The Story of VALORANT | Making a Modern FPS Masterpiece

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Gaming3 min read86 min video
Jun 1, 2023|5,945 views|177|17
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Key Moments

TL;DR

Riot Games developers discuss creating "10,000-hour" games like Valorant, focusing on player empathy, intrinsic motivation, and strategic design choices.

Key Insights

1

Creating "10,000-hour" games requires deep understanding and empathy for the target audience, focusing on their intrinsic motivations rather than solely external rewards.

2

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.

3

Key to Valorant's success were "table stakes" features like robust anti-cheat, low latency servers, and high performance, which Riot invested heavily in.

4

Riot Games prioritized the "tactical shooter" audience first for Valorant, believing it to be the hardest to serve, and then expanded outwards.

5

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.

6

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.

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

companyBlizzard

Developer of Overwatch and other notable games like Warcraft and Diablo.

mediaUltima Online

A game Trevor Romleski regrets missing out on.

personKeith Lee

Became best friends with the speaker over Diablo 2 and later became lead producer for Diablo 3.

personJohn Lai

General Partner at a16z.

mediaSuper Smash Brothers

A Nintendo game played by Stephen Lim during his childhood.

companyInsomniac Games

Studio where the speaker previously worked on Ratchet & Clank.

personTrevor Romleski

Game Director at Raid Base, a co-founder of the company.

softwareTeemo

A character mentioned in the context of map themes.

mediaLineage 2

A PVP MMO that Trevor Romleski played extensively.

mediaStar Fox 64

A Nintendo game Stephen Lim enjoyed, leading him to play Fox in Super Smash Brothers.

mediaWing Commander

A space simulation game Trevor Romleski played.

personStephen Lim

Product Director at Raid Base, a co-founder of the company.

companySierra Online

Developer of early graphical adventure games played by Trevor Romleski.

mediaCounter-Strike Global Offensive

A shooter that saw a significant climb in player count around the time Valorant was in development.

personThomas Vu

Colleague who joined Riot with Stephen Lim and another individual.

mediaRatchet & Clank

A game series the speaker worked on before transitioning to the game industry.

mediaTeam Fortress 2

One of the reference points for the team shooter genre.

mediaValheim

A game developed with constrained resources.

mediaDark Ages of Camelot

An MMO that Stephen Lim played, similar to Lineage 2.

mediaPUBG

A game developed with constrained resources.

companyRaid Base

A new game development company founded by Stephen Lim and Trevor Romleski.

softwareDust II

A map that Trevor Romleski identified quickly.

softwareTrade Wars

A text-based space trading game played on BBS systems, seeding concepts for a new game.

conceptTitan
gameEverQuest
productLotus
toolDota
bookAmong Us
bookDiablo
toolRust

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