fatal Phantom3/19/2015, 6:21:18 PM146 votes

I have a good gamemode idea.

800+ stacks level 18 Nasus in ult-mode vs 5 people. Nasus

Hell Taker3/19/2015, 10:21:43 PM105 votes

If you want to see U.R.F become a permanent game mode, and perhaps replace the Dominion map (which no one hardly goes on judging from long queue up time) UP VOTE THIS FOR RIOT TO SEE!!!!

Siachi3/19/2015, 6:31:29 PM97 votes

Maybe it's just because I got the Perfect Ascension icon surprisingly easy (I wasn't even TRYING to get it), but I feel like Ascension may have been my favorite mode. It had flaws of course, most game modes do, but I had good memories with it. Especially where I once stole the Ascension with Gnar's boomerang, had enough time to taunt the enemy team, and later proceeded to get a quadra (I think it was) while using the Ascended buff.


Least favorite mode... One for All: Mirror Mode, the one where every player in the game had the same champion. 5v5 Amumu's was depressingly boring (No wordplay intended). Just huddle up to each other in an awkward pile of depression, and try to out-cry the other team to death.


URF was great and all, but like most said, it kind of burnt out after people figured out the OP Pics. Which is why I advocate for a TRULY Random URF mode (ALL champions available for the random pick, not just ones you have access to) to try to stave off the "These are the most OP champs that you will play/play against EVERY GAME because you're tryhard winning." You'd still end up fighting against these champions occasional, but at least it wouldn't be EVERY game.

SwordSeizure3/19/2015, 9:05:46 PM96 votes

Instead of this one rediculous buff that's overpowered, you get MANY rediculous buffs but each champion gets a different one. This makes it much more permanent and flexable (Buff/Nerf), and still grants the fun of urf mode.

To rephrase, lets say your playing Ashe, the buff would look something like:

Passive: "A true archer is always ready" Automatically charges, even in combat.

Frost Shots: "Mana for arrows?" This Ability Cost No Mana.

Volly: "More arrows, more slow" Aplies Double the slow of your current level in frost shots and stacks with deminishing returns if Frost Shots is already applied.

Hawkshot: "My bird came back!" Has half its cooldown returned if it spots an enemy. (Multiplies with how many enemies it spots)

Enchanted Crystal Arrow: "Frozen, Solid." The stun from this ability is doubled VS champions who are already afflicted with frost shot/volly slow.

The buff defines who ashe is, a kite heavy marksman who thrives when she can kite effectivly and freeze the right target in their tracks.

Someone who's a little harder to buff without making them the clear winner is Kassadin. However the buffs dont necessarily have to be so overwhelmingly strong. In a champion like Kassadin it wouldnt be based on his ability to delete people it would be more utility based and define what it means to get to the void and back alive, and what it does to a person.

Passive: "Theres more than magic in the void" Damage reduction also includes physical and true damage.

Q: "Ready For Anything" Magic Sheild Becomes Regular Damage Shield (Blocking physical, magic, and true damage)

W: "The more mana, the better" When activated, Kassadin gains (X%) attack speed and increased mana refunds per auto attack.

E: "The void doesnt wait" Ability gains one extra charge per spell used.

R: "Take what you can" This abilitys cooldown is reset instantly on kill.

The above buff might not seem like much, but I think riot knows that in even unskilled hands this is a very dangerous picture i've created.

The buff would (Obvously) change depending on the champion you play, it would make that champion OP like in urf, but it would define who makes them who they are and defines what makes each champion OP in their own way.

If anyone would like me to make a completed buff list Upvote this. Riot, I would be more than happy to give suggestions for champion buffs in this gamemode if you comment. Obviously your word is final.

This post was truely fun to make.

mZPEpfGvpx3/19/2015, 6:29:10 PM68 votes

hey riot. i started playing leauge last april when urf came out. but i never got to play it because i started nearly the day after it ended. for those uf us who never got a chance to play itd be great if u guys could bring it back this april. u already own my wallet rito., now give us urf. B R I N G B A C K U R F 2 K 1 5

Mr Comet3/19/2015, 8:30:48 PM59 votes

How about you make a game mode of the day, like put all the game modes you guys have made and the computer selects one at random everyday. That way people won't burn out as easily and players can enjoy the game modes they love :)

Humble Fungus3/19/2015, 6:24:53 PM58 votes

Bring URF back! Bring URF back! WE WANT URF! WE WANT URF!

insaiyanbacca3/19/2015, 6:10:28 PM47 votes

prepare for the bring back urf comments

Best Ahri Mid3/19/2015, 8:35:27 PM41 votes

oohhhhh!! make a game mode in which all scaling(ad / ap ratios) are reversed. like instead of caitlyn's having ad ratio give it ap ^-^ and see how insane that would be ~

Ace GriZ3/19/2015, 6:45:06 PM40 votes

URF was too good
Nemesis was boring as f

Stoic Locust3/19/2015, 8:15:02 PM31 votes

How about a game mode where death timers are cut by 90%. Imagine the carnage

Sidriel3/19/2015, 6:38:30 PM27 votes

I would like to see a return of URF and DOOM BOTS as i wasnt able to play them due to work, but i have played the others and i rather enjoyed them all ^^

Straw Hat Poros3/19/2015, 6:25:35 PM27 votes

i just hope you don't change urf too much

RahkillDragon3/19/2015, 6:40:07 PM21 votes

Combine them all