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GDC 2015: How eSports shapes League of Legends

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GDC 2015, or the Game Developers Conference, has been invaded by GeekReply! Yep, that’s right! Yours truly has managed to infiltrate this incredible week long gaming extravaganza featuring professionals from all over the world who gather to share, learn, and discuss all facets of video game development. This morning I had the pleasure of sitting in on a fascinating discussion where Riot Games Design Lead, Ryan “Morello” Scott, chatted about the impact that eSports has had on the League of Legends design team. For those of you who don’t know, eSports is not the name of a sports bar internet cafe, but is the official term used for competitive gaming. The popularity of eSports has exploded in recent years (much like putting Peeps in a microwave), thanks to multiplayer online battle arena or MOBA games like League of Legends.

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Contrary to what stereotypes may have you believe, eSports teams do not look like this.

Competitive League of Legends players dream of snagging the top prize at the League of Legends World Championship that last year drew over 27 million viewers worldwide and was cast in 19 different languages. Millions of League of Legends and eSports fans watched the top teams in the world battle it out for the $1 million dollar prize. As you can imagine, the League of Legends team at Riot Games feels the pressure that comes with such intensive worldwide attention, massive corporate sponsorship and more. Here’s some insight into how Riot Games balances eSports’ rigorous demands while still ensuring that they have an enjoyable game.

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Casual LoL players after queueing with serious LoL players.

One of the biggest challenges that Design Lead Ryan Scott mentioned was how to ensure that League of Legends could still be enjoyable for both the casual gamers and the most serious and competitive League players. How does Riot do that? They selectively insulate their game design processes from outside influences like competitive LoL players. Riot takes the ‘mentos and diet coke’ approach when involving high level players into the design processes meaning that they only mix the two when they want to have a blast. Why? This is because that highly competitive players have very focused goals (like winning, duh) whereas the Riot design team wants to create a fun and rich gaming experience that can be enjoyed by diverse group of players. So when does Riot reach out to their super advanced community? Testing is one instance where Riot turns on the Bat, er, LoL signal to summon top tier LoL players to help. Since Riot has been mostly reactionary in balancing and making adjustments to gameplay, they hope that with the help of diamond level LoL players they can be more proactive in future League designs.

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Riot does not take the Scrooge McDuck approach to game design.

Another way that Riot wants to ensure that LoL remains an engaging and fun game is by working to keep business and pleasure separate. This has been more of a priority as LoL’s popularity as an eSport draws large sums of money. Ryan Scott said that the Riot’s designers take a K.I.S.S. approach to their design but not in the gross Gene Simmons tongue kind of way, but in that they Keep It Simple, Stupid. They design the game with the core idea that if you make cool stuff that people want to buy, they’ll buy it. And if League of Legends’ eSports popularity is any indication, it would appear that the gaming community likes the way the Riot Design Team K.I.S.S.

Hey, I'm Sara! I'm a fan of all things geek so you'll usually find me immersed in everything from comic books to auto sports. I often wish that I was born in the future so that I could have experienced adventures worthy of Star Wars or Star Trek. To cope with the fact that we don't even have flying cars yet, I generally infuse everything I do with a healthy dose of humor. I mean, we may as well laugh while we're waiting, right? (Also, it's a great excuse to include as many Simpsons references as possible)

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Ciri from The Witcher expresses her hope that fans will give Liam Hemsworth a fair chance in his portrayal of Geralt

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Netflix’s The Witcher has been at the forefront of the recent trend of video game IP transitioning to TV, alongside HBO’s The Last of Us and Amazon’s Fallout adaptations. In 2022, it was announced that Henry Cavill would be stepping away from his role after Season 3, making way for Australian actor Liam Hemsworth to become The White Wolf in Season 4.

In an interview with Collider (courtesy of Eurogamer), Freya Allen, the actress who plays Ciri in the series, has reached out to fans who may find the change to be a challenge. Allen expressed his view of the situation, acknowledging that it may not be ideal and that fans can be quite critical. He mentioned that he doesn’t want to speak on behalf of Hemsworth, but based on his understanding, it seems like Hemsworth is aiming to inject some heartfelt elements into the project. I’m eagerly anticipating his performance after all that training. And he’s truly a delightful individual. I hope people give him a fair chance, you know?

It’s unclear why Henry Cavill decided to depart from the show, despite his previous commitment to stay for the entire seven seasons if needed. Netflix has announced that The Witcher has been renewed for a fifth season, which will be the final installment of the series.

 

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CEO of Helldivers 2 commends the remarkable determination displayed by the community during the intense Sony showdown

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The experience for Helldivers 2 players has been quite turbulent lately, and we’re referring to a community that is accustomed to leaping from great heights into the most intense and terrifying battlegrounds imaginable. In the midst of a highly debated PSN account requirement for PC players and facing intense backlash, Sony has made a surprising reversal, yielding to the overwhelming force of public opinion. The CEO of Arrowhead, Johan Pilestedt, has displayed an intriguing attitude throughout this challenging period. He has shown remarkable composure, actively engaging with community managers and experiencing the difficulties they face firsthand.

Pilestedt expressed his admiration for the community’s determination and praised their ability to work together on Twitter, following Sony’s reversal. He sarcastically expressed gratitude towards Sony for their “prompt and efficient choice to make PSN linking optional.”

In the future, Pilestedt expressed his vision of working closely with PlayStation and the players to establish a groundbreaking benchmark for the concept of a live game. The aim is to foster a strong partnership between developers and the community, ultimately resulting in an unparalleled gaming experience.

What are your thoughts on the commotion surrounding Helldivers 2? What are your thoughts on Sony’s involvement, Pilestedt’s attitude, and the community’s reaction? Feel free to share your thoughts in the comments section below.

 

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Hands On: Stellar Blade Nails PS5 New Game + Mechanics

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Stellar Blade is an exceptional game that demands your attention. However, it truly reached new heights after the review embargo was lifted, thanks to the introduction of New Game +. In our review of Stellar Blade for the PS5, we found that one minor drawback was the inability to replay the game. Unfortunately, during the pre-launch period, this author had to start over from the beginning.

Thankfully, none of you will have encountered that problem since the title was updated just hours before its release to include the highly anticipated New Game + feature. This new game+ mode is truly exceptional. As expected, all of your abilities and unlocks carry forward, but the Korean developer has gone above and beyond by expanding Eve’s skill tree with new abilities.

The addition of these new abilities doesn’t exactly revolutionize the game, but it does introduce some fresh tools to your arsenal, ensuring that the gameplay remains engaging. Combine this with some clever enemy placement variations, and you’re practically guaranteed an enjoyable replay. In addition, all of the Exospines and Gear that you unlock in New Game + receive upgrades, enabling you to craft even more powerful builds for Eve.

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Additionally, the number of outfits has been doubled. The skins in the game offer a variety of designs, with some featuring unique custom details. Unlocking all of them again adds an extra layer of enjoyment to the experience. In our comprehensive guide, we have meticulously cataloged all the different outfits and their corresponding unlock methods. So, even if you haven’t quite reached the highly anticipated New Game + stage, you can still get a sneak peek at what lies ahead by following the link provided.

Our only critique of the mode is that the difficulty scaling could be improved. You may find yourself becoming seriously overpowered, even in hard mode. Feeling an immense sense of power is undeniably satisfying. However, it would be even more captivating if Shift Up were to delve deeper into these concepts and introduce additional difficulty levels for New Game +, thereby enhancing the game’s replayability.

It would be great if the developer could consider adding additional modes to enhance replayability. A speed run option could add an exciting element to the game. Rarely does a campaign exhibit the level of tightness and replayability found in Stellar Blade. Shift Up has truly crafted something exceptional, leaving us eager for additional content to be added as the release continues to evolve.

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Have you begun your new game + playthrough of Stellar Blade yet? What are your impressions of the mode, and are there any other post-release additions you would like to see implemented? Feel free to share your thoughts in the comments section below.

 

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