Valorant: How Riot launched a successful esports in a global pandemic

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Valorant: How Riot launched a successful esports in a global pandemic
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Valorant's launch coincided with a pandemic and yet it still managed to thrive.

Valorant released in the pandemic. Codenamed Project A, this game was designed and built during normal world operation only for social interaction to collapse in on itself as a potentially deadly virus swept the planet. While we all scrambled to understand this new, isolated way of living, Riot had a game almost ready for release and kept its head down, set on releasing it anyway.

And while yes, of course, we always hoped in our hearts of hearts that it would become a successful esport I wouldn't say we built it for esports specifically. Obviously, there was development before the launch of Valorant and then development after launch. Development of agents and maps that has straddled both sides of that. What was that shift like?

What made it stick? I think from our perspective, I don't know if it's magic, or if it's just luck, or whatever it is. But I think from our perspective, we never looked at it from the lens of how do we get more viewers or how do we even get more players. We looked at it from the lens of creating the best competitive shooter that we can, the best tactical shooting that we can, what do we believe are the right ingredients? And I guess in a lot of ways we were right.

How do you figure it out? Oof, I mean, we start with a basic premise of, you know, what are the challenges we expect the map to pose to the players on the defence side, on the attack side? Are those challenges approachable to players in roughly every skill level? If we want to talk about challenges, it is like Icebox. Hey, would you like 30,000 angles to clear, does that challenge you? Are you having fun now? With Haven do you understand how to set up across three sites instead of two sites.

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pcgamer /  🏆 38. in UK

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