There seems to be various reasons that float around for why the RGM communication isn't resonating.
One base reasoning I see is the idea that setting up another RGM is "easy" since "you guys already have the <assets, code, etc> for it"
It's easy to assume that supporting the RGM is as easy as flipping a switch and the only reason that you guys aren't doing it is for monetary/retention reasons. Whereas in reality there are many technical reasons for not doing so.
Perhaps some communications on the more technical difficulties (Game servers being different, scaling, constant support, etc) would help clarify not just why you guys made one decision, but why you guys didn't make a different decision.
Stretch goal for monetary cost evaluations, i.e we don't make vague skins since each skin costs multi-millions of dollars of infrastructure and labor cost.
Hey! You're absolutely right, technical complexity is the reason RGMs aren't able to just be flipped on.
The best analogy I can make is that RGMs "rust" over time. This happens in a ton of different ways: they sometimes rely on niche parts of the game engine that don't work well anymore, or systems whose code has been refactored or deleted since the last time they ran. Sometimes they were built in ways that cause problems with new or reworked champions (Sylas & new Mordekaiser ults are great examples of this). Sometimes, because of the rapid development cycle of RGMs, lots of duct tape and bubblegum gets used to make things work, and teams (including the Modes team itself!) go back and clean up that stuff once the mode has turned off, to keep things tidy. The rate at which things rust varies widely, too. Some modes, like Nexus Siege, have rusted so much that the fastest way to ship them again would probably be to start over from scratch.
Whenever we talk about shipp...
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