The Story of VALORANT | Making a Modern FPS Masterpiece
Key Moments
Riot Games developers discuss creating "10,000-hour" games like Valorant, focusing on player empathy, intrinsic motivation, and strategic design choices.
Key Insights
Creating "10,000-hour" games requires deep understanding and empathy for the target audience, focusing on their intrinsic motivations rather than solely external rewards.
Valorant's tactical shooter direction was solidified by a team vote after the announcement of Overwatch, highlighting the importance of team alignment and market context.
Key to Valorant's success were "table stakes" features like robust anti-cheat, low latency servers, and high performance, which Riot invested heavily in.
Riot Games prioritized the "tactical shooter" audience first for Valorant, believing it to be the hardest to serve, and then expanded outwards.
Raid Base's new game aims for a PVP sandbox MMO space with a focus on emergent gameplay, player agency, and a diverse range of social interactions beyond combat.
Building a successful game studio, especially a startup, relies heavily on team alignment around a core thesis and audience, even over individual skill sets.
THE ORIGINS OF VALORANT AND EARLY DESIGN PHILOSOPHIES
The discussion begins with the developers' backgrounds, highlighting formative gaming experiences ranging from console classics to competitive PC titles and MMOs. This deep immersion in gaming fueled their desire to create impactful titles. A pivotal moment for the Valorant team was witnessing the announcement of Overwatch, which, rather than discouraging them, reinforced their commitment to a tactical shooter approach, differentiating them from the more action-oriented gameplay they observed.
CRAFTING "10,000-HOUR" GAMES: PLAYER EMPATHY AND INTRINSIC MOTIVATION
Creating games that players engage with for thousands of hours hinges on understanding the audience at a fundamental level. The developers emphasize that this requires imagining a specific player and empathizing with their needs and desires. Intrinsic motivations—like mastery, social connection, and self-determination—are crucial. Games like League of Legends and Valorant succeed because they tap into these core human drives, providing sustained engagement that goes beyond simple reward loops.
THE STRATEGIC DEVELOPMENT OF VALORANT: FROM CONCEPT TO LAUNCH
The journey to Valorant involved significant strategic decisions, including a critical vote that solidified its identity as a tactical shooter. The team prioritized core mechanics and player experience over flashy, potentially market-disrupting features. Key investments were made in essential but often invisible elements like anti-cheat systems and server infrastructure, demonstrating a commitment to competitive integrity and performance, which are crucial for long-term player retention and building trust.
INNOVATION AND CORE GAMEPLAY: THE VALORANT APPROACH
Rather than seeking radical feature innovation, the Valorant team focused on refining existing mechanics and addressing player frustrations. They recognized that the shooter genre had matured, and reinventing the core shooting experience was unnecessary. Instead, they concentrated on "table stakes" improvements, such as superior anti-cheat, low latency, high performance, and quality-of-life enhancements like an intuitive buy menu. The addition of character abilities was a later development, designed to complement, not overshadow, the core gunplay.
THE PHILOSOPHY BEHIND RAID BASE: A NEW ADVENTURE
After years of developing Valorant, the founders, Stephen Lim and Trevor Romleski, established Raid Base to explore new horizons. Their focus is on a PVP sandbox space, which they describe not as a traditional MMO but one that shares feature overlap. The goal is to foster emergent gameplay, player agency, and deep social interactions, moving beyond combat-centric experiences to build a world where players can role-play and form meaningful connections facilitated by a science-fantasy IP that allows for creative "shenanigans."
BUILDING TEAMS AND ADVISING STARTUPS: LESSONS LEARNED
The formation of Raid Base emphasizes building a team with high alignment around a core thesis and audience, prioritizing this even over individual skill sets. They advocate for a deep, ongoing understanding of the player base, stressing that it's a continuous journey of empathy and iteration. For aspiring game studios, the advice is to define a clear audience-centric thesis, build a team that shares this vision, and remain persistent in understanding player motivations to make sound design decisions.
Mentioned in This Episode
●Software & Apps
●Companies
●Organizations
●People Referenced
Common Questions
The team held a vote, with the decision ultimately tipping towards tactical shooter due to its depth and historical appeal, solidified by their experience playing Overwatch at BlizzCon 2014 and finding it less compelling than their own tactical direction.
Topics
Mentioned in this video
Developer of Overwatch and other notable games like Warcraft and Diablo.
A game Trevor Romleski regrets missing out on.
Became best friends with the speaker over Diablo 2 and later became lead producer for Diablo 3.
General Partner at a16z.
A Nintendo game played by Stephen Lim during his childhood.
Studio where the speaker previously worked on Ratchet & Clank.
Game Director at Raid Base, a co-founder of the company.
A character mentioned in the context of map themes.
A PVP MMO that Trevor Romleski played extensively.
A Nintendo game Stephen Lim enjoyed, leading him to play Fox in Super Smash Brothers.
A space simulation game Trevor Romleski played.
Product Director at Raid Base, a co-founder of the company.
Developer of early graphical adventure games played by Trevor Romleski.
A shooter that saw a significant climb in player count around the time Valorant was in development.
Colleague who joined Riot with Stephen Lim and another individual.
A game series the speaker worked on before transitioning to the game industry.
One of the reference points for the team shooter genre.
A game developed with constrained resources.
An MMO that Stephen Lim played, similar to Lineage 2.
A game developed with constrained resources.
A new game development company founded by Stephen Lim and Trevor Romleski.
A map that Trevor Romleski identified quickly.
A text-based space trading game played on BBS systems, seeding concepts for a new game.
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