Dev Blog: The Design Values of League of Legends

Riot·5/28/2014, 9:05:51 PM·13 votes·97,322 views
It's long been our belief that to make a long-lasting game, we can't set our sights on a single target. Being able to constantly work on League of Legends means we'll never stop evolving and (hopefully) improving the landscape of the game. Hand in hand with that philosophy is also our desire to improve how we communicate – to have a real, meaningful dialogue with all of you guys so we can stay connected to the community while also holding ourselves accountable for the changes we make.

On that note, communication is what this dev blog is about – if League is going to continue to evolve, then why shouldn't the way we talk about the game? Specifically, how can we continue to have real, meaningful conversations?

This got us thinking that we should really sit down to establish a foundation for our talks: our values. At the center of every discussion, shared values – or knowing where we differ – are necessary for the conversation to have meaning. Also, and more importantly, we can have conversations about where we're successful and where we need more work. With these values out in the open, our hope is that if you don’t agree with a change, you at least understand where we’re coming from.

Ultimately, if our goal is to make a competitive, hardcore game that'll last for decades (and it is!), then these are the values that will get us there.
Ryan "Morello" Scott

Mastery

League of Legends is about the pursuit of mastery and challenge. A player can grow in skill, teamwork, decision making and adaptability, but being the best means learning all paths, not just picking one. We'll always find new ways to reward and support a player’s developing mastery of the game.

Whether a player aspires to be a motivating in-game leader, a mechanically gifted marksman, or a trendsetting strategist who shapes the landscape; they’re pursuing mastery. Skilled players can carry the game on a few core aspects, but masters understand and work on all of them. Whether a player's starting their 10th or 1000th game, there should always be new and exciting challenges to pursue.

Meaningful Choices

A meaningful choice requires tradeoffs. If it's a no-brainer, it's not interesting. If nobody understands the consequences of their decision, it's not engaging. If there's a better choice rather than a different choice, players become followers rather than pioneers. We support new strategies by ensuring that tradeoffs exist for the game as a whole.

Instead of offering a best path forward, we want to offer different paths forward that have real tradeoffs. Players should see changes that reflect this philosophy when we introduce strategic tradeoffs for emergent strategies, not because they're new and unique, but usually because they're dominating the scene.

Counterplay

Rich and exciting fights need to be two-sided, not one-sided. In order to dominate your opponent, you need to consistently outplay them, not just pull off that one perfect kill. League isn’t won at champion select and no phase of the game should be decided before a team steps up to fight. We strive to ensure a player's decisions, actions, and reactions matter.

While counterplay is a type of meaningful choice, it’s so important to League of Legends as a competitive multiplayer game that we consider it a pillar of our design values. A fight loses its excitement if the first punch wins – it's what you can do after that adds depth and complexity. We try to prevent hard counters and abilities with no room for reaction, as no game should be over without a real show of skill.

Teamplay

No victory is won alone. Players need to rely on teammates to augment their strengths and cover their weaknesses. Supports can't make plays without a team to follow up, and marksmen can't dish out the damage without protection.

Rather than designing champions who do everything, we create distinct roles to enhance teamplay. Marksmen deal tons of damage, but they'll likely deal tons more with a tank up front and a support by their side. Teamplay is also an avenue for self-expression. Whether a player wants an assassin that waits for the perfect engage or a tank that fights when he pleases, we want to present a wide selection of champions that can deliver on a variety of distinct roles.

Clarity

Players should fight their opponents, not the game. We strive to present information in a clear and precise way so that League can be about dominating opponents with skill and teamwork – not through bookkeeping hidden information.

Clarity means we want distinct, transparent mechanics in everything we design. When the outcome of a game hinges on a player’s ability to quickly assess the situation, information needs to be clear and accessible. This doesn't mean we tell players the best play to make, but we should make sure they have the right info to make calls as best they can.

Evolution

A constantly evolving game is a healthy game. We will continually update League of Legends with new champions and mechanics. As long as we work through the lens of our design values, we believe we can create a more satisfying and compelling experience.

Players and designers are both a part of the League of Legends experience and evolution doesn't come through inaction. Our commitment to evolution means we can keep League healthy and dynamic over a number of years. Mistakes will be made along the way, but with player feedback and consistent iteration, we can create a constantly improving, ever-evolving game.


With our values right here in the open, we can have open conversations about how we approach design in League of Legends. Better still, we can be held accountable when we make changes that aren’t in line. If you have any questions, feel free to leave them in the comments, but stay tuned for in-depth articles from senior League of Legends game designers on each core value. We’ll be updating this post as they go live!

1,209 Comments

Private Ducky5/28/2014, 9:29:20 PM520 votes

Things like this is why I love League.

It will always be flawed, and it will never be perfect. But Riot as a company seems to be doing their best to make a game that evolves and that has a long-term goal and vision, while still looking out for their playerbase. And that's something I will happily support.

ChiKá5/28/2014, 9:21:48 PM148 votes

DrMundo I just wanna go somewhere

Kaze Legendary5/28/2014, 9:29:46 PM104 votes

summoner 13 is one of their design values???? cuz that summoner spell is ass lol

Rulalin5/28/2014, 9:16:47 PM97 votes

Thankful for a team of developers that has a passion for giving us gamer the best experience possible. You guys are changing the way the world looks at video games. Thanks!

HELL 2 U5/28/2014, 9:26:29 PM88 votes

So you wanna have an evolution? Khazix

Daragan12345/28/2014, 10:00:39 PM80 votes

Design... WAIT A MINUTE Singed Design can be rearranged to spell SINGED! IT WAS SINGED THE WHOLE TIME!

devileye45/28/2014, 9:30:29 PM72 votes

Delete teemo !!!!!!!!!!

Jobahu5/28/2014, 9:28:22 PM62 votes

I am going to be as brutally honest here as I can. I love this company and all of the things this game entails. The thing I don't like, is the ranking system. I am a support player with skill, something most of the people I play with can see. but it is IMPOSSIBLE for a person to solo carry there way out of Bronze. I get on average, at LEAST 1 afk every other game, a troll that thinks "Riot won't do anything to me so I'll just leave", and of course the people that aren't fit to be in Plastic 7. I work my ASS off day in and day out and have played more games and have more wins this season then EVERY challenger player ranked. I hate the ranking system with a passion and the failure to do anything about afk's and trolls without just sitting back and hoping to God they get banned. Meanwhile my LP drops because of Bronze trolls and I am stuck in Elo Hell. I am not Bronze anymore thankfully but Silver is just as bad. Really wish there was something we could do about the ranking system overall.

Evil Zamboni5/28/2014, 9:40:48 PM54 votes

Thank you, Riot, for everything you do.

However, if the above-stated is true, then why does item 3160 still exist? This item single-handedly removes the need for meaningful choices, and teamplay. It takes away from mastery of the jungle role, and pretty much forces the enemy jungler to counter-jungle or lose. So there's no real counterplay because you've already forced your enemy's move. Please fix.

Howldoom5/28/2014, 10:19:54 PM46 votes

So League should be about player choice, right? Yet it seems that in terms of Summoner Spells, everyone locks in the same ones.

summoner 4 is a no-brainer. Almost all of the time, this ability to make an emergency re-position fills out one of the two slots. The others are usually summoner 21 summoner 7 summoner 14, or summoner 11 nearly all of the time for junglers.

summoner 12 summoner 3 summoner 6 see sporadic use, whereas {{summoner:2}} summoner 13 summoner 1 {{summoner:10}} are almost never seen (at least by me). Not that any of these abilities are technically bad, but their effects are either regarded as sub-par compared to other Summoner Spells, seen as too situation-based, have no effect on some champions (e.g. Zed taking Clarity), or some items make some Spells' effects redundant.

Speaking of Clairvoyance, in particular, I also feel that the Blue Trinket is almost never chosen, compared to the Scanner or the Ward. Possibly because 1-3min of vision or the ability to smash wards/mushrooms is regarded as more useful than 5 seconds of possibly not seeing anything in the target area.

That's pretty much my two cents.

Crate of Cobras5/28/2014, 9:28:48 PM42 votes

I hate to bring up a generally balanced champion and complain about them, but I have to ask about her. Other champions are worth more examination currently, particularly Yorick when it comes to counterplay, but I feel like Caitlyn is a relevant topic of discussion.

She outranges most ADCS, gets free harass and one of the safest laning phases, and does tons of damage late game from a respectable distance. She's like the perfect solo queue champ - safe, good at farming and laning, and useful in teamfights though not overtly strong.

I feel like she has little counterplay except perhaps dangerous all-ins with certain champs, and fighting her often requires bush control which requires a good support as well. She is difficult to fight and feel like you're doing much.

I know I'm getting flamed for this post, but I feel that she's still a bit too stagnant a champion to be considered worthy of the design goals put forward in this post.

Anyway, thanks for making a fun game yo

The Dude5/28/2014, 9:27:56 PM33 votes

Morello the hero of League!! I wish you were still Chief Dev , mages would be playable again. Help us morello 1 kenobe you're our only hopeitem 3165

OhthePiplup5/28/2014, 9:18:02 PM27 votes

"not just pull off that one perfect kill" I had a game when i Died once to my opponent and they got two lvls and a huge item lead and i couldnt even fight with them anymore :( -like if you cri erytiem

Rathlord5/28/2014, 10:16:21 PM17 votes

On the note of community involvement and the responsibility of devs to be held accountable in competitive games like LoL, would you guys consider starting something like CCP's council of players that has actual intercourses with the developers on a regular basis, in an organized fashion, to represent the playerbase as a whole and our concerns?

I Am Quiet5/28/2014, 9:25:12 PM16 votes

Nothing sucks more though then losing 1 kill early to a Leblanc and then there being like 0 counterplay without extreme camps from your jungler.

ZanryuEU5/28/2014, 10:08:59 PM15 votes

I like to address something towards Counterplay and Clarity.

Firstly, Counterplay.
Ever since LoL was created there were several champions that are currently Favor of the Month or currently Meta. Those champions are mostly played by well-known players. However those are either picks made by their preferences or due to their feeling of the current Meta. Sadly, those champions will be played by the majority of the playerbase.
In addition to this there are some "pubstompers". Those aren't really meta or FotM but those are hard to play against, especially when they gain some money/feed. And those champions can execute their combo without much Counterplay. The old Kassadin was one of those offenders. Sadly, the rework needed some time and playing against those champions is fairly annoying and most of the time these champions have more than 80% pick/ban rate.
Thus my question: Would it be healthy to the game if those champions receive 5 point hotfix nerfs? By "5 point hotfix nerf" I mean a sudden change to a certain skill of that champion by 5 points. Then Riot have to see into the metrics and look into the differences. Funnily enough, most people will stop playing that champion because they overreact to the nerf. It would be an interesting experiment.
Edit: This experiment would be best for a preseason.

The Clarity paragraph will be a little bit shorter.
Aside the fact that I want to advertise my Death Recap 2.0 to improve the clarity of death I want to address the clarity of remaining random abilities, especially Fiddlesticks 'Dark Wind'. Other abilities like Katarinas 'Bouncing Blades', Mastery Yis 'Alpha Strike' and the fear abilities were changed to remove the randomness. However there are still some entities which inherit the random factor and I really like to remove them from League of Legends, because it doesn't belong into a competetive game. In addition the designers can balance champions without a random mechanic better.

Zanryu