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0s good afternoon everybody our next panel
2s presentation will give you a glimpse
4s into the future here's OverWatch what's
12s [Applause]
13s [Music]
22s next hello Bliss
24s con it's hard to believe that we're
27s already more than halfway through Bliss
30s con is an event that I wish could last
32s the whole week during yesterday's
35s opening ceremony Aaron showed off a few
37s things the team is working
40s on it feels great being up here with
43s these brilliant people working on all of
46s the Fantastic things coming soon to
48s OverWatch
50s too I'd like to kick things off this
52s session with a quick
54s intro I've been OverWatch franchise GM
57s since November
59s 2021 while I spent most of my first year
63s as executive producer of OverWatch 2 I'm
66s now focused on Guiding OverWatch at the
68s franchise
70s level way back in
73s 2013 and early in my blizzard career the
76s company made the decision to move
78s forward with a project code named
82s Prometheus I remember sitting in the
84s room that day and seeing the look of
87s wonder in the eyes of everyone around
89s the table
91s it wasn't about numbers or Dev
93s schedules no the Magic in the room was
97s created by imagination imagination of
100s the adventures to come in the OverWatch
103s Universe I had a similar feeling again
106s at biscon in
108s 2014 I sat in the crowd at opening
110s ceremony and I literally held my breath
114s as the announcement of OverWatch
116s approached and uh as that OverWatch logo
119s came up at the end of the first ever
122s cinematic the love in the hall felt as
125s close to tangible as I've ever
129s experienced since then we've shared
131s OverWatch as team based PVP in the
135s original game and now in OverWatch 2 and
138s we also shared stories about our heroes
141s in our cinematic pieces comics and short
145s stories but there are more stories to
147s tell and brand new experiences big and
151s small to share in the
153s future as GM I'm leading the exploration
157s to push the frontiers of OverWatch and
160s to reach
161s Beyond but today we're very excited to
164s talk about the cool things coming to
166s OverWatch 2 we're going to show you
168s stuff that's very much work in progress
172s and perhaps tell you things that would
173s make marketing
175s nervous but we really want to give you
177s as much visibility as we can into the
179s future of the
181s game before I hand it off to my
183s teammates I have some high level context
186s on where we're taking OverWatch 2 and
188s our goals for the next
191s year we're focused on giving the
193s millions of players in our game each day
196s the very best PVP experience we
199s can while we'll be mixing in PVE events
203s and modes and progressing
205s storytelling our main goal for OverWatch
207s 2 is striving to make PVP gaml more
211s rewarding and more fun for today Our
215s intention is to focus primarily on how
218s we are aiming to improve those elements
220s of the game that we know are important
223s to so many of
224s you to go through it all we have members
227s of our Fantastic Team here I'd like to
229s hand it off to game director Aaron
231s Keller to introduce them thank
236s you thank you
238s Walter and hello
241s BlizzCon um yeah so we are excited to
246s share as many of the exciting things
248s that uh our team has been working on as
251s we can um I'm Aaron and I am joined by
255s our lead character concept artist Daryl
260s tan game producer Monica
265s Lee associate art director Peter Lee
269s hello
270s and Senior system designer Gavin
274s winter okay so let's kick things off and
278s get into it Peter can you tell talk to
281s us about Clash all right hello biscon I
288s wish I wish I have a you know Chris
290s meton voice what up
293s blon Focus all
296s right as you can see I am super excited
299s to be here and share some of the content
302s that we prepared U especially for uh
305s Clash map um so before I jump in uh let
308s me share a cool video with you guys um
312s so can we play the
315s video all right is this map looks
319s familiar to
323s everyone cool uh yeah hanamura is one of
326s my favorite map um like you know we'll
329s talk more about about that but uh you
331s know before I jump in um everything we
333s are going to see today is you know very
336s work in progress and as a matter of fact
339s like we were making a lot of changes
341s even this week also so uh please you
344s know look at this uh you know
345s screenshots and videos and Concepts uh
347s you know as that uh you know inside of
351s your mind um you know that big building
353s in the back looks pretty familiar too I
357s I I think that looks awesome
361s and we'll talk more about that um yeah
364s so our uh original 2cp Maps were
369s absolutely gorgeous um however due to
372s challenges we had with the two mode uh
375s you know we had to remove some of those
378s iconic Maps um you know from our
380s rotation including
382s hanamura um they're beautiful like a
386s lots of beautiful maps in our game of
388s you know yet Han in particular has a
392s special place in our hearts for uh you
394s know many reasons um Let me let me share
398s my story um you know when you are trying
400s to create a world that no one has seen
404s before you know there's a little bit of
407s you know uncertainty and a lot of
409s question as you can imagine like am I
412s doing it right what is the world that we
415s are trying to build
418s Aaron um
420s and and as what Chris madon you know
423s mentioned yesterday um sometimes very
427s epic thing um you I can't start with a
432s small
433s heart felt yeah H SP moment and uh you
439s know this is you know the perfect
440s example I still remember the day that I
444s created this concept um you know I was
447s walking down the back alley of uh you
449s know the Japan Street with the you know
452s the Google Map and I got obsessed about
456s a small mom and pop store and I loved it
460s and I was thinking yes let's expand this
464s world with our lands it was a magical
468s moment that I cannot
470s forget just like that haramura was one
473s of the first location that really made a
477s team Feel This Is It this this is
481s OverWatch yes we can build this world
485s our vision of this universe instantly
488s became uh clear so um after we retired
492s some of those iconic Maps uh you know we
495s have wanted to find a way to bring them
498s back because hanamura is loved and known
502s to our players and to our characters um
506s also there were so many stories that we
509s had developed around this city right so
514s um you know now with this new Clash mode
517s uh it was our perfect opportunity to
519s bring uh you know our hanamura back uh
523s however the big question was uh how can
527s we do this without making it feel
530s artificial um you know considering we
532s did not want to remove the original
535s location from our game instead like we
539s wanted to to expand the world because
543s identity is so important in our game um
546s so we made a new section of
550s hanamura a street right next to the
553s original map and we named our map hanoka
557s meaning Flower Hill you know you can
561s picture the image
562s right um when you play this map uh you
566s know you can't even see some section of
569s the or hanamura uh you know the map in
571s the backdrop uh as you can see in this
575s screenshot you know there is a famous
578s Ricky Maru ramian shop um and you know
581s you can see the gate right behind it
585s right we all know what that gate is
588s that's famous choke point
590s yeah yeah so uh you know uh when you
596s play this in a game like you should be
597s able to tell where you are
600s roughly um and uh during this process we
604s also made a few new assets that can hint
608s at the stories of uh you know shimata
611s Clan and Hashimoto Clan uh also kir the
615s Yokai group uh and many others so as an
619s example uh you know what you're seeing
621s on the screen uh the tiger represent you
624s know hash Moro Clan and the dragon
627s represent the Shar clan in our story
630s um so we you know we created this a new
633s wall painting So subtly melting the
636s story into our uh
639s environment I don't know if you can feel
641s it but uh you know every step and
643s decision we made for this hanoka map was
647s pretty exciting personally as a fanboy
651s and I hope this map also makes you
654s excited as well yeah that joy that
658s uh
664s that joy that Peter and his team have
665s put into the hannaha map really is
668s infectious and we're very excited for
671s players that loved hanamura to
673s re-experience it and for players that
675s are knew to feel that Wonder for the
677s first
678s time all of our maps are these beautiful
681s works and Hannah Oka pushes that even
685s further thanks Peter thank
688s you
692s yeah so clash it's the third new game
696s mode that we've made for for OverWatch 2
698s the third new game mode we've made for
700s all of OverWatch after push and flasho I
702s think it's probably important to go into
704s a bit of why we even make new game modes
707s for OverWatch we we think it's really
709s important to always be developing new
711s maps and we we put out um several of
714s them every year but each time we do it
717s when we build a map for a a known game
720s mode one that we already have we can
722s only make so many changes to that map um
725s like an escort map it it's always going
728s to have three sections and we use um
731s really hard Corners in those to provide
733s choke points um um for for the um for
736s the offense to get through um we try to
740s provide as much Variety in those but we
742s really can't make something completely
744s different until we start working on an
748s entirely new type of objective entirely
750s new types of game modes like if you look
752s at something like one of our escort Maps
755s like Dorado and then you compare that to
757s something like our flasho map like
760s surasa you can see those are very
763s different levels and they provide
766s different um a different type of
768s gameplay experience too there's there's
770s different strategies when you play on
772s different types of game modes there's
774s different Heroes and team compositions
776s that you might want to pick so we think
778s it's really important for us to continue
780s to do that um I don't know like um how
784s long we'll continually make like a new
787s game mode every year um but we're not at
790s the point where we think we ought to
791s stop yet um and so let's let's talk a
794s little bit about um the history of of
798s clash and the history of 5cp because
800s Clash has five control points laid out
802s in a row this is not the first time the
805s OverWatch team um has tried to make a
808s 5cp MCH we originally started making it
811s for volskaya um volskaya heavy industry
815s started as a 5cp map our early
817s prototypes um were of that and we had
820s like five control points laid out in a
823s row and originally we called it iron
825s star these images right here um were
828s were pieces that Peter did um a long
831s time ago as we were working on iron star
834s and I think you did these when we were
836s on Project Titan before OverWatch right
839s mhm mhm yeah how old are these images do
842s you think I don't exactly recall but I
846s like it it looks
847s cool like maybe 2010 or something like
851s that and so we even had um five CP maps
854s on Project Titan that we were doing um
857s and we even had a variant of it that was
859s um a 3cp map U and when you look at 3cp
863s where there's like a point in the middle
865s and one on each side it's almost like a
867s symmetrical version of assault or what
871s the community would call 2cp for
873s OverWatch um I'm assuming most of you
875s know what it is if you're new to to
878s OverWatch 2 and didn't play the original
880s game 2cp was a game mode where there was
883s an offense and a defense and the offense
885s would try to capture two control points
887s in a row um and we had a lot of issues
891s with 2cp um that we were never really
894s able to solve um and the two biggest
896s ones they're related to each other um
899s the offense um sometimes would just get
902s stalled out at the first choke point in
904s an assault map and the way those Maps
905s were designed because there was only two
907s objectives we really favored the defense
910s from a level design point of view but
912s sometimes the offense would make no
914s progress in the map time would run out
916s they would lose it felt like the match
918s had like no story to it almost like
921s nothing even happened over the course of
923s that game and on the other side
925s sometimes because OverWatch can be a
927s game that snowballs a bit the offense
929s would get an early pick they'd win a
931s team fight instantly take the first
934s point they'd all have their SS run to
936s point um to point B um Wipe Out the
939s enemy team and then like win the whole
941s game or the round if it was competitive
943s and they could do all of this in under a
945s minute 30 seconds sometimes yeah in 30
948s seconds in like the most extreme
949s examples and it just felt like on the
951s defense you had like no opportunity to
955s respond to that like the answer was like
957s you shouldn't have one person die very
959s early in the match you know and it's
960s like it just it didn't work so we spent
962s months and months trying to fix it and
964s we never were really able to come up
966s with something that worked that didn't
968s require us to completely rebuild some of
971s those Maps one of the things we did try
973s was we like greatly expanded the cap
975s time um for those control points it's
977s like over a minute to take them some of
979s the time um and um there is some promise
983s there was a lot of fun but the way those
985s maps are built defending a point from
988s the defense
989s never really worked the map geometry um
993s didn't didn't really like let that
995s happen in like a fluid way but we kind
997s of always kept that in the back of our
998s mind so when we started to develop Clash
1002s we we thought of some of those
1003s experiments because we knew the
1005s community um had a love for for assault
1009s a love for
1010s 2cp um because when it played right it
1013s was pretty amazing like I really loved
1015s assault um and so we started thinking of
1019s a version of it um or it maybe it's not
1021s a successor but at least some of the
1023s mechanics were inspired by 2cp and so we
1026s started working on Clash um and so let's
1029s like I can I can get into a bit of the
1031s rules and the way Clash Works um that I
1034s guess was the Preamble for the way um
1036s Clash Works um I was a history major I
1040s always like go into the past before I
1042s get to the Future sorry um so yeah so
1045s there are five control points um and in
1048s at the start of the game each team owns
1050s the two control points that are closest
1052s to their side of the map and the middle
1055s point is the neutral control Point
1057s that's the one that both teams are going
1059s to fight over um for all the people here
1061s at BlizzCon you can think of it as
1064s BlizzCon Point C is the OverWatch World
1067s Cup the arena over here is point a and
1069s the warcraft section is point e all the
1072s way down at the at the other end of the
1074s Halls um so um the the center control
1078s point is is going going to unlock and
1080s both teams fight over that when one team
1082s captures that the um a new control point
1086s is going to unlock in the direction that
1088s the offense is moving if you've played
1091s other multiplayer games with 5 CP
1094s typically those have two control points
1096s active at any time um we don't do it
1099s here um we just have one at a time every
1102s time we've tried to make more than one
1105s objective active for OverWatch the game
1108s just doesn't work the same as it does
1110s like some of the magic is gone um the
1114s the ma like the magic of OverWatch is
1116s two teams working together for a common
1118s objective and the heroes um sort of like
1121s relying on each other to do that um so
1124s the in this example um Point D would
1126s unlock um if um Team One were to take
1130s Point D they would um then point e would
1133s unlock and if they were to actually go
1135s all the way through and capture Point e
1138s um then team one would win um it doesn't
1141s happen that often it's it's very
1143s defensive favor at that point it even
1145s takes longer um to capture um as as the
1148s offense um and so typically this match
1151s starts moving back and forth and the
1154s offense um will push a certain a certain
1156s distance and then they won't take the
1158s next point the defense will take it and
1160s then the defense starts moving so it
1162s almost feels a little bit like 2 CP but
1164s you're moving back and forth across the
1166s map um each of these um points say when
1169s you take one your team will score a
1171s point so we do have a maximum score in
1173s there um sometimes 5cp can devolve into
1176s these hourlong matches where nobody's
1179s able to push all the way through um
1181s that's our early out in this phase where
1183s you get to a certain score we're still
1184s tuning that right now but you'll hit a
1186s certain score and then your team will
1188s also win right there Aaron would you say
1190s it's our sweatiest game mode yet some
1192s people on the team say that this is like
1195s the sweatiest version of OverWatch cuz
1197s you do move back and forth a lot you
1200s have a lot of moments where um there
1202s there's a lot less chokes in a map like
1204s this we don't have the same sort of
1206s chokes that 2cp did so there's a lot of
1209s free movement back and forth and there's
1210s a lot of cool strategies you can have
1212s you know you're going to take a point
1214s sometimes and you start pushing your
1216s team forward to start just getting a
1218s positional advantage on the next one it
1220s could be really fun yeah something I
1222s really like about you know this process
1224s that you know we were um you know
1226s developing this game um like not like
1229s you know we wait a long time before we
1232s uh you know finalize anything and like
1234s we were just like quickly building it
1236s and blocking it out and put it in the
1238s game and test it and get the fitback and
1240s fix it and put it rep put it in the game
1243s so you know that kind of uh uh uh uh you
1245s know collaboration you know between our
1247s team members was very meaningful and in
1250s a way you know very similar to uh this
1254s the fast sweetest game mode uh you know
1257s the fastpac you know the game mode it's
1260s like really interesting to think about
1262s like the team really came together for
1263s this our our team has grown a lot over
1266s the years we have a lot of new people on
1268s the OverWatch team and this is the first
1270s time that we've actually created a new
1272s game mode from scratch with all new
1274s people on the team Gavin winter was a
1277s part of it um the Le level designer on
1279s it Morton um he wasn't on the original
1282s OverWatch and so these people like
1284s really came together and it's like this
1285s new team this new group of people that
1287s were able to pull this off I'm like so
1289s proud of all of them um to be able to do
1291s something like
1294s this okay um so that's Clash um and
1299s we're going to talk a lot more about PVP
1302s changes coming to the game and heroes
1304s but before we get into that Monica can
1306s you get into some of the PVE updates
1308s that are coming yeah super excited to be
1311s here chatting with you guys um you know
1313s PB encompasses so many different things
1315s and we are working on some really fun
1317s stuff for next year uh for most of it we
1320s don't have any specifics that we can
1321s share just yet uh I know I'm a monster
1324s I'm sorry uh but it's it's really
1326s awesome to see how invested people are
1328s and what's going to happen with the
1329s OverWatch story uh both Canon and
1331s non-canon with the heroes and the
1333s universe uh the team has received some
1335s really great feedback from players that
1337s we're going through and we're using all
1339s of that to inform how we develop all of
1340s the cool stuff coming next uh but for
1343s right now I'm really excited to share
1345s some major updates coming in season 8
1347s for hero mastery
1349s the thing that I really love about
1350s OverWatch is that it isn't just one
1352s thing there is something for everyone
1354s for folks that wanted a solo Challenge
1356s and leaderboard experience we introduced
1358s hero Mastery this past September it's
1361s been so much fun for us to see players
1363s in the courses trying to top their
1364s previous scores and get better so we're
1366s really excited to expand the roster of
1368s playable Heroes the scores go to the
1370s 100th of a second now it's too
1373s op coming in season 8 we'll have five
1376s new Heroes joining hero mastery
1379s those will be Diva Eko Genji Lucio and
1385s [Applause]
1388s may plus we're also excited to have
1391s leaderboard resets go live with this
1393s update and we'll also be introducing
1395s replay bookmarks so you could rewatch
1397s parts of your gameplay and look for
1398s areas to improve your score I really
1401s enjoyed you a her Mastery uh you
1403s personally uh you know as of being you
1405s know support main I don't supp support
1408s main
1408s [Laughter]
1412s um yeah as of being you know support
1413s main you I don't get to play the tank
1416s too much like I wanted to uh you know
1418s expand my uh you know hero roster um but
1422s uh you know I didn't have a proper
1424s introduction to you know that role so
1426s hero Mastery was you know the perfect
1428s opportunity for me to jump in um and you
1431s know like practice my skill and
1434s especially you know when I was you know
1436s doing that with r art like like it was
1439s such a great moment for you know for me
1442s to learn the like a control of you know
1445s charge when to charge went how to stop
1447s like how early should I stop so that was
1450s just you know the very fun moment you
1452s know that I had with a hero Mastery are
1455s you at top 500 Reinhardt now getting
1458s close close
1460s soon keeping with the philosophy of
1462s having something for everyone uh we
1464s don't want to limit the Hero Mass year
1465s experience for folks who want to play
1467s with their friends or maybe meet new
1468s ones in game for me OverWatch has been a
1471s social game and we're really looking
1472s forward to bringing that into hero
1474s Mastery next year with hero Mastery
1478s Gauntlet uh this new three-player co-op
1480s mode uh features the hero Mastery art
1482s kit Bots and all new gameplay that is
1485s focused on enemy waves and Tower Defense
1487s we have some work in progress footage up
1489s here where you could see the three
1491s Gauntlet Towers which are our objective
1493s points the goal for the team is to
1495s defend the towers from attacking Bots
1497s there will be exploding Bots flying Bots
1500s all sort of varieties there and it's
1502s really fun to challenge juggling the
1504s defense of three towers the different
1506s kinds of bots and different ways to
1507s power up um and so as a result you want
1510s to make sure that you defending really
1512s well in your Towers getting powerups in
1514s all of them there's uh air strikes that
1517s you could call in if you're being sworn
1518s by Bots or you can generate healing for
1520s the entire team this this is awesome as
1524s I just shared like I had a lot of fun
1526s with the hero Mastery right um but like
1528s now you can play Hero Mastery plus I'm a
1532s big fan of like a tower defense mode and
1536s like you can do that with your friends
1538s yeah I there's leaderboards for this too
1540s so like it's there's going to be like a
1543s crazy race when this one comes out and
1545s it's really really hard too is a great
1547s thing yeah I I played it recently and my
1550s uh two my Towers just went down
1552s immediately um got to practice some more
1555s I had a really funny moment on Monday we
1556s were doing a stream on J 3 stream and
1559s someone in the chat asked um would we
1561s ever do a tower defense mode and I said
1562s that is very interesting interesting you
1564s ask
1566s that when Gauntlet ships uh we're going
1568s to have Heroes rotate seasonally and
1570s we're also going to have new custom
1571s rewards from challenges we really want
1574s each game to feel highly replayable and
1576s really unique so we're really excited
1577s for you all to jump into Gauntlet with
1579s your friends next
1585s year it's going to be super super fun
1589s Okay so we've heard um just a little bit
1592s of feedback on our competitive System
1594s since we did a rework last year um and
1597s we've we've listened to all of it it's
1600s it's important for us to to to hear what
1603s you all have to say so um we've been
1605s hard at work on a pretty big overhaul to
1608s it um and Gavin um is here to to talk us
1612s through it thanks Aaron um first I want
1614s to tell you about our approach to
1616s improving competitive play so um as most
1619s of you know we have some big problems to
1620s solve uh we're not transparent about how
1623s we construct our matches how your rank
1625s is determined or how our rewards
1627s function um most of you have all the
1630s golden weapons you'd ever want so giving
1632s you competitive points doesn't feel
1633s great um and since we launched OverWatch
1636s 2 we've had issues with the way players
1638s are distributed at our highest and
1640s lowest ranks but thankfully though these
1643s problems uh make our goals pretty
1644s straightforward we need to put more
1646s feedback in the game about every aspect
1648s of competitive that we can we need new
1651s rewards and imp improved Clarity around
1654s how to get them and we need to address
1656s the pain points things like how bad it
1658s feels to be on a law
1660s streak yeah so yeah it's
1665s yeah we've heard that a lot we've
1668s definitely heard that a lot it's doesn't
1671s feel good to have 14 losses in no no so
1674s in season 9 we're introducing a variety
1677s of changes to competitive play uh first
1679s we're removing the requirement to get
1681s five wins or 15 losses to get a
1682s competitive update um
1686s yeah
1688s um so you know law streaks would
1691s guarantee that you were going to rank
1692s down so what's the incentive to keep
1694s playing if you're on one um in its place
1697s we're adding a new page that makes your
1699s rank more transparent than
1701s ever let's go we call this the
1705s competitive overview with this new
1707s system your rank will update after every
1709s match win or loss the progress bar at
1712s the bottom shows exactly how much your
1714s rank increased after this win you can
1716s see that ranking up to Plat five is on
1718s the right and ranking down to gold two
1720s is on the left and when you hit that so
1722s when you win a game and it hits and it
1725s it hits plat five you immediately rank
1727s up to Plat five you're not waiting extra
1730s games to do something like that it just
1732s happens yeah um
1736s yeah
1739s so we call those green arrows below that
1742s progress bar rank modifiers they show
1745s why your rank Chang the way it did so
1748s since we want to be as precise as
1749s possible um so these are explained in
1752s detail by the information button on this
1753s page but an example here is streak uh
1757s this one means you ranked up even more
1759s because you're on a wi
1760s streak um we'll talk about that smaller
1763s progress bar in the top right in a
1764s moment but as you can see at the bottom
1766s we've also added a link that takes you
1768s straight to the final scoreboard yeah
1770s and there's um there's also a rank
1772s progress um it might be hard to read
1774s it's a little bit small on the screen
1776s but it's right above that bar right
1778s there and right now it says your rank
1779s progress It's 85% so you can see your
1782s exactly 85% of the way to the next rank
1787s um there's there's a lot of people um
1789s when we get feedback a lot of people
1790s were asking us to bring Sr back it was
1793s it was the system that we had on
1794s OverWatch one um and we did have have a
1798s few issues with Sr and um maybe like two
1802s of the biggest ones or one it it was a
1804s very arbitrary number to just say you
1806s were
1808s 2374 arbitrary 2374 everybody knows
1811s about 2374 and it does like we recognize
1814s it it does take on meaning after a while
1816s for people that are playing with it what
1818s we're hoping here is that you're gold
1820s one and you're 85 you're you're 85% of
1823s the way through gold one and that that
1826s actually has more more meaning for the
1828s vast majority of players um and also at
1831s the same time the the difference between
1834s a gold three and a gold four sometimes
1837s is just it's like less than four WIS
1840s away from each other and so that that
1842s wasn't necessarily conveyed very well
1845s through the SR system we we really like
1848s having these divisions in there and we
1850s really want people to know precisely
1851s where they are in that Division and so
1854s that's that's the reason we went this
1855s way
1856s obviously we listen to feedback you know
1860s like um the system can can evolve over
1863s time but this is this is where it's at
1864s right now yeah thanks
1866s yeah
1870s um yeah so uh when we launch season 9
1873s we'll also be resetting ranks and
1875s bringing placements back to OverWatch 2
1878s so this isn't a full MMR reset but it
1882s will give you a chance to make a big
1883s change to your rank uh because your
1885s placements game games will count for a
1887s lot more
1888s we want to do that every year along with
1890s some big changes to our systems and
1892s herob balance we want to give everyone a
1895s chance to earn a new rank because we'll
1897s also be redistributing players at all
1900s ranks those of you in bronze five silver
1903s 5 and silver 4 know how hard it can be
1905s to rank up in our current system and we
1907s can fix that with the redistribution
1909s those of you in Grandmaster one also
1911s know that we have more Grand Masters uh
1914s than we ever did in OverWatch one so as
1917s part of this redistribution we're also
1919s adding a new rank above grandmas called
1923s ultimate we want to update our
1925s competitive rewards every year
1927s too so in season 9 we'll be adding
1930s Emerald weapons um now this Art's not
1933s final uh but hopefully it gives you an
1934s idea of the types of rewards we want to
1936s add each new year I need those Emerald
1939s zenyata balls they look so cool me too
1942s God um so when we add Emerald weapons
1944s we'll convert all of our current
1946s competitive points into a leg currency
1948s that you can still spend on Golden
1949s Weapons if you want but to show these
1952s off you'll need to earn competitive
1954s points in the new season yeah and I
1955s think what's like really exciting about
1957s this I I I love the new redesign but
1960s there is this annual Cadence that we are
1962s trying to bring into the competitive
1964s side in OverWatch and I know when we
1966s first launched over Overwatch 2 the
1968s seasonal reset in placement was was very
1972s controversial um but this is going along
1974s with a whole set of of additional re
1977s Awards a redistribution of players
1980s across the ranks and we think that that
1982s initial set of placements now is is
1985s worth it to get everything else that
1986s we've got and it's also like a really
1987s exciting moment for players to look
1990s forward to um on an annual basis yeah
1992s every two months was probably way too
1994s often yeah so um going back to solving
1997s our problems um we know that the
1999s competitive challenges page was really
2001s confusing um and that was the only place
2003s to see how to earn our rewards so we're
2006s removing competitive challenges building
2007s a new page to show progress towards
2010s seasonal
2012s rewards we think this page is a much
2014s cleaner way to show rewards and the
2016s requirements to get them you may have
2018s also noticed that smaller progress bar
2020s in the top right again instead of our
2022s old end of season challenges that
2024s rewarded competitive points based on
2025s your final rank wins and losses both
2028s progress you toward big payouts of
2030s competitive points uh but just like our
2032s current weekly challenges wins Grant a
2035s lot of bonus
2036s progress and um another small
2038s Improvement we're going to make is
2040s showing the range of ranks in the match
2042s instead of just the average you can see
2044s that in the top
2049s left we're also planning a lot of bigger
2052s changes after season 9 uh like with
2054s grouping and competitive for example we
2057s want players to be able to play with
2058s their friends so we'll be removing most
2060s of our current grouping
2062s restrictions to do that though we have
2064s to rethink how we make competitive
2066s matches so if you're a diamond player
2068s and you want a group with your bronze
2070s friend we'll allow that but we'll
2072s classify your group as a wide group
2074s you'll only play against other wide
2077s groups and we'll try to find groups with
2079s a similar shape as yours um so if you're
2082s a diamond tank and your friend is a
2084s bronze support we'll try to find another
2086s Diamond tank and bronze support for the
2088s other team no promises um as you
2091s probably guessed the existence of wide
2093s groups also means we'll have narrow
2095s groups and this is great as as a solo
2097s player because you'll only ever play
2100s with narrow groups or other solos so we
2103s expect to see some big improvements to
2104s match quality for solo
2110s players I'm kind of excited because I
2113s used to I used to play OverWatch with my
2115s kids but they're teenagers and they just
2117s started getting better than me um and my
2120s my oldest ended up becoming Masters and
2123s we couldn't even group together anymore
2124s so now with this new system he'll have
2126s to find another excuse to not play with
2129s me yeah literal skill issue um another
2133s one is this gives us fewer Smurfs um
2137s since the only way to avoid avoid our
2138s current grouping restrictions right now
2140s to play with your friends is to create
2141s new accounts so you won't need to do
2143s that anymore
2146s cool okay so that's um that's the update
2150s on the the competitive system and um you
2153s can't play comp without Heroes um and I
2157s know we teased a few heroes in opening
2159s ceremony yesterday um and Daryl's team
2162s has created some amazing concept art to
2165s show for some of those Heroes take it
2167s away all right yeah thanks
2171s Aaron
2175s creating creating such a be visually
2177s unique and beautiful game like OverWatch
2179s 2 takes a lot of time and iteration in a
2183s malga deep dive panel yesterday the team
2185s went through some of these processes
2187s from coming up with a hero idea to
2189s drawing the concept art to the modeling
2192s then building their abilities then
2194s actually putting it all into the game we
2196s have a bunch of hero ideas and Concepts
2199s always brewing and during the opening
2201s ceremony Arantes two of these Heroes so
2203s let's get into them next year we'll be
2206s releasing three new Heroes a tank a
2209s support and a damage hero internally we
2213s are already testing all three of these
2215s heroes in their various states and more
2217s we're testing More Heroes more and more
2220s always more even though they're already
2223s undergoing testing we aren't ready to
2224s show all three of them just yet the hero
2227s coming in season 14 is far enough that
2230s we're going to keep that work to
2231s ourselves for now I have to stress that
2235s a lot can still change this far out
2237s including abilities and even their
2238s in-game models uh but here is what we
2241s can show you in season 12 the next
2244s support hero will be released currently
2246s known as the development team by the
2248s code name Space Ranger she will be our
2251s first hero in the for the Mars colony
2254s she's so cute I love her so much thanks
2257s Monica um we aren't quite ready to show
2260s her in action just yet but we do have
2261s some early concept art of what she
2263s currently looks like yeah I won't dive
2265s into her kit either but she's a highly
2267s Mobile support hero who has um quite a
2270s bit of vertical mobility to that end she
2273s has no lack of thrusters on her suits
2276s and all over her Bo boots as well and
2278s when we say that things are still
2280s changing Space Ranger is a perfect
2282s example her gun has already changed from
2284s what we're showing here um not only that
2287s but as production moves along we will in
2290s inevitably run into other elements on
2291s her design will have to iterate on when
2294s we fully reveal her for season 12 we can
2297s talk about all the changes we made to
2299s her from the early drawings that you
2301s guys see over here to the final model
2303s and the final Concepts so Space Ranger
2306s likes battling her foes from Air and
2309s Space how about a hero now that battles
2312s from under the ground in season 10
2314s you'll get to play as our newest damage
2316s hero
2317s Venture they are our second and a half
2320s Canadian hero people often forget that
2322s Farah is half Canadian myself included
2325s I'm half Canadian
2327s too the fantasy we're going for with
2330s Venture is that of a swashbuckling
2332s archaeologist they have an unquenchable
2334s thirst for past treasures and hidden
2336s secrets
2337s and will go any which way to get to them
2339s and for Venture that way is often down
2343s Venture uses their powerful drill to dig
2345s through the map um to attack the
2347s opposing team because this drill was so
2350s um complex in its moving pieces right um
2353s and has a lot of cical geometry kjun
2356s Wang our senior concept artist who
2357s worked on Venture decided to employ 3D
2360s modeling early in the ideation phases
2362s even for the weapon and now I'll toss it
2364s over to Aon to show you guys some of how
2366s this works yeah okay so we have some
2369s early gameplay footage of uh Venture
2371s from a recent play test
2374s um here we go this is the loading screen
2377s we always do those kind of like silly
2379s little portraits one of our artist talki
2381s does those um before the the the they're
2384s ready burrowing underground is kind of
2387s amazing so they can like burst up out of
2389s the ground um do additional damage has
2391s vertical mobility to it they move around
2394s the map really well this this weapon is
2396s amazing amazing it shoots a projectile
2398s out a set distance and it explodes right
2401s there it's like it's really nice to be
2402s able to hit people even around corners
2404s with that thing when they when they duck
2406s out of the way um the Dig also it like
2410s the most important part of this is it it
2411s makes you invulnerable you know so it's
2413s like you can't be hit when you're
2415s underground it's a great great way to
2416s escape it's also a great way to get in
2418s close to players um you pop up like that
2422s um and then you have a dash as well and
2424s so the dash you can do it in the air you
2427s Dash underground if you want to when
2429s you're moving um it's all it's all
2431s around just like a really really fun kit
2434s to use we have this um this idea or this
2438s goal that we try to do with Heroes on
2440s OverWatch and um I think we're able to
2442s hit it on on DPS Heroes a little bit
2444s more than some of the other ones but as
2446s much as we can we just want it to be fun
2447s to hit the buttons you know like move
2450s around a space and just kind of have
2452s like some Joy there and Venture I think
2454s is is one of those Heroes um where they
2457s just um are fun to hit the buttons with
2462s hey Aon I you know to expand on that
2464s point uh you know when I was a play
2465s testing Venture i al literally you know
2468s just kept hitting you know the button
2469s you know to borrow in and out you know
2472s without any reason um but you know it
2475s was a feeling so Snappy uh you know just
2477s a big shout out to our animation and FX
2479s team to you know make this happen y so
2482s this was felt
2485s good now we um we didn't show the old
2488s we're we're holding that till season 10
2490s until we till we fully reveal the hero
2493s um so there's more to
2495s come um so um these are just some of the
2498s things that the team is working on
2500s there's so much more um and uh next year
2504s you know we'll we'll like have a lot
2506s more things to talk to you about a lot
2508s more things to to reveal than we could
2510s have just fit here within 45
2513s minutes I want to say that uh improving
2516s the overall play experience is really
2518s important to us and this uh goes beyond
2521s just game modes and new Heroes but also
2525s how everyone engages with the game's
2527s meta systems so one last thing I want to
2530s mention that I know people are really
2532s interested in is a set of changes and
2535s updates to the battle
2538s pass an initiative we're working on for
2541s next year is a redesign of the battle
2543s pass and we're deep in the process of
2546s working through through this which means
2549s we aren't ready yet to go through the
2551s details but I want to give you a small
2553s glimpse of what we're thinking one goal
2557s is to offer players more agency when it
2560s comes to the Mythic skin reward let me
2563s talk through a couple of specific
2566s cases players progressing through the
2568s premium battle pass today are able to
2571s unlock the latest Mythic skin each
2573s season but what if you don't play the
2576s hero with that Mythic skin it's going to
2578s make the battle pass a little less
2580s exciting to you in a different case you
2584s miss the chance to get Cyber demon Genji
2587s because you weren't around to play that
2589s first
2590s season what we want to do is to address
2593s both of these scenarios by giving you
2596s the option to earn any single Mythic
2599s skin we've ever released when you play
2601s through the premium battle
2605s pass
2610s but beyond this we're aiming to make
2613s play in OverWatch to more rewarding with
2617s a total set of changes to the battle
2619s pass uh we'll have more to share on that
2622s next
2624s year some of what we presented may
2626s change between now and release but we
2629s want it to be as open as possible on
2632s what we're developing planning or even
2634s thinking about and uh this doesn't even
2638s touch on the longer term franchise plan
2641s but that's really a discussion for
2643s another
2643s day finally I want to say that everyone
2646s here represents hundreds of employees on
2649s our team who care so much about this
2652s game and this work and we can't wait to
2654s release it all thank you Bliss
2661s con yeah I'll just I'll add on to that
2664s really quick this team is made of like
2667s so many talented amazing people and this
2670s is just a small glimpse of everything
2672s that we're working on um and even a
2674s glimpse that of things that we didn't
2676s talk about today like an image of a Peru
2679s map that's coming in the future that we
2681s also started this presentation off with
2683s and um there was um I'm sure people will
2686s talk about it online the next few days
2688s some other Easter eggs in this
2690s presentation that um kind of give hints
2692s at some of the things that are coming
2694s next year as well um so thank you
2696s everyone so much and we'll see you on
2699s the streets of
2700s [Applause]
2713s hanaoka