Daily Thoughts: Legends of Runeterra

On October 20th, 2019, I was able to visit LoL Park, a League of Legends esports venue and community area. Sunday was also the last day of the Legends of Runeterra pre-release first impressions event.

            My main aim was one of the free goodies they gave out during the event: Legends of Runeterra physical card packs. @arteapot (artist who did Crystal Quest, a webcomic that’s part of League’s community collaboration efforts) tweeted out that she wanted this even if she sold her organs out so I promised her to get a deck for an art commission.

            But of course, I tried out Legends of Runeterra (I couldn’t get the deck if I didn’t try the game out). I wasn’t lucky enough to be a part of the 5-day limited beta participant but I did play through the tutorial. Here are my impressions after around 30 minutes of gameplay + what I know about the game as a whole. Keep in mind that I am in no way a card game expert; don’t take any of my opinions on specific rules seriously.

  • My very first impression after seeing the trailer was “I haven’t seen a card game this pretty”. I can fully attest after playing the game: this is the prettiest card game I’ve seen so far. CCGs can be pretty boring for the eye partly because they are not physical. Yes, things like card sleeves and backs and shiny effects can still be there, but virtual cards lack one of the most crucial elements of trading cards: physicality. CCGs therefore must add in unique things that are unique to their platform to replace the satisfaction people get from physically owning cards: shiny visuals.

Sense of material ownership is one of the primary desires of the human condition and is therefore very hard to replace. I figure that is why virtual translation of originally physical things often feels a bit lacking compared to tangible ownership: that feel from a real book is different from an e-book or an audiobook (they have their own benefits, but when compared side to side, you can’t help but notice that tiny gap of 2% that’s lacking).

Legends of Runeterra not only uses pretty VFX and SFX, it also uses dynamic camera movement to convey a sense of depth in a 2.5D board. These are things like how Darius apprehends swings his axe then apprehends you to right in front of his face, or how Garen’s level up animation (his E, Judgement) lines up perfectly with his upgraded splash art.

  • The two card games that I have played enough to actually know the rules are Hearthstone and Yu-Gi-Oh!, both of which are card games with distinct turns where multiple actions happen on one turn. At first, I was honestly a bit confused when I saw Runeterra’s turn system. I have never tried Artifact (could not see myself paying $20 to just try it twice before letting it sit) so I was doubly worried. Turns out it doesn’t feel too alien; after the first two tutorials, I got used to the general gameplay flow.
  • Monetization model seems very promising. Booster packs are basically Gacha minus the RPG aspect of it; they are the OG micromonetization method. It was a bold step for Riot to remove it completely and replace it with wildcards and card dust; I am sure that this will remove the high skill and monetary floor for many beginner card players who just want to enjoy the game while also playing actually viable cards and not just vanilla mixed with some free legendaries. I wonder what will happen in the long term though; is this method really sustainable? The thrill of pseudo-gambling is one of the main driving factors of card games; it’s what makes players come back again and again. Without this thrill, having most cards unlockable at no additional charge, won’t there be a lot of players who unlock all cards? This, of course, won’t be much of a problem if Riot actually sticks consistently to their proposed release schedule, but will they be able to keep up with the high production value of the game, including massive VFX, SFX, card illustrations, writing and lore check, balance, and QA? I see Riot implementing expansion systems in the near future, possibly a set or a rule change or even a card ban or limit (just like how they shake up the game during midseason and preseason in League already).
  • I also want to touch up on how certain extra features actually makes Runeterra much more accessible than other CCGs. Three small features that deserve more attention: Oracle’s Eye, spell mana, and card reveal.
    • Oracle’s eye lets the player visualize stack and chain and makes sure that the player doesn’t miss out on certain opportunities. From my limited knowledge about Magic, stack is a pretty hard mechanic to truly master; I still mess up on a combo on Hearthstone because I can’t math or don’t fully understand the chain system in Yu-Gi-Oh. Letting users take their time and think things out by visualizing them is an amazing feature that makes card interactions easier to follow and understand, lowering a significant barrier to entry for a lot of beginners. It’s also a neat accessibility feature for those who can’t follow every interaction happening on the board in real time.
    •  Spell mana is also an underappreciated feature as it eliminates the pressure to use up all the mana available every round. I know that in Hearthstone, not using all your mana when moves still remain is often not the best; Valeera swapping her brand new daggers out whenever mana is left seems obvious, but it is also inefficient and doesn’t serve much meaning in the long term. Spell mana actually gives an opportunity for players to think twice before they play a card now that maximum of three mana can be conserved up for spellcasting next turn; will you play that 6 mana follower this turn, or play a 4 mana instead so you can play that big spell that was sitting in your hand next turn? I saw some spell cards costing more than 10 mana; I hope to see more varieties of these types of spells as the game expands.
    • Card reveal is a neat feature where cards that are revealed from enemy’s hand stays revealed for the opposing player. I think of this as a very neat accessibility feature; in Duel Links, I often struggle to remember every spell or monster card revealed from my opponent’s hand and sometimes their card text is too long for me to read them in 2 seconds time. Letting them stay revealed helps me to read them at my own pace, eliminating that unnecessary brain work of memorizing card effects and letting people go at their own pace.
  • Finally, lore. There are a lot of little lore pieces scattered around Legends of Runeterra. What’s exciting to me is their presentation.
    • We have the typical voice interactions between different cards, like Darius and Garen dissing each other on board. But we also get Teemo freaking out over poison mushrooms (called “puffcaps”) sold by the mushroom vender or Garen and Darius being bro bros and complimenting their shoulder armor (ahhhh).
    • We also get lore within the gameplay itself, and I think this is top notch narrative design. Lucian, for instance, levels up when he sees four allies die on board or when Senna, his wife, dies. Leveling up causes him to wield dual pistols, just like League, and his double attack keyword reflects this.
    • We also get a lot of flavor text, now a tradition for many card games. One thing that’s a huge improvement over Hearthstone is that flavor text and full illustration are always viewable, even in game; they no longer belong only in the deep vaults of card collections. UI also shows related cards with specific keywords, which, combined with Oracle’s Eye system, makes card interaction and planning much easier. Riot largely outsources their card splash art and only mentions the company name for the artist; I do wish that individual artists are credited though, at least in the card collection.
    • Finally, we get cards that are independent but actually progress through the lore as the game goes on. Cithria, for example, is a canon League character who appeared in one of the short stories for Demacia; she has three cards, all of which are independent of one another, but shows her progression through the lore from a fresh recruit of the Dauntless Vanguard to a Demacian hero leading the charge. Lonely Poro’s splash art actually changes when another poro is present on the board; it is also a modified version of the splash for Poro Herder, where the poro was left behind for winter and is lonely and sad. I’ll have a list of some of my favorite card interactions and progressions below.

Legend of Runeterra has some amazing potential to really mix up and bring fresh air to the standard CCG formula. As micromonetization schemes get more and more negative attention, Riot boldly getting rid of them is a fascinating move. Attention-capturing VFX and fascinating lore make the seemingly basic formula much more interesting to dabble with, and small but meaningful gameplay features and design choices make the game stand out from the crowd. I can’t wait for the potential that this game holds.    

Happy 1 Year!

So apparently it’s been exactly a year since I started this blog. Holy sweet Jesus, time flies.

My initial target was posting 4 posts a month (of course there are fillers like personal introduction and shorter “Daily Thoughts”). So far I have published 41 posts.

Facing my second year, here are some of my “New Year” goals:

  • Finish up some blog posts. To the Moon is currently on the works and Celeste should be coming soon as well.
  • Continue working on Daemon; I have to get it to a level at which I can start asking for feedback.
  • Some critical thinking posts on: game difficulty and developer intent, predatory monetization in AAA titles, how to truly innovate the medium of mobile gaming, “realism” in military shooters (Nazis and Allies as “red vs. blue”, the white phosphorus “controversy”, Battlefield V, among others)
  • A full review on Warframe. Yup, got addicted, spent ~170 hours on it by now (surpassing Skyrim to be my second most played title). Completed most of the nodes and played through all of the available main quests so far. I’ll start writing once “The New War” questline gets released this holiday season.
  • More design posts- within and outside of boundaries
    • Within: my concept of Kazuya Mishima in Smash, maybe a new Warframe? Not sure at this point, will mostly be for fun (though I will try to come up with some arbitrary stats)
    • Outside: Flesh out my Pokemon autochess. Daniel Z. Klein gave me amazing feedback over at Twitter (thanks Mr. Klein!) and I want to both build upon my original idea and go back to the core principle of Pokemon and autochess genre as a whole to create a true fusion of both.
    • Also outside: I originally imagined Daemon as a part 3 of a trilogy. I want to start working on the first part of the 3, a puzzle stealth game about a badass covert ops who can control electricity. I’ll just toss that around my head until I can gather enough ideas to jot them down.
  • Finally, for the love of god, finish up Udemy Unity course.

But remember, I am a high school senior now stuck in the IBDP program, which means that I have literally no time until college apps are done (December). Aiming to wrap up To the Moon post by or around fall break (its one week long so hope I can work on it among other school things). Celeste should also be coming up soon, though I want to try out the new chapter 9 (Madeline is gay and trans??!??!? YES GIVE IT TO ME).

Okay, self reflection done.

Daemon- Elevator Pitch

(Yeah I know this isn’t an elevator pitch length at all but all of this, including the GDD, is still heavily in WIP. I need some feedback so I can feel a bit more comfortable about my general direction.)

This is a version 2 of a “GDD” that I made months ago. In retrospect, that thing was more or less a fanfic with fancy label slapped on- I might modify that doc later to make it a character overview/lore bible but it lives on the internet now I suppose.

Working Title: Daemon

Genre Descriptor: Metroidvania/Action RPG/Fighting?

“Feels” Descriptor: heavily inspired by tokusatsu, especially 2nd era Heisei Kamen Rider series and early-mid 2000s Ultraman shows. Not too nitty-gritty or “gothic” but still touches upon some dark themes.

Players will explore the vast realm of the Underworld, a large open world area with different mini-dungeons.

They will have to manage between life and combat- collect information in the Overworld before heading down to fight off demons and making their power yours.

Game loop:

Explore Overworld -> Something happens in Overworld (trigger the quest) -> “Defeat” the demon (Send it back to the Underworld), deal with the vessel’s worries (quest complete, either through combat, narrative puzzles, or both)-> descend into the Underworld (find an entry point and get in the dungeon), find the demon’s lair (free roaming exploration)-> Defeat the demon, acquire its powers in a vial (complete the mini-dungeon)-> use the new vial powers to progress further in, both Overworld and Underworld (gated exploration)-> repeat

Transformation

You can transform into a demon superhero wielding a lightsaber that can change its shape to your will using the power of other demons. Transformation time and timing is heavily limited on Overworld; you will have to transform and always remain such in the Underworld.

Overworld Gameplay

Sidescrolling RPG. Bizarre incidents happen all the time in the city- track those down using different sources and conversations (with friends, villagers, even the internet).

Demons always require a vessel to come up to the Overworld- and they will attach to humans’ deepest and darkest insecurities to manipulate them and strike a deal. You must drive the demon out of possession by solving those anxieties and defeating the demon, driving it back to the Underworld.

Underworld Gameplay

Descend into the Underworld through one of many entrances in the Overworld (these unlock as you get more Vials to reach those entrance points). Underworld is a one giant connected maze, with very distinct sections spread throughout. 

The Underworld is spearated into four large quadrants, each ruled by the elemental demon lords. Under them are the 17 demons of that elemental type. Though they reside in the same area, it doesn’t mean that players can (or should) progress to the next quadrant when they collect all the vials in a single quadrant- vial collection will be spread throughout the game, so players will have to backtrack and revisit familiar areas with new powers in order to collect vials. Demons preside in different location and reaching their lair will be a challenge on its own. (Think of Shrines in BotW) Each lair will be a mini challenge/dungeon, allowing players to either prove their strength in a hand-in-hand combat or their wit using the platforming and vial skills they have learned so far. When defeated, demons will grant players vials- a concentrated essence of their power, allowing players to use certain special abilities based on the qualities and abilities they represent.

Demon lords are rulers of each quadrant- and “sectional bosses” of the game. They are mandatory and must be defeated for the final boss battle. Their lair is secluded and can only be found by combining different vial powers- vials required to reach each demon lord will be presented in the main storyline. Demon lords grant elemental vials, more powerful types of vials that grant new transforming powers, allowing players to transform into different forms and play in different playstyles, weapons, special abilities, etc. Once all demon lords are defeated, the lair to the true Underworld will open up, allowing players to fight the final boss of the game.

Review: Guacamelee! Super Turbo Championship Edition

I am currently at an ideation phase for my own game. I decided to make a Metroidvania with a fresh combat system that actually feels good and powerful- I felt like too many games of this genre (and especially Hollow Knight and Super Metroid) had very unsatisfactory combat system that quickly became too boring, repetitive, or focused more on avoiding enemy hits rather than actually hitting the opponent.

So, when I heard about Guacamelee, I was instantly hooked. I picked this game up during last year’s winter sale, and when I had the opportunity to go back and clear my backlog, I was excited to see what this game had in store for me.

To put it simply, I felt… angry. Not because the game was bad, because the game had so much potential to be better yet it was so unsatisfactory. In this review, I will try to go over some points as to why I felt this way and my (quick) suggestions to the solutions to this problem.

As a side note, I played the Super Turbo Championship Edition (wow, every single subtitle from SF2), which adds some extra features, a genderbend 2P option, better resolution/graphics, etc. Main storyline practically stays the same so it shouldn’t be an issue here that I didn’t play the “original” version.

  1. Very Linear Progression
  2. Item gating feels rushed- progression feels off
  3. Combat becomes repetitive
  4. Anticlimactic ending (I know, hold on for the objections)

Before We Begin, Some Positives

I think it’s always a good praxis to include some positives even if the whole piece is critical. So, let me start off the review by stating some positives.

I absolutely adored the art style. The Sunday-cartoony look of the game matched very nicely with the Luchador/Day of the Dead theme of the story. This art direction also allowed for some exaggerated action, which helped to set the tone and add some dynamic into the game.

Character design is also a point that I liked. Juan’s exaggerated limbs immediately convey his tough guy superhero persona. X’Tabay is one of my favorite characters now, literally. Uay Chivo acts as both a mythological deus ex machina but also a hilarious meta-commentary (Goat Fly sends me off, every time. Without fail.) Carlos Calaca’s exaggerated black sombrero and classic mariachi clothing (with a cape, of course) radiates cartoon villain energy, which I shall bask in with pleasure. Overall, I think this “Sunday cartoon” vibes is what makes this game very pleasing and also a bit relaxing to play.

But here’s the thing: when I think of Sunday cartoons, I think of a typical hero’s journey (I know the structure is deeply problematic, but… blame western media conventions?) and direct, almost humorous action. This game does that very well. As an action adventure game, that is. However, as a Metroidvania game? Well, I have some different set of expectations there and this game didn’t check all the boxes there. Here’s why.

Linear Progression

Main story progression is too linear. You have to visit each area basically only once and there is barely any backtracking. Each of those areas aren’t giant spaces with winding paths, either; it rather feels like a Zelda dungeon than a Metroid area. No, not the more complex ones, I am talking about Wind Waker levels of linearity. Almost all stages simply have forward motion and never even tries to go back, and unless you are in for the 100% clear (I will talk in depth about this later), there is no replayability in any of the areas. Hell, some areas are completely left over from the main story- and this, I think, is a very lazy way to pace out the game.

Also I just want to say that I am not completely against linear progression or that all games should have a nonlinear level design. In fact, if I only consider the theme and the tone of the game, the linear progression would fit better. I am just saying that this game clearly had a lot of potentials to be nonlinear (and it shows, very clearly) but designers didn’t make it so; as a game that is marketed off as a Metroidvania, this comes as a disappointment.

Item Gating Feels Off

Throughout the game, Juan gets mysterious luchador powers from Uay Chivo (name from Huay Chivo, a Mayan sorcerer/beast), including the ability to uppercut, wall climb, dash, and even fly. Players get their powers from the Choozo statues (ha…ha…………….. god this just keeps getting weirder)

Item gating definitely exists in this game but in a very limited context because of the aforementioned linearity. There are no stages (or parts, even) where the special abilities and their properties become the center of design; they are always just aiding combat or adding an extra mobility feature. The times when the abilities are actually useful are when you just get them; this becomes apparent in the last ability, Goat Fly, as Juan gets this ability right before the final dungeon and never uses it again in a meaningful matter except for entering the final dungeon of the game.

Yes, item gating in Metroidvania should aid in mobility and combat alike and should open up new areas that are inaccessible before, but shouldn’t they serve a purpose beyond that? It comes to be as a result of contrived design- they had to get to this conclusion and had to come up with a way, so they made up an item that is basically only used once and never again.

My opinion about item gating is that they are kind of outdated and can be seen as off or boring if not spaced correctly. Either limit the abilities to a short list of 4-5 and introduce all of them at the beginning or recontextualize not just that single area but the entire game, making sure to include some aspect of even the most basic and early abilities throughout the entire game. And please, I am not completely against including major items or special abilities right before the ending, but it should come as common sense that a gimmick used once then forgotten is contrived.

Boring Combat

This is more or less a critique of combat mechanics in the whole genre, but I was especially disappointed because of my prior expectations. Action is crisp and does feel very satisfying. However, it does lack depth. Since the game’s aesthetics are so focused on that cartoony feel, avoiding enemy attacks seem a bit gauche.

Special abilities are also largely focused on mobility and are very often one-time gimmicks; as a result, most enemy fights come off as “keep pressing X till the enemy is dead”. No avoiding, no clever platforming, no small puzzles (I sometimes miss the classic “hit three times on bosses’ weak point” type Zelda gimmicks), just… hitting. This doesn’t even satisfy the superhero cliche well, as modern comic/cartoon heroes often have flashy abilities or finishers (this is more apparent in tokusatsu where they have to sell toys so they make as many gimmicks as they possibly can).

Anticlimactic Ending/Grind-Centric Real Ending

Now this topic is truly based on my personal opinion. My guiding design philosophy is video games are for everyone. I believe that the whole story should be enjoyed by everyone who finishes the game, not just the few who will attempt to collect every single collectibles/items/whatever. “True ending” should always be a reward but never a punishment.

That’s why I hated this game’s ending. After you defeat Calaca, you obtain a mysterious collectible and face the ending- where El Presidente’s daughter is dead and you meet her at the world of the dead after you die. This was extremely disappointing- not because of the story itself but because of the fact that they introduced a collectible this late into the game and gave little to no clue on how to get it. I had to search it up, and after finding out that I had to grind a battle dungeon, I stopped playing.

The decision to include this is disappointing because of two reasons.

  1. Players view the “true ending” from the lens of the “false” ending. This is not only more narrative work but also disillusions the player. Multi-ending approach can work, most definitely. However, for this game where the aesthetics clearly present a classic cartoon superhero story, it just doesn’t work.
  2. It’s so clear that this was an afterthought. In other words, they tried to extend the playtime of the game by including this, but it’s not only user-unfriendly but it’s also very obvious that it’s contrived and artificial.

In conclusion, give extra for those who go the extra mile; don’t punish those who don’t do everything.

Nitpicks & Conclusion

  • Boss characters don’t have much presence throughout the game. Juan’s “rival”, Jaguar Javier, appears only twice during the entire game- the very beginning and the very end. I thought he would appear a bit more frequently throughout, acting as sort of a double agent/tsundere rival character who keeps fighting the protagonist but still gives hints against his superior. Nope, doesn’t happen here.
  • I mean, Lupita’s name is mentioned once or twice but… bit iffy that she’s just El Presidente’s daughter throughout the whole game?

Maybe my expectations for this game were too high- after all, I am trying to make a game just like this. However, even considering the amazing art decisions, the perfect cartoony look, and the awesome soundtrack, the whole affair come off to me as:

It had potential, dammit.

Day 1: Starting with some basics.

I got my Unity ready, my Visual Studio ready, and… I realized that I need something to learn off of.

I am a horrible self-learner; my intolerable, irrational fear of failure basically prohibits me from exploring things and pushing random buttons to learn.

I do have a Udemy course that I got last summer for $1.79 or something very cheap. That course, however, was quite unprofessional and covered a lot of material at once. Its scope was way too big and it didn’t have tutorials, but it rather had video lessons for specific concepts of Unity. So, I am putting that course in an “icebox”; I will use another course that I just got today to learn Unity.

Speaking of which, the other course is so much better; it has comprehensive tutorials that I can follow while giving specific instructions and a challenge. After going through an hour of the lecture, I am nearly complete with the base tutorial of C#; I skipped through some sections because they are all too familiar to me (I took AP Computer Science. I have a background knowledge in comp sci and C# isn’t that much different than Java in terms of syntax).

Here is some proof showing that I am actually doing stuff:

Journal Entry 1- Number Guess

Daily Thoughts: Simple Brainstorming of JoJo fighting games, October 24th

JoJo’s Bizarre Adventure is one of my favorite anime/manga series of all time. Characters are full of individual identity and emotion, every single character design is *chef’s kiss* perfect, and its themes are not toxic at all- it relies heavily on the hopes and possibilities of humans and their will to achieve greatness.

That said, JoJo video games fell very short compared to the fame and legacy of the original material. They were pretty solid character games, but as fighting games, both All Star Battle and Eyes of Heaven failed. Balance was completely broken, there were many moves but they lacked in uniqueness (not to mention most of them being almost completely useless), and many more issues (no local multiplayer?)

This is an opportunity to brainstorm about new fighting game archetypes, obviously taking some hints from other game genres. Two ideas that I came up with yesterday:

  1. A deck/team-building brawler. Think of Smash but with a deckbuilding/teambuilding element. I first thought of Clash Royale but Injustice might be a better example. Maybe even Fate/Grand Order? This model has some limitations (will cards all be completely free or are the collectible); collectible/tradable cards will always be problematic, as heavy payers will always get a significant lead over free-to-play users. JoJo is also all about character and interactions, so it might not be the best model- though a mobile port of this might be pretty interesting (brawler on mobile is quite unique)
  2. Tekken Tag Tournament approach- 2-3 tag with “traditional” combat.
  3. Traditional. Basically a HD remake of Mirai eno Isan. Balancing might be harder than a tag game though.

Hello!

So. This is a thing now. Let me introduce myself for people who don’t know me.

Hi! I’m Eric. I am a high school student in Korea and I would like to turn my passion of video games into a career one day. Currently I am learning and prototyping on bunch of different platforms to assemble a portfolio. I invite you to join me on this hectic journey towards college, jobs, and beyond.

Side note: most of the stuff that are initially published here will be a direct copy/paste or an edited version of my Tumblr/LoL Boards work. They may be really messy, so bear with me while I get stuff straight.