Most Recent Player Behavior News

UPDATE: Play games that matter with /remake

Mash the eject button on early game 4v5s and get into games that matter with /remake. Read on to learn how it works.
6 months ago

Reports: How do they work?

Let’s talk the report system (and “your mom” jokes).
1 year ago

Positive play icon unlocked

When 5.18 dropped, we powered up the instant feedback system and shared that positive players would earn an exclusive Summoner Icon. If you met the requirements (no restrictions or bans 6/15–9/15), your icon should be unlocked right now.
1 year ago

Instant feedback powers up

Reform cards hit the client, intentional feeding bans debut, an exclusive summoner icon unlocks for positive players, and a few more power ups for player behavior systems!
1 year ago

New player reform system heads into testing

We know that speedy feedback helps players better understand why negative behaviors are unacceptable and how they can be improved over time. With that in mind, we’re building and iterating on a new instant feedback system that delivers actionable feedback and punishment.
1 year ago

Player Behavior Design Values: Punishment

Our player behavior philosophies include reform, rewards and punishment. We believe punishment is most effective when structured towards reform, because other designs often address symptoms, not root causes.
1 year ago

Player Behavior Design Values: Reward

Our player behavior philosophies include punishment, reform and positive reinforcement. With rewards, we have to be careful to design systems that don’t simply incentivize positive behavior for a small duration, but provide reasons to stay positive all the time.
1 year ago

Player Behavior Design Values: Reform

In this blog, Lyte re-emphasizes our philosophy around reform and why we reject the notion of a silver bullet to slay negative behavior. Then Socrates explores how ranked restrictions work and why they are so effective.
1 year ago

Exploring Player Behavior Design Values

There is no silver bullet that solves negative behavior in online games. Players are a diverse bunch, and each player has different motivations and responds differently to different consequences. We design diverse systems using three core philosophies based on reform, punishment, and reward.
2 years ago

Updates to LeaverBuster

We’re rolling out a new LeaverBuster system to help reduce the frequency of AFKS and leavers that is also significantly more severe in ranked games.
2 years ago