League of Legends Wild Rift, two years of mobile title

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Judit Llordés
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The mobile market is growing, more and more companies are approaching the world of gaming on mobile devices and obviously the big players in the sector are also interested in bringing their products to a completely new audience who want to find out how it is possible to play well even on own smartphone, with quality products and followed by teams that support their projects with passion. This is precisely the case of Riot which launched on the mobile market two years ago a "miniature" version of its most majestic creature. In fact, League of Legends Wild Rift is two years old and a lot has passed since its launch, lots of new features, lots of champions and above all lots of changes to bring the best of LoL to mobile devices as well.



Precisely on the occasion of this anniversary, with the release of patch 3.4 we had the opportunity to participate in a roundtable with the developers to better understand what the state of the art of the title is and perhaps try to get some information for the future of the mobile version of one of the most played games ever on PC. The thing that transpires right away is the team's great desire to immerse their fans in a title that lives up to the name it bears, and we have actually seen this several times over the last few years. On the other hand, patches come out regularly, continuous support for the meta and for fixing mechanics, but above all a lot of innovation to be able to bring gameplay born on PC and then obviously translated to mobile.

An arduous task, and one that even developers know is not always simple. In fact, the thing that is under everyone's eyes is that of the roster of champions. In fact, League of Legends Wild Rift has a completely different roster from that of the main PC title. How come, you may be wondering. Well, the answer is actually as simple as it is complex in resolution. Despite what one might think, it is not easy to adapt the contents that are produced for the PC title within a UX such as that of a mobile game. As a result the team always works closely with the players to understand what are the most suitable samples that can be translated into Wild Rift, in such a way as to always have a perfect balance between difficulty in managing a champion, and ease in playing a game of League of Legends.



One of the focal points of the roundtable was obviously also the post-launch support that the title had. As previously mentioned, League of Legends Wild Rift can count on a really important team behind it years of MOBA experience and who knows what players of that particular type of gaming are looking for. Earlier we talked about the champions and their release, at the time of writing this piece, one of the last champions included in the game was Warwick for example, while in the PC title it has been found since the very beginning of the game. But obviously the eye also wants its part and the arrival of new skins and modes is just around the corner. Patch 3.4 will in fact make available for purchase the new skins for the champions and also a 1v1 mode long awaited by players from all over the world.

This is the first real anniversary event that tackles the title and the development team wanted to put a lot of effort into it to ensure that it is remembered as one of the most important. And in fact, many small events are about to celebrate the community and its contribution to what is becoming one of the most played MOBAs on mobile. But obviously we had no doubts about this, having behind us a team of talent like that of Riot Games. There was also time to talk about how important it is to get into every market, and it's in the team's best interest to get anywhere in the world. However, there are many difficulties and above all they vary from country to country. Different legislation, many rules to be respected, in short, it is not always easy to bring a title like League of Legends Wild Rift everywhere in the world.



The important thing is certainly to be able to bring an experience that can satisfy every type of player. Both the one approaching a MOBA for the first time, and the expert player who already has experience with the PC version and wants to experience the thrill of playing a few games in a "reduced" version of his favorite game. The road is obviously still long but the team is sure of being able to make big leaps in quality within a few years. also working synergistically with the community. Many samples are still missing and as mentioned before, the work on them is carried out daily.


There are also many updates and plans for the future of the title at stake which, according to the team, could also become something that is slightly detached from the PC version (never say never). The first obviously remains the interest of bringing Wild Rift to an increasingly large audience, thus managing to reach as many countries as possible. Being able to improve the gameplay experience within the wasteland more and more. So all about dragon, jungle and lane experience. Consequently, having a gameplay that allows the player not to feel too limited in using a smartphone to play. And in this, even with the UI and UX, really big steps forward have already been made in the last few months.

In addition, there is also the desire to bring small innovations, unpublished things that allow the player to always remain alert on what is possible to do within the game. New ways to compete, to win rewards andi then unlock exclusive items. It's always interesting to see how a cois team like that of Riot Games is ready to face new challenges to colonize a sector that is often left to itself, with titles that feel the weight of time over the years. League od Legends Wild Rift, on the other hand, is a completely different experience, and that even if it took only a small part from its older brother on PC, it would be a huge achievement.



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