/dev: Tackling AFKs
Discussing new changes to reduce the frequency of AFKs.
These posts will often contain talk about future work we're doing, or planning to do, that isn't yet guaranteed to ship. The nature of the work could change or, depending on what we discover, projects mentioned may get delayed or even stopped. If you'd like to see a Tweet whenever a new one of these posts goes up: https://twitter.com/RiotMeddler
Today I wanted to start covering something a bit different, sharing some details with you all on how we judge our own work. My hope is that makes it a bit easier to understand our approach on some things, gives more shared context for future conversations and is potentially just of general interest to a few people too. This time we’ll cover MOBA gameplay focused teams. Future posts will then look at TFT, personalization/cosmetics, tech, some aspects of marketing and player communication etc.
These posts will be broken down roughly by team though not in a way that's fully representative of our internal structure since I've focused more on teams that have very player facing impacts (e.g. game balance) and less on those that are more internal facing (e.g. tools development). It also doesn't cover some aspects of League of Legends that are handled by other parts of the organization (e.g. Esports is a separate part of the company to the LoL team, chat moderation is done by a cross game group as is player support etc). It also doesn't cover all the things we track, just the key points.
With that out of the way first up we've got Champion Team. Here we're looking at how players engage with a new champion or VGU, how that release impacts the wider LoL ecosystem and how maintainable the new/updated champ is. To assess those things we look at measures like:
With the Summoner's Rift Team (sometimes referred to as the balance team, though they do a lot more than just balance) we're focused heavily on providing a compelling, fair and deep gameplay experience. That means game balance, choice structures, counterplay, creation of highs and lows, variety of play experience etc. Key things we look at to assess that are:
Our next gameplay team is the Game Analysis Team, also known as the playtest team. Their role is to be a source of expertise on LoL, able to provide strong analysis, repeated playtesting on content followed by actionable feedback and demonstration of what high skill play on upcoming content, features or adjustments probably looks like. To assess that work we look at:
Up next is the Competitive and Meta Systems Team. This is a group that are focused on some of the around game experiences like competitive rankings, some aspects of progression systems, some areas where player behavior and gameplay intersect etc. To judge success here we look at things like:
Finally we've got the alternate game modes team who are responsible for MOBA experiences that aren't standard Summoner's Rift. That means ARAM and event modes like URF, One for All and Nexus Blitz. When looking at work in these spaces we consider:
In the coming weeks, you may start to see the phrase “Quest Skin” floating around, so we wanted to provide some context around what that means. We are testing a new skin type (not a new skin tier with a different price) that will be purchasable in the near future. It’ll have some new features with specific technical needs which is why we need to have it on PBE and tested in advance. It won’t be launching this patch or in the immediate future, but stay tuned for more information!