Like if I wanted this information I could just prompt it myself. But if a human wrote it it would somehow feel worthwhile to read.
League of Legends designer shares game design field manual
31–40 of 57 posts
Re: League of Legends designer shares game design field manual
#32Earlier quoted context omitted.
What makes it obvious to you, that LoL is well made? Userbase? Is candy crush obviously well made? Perhaps it is well marketed, more than well made?
Candy Crush is obviously well made. It's a scourge, but it's a well made scourge. That's what I find so frustrating about games these days. The most effective business models (by a long way) are the ones that lean into all of the dark patterns. They can attract great talent to work on them, and afford the time to build them well, because there's so much money sloshing around.
But that's beside the point. I don't think League of Legends is especially predatory, I just think it's a mediocre game that was well marketed at the right time to go "viral".
Re: League of Legends designer shares game design field manual
#33If only the popularity of the game wasn't 100% derived from original DoTA map by IceFrog, which this guy had nothing to do with.
IceFrog didn't create Dota, he took over maintenance of it from a long line of other people at the time, including Guinsoo (who added Roshan and the recipe system) who worked at Riot (though Icefrog was definitely the best maintainer, Dota was already hugely popular before Icefrog had anything to do with it). Dota itself wasn't even original, it was based on a StarCraft 1 custom map.
There's nothing of significance in LoL vs the original DotA.
Same applies to DotA 2 btw. Valve is making changes for the sake of changes. Now every hero has a talent tree for example. Has the game become better because of that? I don't think so.
I bet if they did A/B when they rolled that update out, not a lot of people would have stayed on the new version.
Re: League of Legends designer shares game design field manual
#34Earlier quoted context omitted.
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.
A good writer says what needs to be said and no more, AI is on the other side of the spectrum, it just needs to say things just to say things
Re: League of Legends designer shares game design field manual
#35Earlier quoted context omitted.
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
#36Earlier quoted context omitted.
IceFrog didn't create Dota, he took over maintenance of it from a long line of other people at the time, including Guinsoo (who added Roshan and the recipe system) who worked at Riot (though Icefrog was definitely the best maintainer, Dota was already hugely popular before Icefrog had anything to do with it). Dota itself wasn't even original, it was based on a StarCraft 1 custom map.
That wasn't the point anyway. There's nothing of significance in LoL vs the original DotA. Same applies to DotA 2 btw. Valve is making changes for the sake of changes. Now every hero has a talent tree for example. Has the game become better because of that? I don't think so. I bet if they did A/B when they rolled that update out, not a lot of people would have stayed on the new version.
Re: League of Legends designer shares game design field manual
#37If 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
#38If only the popularity of the game wasn't 100% derived from original DoTA map by IceFrog, which this guy had nothing to do with.
Re: League of Legends designer shares game design field manual
#39Earlier quoted context omitted.
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
#40Earlier quoted context omitted.
Sure the genre and many of its archetypes were invented in the WC3 fun/custom map scene but LoL is more than a Dota clone. I haven’t really played it (my moba time ended with HoN) but it’s obviously very well made
What makes it obvious to you, that LoL is well made? Userbase? Is candy crush obviously well made? Perhaps it is well marketed, more than well made?