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608s | welcome everybody to the OverWatch 2 mid |
611s | cycle Dev chat for season four Matt Mr X |
614s | here joined by some awesome guests who |
616s | all worked on Star watch which you guys |
618s | have all been able to enjoy in game a |
620s | little bit uh joined by Jesse Yang |
622s | gameplay engineer Tess Lehmann associate |
624s | game designer hero design and at Crystal |
626s | opinion senior expert audio designer uh |
629s | how is everybody doing today |
630s | great thanks Matt yeah Freddie good |
633s | doing awesome thank you yeah this is |
635s | this is going to be cool uh star watch |
637s | is unlike anything we've kind of had |
640s | it's like PV e but PVP would like some |
644s | cool story type stuff uh how did it come |
647s | together uh from like the start like I I |
650s | can't really even kind of comprehend how |
652s | a game mode like this happens and kind |
654s | of forms yeah so I think what happened |
657s | with this game mode is we started |
660s | basically from like the theme and the |
663s | ideas that we had right for uh this |
666s | concept of like uh the infinite versus |
669s | the Watchers and going like okay well we |
673s | do actually happen to have a map that |
674s | takes place in space and that's Horizon |
676s | Luna Colony so you know what let's do a |
679s | little bit of a throwback let's let's |
680s | bring it back into OverWatch 2 |
683s | um and see how we can take it into |
686s | places that we haven't necessarily seen |
689s | before so we can make it feel like not |
691s | just another assault map and not just |
692s | another TCP map but uh like a actual |
695s | fresh experience for players |
697s | that's super cool I know when uh I saw |
700s | Horizon back I was like oh this is this |
702s | is interesting uh what was it like uh |
704s | for you guys as a team like bringing |
705s | that map back to life into new fashion |
707s | uh it's really like cool to get to see |
710s | it again because you know we're putting |
711s | it in the arcade mode we're putting it |
713s | part of a limited time event so I think |
714s | the new context really will help players |
716s | see it in a new light and then on top of |
718s | all the cool new spicy stuff we added to |
720s | the mode overall helps it like reform |
722s | into a completely new experience |
724s | yeah like one of the ways we approached |
728s | um designing this mode was almost like |
731s | you know people haven't loved like |
733s | assault or TCP in the past so what are |
735s | some things that we can do what are some |
737s | interesting mechanics that we can do to |
739s | uh like I said spice things up so that |
741s | it's it's fresh it's interesting and |
743s | almost like given like mitigating some |
745s | of the problems that people had in the |
747s | first place by just like throwing in a |
750s | bunch of fun like a lot more fun uh |
752s | interesting stuff to play out of play |
754s | and try out |
756s | yeah so obviously it's not 2cp uh crisky |
760s | explained kind of like how the star |
762s | watch mode plays out |
763s | sure so um like you said Matt uh Horizon |
767s | is a a two CP map and what we've done |
771s | with star watch is we've added two more |
775s | control points so you have two more |
777s | control points exactly yeah so |
781s | um |
782s | it it adds uh some variation to uh the |
786s | map type makes it a bit more Dynamic and |
791s | um yeah it's a it's a great experience |
795s | and there's other like gameplay elements |
799s | right like in the mode itself uh you |
802s | know turrets grabs like different types |
804s | of things like how did uh I'm super |
806s | curious like when you guys first started |
808s | like playing this like how do you start |
809s | to just add different things to the map |
811s | and kind of have it come to life uh |
813s | there was like a whole list of like |
815s | here's all of the cool like Hazard |
817s | elements we could add and you know the |
819s | ones that we're gonna see in the game |
820s | are things like low gravity uh the |
822s | turrets there's gonna be these barrels |
824s | that if you destroy them it releases |
826s | zarya's graviton surge uh and traps |
828s | players anywhere near them and you'll |
830s | even see like doomfist AI that will be |
832s | helping the uh Watcher team and you know |
835s | I think we kind of looked at the list |
836s | and we thought like what would be like |
838s | the most fun and we kind of started with |
840s | that and I think we just ended up |
841s | finding out that everything we were |
842s | adding was fun and some way we had to |
844s | stop and so that's kind of how we got |
846s | our list |
848s | or were there any that you guys tested |
850s | uh that you were like oh man this could |
853s | be super cool that you're like ah maybe |
855s | let's try something different I'm always |
856s | curious about that uh oh I one one thing |
860s | I can remember is um do you know how |
862s | like those there's normally those Gates |
864s | where uh you can like go out into like |
869s | space and and what happened yeah uh we |
872s | were originally like okay what if they |
874s | could like press a button and that |
876s | actually became like like a vacuum where |
878s | you like got sucked out and then just |
881s | died uh like because you got pulled into |
883s | space like you press like like some some |
885s | player presses a button and you just |
887s | yeah you just die to the vacuum of space |
889s | um we kind of threw that out because we |
891s | thought it might be like a little too |
892s | gimmicky a little too specific uh like |
896s | location specific and but you know I |
898s | think that what we landed on was still |
900s | pretty fun oh I I love hearing wacky |
903s | stuff like that uh I could imagine like |
906s | there would have been like like sombra's |
909s | and stealth like going just like hitting |
911s | the button just like sucking everybody |
913s | out I know into the kind of just void of |
916s | uh space and uh Chris obviously like the |
920s | sound design for all these elements like |
922s | as it's starting to come together uh how |
926s | do you kind of create like that sounded |
928s | just kind of different feel for emote |
930s | yeah so um |
933s | I'm a huge fan of of space operas so |
936s | there's uh there's a lot of content out |
939s | there that |
941s | um we can reference and uh kind of bring |
945s | that theme into the Horizon map and make |
951s | it uh something that's completely uh new |
955s | and unique so we we really focused on |
959s | getting the ambient sounds right to |
962s | match the artistic theme of the map and |
965s | really make sure that we are |
968s | um really adhering to our play by sound |
973s | approach to gaming to make sure that |
977s | players have all the information that |
979s | they really need to have the most fun |
981s | that they possibly can |
983s | and what what's that process like uh |
987s | when you start well you know I remember |
989s | when uh you know OverWatch 2 they were |
991s | showing all like the new like gun sounds |
993s | and they have like you know actually |
994s | like recordings like uh for space and |
996s | Hazards like what is the uh what is kind |
999s | of the process there sure well what I |
1001s | what I usually do is I I start with |
1004s | things that are similar to the context |
1008s | and the visual context of what we're |
1010s | going to be working on so |
1013s | um you know I can watch a lot of things |
1016s | um really start thinking about how to |
1019s | bring some of those ideas that are kind |
1021s | of established in |
1024s | um audio out there and how to kind of |
1026s | make them OverWatch so that's usually |
1029s | the first part and then you know I get |
1032s | quick sounds into the game and then |
1035s | really spend a lot of time working with |
1037s | everybody else on the team iterating on |
1040s | the sounds to make them as effective as |
1043s | possible |
1045s | that's that's just so cool how like all |
1048s | that comes together uh and then also |
1051s | something interesting uh with star watch |
1052s | is like uh it uses revive uh in PvP uh |
1057s | this is something uh new right like a |
1060s | kind of like a down but not out type uh |
1062s | system like why why did uh can I offer |
1065s | this over like traditional respawn |
1067s | yeah so this was actually a system that |
1070s | went through a lot of different |
1071s | iteration but it kind of started with |
1073s | the seed of wouldn't it be kind of cool |
1076s | to make it feel more like a mission |
1078s | um when you're playing against people |
1079s | because now not only are you like the |
1083s | infinite trying to hold back the |
1084s | Watchers uh like instead of just like |
1087s | immediately spawning back it's like oh I |
1089s | have to get my uh partner back into the |
1091s | and into things it kind of adds this |
1094s | like additional fantasy of like there |
1095s | are higher Stakes here you know |
1098s | um there's like the Watchers and like |
1100s | we're trying to make a final push but a |
1102s | couple people go down and instead of |
1103s | waiting like 10 seconds for them to |
1105s | respawn necessarily it's like oh I |
1107s | actually have to you know watch my |
1109s | teammate crawl over to cover so I can |
1111s | rescue them and that almost feels like a |
1113s | more epic experience |
1115s | um and it was also just kind of fun to |
1117s | play and experiment with like new |
1120s | systems and mechanics in a way that we |
1122s | haven't ever done before right because |
1124s | revive isn't traditionally a PVP |
1127s | code uh mechanic for us so it's like |
1131s | yeah let's let's see how we can |
1132s | integrate this to make this more fun |
1135s | yeah I think that's super cool the level |
1136s | of detail that you guys think about |
1138s | where yeah like you'd be able to revive |
1141s | somebody like that definitely feels more |
1143s | like a mission rather than uh you know |
1146s | me complaining for 10 seconds and |
1148s | waiting for the person to come back from |
1149s | the spawn uh that's just like really uh |
1153s | cool were there any other types of |
1154s | things you guys thought about like maybe |
1155s | for like a mission like this or like |
1157s | gameplay experience uh like a revived to |
1162s | kind of even make it feel more you know |
1163s | in a mission sense uh I think like the |
1166s | way that the turrets and the AI kind of |
1169s | function in the game really help kind of |
1171s | bring that like a little bit of PVE |
1173s | sprinkle into it it's not quite a PVE |
1175s | but you know you'll be fighting against |
1177s | both humans and things that aren't quite |
1179s | humans you know the terror attack will |
1181s | rudimentary AI system there's a lot of |
1183s | work that went into the doomfist or |
1185s | maybe I should say Bone Breaker AI has |
1187s | helped me call in the game uh and you |
1190s | know it makes you feel like oh I have to |
1191s | kind of like I know who's human I know |
1193s | who's Ai and I can kind of like |
1195s | manipulate them to my advantage so you |
1197s | kind of swap into a little bit of a PVE |
1199s | moment or like mode of thinking every |
1202s | once in a while |
1203s | yeah no that's uh I think it's like a |
1206s | really cool concept of like you know |
1207s | wrapping in some kind of like player |
1209s | versus player stuff because like I like |
1210s | the story stuff but I also don't like |
1212s | playing alone and I like playing against |
1213s | other people so something like this is |
1215s | like kind of like right up like my alley |
1217s | in terms of play style also there's like |
1220s | an intro outro cinematic so the three of |
1222s | you guys are obviously a part of like a |
1223s | large team that kind of made you know |
1225s | this level and kind of gameplay |
1227s | experience come to life uh can you tell |
1229s | us a little bit about how that kind of |
1231s | like cinematic got like embedded into |
1233s | the event and how it got created |
1235s | yeah we can talk about how uh so we have |
1238s | some really awesome animators who worked |
1241s | on uh actually Integra like creating the |
1243s | cinematics |
1245s | um like Casey and Travis uh were super |
1247s | instrumental in getting those up and |
1249s | running also like another engineer Julie |
1251s | who specializes in this sort of thing |
1254s | um just yeah a wonderful team of people |
1256s | really interested in like just adding |
1258s | like more story ambulance like more like |
1260s | putting yourself in the mindset of like |
1263s | you're you're on a mission to like save |
1265s | somebody or your your like your your |
1269s | ships Under Siege or your stations Under |
1271s | Siege and you want to prevent them from |
1273s | succeeding right so |
1277s | like those folks helped create the |
1278s | content and we just kind of threw it in |
1280s | like here here's like an awesome intro |
1283s | cinematic to guide you into the |
1285s | experience and then one thing that we |
1287s | thought was pretty cool about like the |
1289s | overall game mode is that you can |
1291s | actually have a different ending uh |
1293s | sending manic depending on who wins and |
1296s | you know so if you succeed and uh |
1298s | rescuing uh I think three Cho |
1303s | um then you get the the the in The |
1307s | Watcher is running away or you know you |
1309s | watch the Watchers get thrown in jail if |
1311s | the infinite win |
1313s | um and I think that's like a really cool |
1316s | like story element that kind of ties |
1317s | into like the PVP element does matter |
1320s | and tell me that story |
1322s | um and it also connects to our larger |
1326s | um |
1326s | like the comic and how the events of |
1329s | that will play out depending on you know |
1331s | who ends up winning the most |
1334s | yeah no that's uh super cool Chris and |
1336s | uh Tess I'm curious like Erica your uh |
1338s | experience you know with uh you know |
1340s | having obviously an intro cinematic but |
1342s | then also like a kind of like |
1343s | specialized outro cinematic for how the |
1345s | game goes |
1347s | yeah so I had a lot of fun working on |
1350s | these um cinematics love any opportunity |
1352s | I can get to |
1354s | um work on on |
1356s | um like more linear type of uh uh |
1359s | content I really felt that it was a |
1363s | great example of of the team kind of |
1365s | working together |
1366s | uh to make sure all the different parts |
1368s | finish on time |
1369s | um for sound we we usually design |
1372s | towards the end of the development |
1374s | process and mostly in terms of uh of |
1377s | cinematics so it it's really about |
1379s | communication |
1382s | um you know knowing when the cinematics |
1384s | are ready to work work on and then we |
1387s | just go in there and make sure that |
1389s | we're we're putting as much uh character |
1392s | into it and making sure that we support |
1395s | the overall theme as much as possible |
1399s | those were the test how about you I |
1402s | didn't really get to work on the intro |
1404s | outsourcinatics that much but you know |
1405s | when I got to see them in game for the |
1407s | first time I was like oh this is so cool |
1408s | and I just like got to see the |
1409s | difference between the infinite or the |
1411s | Watchers winning I was like Ah that's |
1413s | like that's like we've elevated it's |
1414s | like an ending cinematics that we've had |
1416s | in the past like the icing on the cake |
1418s | probably right for like kind of the yeah |
1421s | it really makes the whole Mode come |
1422s | together I think |
1424s | uh so curious like what were some of the |
1427s | biggest challenges uh that you guys kind |
1429s | of face like from the start to the end |
1433s | of kind of making this mode a reality |
1435s | yeah I can I can start on that one |
1438s | um I think uh |
1441s | there was a lot of things that we added |
1443s | into the the PVP experience for this |
1446s | this mode |
1447s | um and I think May the challenge for |
1449s | sound is is making sure that that |
1451s | everything is audible that that players |
1454s | really |
1456s | um |
1457s | um have as much information as possible |
1459s | about |
1460s | um like there's turrets in the mode uh |
1463s | there's a low gravity State |
1465s | um so really making sure that players |
1467s | are informed when those things are going |
1468s | on it's like with sound |
1471s | um you know visually we can see what's |
1473s | in front of us maybe a little bit |
1474s | peripheral peripherally but sound is |
1478s | really a 360 degree |
1480s | experience so sound has a unique |
1483s | opportunity for uh to really give our |
1486s | players a lot of awareness in the in the |
1488s | game so |
1489s | um that was |
1491s | um really sometimes challenging but uh |
1494s | but but super fun and I think we we uh |
1497s | we did a really good job at it uh just |
1499s | how about uh you what were some of the |
1500s | challenges uh you kind of felt uh |
1503s | bringing this to life oh yeah there were |
1504s | tons of challenges here and there and a |
1507s | lot of it as a result of us trying to |
1510s | just do some different things so there |
1513s | was a mix of both like technical |
1514s | challenges and design challenges and |
1516s | some of the design challenges for |
1518s | instance were |
1520s | uh like we're putting points in places |
1523s | that they usually aren't and also like |
1526s | depending on uh like your your RNG your |
1530s | randomization like you might have |
1531s | different points you don't always know |
1533s | exactly where the points are and so one |
1536s | of the design challenges was people |
1537s | giving us feedback like I don't know |
1539s | where the point is I don't know where to |
1541s | attack or like where to defend |
1543s | um and so there was a lot of like |
1544s | interesting things that we ended up |
1546s | doing to try and direct players to like |
1549s | hey come over to this point |
1552s | um and not like over to that place |
1555s | um you know and like just trying to like |
1557s | uh break the the force of habit of |
1559s | people always attacking like the same |
1561s | point a point B for Horizon |
1563s | um so like we did a lot of cool stuff |
1565s | where like we threw like lights and |
1567s | sound into the map like wherever the |
1570s | points are activating we added some like |
1573s | lights on the floor that turn on and off |
1575s | depending on whether the point is active |
1577s | just like a bunch of smaller things to |
1579s | help guide players |
1580s | to where they actually need to be |
1583s | attacking the objective right |
1586s | um there were also some like design |
1587s | challenges with like the revive system |
1589s | that went through a ton of iteration you |
1591s | know originally were like you know |
1592s | should we just let people sit there on |
1594s | revive forever uh Maybe not maybe we |
1597s | should like you know just in case people |
1598s | want to like troll their friends and |
1600s | just leave them down forever |
1602s | um no let's let's let's have them |
1604s | eventually respawn but you know |
1607s | just give some like more |
1610s | um activeness to that experience so it's |
1612s | not so you can still enjoy it without |
1614s | like being hindered by it |
1616s | um yeah and similarly we have like the |
1618s | like oh I will choose to respawn now |
1620s | kind of mechanic to give players a |
1621s | little bit more agency uh like you know |
1624s | you you dove in as like Winston or |
1626s | something you're completely stranded |
1628s | from your teammates they're not gonna |
1629s | revive me okay I'm just gonna I'll take |
1631s | the the lll head back to spawn okay |
1635s | um yeah and they're of course like |
1637s | technical challenges like you know we |
1639s | haven't integrated intro and outro |
1640s | cinematics in this way before so you |
1643s | know making the camera transitions work |
1645s | properly making |
1647s | um like the the the characters of like |
1650s | flow in and load correctly you know just |
1652s | all these little things |
1654s | um that you kind of like oh this did not |
1656s | come up before we have to fix this now |
1660s | um but I think overall like the |
1662s | experience the knowledge the technology |
1664s | that we've kind of developed |
1666s | um will help us make more awesome |
1668s | content of the future |
1671s | that's that's that sounds super sick uh |
1674s | and for uh tests like what are some of |
1677s | the challenges that you face like it |
1679s | sounds like I know from Jesse like you |
1681s | guys were able to like you had a lot of |
1683s | different things right here doing so |
1684s | many different things with this game |
1685s | mode but like able to kind of conquer |
1686s | all of them it's super cool yeah I think |
1688s | like I when I looked at the Moon I think |
1690s | the biggest challenge is actually the |
1692s | fact that like the two sides have vastly |
1694s | different Heroes right you know you |
1696s | because like the infinite are going to |
1697s | be all the evil looking kind of uh |
1700s | characters in this game and then the |
1701s | Watchers are going to be our more |
1702s | rebellious uh folk and they ended up |
1705s | creating like very imbalanced teams and |
1707s | so I kind of went around and edited all |
1709s | the hazards in order to make sure that |
1712s | they kind of felt really good to play |
1713s | with all of our heroes I think one of |
1715s | the biggest uh points of pain for a lot |
1718s | of people is on the uh Watcher side all |
1720s | of our characters are really good at |
1721s | jumping or like getting really high up |
1723s | into the air which sounds fun until you |
1725s | realize we added low gravity and they |
1727s | they stay up there for a long time so I |
1729s | had to go through and make some custom |
1731s | some low gravity where it actually you |
1733s | fall faster then you jump up so you |
1735s | still get the fun feeling of having |
1737s | these big moon jumps but then if you're |
1738s | playing a character like ash Baptiste |
1740s | wrecking ball you're not going to be |
1742s | just stuck up there floating for 15 |
1743s | seconds you're gonna you're gonna come |
1745s | alone a little bit faster and there's |
1747s | other areas where I had to go and tweak |
1749s | it like on the uh graviton barrels that |
1751s | you'll find uh there's felt like a lot |
1753s | of characters would accidentally explode |
1755s | things all the time you know and |
1756s | Wrecking Ball would roll through them or |
1757s | like with Shield bash and then get |
1759s | caught on one and so I had to go through |
1761s | and I made very custom like damage |
1764s | modifiers for these barrels which help |
1766s | uh the characters it could be more a |
1768s | little bit uh added more intentionality |
1770s | to when these characters are trying to |
1772s | destroy stuff so you notice like normal |
1773s | guns will be able to blow them up in |
1775s | like one hit but if you're trying with |
1777s | something that's a little bit less |
1778s | accurate like maybe display or Winston's |
1780s | uh Tesla Cannon then all of a sudden |
1782s | you're gonna require you to hit them for |
1784s | a little bit longer just to make sure |
1786s | that players are sure they know what |
1787s | they're doing before they can get |
1789s | themselves caught in the grab a gun |
1791s | I I hope players pick up on that level |
1793s | of detail because that is so much care |
1795s | to gameplay uh and making sure the |
1798s | gameplay kind of uh just kind of |
1800s | resonates and feels good and equal for |
1802s | everybody I'm curious like how long does |
1805s | it make take to make a game mode like |
1807s | this like my non-game developer brain |
1810s | sees it go into the game I I clap and I |
1812s | play but like how how much how much work |
1814s | does it take I know like how long does |
1816s | it take to actually make something like |
1817s | a star watch |
1819s | uh I I don't remember the exact timeline |
1823s | frankly but it definitely takes like a |
1825s | couple of months right to go from your |
1828s | ideation phase to okay let's like |
1831s | prototype some stuff and then like let's |
1833s | do some initial play tests to get |
1835s | feedback I'm like is this like a good |
1836s | direction is this not like are people |
1839s | feeling this mechanic or they feel or |
1840s | are they not |
1842s | um and then you know once like you get |
1844s | through that kind of prototype phase you |
1845s | start like finalizing things like okay I |
1847s | think we know what direction we want to |
1848s | take this in and that's like especially |
1850s | when we start pulling in uh folks from |
1854s | like all sorts of different departments |
1855s | right to help get us to like a final |
1858s | stage like we pull in like hero |
1859s | designers we pull in level designers we |
1861s | pull in |
1863s | um you know all sorts of people to get |
1865s | this into a place where it's like slowly |
1867s | heading to like a final stage and then |
1869s | of course we we have our pulling our |
1871s | animators to make some awesome stuff we |
1872s | pull in uh Chris to add some awesome |
1874s | sounds and and we pull in people to make |
1877s | really cool VFX and and just like this |
1879s | just this kind of ongoing iteration |
1881s | process to make sure this mode is as |
1883s | awesome as we can make it |
1884s | uh so I gotta ask what were the favorite |
1887s | parts of working on the the level the |
1890s | mode just kind of everything overall uh |
1892s | Chris I'll start with you what was your |
1894s | favorite part about working on all this |
1896s | sure I I really enjoyed uh working on |
1899s | the the low gravity mode |
1901s | um it was really important for how can |
1905s | we best drive and support gameplay using |
1909s | sound and the low gravity moment is is |
1912s | similar to what you would experience |
1914s | outside outside of the ryzen map on the |
1917s | surface of the Moon so the low gravity |
1920s | moments in Star watch come and go so we |
1922s | really want to make sure players know |
1925s | when the low gravity moment is happening |
1927s | so we designed the appropriate sounds to |
1929s | support that |
1931s | the warning sounds that the players are |
1933s | about to enter low gravity and then |
1935s | there's also a sound state that changes |
1938s | the entire sound of the game while |
1940s | you're in that mode and also the ambient |
1942s | so it was really a lot of fun |
1947s | um kind of getting the new Vibe kind of |
1950s | evil |
1952s | battle station that's run by the |
1954s | infinite Empire so that was a lot of fun |
1958s | and uh Tess what about for you what was |
1960s | the most fun for you working on the mode |
1962s | well you know if I'm not allowed to |
1963s | cheat and say that my favorite part was |
1965s | getting to work with this awesome team |
1966s | you know like Jesse like Chris uh then I |
1970s | think I would have to say uh getting to |
1972s | work on the turrets and getting like to |
1973s | tweak all of their AI using our AI |
1975s | system was pretty fun because it was all |
1977s | about trying to make the turrets feel |
1979s | smart enough and responsive enough that |
1981s | they felt like they were doing stuff but |
1982s | not actually that smart and that |
1984s | responsive so players can feel good |
1985s | about defeating them over and over again |
1987s | and Hillary players get the good moment |
1989s | of like oh I outwitted this turret by |
1991s | standing behind a wall in a specific |
1993s | spot it was like it's nice to give |
1994s | players that kind of win |
1996s | okay so the turrets aren't just gunting |
1998s | people down yeah they're not that good |
2000s | but they're better than like nothing you |
2002s | kind of want them around |
2004s | yeah no Jesse what about you yeah I |
2007s | think I think that one of my favorite |
2008s | Parts was getting to iterate with the um |
2011s | the way that we move points around and |
2013s | like just like throwing them in like |
2015s | different places like is this a good |
2016s | place should we be fighting here |
2019s | um like just kind of like does this feel |
2022s | good |
2022s | um I love that kind of process and also |
2024s | the revive like I think |
2026s | um like I saw the designers were really |
2028s | invested in making this feel cool and |
2031s | like work in a way that doesn't feel |
2032s | frustrating |
2034s | um so that you can enjoy those like |
2036s | little moments of like if you know we're |
2038s | counting down like the seconds to being |
2040s | able to find like make a final push uh |
2043s | let me like rally my teammates like back |
2045s | from the thread the dead and like we'll |
2047s | make this final push and we're gonna go |
2049s | all in like I think that part of that |
2052s | um experience was really important to |
2054s | get right and get in a good place |
2057s | um yeah and other than that I mean I |
2060s | will also cheat like like test and be |
2062s | like I do really just enjoy getting to |
2065s | support like all sorts of different |
2066s | folks like that this kind of game mode |
2068s | exposes you to all sorts of uh different |
2070s | disciplines to support and that's like |
2072s | kind of like a huge job of a gameplay |
2074s | engineer is uh |
2075s | seeing what people want to do and being |
2078s | like okay how can I facilitate that you |
2081s | know like how can I make a narrative |
2082s | designers day Easier by like telling |
2085s | them hey like this is how we can set up |
2087s | like The Narrative voice lines to go off |
2089s | in this way or |
2091s | um here's how we can like control the |
2092s | logic for turning lights and on and off |
2094s | like I love being able to |
2097s | enable people to do awesome things |
2101s | yeah no no this is really uh truly kind |
2104s | of awesome uh is there anything you guys |
2106s | hope that players pick up on |
2108s | um I think we've kind of like uh given |
2110s | some shout outs to different types of |
2112s | audio cues you know make sure that make |
2114s | sure the turrets are you know not |
2115s | hitting you too hard is there anything |
2116s | else you hope players uh pick up on uh |
2118s | that we haven't talked about |
2121s | um you know our our composers did a an |
2123s | amazing job for the music |
2125s | um it really sets the tone |
2127s | um so I'm hoping uh you know players get |
2129s | to enjoy that |
2131s | um also uh you know there's some some |
2134s | cool little details uh if you go to some |
2137s | of the windows in the map |
2140s | um you can listen and you might hear the |
2142s | sounds of a a Space Fighter a battle |
2145s | taking place while the watches are |
2147s | attempting their their rescue against |
2149s | the uh infinite Empire so |
2151s | um lots of little details that you can |
2153s | kind of find just by wandering the map |
2155s | the skins of this mode are so cool and I |
2159s | love the attention to detail I love the |
2161s | way that we've imagined like what if |
2163s | this hero is a little more evil or a |
2165s | little more good or something like that |
2167s | um and just kind of fleshing out what |
2170s | does this like Star watch Universe looks |
2172s | like and also there's just some like |
2174s | really cute Dynamics to all of the uh |
2177s | all the hero skins and everything like I |
2181s | just love the little squishy aliens on |
2183s | on Winston's gun I love how they wiggle |
2185s | I love them so much |
2189s | personally want to shout out like the |
2191s | awesome lighting job that was done to |
2193s | this map because |
2194s | um you know originally when we're doing |
2196s | these play tests like you know things |
2197s | feel pretty like different but it's also |
2200s | I'm playing Horizon right again |
2203s | once we threw in that like lighting pass |
2205s | and making things a little more like |
2206s | darker and ominous and more space offery |
2208s | like it felt like such a different map |
2211s | and was like oh my God the power of |
2213s | lighting this is awesome |
2216s | oh I would have loved to the like the |
2219s | first play test like when people log in |
2220s | they're like wait Horizon what's going |
2223s | on here uh Tess what about uh what what |
2226s | do you hope that player is going to pick |
2227s | up on maybe that we haven't talked about |
2228s | yes I mean I hope most of the stuff that |
2230s | I worked on doesn't get picked up on |
2232s | because that's kind of the idea of a |
2234s | scenario so I would say that uh I want I |
2237s | would love to shout out you know the |
2238s | narrative team I think they did a really |
2240s | great job of like making those sides |
2242s | feel like you're playing either this |
2243s | evil empire or this rebellious crew and |
2246s | when you both play through the game mode |
2247s | it's just like oh you know I'm not |
2248s | playing doomfist on Lucio I'm playing |
2250s | Bone Breaker in this Prince and it feels |
2252s | like it's really cool to jump into this |
2254s | new world where it's familiar but it's |
2255s | not quite the same I think it was |
2257s | probably a real challenge to uh |
2258s | transform some of our gooder characters |
2260s | into the very evil characters |
2262s | yeah just for a bit they're just evil |
2264s | for a bit maybe not per maybe not just |
2266s | just for like two weeks in the Arcane |
2268s | yeah just for two weeks to the arcade |
2270s | they could be bad uh so also this like |
2273s | ties into a comic it's like a larger |
2276s | story that kind of like uh exists in a |
2279s | comic can you speak a little bit to that |
2281s | because like that's also kind of cool |
2282s | how like some of the stuff that happens |
2284s | in Game actually impacts that |
2287s | yeah so one of the cool things about |
2290s | this game mode is um similar to our |
2292s | battle for Olympus game mode where |
2294s | whoever was like winning the most |
2297s | um would get a statue in ilios |
2300s | um this game mode is also tied to a |
2302s | comic which you'll be able to uh read |
2305s | which is really awesome to set up the |
2307s | lore of star watch and like what's the |
2309s | context of how we got to this place like |
2312s | in this game mode of like uh rescuing |
2314s | three Cho or defending against uh the |
2318s | Watchers |
2319s | and what's really cool about this game |
2321s | mode is that you're also feeding into |
2323s | like depending on which uh side ends up |
2327s | winning the most you will be influencing |
2330s | the direction of this comic of like |
2332s | where does this narrative go next you |
2334s | know are are the Watchers successful in |
2337s | in leading their little rebellious crew |
2339s | or is the infinite like tightening their |
2342s | grip on things yeah that's uh that's |
2345s | really cool how uh because I also think |
2347s | like people want to enjoy OverWatch like |
2349s | outside of the game as well so like to |
2352s | kind of take your experience uh in game |
2355s | and then kind of have this comic kind of |
2358s | like be impacted and uh you know release |
2360s | where people can enjoy that uh it's just |
2364s | a really awesome like overall experience |
2365s | tied into everything |
2367s | um so I think before we go out one it's |
2370s | been awesome to kind of chat and hear |
2372s | from you guys about all the different uh |
2374s | how difficult it is to make a game mode |
2376s | of like this scale of this difference |
2378s | and then also uh all the kind of love |
2380s | and care that went into it |
2382s | um is there anything you'd guys like to |
2383s | share with like the overall Community |
2385s | before we go |
2388s | I guess is just who goes first |
2394s | um I'm happy to say something |
2397s | um I think that the thing I'd love to |
2399s | say is like I hope you guys have fun I |
2401s | hope that this is an enjoyable |
2403s | interesting new experience and that it |
2405s | gives you a kind of glimpse of like what |
2408s | other awesome stuff can we do if we can |
2409s | do this what else right and just overall |
2412s | like there's a ton of love and passion |
2415s | coming from all of the developers on our |
2417s | team and we want you to enjoy that and |
2420s | we hope we'll be doing it well |
2423s | yeah I think this is |
2425s | um you know there's a lot of interesting |
2427s | unique |
2428s | um kind of gameplay uh features to this |
2432s | uh to this experience to this event and |
2436s | um it was a lot of fun to work on and |
2440s | it's a lot of fun |
2442s | um I think it's a lot of fun to play and |
2445s | like Jesse said I'm I'm really hopeful |
2447s | that |
2448s | um yeah players love it yeah I can't |
2451s | wait to see everyone get in the vote and |
2452s | then find out you know what players |
2454s | really like versus what they loved right |
2455s | so I'm looking forward to seeing how |
2458s | everyone reacts and I really hope |
2459s | everyone has such a great time playing |
2460s | it yeah no I I I think everybody's gonna |
2463s | have an awesome time uh playing Star |
2465s | watch it's such an awesome experience |
2467s | something that uh I haven't really had |
2469s | yet Jesse test Chris thanks so much for |
2472s | joining us here on deaf child I know |
2474s | everybody's super stoked to play Star |
2475s | watch and you know just kind of |
2477s | experience it in game but don't go |
2479s | anywhere right after this quick break |
2480s | I'm gonna be joined by game director |
2481s | Aaron killer an executive producer Jared |
2484s | news stay tuned |
2491s | thank you |
2500s | hey guys Matt Mr X joined by some |
2502s | special guests it's game director Aaron |
2504s | Keller an executive producer Jared news |
2505s | joining me here on dev chat how are you |
2507s | guys doing |
2509s | hey Matt doing great thank you so much |
2511s | for having us today |
2513s | wonderful thank you for having us on the |
2514s | show oh no problem and uh Jared I think |
2517s | I wanna want to start with you is that |
2519s | you have been tweeting a lot lately uh |
2520s | tweeting about a road map saying it's |
2522s | coming mid-may it's been been on my |
2524s | timeline a lot I do have an update we're |
2527s | gonna run through the road map today uh |
2529s | we're gonna talk about what's coming in |
2530s | future Seasons uh we're gonna we're |
2531s | gonna talk a bit about PVE and uh and I |
2534s | think to kick us off I wanted to ask |
2536s | Aaron to give us a little bit of a |
2537s | history lesson in some context |
2539s | yeah you got it um so |
2541s | um we announced OverWatch too in in 2019 |
2544s | and a part of that presentation was |
2547s | about this |
2548s | always-on deeply replayable PVE |
2551s | experience |
2553s | um and his work slowly continued on |
2555s | OverWatch too we began to pull more and |
2558s | more of our focus and energy away from |
2561s | the live game and all of the people that |
2563s | were playing it we had players that were |
2565s | excited to be to be playing that game |
2568s | um and they just wanted more of it so we |
2572s | had a difficult choice to make we could |
2574s | continue working on our original vision |
2576s | for OverWatch 2 without a definitive end |
2579s | date in sight or change our strategy and |
2582s | get something in front of players sooner |
2585s | we chose the latter and we released |
2587s | OverWatch to last October with new |
2590s | Heroes new maps new modes and regular |
2593s | seasonal updates but more than that we |
2596s | shifted our values for how we want to |
2598s | develop the game no longer would we |
2601s | store content up for really big releases |
2604s | and and leave the game |
2607s | um sort of languishing on the side now |
2610s | we made a commitment to always |
2612s | prioritize the live game and and all of |
2614s | the people playing it and to devote our |
2617s | development efforts there this game is |
2619s | nothing without all of you |
2621s | yeah I really can't say enough about how |
2623s | much we've learned over the past eight |
2625s | months or so and more importantly we've |
2627s | taken that learning and we've put it |
2628s | back into the game so it's really a |
2630s | season two I think you start seeing some |
2631s | some updates we've made based on your |
2633s | feedback and based on what we've learned |
2635s | um we've been changing all of our |
2636s | systems we've been adjusting hero |
2637s | ballots way more frequently constantly |
2639s | revisiting the roadmap behind the scenes |
2641s | to make sure that what we're planning to |
2642s | deliver is going to be great for |
2643s | everyone out there and and that really |
2645s | has been an awesome experience for us |
2647s | and partially that's because we feel |
2649s | like we're able to deliver a better game |
2651s | to all of you |
2652s | um and partially it's because we we hope |
2653s | that you're enjoying it more |
2655s | previously when the the original game |
2657s | was kind of slowing down a little bit in |
2659s | development but at the same time |
2660s | development on the PVE experience really |
2662s | hasn't made the progress that we would |
2663s | have hoped the team has created a bunch |
2665s | of amazing content so you know there's |
2667s | awesome missions that are really |
2668s | exciting there's brand new enemies that |
2671s | um are super fun to fight uh and some |
2674s | truly great and ridiculous hero talents |
2676s | but unfortunately the effort required to |
2678s | pull all of that together into a |
2679s | blizzard quality experience that we can |
2681s | ship to you is huge uh and there really |
2683s | is no end in sight or defined kind of |
2686s | end date where we can put that out into |
2687s | the world and so we're left with another |
2689s | difficult Choice do we continue to pour |
2691s | all that effort into PVE |
2693s | um uh hoping that we can land it at some |
2695s | point in the future or do we stick with |
2697s | this set of values we've aligned on and |
2699s | focus on the live game and focus on |
2701s | serving all of you with everything we've |
2702s | learned about what it takes to operate |
2704s | this game at the level that you deserve |
2705s | it's clear that we we can't deliver on |
2707s | that original vision for PVE that was |
2709s | shown in 2019. what that means is that |
2712s | we won't be delivering that dedicated |
2713s | hero mode with talent trees that |
2716s | long-term power progression uh those |
2718s | things just aren't in our plans anymore |
2719s | and we know that this is going to be |
2721s | disappointing to many of you which is |
2722s | why we wanted to bring it up before we |
2724s | talked about the roadmap and to be |
2725s | perfectly honest it's been really |
2727s | difficult for for many of us and a lot |
2729s | of folks on the team who've poured their |
2731s | heart and soul into that into that stuff |
2732s | going forward though rather than doing a |
2736s | big one-time PVE releasing and rather |
2739s | than pouring all of our efforts into |
2741s | these singular releases we're we're |
2743s | planning to make co-op gameplay and |
2745s | Co-op experiences just part of our live |
2749s | road map so we we want you to be able to |
2751s | experience it more often and with more |
2753s | variety than we had originally announced |
2756s | we're going to be releasing our first |
2758s | major story based event featuring a new |
2761s | set of missions and it'll kick off a |
2764s | brand new story arc for for OverWatch |
2766s | and beyond that we have a lot more Co-op |
2769s | features planned um some canon in some |
2772s | very not canon and we we just want to |
2776s | give ourselves flexibility to explore |
2779s | the universe of OverWatch and its cast |
2780s | of heroes and villains as as well as |
2784s | just try new things we're going to |
2786s | continue to find the most exciting ways |
2789s | of bringing new experiences to the |
2791s | running game on a frequent and |
2794s | consistent basis |
2796s | let's bring up that road map uh that |
2798s | Jared was talking about because Jared |
2799s | there is a ton uh coming to OverWatch |
2801s | too soon yeah it's kind of ridiculous |
2804s | actually when you see it all laid out uh |
2805s | like this let me just do a quick run |
2807s | through uh there's there's a lot to |
2809s | absorb and we'll be talking a lot more |
2810s | about this in the coming months but in |
2812s | season five uh you see us dip our toes |
2814s | into that very non-canonical |
2816s | storytelling that Aaron mentioned |
2818s | um and we're not talking about all the |
2819s | details of what that season is going to |
2820s | be like but uh it's going to be a brand |
2822s | new experience with with a really cool |
2824s | very integrated narrative uh uh for for |
2827s | the battle pass a bunch of new features |
2829s | and playable experiences uh plus a bunch |
2832s | of returning favorite features season |
2834s | six is gonna be the biggest season we've |
2835s | ever released uh and arguably the |
2837s | biggest live release in OverWatch |
2838s | history a ton of great PVE story content |
2841s | but also that new support hero a new |
2843s | permanent game mode that's going to go |
2844s | into unraked and competitive playlists |
2846s | uh season seven and eight you know we we |
2849s | have another hero a tank coming this |
2851s | time uh new control map there's a ton uh |
2855s | to look forward to this year I know when |
2856s | I when I see the road map I like jump |
2858s | from like one side to the other I'm like |
2860s | oh that looks cool but then Lord about |
2861s | that like oh wait hold on what's this uh |
2863s | where I gotta ask um you guys started |
2865s | with Aaron what's one of the things that |
2867s | you're most excited about coming to |
2868s | OverWatch too |
2870s | yeah I I have the same reaction when I |
2873s | look at something like this it's just so |
2874s | easy to get lost in all of the details I |
2877s | I would like to talk a bit about the |
2880s | story experience that we want to deliver |
2881s | and how we want to kick off this new |
2883s | story arc for for OverWatch that's going |
2886s | to come with a whole new set of missions |
2888s | and and cinematics and it's even going |
2891s | to come with like new story features for |
2893s | the game like a lore database that |
2896s | players can unlock over time and then |
2898s | additionally we're going to be running a |
2901s | PVE event that season with a co-op |
2903s | replayable Mission that's going to take |
2906s | place in a new section of of King's Row |
2909s | and then on top of all of that a new |
2911s | single player version of of a PVE |
2915s | experience where players are going to be |
2917s | challenged as individual Heroes to run |
2920s | through courses and get the highest |
2922s | score possible so it's going to |
2924s | challenge aim skill and the way people |
2927s | use abilities in order to be able to get |
2930s | to to the top of the leaderboard and |
2932s | compete with friends and and everyone |
2933s | else oh that that'll be cool I uh I |
2936s | can't wait to message you guys that ask |
2938s | why I'm not uh higher ranked on those |
2939s | leaderboards but uh you know feel free |
2942s | to block me when I do that uh Jared what |
2944s | about you yeah I'm uh uh my answer is |
2947s | kind of a cheat uh when you ask one |
2948s | thing I'm excited about it's it's kind |
2950s | of all of it uh like more specifically I |
2952s | think the thing I'm excited about when I |
2954s | look at the road map is that uh we're |
2956s | finally finding our footing and like |
2958s | really bringing distinctive themes and |
2960s | feels to each one of our seasons and uh |
2962s | and then in season six we're actually |
2963s | going to change the way that we present |
2965s | Seasons to players uh we're gonna give |
2967s | these these Seasons names and their own |
2968s | identities uh and we're gonna theme |
2970s | everything around them uh really tightly |
2971s | yeah no it's super cool to be able to |
2973s | see like all different types of content |
2975s | for all different types of players |
2977s | coming which uh yeah this has been a |
2978s | massive update uh a ton to look forward |
2980s | to uh thanks for stopping by uh is there |
2983s | anything you guys want to say before we |
2984s | go to the rest of the community |
2986s | yeah I just like to give like a big |
2989s | thank you to all of our players in our |
2991s | community we've talked a lot today about |
2993s | how our our overarching value our |
2996s | overarching goal for OverWatch |
2999s | development is to always be putting new |
3002s | things out in front of the community and |
3004s | to be supporting the game and the best |
3007s | way that we possibly can that's what |
3009s | that's what this roadmap is about it's |
3011s | about about showing you all of the work |
3013s | that we're putting into this game so |
3016s | thank you everyone for playing thank you |
3018s | for your your commitment to the game and |
3021s | all the feedback that we've gotten um |
3023s | from from all of you |
3025s | yeah I couldn't have said it better |
3026s | myself thank you to everyone in the |
3028s | community for playing thank you for |
3029s | supporting each other thank you for |
3030s | supporting our team can't wait to hear |
3032s | what you think of of everything we have |
3033s | coming uh please do send me I don't know |
3036s | that I need to ask you but send me more |
3037s | of your feedback on on social and uh |
3041s | look forward to seeing you out there |
3042s | yeah well uh thanks again uh Aaron and |
3045s | Jared for stopping by it's always great |
3046s | chatting tons to look forward to uh and |
3049s | guys check out Starwatch in game now get |
3051s | a chance to play that and always stay |
3053s | tuned for the next Dev chat we'll have |
3055s | one coming soon we'll see you there |
3068s | thank you |
3091s | thank you |
3149s | foreign |