Overwatch 2’s Complexity from a Discussion with Students

Not really true. Or rather…

Underlying systems basically function as constraints to the complexity of the game. The game can’t really become more complex just because newer heroes are introduced (but there is an element of “knowledge” here that underlies this, but that’s a separate topic). Just because a game has 40 heroes, or 400 heroes (like a typical ‘gacha’ game would) wouldn’t be making the game more complex so long as the core functions of the game remain the same set of staples.

In Overwatch’s case, this basically boils down to having a Shift (usually movement), an E ability (temporary, active, aggressive, utilitarian, supplementary), and an Ultimate (Q). It won’t really get more complex than that.

With that said, however, new mechanics introduced into the game further the complexity of the game. While Overwatch had several staples already, from damage over time effects, to debuffs, skill-shots, immortalities/invincibilities and more, it’s apparent that many players aren’t even aware of them or the ability to clear them has always been available. This is largely because Overwatch does an incredibly poor job of explaining or communicating this,

Further, once considered staples of certain roles and “plausible rules” of each role were thrown out the window with each new hero introduction. As an example, think of how barriers were once exclusively the domain the the Tank-role, until Brigitte received one. Or how limited crowd control was in the Support-role until Ana, Brigitte, were introduced and Lucio’s own was buffed. Think of how supportive and utilitarian the old Defense-role was when Torbjorn used to offer armor packs, and Symmetra used to provide shield health and Teleporter. Or how Mei still offers accessibility through the use of Ice Wall for less mobile heroes.

With a constantly changing baseline set of core rules, Overwatch’s own complexity continued to grow, and what was once perceived as a typical template for a number of heroes, is now anyone’s guess. No one really expected Wrecking Ball to be as mobile or one of the fastest heroes in the game when past Tanks never had the kind of speed or mobility that he offered. Nor did anyone expect that a Tank could provide Overhealth or Speed boosting until recent Tank releases. There has yet to be a new Damage-role hero introduced that offers any new mechanics or crosses into other roles that the Tanks and Supports have. All the “supportive” functions that some Damage-role heroes have are still retained by heroes that were included in the launch of the game, and much of their design seems incredibly outdated by ever shifting direction Overwatch’s new heroes; both from OW1 and OW2.

Take Illari, the first Support hero to have an ultimate designed entirely for dealing damage; Moira originally crossed that line here, but Coalescence offered more healing and its damage is entirely supplementary, if not downright ignored.

This constant shifting of the established “rules” are the reasons for why Overwatch can be as complex as it is, and why newcomers have difficulty coming to grips with the game. Even players with more time or established reputations with the game, still fail to understand some basic mechanical constants; because there’s no consistency.

Look at FF14 and how it has more than 20 Jobs in the game. Despite the fact that there’s more new Jobs in the game that in its first years, the game maintains the same complexity it always had and established since Stormblood. Because FF14 doesn’t change the fundamental baselines of its systems. New abilities are introduced and removed and consistently remain within 24 to 26 buttons; more recent changes with this expansion have expanded some baseline principles, but without making it overly complex to understand.

Even the various Jobs have established principles when it comes to gearing (something that WoW once coined with its gearing of Plate, Leather, Mail, and Cloth). And many Jobs - while individually complex - still adhere to some very specific standards. Even the newest Pictomancer and Viper jobs bear some resemblances to the existing roster, while also carrying a lot of unique elements of their own.

Overwatch doesn’t really do this, as illustrated above. That’s why the game can be so complex. Not every Damage-role hero has a damaging ability; Tracer doesn’t, Mei doesn’t, Reaper doesn’t. You may not even be aware that many of the “bulky” CQC heroes; Reaper, Mei, Venture, and OW1 Doomfist, not only had higher health than the rest of their team, they also have individual mechanics to sustain or heal themselves with. Mei’s Cryo-Freeze, Reaper’s Reaping, Venture’s shield generation, which he steals/borrows from OW1’s Doomfist’s Defense Passive. Because this view runs counter to why Bastion and Torbjorn have higher health, and why half of Symmetra’s health is shield health.

We have players here that complain that Juno doesn’t have a way to Self-Regenerate as consistent with other Supports; still completely unaware of the fact that she does have Self-Regeneration or healing through a bulk of her health being shield health. Because that runs counter to the consistency of other Supports having active healing (excluding Zenyatta, Brigitte, Mercy) through a cooldown ability.

It is these combinations of poor communication, lack of consistent principles, and lack of tutorials to explain how thing work that makes Overwatch complex. No matter how many heroes are in the game, you’re still locked to 1 Tank, 2 Damage and 2 Supports, so the combinations aren’t limitless and bound by a specific set of principled rules and expectations. Until Blizzard decides that those expectations don’t apply to the next hero.

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now how many League champions exist?

you’re right, but at the same time 6v6 offered slower gemaplay, which had more chances for noobs to learn before they got decapitated

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Citation needed, lol.

I’m almost positive that paper does not exist.

Well, maybe some kid you know wrote a paper saying that (you maybe?), but, blizzard certainly did not.

The things I read on these forums become more and more ridiculous every day.

And no way to figure how any of it works! YAY!

So, there are 100,980 possible team compositions in a 1-2-2 setup with the current hero roster of 12 Tanks, 18 Damage Dealers, and 11 Supports.

Correct, that’s not infinite, but it’s still a pretty huge number—wouldn’t you agree?

Yeah saying no more hero’s, I massively disagree with that. If league of legends can have over 200 champions OW can def least hit 50+ hero’s.

I may have been a bit over the top with my initial suggestion of “no more heroes/maps.” The core point I wanted to highlight is the challenges that new players face. Even veterans from OW1 are noticing that the game is becoming increasingly chaotic. Your comparison is interesting because it opens up a discussion on how other games handle complexity or even manage to linearize it out of an exponential curve (like Fortnite, for example).

Complexity of Game Mechanics and Abilities

  • League of Legends (LoL):

    • Complexity in LoL is generated by the depth of champion mechanics and the multitude of interactions between champions, items, and game phases.
    • LoL has a relatively static champion selection that is made before the game starts. This requires players to have a deep understanding of the champions and their possible interactions to play effectively.
    • Long-term planning and strategy are essential, as decisions and mistakes early in the game can have significant impacts later on.
  • Overwatch 2 (OW2):

    • OW2 is more dynamic and faster-paced than LoL. Heroes can be swapped during the game to adapt to the current situation or the opposing team’s composition.
    • Complexity in OW2 is heightened by the need to understand a wide range of heroes and their abilities, as an effective player often plays multiple heroes in a single match.
    • Since players can switch heroes during the game, understanding “soft” and “hard” counters and being able to apply this knowledge quickly becomes a central challenge.
    • Complexity in OW2 arises from the need to quickly adapt to changing game situations and to utilize each hero’s unique abilities.