6 months
ago -
VALORANT
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Transcript (by Youtube)
2s | When we first started working on Valorant, |
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5s | we had our wild hopes and dreams |
8s | that this would be a shooter that everybody in the world could play. |
12s | Alright, I’m going in. |
13s | Valorant would be something that empowered players’ creativity, empowered their expression. |
18s | It could change how they think about tactical shooters. |
21s | When I think about how far Val has come as a game over the last four years, |
26s | now feels like the right time to bring Valorant to console players. |
29s | With this console version of the game, |
31s | we were asking for the team to do was actually just be very curious. |
36s | What maybe started as some amount of skepticism turned into optimism. |
40s | And once they had that, then they turned it into a determination |
43s | that they're going to make something that players truly love. |
45s | There are components of Val that exist in other games on console. |
48s | What Val brings that is maybe different is it's highly tactical combat |
52s | that has high highs and low lows, allows for a tremendous amount of expression from the player. |
58s | And we believe that is a combination that players on console are hungry for. |
62s | My name’s Ray. I go by YaBoiDre in-game. |
65s | I've had a pro background for five years and I am a part of the Valorant game analysis team for Riot. |
71s | My name's Devin. I go by Demise. |
73s | I have previous background in Call of Duty’s professional player. |
77s | I'm also part of the game analysis team at Riot. |
79s | We are just a group of passionate gamers who have come together |
83s | and we just give a different look and a different form of insight |
86s | that designers might not have, from our experience, as like, high-level gamers. |
91s | Obviously, controllers are very different from mouse and keyboard. |
94s | So, figuring out how to adapt Valorant to still feel like Valorant on console |
98s | but through a different control paradigm definitely took a lot of effort |
101s | and was one of our biggest challenges. |
103s | I remember there was one specific moment in development when we knew we had it. |
108s | We'd play best of three match on controller and one of the teams won |
112s | and then the other team was like, no, we're going again. |
114s | Like, we're not done. |
114s | Like, we got to get back out there. |
116s | And it was this moment of like, oh, people are taking it way more seriously. |
118s | They're trying to get better. |
119s | They want to compete and they want to win. |
121s | To me, that moment of you're not just playing for work, you're playing |
123s | because the game is really fun is like, oh, we have something. |
126s | This is what we want players to experience. |
129s | Valorant is a very mouse-focused game. |
132s | It requires a lot of dexterity. |
133s | One of the things that we were really focused on, |
135s | when we were getting the game to feel really good on controller |
137s | was to manage the limitations of you're trying to move through the environment |
140s | with your right stick as fast as you can, but you also need to be hyper precise. |
144s | Being able to do both of those things with one stick is a very challenging problem. |
149s | When we first got our hands on Valorant on console, |
151s | it was a much different experience than we have right now. |
153s | It was a bit clunky. |
155s | We needed something to make it easier for players to slow down |
158s | and hone in on gunfights when they need to. |
163s | I think our switch to what we call a focus mode, |
165s | that was a big turning point for us. |
167s | That was when I kind of had that click. |
168s | I felt like maybe this could actually work. |
170s | It's kind of your button you press before you take a fight. |
174s | Your sensitivity drops down, you zoom in, you become precise. |
177s | You should feel like you're about to be accurate |
179s | when you're trying to hit the really long range shot. |
180s | We've come really far, you know. |
182s | Things that seemed very impossible, |
184s | like turning a flash or like shooting a Sova dart |
187s | are now pretty easy to do with practice. |
189s | What we didn't want console players to feel like they were getting |
193s | was a watered down version of the game or something that didn't meet |
196s | the same level of competition and mastery that we were seeing in the PC. |
201s | Our gameplay analysis team has extensive backgrounds |
204s | in both Valorant and console shooters. |
207s | And that level of nuance, detailed feedback has enabled us to dial in the game, |
211s | to get it to where it is today. |
217s | The designers really did a great job of tweaking every agent individually. |
222s | The agents are an incredibly deep part of this game |
225s | and every one brings its own unique set of skills and abilities to the table. |
230s | I think you will like this. |
232s | A big concern I had coming in was just how little input controller gives us. |
237s | Coming from PC, you have like possibly hundreds of inputs on a keyboard. |
240s | We wanted to make sure that every agent on console felt balanced |
243s | and considerate of the control scheme. |
246s | Our ability mapping for agents feels like, very intuitive |
249s | and being able to gain that mastery or that specific character has been like really rewarding. |
253s | When we talk about competitive games, one of the most important parts |
256s | of any competitive game is dialing in your settings. |
258s | Right now, like, we're all going through the process of just sharing settings |
261s | and just come up with new ideas on ways to play console. |
264s | We're not trying to force any specific presets. |
267s | We've added on several presets to ensure that all players coming |
270s | from all sorts of different console games will be comfortable playing our game, |
274s | whether that's bumper jumper or something very traditional. |
278s | You've got to be able to set your settings the way you want to, |
281s | and we’ve made sure that players get to customize their controls however they want. |
286s | We believe we have built the right infrastructure, |
289s | the right tooling to really make the promise of the game shine. |
293s | Valorant is one ecosystem. |
294s | It doesn't matter what platform you're on, it’s one community. |
296s | We didn't want you to have to go create a new account |
299s | or to worry about where should I go to progress my battle pass? |
302s | To us, a part of that is making sure that whenever you log into Valorant, |
305s | it’s your Valorant. |
306s | We made the very conscious choice of not having cross-play between PC |
310s | and consoles because we don't want players to have to wonder is the person |
315s | I'm playing against using a controller or a keyboard and mouse or whatever else. |
319s | When I watch players experience the love of Valorant in that truly pure way, |
324s | and it doesn't matter what hardware they're on, |
327s | that's how we know we've got it. |
328s | That's what gives us the courage to launch Valorant to console. |
332s | I think the thing that makes Valorant really unique |
335s | is just the global community as a whole. |
337s | Between the game and the esport and the cosplay and the music |
341s | and the music videos |
342s | and the incredible passion players show in and out of the game. |
346s | When console players come into the community, |
348s | they get to experience that same thrill and that same level of play. |
352s | We are so dependent on console players joining the beta and telling us, |
357s | where are we doing it right? |
358s | Where are we not doing it right? |
360s | We're excited to engage directly with players |
363s | so that they can help us grow and make this game amazing for everyone. |