Gamer, Writer, Design Theory and Spec. Fic. Everything else is just noise.
The Overwatch Problem: Translating Design Part 2
Tanks are a role dedicated to singular purpose. That purpose, however, has several traits to it (Resources, Space, Timing among others) and several avenues of approach (Peel, Barriers, CC to name a few) and it is within the combination of these traits and avenues that we can see the skeleton of how Tanks are designed.
The Overwatch Problem: Introduction Heroes
When considering the complexity of Overwatch as a game (Multi-ability, Varied Game-mode, Hero Shooter) inevitability, one has to consider how well it teaches it's player-base. Normally this comes in the form of varied beginner exercises (Tutorials, Practice Matches, Training Rooms and External Guides from creators) but these are a front loaded design
The Overwatch Problem: Translating Design
Opinions, right? Bastard of “Belief” and “Experience”, the opinion is a fraught little device that exists within most societies, helping to formulate everything that represents it: Laws, Infrastructure, Education and Progress. Without opinion, all we have left are facts and everyone knows, in this day and age of the <mis>[dis](un)informed, those have lost a lot of weight.
Noises in the Hotel
Eyes close. Body stills. Breathing regulates. Sleep. Then: Imagine a large hotel. The walls are maroon and faded brass, the suggestion of colours long since aged under low toned lighting from simplified chandeliers hung from brown painted electric wire.
The Overwatch Problem: The Barren New
There’s a glaring problem in Overwatch. Don’t get me wrong, I put 5 (deeply committed, special interest, tried every angle/mode I could get my hands on) years into this game. I still sit up at night, turning theory over in my head; trying to re-design and improve it, while the clock ticks away into the early morning.