Grounded in Runeterra: Why the Riot MMO Should Keep its Feet on the Ground
Riot MMO | Design Philosophy Analysis
A Traversal Decision that Will Define a World
Among the colossal tasks facing Riot Games in creating its highly anticipated MMORPG, one choice is uniquely foundational: how players will move through Runeterra. This decision will have a profound impact on the game's social dynamics and the very soul of its world. By learning from the missteps and victories of its predecessors, Riot can sidestep a design trap that has diminished countless virtual worlds. By deliberately forgoing traditional, unfettered flying mounts, Riot can build a more immersive, socially vibrant, and engaging world that aligns with its own stated design philosophies.
The Siren's Call of Convenience: How Flying Broke the World
Shallow Siren's Card art in Legends of Runeterra
The introduction of flying mounts to the mainstream MMO landscape, primarily through World of Warcraft: The Burning Crusade, was met with near-universal acclaim.
It was a potent and exhilarating reward, offering breathtaking new perspectives and unparalleled convenience. Yet, beneath this exhilarating freedom, a series of profound and damaging consequences began to take root, fundamentally altering the relationship between the player and the virtual world.
The Shrinking of the World
The most immediate effect of unrestricted flight was the dramatic shrinking of the game world. MMOs are designed to feel vast, a sense of scale created by terrain: impassable mountains, winding canyons, and hostile territories.
Questing / Traveling in Classic Warcraft
Questing / Traveling in Retail World of Warcraft
Traditional flying mounts negate this entirely. By allowing a player to ascend to a safe altitude and travel in a straight line—a practice known as "bee-liningTraveling directly from point A to point B in the most efficient straight line, ignoring terrain and obstacles below."—all geographical obstacles become irrelevant. A treacherous mountain range that was once a journey becomes a minor inconvenience to fly over. The world ceases to be a place to inhabit and instead becomes a two-dimensional map to be crossed as efficiently as possible.
The Death of the Journey
In a well-designed MMO, the space between Point A and Point B is not dead air; it is where the unscripted, organic life of the game happens. This is where a player might stumble upon a rare creature, discover a hidden cave, or witness a faction skirmish. The journey is the connective tissue of the world.
Legends of Runeterra Salt Spire
Flying excises this tissue with surgical precision. The journey is reduced to a loading screen in which the player remains in control. There are no chance encounters 500 feet in the air, no danger, and no discovery. As one player noted, with flying mounts, "you just fly your way to your destination on your own without anything happening, anything".
Reddit Post Source
The Trivialization of Content
Flying mounts also trivialize the content within the world. Level designers use terrain to create challenges, like an enemy fortress intended to be a gauntlet.
Xer'sai Hatchling Legends of Runeterra
With a flying mount, this entire sequence is bypassed. The player can simply fly over the walls, land on the quest objective, and fly away. This creates a significant "design debtFuture development challenges and costs created by earlier, short-term design choices.," forcing developers to either accept that their ground-level content will be ignored or to create artificial "no-fly zones".
The Erosion of Social Fabric
The most devastating consequence of traditional flying is the damage it inflicts on the social ecosystem. An MMO's core is the "massive multiplayer" aspect—the idea of sharing a world with thousands of others. Traditional flight is a powerful agent of atomizationThe process of separating individuals from their community, leading to social isolation., isolating players from one another.
The close proximity of the Alliance town of Southshore and the Horde town of Tarren Mill, connected by a road in the Hillsbrad Foothills, made the area a natural hotspot for these large-scale battles.
When players are on the ground, their paths intersect. They meet at crossroads and fight over the same quest mobs. This proximity is the seed of all social interaction. Flying shatters this shared context. A player high in the sky is in a private instance, invisible to those below. The 3D space of the sky is exponentially larger than the 2D space of the ground, diluting the player base and making random encounters a statistical improbability. This is particularly ruinous for world PvP, which relies on contested territory. Flying provides a near-perfect escape mechanism, killing the spontaneity of open-world conflict.
You can see this individual just flying between nodes. They are not required to interact with the world. They are just flying.
This outcome is irreconcilable with a "group-centric" design philosophy. As former Riot MMO Executive Producer Greg "Ghostcrawler" Street stated, "If you want to play a game with a community, with friends, then play our MMO".
Case Study: World of Warcraft's Decade-Long Struggle with the Skies
No game offers a more comprehensive history of MMO traversal design than World of Warcraft. Its journey is a microcosm of the entire genre's grappling with flight, providing a complete arc—a story of the problem, a failed solution, and a successful resolution—that contains the most critical lessons for Riot Games.
The Pathfinder Problem: A Cure Worse Than the Disease
By the Warlords of Draenor expansion, Blizzard realized that unfettered flying was harming their game. Knowing that simply removing it would cause backlash, they chose to gate it behind a complex meta-achievementA large achievement that requires completing many other smaller achievements, often over a long period.: "Pathfinder." This compromise became one of the most resented systems in the game's history.
To unlock flight, players were required to complete a sprawling checklist spanning months, including exploring every zone, completing all major quests, finishing hundreds of world quests, and grinding multiple faction reputations to "Revered." The player backlash was fierce. The community saw Pathfinder not as a rewarding journey, but as a cynical chore designed to artificially inflate engagement metrics by forcing them through tedious, time-gated grinds. The lesson was clear: players will reject systems that feel designed to waste their time rather than enhance their experience.
The Dragonflight Solution: Making the Journey the Destination
With the Dragonflight expansion, Blizzard rebooted its philosophy on aerial traversal. "Dragonriding" was not a passive convenience but a core, skill-based gameplay system.
Dragonriding is a physics-based system built on momentum and gravity. Players actively manage a regenerating resource called Vigor to use abilities like "Skyward Ascent" for height and "Surge Forward" for a horizontal boost. The Dragon Isles were built from the ground up for Dragonriding, with immense verticality that makes high-speed traversal feel necessary and exhilarating. The world is dotted with "Dragon Glyphs," collectibles that reward players with talent points to upgrade their Dragonriding abilities.
The reception was overwhelmingly positive, with many hailing it as a new gold standard for MMO traversal. It solved the problems of traditional flight: it made the world's vastness a central part of the mechanic instead of shrinking it. The success proves that the enemy of a healthy MMO world is not flight itself, but trivial flight. However, this did not solve for the problem of players not interacting with the journey. It actually exacerbated it. With the faster travel it made the old world feel even smaller than it already did.
Blueprints for a Better Journey: Lessons from Other Worlds
While World of Warcraft's evolution provides a powerful narrative, Riot can also draw upon the elegant solutions developed by its competitors. Final Fantasy XIV and Guild Wars 2 offer compelling models that move beyond the simple binary of "flight versus no flight."
Final Fantasy XIV and the Earned Vista
Final Fantasy XIV offers a successful middle ground. Flight is unlocked on a zone-by-zone basis through the "Aether Current" system.
To fly, a player must find a set number of Aether Currents scattered throughout the landscape and earn others by completing specific Main Story Quests (MSQ) and side quests. The system's elegance lies in its respect for the world and the player. It ensures every player experiences each new zone on foot for the entirety of its narrative, preserving the initial sense of scale and discovery. This suffers from the same problems as the pathfinder achievement in World of Warcraft. It feels bad to have flying and then loose it.
Guild Wars 2 and Traversal as Gameplay
Guild Wars 2 represents a radical innovation. It rejects the one-size-fits-all mount in favor of a stable of specialized mounts, each functioning as a unique tool for a specific navigational puzzle. This "tool for every job" approach makes traversal an engaging, choice-driven experience. The Raptor leaps wide chasms,
the Springer scales sheer cliffs,
and the Skimmer glides over water.
The environment itself becomes meaningful content, and travel becomes an interactive puzzle. Within this framework, flight is an aspirational, late-game achievement. The two flying mounts, the Griffon and the Skyscale, require significant investment to unlock and do not render ground mounts obsolete.
Comparative Analysis of Modern MMO Traversal Systems
| MMO / System | Core Mechanic | Unlock Method | Impact on World Interaction | Impact on Content Engagement | General Player Reception |
|---|---|---|---|---|---|
| World of Warcraft / Pathfinder | Standard point-and-fly ("air swimming") | Lengthy, time-gated meta-achievement requiring exploration, questing, and extensive reputation grinding. | Heavily negative. Isolates players, trivializes world PvP, and makes the world feel empty once unlocked. | Negative. Allows players to bypass and trivialize most outdoor content, devaluing world design. | Overwhelmingly negative. Widely viewed as a tedious, disrespectful chore designed to inflate metrics. |
| Final Fantasy XIV / Aether Currents | Standard point-and-fly, unlocked per-zone. | Find scattered "Aether Currents" and complete specific main story and side quests within each zone. | Neutral to positive. Preserves ground-level interaction during the initial story experience; becomes a convenience tool afterward. | Positive. Ensures all players experience content on foot first, preserving designer intent before granting flight as a reward. | Generally positive. Seen as a fair and respectful compromise that values both exploration and player time. |
| Guild Wars 2 / Specialized Mounts | A suite of mounts, each with a unique, physics-based traversal ability (leap, high jump, glide, hover, etc.). | Unlocked via story progression, achievements, and in-game currency. Flying mounts are significant late-game goals. | Highly positive. Encourages active engagement with terrain and other players; different mounts are needed for different situations. | Highly positive. Traversal itself becomes a form of engaging gameplay and puzzle-solving. Does not obsolete ground content. | Overwhelmingly positive. Widely considered the gold standard for MMO mount design due to its depth and variety. |
| World of Warcraft / Dragonriding | Physics-based flight with momentum, gravity, and a regenerating resource (Vigor) for active abilities. | Unlocked early in the Dragonflight expansion story; mastery requires finding collectibles (Glyphs) throughout the world. | Positive. High speed keeps players engaged; races and shared challenges create new social touchpoints. Less isolating than traditional flight. | Highly positive. The world was designed specifically for this system, making traversal and content engagement symbiotic. | Overwhelmingly positive. Hailed as a revolutionary and fun system, though accessibility concerns exist for some players. |
The Riot Philosophy: Building a Socially-Centric World
Riot's most prominent corporate value is to be "Player First". The case study of World of Warcraft's Pathfinder system is a stark warning of what happens when this principle is violated. A truly "player-first" approach would reject such a friction-based model in favor of one that is inherently rewarding, as seen in Dragonflight and Guild Wars 2.
Furthermore, the early vision for the Riot MMO is explicitly "group-minded" and built for community. Traditional flying dissolves this social fabric. To build a world that fosters community, the design must not actively discourage players from sharing the same space. A ground-based world is a shared world.
Finally, Riot's greatest advantage is its position in time. Unlike Blizzard, which must contend with legacy decisions from a game launched in 2004, Riot is starting with a blank slate. They have the benefit of hindsight, able to analyze the genre's history without being trapped by it. To ignore these lessons would be a willful disregard for the hard-won knowledge of an entire industry.
Recommendation: Forging a Path Forward for Runeterra
The evidence leads to a clear conclusion. For Riot Games to fulfill its promise of a vibrant, socially-driven world, its MMO should launch with no traditional, point-to-point flying mounts. This is not a call for a more restrictive game, but a recommendation to embrace a modern, engaging design philosophy. The alternative is a world where travel itself is a core part of the adventure.
This vision can be realized by synthesizing the best ideas the genre has to offer:
- Embrace Specialization (The Guild Wars 2 Model): Implement a system of specialized, region-themed mounts that function as keys to environmental puzzles. This would make mounts an extension of the world's lore and force players to make active decisions about navigation.
- Incorporate Engagement (The Dragonflight Model): Traversal mechanics should be active, not passive. Systems like a regenerating energy meter, physics-based momentum, or light talent trees for mounts would transform getting around from a chore into an enjoyable mini-game.
- Integrate with a Social World: The ultimate purpose of a grounded, engaging traversal system is to serve the MMO's social pillar. Keeping players primarily on the ground increases player density and the frequency of organic encounters. It makes the world feel more alive and shared, creating the conditions for the spontaneous community stories that define memorable MMO experiences.
Ultimately, the decision is a choice between two futures. One offers a world of convenience, where the landscape is a skippable obstacle and players are isolated dots on a map. The other offers a world that is a place—a vibrant, cohesive environment that players must master together. It is a choice between a sterile lobby and a living world. For an MMO that aspires to endure for decades, the choice should be clear. Keep players grounded in Runeterra, and the game itself will have a chance to truly soar.




