League of Legends (Fan Patch): Attack Move

Solo
March 2025
Making Summoner’s Rift accessible for more players, regardless of their ability.
This concept for an unofficial update to the MOBA League of Legends proposes quality of life updates to the game’s Attack-Move command targeted at disabled players.
Proposal
OBJECTIVE
Design and pitch an update to League of Legends to address an accessibility concern in the game.
The design process for this patch was straightforward. In addition to my skills as a designer, this exercise was an opportunity to apply my insight as a motor-disabled fan of League. The guiding principles of this update were as follows:
- (i) changes needed to provide new access to existing systems, without undermining existing forms of challenge within them.
- (ii) changes needed to be fair and responsive for every player, whether disabled or able.
i. Identifying the Concern
The Concern
The minimum expectation for players is that they can accurately and quickly aim the mouse. Not every player can meet that expectation.
I’ve found it useful to consider the “minimum ability” that a designer anticipates players will have. It highlights the discrepancy between the audience the designer thinks they will have versus the audience that they actually have.



ii. Anticipating Challenges
To make robust decisions about design, it’s important to anticipate complications within the space. MOBAs are a highly competitive genre; I needed to get ahead of any systems impacts my changes would have. Specifically, right-click interactions compliment existing systems, like the move speed and character size stats.


On top of that, League already has the attack-move command; inherited from ancestors in the genre, the attack-move command allows players to attack without aiming. However, attack-move isn’t without flaws.

iii. Proposing a Solution
My favorite part of this solution is that it’s elegant. By changing the way that the attack-move command handles targeting, we expand its functionality without adding a whole new mechanic to the game. That fact is huge, both as a player and a designer:
- Reusing an existing mechanic allows us to mitigate some of the production costs for adding actions.
- Players likely already have the keybind for attack-move still available on their keyboard; they can start using the new system without making any changes to their keyboard layout.
On top of that, we have full control of how “opt-in” this mechanic is. In my pitch, I propose a slider to control the precision of the system; beyond that, we can also add a toggle in the settings for switching to the legacy system altogether.


