The recent news piece surrounding Riot Games focused on sexist behavior at the company, but there is another trouble area that I saw that I want to talk about. In the piece published by Kotaku, they mentioned how the company only likes to hire from the fan base — in the past, going as far as attaching ELO ratings to their job postings.
While hiring like-minded people is not a problem in of itself, only looking for positive thoughts and opinions can lead to the echo chamber effect, and that can be troublesome.
Video game addiction is currently the hot topic among journalists and developers. With the recent WHO addition and discussions about loot boxes and monetization, there is a lot to go over. After a conversation with game economist Ramin Shokrizade, it made me think about how great game design is addictive, but in a good way.
Video game development has taken on a new life this decade. Between mobile, indie, and AAA games, we are seeing games being supported longer. It’s no longer about just patching a game to fix bugs, but continuing support for months or even years. The recent release of No Man’s Sky’s next update gives us another chance to talk about a tricky topic for video game journalism and re-reviewing games.
If there are two concepts that are opposed to one another in game design they would have to be skill and RNG (or Random Number Generator). They each have their own foundation in action and RPG design respectively, and many games that try to combine the two face an uphill battle. Understanding what both elements mean for progression is essential for any game designer who wants to skillfully roll the dice.