New Microsoft PowerPoint Presentation

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.