The Game Balance Philosophy used by the devs has been wrong at a fundamental level for the last 7 years.
Balance is about Choice Design. It’s related to the branch of mathematics called “Game Theory”.
https://quantimschmitz.com/2022/12/07/a-better-way-to-measure-game-balance-using-game-theory/?amp=1
https://archive.gamedev.net/archive/reference/articles/article1765.html
Basically, Balance is just a Numeric count of Worthwhile+UniqueNovelty choices for an individual player.
With “Worthwhile” representing how people typically attempt to minmax their Time, while playing Overwatch to get the maximum enjoyment out of it.
Which for Bronze, “Worthwhile” is largely “How fun is it to play a hero, in their visuals/audio/interactivity”.
And at Top500, “Worthwhile” is largely “How likely is picking this hero going to make me win?”
Which essentially boils down to “Worthwhile Hero choices, for a given Role, and a given ELO bracket”
To boil that down even further at high ELO, “Balance at high ELO is just a Numeric count of S,A,B tier tierlist choices, per Role”.
That has big implications such as “Role vs Role Balancing” mostly not existing.
It somewhat exists in a something like “Bastion and Ana limits viable Tank hero options”.
But Bastion and Ana are not on the Tank tierlist.
And the only other form of “Role vs Role Balancing” would be attempting to get the Role Queue population to roughly a 1-2-2 shape. And people typically pick their Role based on “Play for Fun”, rather than “Play to Win”.
The Role vs Role stuff, is largely just an “Aesthetic Preference”. Which needs to be weighed against all the other player preferences, for player retention. Which is important, but not Objective in a Numeric way.
Similarly the High ELO preference for more mechanically difficult heroes, is an Aesthetic Preference. Which is important, but not Objective in a Numeric way.
Additionally, Winrate math is broken for the devs, and has been broken this entire time for the last 7 years. Since it’s not a straight winrate for the player. It’s pickrate timeslices on a hero (I.e. Usage Rate), versus the total duration of the match, times winrate.
Which basically makes it so that “Quick on Attack” heroes have artificially lower winrate. (I.e. Widow, Sojourn, Kiriko)
And “Slow on Defence” heroes have artificially higher winrates. (I.e. Torb, Symm, Brig)
Or it’s a Push map, where Sigma is doing payload duty the entire duration of the match gives an artificially high winrate.
Which basically means winrate is mostly useless gibberish.
Because it only works in games that don’t have mid-game hero switching.
This is a gigantic oversight by the Devs, that has spoiled most of their balancing efforts. Because the math is wrong.
They’ve been following a “compass” that points in the wrong directions.
But also another thing to consider is that:
- If they aren’t actively trying to sync “Play for Fun” to be the same as “Play to Win”.
- Then the higher ELO you go, usually that means the less “Fun to Play” the game is overall. It’s a crapshoot on sheer luck if it’s not.
That’s a problem.
But that’s fine, if they stop using “Win/Loss Ratio Balancing”, and use “Popularity/Frustration Ratio Balancing”.
- With “Popularity” representing how Fun a hero is to Play-As.
- And “Frustration” representing how Frustrating a hero is to Play-Against.
If the devs minmax on that, then “Play for Fun” and “Play to Win” are as synced as possible.
That said, that means that heroes that …
-
- Aren’t that popular
-
- Are very frustrating
…“Should” be balanced for a low pickrate.
Where as heroes that…
-
- Are very popular
-
- Are not frustrating
…“Should” be balanced for a high pickrate.
That said, Balance doesn’t cover everything related to hero changes/adjustments. Despite players (and even the devs) often referring to basically every hero adjustment as “Balancing”.
Something that usually isn’t “Balancing”, is the Qualitative aspects of Counterplay Design. I.e. “How a player interaction feels”.
And as we’ve seen with a lot of heroes (I.e. Roadhog), they hard nerfed him, despite thinking he had a low winrate. Because his Counterplay design “feels” really frustrating Qualitatively, even if it’s supposedly “fair” from a purely Numeric standpoint.
This is the devs starting to pick up on the idea that Qualitative Counterplay Design is more important than Winrate.
Because the point is to make the game consistently Fun, and not too Frustrating, for the largest amount of players.
And if they aren’t doing that, they get less players, which translates to less dollars.
So the way Overwatch has been “Balanced” is wrong mathematically, qualitatively, and financially.
_
But they could easily fix that.
Since as one of the Co-Founders of the Civilization series put it.
So it’s a game developer’s responsibility to prevent situations where the way to win, isn’t fun.
Since a Game with perfectly optimized winrates, but it’s not fun, is a bad game.
And it’s a great way to get people to quit, if the better you get at the game, the less fun it becomes.
But like said, that’s a very fixable problem.