Epyc Wynn said:
I just care about good game design.
Except you don't know shit about game design either.
Point 1, as multiple people have pointed out, has nothing to do with game design to begin with, and if you really wanted to try and stretch it to get anywhere close, it would actually become a positive game design choice. To do a story mode that's actually good would require making a single player experience, and time and resources spent on that would take away from the multiplayer aspect of the game. They decided that, since the focus of the game was its multiplayer, they would rather dedicate all that design time and resources to the multiplayer in order to make it the best it could be, rather than tacking on a single-player mode that they obviously weren't invested in that would likely have resulted in the multiplayer component being made worse through lost development time.
Point 2 is another issue that has cropped up in other multiplayer only games, and that content isn't kept permanent for a reason. They want the main game to be the focus and to be what the majority of people play. Those side game modes divert players away from the main game mode. While this is fine in limited durations because they increase interest in the game and give more stuff for people to do, in the long run multiple game modes like this would eventually fracture the playerbase, resulting in longer wait times to get into a game, and even more horribly unbalanced games than you already get when you eventually do. Alternatively you can avoid fracturing the playerbase by not making any new game modes, but then you're limiting yourself from pursuing potentially entertaining new future ideas. So the optimal solution to both keep the playerbase concentrated in the main game while also offering side modes is to offer them for limited durations and cycle them in one at a time.
Point 3 is just you bitching about how you wish Overwatch was a different game. That's nice, go play a different game then. If you think 3-5 abilities is just too complex for you, this isn't your game. There are many, many simpler, less complicated shooters out there for you to go play. God forbid you ever play League of Legends, where there's over 130 different unique characters, and every character has a passive, 3 normal abilities, a 4th ultimate ability, the ability to take 2 out of 10 additional summoner spells to choose from, and the ability to buy up to 7 items, each of which could potentially have their own ability as well. You'd lose your goddamned mind. And of course noting that Overwatch intentionally takes a lot of inspiration from MOBAs like League of Legends and Blizzard's own Heroes of the Storm... Seriously, you're complaining how it's too complicated for the typical person to enjoy but the fact that the game is so popular serves as definitive proof that is ISN'T coo complicated for the typical person to play, and the fact that LoL, a considerably MORE complicated game is the defacto ruler of the competitive multiplayer space and has been for years, indicates that your 'typical person' isn't opposed to some complexity. It's just you who it's too complicated for, and you know what? That's totally fine. Not every single game is for every single person. If it's too complicated for you, go play a different game, but only a selfish prick would accuse a game of 'poor game design' because it dares to try and appeal to an audience that
isn't you.
Point 4 is more of just you bitching about how you wish Overwatch was a different game. Once again, using LoL as an example, that game receives a new balance patch
every 2 weeks, and it remains super popular. Overwatch, by contrast, is balanced at half that frequency. Balancing tweaks, and indeed
frequent balancing tweaks keep the game fresh and lively for people to come back to on a regular basis and ensure they're always having to stay on the ball, which helps maintain an active playerbase so that people don't get bored of things being the same and drift off to other games. You can argue that Blizzard does a shitty job of balancing things, and I'm not gonna argue with you on that point because Blizzard has a long history of sub-par balancing jobs, but that doesn't mean that the decision to do frequent balancing patches is poor game design.
Point 5 is you getting mad that you left too many games and got punished for it. Good, I'm glad you got punished. It's a team game, if I'm on your team and you leave mid-game, you are fucking me over, and you're also fucking over whoever gets thrown into the game to replace you after your team was left at a disadvantage. Yes, you paid for the game, but so did I, and so did everyone else playing, and just because you paid doesn't mean you get to screw over the other people who also paid. That shit needs to be discouraged. Emergencies happens and you had to leave for something beyond your control? Good thing the game doesn't instantly punish you after the very first time it happens. If it's happening so frequently that you are being punished, what that means is you should probably work on fixing your console or your network connection before you play, and if you can't fix them then
you probably shouldn't be playing a multiplayer only competitive team game. And you say normal games don't do that but that's flat out untrue, because using LoL as yet another example, which is still the biggest competitive multiplayer game out there and thus easily classified as 'normal', they do that too. The games which don't punish you for leaving mid-game tend to either be not teamwork oriented, not highly competitive, or bad. So for the purposes of maintaining their status as a competitive team oriented game, Overwatch punishing you for leaving too many games is not poor game design, it's
good game design.
And then point 6 of course, as we established, is just a load of bullshit with some prejudicial undertones. Also, just like point 1, it has absolutely nothing to do with game design to begin with, and you even basically admitted this when you brought it up, so don't even start trying to frame this as being all about game design.
Some aspects match the characters, but many just feel forced for the sake of diversity rather than improving the character.
And you've yet to explain how that's a bad thing. If every character was the exact same as they are now except there was no diversity in culture and they were all white men, would the game be better for it? Or because you keep insisting that 'white male' is not the default (even though it is), what if every character in Overwatch had the exact same personality and playstyle but they were all gay black women, would the game be better for it? Would making them all less diverse make the game better? Because if that answer is no (and you've yet to explain how it wouldn't be), then that means that diversity for the sake of diversity isn't inherently bad but rather just a neutral character design choice. Neutral and Bad are not synonyms.