![]() ![]() They knew that we’d listen to their feedback and try to find common ground. The dev team took that feedback and tried their best to put it into VALORANT.īy the time VALORANT was ready to launch, this core group of players already had an opinion of Riot. So we reached out to active tac shooter players across the world and asked about their issues with the games currently available and their hopes for what a new game could accomplish. They’re based on relationships, which in turn are founded on trust. ![]() ![]() When we were preparing to launch VALORANT, our 5v5 character-based tactical shooter, we knew we wanted to foster a community around the game, but communities aren’t grown overnight. Whether it's a trailer or an in-person event, everything we do should be authentic to the game itself, its tone, and-most importantly-its community. Product Publishing: Creating Communityīecause we publish in-house, we work hand-in-hand with the game development teams to build these shared moments for players. But we won’t be happy to just watch it happen: We want to ride it to success with players. Gaming should form new traditions that people can look forward to time and time again. It’s not just getting games into the hands of players: We want gaming to be a lifestyle choice for those who want it, lasting way beyond their last session. Our vision in Worldwide Publishing (WWP) is that publishing advances player culture. One of the ways we think we can do that is through publishing. But globally, gaming is becoming its own culture, defined by a set of experiences shared by millions.īut it’s not that way for players everywhere just yet, and we want to make it a reality. In some parts of the world, that has already been the case for some time. Where the entertainment landscape of the 20th century was driven by linear media, the next century will be defined by interactive arts. Gaming is riding a massive wave, sitting on the edge of a global cultural breakthrough. ![]()
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