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Dev Blog: The Design Values of League of Legends

Riot··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 Ducky520 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.

Identity136 votes

I agree with you, man. Nothing is perfect about League, but they make things better and better as they go on.

...

...

...

WHY IS THAT ONE GUY WITH THE VIRUS AD STILL HERE!?!?!?

WHY IS A SPAM FULL OF DRAVEN AND TEEMO OKAY BUT NOT FOR MY ICON PIXEL ART!?!?!?!

WHYYYYYYYYYYYYYYYYYYYY-- Nah you're cool, DoRito. :3

FertileStarfish25 votes

** Agreed ** ^_^

ChiKá148 votes

DrMundo I just wanna go somewhere

RiotMorello412 votes

You can go where you please.

Derptard4life87 votes

Hi item 3165

Regiblade13 votes

item 3123 Hello

ARampagingFish37 votes

I know why you put that, you thought he was putting morellonomicon because of the grievous wounds which makes mundo die faster so he can't go as many places as he may please, and executioner's calling does that as well, but he was really referencing to the name of the rito staff member.

Kaze Legendary104 votes

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

RiotMorello197 votes

haha. Well, it is a good callout in how that choice isn't very meaningful :)

Identity33 votes

Ruh-roh!

Morello!

Quick, gimme the grievous wound passive while Teemo's still low on health, he's using a health pot! I gotta get that little giggling rascal for flippin' me off when I stepped on one of those God-forsaken mushrooms!

Identity123 votes

Clarity.

It's ass.

Ass originally means donkey.

Dunkey.

videogamedunkey confirmed for the reason League still exists.

videogamedunkey is spelled Singed backwards.

IT WAS SINGED THE WHOLE TIME!!!!

Dankest Memes EU202 votes

Singed has 6 letters in his name. He has a health bar and a mana bar. That's 2 bars. 6 divided by 2 is 3. Half Life 3 Confirmed

Rulalin97 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!

RiotMorello112 votes

<333

HELL 2 U88 votes

So you wanna have an evolution? Khazix

Identity81 votes

No, I want a revolution!!! Jayce

Toucan Sam97 votes

Will it be glorious?Viktor

Pepsi Sparkle82 votes

It will be outrageous. Taric

KHAO EGG54 votes

i dont see what you did there LeeSin

Daragan123480 votes

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

Resourceful Rat18 votes

Dunkey is that you?

RiotMorello86 votes

Hahaha!

RiotXelnath114 votes

They're figured out that Designs and Singed are the same thing? Quickly, launch the orbital laser cannons!

Wolfskullrider37 votes

Dunkey had you figured out the whole time o:

No one fools dunkey, not even the rito gods.

RiotXelnath112 votes

Dunkey is the chosen one. Sent back in history to the wrong time and place to save us from ourselves.

devileye472 votes

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

RiotGhostcrawler345 votes

Oops. That was supposed to be the seventh design value.

Jobahu62 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.

RiotMorello85 votes

This is a complex issue, I feel your pain (I just had 3 AFKs in my own placement matches). Making a system that can tolerate or avoid this, without removing the meaning of rank (via a "gameable" system) is something we're very interested in, though Lyte can speak much more intelligently on this than I.

LordDarkPota28 votes

Morello what's your view on making a form of teambuilder for ranked? Such as picking your role before you queue up and then doing the pick/ban phase.

I hear a lot of summoners saying they like the idea as well as others who dislike it due to it's flaws. But as it stands the current ranked system isn't without flaws and could do with a little bit of experimentation(perhaps a teambuilder draft pick in order to see the overall opinion).

Evil Zamboni54 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.

RiotMorello136 votes

We agree - we messed up on Feral Flare, and that's why I think it needs a lot more work. The great part about talking about these publicly is that you guys are better armed to talk about where we're making mistakes.

FatedTitan109 votes

Feral Flare was a mistake? I'd argue that the mistake was nerfing it to a point where it isn't viable in competitive play. Oh so much fun another Elise/Lee Sin/Vi/Kha game. What a joy. At least FF made a TON of junglers viable who were not. It didn't take any viability away from the Elder Lizard junglers. It just made a vast array of others in their league. And because people in low elos can't ward the enemy jungle to set up kills on the afk farmers, it was a mistake?

For someone who talks about wanting to give different strategy, you basically say that farming jungle is not one. "There's no counterplay!" Of course there's counterplay ward his jungle, go in there, get a free kill, profit. While old Yi is farming his jungle for 20 minutes, I've snowballing my lanes to the point where he is irrelevant anyway. That's a tradeoff. That's making a choice. FF is a risk item. You risk all of your lanes losing while you farm and then being the only decent one and not being able to carry.

But no...it was a mistake to make Xin, Jax, Yi, Shyv, Udyr, Noc, and others viable in the current meta. We'd much rather see the same four over and over again.

On the bright side, I guess Riot has shown that they have a strong desire to make people like Nautilus(since he's the one the devs always bring up) and Maokai viable junglers. Because League of CC Junglers is such a fun meta. Maybe a buff to Ancient Golem will get them more viable...nah let's just nerf Feral Flare. That should help.

TheDankestWeeb67 votes

I completely agree as a fellow jungler. item 3160 was NOT a mistake, but an extra choice for those jungles who needed that extra boost. As you've stated FF is a trade-off, since item 3209 gives a DOT that becomes very helpful for kill securing while feral flare gives extra attack speed and a free ward for those who use item 3341 to save yourself from having to buy item 2044 all the time although they come in handy for the extra coverage. There's no need to be requesting the removal/de-buff of an item just because it empowers other jungles besides the major 4. If anything, I feel as if item 3207 needs a re-work

Howldoom46 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 Clairvoyance summoner 13 summoner 1 Revive 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 Cobras42 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

RiotMorello49 votes

Agreed - it's easy to see why Caitlyn performs well so consistently. Her range and safety eliminate any other tradeoffs pretty well. This makes her more self-sufficient and reliable, which then pushes out other picks who may have more appropriate strengths and weaknesses (say, Ashe).

In many cases, balance will look fine, but the ability to make choices that are variety, interesting and exciting can be really undermined by these all-purpose designs. Many of our gameplay reworks need to focus on this.

The Dude33 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

RiotMorello168 votes

We've got Ghostcrawler - mages should be overpowered soon! ;)

Ducks

OhthePiplup27 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

RiotMorello47 votes

I think the balance between consequences and making this so you can comeback is hard to do, but something we'll always be looking to smooth out. We don't want the game to be "you can always win!<3", but we do need to make it not about a single moment until later in the game.

These values are really a compass for where we're going, not where we are today - many of our designs fail this rubric.

Rathlord17 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 Quiet16 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.

RiotMorello55 votes

Bingo - LeBlanc is tough - she takes skill mechanically, but if that player is skilled, there's nothing you can do. What do we do?

By these values, we would change LeBlanc to add interaction/counterplay.

ZanryuEU15 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

RiotGhostcrawler40 votes

Those are good points, and we do intend to follow up this general feature with dev blogs going into more detail on each value.

We don't think randomness necessarily violates the clarity value. Randomness is just one of those challenges you need to overcome and can help ensure that players are actually reacting to current situations at that moment. When randomness gets out of control is when it gets to the point of randomly winning or losing, which was the problem we were trying to fix with fear.

In terms of counterplay, having a single powerful ability or even a combo that is tough to counter isn't necessarily a violation of that value. As the opponent, you can time your own abilities to try and go in when your opponent's cooldown is down for example. It's when you feel like you literally have no options that counterplay is really being violated.

The specific tactic you suggest of making frequent small changes is a viable one and we have done that on occasion. There is also value to ripping the band-aid off quickly or making larger changes to make sure we're actually moving the needle. It's tactically simpler sometimes to overshoot the target and then correct back than it is to incrementally buff or nerf something that is going to end up taking dozens of increments to reach its target (if that makes sense).

Most of you got this intuitively, but it is worth restating that these values are aspirational -- they are what we want the game to be. There are plenty of examples where we currently aren't living up to the ideal, and those are things we want to fix over time.

ZanryuEU18 votes

I missed something extremely important in my previous post: Invisible Power. This goes especially for Runes and Masteries.

A few games ago in ARAM I saw a Vi who critted me without any crit item. Surely I was instantly confused I had to open a 3rd party site to look her runes up and saw that she had 10% crit runes and 20% crit dmg runes. Those are things that are currently not viewable ingame and are utterly important to see. Especially for champions who rely on their CC combo like Veigar. When there an enemy who has an increased Tenacity values due to Masteries Veigar have some trouble to fight against. But more importantly he cannot see why. And this goes for many masteries and runes (if you want to calculate certain enemy CDs).

And thanks for the answer btw. <3

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