Ficool

Chapter 10 - Chapter 10: Points and Essence! The Prelude to the Skin Economy

Three months of hellish development, like a sweeping sandstorm, pushed every person at Riot Games to their limits. When the skill effects for the 30th new hero, 'Zed, the Master of Shadows,' were finally debugged on the test server, it marked the curtain call for this 'hero mass production' movement.

Fifty heroes! This number itself was a milestone. From an initial humble but promising roster of twenty, it had expanded into a vast hero pool, now diverse, with clear role definitions and nascent tactical systems. The development team had almost created a miracle. Although some heroes released during this period did suffer from imbalanced strength or bugs due to insufficient testing (for example, a certain berserker wielding a giant axe was once called 'Dad' due to excessively high stats), the overall sentiment from the player community was excitement, tolerance, and a strong desire to explore the constantly changing new environment.

On the forums, players enthusiastically discussed new hero combos, counter-relationships, and optimal item builds, and the game's tactical depth and replayability had increased exponentially. Simultaneously, with the hero count stabilized, another strategic core that Qin Feng had established early on but temporarily shelved due to the full focus on new hero development was finally brought to the top of the agenda—the skin system.

At Monday's project meeting, the atmosphere was different from the frantic discussions about hero development three months prior. Although fatigue was still etched on everyone's faces, there was also a newfound composure that came from having endured the grind.

"Everyone, you've worked hard," Qin Feng began, his gaze sweeping over Wu Tong, who was visibly thinner but with sharp eyes, and Chen Ran, who, despite dark circles under her eyes, still looked energetic. "The cornerstone of fifty heroes has been laid, and our Summoners Rift is livelier than ever. But now, it's time to give these heroes more splendid attire and activate the true 'hematopoietic' function for our company."

The projection screen behind him lit up, displaying the title: "League of Legends Skin System Planning."

"As I said before, the core of our business model is 'free-to-play, pay-for-skins.' Skins must adhere to the ironclad rule of zero attribute bonuses and purely cosmetic changes. They are symbols of glory, platforms for individuality, and emotional anchors, but never a weight on the scales of victory." Qin Feng reiterated this principle, his gaze firm and unquestionable.

He then presented the tier plan for the skin system:

"The first is Classic Skins, which are the hero's initial appearance, owned by all players for free. This is the 'original flavor' of the hero, the foundation of the design."

"The second is Limited Skins, distributed during specific times or events (such as open beta, season rewards, major tournaments), after which they become exclusive or extremely difficult to obtain. They represent rarity and commemorative significance, serving as proof of a player's tenure and honor," Qin Feng explained. "For example, we could consider designing an exclusive 'Victorious' series skin for players who reach Gold tier or higher in Season 1."

"The third is Warrior/Epic Skins, which are the backbone of the skin system. They feature brand new splash art, models, and some include new skill effects and sound effects." Qin Feng looked at Chen Ran. "These are the main products that the art team will need to produce in large quantities in the future, priced at a mid-range to ensure that most paying players can easily own a few of their favorites."

"The fourth is Legendary Skins, considered high-end products among skins. In addition to a complete set of new models, effects, and sound effects, they must also feature brand new voice lines, recall animations, and even unique taunts, jokes, and death animations." Qin Feng's voice carried a hint of excitement. "They are not just costume changes; they give the hero a completely new, parallel identity and story. They are priced higher, targeting players who seek ultimate experiences and collectibles."

The fifth was Ultimate Skins, but Qin Feng did not introduce this concept yet; he planned to unveil this trump card when the technology and creativity were more mature.

"Our goal is," Qin Feng concluded, "to allow every player, whether they pay or not, to have a fair competitive experience in the game. But at the same time, for those who love this game and are willing to invest more in their favorite heroes, we will provide a rich, diverse, and value-for-money emotional consumption choice."

The theoretical framework was clear, but the challenges had only just begun when it came to concrete design.

Chen Ran's art team was the first to feel the pressure. Unlike designing the hero itself, skin design required a complete thematic overhaul while retaining the hero's core recognizable features (such as skill shapes and general silhouette).

The first skin creative review meeting was full of sparks.

"How about designing a 'Queen' themed skin for Ashe, the Frost Archer?" an artist suggested. "An ice crystal throne, an ice crown, and more magnificent skill effects to emphasize her identity as the Queen of Freljord."

"Good," Qin Feng nodded, "but be careful, her arrows and the frost theme of her Enchanted Crystal Arrow cannot change; these are core identifiers."

"What about Garen?" another designer spoke. "He represents the justice and power of Demacia. We could make an 'Iron Legion' style skin for him, covered in heavy armor, with his greatsword becoming a high-tech power sword, and his E Skill creating a metal storm when he spins!"

"That's a great idea," Wu Tong offered from a gameplay mechanics perspective, "but the range of the spinning motion and the attack range indicator must remain consistent with the classic skin, otherwise it will affect player judgment and game fairness."

"I have an even bolder idea," Chen Ran mused, "how about designing a 'Blaze Fox' skin for our newly released 'Ahri, the Nine-Tailed Fox'? We could turn her blue magical energy and orbs into scorching flames and molten spheres! All skill effects would be redone, and she would dance in flames during her recall..."

This idea made everyone's eyes light up, but it was immediately followed by questions of technical feasibility.

"The particle calculations for flame effects will be much higher than for regular spell effects," Wang Qi worried from a technical standpoint. "Lower-end machines might experience frame rate drops. We'll need to optimize or provide an effect level toggle."

"Voice acting is also an issue," the audio lead added. "If we're making a Legendary Skin, brand new voice lines mean we'll need to re-invite voice actors, which will increase both cost and time."

Similar discussions played out in every review meeting. Designers sought a delicate balance between wild creativity and strict technical limitations, as well as the hero's core identifiability.

Throughout this process, Qin Feng once again demonstrated his advantage as a "human database." He often proposed ideas that would enlighten the designers:

"For Tryndamere, the Barbarian King, we could have an 'Demonblade' skin. When he activates his Ultimate Ability, 'Undying Rage,' instead of glowing red, he could unfurl massive demonic wings!"

"For Ryze, the Rune Mage, we could make a 'Grandmaster Mage' skin. His spell surges would no longer be simple blue orbs of light, but flowing arcane runes!"

"Also, we could consider some fun skins, like 'Pajama Guardian Annie,' holding a teddy bear slipper, with her skill effects becoming soft and fluffy..."

These precise and creative suggestions greatly enriched the skin design ideas and made the team admire Qin Feng's "brainstorming" tremendously.

After intensive development, testing, and optimization, the first batch of meticulously crafted skins, a total of fifteen, covering various tiers from "Warrior" to "Epic," officially launched with a version update!

As soon as the update announcement was released, it immediately caused an unprecedented sensation in the player community.

In the in-game store, a prominent "Skins" tab appeared. Clicking on it revealed the heroes' refreshed appearances: "Iron Legion Garen" clad in heavy armor, the noble and aloof "Queen Ashe," the flame-enshrouded "Blaze Fox Ahri," the sinister "Demonblade Tryndamere"... Players erupted!

"Holy moly! This Garen is awesome! Buy, buy, buy!"

"Ashe's skin effects are so beautiful! This Crystal Arrow, I love it, I love it!"

"Ahri can be this enchanting? These flame effects, this recall animation! Worth it!"

"Although I don't play Tryndamere, this skin is so imposing, I can't help but want to buy one..."

Suddenly, owning cool skins became a new "social currency" in the game. On the loading screen, showing off a rare or magnificent skin often drew praise from teammates and attention from opponents. Skins not only changed the hero's appearance but also subtly strengthened the emotional connection between players and heroes, satisfying their desire to show off and personalization.

Backend payment data began to roll in at an unprecedented speed. The amount of top-up points continuously exceeded expectations. On the very first day alone, skin sales revenue reached a figure that left the entire Riot Games company, especially Xiao Zhang, who had been worried about the business model, utterly dumbfounded.

"Mr. Qin... this..." Xiao Zhang looked at the financial report, his hands trembling slightly. "In just one day, skin revenue... it exceeded the total of all our operating costs for the past three months, and then some! Is this... is this the power of 'emotional consumption' and 'aesthetic consumption' you spoke of?"

Qin Feng stood by the floor-to-ceiling window in his office, looking at the still bustling street below, a calm smile on his face.

The success of the skins not only meant that the company now possessed a healthy and robust self-sustaining capability, but also that the ecological closed loop of League of Legends had initially formed. The game used free, fair competition to attract and retain a massive player base, then served core users with high-quality skins that didn't affect balance, achieving commercial monetization. This model, validated countless times in his previous life, once again demonstrated its powerful vitality in this parallel world.

"The hematopoietic machine has started," Qin Feng murmured to himself. "Next, it's time to use this blood to nourish a grander dream—the dawn of professional leagues is approaching."

More Chapters