Some background on our camera decisions for the updated Summoner’s Rift

RiotScarizard·11/11/2014, 1:17:20 AM·14 votes·20,869 views

Hey y'all,

Anyone who’s played on the new Howling Abyss map will remember we pulled the camera zoom out to deal with long-range skill shots on a narrow strip of land. Even then, a lot of adaptation had to happen, and we realized then we didn’t do a great job of communicating what had actually gone into the decision. Recently we've seen a few players asking about the camera angle choices (specifically keeping the same zoom level / field of view) we made for the updated Summoner's Rift, so I wanted to give some extra context on the forums.

We didn’t arrive at our camera angle choice easily: months of research, lab experiments, and user experience studies went into this. If you’ve read our gameplay dev blog on the updated Rift (http://na.leagueoflegends.com/en/news/game-updates/features/dev-blog-srs-gameplay-updates), you’ll also know what our results were (we kept the zoom level, decreased the field of view, and pulled the camera further back from the ground plane), so let's talk about what we didn’t change: the camera zoom.

Here’s a quick rundown of the issue:

First, mastery’s a key pillar of League of Legends design, and a lot of the core skills of League – positioning, map awareness, skill shots, combat movement – are balanced around our current camera zoom. Creating discrepancies through mods or pulling back the camera zoom disrupts a lot of fundamental skills that all players value. League is an ever-evolving game, but your basic combat instincts – how much time you have to react to an enemy gank, how you move in a team fight, your level of map awareness, etc – are things we definitely want to maintain.

Second, echoing the above through a game health lens: League is balanced precisely around our current level of camera zoom, so we need to consider any implications a change like this would have. Like I mentioned before, we pulled back the camera on Howling Abyss to weaken long-range skill shot champions (many of which are still very strong on the map for obvious reasons), but those same champions do have meaningful weaknesses on a map like Summoner’s Rift. Lux can be super annoying on a 5v5 ARAM, but put her on SR where a Vi can sneak around to punch her in the face, and you get my point.

Third (and finally), there were questions about offering varying levels of zoom in the options menu, but we’ve seen that almost all players (specifically the competitive ones) default to showing the maximum amount of real estate as possible. The competitive advantages are just too much to ignore, so while it might be considered a ‘choice’ for some, max level zoom would be an assumed for anyone who wants to be competitive.

This feeds into our larger philosophy on third-party mods: if they’re perceived to give any form of competitive advantage, then they become the default choice for pros, and that just creates this weird divide between those ‘in the know’ and outsiders. Specifically relating it to camera zoom, this obviously falls into the realms of competitive differences, and it’s why we deliberately do not allow any modifications of FoV or zoom.

TLDR, the camera angle, the field of view, and the level of zoom that we’ve chosen to go with on the updated Summoner’s Rift are ones we’ve considered very carefully. Not only do we need to balance the proper level of information players are receiving at all times on their screen, but we need to ensure the game remains exciting and that even the most map-savvy pro can be surprised by a sneaky play. Hope this gives a little more context behind our decision!

38 Comments

CupcakeTrap11/11/2014, 1:30:24 AM20 votes

The competitive advantages are just too much to ignore, so while it might be considered a ‘choice’ for some, max level zoom would be an assumed for anyone who wants to be competitive.

One thing I've always wondered about: extra-wide monitors.

http://i.ytimg.com/vi/Fscg18ZmxxE/maxresdefault.jpg

While League limits maximum zoom, it seems that it will always fill the monitor. Normally, this just means that people with widescreen monitors have a modestly larger field of view than people with more square monitors. However, one can (apparently) exploit this to a much more dramatic degree by having an exceptionally wide monitor, or by using a system like Eyefinity to create an ultra-wide "virtual monitor" that spans several monitor units:

http://i.ytimg.com/vi/xayrLrdrYDA/maxresdefault.jpg

What's Riot's position on this sort of thing? Any plans to have a hard limit on displayable dimensions?

Maester Bacman11/11/2014, 2:32:23 AM10 votes

I'm fine with the camera changes you mentioned. As I have seen in gameplay videos, the new SR looks nice in terms of zoom and field of view.

But I just want to make sure that you guys are aware of the elephant in the room with the camera, the red vs. blue discrepancy:

http://boards.na.leagueoflegends.com/en/c/gameplay-balance/zfz9XJpE-preseason-2015-qa-completed?comment=0027

Since Ypherion said Riot is aware, and you just talked about "months of research, lab experiments, and user experience studies.", I just need a "Yup, we know about it. We will keep looking into it.", and that's it.

Apart from that, I can't wait to admire the new Rift!

Eapenator11/11/2014, 1:20:52 AM4 votes

Hey, I have a question,

As a long time league of legends player, what do you think the transition time will be for players like me to adapt to the new changes. I have played on the PBE from time to time, however, I have not notice that much difference. Can you also give a prediction on how long it should take the average league players to adapt. Thanks

Eotw11/11/2014, 1:59:50 AM4 votes

"we need to ensure that even the most map-savvy pro can be surprised by a sneaky play"

This goes against what has been said earlier regarding clarity.

A good example here would be the visual update to Karthus’ Lay Waste. The previous particle grossly misrepresented the ability’s area of effect, while the new particle is far more functionally accurate. In approaching a change like this, the argument could be made that inaccurate particles create gameplay through deception, but this collides directly with clarity as a core value: the game should never deceive players. The player should deceive other players!

It's one thing to be unable to see the enemy because they're hidden within the fog of war or invisible. It's another thing when the enemy is in plain sight but happens to be just outside the camera's field of view.

BastionKross11/11/2014, 3:20:42 PM4 votes

Was there ever a discussion on whether or not the SR map would be completely horizontal like TT? While playing hexakill, I found myself not caring which team I spawned on since the map was completely fair for both sides, locked camera or not. Tilting SR like this would solve a lot of unfairness brought about by the current camera configurations, while keeping the camera the same.

Yes, everyone would have to get used to the new SR, but I know that it would be a small price to pay for blue side not have a vision advantage anymore. Or you could take the easy way out and let players queue up for which side of the map they want, instead of it being random. Sure the line for blue side would be long, but so is queuing up for mid lane in teambuilder.

Dr Easter11/11/2014, 12:06:56 PM3 votes

Anything you can say about this? No zoom is needed (there is no zoom in this cam) for people that can't use the free camera. Just make the camera follow the mouse without losing the champion from the screen. All motives to add this are in the post if you have some time to read it... Rioters already said this is a good idea. Why not add it now? Or at least give Spl3en a green light to make lolcamera available again...

Vellich0r11/11/2014, 4:11:09 AM3 votes

the issue for me is more the fact that the UI gets in the way of skill shot aiming if you are on a certain side of the map.

Vythanar11/11/2014, 3:39:37 AM2 votes

Thanks for the insight!

A quick question though: in this current iteration of the Updated Summoner's Rift, did you guys make attempts to fix the Red/Blue side sight disparity with locked cameras? Will Red Side bot lane not be something I have to dread anymore?

PapaGreg2111/11/2014, 3:57:46 PM1 votes

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MungoGeri11/11/2014, 8:29:12 PM1 votes

The issue I have with the camera is not the overall amount of screen that's displayed but the difference in the amount of enemy facing screen space I can see when playing the blue side versus the purple side. When playing blue side, I can see Blitzcrank setting up for rocket grabs or Leona positioning for a Zenith Blade. But when playing purple side, these skills come from off the screen. If you could allow a player to flip the map diagonally across the river, that would solve all my problems. That is if you made it so that a player could choose to always start in the bottom left corner no matter whether they're playing blue or purple side, that would be perfect. The other advantage of flipping the map diagonally is that the top side remains top and the bottom side remains bottom.

Vanjie11/12/2014, 9:01:40 PM1 votes

Developers, the biggest turn off this game is the fact that I cannot adjust the point of view with my character. 90% of the time I have been getting side where it is hard to see enemies come at you from the bottom of the screen. While I appreciate the changes you are making, there does not seem to be any indication that you are going to allow the option of changing the point of view for the camera. It is unfair to force players to play the game with it unlocked. I have been playing for four weeks now and I have tried for all four weeks to get used to playing without the camera locked on my character. I cannot do it. I am pretty sure there are many players out there that can say the same thing. Why create a map where the interface takes up 50% of the field of vision so one team cannot see them coming at them. For a game that has been on the market for this long, I am surprised to not see an option to change the point of view.

I really want to continue playing the game because I love the the gameplay and it reminds me a lot of my favorite board game Risk; however, I do not think I can continue playing a game where one side gets a fair advantage over another. The least you can do is give the purple side a buff for not being able to see enemies at the bottom of the screen. Are you aware that there are three things at the bottom of the screen that effect line of sight? It seems like the changes you are making effect only zooming in and out, which is not the real problem here. The problem is not being able to switch the point of view. You are not addressing the issues. Please give us an option to change the point of view.

Chaotic Reks11/12/2014, 10:13:49 PM1 votes

What would happen if we made it a top down view?

AGraveMind11/13/2014, 3:28:11 AM1 votes

While I was trying out the new map it feels like the camera is a little bit zoomed in when compared to the old SR. Like you said in your statement you guys did a lot of thinking about the camera and all it's small details. I just find it weird and awkward when I play. I liked being able to see my blue buff and most of the river above it, including the entrance area for Baron. It's a small thing, but can you guys let us have an option to zoom out even further than what is currently set? Obviously I don't expect to see all of the top jungle but just give us the same options as the previous SR. Thanks :)

Steelflame11/11/2014, 6:38:01 AM1 votes

Scarizard, while I say that yea, we shouldn't change the current field of view, could we potentially get a small change for the locked camera in that it is positioned like 50-100 units further down? As is, there is always a FoV advantage to the team on blue side, as they always have about 50-100 more units of vision range in the form of being able to see more of the ground above them. Purple side does not share this advantage, as seeing above yourself on purple side often just means you are seeing empty space devoid of action, compared to blue who often can catch the bottoms of enemy champions that purple would not see the tops of due to the hud. I could understand it if the map was perfectly symetrical on a N/S setup, rather than the current NW/SE line it currently has, because never would a team have an advantage on the matter. Fact of the matter is, the UI has always favored blue team, and short of fully redesigning it from the ground up so that it is positioned perfectly equally all around the 4 corners of the screen (from it's current heavy focus on bot, with light upper corner use), it always will.

This won't affect people who use unlocked camera at all, but will be a great boon to locked camera users by just letting them see that extra few units that often enough make the difference between an ADC attacking you from under your hud, to an ADC attacking you just above your hud where you can click them easily.

Stexe11/13/2014, 1:08:07 PM1 votes

Shame they went with the decision of keeping it the same. I've always felt (since early beta) that it should be pulled back a bit more. Heck, I remember when you could edit the game files to change it everyone pulled it back and enjoyed it a lot more. Granted, there'd have to be a limit to how far back you'd allow, but the current set up feels a bit claustrophobic in comparison to other AoS / "MOBA" games.

Really surprised they didn't scale it back a small amount like 10% or something. Would the gameplay balance really change that heavily across the board? I could understand it would at a lower tier level (especially with locked camera players), but would it disrupt balance for the majority? I find that hard to believe.

Could you show us some of the results of the study you did for determining camera position? Any actual numbers would be very enlightening.