If we look carefully at the small special events of Overwatch 2, we can notice that they all have within them small and large technical analyzes on how PVE could have been managed… in replayability;
- Wrath of the Bride: Advance on a pre-existing map, dividing areas and building bosses to defeat to advance to the end;
- Battle for Olympus: Abilities adapted to a theme and community ranking to encourage an online objective (remember? the champion who obtained the most kills would receive the statue in ilios);
- Starwatch: Management of a story between two teams of players who would ultimately decide the outcome of the story (victory for the empire);
- Battle against the Demon Lord: a giant player against 4 other heroes, with the involvement of the workshop creators;
- Underworld: a small return to the Archives experiments with modifiers;
- Trials of Sancuary: skill and stat upgrades in arenas;
- Concert Clash: collecting points with your teammates and a little boss (junkrat);
- The Great Beast: Collaborate with an AI against the enemy AI and its players;
- Cosmic Crisis: Create a situation of betrayal that divides the team by creating unexpected adversaries. + modifiers
they are all quite interesting experiments on the single element but… in the end they all failed. No one stayed to play it continuously, just time to make their own achievements. or just because you knew they were limited-time modes. I mean that none of them find a real solution to the problem that has been created on PVE: it is not replayable enough to guarantee the presence of players at any time. The Season 6 PVE servers are empty today, and they won’t fill up tomorrow or in a year. And as a result people will get bored with the usual AI proposed in those only 3 missions.
So what really disappointed us about PVE in the end? in my opinion the lack of the talent tree is not a bad thing, because in the end Trials of Sanctuary also offered it but it wasn’t anything that replayable, it would only have delayed the emptying of the story mode servers. I simply have one conclusion on this:
we wanted a story, not replayability.
I’m sorry but this is what happened: people weren’t sad because you don’t actually play with 4 people… but because the PVE was so short that it didn’t feel interesting. And it will NEVER be replayable if the fundamental requirement is 4 players before actually being able to enjoy the story of this video game universe. Let’s take Starcraft for example, a Blizzard excellence both in terms of story mode and multiplayer: story and multiplayer are fantastic precisely because they are separate, not strictly necessary to each other.
In an alternate universe, I would have liked another type of story mode for Overwatch:
- Default single player campaign, no queues waiting for other players on 4 different difficulties;
- Do I want to play with friends like we did in archives? I will be the one to invite them into the party, and only that factor will change the difficulty of the AI (technology very similar to cuphead when you include a second player);
- Sell me directly a narrative expansion pack full of missions and narrative, just like Starcraft expansions do. Even if it’s not the most replayable thing in the world, I can at least say I enjoyed the story of these characters.
Sorry, developers: I totally understand what you tried to do for replayability, but it won’t work. the gamemodes you proposed are only temporarily fun, but they all end around achievements, and no one really manages to enjoy what they propose at their own pace. I’m SURE that the entire Starcraft community hasn’t replayed the story campaign who knows how many times, but they were so fascinated by the story campaign that it didn’t detract from its multiplayer at all. The same goes for the Diablo community. Why does Overwatch have to get stuck on the totally obsessive need to have 4 players to have a story? and do it in so much time because it is an ftp that is analyzing all the possibilities to revolutionize cooperative replayability? in my opinion the interest in the lore is being irreparably damaged, and now the time spent experimenting with a replayable solution has become too excessive. I say this as a fan of the franchise: perhaps it’s time to simplify things and that if there is something to sell… let it be a story that can satisfy those who play it, not 15 $/€ for rooms because there aren’t enough of them of players to be able to use them