- riot is a company that makes money (that explains the ip thing and the christmas thing)
listen, you can be a company and not totally dickk over your customers. In fact that's horrible PR because it kills consumer trust. it loses you money.
listen to you and everyone else who says "riot is a company" it doesnt fucking matter if you are a company. It does not, nor will it ever, give you the right to dick people over. you know what's that's called? a SCAM know what happens when too many people get pissed off? YOU GET SUED
Being a company doesn't immediately make it Ok to chose a route that harms the consumer above all. Economics 101 bro.
People hate EA
People hate Ubisoft
People hate Activision
People really hate Google.
People hate Microsoft and are just now regaining trust after that 2013 fiasco.
and thats just a few in recent memory. Know who people love?
People Love Steam
People love Rockstar
It doesn't matter if you're some corporation. in the end to work, you need US - the consumer. and if you keep screwing around with consumer trust, see what happens to that "company that makes money" you'll be a company paying off lawsuits after lawsuits with no customers.
If you dont believe that riot would do the same thing, that they';re a bunch of Ambitoious artists who want nothing more than for you to enjoy your games?
here's EA's mission statement from their founding: and the path riot could go down if they arent careful.
“We are an association of Electronic Artists who share a common goal. We want to fulfil the potential of personal computing.”
The main feature of this post. What was once written by those working at Electronic Arts, before they became nothing more than EA:
Can a Computer Make You Cry?
“Right now, no one knows. This is partly because many would consider the very idea frivolous. But it’s also because whoever successfully answers this question must first have answered several others.
Why do we cry? Why do we laugh, or love, or smile? What are the touchstones of our emotions?
Until now, the people who asked such questions tended not to be the same people who ran software companies. Instead, they were writers, filmmakers, painters, musicians. They were, in the traditional sense, artists.
We’re about to change that tradition. The name of our company is Electronic Arts.
Software worthy of the minds that use it.
We are a new association of electronic artists united by a common goal—to fulfill the enormous potential of the personal computer.
In the short term, this means transcending its present use as a facilitator of unimaginative tasks and a medium for blasting aliens. In the long term, however, we can expect a great deal more.
These are wondrous machines we have created, and in them can be seen a bit of their makers. It is as if we had invested them with the image of our minds. And through them, we are learning more and more about ourselves.
We learn, for instance, that we are more entertained by the involvement of our imaginations than by passive viewing and listening. We learn that we are better taught by experiences than by memorization. And we learn that the traditional distinctions—the ones that are made between art and entertainment and education—don’t always apply.
Towards a language of dreams.
In short, we are finding that the computer can be more than just a processor of data.
It is a communications medium: an interactive tool that can bring people’s thoughts and feelings closer together, perhaps closer than ever before. And while fifty years from now, its creation may seem no more important than the advent of motion pictures or television, there is a chance it will mean something more.
Something along the lines of a universal language of ideas and emotions. Something like a smile.
The first publications of Electronic Arts are now available. We suspect you’ll be hearing a lot about them. Some of them are games like you’ve never seen before, that get more out of your computer than other games ever have. Others are harder to categorize—and we like that.
Watch us.
We’re providing a special environment for talented, independent software artists. It’s a supportive environment, in which big ideas are given room to grow. And some of America’s most respected software artists are beginning to take notice.
We think our current work reflects this very special commitment. And though we are few in number today and apart from the mainstream of the mass software marketplace, we are confident that both time and vision are on our side.
Join us. We see farther.”