Why games like Overwatch Fail

Online Toxicity
Let’s face it: Online games are more toxic than single player games. This is by virtue of the fact that they are online with a nearly limitless supply of anonymous players, as opposed to being local multiplayer (people you already know as friends) or being bots or AI in single player. In many games, such as World of Warcraft or Diablo, this is a minor issue, since there is an incentive for the player to work together with other players to overcome difficult content. In other words, the player is not always directly pitted against other players (although this is the case with PVP). In Overwatch, it’s always PVP all the time, so you will always get toxic chat from enemy players. Even if you disable match chat, there is no real incentive for players to be polite to each other, and the toxicity from match chat tends to bleed over into team chat. But let’s say for a minute that you are one of the few players who disables all of the toxic chat by turning off all chat options. Good for you. There is still the problem of: cheaters, hackers, smurfs, throwers, leavers, teaming, and griefers, both on your team and the enemy team. All without anything being directly said to you. This is because the players ARE the content. This brings us to the second problem:

Players are the Content
Why is this a problem? If players ARE the content, then NO players = NO content. Perhaps an even worse implication is that BAD players = BAD content. A video game lives or dies based on the content that it provides in proportion to the cost of playing the game. Nobody wants to play bad content, even when they are incentivized to do so. In Overwatch 1, players were incentivized with loot boxes, skins, and digital currency to suffer through bad content (other players). In Overwatch 2, players not only are not incentivized at all, but are actually required to PAY for the experience of bad content in order to get the full experience, which is a horrible business model. But this doesn’t just affect the experience of the game, it directly affects the gameplay itself. Which brings us to the third problem.

Player Dependent Gameplay
In most video games, there is a concept called Difficulty. Depending on your skill level, you are able to set the difficulty to a certain point where you feel you are comfortably challenged, yet not overwhelmed. In Overwatch, this is not the case, because the players you are matched with and against determine the difficulty of the game. This results in wildly unpredictable difficulty swings from one match to the next, with no real indication of whether you are actually progressing or improving in skill. Let’s say you have one match where your team completely stomps and rolls the enemy team, with no real resistance. Then the very next match, the enemy team does the exact same thing to your team. What happened between these two matches? Did your skill level suddenly fall off a cliff? Did the enemy team suddenly become gods at the game? Or did the difficulty simply radically change based on the players you were matched against? This causes the experience of the game to fluctuate randomly between not challenging enough (boring), and overwhelmingly challenging (stressful). The point that you WANT to play at in the middle (fun) is rarely if ever achieved. So we are left with a game that is usually both boring AND stressful, yet rarely fun.

Monetization of Players
Monetization is a thing. It has been with us since the beginning of gaming. But what makes Overwatch’s model in particular so egregiously bad? If you are developing content for a traditional game, where the game is the content, it is fairly straightforward to monetize. More monetization = more content. But in a game like Overwatch where the players ARE the content, how does that concept translate? Does more monetization = more players? No, the reverse is true, LESS monetization = more players. The more you monetize the game, the fewer people will be able to afford to play the game. This is basic economic reality. So despite more and more attempts at monetizing the game, there is not the payoff of the players receiving more content, since they are the content. The game’s revenue depends on players buying (and advertising) Shop skins. That’s it. That’s the only incentive to keep playing the game. And so the Shop skins have to be outrageously expensive, despite adding almost nothing in terms of content to the game.

Conclusions
Overwatch is a game that despite having very little content, expects a huge amount of revenue from monetization. It is a game that is both stressful and boring, yet demands the players to keep playing it anyway despite the lack of fun and engagement. It is a game with built-in systems that contribute to toxicity without any alternative of being able to avoid it. It is a game that immensely depends on the players as content, yet punishes the players for the very act of playing. Will Overwatch continue to survive in 2023? 2024? I don’t know for sure, but I think it will ultimately depend on whether Blizzard can correct the deep flaws inherent in the game. Maybe PvE will finally be released and all of our concerns will be addressed. At this point, when we have no PvE mode in the game, no alternative to an endless unrewarding Competitive grind, and a slow drip feed of updates that barely qualify as “content”, it doesn’t look to be very hopeful to me. Thanks for reading.

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You missed one of the biggest points of why games like overwatch fail

Ability powercreep. This happens to literally any game that has hero unique abilities. At launch the abilities are simplistic and they’re not anything too game flow breaking. Then over time the new hero abilities get more and more ridiculous, overbloated, doing too many things at once, providing too much utility, to the point the game shifts from a shooter to a budget league of legends. Developers constantly try to add these new “fun” and “crazy” without thinking about the games health. And the result is having overbloated new heroes that do too much at once, breaking the flow of gameplay and making it slower, and the older heroes go from decent picks to literal trash tier

Many games have fallen due to this. Apex, Overwatch, dead by daylight, league of legends, rainbow six siege, Valorant, Paladins. It’s amazing how not ONE studio has learned and prevented this from happening

Overall I agree with your post.

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Gotham Knights, Calisto Protocol, Saints Row and many others greet you…

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Everything that has survived the test of time allows players to be abrasive towards one another. You want to eliminate one of the largest factors sports and other activities allow, to have become the staples of society they are today.

Keep going, I would love for eSports to become a distant memory so companies can just get back to making better games. The community you want to cater to are too soft for competitive video games to become anything more then a fad.

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Most of that just bottomlines to “Need good Matchmaking”.

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What an absurd statement.

Explain to me how someone can be abrasive in, let’s say, any fighting game? How about CCG’s? GDQ was the other day, how can someone be abrasive in competitive speedrunning? How about any Nintendo game – Smash, Splatoon?

People don’t love football or basketball because they can be mean to each other. Those things are literally disallowed as a part of the core ruleset! You are talking pure nonsense! Red cards, technical fouls, penalty boxes – what do you think those things exist for??

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Says the person who obviously never played a real sport in their life.

Fad games.

People still do it, all the time in fact. You would know if you ever participated in these activities.

When you get caught.

I have, for many years when I was younger. That’s literally where I learned the concept of good sportsmanship.

Huh? Then give an example of a game that’s not a fad.

Yeah, and it’s discouraged by the core ruleset! Of course people still do it, that’s why you see penalties in most games. That doesn’t mean they are supposed to do that, it means the opposite!

Right. Do you think murder is fine unless you get caught by the police?

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Overwatch has been one of the most successful multiplayer shooters in the market since 2016. Overwatch 2 has seen the userbase grow month over month since launch.

No actual data on this game suggests you are correct.

What utter nonsense.

You know how online (PC) shooters used to work? You selected and joined a server. That was usually run by an ordinary player, clan or ISP and the server had an Admin and/or a votekick/voteban command.

If you were disruptive, you would be banned - often with no avenue of appeal except maybe some form on a forum somewhere. You would learn to not be disruptive by picking another server and hopefully not getting banned from that one. You’d hope that people didn’t recognise you and want to ban you there, too.

It is way harder to get banned in games like Overwatch. Probably to its detriment.

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Where are you getting this information?

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h ttps://activeplayer.io/overwatch-2/

The last 30 days showed a 64% increase in players over the last 30 days OW1 was online.

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To know what is good and bad smack talk.

The current generation was sat in front screen and told that real sports can hurt you so don’t do it. Or, everyone is a winner even if you should have picked a different hobby.

Right now, people think telling each other to end their lives is good smack talk. It isn’t, but that’s not the fault of the random player. That’s the fault of bad parenting, and a society that coddled children.

Most Olympic sports. Many have been around for more then 1000 years.

Depends on what was said or done. Mike Tyson didn’t get penalized for telling his opponent, Lennox Lewis I believe, that he was going to “eat his family”.

Professional football players talk smack all the time. Ever hear a “mic’ed up” player? Most of the time you can barley understand what they are saying its so censored.

Get real.

That’s not a real site lmao.

That data is highly sought after by the public, by journalists, and by investors. It’s not just freely available on some random scam website. Read the text, it’s literally written by an AI. Holy hell, learn some basic internet literacy.

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Looks like the truth hurt some feelings.

A group of soft individuals can certainly “tell me how it really is” on the Overwatch forums.

Thank you for your single player gaming experience insight.

“The source doesn’t tell me what I want it to say, so it’s not a real source”

You can do better than that. The mental gymnastics doomers go through to justify their mindsets is cringe.

Looks like you aren’t capable of reading actual information and don’t like being called out.

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I lived it, I don’t need to read about things I did in real life.

I will just paste something i said earlier about toxicity:

The toxicity runs deeper in the game’s own design than most people think. The culprit of this is mostly one: hero switch.

I was baffled when in an interview Jeff said he had no idea people would “main” a hero, that people would always switch to what the team needs…

I mean, in what dreamland he lives? Obviously people would main heroes and prefer it due to playstyle, asthetics and personality. It the same with every game that ever allow different characters, be it fps, mobas or fighting games.

He created a game touted as a mix between MOBAs and FPS. But unlike mobas your character doesnt evolve during the match not it acquires new tools like items in mobas. So due to this lack of depth the only option would be to switch and forfeit the playstyle you like the most.

Even in MOBAs, known for its toxicity, doesnt come close to overwatch. At least in mobas once people select their heroes, the cards are set in stone and people understand thats the layout of the team and we have to work with it.

On Ow it is a constant bickering between hero selection and performance with said hero. People wanting to dictate other heroes selections and complaining about heals, about the tank, about that dps who doesnt change to hitscan when pharah is around.

This, coupled with the game being extremely team dependent, is a recipe for disaster. Now with this influx of new players, clueless about what overwatch is, mixed with bitter veterans… oh boy… this is why we have it worse than ever.

The sequel could have been an opportunity to create new and deep new systems to the game but instead it removed more than added. Nothing was really solved with the so called silver bullet against all ow woes: 5v5.

There is no real solution for it. It is what it is. OW is far away from its casual roots that so many people fell in love in 2016. It is now a highly team dependent unwelcoming cesspool of toxicity. Blizzard might have tipped the scales way too much into the competitive nature of the game (owl) now they just cant revert it after so many changes. It is now a game for sweaty toxic players.

I would rather boot up a round of tf2 on harvest map, votekicking the bots, than loading ow2. It is just too stressing for casual play now.

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