Riot responds to allegations from LoL players of looking only at money

Riot responds to allegations from LoL players of looking only at money
Riot decided to devote some space to the answer regarding looking only through the prism of money.

Recently, there has been much talk that all the elements of League of Legends are created in such a way as to get as much money from players as possible. This includes, among other things:

  • Skins
  • Loot
  • Event Passes
  • Patrons

Apparently, it took its toll on developers who decided to shed some more light on this issue.

What does Riot say?

Among other things, we learned that income is only one factor, and sometimes Riot is driven by what the community might like, but not necessarily going to pay off big.

As we read in the first part of the explanations:

When analyzing the income issue, we first evaluate success based on the following indicators:

  • How much of your target audience has purchased the content? Target audience here means players who we expect will be interested in the content (e.g. people playing the hero for whom we have released a new skin).
  • Does the content help to diversify our portfolio? It is worth drawing your income from a wide range of sources. That way, if anything changes for one type of content (e.g. players lose interest in skins), there will be less impact on the business.
  • Does the content represent a new source of income or is it just shifting expenses from one category to another? There are cases where a spending shift can still be very beneficial (e.g. if it provides a significant increase in player satisfaction). However, if nothing changes, starting something new that only shifts expenses means working with no profit.
  • What was the cost of creating this new content, system or feature and how does it compare to the income generated (what is the return on investment)?
  • And, of course, your total income.

How does Riot know if it’s been successful? Here are some more points:

We strive to be successful as a company, but at the same time we want to provide real satisfaction to players who have purchased something. Here are some indicators to judge how successful we are:

  • How much of your target audience has purchased the content? In addition to being an income indicator, it is also an important measure of player satisfaction. Players buy things they like and ignore others.
  • What do the polls indicate? What do players tell us about quality, price, ease of use, etc.?
  • Do players use what they bought? Taking skins as an example, the key question is whether players use the skins on a regular basis. A case of particular success is the Dark Space Jhin, which enjoys an extremely high exploitation rate among buyers. This shows that players who purchased this skin are very happy with it.
  • What do players think about the theme of the content? For example, would they like other heroes to get a skin of the same style?

These seem to be generalities that do not really translate into reality, at least according to the community. This one indicates that the answer does not clarify the key points, especially since it does not provide examples of expenses that were not necessarily paid back and that were created specifically for players.

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