The strategy of Teamfight Tactics to retain its players
They don't put a gun to their heads

- April 2, 2025
- Updated: April 2, 2025 at 7:30 AM

Teamfight Tactics, considered the biggest strategy game for PC in the world, has adopted an unusual philosophy regarding player departures from the game. Peter Whalen, the game director at Riot Games, has stated that it is completely acceptable for players to leave TFT from time to time, as their design approach is based on the premise that sooner or later they will return. This cyclical strategy contrasts with common practices in the industry, where most games employ mechanics like daily missions and progression systems to keep players engaged in the long term, but that is not the case here.
You are going to come back, and you know it
Whalen argues that these techniques tend to reduce the overall audience, concentrating participation in a more restricted group of players. In his opinion, it is vital for game designers to take into account that players have a limited time to interact with the title, which leads to the inevitable rotation of users. For this reason, Riot Games has decided to focus not only on retaining players but also on creating great moments that encourage them to return.
To achieve this, TFT must ensure that players have a rewarding experience upon their return. This means that the game must combine familiarity with new elements, preventing users from feeling that their time away has left them at a disadvantage. Whalen emphasizes that the key is to design a fair gaming environment, where accounts are not negatively affected by the absence of players.
Despite the fact that player retention is a valid goal, for TFT, short-term merits are not the only measure of success. Design decisions are aimed at building trust with players, which could foster more sustainable long-term engagement, aligning the incentives of developers and users. Based on these considerations, TFT positions itself as an innovative example in the development of strategic video games.
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