Yichen Wang Riot Games Company Background • They aspire to be the most player-focused game company in the world. They were established in 2006 by a couple of entrepreneurial gamers who believe player-focused game development can result in awesome games. In 2009, They released our debut title, League of Legends, to critical and player acclaim. Over 100 million play every month. • They know players form the foundation of our community and it’s for them that they continue to evolve and improve the League of Legends experience. • Riot Games’ HQ is based in sunny Los Angeles, California, but they’ve got 19 offices across the globe. Our international teams ensure that player experiences aren’t lost in translation - no matter where your desk sits, you’re still a Rioter. Game • OURGAMES • They believe the best games are made by player-focused teams, and as gamers, we strive to develop games we love to play. We create competitive, PvP, online games for gamers. • THE GAME • League of Legends is competitive PvP play: a multiplayer online battle arena game (MOBA). 100+ million play every month. THE RIOT MANIFESTO PLAYER EXPERIENCE FIRST • They obsess over every part of the experience, from a player’s first game to their thousandth win, from installation to support to esports broadcasts. It all matters. • They listen to what players say and do and analyze. Then they make datainformed decisions to improve the experience. FOCUS ON TALENT AND TEAM • They attract, develop, and cultivate entrepreneurial teams who prefer action over process and bureaucracy. They’re a sports team, not a family. As a meritocracy, They value results delivered. Rank • Once any player reaches level 30 in League of Legends and owns 16 champs or more, they are eligible to play ranked games. After an initial tengame Provisional Series, a player is placed into one of five divisions, likely Bronze or Silver. • Five tiers (Bronze, Silver, Gold, Platinum, Diamond) each have five divisions, numbered I through V, with I being the highest. The final two tiers, Master and Challenger, are not divided. • Ranked wins and loses earn or lose a certain amount of League Points or LP; the amount is determined by difficulty of opponents and rankings of teammates, among other factors. Once a player has earned 100 LP in their division, they immediately enter a three-game Promotion series – two victories will allow them to move up one division. Teams are handled much the same way, relying on LP to advance through divisions and tiers. Placement for teams is handled separately from individual rankings. Strategy • They’d like League of Legends to have a broader range of possible options when it comes to how teams try to win a game. While this does rely heavily on champion diversity to influence strategy, we hope for there to be many ways to close out a game – through objective control, split pushing, straight teamfighting, getting strategic picks on solitary enemies, and beyond. • Champions • Some champions share too similar a niche with other champions, making the choice between them more a question of who's more powerful than what particular skillset you want on your team. They try to emphasize this distinction where possible – for example, both Trundle and Jax are fighters, but they are picked for a team for very different reasons (initiation, disengage, and strength against tanky targets versus ramping damage with strong offensive scaling combined with a high effectiveness against auto attackers). • In contrast, Mundo and Shyvana do share a bit too similar a niche, with both being tanky fighters that deal AoE damage over an extended period of time as they try to wear down a target via movement speed. That’s not to say they’re bad champions or that there aren’t differences between them (one is better at long skirmishes, the other has superior initiation), but we can certainly be offering a more interesting choice between the two. Trying to find distinct gameplay spaces for champions is one of the core things we’re focusing on with both new champions and champion updates. Mundo & Shyvana Items • Some roles have a range of interesting itemization choices throughout the game. AP casters, for example get to make choices like Tear of the Goddess or Fiendish Codex early, and Zhonya’s or Deathcap later on. Other roles, however, have fewer interesting options available to them. Marksmen have generally followed very similar build paths to each other with low variance. As a result, They're trying to find ways to offer more distinct and appealing options, like the changes to Bloodthirster to better position it as a high end defensive AD item. In comparison, the old Bloodthirster - due to it having the highest AD in the game along with lifesteal - basically said, "Build this on every marksman that auto attacks or uses spells" (that is, all of them). • Blade & Soul • Blade & Soul is a Korean fantasy martial-arts massively multiplayer online role-playing game developed by NCSOFT (Team Bloodlust). On September 13, 2012, NCSOFT announced that Blade & Soul would release in Western territories, which eventually happened on January 19, 2016.A Japanese animated television adaptation began airing on April 3, 2014 on TBS and other stations Gameplay • Blade & Soul features a combination of martial arts inspired combat and qing gong in an open-world environment. Players create playable characters that explore around the world by completing quests assigned by various NPCs. The game uses a real-time battle system in the third person camera view and requires players to "combo" a series of attacks, much like that of fighting games. According to NCSOFT, the game also features an innovative “Downed” mechanic, allowing players to recover from the brink of death. Players begin with “player-versus environment” (PvE) but may participate in “player-versus-player” (PvP) combat later in the game. Races & Character Customization • According to the developers, Blade & Soul will provide a highly customizable system and it has been stated that NPCs in the game were made with the character customization system. Customizations a player has access to include hair styles, facial structures, facial markings and makeup, eye color, height, and body sliders. • Characters may be one of four playable races based on the Four benevolent animals: The Gon, the Jin, the Kun(Yun), or the Lyn. Development • Weeks before NCmedia day, NCSOFT announced a new Unreal Engine 3 based MMORPG only known for its codename Project [M]. For the next two weeks, a teaser website was updated revealing more information about the project. • During E3 2007, Sony revealed that they had entered into an exclusive deal with NCsoft to produce new titles exclusively for the PlayStation 3. This contract included titles from both existing intellectual properties owned by NCsoft. On February 2010 it was announced that Blade & Soul alongside Guild Wars 2 is being developed for release on thePlayStation 3 and Xbox 360. However, since then, there have been no updates on the development of the titles for the consoles. • After an open beta test on June 21, 2012 with a record number of 150,000 players, NCSOFT confirmed that the official Korean Blade & Soul launch would commence on June 30, 2012. Skill • Skills are customizable at any time out of combat, encouraging martial artists to focus their attention on improving skills for different situations. Skill choices can also be saved, as there’s an opportunity to unlock additional pages in the skill book to save individual builds to swap between at-will. You could, for example, have one build to balance damage and survivability for adventuring alone, and another that’s more attuned to supporting other players in a world PvP setting. • How you choose to customize your skills is up to you, but recommendations on builds that work well for your class are also provided, for those who prefer to purely focus on combat.
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