Translation: we rig and we really don’t want leaks

Simple questions have simple answers. When someone asks the most simple company development question “shall we add more employees”, there is no place for other answers than “Yes!” and “The added work wouldn’t be worth it.” There is a reason that most companies remains small. Then comes the lead developer of League of Legends and spits out bullshit, paragraph after paragraph, like he’d be writing War and Peace.

His first paragraph is just offtopic. It’s obvious that the hiring process will take time and new hire will take time to learn his job. This is not a counterargument to hiring any more than “but we’d need to give him salary” or “he needed a desk that costs money”. Oh wait, he says just that in the second paragraph. He kinds of hints the real answer too, we’ll get back to that.

The third paragraph is centered around how devs prefer to work in small, familiar teams, which is totally irrelevant. Of course employees prefer a friendly team instead of a huge structured office! Show me a single guy in the World who doesn’t!? But employees all around the World are still working in large factories and huge offices filled with small cubicles, filling out reports to a structured management because that’s what they are paid for and that’s what the organization needs.

The next paragraph is true, but again irrelevant. If you’d have extra employees, you would probably wouldn’t send them to fix some obscure thing. You’d send them to reinforce the team working on the current priority. So do it! Finish those tasks faster! If there is organizational overhead (you can’t send 1000 painters to paint the same room faster), then you should form a new team working on another aspect of the game or the website or whatnot. If you consider that “some neglected feature of potentially marginal value”, then just declare that feature dead and don’t fool around. If you won’t send your B-team there, you will surely not send your A-team!

Now the true answer is lying somewhere in the second and the last paragraph:

Riot strives to measure what we work on in terms of gamer impact. But what that means can be really open to interpretation — it’s not something that is easily summed up in an employee handbook. Instead, it has to be learned by working alongside folks who already get it. The faster you grow, the more that ratio of folks who already get it gets diluted.

You wouldn’t want to hire someone just for a three-month project and then fire them again. Some companies are fine with that approach (a lot of Hollywood still works that way), but Riot really wants to be a place staffed by lifers who want a long-term career here, not hired guns who jam out a project and then move on to the next gig.

We are talking about a job. Employees are hired guns. Drawing a tree or managing the website or doing data mining isn’t a moral choice that one would do as a volunteer, nor they are specialized tasks like working on a spaceship. One can literally draw a tree for Riot today, just to draw trees or rocks for an animated movie tomorrow. A data analyzer seeking connections between Singed use and Singed skin purchases can quit today to work on a political campaign where they need someone finding connections between Facebook shares of the main agenda item and sending money to the campaign. I gladly accept that you can’t hire a lead developer for 3 months or write his job in a handbook but you should be able to do these for “infantrymen” and “non-commissioned officers”.

What is this secret knowledge that can’t be written on the handbook or trusted on a 3-months hired gun? The rigging! League of Legends market itself as a non-pay-to-win e-sport, while in reality your win is mostly depending on recent purchases. Sure, I accept that a really good player can rise above this and top games are not rigged (especially as they don’t use the matchmaker but have pre-selected teams), but for the 90% playing in Bronze, Silver and Gold leagues, most matches are won or lost on loading screen, because buyers need to be rewarded. This is what Riot doesn’t want to share with too many people. This is what they don’t want in writing. This is what can only be shared to those who prove to be “fit culturally”, meaning “doesn’t have moral problems lying to millions for some bucks”.

Author: Gevlon

My blog: https://greedygoblinblog.wordpress.com/

9 thoughts on “Translation: we rig and we really don’t want leaks”

  1. “What is this secret knowledge that can’t be written on the handbook or trusted on a 3-months hired gun? The rigging!”

    Why does the guy drawing trees need to know about the rigging in the first place?

    If your hypothesis is correct, and LoL is indeed rigged on purpose on orders of the CEO, then the only employees that need to know this are the ones working on the matchmaking system. You can even trivially require security clearance for the hole matchmaking code on the basis that it contains valuable trade secrets (something they’ve claimed before).

    So again, why do the “infantrymen” need to know this?

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  2. Something else just crossed my mind, any sort of matchmaking rigging can easily be avoided if the game shows you the MMR in game. Assuming the map is symmetrical, which admittedly LoL’s map is not (blue is favored), it’s quite easy to detect when a match is unbalanced.

    Add publicly accessible history to that, and it’s easy to see how every opponent you’ve ever faced got to their MMR.

    To my knowledge the only MOBA that currently does show you your MMR is Dota 2. So maybe that’s worth checking out.

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  3. @Hanura: theoretically true, but ignores human nature. People socialize and the matchmaking guy might slip over a beer to the tree painter. Also, the matchmaking rigging appears as an irregularity or error for the data analysts who will start asking questions or try to “fix” it, if not informed.

    The MMR is meaningless in LoL, because performance depends on lane, champion and opposing champion. It doesn’t matter how good you are with Singed top if you were force-filled to support. A team can be made lose against a team of equally good players by:

    * mixing up their lanes, putting them to roles they don’t like
    * putting incompatible personalities into one team (offensive support + defensive ADC)
    * placing players with few good champions against players who often band these champions or pick the same and have earlier pick
    * using the “feeder” mechanic, placing the worst player against the best enemy while placing the rest against just little better enemies

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  4. Erm

    I am currently working with a company that does teaching courses. The thing is that their competitive advantage truly lies not with the content of the courses, but rather with the delivery of the courses. And the way to accomplish said delivery relies heavily on the course teacher as an individual. Now, the problem is, the requirements for said individual are pretty hard to formulate in any formal manner and involve not just technical aptitude, but also requirements in terms of personality and personal conduct. It is not something that can be easily done via an interview. At the same time, the costs of hiring a wrong person can be disastrous (and have been disastrous on at least two occasions in the past year).

    As a result, the best company has come up with is to format the initial interview in the form of 360* review of all parties that will be working with the new hire, which results in a 5-step process that takes close to a month and fails about 2/3 of incoming applications (of which there aren’t many to begin with).

    I can totally see a game studio having an even more involved hiring process, on the grounds of having to maintain the certain kind of corporate culture that allows them to create proper games.

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  5. Maxim: at first, no as the devs don’t work alone. If someone makes a bugged orc, someone else can fix it before customers are damaged. Also, your company DOES hire people, just in a complicated process. Your boss would LOVE to have thousands of able teachers, he just CAN’T. Riot doesn’t want.

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  6. teachers
    Isn’t it easier to filter course applicants to maintain the companies position and high success rate? They certainly have to.
    I mean good for them if they nearly kill the new hire and initiate them that hard, I hope they pay well after such treatment. and it should be formulated. otherwise what criteria will be applied in that ridiculous month of mental torture? the best teachers I ever had spoke in my language and thoughts. In a few interactions with me they knew how to talk and how to explain things to me. There again you want willing and high success rate course applicants otherwise rating will tank no matter how good the teachers are.

    I can totally see a game studio having an even more involved hiring process, on the grounds of having to maintain the certain kind of corporate culture that allows them to create proper games.
    not as far as you described for teachers. It can get very bullshity and in the end you will hear bullshit one-liners like “in your github there isn’t much love for HTML.” and with that your gone. If I have learned anything from gamergate is that “entertainment industry” is heavily influenced by who knows who. Sure you need some talent but in the end it depends how good your network of “friends” is and of course if you are willing to crunch 15h/7 weeks.

    I think GG hits the bullseye here and that people have to just know otherwise the company takes to big a risk hiring talented tho talkative and leaking idiots.

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  7. You should check out The Mythical Man-Month, by Fred Brooks. Even the first paragraph in wikipedia (https://en.wikipedia.org/wiki/The_Mythical_Man-Month) gives a more plausible explanation for what you are seeing here: “adding manpower to a late software project makes it later”. This seemingly counter-intuitive principle is one of the maxims of software project management, continues to be true 40 years after initial publication, and can be seen applied in recent development methodologies like Agile and Amazon’s Two Pizza Rule.

    Making software is not like building walls. You can’t just add people to a project, however qualified they may be, and hope overall productivity increases. Not many people can work on a single feature at a time (they would get in each other’s way more often than not), and it’s not always possible to divide work into enough independent features for people to work on. Even if you could, managing and training all the new people to take advantage of the additional tasks would detract from the most important features, since that managing and training requires time from your managers and experienced devs.

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  8. @Last anon: that makes sense if your product is late. But LoL isn’t “late”. It’s continuous. If a feature is late, it’s possible that it’ll be later with a new face needs to be taught. But the next feature will be faster because he’ll be already working.

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  9. @Gevlon

    The simpler explanation is that Riot finds the answer “more employees wouldn’t add anything useful” too painful to communicate from a PR perspective, despite it being true. Riot got $1.5 billion in revenue in 2015, but can’t find the bandwidth to hire more devs? You say it’s because of rigging, but I’d say ten more devs would increase overhead by $1 million, and it’s unlikely whatever they could do would measurably improve revenue. This isn’t like a factory refusing to open a new assembly line despite demand; releasing twice as many heroes twice as fast isn’t going to get twice as much money.

    Also, you might want to note that the Lead Developer for LoL and the person who answered the question is Ghostcrawler, aka Greg Street, aka the former Lead Systems Designer for World of Warcraft through Wrath, Cata, and Mists. Of anyone, he would be acutely aware of the dangers of expanding the design team. He’s also well-known for over-explaining things that are otherwise obvious.

    Riot could be rigging or not, but it’s unlikely that they refrain from hiring more people because of it.

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