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That's fair. I have had the same thought, but I really don't have the skills to make a gaming startup successful; no network, no experience, etc. The code is
by jrockway 4y ago
That's fair. I have had the same thought, but I really don't have the skills to make a gaming startup successful; no network, no experience, etc. The code is do-able. Everything else is hard. Have a good plan (or people that you can trust) for that part.
The one change I'd make to Overwatch is to just balance each rank separately. Let the bronzes run around doing 300 damage railgun shots. Don't let pro play make the game less fun for casual players that just want to meme for a couple hours a week, but do have some progression so people can outgrow that. I've watched a lot of videos of new players trying OW2 for the first time, and the game is just impossible for them. The next FPS/MOBA hybrid should be as approachable as Overwatch was in 2016.
- bob1029 4y ago> The next FPS/MOBA hybrid should be as approachable as Overwatch was in 2016. Absolutely agree. I feel like the reason OW1 was so damn good in 2016 was a combination of a few things. The biggest being that there were no "professional" scene or related expectations around how to play the game. Everyone did what they wanted and the strategies were totally bonkers. Once the esports crap leaked in, SBMM and meta became a huge sticking point for the average player. League of legends did the exact same kind of thing to the player base over time. Item stacking and other wackiness was removed in favor of the grays and browns of a more broadly-marketable, competitive balance patch. I would never offer a vendor-sponsored e-sports program, nor would I pander to any sort of efforts to construct one. Competitive is good, but there is a point where you have totally jumped the shark. Having clear progression of skill is critical, but we also cannot make it the entire point of the experience. I would actually make efforts to "patch-out" certain competitive scenes if they were to become problematic for the average player. I think TF2 did a fantastic job of this with a light sprinkle of RNG via critical shots. You can instantly bifurcate your audience and put the monsters into their own pen with this kind of feature.
- jrockway 4y agoYou are reading my mind. Send me an email and keep me updated on your progress, your take on game design sounds awesome :)