Overwatch Promotes Bad Game Design
Overwatch is pretty and sounds nice, and from those perspectives it's a decent piece of art. But as a game, Overwatch is a poor example of game design. In advance, I will be for obvious reasons if you are familiar with the game, be comparing what Overwatch is doing to what Team Fortress 2 did and why it is not okay to give Overwatch the same treatment Team Fortress 2 received.
Issue 1: No Story Line
Overwatch has no story line. And when I say Overwatch I mean the game itself not the online lore with the videos and the drawings and the Jeff Kappy's tidbits in the Blizzard forums. They have all the necessary assets to make a proper storyline for the game. Online they have plenty of high quality animations and thorough lore, and in the game they have functional events built upon bots with their own bosses. So even though Overwatch COULD very easily have its own storyline, they choose not to. Why does everyone, and I mean EVERYONE in the gaming community, give them a free pass for that? TF2 was a puzzle piece to the Orange Box so you didn't lose money by not having a story in that game and later TF2 was made free, so it's fine they didn't have a story and the videos were a nice later touch. Overwatch on the other hand unabashedly uses content online you have to go out of your way to find and considering the difference in video views to game purchases, it is a concrete bet the vast majority of Overwatch players have not viewed most of the online related content. That content should have been included inside the game and been worked into a storymode. They could have even updated that storymode in chapters like how they are adding events with waves of bots; but they don't. Speaking of the events:
Issue 2: Giving but then Taking away Content
Team Fortress 2 has a Halloween and a Christmas event that come and go (mainly the Halloween one is what most people pay attention to). But otherwise, they rarely have a big event you can't access again once it is gone. A main example of this was the Mann vs Machine update in which players got permanent access to a you v waves of bots game. Now besides the obvious fact Overwatch ripped these concepts from TF2 which is acceptable given their broadness, what isn't acceptable is how they handled it. Overwatch had Lucio ball, Mei's Snowball game (admittedly not that great), the amazing Halloween robot waves, the even better bot waves from the anniversary. Now, why does nobody complain about the fact they then take away this content? Why is it okay for a game to regularly give you large doses of content in the form of game modes and skins, only to later take it away? That is a middle finger to me and makes me angry I have to wait for content in a game I paid for only for in many cases, it to never appear again. I bought the game assuming the developers would regularly update the game with content, but what I did not expect was they'd take it away and lock the content forever. And the only, way to get skins after that, is if you have an unreal amount of spare coins due to spending a lot or playing the game for an excessive amount of time. Now with Year of the Rooster it is shown that developers are aware of this as they kept the capture-the-flag mode in the arcade permanently afterwards. Why would they not do the same with all the other events? I bought a game expecting content to be added, and what I got was content added only to later be taken away.
Issue 3: Convoluted Character Abilities
Overwatch, is a game everyone and their mother's uncle seems to own. Yet, for some reason, when it comes to the core mechanics of the game being way too complicated, people don't complain about this either. Every single character comes with at least 2 unique alternate abilities and an ULT. Why not have at least one or two characters with no alternate abilities or just one? Why does every character HAVE to have an ULT? Why does every character NEED to have some unique ability rather than just be slightly-different? You could easily create many great new characters by just simplifying already existing characters to go from 4 alternate actions to just 2, 1, or none. Why does every single fucking character HAVE to have these extra complicated pieces that make the game that much more difficult for the typical person to enjoy because it's too hard to follow how every single piece is interacting with all the other enemy characters and abilities. There is a saying that less is more. I like variety, but too much makes the game hard to enjoy because it progressively becomes a convoluted mess. And to those of you who may have some doubts about this being a problem, I believe this next issue might make this issue a bit harder to ignore:
Issue 4: Buffing and Nerfing the Game Too Strongly Too Often
... I don't know where to begin with how ridiculous BAD, this problem is, but let me try and explain it concisely. Altering a weapon's power by 5-10% in damage or speed, that's a run-of-the-mill nerf or buff. Now, should they have play-tested more effectively and not had to buff/nerf it in the first place? Yeah, but it's an understandable mild error that is within the healthy realm of human nature when it comes to game design. Having to up a character's health by 25% (Zenyatta), destroying a character's ability to hook-and-kill in one go as was a key aspect of their character for more than a year (Roadhog), decreasing a character's heal rate from 100% to 50% (Ana), decreasing armor by 200 points and damage by 33% (D.Va), and this is just a handful from many other game-changing buffs and nerfs. These aren't subtle and they aren't balanced. This feels less like a Triple-A game and more like the beta for a game that isn't finished being tweaked. When your game is still being nerfed and buffed to such ridiculous degrees, a year after having been released, you know you fucked up balancing the numbers. Some characters are a joke while others are over-powered and this problem still isn't solved. When your fucking consumer, has to actively worry you will somehow break the character they main, you have failed as a game creator to treat your playerbase well. TF2 did mild nerfs and buffs on specific weapons and kept things subtle yet noticeable without making people paranoid. Hell, there are entire YouTube channels DEVOTED to reporting these nerfs and buffs not as something that is part of a poorly balanced game, but instead as AMAZING NEWS (like cumment and subscrub). It's a joke and it shows how poorly coded Overwatch fundamentally is and how much people have let the game trick them into thinking it is great when it is in fact incredibly flawed and poorly handled to an unacceptable degree. And speaking, of breaking the game regularly:
Issue 5: Developers Breaking Overwatch if you don't use it how they want you to
What I am about to get into is a more nuanced issue but when you deal with it, it will absolutely piss you off. I play Competitive often when I go on Overwatch. But once in a while a problem happens during a competitive match. My Internet has gone out. My PS4 encountered an error that automatically ejected the disk due to my eject button overheating. I have been called away by someone needing my immediate help. These are reasonable things and if we were dealing with a normal online game or even just a normal game, you would not be punished for these things. But OH NO NOT IN JEFF KAPLAN'S WORLD ************ YOU GOTTA PAY THE PRICE. If you leave too often for whatever reason whether purposeful or not, you can receive a great variety of punishments. Some of these include, temporary bans, giant experience point deducations (I got -75% for a console glitch), extended competitive bans, and permanent competitive bans. How dare the developers punish me for wanting to get up and not play their god damn game. How dare the developers threaten to break part of my game that I paid for, if my Internet sucks too often or if I have to go do something too often. I don't owe a damned thing to them yet the developers appear to stand by this mentality that it is a privilege, to play the game I bought. I bought the game, I should be able play it as I see fit WHEN I see fit. If the developers cannot understand this, then that is both unethical and a poor way of designing your game to handle leaving.
Conclusion
So, in short you have a game with no story line inside it, content that is given only to be later permanently taken away, characters with convoluted mechanics and designs, routine over-the-top buffing and nerfing of key elements of characters, and developers willing to break part of your game if you don't use it how they want you to even if it's not your fault. This, is bad game design. And by us unanimously praising this game, we allow Overwatch to promote bad game design.
Overwatch is pretty and sounds nice, and from those perspectives it's a decent piece of art. But as a game, Overwatch is a poor example of game design. In advance, I will be for obvious reasons if you are familiar with the game, be comparing what Overwatch is doing to what Team Fortress 2 did and why it is not okay to give Overwatch the same treatment Team Fortress 2 received.
Issue 1: No Story Line
Overwatch has no story line. And when I say Overwatch I mean the game itself not the online lore with the videos and the drawings and the Jeff Kappy's tidbits in the Blizzard forums. They have all the necessary assets to make a proper storyline for the game. Online they have plenty of high quality animations and thorough lore, and in the game they have functional events built upon bots with their own bosses. So even though Overwatch COULD very easily have its own storyline, they choose not to. Why does everyone, and I mean EVERYONE in the gaming community, give them a free pass for that? TF2 was a puzzle piece to the Orange Box so you didn't lose money by not having a story in that game and later TF2 was made free, so it's fine they didn't have a story and the videos were a nice later touch. Overwatch on the other hand unabashedly uses content online you have to go out of your way to find and considering the difference in video views to game purchases, it is a concrete bet the vast majority of Overwatch players have not viewed most of the online related content. That content should have been included inside the game and been worked into a storymode. They could have even updated that storymode in chapters like how they are adding events with waves of bots; but they don't. Speaking of the events:
Issue 2: Giving but then Taking away Content
Team Fortress 2 has a Halloween and a Christmas event that come and go (mainly the Halloween one is what most people pay attention to). But otherwise, they rarely have a big event you can't access again once it is gone. A main example of this was the Mann vs Machine update in which players got permanent access to a you v waves of bots game. Now besides the obvious fact Overwatch ripped these concepts from TF2 which is acceptable given their broadness, what isn't acceptable is how they handled it. Overwatch had Lucio ball, Mei's Snowball game (admittedly not that great), the amazing Halloween robot waves, the even better bot waves from the anniversary. Now, why does nobody complain about the fact they then take away this content? Why is it okay for a game to regularly give you large doses of content in the form of game modes and skins, only to later take it away? That is a middle finger to me and makes me angry I have to wait for content in a game I paid for only for in many cases, it to never appear again. I bought the game assuming the developers would regularly update the game with content, but what I did not expect was they'd take it away and lock the content forever. And the only, way to get skins after that, is if you have an unreal amount of spare coins due to spending a lot or playing the game for an excessive amount of time. Now with Year of the Rooster it is shown that developers are aware of this as they kept the capture-the-flag mode in the arcade permanently afterwards. Why would they not do the same with all the other events? I bought a game expecting content to be added, and what I got was content added only to later be taken away.
Issue 3: Convoluted Character Abilities
Overwatch, is a game everyone and their mother's uncle seems to own. Yet, for some reason, when it comes to the core mechanics of the game being way too complicated, people don't complain about this either. Every single character comes with at least 2 unique alternate abilities and an ULT. Why not have at least one or two characters with no alternate abilities or just one? Why does every character HAVE to have an ULT? Why does every character NEED to have some unique ability rather than just be slightly-different? You could easily create many great new characters by just simplifying already existing characters to go from 4 alternate actions to just 2, 1, or none. Why does every single fucking character HAVE to have these extra complicated pieces that make the game that much more difficult for the typical person to enjoy because it's too hard to follow how every single piece is interacting with all the other enemy characters and abilities. There is a saying that less is more. I like variety, but too much makes the game hard to enjoy because it progressively becomes a convoluted mess. And to those of you who may have some doubts about this being a problem, I believe this next issue might make this issue a bit harder to ignore:
Issue 4: Buffing and Nerfing the Game Too Strongly Too Often
... I don't know where to begin with how ridiculous BAD, this problem is, but let me try and explain it concisely. Altering a weapon's power by 5-10% in damage or speed, that's a run-of-the-mill nerf or buff. Now, should they have play-tested more effectively and not had to buff/nerf it in the first place? Yeah, but it's an understandable mild error that is within the healthy realm of human nature when it comes to game design. Having to up a character's health by 25% (Zenyatta), destroying a character's ability to hook-and-kill in one go as was a key aspect of their character for more than a year (Roadhog), decreasing a character's heal rate from 100% to 50% (Ana), decreasing armor by 200 points and damage by 33% (D.Va), and this is just a handful from many other game-changing buffs and nerfs. These aren't subtle and they aren't balanced. This feels less like a Triple-A game and more like the beta for a game that isn't finished being tweaked. When your game is still being nerfed and buffed to such ridiculous degrees, a year after having been released, you know you fucked up balancing the numbers. Some characters are a joke while others are over-powered and this problem still isn't solved. When your fucking consumer, has to actively worry you will somehow break the character they main, you have failed as a game creator to treat your playerbase well. TF2 did mild nerfs and buffs on specific weapons and kept things subtle yet noticeable without making people paranoid. Hell, there are entire YouTube channels DEVOTED to reporting these nerfs and buffs not as something that is part of a poorly balanced game, but instead as AMAZING NEWS (like cumment and subscrub). It's a joke and it shows how poorly coded Overwatch fundamentally is and how much people have let the game trick them into thinking it is great when it is in fact incredibly flawed and poorly handled to an unacceptable degree. And speaking, of breaking the game regularly:
Issue 5: Developers Breaking Overwatch if you don't use it how they want you to
What I am about to get into is a more nuanced issue but when you deal with it, it will absolutely piss you off. I play Competitive often when I go on Overwatch. But once in a while a problem happens during a competitive match. My Internet has gone out. My PS4 encountered an error that automatically ejected the disk due to my eject button overheating. I have been called away by someone needing my immediate help. These are reasonable things and if we were dealing with a normal online game or even just a normal game, you would not be punished for these things. But OH NO NOT IN JEFF KAPLAN'S WORLD ************ YOU GOTTA PAY THE PRICE. If you leave too often for whatever reason whether purposeful or not, you can receive a great variety of punishments. Some of these include, temporary bans, giant experience point deducations (I got -75% for a console glitch), extended competitive bans, and permanent competitive bans. How dare the developers punish me for wanting to get up and not play their god damn game. How dare the developers threaten to break part of my game that I paid for, if my Internet sucks too often or if I have to go do something too often. I don't owe a damned thing to them yet the developers appear to stand by this mentality that it is a privilege, to play the game I bought. I bought the game, I should be able play it as I see fit WHEN I see fit. If the developers cannot understand this, then that is both unethical and a poor way of designing your game to handle leaving.
Conclusion
So, in short you have a game with no story line inside it, content that is given only to be later permanently taken away, characters with convoluted mechanics and designs, routine over-the-top buffing and nerfing of key elements of characters, and developers willing to break part of your game if you don't use it how they want you to even if it's not your fault. This, is bad game design. And by us unanimously praising this game, we allow Overwatch to promote bad game design.