State of Skins
Oh, hello there! Vesoccer here with
an update on the Wonderful World of Champion Skins. I’ve posted from
time to time on specific choices we’ve made on skins, but I thought it
would be good to do a deep dive on the state of our products and give
you some inside information on how we decide what to make for you.
I’m trying to beat out REAV3 on number of Nexus articles this year, so if you like this sort of info, let me know and I’ll try to make it a regular thing.
I want to assure you that when we meet as a team to make decisions on what skins to make, you are always in the room with us. We spend a lot of time listening to your feedback and trying to understand what resonates with you and what doesn’t. We appreciate you letting us know when we’re getting it wrong (though it’s always better when we get it right).
Let’s start with a popular question…
The best place to start is to list out factors we consider:
I’m trying to beat out REAV3 on number of Nexus articles this year, so if you like this sort of info, let me know and I’ll try to make it a regular thing.
I want to assure you that when we meet as a team to make decisions on what skins to make, you are always in the room with us. We spend a lot of time listening to your feedback and trying to understand what resonates with you and what doesn’t. We appreciate you letting us know when we’re getting it wrong (though it’s always better when we get it right).
Let’s start with a popular question…
How do you choose what skins to make?
The number one question we get asked on Ask Riot is how we choose what skins to make. It’s both a very simple and very complicated process. And yeah, I know that makes no sense, but I’ll explain.The best place to start is to list out factors we consider:
- If we could apply any theme to <insert champ here>, what would it be?
- What themes are we excited about working on and which champions will fit in that theme?
- How many skins can we make this year?
- What have you been asking for?
- How long has a champion gone without a skin?
- Where do we have a chance to surprise you?
- Where can we take some risks?
- Will this champion get an update soon?
- How do we create skins with global appeal?
- How many players are actively playing this champ?
- What theme will resonate with you?
Why do some Champions get more skins than others?
This is such a tricky one… There is a limit to the number of skins we can make per year, and because champs don’t get retired, the champion catalog continues to get larger and larger. So champion popularity definitely factors into how we make those decisions. If you guys are playing the crap out of a champion, we want to give you some new ways to experience that champ. If the play rate of a champion is really small… that’s where we find ourselves at a crossroads.
We are very sensitive to the fact that some champions have not received skins for a long time. When we are in planning, these champs are ALWAYS a part of the conversation.
We tried to use our
low-scope skins (750s) as a solution for this. By only touching model
and textures, we could create more skins in a year. Lower scope meant
higher quantity, so we could get to more of these champions.
But when you are trying to deliver an alternate fantasy, changing the model and texture alone can be very limiting. Unless the fantasy works perfectly on a champion’s base animations, VFX, audio, etc., it ends up falling flat. Sometimes we could nail it (and we’ll continue to look for these opportunities) but, more often than not, we started seeing decreasing player satisfaction in these choices. Feedback pointed at players wanting a higher quality experience for their champion. Model/texture swaps were considered low quality; it felt like we weren’t taking people who love those champs seriously, and that felt bad.
I feel like we’re tackling some major
pain points this year and feel confident committing to you that you
will be receiving skins for Cassiopeia, Viktor, Yorick,
Illaoi (and more) over the next 12 months. We know there are others you
would add to that list; they are likely on our list as well.
But when you are trying to deliver an alternate fantasy, changing the model and texture alone can be very limiting. Unless the fantasy works perfectly on a champion’s base animations, VFX, audio, etc., it ends up falling flat. Sometimes we could nail it (and we’ll continue to look for these opportunities) but, more often than not, we started seeing decreasing player satisfaction in these choices. Feedback pointed at players wanting a higher quality experience for their champion. Model/texture swaps were considered low quality; it felt like we weren’t taking people who love those champs seriously, and that felt bad.
Zyra is a good example here. She was way overdue for a skin, and the team was passionate about getting her one. Her
play rate for the last two years has been pretty low (especially when
we started the skin, though she ended up having a good season), but
anyone who plays Zyra is incredibly loyal to her, and they have been
starved for content. She’s also a
particularly challenging champion to make skins for. She has so much…
stuff. How do you pull off a great fantasy for Zyra without touching
particles, animation, and audio? Truth is, you can’So we end up in a
situation where we either just don’t give her a skin, or we go all in.
That’s the road we decided to take this year with her Dragon Sorceress
skin. We figured, even though this content is going to touch a much
smaller group of players, if those players are hyper-passionate about
getting content for their champion, we should give them the best skin we
can.
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