Game Design Curriculum
21–30 of 127 posts
Re: Game Design Curriculum
#22I must say that they're probably the most competent studio on the market LoL is probably the only game that I play (maybe once a year I decide to spend up to 50h over some peroid on one title like GTA V or something) for years and it almost always feels "fresh" and very competitive.
Lol on the other hand, its like watching Soccer/Golf/Football except the players also have magic/hi-tech abilities. The "depth" of the strategy is also sooo much more than an FPS. flex picks, lane swaps, lane freezing , meta shifts, (also mechanics but that spans across all esports).
Then theres also the music division, that collaborates with mega pop stars in korea/us/south america
Re: Game Design Curriculum
#23Earlier quoted context omitted.
How the hell does this fly? Why haven't employees sued the hell out of the company? Why don't game engineers demand better? Start a company with decent work hours and comp and refuse to work elsewhere. The games industry is sickly and broken.
From 2018 case (just google "riot farting" honestly): https://html2-f.scribdassets.com/6454fy6neo6mwj3w/images/5-7... > Why don't game engineers demand better? Start a company with decent work hours and comp and refuse to work elsewhere. Some do! I would imagine many indie game companies are not like this. There's kind of a split, where you have "strictly-business" companies - many Asian MMORPG publishers that have a…
Oh yes. I must say, these days I hate playing multiplayer game modes with leaderboards attached.
Relevant to this thread: I used to play Heroes of the Storm (Blizzard's LoL clone) causally with friends. Then one day a colleague dragged me into his team, full of people dozens of levels above me (and otherwise experienced progamers). That was one stressful evening where I could tell everyone hated the noob that was me. My reflexes were OK, but my "meta" wasn't.
I never played a game of HotS with that colleague again.
I mean, seriously, I want to play games where one can excel in out-thinking the opponent. But HotS progaming feels more like an exercise in memorizing obscure game mechanics and a (constantly changing) Excel sheet full of character stats.
Re: Game Design Curriculum
#24Earlier quoted context omitted.
How the hell does this fly? Why haven't employees sued the hell out of the company? Why don't game engineers demand better? Start a company with decent work hours and comp and refuse to work elsewhere. The games industry is sickly and broken.
It's a demand problem, there's a huge number of young engineers who desperately want to get into games. They get burnt out after a few years and replaced with new ones. That being said, things are slowly starting to change, and employees of game studios are starting to demand better. It's still bad in most places, but the discussion is happening.
For most of the issues they made me believe that it's a halo effect. People that were great designers/devs/other became managers (and bad project managers) and then confusion ensues.
Anyone from Polish game scene can please give better insight?
Re: Game Design Curriculum
#25Despite thinking Riot has excellent insight into competitive game development, I'm pretty cynical about their recent wave of sharing since it wreaks of image repair. It doesn't matter what there is to learn from Riot if the culture is poisonous, and I don't believe it's changed much since the last wave of allegations. It's a shame, since this looks pretty substantive, but I'd rather learn this elsewhere.
Re: Game Design Curriculum
#26Re: Game Design Curriculum
#27I was genuinely interested in this, however, after clicking around I couldn't find anything more than PDFs with empty areas for taking notes and vague curriculum module descriptions. Am I missing something? Perhaps there's missing content when viewing the page via mobile. Will revisit from my PC later.
Re: Game Design Curriculum
#28I must say that they're probably the most competent studio on the market LoL is probably the only game that I play (maybe once a year I decide to spend up to 50h over some peroid on one title like GTA V or something) for years and it almost always feels "fresh" and very competitive.
My incentive to play is climbing the ranked ladder and, like you, I play in bursts separated by months, but each time I start playing again there are like 5 new champions whose abilities I don't know or understand, which keeps me at a disadvantaged position. I don't have time to study all the new champs abilities.
I think their high champion-release rate drives the casual, but competitive-minded players away.
Re: Game Design Curriculum
#29I was genuinely interested in this, however, after clicking around I couldn't find anything more than PDFs with empty areas for taking notes and vague curriculum module descriptions. Am I missing something? Perhaps there's missing content when viewing the page via mobile. Will revisit from my PC later.
The content here is a guide on how to teach the concepts outlined in the curriculum, and is not necessarily a self instruction course. See module one: https://www.riotgames.com/en/urf-academy/fun-and-feeling
Edit: Just discovered the lesson plan download link under the headings, separate from the buttons at the bottom of the page. It helps, though am still confused about how anyone would use this material.
Re: Game Design Curriculum
#30I must say that they're probably the most competent studio on the market LoL is probably the only game that I play (maybe once a year I decide to spend up to 50h over some peroid on one title like GTA V or something) for years and it almost always feels "fresh" and very competitive.
LoL is also an amazing spectator sport, the format is so fun to watch. OverWatch/CS-GO/Valorant/Fortnite etc... the FPS aspect is a harder to follow especially for people with slower eye movement. Lol on the other hand, its like watching Soccer/Golf/Football except the players also have magic/hi-tech abilities. The "depth" of the strategy is also sooo much more than an FPS. flex picks, lane swaps, lane freezing , met…