Originally posted by
Ozaiko
Gamemodes should be a clear goal in the game, spaghetti code make it so we can't have rotating gamemodes anymore and we're stuck with SR and ARAM. I love LoL but I'm tired of these.
It's a shame such a big game doesn't offer more experience to it's playerbase.
Nexus Blitz is a blast (kind of snowbally, but fun anyway) and we need more fun and entertaining gamemodes. Dominion, Ascension, 3v3, 2v2, 1v1.. we need all these things.
Games with fewer playerbase like Smite, HOtS, OW and Rocket League have way more gamemodes and way to enjoy the game compared to league.
The fact you can't enable gamemodes whenever you want show how bad the framework/spaghetti code is... It should be a huge part of the Client team cleanup/progress.
Everyone at Riot say they "lack resources", the people who make VFX on their spare time, Mortdog and TFT team who can't change Riven, skin team not able to pull a mask toggle for Kindred... There is clear feedback but "no resources" and it's sad...
Apologies in advance for the wall of text.
I think there's a misunderstanding on what we mean when we say lacking resources. Maybe saying the team's resources are currently dedicated to higher priorities is more correct. Every team should be utilizing as close to 100% of their resources as possible (to simplify, resources being budget and man hours of the different disciplines on the team). If the team wants to do something else, it's usually in trade for not doing another thing, or scaling it down. No team has additional resources just lying around for moments like this. The is the same whether you're at Riot or any other company. Resources that are sitting around not doing anything mean that someone is getting paid to not do anything, or money is sitting not being used to pay someone to do more things.
I wasn't at Riot until a year and a half ago, but considering for the longest time League was the only game you can pretty easily guess that League was the source of funds for LoR and VALORANT (vAlOrAnT). I'm willing to bet that Riot hasn't stopped using current game profits to grow elsewhere. There are many ways to grow a company beyond just making a current team bigger.
If a team is operating with a certain amount of resources and they don't think it's sustainable, it's on that team to make a case for why head count should increase, or their budget should increase. Or that team can decide to change their process to try and achieve more with their current budget.
I'm not on the team that owns the RGMs, and am not an experienced Producer so take the rest as with a grain of salt, but I can see valid reasons to not invest so heavily on making most if not all current RGMs permanent.
If we understand that engagement with RGMs initially spikes when it's released, then rapidly declines over several weeks after, then the value of maintaining the mode over time decreases over time. But the cost of maintaining the mode doesn't decrease (argument here that the team should be optimizing and reducing maintenance cost over time, but i doubt it matches the drop in player engagement). For every mode made permanent, the team needs to now increase its headcount for maintenance of every mode. To do this, evidence needs to be there that the players engaged meaningfully enough to be a worthwhile investment.
Nexus Blitz went through several stages of this during the iterations put out in I think 2018. Teamfight Tactics was a similar project, which ended up its own supported game.
I can't speak for what the return on investment [RoI] the other game modes in Smite, OW, Rocket League, etc. is or if having that many permanent modes is worthwhile for the game's sustainability. At Riot for the RGMs that have been put out, it seems to me that the RoI is better with a smaller team releasing these modes in a rotating fashion rather than a larger maintaining more of them permanently. Not saying the team owning RGMs is small, but they operate with less resources than needed for what you're wanting.
Hope this is insightful at least! Again, sorry, it's pretty wordy.