: I might be too late but here goes: It seems like you've worked on a lot of different things for Riot. Heck, even your title is just Researcher, not Player Behavior Researcher or Champion Researcher or whatever. So, my question is this: Who decides what you research? Is there a big boss who assigns all the projects, or is it more "I think we should know more about this thing, so I will research it now."
We generally work on product teams, so the research that we do is decided in collaboration with the team. The researcher might suggest research, or the team might request research. That might be a little vague, but basically we work the same way most of the Rioters who work on League of Legends do -- as part of a product team! :D That means our work happens in that context and is informed by it.
Eriskid (NA)
: Hello David, I have two questions. Why cant we have Team Builder for Ranked? and Did you ever consider Having Team Builder for Ranked? I feel that this would be a really nice addition to like solo or duo for a role or roles (with no champs selected so we can still ban!) Then everyone could get what they wanted and hopefully have a nicer ranked experience.
Lyte has mentioned that we're working on it! :D https://www.reddit.com/r/leagueoflegends/comments/3atbl1/why_cant_we_invite_people_when_searching_in_team/csgd8lg
: If you could be any kind of grilled cheese, what kind would you be and why?
DanRj (NA)
: If you are really a Riot Researcher who studies player experience and psychology, what makes you think it's a good player experience to leave Teemo in the game? (I'm sorry, I just had to ask that. Please don't go away.)
Who says all experiences have to be good? ;)
: So: given all the resources you could ask for, and no need to fit a company need -- let's say you can do all your work during the Dark Hour because I'm _that nerd_ -- what is the research project around League you'd most like to tackle and/or sic your research minions on? What's the burning question you've always wanted to delve into but never could?
If I'm not stuck in a spooky coffin in the Dark Hour, and neither are players, then I'd love to dig into player understanding and physiological experience of the phases of the game. When do people know it's time to stop laning and to start roaming? What precipitates that event? How do moments of rest (e.g., shopping) factor into the resultant experience? Basically a high-sample physio study. LUXURIOUS, IMPRACTICAL DATA ;)
: Hi Davin, on a scale of 1 to 10 what do you feel about diana {{champion:131}}
: Duo Thresh lane pls
Quoub (NA)
: Hi Davin. Thank you for taking the time coming to speak to the League of Legends community and letting us learn a little about what you do. I must say your job sounds very interesting and honestly I have never heard of it until now (then again I'm still in High School so what do I know). Anyway I have some questions that may have already been asked much earlier so sorry if you must repeat yourself. 1. What jobs have you had / thought about doing before this. 2. What is the creation of a new Champion like? I would love to know how champion abilities and champions in general are made. Are any abilities made after creation of the champion (an example being was Tahm 'Kench's Q made after creation of his final concept art or after his in game model, or was this simply thought of before hand and implemented into the creation of the champion) 3. Did you ever have troubles getting your PH.D? 4. When are we getting the Graves' Cigar chroma pack? {{champion:104}} Thank you for taking the time to read this, it means a lot to have you take time speaking to the community and inspiring people as well as answering questions that we have been building up for quite some time now (especially the Chroma Pack {{item:3070}} ). Sorry for any spelling errors, I'm trying to spell correctly but you know it's the internet so it's a force of habit at this point.
1. If I wasn't working here, I'd probably be in indie games or working in the nonprofit/service space (likely diversity-related or poverty-related). 2. It varies a lot :) Art can spur a concept, or a gameplay hook can cause people to seek concepts that fit the gameplay. In general champs go through a fair amount of iteration. Lucian, for example, had a lot of different kits before he ended up with his current one. It can take some time to figure out what really works for both gameplay system needs and core fantasy needs. 3. Honestly, I had a hard time sticking it out through the classes. I loved doing the research, but classwork was often frustrating. It was worth it in the end, though! I'm really glad to have gone through the process.
: http://orig09.deviantart.net/d6a3/f/2013/221/0/a/sea_witch_nami_by_shockowaffel-d6hdym3.jpg Use your Senior User Researcher powers and make it so! XD http://media.giphy.com/media/VLoN2iW8ii3wA/giphy.gif
I love that fanart T^T That's the one I always think of for scary Nami ;)
Kei143 (NA)
: A follow up question then, not sure if it relates to your job. What sources does the team use to obtain data? Quantitatively and Qualitively?
Surveys, labs, interviews, ethnography, etc. are the things that we're generally responsible for. We also partner up with Analytics and Data Science, and some researchers use techniques that are typically part of those groups (telemetry, data analysis from game servers, etc.). Big 'ol mix of quant and qual data!
: Are there any updates on a homosexual Champion? Riot has mentioned it several times, but with all the various champion backgrounds (void, shadow isles, etc) I'm wondering if it will ever be a thing. Will it be a thing? Thanks sir.
We haven't told stories talking about explicitly gay characters yet, but Runeterra's a world with all sorts of folks in it, just like ours. I'm obviously not part of the narrative group, but if you ask me, gay characters are already part of the game. There's a lot of potential stories waiting to be told :)
Bardic (NA)
: > [{quoted}](name=davin,realm=NA,application-id=cIfEodbz,discussion-id=9mOBy7EF,comment-id=00400000,timestamp=2015-08-26T23:08:33.132+0000) > > We've found that chat restriction is pretty effective in terms of reforms, if that's what you mean (as to why we'd do that instead of muting/banning). Or are you asking why we don't allow players to self-mute? Yes, I am asking why you do not allow players to self mute. If a player knows they're uncontrollably toxic and can either have support mute them or mute themselves before starting a game, would this not cut down on toxicity, if only slightly? I ask especially for players sitting on their final warnings who really just don't want a chat bar, can Riot really not do better than "type '/mute all before the game starts kthxbye'?" EDIT: Sidenote: There's no /mute all in champ select or the post game, so if that's the best solution Riot has for the players I've described, can that be implemented in some way as well?
For self-mute, it'd be an effective way to isolate behavior, but it wouldn't put the onus of responsibility on the player to reform. Philosophically we're more comfortable with reform as the approach. Our stance could change, of course, but personally I think there's some responsibility to help people find ways to become responsible online :)
77Sven (NA)
: Hey Davin, I have a couple questions. You don't have to answer them if any are on an uncomfortable topic. * One: How are you today? * Two: What is your thought on some of the balances done on champions. * Three: What is your favorite champion / role to play in LoL? * Four: Have you ever gone to the balance team and asked them what they were thinking with a champion design / nerf / buff? (can be a good or bad "what were you thinking") * Five: How concerned is riot with the opinion and experience of the player, as compared to their concern with the e-sports scene? * Six: Are there any champions you want to see nerfed / buffed / reworked (and why if you don't mind)? Thanks for addressing my comments, hope you have an excellent day! ;D
1) I'm doing pretty well! It's absurdly sunny and warm here in Santa Monica, which is not really the kind of weather I like, but things are going well today :) Hope your day is rad too. 2) I think the live gameplay team does a hell of a job with balance... it's a really hard job. Small tweaks can have major disruption, and BIG changes can make things really different (like Skarner's change). I think this season's balance has been really cool, lots of variety. They get a lot of flak, I don't envy the job! 3) Support 4 Lyfe :) 4) Yeah! Usually it's to find out more about the context behind some changes, or some potential gameplay revisions. It's cool to talk about their intent and get to provide feedback. 5) I'd say we care about both, but not to the exclusion of the other. Figuring out how to balance the game for both "normal" play and professional play is super hard (see question #2). 6) I think Yorick is a cool concept that needs some love. That creative space has room for some cool stuff. In the past my answer would be Mordekaiser, but he just got some shakeup!
: If you could be anyone's* support, who would it be? (*your wife excepted, since that is the obvious and correct answer)
I mean, you, obviously ;) But given your caveat... I think it'd be really fun to be a support for Aphromoo, with him playing the ADC. He mains support and would know how to coach me to be better, and it'd be neat to get to see him in a role I don't get to see him in normally. Oh, or Remi, with the same premise -- her Thresh plays are too good, and he's my main. If I had to pick someone who mains ADC, it'd be fun to support Sneaky on Kallista. I think it'd be intense :)
: ~~Give me your job~~Any advice for current PhD students looking to get into similar positions?
Find a way to do what you want to do, even if you don't have the resources to do it 100%. What I mean by that is, if you want to study games, go out and study games. If you're at a university, you have an easy participant pool to access, most likely. If you're not, things like Reddit will let you start trying out survey methods. You can get other samples cheap on Mechanical Turk. Lots of people let themselves be blocked by the traditional academic route, but there's ways to do what you want to do today! Of course, that assumes you have certain means (being able to do work for its own enrichment assumes certain privileges), but I think it's important to keep in mind :)
Bardic (NA)
: Hello there. I saw this on the client and was immediately curious. You've worked with player behavior before and I wanted to know why Riot/support has the stance is does on being muted upon request. They allow people to terminate their accounts (for what I assume is because of game addiction) but they do not allow any sort of disabling of chat. They will even go as far as to remove a player who is solely toxic in chat from the game rather than simply disable their chat. If I had to try and put this all into one question: Why does Riot not just disable toxic player's chat, why 'chat restriction'? Thank you for reading.
We've found that chat restriction is pretty effective in terms of reforms, if that's what you mean (as to why we'd do that instead of muting/banning). Or are you asking why we don't allow players to self-mute?
: Hey David! Love the work you do at Riot!!! My question is this: How do you articulate what "players needs" are exactly? What tools do you use to help find those needs? shout out to goose!
Goose is a good dog and appreciates the shoutout ;) Finding needs: We do the whole gamut of research, whether it's standard usability labs, more in-depth experimental labs, things like eye-tracking, traditional survey methods, interviews, ethnography, etc. The intent is to understand attitudes, behaviors, wants, needs. Wants and needs are often different, you have to examine what people are asking for and then decompose that into what the motivational drivers are. For example, the discussion around "we want achievements" is driven by a few different kinds of motivations (mastery, recognition, etc.). We want to be able to convey both the stated and underlying elements of an ask. Communicating needs: Some fancier data presentation stuff like Tableau can be involved, but honestly it's mostly through doing some research and then talking with the team working on a product. Often, the team is pretty involved in the research process. There's a lab facility that folks can observe through the usual two-way mirror, we stream sessions so that teams can watch players interact in real-time, and we give presentations and the like on results and surveys.
snackos (NA)
: Hi, I'm a psychology student extremely interested in studying and pursuing a career focused on player behavior in online communities/games. It would be great to learn more about your schooling experience, what kind of things you studied to help lead to this career path, and any experiences that helped you along the way. I try my best to play a lot of games and talk to my friends about why they act the way they do, and I (try) to read a lot of psychology books on similar topics. I guess I just was wondering if I'm going in the right vague direction or not, as your job is basically my 'dream job'. Thanks! <3
I studied Human Factors psychology; you can check my dissertation here if you want! [http://onidavin.com/Pavlas_Davin_A_201012_PhD.pdf](http://onidavin.com/Pavlas_Davin_A_201012_PhD.pdf) (there's a little broken preview image since it's a pdf, sorry) My path was very standard as far as schooling goes (undergrad -> grad), but I put in a big effort to make sure I could orient what I was studying toward my passion. I love the hell out of games, and I wanted to study them. That last part is important, actually doing work on the thing you love. There's a TON of people out there who love the thing you love, and if you want that thing to be your job, you need to be able to align those in a valuable way. In the case of research in games, it's a small industry... but the opportunities are growing. Groups like the Game User Research SIG are cool resources for that. DiGRA is a phenomenal organization for the more humanities side of game studies. That's a bit rambly, maybe it helps... let me know if I can elaborate :) EDIT: Fixed link
: Hey! I have you, Lyte, Riot Socrates, and the rest of the PBJ team to thank for getting me interested in Psychology and player relations. I always look forward to whenever any of you make a dev blog post or video presentation outlining your work. I'd love to work in the field of player behavior research, but, as a Computer Engineering major, my psychology background is lacking and I don't have time to take the psych courses I'd like. Do you have any advice for myself or anybody else who wants to help create more positive playerbases through research? How vital is it to attain PhD in order to work in the player behavior research field? What would some good areas of focus be for that PhD? Thanks so much for doing this!
I don't think it's vital to get a Ph.D., but I think getting applied research experience is key. Whether it's lab work, survey work, or analytic work, actually going and doing research is super critical. A Ph.D. will help you understand more of the philosophy of science though :) If you are looking for domains though, psychology, human computer interaction, neuroscience, and other social science areas are all super relevant!
Mars124 (NA)
: Hey Davin :) i think its really cool that we get to talk to people like you who are Rioters and who work mostly behind the scenes to improve the game we all play and love. It's not everyday you can interact with people from research or game development. I have 2 questions: 1. Do you play League yourself? A probably silly question; but, after working all day on the game and working on all kinds of projects, do you come home and relax by playing League for hours, or is it something you do more sparingly? Does working on a game like League take the fun out of playing it? 2. What is it like to play League from your standpoint? I'm sure that even in your games, you are bound to get the occasional troll or toxic player. Doing as much work and research on player behavior as you have, does it make it easier for you to forgive and ignore them, or are they still able to get under your skin and bug you? How do you deal with it? Thank you for your time and effort in answering all these questions :) I'm sure you're a pretty busy guy
I definitely play League ;) Been active since beta, and still play regularly! My wife and I play together, which is both relaxing and hella fun. Team Builder is my preferred mode, since it guarantees we can lane together (I like to support and can't ADC worth a damn). Playing as a Rioter isn't much different for me. I don't have my name tagged, so nobody knows I work here. I think working on PB stuff has made me more tolerant of bad behavior in terms of how it affects me, but I'm very diligent in reporting. I find most people are chill, though :)
: If you don't mind me making a follow-up question (which really has nothing to do with my original question), You said you worked on research for some champions. Which ones did you work on, which was your favorite, and which was your least favorite?
I worked on research for Nami through... Vi, I think! We've had a few different people handling that. Thresh was my favorite. None of them were really my least favorite, but the ones where the labs had something interesting about them stand out as extra cool.
: Are there any questions *you* are wanting to be asked?
Howcome you aren't a real skin yet? That's the one I'd want to ask. I want a scary Nami.
camerenk (NA)
: Hey Davin, 1. Do you think player's mains really show their personality like from all chat how they asked if all fizz mains are jerks? 2. Who's your main and do you relate to this character?
1) I think role overall correlates with some things, and some players are drawn to characters because of the character's personality resonating with something they like, or see in themselves, or aspire to. I don't think it's 1:1 though ;) So if you show me a fizz player I'm not gonna say "aha, jerk!" 2) I main Thresh and am basically the opposite of him from a personality standpoint. But I love "control" gameplay patterns. Leona's my other main. LOCKDOWNS.
Gunnlaug (NA)
: Hey Davin, Which Thresh skin is the best skin? You may or may not lose a fan if depending on your answer ;) Thanks for reaching out to us! GL;HF
Oh snap... uh... Usually I go Blood Moon. I mostly duo lane with my wife, though, and sometimes we coordinate our skins. So if she's playing Captain Fortune then I'm gonna go with Deep Terror Thresh. But overall winner? Blood Moon.
: What are you currently doing research on (because we all want a sneak peek at what's coming up)?
Nowadays I mostly do hiring and mentoring of other researchers. I am finishing up some work studying Riot itself and how we work, we do regular investigations into satisfaction, work processes, etc. Development efficiency and effective team processes are something I'm working on in the near future. So lots of internal facing stuff. Which is maybe the least exciting answer I could possibly give here ;) But to me it is very exciting!
: Hey Davin, 1. My question is a little different but I was wondering how you got in to the video game industry and what your experiences have been like ever since. How was the process like to get your job, what do you think was the hardest part about getting your job, and what is the most important part about your job. 2. Have you ever thought about creating a way for toxic players to let out their frustrations? 3. Finally what is your favorite part of your job?
1) While I was getting my Ph.D. I was studying play and its role in learning. Specifically, in games! I wanted to apply that to the industry, so very early on I started figuring out how to work in a more applied context. I worked at another game company before Riot, but was persistent in bugging them about whether they'd start doing research. I was really fortunate and got to interview with the User Experience group, and eventually joined them as their first User Researcher! I remember part of my early process was talking to a Rioters over Twitter, then chatting on AIM (!) with Pendragon about a potential role. So the usual story of: luck, persistence, and having an appropriate skillset. I consider myself very fortunate, even though a lot of hard work was involved. 2) Short answer: Yes! Long answer: That's a better question for the player behavior team ;) But 'release valve' stuff is an interesting topic. 3) I get to work with smart people that really, legitimately give a shit. Like, the 'player focus' thing isn't just corporate brand-speak, it's something people here are super passionate about. They burn up when stuff doesn't seem right. That gives me a lot of energy :)
: Hey Dav (Can I call you that?), How do you handle being raged or trolled at? It's something that's always crossed my mind whenever it happens.
I just try to embrace a pretty chill attitude. If it gets to me too bad I mute. I'll try to mediate between folks if I think it's helpful, but if it's gonna aggravate things I don't. It's tough getting yelled at, but yelling back is almost always the wrong answer in League.
Sir Japn (EUW)
: Hey Davin :) How much of what you do as a researcher influences everything that we experience on League now? I know there must be a tonne, but it's awesome to hear it from a researchers point of view since a lot probably assume it's down to designers mainly. Also what is your favourite system that you have made or changed as a result of your research? Thanks!
There's researchers working on basically every product group. Our role is to help represent the voice of players in the process (though we're certainly not the only folks doing that, by a long shot!) and to do strategic work and the like. Which means that we tend to influence a number of things, though really it's players influencing things through us. My favorite system is probably Team Builder, because of the depth of involvement I had on it. I'm very happy with how it turned out and how it challenged some of our assumptions (even though now, in retrospect, we'd do some stuff differently). Research on Thresh is a close second. I loved working with the champion team on him, and there were some really cool usability challenges to figure out around the lantern and the flay. We got to do fun pair testing and try out a bunch of solutions :)
shindigs (NA)
: What does the research process look like for a new champion? What types of answers are you looking for when it comes to a new champ?
These are generally lab research, meaning we bring people in to the facility and go through one-on-one sessions! New champ research is super fun! It usually starts with some concept testing -- we'll have some key art pieces and some action images of a few different champions. Get people's initial thoughts, what they think the character would do, have them explain to us who the character is, etc. That lets us see how well the character is communicating a particular fantasy. After that we would start doing prototype testing, testing out kits and animations in-game. We iterate through those and are largely trying to figure out whether the goals of the champion design are being met from an experience standpoint. So, for example, if we're testing Lucian, we want you to feel like a speedy gun ninja. If we're testing Vi, we want you to feel like a wrecking ball. Mood and theme and tone and all that are huge parts of that process!
Kei143 (NA)
: Hi Davin, I got a few random question. Answer them as you see fit. - From all the data that you see, what are the top three contributions that lead to people trolling others? - What are the factors you see for making someone tilt? - what are the most common post game report reasons you see? And how does that data help with the bigger picture? - do you ever study the behaviour of ragers on forums qqing about fotm and zed being op? If so, what do you guys normally learn out of reading those threads? - a few riot staff members has been very active on forums recently, responding to us gamers and all. Is there anything you can take away from those interactions? That's all for now!!
Hi Kei! I'm afraid that I don't really do much player behavior research myself nowadays (some other researchers work on that). So for the first three questions I'm afraid I'd be giving you pretty out-of-date info from my own experiences working in that space :) Regarding forum engagement and what we can learn from that, that's definitely a source of knowledge for us! Even though forums might not be statistically representative, it's awesome to hear from folks directly, and engaging can help build more understanding of things from different angles.
: Not Draven, Davin!!!!!!!
I can't even juggle ONE blade.
: Couples who lane together...?
You bet :) My wife and I duo lane bot almost exclusively! I main support, so I'm usually playing Thresh or Nami. She plays Miss Fortune and Caitlyn, and shouts that we should FEED HER GUN. Just like you, we now have a dog that hangs out while we play too -- he sleeps between our two chairs while we game side-by-side. There is nothing more romantic than landing a Thresh hook and putting up a prison so that your bae can bullet time everyone to death. Debonair Thresh where.
: Hello! I'm glad you found it interesting ^_^ As a forewarning, I'm brand spanking new to the world of applied statistics, I'm an Engineering Student at Virginia Tech so this could have been infinitely better set-up I'm sure. I've learned more about survey data analysis in the last week than I ever thought I would find out in a lifetime, lol. >Have you considered doing something like Big Five for the personality measurement? I chose MBTI and this specific test simply due to personal experience. It was what I was personally familiar and have worked with before (and by that I mean taking a few dozen separate MBTI tests for college prep). Not to mention easier it's easier on my end to work with 16 set points instead of ranges. In hindsight, proper implementation of a non-overlapping variable like the Big Five would probably be better at ferreting out the subtler trends. >Might be fun to do a role-based analysis as well. I actually wanted to do that in this same survey (and, again, in hindsight I probably should have), but I got burned on a previous 'age in the playerbase' survey by trying to pre-group the results so I wanted to tackle this one in as few and simple steps as possible to make sure I got this one down right. You are about the 50th person to ask for this, so I'll definitely be trying that out later once the forums settle down from the upcoming switch. XD >What are the sample characteristics of this? Ideally I wanted to keep the survey on the forums to retain the PvP.net log-in requirement, but alas, I had to sacrifice refinement for numbers in this case. Just have the origin site and total MBTI representation. (On the off-chance you didn't see, raw data is [here](https://docs.google.com/forms/d/10uiEnixPqfHWpC6HGmghEQOOH18CWUuy4Q0h_MDSvnA/viewanalytics?usp=form_confirm)) Naturally any suggestions you can give to improve later attempts, as a professional in this area, would be awesome! I've already been pointed to places like 'Project R' by other interested individuals. This has seriously been a learning opportunity for me ^_^
R is a super nice tool! If you're interested in learning more about research in general, I'm a fan of Emily Hall's "Just Enough Research" as a simple, pithy guide to how research works in design. It won't go deep into methods or analysis, but will give you a cool sense of what all is out there. You could actually still do a role-based analysis by assigning role tags to champs, though it'll obviously be a different kind of analysis than "preferred role".
: [PotD] [Survey] Personality Type and Favorite Champion <> UPDATE and DATA
Oh, cool! I'm one of the folks from the Research team :) Would love to know more about why you chose the measures you did. Have you considered doing something like Big Five for the personality measurement? You could use the short-form version pretty easily. Might be fun to do a role-based analysis as well. What are the sample characteristics of this? Opt-in stuff can get some interesting skew in parameters sometimes, might be neat to weight or subset based on that.
Infero (NA)
: From a data stand point I treated this as a single subject experimental design which controlled for training order effects (4 participants for BACA and 4 for CABA). Though the data appears as a group design (team sfa and team jacks), all of my "hard" data is restrained to the individual. In all honesty I would have preferred to employ a multiple baseline design, but that gets a bit tricky from a logistic stand point. >What was the reason for the group design of having two groups play against each other rather than doing 8 individual longitudinal training sessions? I was interested in observing how each training type prepared one for a pvp experience. >Also relevant to your interests, our Research internships just opened up... ;) I would love nothing more to chase data/research curiosities from the inside... sadly, I'm not eligible to be an intern. Thank you for your comment, super glad you liked it!
We should talk. Drop me a line on twitter (@onidavin) :)
Infero (NA)
: Female Onboarding: An analysis of the first time female League of Legends experience.
This is very interesting. What was the reason for the group design of having two groups play against each other rather than doing 8 individual longitudinal training sessions? It seems that from an analysis standpoint the former approach makes things a little cloudier, but from a logistic standpoint I could see how it's quite a lot easier to run! Also relevant to your interests, our Research internships just opened up... ;) http://www.riotgames.com/careers?department[]=490&location[]=9&search=
: > If you do want to share more about how you feel, the forum here is a good place or you can use things like the **'Help us Improve' survey**. Where does one find this?
> > If you do want to share more about how you feel, the forum here is a good place or you can use things like the **'Help us Improve' survey**. > > Where does one find this? There's a link at the bottom of the landing page of the client (after you log in). As long as there's no big client takeover thingy.
: Dear Riot - Your Sona Survey
This little question is part of a broader investigation that happens on each release. For each release, a few different questions are seeded via this tool (gameplay, visuals, etc.). Those questions are sent via the Microfeedback Tool (MFT), which is a super simple one-Likert statement thing. For this Sona update there's 6 total questions in the MFT--a visual one, a gameplay one, and a general one. All sent to two different populations (people who just played Sona and people who are in a random sample). For any given release, those MFT data join the broader set data: lab data (we run usability/playability/etc. labs), "traditional" survey data (the larger web-based surveys we send out), analytics (analysis of in-game performance), etc. Sorry that this question didn't provide you enough space to air your thoughts. We keep the MFT really brief and light so that it doesn't get annoying (since we pop it up). The more traditional surveys are much more in-depth, since they aren't interruptive. If you do want to share more about how you feel, the forum here is a good place or you can use things like the 'Help us Improve' survey. Hope that helps shed some light on why we'd use something so narrow. The TL;DR is it's part of a broader constellation of things, and we really don't want any of our research to get annoying or bothersome, so the MFT keeps it brief.
: http://31.media.tumblr.com/ec49c99bea0aa01ce0006b13a9eaa0d6/tumblr_n1do2cehSp1skstylo1_1280.gif We also squashed some bugs with images in comments too! Let us know what you think!
tcbunny OP. How can anyone dislike Teemo after this depiction?
: I had to redo this video about three times so I sound a tad winded. http://youtu.be/a68SVfh2yQE (Video finished processing, available in 1080p) The short version of what I go over: **+1 Reddit** for better ability to view Riot posts. **+1 Reddit** for more variety in styling. Being able to break bigger posts up and insert headers would make larger threads more readable. **+1 vBulletin** for bbcode. Probably biased because of experience with bbcode and experience with markup languages, but I prefer [bracket tags]. I also hate the space-space-enter with a passion (just in case nobody picked up on that, lol). After that it gets really hard to assign point values to stuff because everything becomes a trade-off as opposed to just better or worse than the other. Yes, Reddit does a better job at sorting posts by their value, but as a result it becomes more difficult to follow a thread over time. Also, because threads are no longer threaded, it becomes impossible to respond to multiple posts at once. Quoting people is no longer as straight forward and quotes aren't as specific to their source as in vBulletin. There's also a huge damage to the sense of community because vBulletin threads are much more conductive to conversation and human speech flow than Reddit style posts, which seem to be more a barrage of information fighting for the top positions. I also have to take points off for Riot's community boards overall, because there is a sense of indignation that comes with having no avatar, no signature, and no distinguishing values to your profile. I understand not wanting too much clutter and getting rid of forum attention whores, but both vBulletin and the Reddit feel more like a 4chan/kusaba style anonymous board than they do a community. Just my two cents.
Was very cool to see your in-depth examination of the two styles. Thanks so much for sharing these! Some good things to talk about. *(and hey, you pronounced my name right!)*
: @LYTE/Davin - Champion Select Discussion from 6/7 months ago
Hey, we have news :) http://forums.na.leagueoflegends.com/board/showthread.php?t=3951169
: [Fan Art] Jinx's part-time job
I am in love with those shark-scissors.
: The Champion That Isn't
I'm glad you shared that, thank you! Honestly, someone raising the argument of "not appropriate for the setting" (for most any setting with humans, really) never works for me. Worlds with human beings in them don't really make sense unless they are able to accommodate the variations in experience that humans have. Kinsey scales and all that! Of course, that's the kind of perspective that makes sense for an inclusivity-oriented psychologist ;) I am predictable.
: Vi and her stubby fathands.
It looks a lot like someone took it into their own hands. I wonder who 'X' is.
slifty (NA)
: Gender in League
To comment on #3, we've actually found that the general LoL community doesn't condone that kind of rhetoric. Misogyny, homophobia, racism, etc. tend to get punished by the Tribunal, which is actually a rather representative read of the general League population (see http://gdcvault.com/play/1017940/The-Science-Behind-Shaping-Player for more info on that). That's a pretty cool thing. Runs very contrary to the idea that players are inherently negative. We talked some more about this at the recent PAX Prime panel that gtz put together (http://gbitk.tumblr.com/post/61477751672/pax-prime-2013-panel-designing-shaping-and). The vocal minority doesn't represent the broader community :)
9001 (NA)
: Improve the Honor System!
Last Snowdown Showdown there was an icon (Santa Baron) that was only available to players who were positive example of teamwork and behavior. I know there has been discussion by Lyte & co. of wanting to iterate more on ideas like that--but things like hard rewards can be super tricky from a motivation standpoint. I'll bug him and the group to see if they can share some more info.


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