A former producer breaks down what went wrong

by John Garrett
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Ahri casting her ultimate Charm in 2XKO, releasing a glowing pink heart-shaped projectile with a confident smile
Ahri is one of 2KXO’s most promising fighters. Image source: Riot Games

Riot Games embarked on a challenging journey to create a fighting game within the League of Legends universe, generating immense excitement. However, establishing a unique presence in a specialized genre like 2v2 tag-team fighters proved to be a significant struggle.

In an exclusive discussion with Thunderpick, former Riot producer John Ricchio shed light on the demanding realities behind the development and subsequent downsizing of 2XKO.

From the complexities of player engagement to accidental leaks of unreleased champions online, Ricchio provided an unfiltered peek into the inner workings of the studio.

Challenges of a Risky Venture

Jinx firing rocket in 2XKO
Image source: Riot Games

Riot assembled a top-tier 2XKO development team comprising fighting game experts like the Cannon brothers. However, as Ricchio highlighted, bridging the gap between casual League of Legends enthusiasts and hardcore fighting game players posed a risky proposition.

“The 2XKO project was a significant gamble. The fighting game market is relatively small, and our aim was to capture a segment of it. The bet was on attracting hardcore gamers and leveraging the IP to draw them into the fighting game realm,” he explained.

Despite garnering accolades from professional players and veterans in the fighting game community, the project faced challenges in terms of player engagement.

“As we neared completion, it became apparent that 2XKO wasn’t achieving the desired success. The player base and revenue were not meeting expectations,” Ricchio noted. “There weren’t enough active players or sufficient monetization to support the team’s size.”

Staff Reductions and Restructuring

With the player numbers and financial returns falling short of sustaining a large 160-person development team, Riot had to make tough decisions. Ricchio disclosed that around 82 developers were laid off following the console launch.

According to Ricchio: “Approximately 82 of us were let go. The news came suddenly… I noticed changes in the behavior of higher-ups… Some individuals anticipated the outcome sooner than others. Yet, it still felt abrupt for many of us, especially those with shorter tenures.”

Riot had to determine the essential team members required to sustain the project on a smaller scale, adjusting their plans to align with a more streamlined approach.

Managing Unintended Reveals

For those curious about the premature appearance of unrevealed 2XKO characters on social media, Ricchio clarified the reasons behind these leaks during his interview with Thunderpick. Contrary to speculation about industrial espionage, such occurrences often result from human errors during testing phases.

“Most instances of unreleased champions or stages slipping into test builds can be traced back to simple mistakes in data handling,” he revealed.

While developers may be disheartened by premature exposure of their unfinished work, Ricchio acknowledged that marketing teams sometimes view leaks as an opportunity to redirect negative narratives or generate excitement among fans during quieter periods.

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