Was watching the Dev interview on the Group Up! pod when they brought up the question of if the game should have another “main” queue card to differentiate Unranked, Ranked, and the truly casual players. It got me to thinking about how Unranked/Quick Play kind of has an identity crisis about what exactly it’s supposed to be, that the devs have been struggling to resolve.
Quick Play, in essence, is supposed to be the faster, low stakes queue you play when you want a classic game of Overwatch, but don’t want to invest 30 minutes to an hour and put your rank on the line. However, the only thing that’s different in terms of game-speed is that non-parallel maps are only one round instead of 2+ with side-swaps inbetween. If you get Control, *Push, Flashpoint, or presumably Clash when it launches, the game will still be the same average length as a Comp game of the same mode.
Of course your rank isn’t at stake in QP, but there’s still skill based match making, which isn’t necessarily a negative in terms of fairness. However, fairness is only in question so long as there aren’t friends queuing up in a group with a massive skill range, or the looser matchmaker doesn’t squeeze together a really skewed game to keep the queue under 5 minutes. Again, no grouping restrictions and a matchmaker that favors queue speed isn’t inherently a negative for Quick Play, however it does certify it as a casual game mode.
And yet, as a game mode meant to be quick and casual, they put in some very extreme leaver penalties that discourage people from getting out of games they don’t want to be in. Mind you, I’m in favor of discouraging leaving the game, and I basically never do myself, but the penalties got pretty extreme and even in this interview the devs seemed to admit they took them a little too far.
I think the notion of Quick Play’s identity crisis is comically exemplified by the game itself not even knowing what to call it. The blue card on the screen is labeled “Unranked”, however when you click on it you’re met with “Quick Play” role and open queues. The only other queues in the card besides those are some fan-favorite arcade modes that are getting special treatment.
Ultimately, the identity crisis of Quick Play boils down to the devs being unsure just how casual it’s meant to be. They try to keep the games fair, but there’s considerable exceptions. They try to keep the games quick, but half of them will be no faster than an equivalent ranked game.
This confusion ultimately creates the question of “does Overwatch need a third queue”. As one game mode is the high-stakes, serious competitive mode, and the other acts as though it’s simultaneously supposed to be as fair, balanced, and competitive as Ranked, but also casual, quick, and low-stakes. Trying to be two things at once, that don’t really play well together…
I’m not the god-king of Blizzard (team-4) but if I was, I’d solidify Quick Play as the casual queue. I’d rename the card to say Quick Play, as it should, and lighten the leaver penalties. I’d take a look back at the first Quick Play Hacked (Quicker Play) to implement more of those ideas to make Quick Play games faster than their Ranked counterparts on parallel-map gamemodes; something they actually seem to have done since in a recent patch they implemented 1 (one) of those Quicker Play ideas into live: making the Push-bot push faster (*pardon me intentionally ignoring that earlier in this post for rhetorical purposes).
With such changes, the fairness-exceptions in the game’s matchmaking would sting a little less as it’s apparent that it is a casual, non-competitive mode that you can just hop into for a truly… Quick Play.
Anyways, that’s the end of my speech, vote me for president? I think that’s the point I was getting at. Nolan 2024: let the word “Goon” mean what it originally meant again (please… my username is ruining my life, boss)