Today we talk about someone near and dear to my heart... at least as far as video game characters are concerned. For those who don't know the handsome man featured above is the character Jhin from league of legends. Full disclosure he is by far my most played character outstripping the competition by 3+ times.
So what about him captures my interest so completely, especially amidst a field of well designed characters? I think its how perfectly a set of pretty small simple ingredients come together.
To put it in food terms (never write when your hungry) there are two types of pizzas, there is the american pizza loaded with so much cheese and toppings that the thing is almost heavy to pick up, but every bite bursts with flavor, and on the other hand you have the traditional Italian pizza; topping lite, tons of room between each ingrediant, and hardly any cheese, sometimes none at all. Picking only the perfect flavors to work in quiet but confident concert
Both methods of pizza have their merits, and I love both, as I love both design philosophies and they both can produce amazing results, but as a designer it always catches my eye when someone creates a minimalist design, it shows a level of mastery and confidence that buffet style doesn't quite convey.
To illustrate my point let me quote a passage from the Jhin short story they put out around his release:
"He drew the fingertips of his left hand across the slick surface of the clothes. The feel of the skin's oily surface quickened his breath. He picked up the tight, leather mask, then - unable to help himself - slid it over his face. It covered his right eye and mouth. It constricted his breathing and removed his depth perception...
Delightful."
Delightful."
To me this perfectly captures how Jhin thinks, and ultimately every aspect of his character, for those who don't know Jhin is a sniper serial killer who views his kills as part art work part performance piece. He also has a thing about the number 4.
Reading some design insights by the developers the main crux of his being was created because someone created his core mechanic (4 shots then reload (in a game without reloading) and the 4th does the most damage) then they asked themselves a question that very easily could have gone unasked, 'why?'.
See most characters have some weird thing that they could do better or doesn't make much sense, why does eating some oranges have a cool-down, why does, heck, another sniper in the game only do a special shot every couple of shots? The answer is normally 'for game-play reasons' but here they asked 'but why would the character do it though?'.
Reading some design insights by the developers the main crux of his being was created because someone created his core mechanic (4 shots then reload (in a game without reloading) and the 4th does the most damage) then they asked themselves a question that very easily could have gone unasked, 'why?'.
See most characters have some weird thing that they could do better or doesn't make much sense, why does eating some oranges have a cool-down, why does, heck, another sniper in the game only do a special shot every couple of shots? The answer is normally 'for game-play reasons' but here they asked 'but why would the character do it though?'.
And that answer was Jhin, this character, a character who limits himself not because of some game play reason, but to create a better performance and he doesn't care that other people don't see his art, or that they don't understand why he does things, for him its all about fulfilling his internal needs (see ocd / perfectionist).
And as a player you enact that for him, every action you do in game is in service of this ideal of putting on the perfect, most impressive, performance from waiting for the perfect moment to bind someone, to playing around 'that deadly fourth shot' almost every mechanic he has is based around the idea of 'how can this be difficult in such a way that I can show off by doing it perfectly'.
This process is called bottom up design, starting with a core idea (A gun that shoots 4 bullets and the last one is the best) and finding something to fit that, those who are aware might also notice that this design is also pretty top down as well (come up with an idea for a character then build around that) and that is sort of the point, a brilliant design starts with a bottom point (the Crunch) and a top point (the Fluff) builds a single tight link between them and builds out from there.
At some point I'll go into top down vs bottom up in more detail, but suffice to say like most things in design the answer isn't which one is better, its a little more complicated than that.
And as a player you enact that for him, every action you do in game is in service of this ideal of putting on the perfect, most impressive, performance from waiting for the perfect moment to bind someone, to playing around 'that deadly fourth shot' almost every mechanic he has is based around the idea of 'how can this be difficult in such a way that I can show off by doing it perfectly'.
This process is called bottom up design, starting with a core idea (A gun that shoots 4 bullets and the last one is the best) and finding something to fit that, those who are aware might also notice that this design is also pretty top down as well (come up with an idea for a character then build around that) and that is sort of the point, a brilliant design starts with a bottom point (the Crunch) and a top point (the Fluff) builds a single tight link between them and builds out from there.
At some point I'll go into top down vs bottom up in more detail, but suffice to say like most things in design the answer isn't which one is better, its a little more complicated than that.











