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Ask Riot the Ghostcrawler edition

Riot··8 votes·32,771 views

Welcome to Ask Riot, where we focus on your questions and give you answers.

This time we are doing something a little different. Last week, League design director Greg "Ghostcrawler" Street took to Reddit for an AMA about, well, anything League-related. Redditors asked and Ghostcrawler answered with his thoughts about the future of League, problems he sees with the game, and his past as a designer on games like World of Warcraft and Age of Empires. We've collected ten of the best questions and answers for you here, in case you missed it. Some questions have been edited for style and brevity.

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Top 10 Qs and As from the Ghostcrawler AMA

1. Do you ever think Summoner's Rift will get another huge Visual Update? Will themed maps (a Halloween-themed map, a winter themed map, etc) ever come?

Ghostcrawler: I'm sure it will get another update when it needs it, but probably not for several more years. We've discussed the idea of skinning SR for limited windows. If you recall Butcher's Bridge for ARAM that we did during the Bilgewater event, that's kind of the idea. We haven't yet figured out an efficient way to do it—SR was basically hand-painted by a bunch of artists. It's not an easy map to skin.

2. Where do you see League of legends in five years? Where do you see Riot Games in five years?

Ghostcrawler: I don't think League will look that fundamentally different in five years. We'd really like to come up with a game that stands the test of time, like Dungeons & Dragons or Magic the Gathering or even soccer. We will keep updating the old, janky shit (like the map, or even the client, and certainly old champions), but I think League will always be recognizable as League. For Riot, my biggest hope is that in five years, we have multiple games and you guys are struggling to decide which Riot game to log into that night. :)

3. What is the hardest balance issues you've had to deal with in your years at Riot?

Ghostcrawler: At the highest level, it's coming up with one set of numbers that work for both pro and Bronze. A lot of our balance issues arise because we try to keep winrates within a narrow band for all tiers of skill.

4. What do you think of the current item system overall and how it can lead to homogenization among champions? Specifically, how do you feel about the fact that tank items make all characters equally tanky, leading to balance problems like tank Ekko, tank Fizz and recently, tank Yasuo? Thanks for all the hard work and, unrelated, did you do any work on Age of Mythology? Loved that game as a kid!

Ghostcrawler: The fundamental problem with the item system, and this is mostly my opinion so the team might disagree, is that it is trying to do two competing things. First, it wants to reward you for gold earned. Buying items is the main way your champ gets more powerful as a result of your playing well (champ leveling is the other significant way). So if we had an item system where it was easy to make mistakes and purchase items that didn't really make you stronger, then the item system fails on that axis. The other axis is that the item system wants to let you customize your character, and that includes trying out weird builds.

If I could just snap my fingers and make it all work, then the best result would be that each champion has multiple build paths with interesting decisions along the way, but without a real risk of making such bad choices that earning gold doesn't help you win. That is hard to deliver on in practice.

I worked a lot on Age of Mythology. I designed several of the units, did almost all of the random maps, wrote a big chunk of the script, and named most of the characters. It will always have a place in my heart.

5. What's your take on Crit chance? Is it healthy for the game?

Ghostcrawler: I think having some level of unpredictability above and beyond not knowing what the other team is doing is healthy for the game. I don't think crit chance has played out well as that thing though. We have had a ton of meetings on what we could do instead, or even what we would do if we were launching League today, but unfortunately we don't have an awesome solution yet.

6. What's your favorite pokemon?

Ghostcrawler: Magikarp.

7. Is Riot Games already working on creating another game?

Ghostcrawler: We have multiple R&D projects in various stages. From experience, I know that not all of those games will make it into full production, but hopefully a few will.

8. Hi Greg! What's your take on how the League community has received you so far, compared to the community that you interacted with over at Blizzard?

Ghostcrawler: To be honest, I have found the League community to be pretty great overall. I know you may not accept that at face value, but it's true. I've found a lot of League players to be willing to accept a logical argument but also to call you on bullshit as appropriate. I think part of it may be that while some League players have mains, they don't have the same investment in their character that a WoW player has. If you nerf someone's warlock, you may be pushing them out of raiding that week or out of their Arena team, and while many WoW players have alts, they may not be as geared or skilled on those alts.

Honestly, most of the static I get from League players comes from misperceptions about my WoW days. For example, I am sometimes associated with efforts to casualize or "dumb the game down." If you look at the things I championed on WoW, like very difficult five-player dungeons, my personal attitude was usually way on the hardcore side of things.

9. How does being a designer at Riot compare to designing at other companies? Is it largely the same, or does Riot operate in a way that makes them unique to work for compared to places you previously worked?

Ghostcrawler: At many companies, the designer is often in the position of telling other people what to do. You might craft a design document, fire it off to the engineer, answer any questions she has, and then move on. Riot works much more as a team, where everyone contributes to a design throughout the process. If you are a power-hungry individual who doesn't want to see their vision compromised (and to be fair, there are totally designers like that), then it's not a great situation to be in, because you are going to be challenged all the time. But I vastly prefer it. It is such a great experience when an effects artist or an insights researcher says "Hey, I've been thinking about that problem, and I have a potential solution I'd like to discuss." The end product just ends up being more cohesive and you have more people who really want to see the idea succeed. Morale tends to be higher too.

10. Hey Greg! As an aspiring game designer, I was wondering if you could give some tips to people that want to work in game design. I'm about to start working at a game studio in QA, and I wanted to get your thoughts on how to really stand out/get your foot past the front door and into the design space. Thanks.

Ghostcrawler: First, you need to absolutely crush your current role. Opportunities are given to people who excel and are extremely valuable, not to folks who are struggling. Once you have impressed the studio, and hopefully the designers, you can share that your ultimate career goal is to lane swap into design. What I do in those situations is to try and set aside some time to talk to the QA person from time to time, maybe invite them to a design meeting, or give them some design projects to work on on the side for practice. There is no guarantee this will happen because it is asking a lot of of the designer who is essentially mentoring you.

It's also possible to have a lot of influence on a product, and even its design, no matter what discipline you are in, at least at some studios. Finally, most studios are more desperate for leaders than they are for designers. Becoming a QA lead or manager might make you more valuable, and therefore give you more options and influence, at the end of the day. Good luck!

176 Comments

PuddingStick27 votes

Cool

RiotGhostcrawler53 votes

Cool

AgeOfTheMage1 votes

O-O a riot person... so cool

do you think how flashy a champion is determines how much they are played? (cough cough, galio)

also i'm not sure if this is related but what are your thoughts on kindred?

RiotGhostcrawler13 votes

Players choose to play champions for a lot of reasons. Flashy plays is one of those reasons for sure, but so is win rate, familiarity with how they play, resonance with their thematic, ban rates, and so on. I think Kindred is a great example of a champ with a really loyal following. They may never have the play rate of an Ashe, but that's not the goal. Having some players who love a given champion is the goal.

Angry Monster2 votes

Thoughts on the insane play rate that Lee (in plat plus rank) has even when considered weak by most of the community. Is his skill cap that high? I personally do not think so.

I know his win numbers have been low but i think that is due mediocre play and sheer volume of games he is played in. Lee has had higher than 20% play rate for over 6 months. But we know the more people play a champ the win rate either tanks or if totally OP sky rockets.

Familiarity of seeing a champ so much allows players to react and understand what a person is going to do. Further hampering the success of lee players.

Considering Lee's kit he is pretty much a ball of stat champ with hyper mobility. I do not think lee is weak but played wrong by the player base.

The Teemo1 votes

Unrelated to the topic but why do many of the older champions get ignored when it comes to new content? (volibear, cho'gath, Rammus as examples) I have seen these champs fall to the wayside of the game mainly due to the lack of new content or stale gameplay (Volibear doesn't even have a skin worth 1350RP and he is an old champion, Cho'Gath feels stale and repetitive, and Rammus is desperately in need of at least a visual update, he doesn't even have a taunt for ctrl+1). many people actually main these champions and play LoL specifically because of thses champs, all I'm saying is some TLC is needed for the older champs of league (they helped build and reinforce LoL and make the game the way it is today, you can't forget your older champs RIOT).

RiotGhostcrawler8 votes

There is a lot that goes into which champion gets a new skin, including things like how many skins that champion has, when he or she last got a new one, and very importantly, whether or not the skins team has inspiring ideas for that champ.

In terms of visual updates for the core champion, I agree that Rammus and Volibear and Cho could all use some love there. After we finish clearing out the really egregious champs (Poppy, Yorick, Galio et al.) I feel like that tier is next.

Azure Hamster2 votes

But Cho has Gentleman Cho, one of the best skins ever. :) Great job on PROJECT: Ashe, guys.

Caitlyn

Angry Monster2 votes

I have a question about 3rd party philosophies and would like your input.

WOW is know to be 3rd party friendly even to the point raids and maps were balanced (may still be?) around the existence and allowance of these tools. I personally stopped play WOW years ago when i found out how wide spread and needed they were to effectively play wow. I have also left other games because of 3rd party requirements to keep up with other users.

What are your thoughts on 3rd software: is it even healthy, appropriate for some genres, etc?

I personally feel the tools range from borderline cheating to the devs were lazy and not put in the tools that they they wanted to player to have.

I am very curious since you come to a very purest game from a very 3rd party modded game.

RiotGhostcrawler13 votes

They are a nightmare for a developer for sure. I spent a lot of time at Blizzard trying to decide when a mod crossed the line or not. As a player it was frustrating when every mod broke when a new patch game out.

I'm really sympathetic to the idea that the default UI may not be desirable to some players and mods are a clever way to address that problem. But I wish they had stayed at that level, because once they start providing useful information, then developers feel obliged to balance the content around the assumption of that information, and the folks without the mods just fall farther behind.

I'm glad we don't have to deal with that problem on League, though again it would be nice if players could tweak their UI if it stayed in the realm of only tweaking it, and not making things easier on them or providing more information.

Auratic Sky2 votes

Mods, while an understandable nightmare in some cases, are also a great blessing. They can provide some pretty unfair advantages in WoW but of course, like you said, they can also help to greatly improve undesired U.I. elements. For one thing, BLIZ recently over-simplified our character screen and a modder was able to release a quick drag/drop/done addon that restored the character information to the way it was before the change. That kind of thing is why I value them. They revert unwanted changes and can also provide information in a more desired way, from deeper looks into your stats, to damage information being much easier to understand, which leads to improved gameplay. (You could see this as an 'unfair advantage' but if people want to know this information, they will go the distance to get it, so providing it to them easier isn't a problem IMO.)

Bick Jivas2 votes

I wish so badly there was something like Recount for League, I so badly want real time information about the DPS of all players in game, not to cheat, but to better learn and understand the damage from all champions at all stages(and builds) of the game. The after death information is not nearly enough =(

redfeenix2 votes

I would rather you guys move towards creating a customizable UI, rather than encouraging third party addons.

I think for example, allowing the ability to move / resize the HUD incl minimap, chat etc would be a very welcome QoL change that would benefit almost EVERY player.

Skias10 votes

Hey GC, what is your opinion about a tank based item that builds out of item 3070? I love building it on Taric and some other tanks, but it feels like after I'm done sitting on it, I have to build an offensive item item 3004, which is pretty good, or item 3003 which feels awkward. I know that Frozen Heart exists, but in terms of a mana hungry spammy champ like Taric, item 3070 is more attractive.

Would it be game-breaking to allow it?

Thanks!

Lordgrea27 votes

AoM was one of my favorite games! I really think its cool that you worked on it.

RiotGhostcrawler9 votes

I learned a lot from working on it for sure!

IcyPeppers4 votes

I aced 7th grade history class because of this game.

ReZisT Lust2 votes

Attack on Mundo mobile champs vs varieties of Mundos

TheKimura5 votes

Age of Mythology is one of my top all time games, that's so cool that you're working on another one of my top games![slayer-pantheon-thumbs]

Wert the Wacky5 votes

Why no Poro champion? summoner 31 summoner 30

Also Magikarp is the best!

Lordgrea21 votes

They need to make a giant Poro and they already have all the different themed Poro wards so theres a ton of ideas for skins.

Wert the Wacky2 votes

{quoted}

They need to make a giant Poro and they already have all the different themed Poro wards so theres a ton of ideas for skins.

That'd be great, but honestly to me my comment is just a running joke now because I've done it every ask riot.

Sezen4 votes

what is this soccer you speak of?

Zyphex3 votes

In the assassin update, who are you most excited to try out the new changes on? or are you guys not that far along yet? I mean naming the champion, you don't have to give us the details

RiotGhostcrawler6 votes

Probably Talon. He certainly looks flashy.

Keevalroy11 votes

Flashy as in fast movements? Jinx Or flashy as in obnoxious no CD spamming? Yasuo

There's a distinction.

BloodyTompon4 votes

or is he dashy :p

Excalibrine3 votes

Why were zephyr and the spell vamp items removed? There wasn't too much clarification with these.

Blockhead422 votes

Did you work on the old AoM or the new reworked version for steam? both are great and I love playing it now and then, cool to have a developer that has worked on my 3 most played games. (besides for Minecraft)

RiotGhostcrawler6 votes

The old one. I worked on that series from like 1998 to 2008.

FEDXSai2 votes

when deciding to nerf a champion do you target their weaknesses and emphasize that? or target their strength and prevent it from becoming a pick or ban? take the shen nerf as an outliar example. shen main bias ;)

RiotGhostcrawler6 votes

Ideally, we try to buff them by enhancing their strengths and nerf them by enhancing their weaknesses. That's the formula necessary to preserve the sharp distinctions among champions. Otherwise everyone tends to drift towards being pretty good at everything.

Now realistically, we don't always hit that. You have to weigh a lot of things when making a patch-by-patch balance adjustment, including factors like the likelihood of you causing a bug if you refactor a complicated weakness rather than just reducing their Q damage by 4.

Keevalroy2 votes

Is there a chance the mastery system will be reverted to the old one without keystones? Or is this going to be like Dynamic Queue and we're stuck with them despite the damage they've caused?

RiotGhostcrawler5 votes

We think the tree with keystones is better for the game than the older one. We don't think it's perfect by any stretch and we have some (very long term) plans for a new iteration.

Siachi6 votes

Could part of this rhetorical new iteration include having seperate mastery pages for each champion? I feel like having to tie 20 pages to 130+ champions, not including off builds, makes it hard to really experiment and tweak builds, because you have to make one page work for a LOT of champions.

EDIT: It doesn't have to be "Every champion has their own unique masteries and keystones", though.

DeathBurst2 votes

Actually, you can pretty much build your mastery page on the fly when the game start. You have at least 30 seconds after the last champion has locked in, it's a bit short if you don't know all the masteries, but with a bit of habit it's perfectly feasible.

Now on the other hand, you can talk about Runes and say the same thing, and I would agree with you wholeheartedly.

IcyPeppers1 votes

Do you ever think there will be a sandbox for players? I know this question has been addressed before but I just want to see what the current mood and thought is. It would be nice to have a quick turnaround environment to test builds/masteries/runes rather than having to fire up a custom.

Also, perhaps this could be an idea for a new RGM? Arena: where you 1v1 starting at level 18. Pick all six items at the beginning of the match? I dunno, something like that..

RiotGhostcrawler8 votes

The challenge, and it's something we're really trying to understand now, is what players mean by sandbox. Some way to practice last hitting or even try out a new champion seems consistent with League. An editor where you try to come up with your own URF mode is something we're less excited about, but that's why we really want to understand the player need here.

majulito13 votes

I think most players when they say sandbox they don't want access to all your assets to make their own game or whatever. They just want the option to vary certain variables within the game itself such as levels,gold, cooldowns.

Sometimes I think riot really over thinks simple things. Like with appearing offline option for league. Certain systems like a im messenger aren't new or unique to league but somehow you guys make it sound like you have to invent the wheel to provide what has become standard. And just to be clear I'm not saying programing isn't hard or anything just quite bluntly you guys spend a bit too much time thinking and analyzing and not enough doing sometimes.

MadGod1004 votes

The pro's want something that will allow them to completely set up a situation where its 26 minutes in, they are behind on gold, up on towers, and mountain drake just spawned. A more general player wants an environment where he can practice flash R's on Annie. Another group wants to try their hand at making custom game modes. Take your pick, im sure anyone you would ask has a different idea when it come to this.

DeathBurst9 votes

This is a very important topic, I think, so I'll chime in a bit.

From my point of view, the purpose of a sandbox mode is twofold:

  1. Test things, like off-meta builds, strange combos, etc., and importantly, test them QUICKLY, to be able to make meaningful comparisons. If I want to devise the best AS/on-hit Thresh Top build, and wether Shiv or BotRK is better first, I don't want to make two complete games where the different results may come from my build or from a dozen other external factors.
  2. Practice specific stuff without bothering with the complex rituals of a whole game. E.g., I want to practice proc'ing the 4 vitals of my Fiora ult, but I don't want to waste time farming until level 6 and waiting my CD between two ults.

Both these goals require a player to be able to "set up" the battlefield at a whim. Give gold, refresh CDs, (re)set levels/skills, at least. We need dynamic control over all this stuff, and not go through the hassle of waiting/farming during a whole "standard" game.

Nommynomnoms1 votes

Do you have any advice for someone making a video game on their own?

RiotGhostcrawler6 votes

Think about the core experience that you want your players to have. You can't possibly use every idea that you come up with, so try to narrow it down to the one thing that you really want someone to experience.

Caesium Clock1 votes

Does Riot have an idea of what to do if the champion pool becomes too large? Will they just stop making new ones?

RiotGhostcrawler2 votes

There are ideas out there like having a rotating pool of active champions, but really, we don't worry too much about it because at the rate we make new champions, we don't have to worry about this for many years.

warpenguin5554 votes

Now would a rotating pool effect only ranked or all queues of play?

Breaku1 votes

I currently main poppy support.

Any chance of seeing a new champion with a mix of support and damage skills?

RiotGhostcrawler5 votes

I'm not trying to hint at an upcoming champion or anything, but I think champs like the one you're describing might help us get more Support players in the game.

DeathBurst3 votes

Hum, aren't all of the mages played in Botlane that already? Brand, Velkoz, Annie, etc.?

Taric also has decent damage, Trundle has seen some support play in competitive recently, even Sona or Lulu have decent damage and still are standard Enchantresses...

I fear giving more damage to Support players won't help on this front.

mutantflash1 votes

ghost crawler can I pls have a reply?item 3070

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