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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 |