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League of Legends designer shares game design field manual

areadenial.games

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Re: League of Legends designer shares game design field manual

#21
post #3

> The "It's not X -- it's Y" pattern, often with an em dash. The single most commonly identified AI writing tell. Man I f*cking hate it. AI uses this to create false profundity by framing everything as a surprising reframe. One in a piece can be effective; ten in a blog post is a genuine insult to the reader. Before LLMs, people simply did not write like this at scale. Includes the causal variant "not because X, but…

I don't mind the AI tropes that much, the issue is more that the amount of information is exactly what was in the prompt but the AI manages to add many words saying nothing.

> The screen we shipped in January 2016 made two statements at once: pick intent said your plan matters, while the queue attached to it said what a ladder measures is negotiable. Players parsed the two separately, with total precision. They kept the first and burned the second down.

This is a classic AI construction to me that reeks of Markov chain thinking. The first half is probably the prompt to some extent. The second half ... doesn't actually say anything if you read it closely. Humans can write this sort of content-free fluff but usually they do it for a strategic reasons and not when they're trying to explain something. "Players parsed the two separately, with total precision" resolves a question of clarity that was never raised and for which there is no evidence of problem or solution (it is probably trying to say they understood and disregarded ... something that was basically elided). Then we have a tortured metaphor that doesn't tell us anything about what the players did.

It is quite tiring to read because you have to re-read things a few times to confirm that it didn't say anything and it isn't pretty wordwork worth reading on its own. Reading this is an exercise in trying to reverse-engineer the prompt.

Re: League of Legends designer shares game design field manual

#22
post #9

If you actually played this game and read the patch notes, you'd have a different perspective on this. There's a lot of weird code and technical debt in the game client. For example, a map-wide filter (Nocturne's ult) is actually a giant minion covering the whole map.

Minions all the way down

Re: League of Legends designer shares game design field manual

#24
post #9

If you actually played this game and read the patch notes, you'd have a different perspective on this. There's a lot of weird code and technical debt in the game client. For example, a map-wide filter (Nocturne's ult) is actually a giant minion covering the whole map.

Implementation details != Technical debt

Re: League of Legends designer shares game design field manual

#25
post #9

If you actually played this game and read the patch notes, you'd have a different perspective on this. There's a lot of weird code and technical debt in the game client. For example, a map-wide filter (Nocturne's ult) is actually a giant minion covering the whole map.

Reminds me of how Fallout 3’s subway car is actually a hat.

If it works it works. The code isn’t the product.

Re: League of Legends designer shares game design field manual

#26

> shares game design field manual written entirely by AI I fixed the title for you.

AI is here to stay. Embrace the future of to-be-summarized-by-another-LLM content.

I love AI. I'm just as AI-pilled as the next guy.

But, somewhat ironically, LLMs are unbelievably bad at writing.

I can read thousands of words from my favorite authors without getting annoyed by their tics and their grammar. People like Nikhil Suresh literally make me laugh out loud when I read their writing. But something about AI-slop-prose is just obvious and gross and annoying to read.

Re: League of Legends designer shares game design field manual

#27

AI-generated, and also highly untrustworthy given its source - Riot Games is an extraordinarily player-, community-, and pro-player-hostile company. On top of all of the new and exciting ways that they manage to not only screw up software engineering but also screw over their users, their business model is selling skins at the expense of their games (in the sames sense that Google's business model is selling ads at t…

Honestly, I strongly disagree. I've played a wide breadth of games, and I can't think of a game studio the size of Riot that is as community-engaged and pro-consumer.

Examples range from the quality of their patch notes, dev articles and videos, to their constant presence on reddit, and willingness to walk back decisions based on public outcry (Hextech Chests, League Classic monetization, etc).

Heck, after Riot gave up on Hytale, they were willing to sell the IP and assets back to the original creator while providing extremely generous severance packages for the entire team. I genuinely don't think any of the other companies you listed would have done the same.

Re: League of Legends designer shares game design field manual

#28
This manual has too many AI-isms so I couldn't force myself to read through it. I wish they had just published the text in whatever way they wrote it. Nobody is impressed by walls of text anymore, it's not a sign of quality or effort.

But since we're on the topic: Riot has a lot of incredibly knowledgeable game designers who have spent years sharing much of the reasoning behind various design decisions. The two main ones that stand out to me are Riot August (creator of Jinx and Jhin) and Riot Phreak (previous head of the balance team).

Phreak in particular has been publishing videos on YouTube for years explaining their reasoning for the balance changes in each new patch. I don't even play and I still check out the videos sometimes.

The other one is Riot August. I've occasionally opened up his livestreams where he's answering questions and yapping, but the highlights are usually posted on social media platforms as clips.

There's a lot for which you can criticize Riot, but they're actually pretty transparent about communicating the decision making behind balance changes and listening to the community. Most games updates come in the form of receiving a set of patch notes, where if you're really lucky they might include some explanations for why those changes were made. Don't take community communication for granted.

As for balance, I think they've actually done a pretty great job. League of Legends has 171 champions and in MSI 2026, their latest international esports event, 104 were played. For comparison, DotA2 has 126 heroes and in The International 2025, 107 heroes were played.

Re: League of Legends designer shares game design field manual

#29
post #3

> The "It's not X -- it's Y" pattern, often with an em dash. The single most commonly identified AI writing tell. Man I f*cking hate it. AI uses this to create false profundity by framing everything as a surprising reframe. One in a piece can be effective; ten in a blog post is a genuine insult to the reader. Before LLMs, people simply did not write like this at scale. Includes the causal variant "not because X, but…

Let me stop you right here and give you the honest take — you're absolutely right.

This lingo infuriates me

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