Defense Of The Questions: League of Legends

By Dan Grill on September 2nd, 2011 at 8:46 am.


At GamesCom we had a talk with producer Travis George and designer Ryan Scott from League of Legends. Dan Griliopoulos was left feeling like the world’s biggest doofus, for not having played their game and for having fallen behind on the special language employed in competitive gaming.

RPS: Okay, I’ve played all the other DOTAs but, for my sins, I’ve not played your game. Could you run through a potted history for me?

Travis: We launched with 40 champions, but we’ve been continuously adding new content, so we’re up to about 80 or 90 now. People like cool new stuff often and they like it even more if it’s free.

Ryan: Ha, that’s real deep!

Travis: Yeah, we’ve also added a new map, called Twisted Treeline. We kicked off season 1 in June of last year, which was the kind of the start of our competitive construct. We added draft mode and ladders, and all kinds of stuff for competitive players, which culminated in the end of Season One championship this last July.

RPS: As the end of a season, did you leave it on a cliffhanger? You know, like 24?

Travis: Absolutely. We just had the final match end in mid-stream. We hosted the season one championship at Dreamhack in Sweden. At that time, we had one of the largest cash prizes in e-Sports for the grand finalists – $100,000. We set e-sports viewership records at that point too, breaking our own records; we had over 210,000 concurrent users on the stream at any one time, and over 1.7 million unique viewers over the course of the event.


RPS: Do you have a breakdown of where all these people are watching from?

Travis: All over the world, pretty evenly distributed between North America and Europe, based on the timezone you were watching, also there was a lot of pick-up from South-East Asia, China, Korea who had teams representing them.

RPS: Is it easy to get into the game?

Travis: While we’ve been working the competitive angle, it’s a tough genre for new players to get into. So we introduced something called battle-training, a kind of guided game. You play with a team of bots against a team of bots; quests and tips direct you through. We identify a bunch of behaviours and tell the player whether they’re good or bad. It’s amazing how many people run face first into a tower and die, just from following the minions. While we user-testing, we put a big screen saying “you’re about to die. Please reconsider what you’re doing” and even that wasn’t enough, so we put it up every time you try to run into a tower now. Also, because every online game community is a perfect bastion of helpfulness and friendliness, we introduced the Tribunal. Have you heard of it?

RPS: No. Is it mob justice?

Travis: Pretty much. No, it’s a crowd-sourced community moderation tool. We thought we could go hire thousands of player support people, or we can put in simple tools to weed out the obvious worst offenders and reward them at the same time. it’s a web-based tool. Let’s say we don’t like Ryan, which is true, as he’s verbally abusing us in-game, he’s very mean. All the logs are collected, the chat, so you can see if people are feeding, his scores in-game, the stats, and put on the website and high-level players get to log in and say “oh, that looks like he was actually being a jerk, and I’m going to punish him.” If enough votes go one way, he gets automatic punishment. Two things go along with that, to prevent mob justice; Riot reviews all offences above a certain severity and players are rewarded with points in the game for choosing the right outcome, which allows them to unlock champions and stuff.

RPS: As long as they vote with the majority, and the majority is right? It’s great behaviour-shaping; a government would love to do something like this. Actually, that is what governments do.

Ryan: You give them money to judge, yeah.

Travis: There’s actually a couple of websites dedicated to scraping the worst offenders off and posting them into funny constructs. Anyway, in October 2009, we had 55,000 players per month and 885,000 registered accounts. Today we have 1.4million active unique players and 4 million players a month, 15 million registered accounts. With 4 million players a month, we’re one of the biggest games out there. We’re really happy with where we’re at. We grew so fast in Europe that we had to split our environments, because we overloaded one. Now we’re actually growing faster because there’s a better service now. None of those numbers include post-split or China, where we’re just going into beta.


RPS: Is it a problem for you that there are only 6 Billion people on the planet?

Travis: If we run into that problem, we’ve got a great problem. When we launched the game, we had 55 people working on it and now we have 320.

(They load up the new Dominion game mode).

Ryan: so, one of the things players have been asking for is a brand new map. We thought we should do a new map, the Crystal Scar, and new game mode to go with it. It’s a 5v5 capture and hold based game. There are a couple of big deals that are important about Dominion. Everyone starts at level 3 with a good chunk of gold; I actually think that sets the pace for what you’re going to get into, because as you run out of the gates, unlike some other MOBAs (Bad Journalist Dan pretends to understand what they mean when they mumble that awful acronym) or the classic Summoner’s Rift. This is non-stop action, fast-paced. Very different from LoL classic.

(Essentially, Dominion is a simple capture and hold DOTA game, with each side starting on 500 points, which slowly diminish dependent on how many capture points the opposition holds. It goes down at the rate of 1 per capture point per second. When a team’s total reaches zero, that team’s Nexus explodes. There are towers defending and minions spawning, fighting and capturing alongside the player’s heroes. The combat seems unchanged from the usual DOTA stuff and Dan finds it fascinating that League of Legends can be so popular with just two maps.)

RPS: Is that a little goblin riding a very big robot?

Ryan: Yes, it is. It’s actually a skin for one of the champions, originally a little boy riding a Yeti.

Travis: This is one of the things that differentiates Dominion a lot; if you get into a fight early on in classic LoL or one of the other MOBAs, it’s an accident if you die in the first ten minutes. In this, though, we’re encouraging you to get in there. If you’re not fighting someone in the first 30 seconds, you’re doing it wrong.

RPS: I guess holding the majority of the points here would be hard, because you’ll be dividing your defending forces over a wider area?

Ryan: True, but if you’re holding four or five points, you’re vastly out-skilling the other team, and the other team probably wants to be dying quickly, so they can get to another game.

RPS: Have you dropped any of your champions?

Ryan: As lead champion designer, I think that all of our players don’t need to like all of our champions, but every champion needs to be loved by someone. There are a couple that have created challenges for us, in the 18 months of League of Legends. We do have a live balance team.

RPS: And players can always use a different skin, anyway.

Ryan: Yes, we try to make it so that you can buy cool little visual customisation options for your character; it’s an easy way for us to say, “hey, if you’re into this, you can just give us a small amount of money.” That exclusivity makes them feel special.
Travis: It’s important to note that we don’t sell any power.

RPS: Do you sell different skins for maps too? So players, though they’re playing on the same layout, see different maps?

Ryan: We’ve done an alternate version of Summer’s Rift, we’ve done a winter version, but we feel it’s a little gougey to charge people; you should just have that.

Travis: we try to think what would be cool from a player’s perspective.

Ryan: and what would make us angry if you said “pay for that” when I thought we should have it for free. We’re all big gamers, so we use our own judgement.

(One team captures all five points)

Ryan: Oh, look at their points going down: crunch, crunch, crunch, crunch, crunch. Though most of the games on Dominion end up being really close, sometimes you get blowouts. We just want to let those games resolve quickly, and move onto the next game. The other thing is that the map compared to our original year and half ago, the graphics are really upgraded, on the prompts, the ground textures, the prompts, the towers, are much better.


RPS: The map does look amazingly lovely, in a Warcraft III way; the only problem is that I’d spend so much time staring at my character, I’d never see it.

Ryan: You named Bloodlines: Champions as something fast-paced, but we don’t think players have ever seen anything like this in a true MOBA before. That just makes us stoked. We’ve been sitting here working on this for a while, it’s so rad.

(The losing team slowly turns the table).

Travis. You never want to be that team that was so hundreds of points ahead and gets pounded in the end.

Ryan: It’s usually due to overconfidence that that happens.

Travis: It gets worse when you realise that it’s happening, and because you realise it’s happening it gets worse.

Ryan: You can see there’s a lot of team movement around the map. You have to hit the right points at the right times.

RPS: Some characters seem better at attacking and others at defending; is that right?

Travis: We wanted to make it so that there wasn’t a lot of turtling, so that you didn’t win a point and then just dance around. By having five points with just teams of five we made it so that’s lots of activity. We also had no idea it was going to be a circle.

RPS: Are the paths deliberately a pentacle / pentagram? There’s basically a way through from every capture point to any other, though they seem to loop a little.

Ryan: Just like classic, over time you do level-up, but we’ve set it up to be a fast-paced waterfall of gold and experience coming to you. We’ve wanted it to be a natural progression. Meanwhile, the items are important as they’re how you’ve customised the character; I’m going to buy a load of health and be a super-tanky guy that just gets in your way.

(The losing team five-cap back, to leave the score at 43-9).

Ryan: Now, you see how the capture point goes back to grey, a neutral state, before turning to the player’s colour, and how the towers stop working. Now the minions are capturing it, Jax (one of the characters) is capturing it.

RPS: Wow, that guy’s killing lots of people.

Ryan: There’s a relic in the centre of the map that supercharges your guy for a short period; we affectionately call it the Quad Damage, because it fits that mega-buff you see in old-school FPSes.
(Green winds, by a hair’s breadth.)

Travis: And that’s it! That’s Dominion. That game was twenty minutes; that’s one of the shortest games on Summer’s Rift.

RPS: Will you be doing more maps for it?

Travis: If players want new maps, we’ll give it to them. We’ll see how Dominion is perceived. If it really takes off, maybe we’ll do another map for it;; it’s a mode, it’s a rule-set. Just like classic LoL, where we have the 3v3 map and 5v5 map, ultimately we’ll figure out what the players want.

RPS: Will the AI on your bots ever be as good as humans?

Travis: We could probably make some bots that are better than me. We have multiple levels of bots right now. Our basic bots are actually beginner or intermediate, we don’t have advanced. Most of our players play the basic bots, as a learning tool. We’re going to keep supporting them, as I enjoy trying out new champions on them.

RPS: Can you capture leading player’s playstyles and model them?

Travis: Yeah, actually, we have a lot of top-tier players in our office, and we had them play against our intermediate bots. They were so used to the old dumb bots, before we redid the entire AI, where our top guys got boned by bots. They’re pattern-based not fuzzy logic. If you started today, there’s no content to unlock.

RPS: Do you have favoured champions or ones you hate?
Ryan: YES. Who I hate personally and who I hate as a designer are different. I have a long-standing hatred of Vladimir, the blood guy, mostly because he’s annoying to fight against, though he’s really popular to play as. As far as a designer, I have a real hard time with champions like Soraka, our priest-style champion, a dedicated healer. I write paragraph after paragraph about why that’s a problem, but we’re seeing it now where if you have a few healers, everyone kind of stands off and no-one does anything. As a designer, that behaviour’s really insidious. The problem is to make a person satisfying who’s job is only to heal, they basically have to be over-powered. He really doesn’t have any other aspects to buff, so he has to be this awesome healer.

RPS: Is she good at healing herself?

Ryan: Oh, she’s awesome at that. Tank-Soraka is a build that also infuriates me. I tend to gravitate towards mages, like Anivia. I like things that make other players slow, because I’m lazy and don’t want to chase them. I also like Warwick and people who can jungle really well.

RPS: Juggle?

Ryan: Jungle. Go into the jungle and kill the actual creeps.

Travis: On classic, the PvE experience in the classic League of Legends, where you go into the woods killing neutral creeps for the RPG experience and only start PvP higher-level when they don’t expect you to come out of the jungle and gank them.

Ryan: Which is why I like them.


RPS: What e-sports are you involved with?

Travis: We’re involved with all three major ones: WGC, MLG, and Intel Extreme Masters Series (ESL). For ESL it’s Starcraft II and us. We’re very committed to making e-sports awesome and we just announced on, uh, Monday that for Season 2, we’re going to have a $5 million prize pot.

RPS: Yeah. I saw that and my eyes bugged.

Travis: We have a huge competitive scene already, with 15 million players, and we want to grow that, bring the barrier to prize money and competition down. We’ll still have the huge events and super-large cash prizes, but if you’re in the top tier, but not in an elite team, we still want you to be able to participate actively in that scene.

RPS: Oh, like the UK lottery, where they have a ten pound prize just to make people feel good and forget about all the money they’ve spent?

Travis: Ha, we’ve discussed that, part of it is – how far down can we push the threshold with a mix of mid-and top-tier events.

RPS: And you’re not taking part yourselves?

Travis: Ha! I asked my boss, the president, “so can I enter this?” I was thinking of quitting my job and going to play LoL professionally. He didn’t think that was very funny. (laughs)

RPS: Last question: have you played DOTA 2 at all?

Travis: We have not. It’s not open here, only for the teams by invite.

Ryan: We asked for a beta key, but they never sent me a reply.

Travis: We should just email Gabe. I’ve walked by their booth once or twice today. We’re here really and if I was going to wait in line for anything it would be Diablo III, really. Actually, the Dominion line is really long. When I went over there, without my Riot shirt on, and just hopped over the line a bunch of guys were angry like who’s that douche? It’s amazingly popular, considering it was only a month and half ago we decided we wanted a booth.

RPS: I guess the DOTA guys are tremendously thankful that you’ve proved to them that it’s a really very good idea to make DOTA games.

Travis: That’s what we wanted to do with Dominion, if we’ve proved that’s the case, then we wanted to take it to the next step, and evolve the genre.

Ryan: There’s tons of room for innovation. We picked capture and hold because it would really be fun, but it’s not the only idea we’ve got.

RPS: Thanks for your time.

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69 Comments »

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  1. MrMud says:

    Sirocco – Soraka but thats ok
    Nimibia – Cant figure out who this is supposed to be :(

    • Dana says:

      Anivia :D

    • man-eater chimp says:

      I got excited for second and thought they were new Champions…

    • Griddle Octopus says:

      Sorry guys – I really haven’t played the game and I couldn’t get half the names from what I though were the phonetic versions of what Ryan was saying. :-( Mea Culpa.

    • Xerian says:

      Me too. And ugh, Warwake = Warwick, obviously.

    • Xerian says:

      Aww, poor little MOBA nub, come play LoL with me and I’ll… Uhm… I’LL BLAST YOU WITH PISS!
      Also; Cute, wierd name.

  2. Aemony says:

    Either they use the internal names for champions, different names, or are speaking about new champions. To my knowledge there is no Nimibia, Warwake, or Sirocco in LoL…. Is it possible that they mean Soraka with Sirocco? And Warwake == Warwich? Nimibia == Nidalee?

    Someone else care to translate?

  3. Erinan says:

    LoL is awesome, been playing the game for almost a year now. That’s the longest I’ve played an online game since DAoC and City of Heroes basically. The business model is perfect and really doesn’t force you to pay for anything. The only problem is its community, play with friends if possible.

    PS: took me like 10 seconds to figure out who “Sirocco” was. That’s “Soraka” :P

    PPS: the jungle part is weirdly written but it’s probably how it sounds like when you don’t know anything about the game ;)

    Edit: Nimibia is probably “Anivia”, “mage and slow”.

    • Aemony says:

      I’d say the biggest problem with League Of Legends is RIOT. I can’t even begin to fathom the possibilities if they had just come to their senses and stopped using weird and slow programming languages such as Adobe AIR for their client, Java for their server backend and instead of using an extremely old and slow engine (WC3) they’d build an in-house engine. Needless to say, their game designers are wasted on the lack of expertise and knowledge the actual programmers have.

    • KaputtChino says:

      @Aemon:

      Is that… are you serious? I mean, I don’t really get what you are trying to tell us, and yes adobe air tends to go boom waay too often, but so far the only problems the game had, technically, for me, was when the servers went over 9000 because of too many people playing.

    • Erinan says:

      I don’t have any particular issues with the launcher and the client any more. Although the tech choices were poor to say the least, Riot managed to somehow improve and fix many of the problems that occurred months ago. It’s been a while since I last had issues with the PVP.net chat and the queues are non-existent nowadays thanks to the EU split (games still start under 20 seconds, I’m curious to know how many EU players there are).

      I’m more annoyed by the lack of a replay functionality and the long-awaited spectator mode. They’re going in the right direction but quite slowly. Champion design and balance are stellar in my opinion though.

    • Daniel Klein says:

      We do not use the WC3 engine.

    • cavalier says:

      I still get issues with the chat client, and the long queue that can happen during peak hours can be frustrating, but as a player new to the genre and a new LoL player, my experience has been pretty good, as long as i play with friends. joining pickup groups has been a harrowing experience, but a shitty community isn’t really Riots fault. competitive games just breed assholes.

    • trigger_rant says:

      I like League of Legends, playing it alot, but I agree with Aemony, the client build on Adobe Air is absolutly horrible, its tedious to use. The core game is great, but most things around that are terrible. One of the biggest problems are afkers/griefers in the game, it would really help to have some sort of votekick options, and have the game replace kicked players with bots, until a new player reconnects, exactly how Left 4 Dead does it i.e. Thats for the most part why im looking forward to Dota 2, because Valve just has alot more experience when it comes to multi player games.
      If you want to improve League of Legends, you have to start addressing the issues that are making people turn away from the game, for me its the horrible client (Air), the bad lobby systems and no options to deal with greifers. Just reporting them isnt enough.

    • NothingFunny says:

      Yeah they dont use WC3 engine, they use their own that somehow manages to be even worse than WC3 with pretty bad performance, choppy animation and horrendous loading times.

      Also funny how they are spending millions of $ now on these PR tournaments instead of spending the money to bring their tech from stoneage up to modern standards and add long-promiced features like replays, spectators etc…

      @trigger_rant kicking griefers doesnt help – Hon has vote-kick and ban list features, the problem is still there

    • mickygor says:

      Erinan, my housemate got a 4 minute queue yesterday :P

    • trigger_rant says:

      @NothingFunny: Its does help, however you cant get rid of griefers entirely unless you are going to make some radical design changes. Griefers life off the rage they induce into other players, right? They can only do that because the game is designed around rewarding players for winning a round in LoL. You gain experience, gold, what have you. Griefers can actively intervene in that process by helping the other team, going afk and so on. Which results in players not getting said rewards or getting less of it, having a harder time getting it, which again results in rage, which feeds the griefer. Votekicking gives the player an active tool to get back at the griefer, which might not rid the game completely of them, but it is reducing general rage for the player, and helping somewhat to keep players more happy.

    • Xerian says:

      Queues are still a bitch, on west. As it was flooded with a ton of players from N&E when you could transfer – 50 minute queues arent too damned uncommon at peak-hours

    • Aemony says:

      @KaputtChino:
      The reason for the split was to eliminate the server queues, right? And they was “forced” to make the split since the software side of the servers was lacking, so no matter how much hardware they pushed to it it didn’t scale well. One of the reasons are the arbitrary choice to fully code the server software in Java. Both Java and Adobe AIR are high-level languages which requires a runtime compiler to execute the code, which makes it slower than using a low-level language. The split was unnecessary as a complete server software redoing in an actual language (would’ve take months, but from their comments they sure as hell had months) would’ve fixed the _real_ problem, which is their bad choice of using Java.

      LoL doesn’t use the WC3 engine? And yet it still manages to be horrible? Good god… Please hire some real 3D programmers, please, or make use of some level streaming techniques to cut down on the load time.

    • KaputtChino says:

      @Aemony:

      Well you seem to have some knowledge about programming, but not about networks. The queues come from people simoultanously logging in not from the programming language. And i don’t think a more performant language would change that. And Java is actually not that bad for Networking.

      And on the topic of rebuilding the whole software: well you obviously haven’t worked in a company building software. Rebuilding everything, even in another language, would be really really expensive and redundant, because, even if the current one is not the best, they already have a functioning one. Also the new software will most likely have other quirks and bugs. So basically they wouldn’t gain anything but spend a lot of money.

  4. mandrill says:

    Has Dan changed his name? If he wanted to emulate Bear Grylls he spelled it wrong :P

  5. Zepp says:

    I wonder how they will stand against new wave of MOBAs.

  6. Trillby says:

    I have to be honest, the getting champions names wrong thing is kind of embarrassing. Google can find you things in like, fractions of a second (for example, it took just 0.18 seconds to find the correct spelling of the word embarrassing).

    • Telke says:

      Most likely they’re writing out something that was done as an audio recording. Accents, someone moving near the mike, ambient noise from the showfloor (conventions are very loud) all contribute to the difficulty of getting a perfect transcript.

      Also, if I google ‘sirocco league of legends champion champion’ google doesn’t autocorrect me to Soraka. so, gg.

    • Daniel Klein says:

      Google “league of legends champion healer” and tell me if there’s a name that sounds similar to Sirocco in the second result. ;)

    • man-eater chimp says:

      Sona starts with an S…

    • Daniel Klein says:

      And sounds nothing like Sirocco ;) (also, two of the google hits are talking about how problematic/impactful a healer Soraka is)

    • Trillby says:

      Aye Telke, fair enough, I know I left a bit of a passive-aggressive, bitchy comment. But to be honest, for a game that has this large of a fan-base, mistakes like these do give the impression of slightly shoddy research. I appreciate the difficulty in transcription from an audio recording, but there are many many sites that can give the correct information, foremost among them the League of Legends website. If Dan felt unsure of the names, he could have gone there and found the correct spelling in moments.

      Of course things like this are to be expected, especially from interviews, but I stand by my opinion that it leaves a bad impression.

      Edit: Fixed now =)

    • Griddle Octopus says:

      I did try. I googled Sirocco and got that. :( sorry chaps, Jim is slapping me about as we write.

    • Dao Jones says:

      Why can’t people just e-mail the author of the post and say something simple like, “Names are actually blah blah oops!”? Just a video games, things will be alright, I promise! =D

    • Premium User Badge

      Buzko says:

      Don’t worry Dan, we only beat you because we care.

      It was a good interview.

    • Trillby says:

      It was a great interview, and I thoroughly enjoyed reading it. I didn’t want to write that earlier because it sounds wildly patronising when pointing out semantics.

      And anyway, it was fixed in less than a couple of hours. Jim, give the poor man a break, or you get Stone’s job of reviewing obscure Eastern European beet-farming tractor sims.

  7. Zulthar says:

    I really wish they would stop using the term “MOBA”. It’s really, really, really dumb. Multiplayer Online Battle Arena? Couldn’t this be used for about 99% of all multiplayer games EVER?

    • kwyjibo says:

      It’s a shit term, but apparently – all the devs making dota clones hate calling their games dota clones.

    • Mattressi says:

      Makes more sense than “Defense of the Ancients”. MOBA might be able to explain most games anyway, but defense of the ancients doesn’t describe any MOBAs except…well, DotA. And it’s less complicated than “top-down action RPG wot you play online, but you’ve got minions but you don’t really control them and there are towers too”. I much prefer MOBA to TDARPGWYPOBYGMBYDRCTaTATT.

    • Chris D says:

      I like TDARPGWYPOBYGMBYDRCTaTATT. I think we should start a campaign to make that the new standard. By “we” I mean someone else. Having made the crucial suggestion to have one I consider myself to have done more than my fair share.

    • kwyjibo says:

      No, dota does adequately describe all the clones.

    • Spectre-7 says:

      I’ve started suggesting HTAG, for Hero Tower Assault Game… but I’ve been suggesting it quietly, and in places where no one would hear it. Success has been limited.

  8. Premium User Badge

    Matt says:

    You might also want to correct: WGC = WCG (World Cyber Games)

  9. Daniel Klein says:

    Couple of small corrections, if you don’t mind.

    You spoke to Ryan Scott. Ryan Laughlin wasn’t in Germany :) (Ryan Scott is our Design Lead. Ryan Laughlin is a producer who headed up the EU split.)

    We added craft mode
    draft mode

    Summer’s Rift.
    Summoners’ Rift

    As pointed out above, Sirocco = Soraka, Nimibia = Anivia, Warwake = Warwick

    • skyturnedred says:

      RPS journalism at its finest!

    • Jim Rossignol says:

      Gril is SO FIRED.

    • Griddle Octopus says:

      Daniel – sorry, thanks for the corrections.

      Jim: I’m a Bad Journalist. I’ll only interview people on a purely conceptual basis from now on.

    • Alethron says:

      Spellings aside, thought this was a fun interview, especially considering the fact that Gril hasn’t played. A good read. You no fire!

    • inawarminister says:

      Jim: So Gril is a GRILLED OCTOPUS now?

    • Dragatus says:

      And very thoroughly grilled at that, based on the comments.

    • pazmacats says:

      What makes people do a winter version of summer’s rift? My admiration for Mr. Grid who managed to get through this without any mental repercussions.

  10. Mattressi says:

    That was actually a pretty good interview – interviews rarely make me laugh. Lines like “is that a little goblin riding a very big robot?”, “some characters seem better at attacking and others at defending; is that right?” and “juggling?” are pure comedy gold. I feel a little sorry for the devs though – at some points it was pretty obvious that they were skipping over answering some of his questions and just talking about their new entire game mode instead; while Dan was left wondering whether ‘Sirocco’ is good at healing herself XD

    • Griddle Octopus says:

      I was so confused. I’ve been writing about games, even competitive e-sports for so long, but there was such a weight of jargon here, I was completely thrown.

    • Mattressi says:

      Don’t beat yourself up about it, just pretend that you meant for it to be that way – it honestly was funny and fun to read, while still getting information from the devs :D

    • adonf says:

      Yeah, best comedic interview since Ali G got old

  11. Matt says:

    They’ve gone from 55 to 320 people. Does that include some better concept artists?

    • K. says:

      Apparently not. The quality is still very… inconsistent.

      Also: I’d really like some female character that do NOT look like they jumped out of an eroge. Appealing to the core crowd is fine. But I often get complete teams that could only be labeled “Supermodels On The Loose” or “Mammary Attack Squad”.

      Yes, this is a strange game to be bothered by that. Characters themselves are rather small, and not even suggested as real, living persons.
      I think it’s the long minutes of staring at the artwork while the map loads for all players.

    • CptPlanet says:

      The concept art is amazing, no idea what you are talking about.

  12. Tei says:

    I dream of a future where we will only be playing LoL, while robots do everything else, .. rombas to clear the floor, robotic francais cousine, robotic space marines fighting our wars against a invading horde of aliens.

    Is strangelly adictive, but I can’t play more than two games every day. I think is pure enteirnement, like watching a episode of a TV serie. Is all “Zip inside”, “Have fun”, “Zip outside”. Seems good.

    I don’t really need something like that, I can play very long games, or games with strict.. who I am lyiing? my atention span.. OH LOOKS, A KITTY!.

  13. Pwnedge says:

    “Is it mob justice?”

    “No, it’s a crowd-sourced community moderation tool”

  14. Koozer says:

    Why does LoL look so bloody awful and messy in screenshots? It’s quite an achievement, seeing as it looks so good in motion.

  15. Solcry says:

    Man, so that’s why they nerfed Vladimir to oblivion. I’m confused by that ‘often-played,’ remark though – I haven’t seen him played in forever and he used to be my main :(

    • Dragatus says:

      I too haven’t seen a Vladimir in ages. Maybe he’s played a lot more in America.

  16. FetusGrinder420 says:

    It’s odd they consider Dominion mode to be “innovative” since both DotA and EotA (another old MOBA game) had a Dominion-type game mode implemented years ago.