"Revenue is second, the player experience is first"

Ark Angel HFB··7 votes·794 views

"So we removed the players from the lore, because adjacency/immersion in game and lore can only help player experience."

"Wait.... why did we do that again?"

No but real talk time...

If "Player Experience is First" then why was the Narrative team allowed to make a change that negatively impacts "player experience" by reducing Immersion, a key component to the LoL player Experience?

13 Comments

Neon Robot1 votes

[deleted]

Legacy of Xion7 votes

Because at the end of the day removing the potential narrative speed bumps to new products in Runeterra required cracking a few eggs. Namely player immersion.

Speed bumps exist for a reason. To keep you from going too fast, lest you hit something. WIthout speed bumps you wouldn't slow down, and if you don't slow down in a crowded parking lot, you could end up killing someone.

Speed bumps are necessary.

Neon Robot3 votes

[deleted]

Ark Angel HFB3 votes

Seriously though, you're correct. Products such as this (LoL) frequently and sometimes forcibly include narrative brick walls. Beyond just preventing you from accelerating down a creative freeway they also serve to create in a nut shell, adversity. Not allowing yourself narrative free reign forces you to conceive creative solutions and explanations. You have to flex your mental muscles to make things work.

More often than not when you have a product line that contains no limitations you end up with a giant mess.

There has not be a single post that showed how the IoW was a narrative brick wall. Every story has restriction. It is the limits that make stories interesting... not freedom.

Even Doctor who, a show that pretty much is built around the power fantasy of going anywhere anytime and doing just about anything... has major limits.

Neon Robot1 votes

[deleted]

Diahane1 votes

There has not be a single post that showed how the IoW was a narrative brick wall. Every story has restriction. It is the limits that make stories interesting... not freedom.

Even Doctor who, a show that pretty much is built around the power fantasy of going anywhere anytime and doing just about anything... has major limits.

What I meant there was the concept of in essence, limitation. A wall in a building isn't necessarily something that stops you. It can be torn down if necessary but it forces you to at least stop, think, and develop a plan.

Which are all bad things to do! Kids, don't try this at home: thinking and planning, not even once.

I can't get why it would be a bad thing if they had to think and plan things before they could do them xD

Motajo3 votes

"Gotta go fast" -- Sanic the Heghue Riot Narrative Team

Neon Robot3 votes

[deleted]

Legacy of Xion4 votes

"Gotta go fast" -- Sanic the Heghue Riot Narrative Team

The Retcon shall be their Sonic '06.

Ooooh that's a burn.

Because at the end of the day removing the potential narrative speed bumps to new products in Runeterra required cracking a few eggs. Namely player immersion.

Speed bumps exist for a reason. To keep you from going too fast, lest you hit something. WIthout speed bumps you wouldn't slow down, and if you don't slow down in a crowded parking lot, you could end up killing someone.

Speed bumps are necessary.

Preach it!

Seriously though, you're correct. Products such as this (LoL) frequently and sometimes forcibly include narrative brick walls. Beyond just preventing you from accelerating down a creative freeway they also serve to create in a nut shell, adversity. Not allowing yourself narrative free reign forces you to conceive creative solutions and explanations. You have to flex your mental muscles to make things work.

More often than not when you have a product line that contains no limitations you end up with a giant mess.

I'll be preachin' it all the days.

C9 Scott Free 5 votes

Because at the end of the day removing the potential narrative speed bumps to new products in Runeterra required cracking a few eggs. Namely player immersion.

And then you remember the Shurima lore writing was really horrid an everything that happened was possible with or without the League/IOW

C9 Scott Free 1 votes

Rioters shouldn't talk back to their players. if someone from Riot has an opinion that differs the players. the Rioter should NOT try to reason with the player. He shouldn't ask why either. He should take what the player says as fact without talking back. Too many times, i've seen a Rioter back talk a Player, and its disgusting, because the Rioter is wrong most of the time. The only time a Rioter is right is when 500,000 Rioters are talking back to a single Player. There's a reason Why Rioters are Bad at creating a lore. It's because they think differently then the Player. Start thinking like a Player.

EDIT for the record this is a parody of the famous Rackier trend of don't back talk diamonds.

Ark Angel HFB4 votes

Rioters shouldn't talk back to their players. if someone from Riot has an opinion that differs the players. the Rioter should NOT try to reason with the player. He shouldn't ask why either. He should take what the player says as fact without talking back. Too many times, i've seen a Rioter back talk a Player, and its disgusting, because the Rioter is wrong most of the time. The only time a Rioter is right is when 500,000 Rioters are talking back to a single Player. There's a reason Why Rioters are Bad at creating a lore. It's because they think differently then the Player. Start thinking like a Player.

Look I think it is clear that I'm of the opinion the Retcon is a bad direction... the thing that make video games great is player immersion and interaction.

But your points are horridly flawed and need fixing. Riot needs to talk with us and reason. They need to be able to back up opinions with data and logic.

We don't want to be on a higher or lower level than Reds... we want to be equal... So that when we talk, the best logic and Data drives the conversation(two way communication) to an end opinion everyone can at least understand, if not agree upon.

Riot doesn't seem to want to talk about the larger issue of player immersion and that is the problem I have. the only time they have touched on it involves them stating some rather dim ideas to be blunt.

Separation of game and story is not ok...

If you want to be tetris... a timeless classic that no one plays anymore... that is a good way to go.

But league had a rich Lore, with setups that are not played out.

With the IoW and Summoners, the LoL Lore is nothing but shallow tied concepts that have be done.

Two city states that dislike each other... this has been done. Paladin verse dark paladin has been done. It has all been done and nothing i new...

but the IoW... the concept of cities that hate each other dealing with the conflict through a game, even a very bloody violent one, is interesting. It force character interaction on a scale no other set up can.

And THAT character iteration is what made the champs new and fresh.

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