oddly, I didn't think that. They are focused on some details when there are big picture issues. Not seeing the forest from the trees. But I still think they are doing a fantastic job
Thanks for this feedback, would love to hear what you think are the big picture issues you're seeing with the labs.
I do appreciate that LoR devs are open to hearing community suggestions, but please be careful, I've seen other games listen too much to forums, particularly Reddit, where the userbase does not represent the average player, and they ended up destroying their game with Reddit feedback. Just take everything with a grain of salt.
As for the big picture questions,
1. What is the plan for monetization? How are you adding value to the overall Runeterra product? If there was a point in the future where budgetary cut backs are necessary, how do you justify keeping labs afloat? Sadly, 'a lot of people like our product' isn't what keeps jobs. I know this isn't the job of designers, but I do feel that these considerations should be included in a 'road map' type of article.
2. What are the plans for player retention to labs? Currently, labs are a series of unrelated events, there isn't really an over-arching progression. In the Labs of Legends section you mention "No progression between runs". What about progression over Labs themselves?
For the record, I do want to say that the amount the Labs team has accomplished with the limited manpower and time you have, is absolutely mind blowing. I just want to make sure Labs has a future
We try to take feedback from multiple sources, not just reddit, but reddit is a particularly good platform to directly engage with players.
For your feedback, in my responses I'm assuming from context that you're referring to labs as a whole, and not specifically the PvE/2v2 labs. Please let me know if I'm wrong about that.
For monetization, that is actually part of design's job (along with other folks), but Labs as a whole isn't really designed to be a monetizing feature, as they're intentionally a bit rough around the edges and we have a higher bar for anything we'd monetize. However, Labs does bring big value to the product as a whole and for players. For the product because it helps us find and test the next exciting mode that players are (hopefully) going to love. Likely any future big modes we make will have had their initial seeds planted in the labs. For players, labs provide new rotating content and a more casual mode where they can try something new and play in different, which injects some variety into the game.
Thanks for your thoughts! We're very excited about how labs has worked thus far and we're excited to keep using them to experiment and tweak going forward.
RiotRaptorr
Thanks for this feedback, would love to hear what you think are the big picture issues you're seeing with the labs.
RiotRaptorr
We try to take feedback from multiple sources, not just reddit, but reddit is a particularly good platform to directly engage with players.
For your feedback, in my responses I'm assuming from context that you're referring to labs as a whole, and not specifically the PvE/2v2 labs. Please let me know if I'm wrong about that.
For monetization, that is actually part of design's job (along with other folks), but Labs as a whole isn't really designed to be a monetizing feature, as they're intentionally a bit rough around the edges and we have a higher bar for anything we'd monetize. However, Labs does bring big value to the product as a whole and for players. For the product because it helps us find and test the next exciting mode that players are (hopefully) going to love. Likely any future big modes we make will have had their initial seeds planted in the labs. For players, labs provide new rotating content and a more casual mode where they can try something new and play in different, which injects some variety into the game.
Thanks for your thoughts! We're very excited about how labs has worked thus far and we're excited to keep using them to experiment and tweak going forward.