I hear quite a bit about how Tencent/Blizzard's incompetence killed Overwatch, but haven't played a 16-tick game since UT99. What killed the game, or better yet is there any good post-mortem that answers the question in autistic detail?
Basically, e-sports.
It seems to me that Overwatch was designed from the ground up (after the MMO was abandoned, at least) with a very specific niche in mind - a competitive shooter. During it's Dev cycle there was a "there hasn't been a new game in a while" vibe in the genre. Quake and Unreal Tournament were "ancient" at that point, Counter-Strike (the premier competitive shooter) was getting up in years as was Team Fortress 2 (the premier non competitive shooter).
Overwatch was a typically Blizzard idea - find a genre that isn't super competitive (MMO in 2004, Gauntlet style Action/RPG, RTS) and take and compound existing ideas and modernize them and try and create a "pillar" of the genre that they can hold on to forever.
Overwatch was the following.
- A competitive shooter, ala Counter Strike. Blizzard was
very excited to about the e-sports/tournament scene (and the money it was making) starting from when Starcraft blew up huge and probably driven by the money that MOBAs (DOTA2, LOL) were making at the time.
- A class based shooter, aka Team Fortress 2, but also reminiscent of MOBAs that were popular at the time. This is where the "main skill, sub skill, ultimate skill" loadout was created from as MOBA characters typically have 1-3 "normal" moves and 1 "super" move. This also leads to "counters" - as in some characters that excel at negating other characters.
- Accessible, meaning that they would try and make changes around how the game works in order to increase the "skill floor" (how good is the worst player, essentially) at the game and how easy is it to grasp concepts, which in other games can be pretty hard. This lead to much simpler map design, streamlined "classes" and "roles" (Tank/DPS/Healer), much simpler objectives, and so on.
If the above
sounds like a lot - it's because it fucking is. Overwatch, the guts of an already failed project, was trying to be a "better" version of like 9 already hugely successful games in like 3 genres all in one box. Driven by a team that never really even made a shooter before on top of it. Here are some specific problems that OW has that are part of the core design.
- MOBA style class counters are based around MOBA style games, in which Units are selected
permanently for the duration of a match and the counters can be worked through with teamwork. Everyone's Units in a MOBA are known to both teams at the start of a match and pro matches have an extremely detailed "draft" process on top of this. Overwatch, instead, lets players switch on the fly, constantly, meaning there isn't much strategy to countering.
- Overwatch's map design is -extremely- linear, almost always being a single straight line of objectives that have to be taken in order. This removes most map strategy that is found in other shooters - as "rush A" becomes the only option as only "A" exists in OW. This means that there is never any reason to split your team up for any reason.
- Overwatch's hero design is -extremely- linear, with most falling into the three pre-defined roles neatly. There are 0 support characters (as in, every character exists to do damage) and 0 support concepts in the game. Because of the extremely linear map design, no level of "scouting" is ever needed because you generally know where the enemy team is going to be at all teams (on the single objective, going to the single objective, or setting up in a chokepoint near the single objective). Because of the extremely limited map design, "roaming" and "ganking" are don't really exist as concepts and "picking" is extremely uncommon and unreliable. This limits DPS units abilities drastically by forcing all of their abilities to be self-support, crowd control, or damage oriented.
- Overwatch's hero design is -extremely- flat. There are 30+ heroes currently, but none of them are remarkably creative from a gameplay standpoint and many of them are just carbon copies of things that were fun in other games, although usually much less fun in Overwatch (because, skill floor). Examples include Pharrah -> TF2 Soldier, Torbjorn -> TFC Engineer, Widowmaker -> TF2 Sniper, Roadhog -> DOTA2 Pudge, and so on. This presents a large number of issues but the main one I'm trying to highlight is that there isn't much in OW that you can't get anywhere else.
- Overwatch's balance and design are extremely bad. For a team game - there isn't a huge emphasis on teamwork and 0 emphasis on support. There was such a poor balance between DPS characters output and Tank characters health that they had to scrap the entire "no team composition" system.
- Overwatch's characters are (mostly) extremely boring - not only do they "borrow" gameplay concepts from other games, the characters story/arc/whatnot are also borrowed and not really expanded on. Overwatch suffers from the "World of Warcraft" syndrome where any story is told -outside- of the game, is usually poorly written and/or excessively pandering. It also suffers from the "World of Warcraft" syndrome where most of the "evil" character are just "good" characters who were
corrupted in some way. They look extremely generic and if they weren't so porn-baitable - no one would care about them at all.
So what do you get when you mix all this up and shake it all out? Well, not much of anything. It's a game that isn't all that fun to play, all that fun to watch, or even all that fun to know about (unless you care deeply about -how- the anthropomorphic hamster escaped from the space station he was created on?). The most damning thing about Overwatch is that it (to me, at least) was the first Blizzard game that was
extremely not innovative. I can't think of a single thing in OW that "defines" it and that other developers would try and refine for years to come (unlike, say WoW, Diablo, Starcraft, Warcraft, or even Hearthstone). I can point to Starcraft
today as one of the best RTS games to ever be made. I can point to WoW as the best MMO of it's time (even if a lack of innovation is burying it today). Overwatch? I couldn't even point to it as being all that good even when it released, much less now.