Dear person whose name I already forgot (but it was probably something like xxShadowK1ller or BradTheMadDogBongster), we need to talk.
Last night, we were on the same Overwatch team. You may not have noticed me. You seemed pretty preoccupied typing, āYOU GUYS SUCK,ā āPUSH HARDER AARGH FUCK,ā and āTHIS IS BULLSHITā in chat. I imagine all that straining and grunting and failing to stop playing McCree even once was very hard on you. I hope youāre well.
I feel like we got off on the wrong foot. Itās just that, when I tried my best to politely (and I do mean that; I keep my passive-aggressive rage in my brain and articles) suggest that perhaps we were losing because we didnāt have a formation, I was the only support, nobody was tanking or flanking, and it seemed like everyone assumed that our seventh teammate, Casper The Friendly Ghost, would push the payload, you didnāt offer much in the way of constructive feedback. Or anything, for that matter. You just kept running back into the fray and yelling at everyone when, MYSTERIOUSLY, we didnāt make any progress.
But I donāt think it was entirely your fault. Let me clarify: I think it was disproportionately your fault, and I donāt like you as a person, but I donāt feel like you were wholly to blame. See, Overwatch matches have a way of falling apart if youāre not playing with friends or one of those instantly well-oiled machine teams where, for a couple precious games, everyone just clicks. Increasingly, Iāve come to believe this is a result of Overwatchās own systems fraying at the seams just as much as it is toxic player behavior.
Allow me to explain: Overwatch bills itself as a game thatās all about teamwork and strategy. Both of these goals are supposed to be accomplished through frequent hero switching and plays that benefit the team as a unitāeven if they sometimes come at the expense of your personal elimination count, damage dealt, objective time, etc. Then the gameās lightning-quick matches conclude, and the game contradicts the hell out of itself.
Video courtesy of OneAmongstMany
I donāt mean to beat a dead horse, but it all starts with Play Of The Game, which heavily favors individual kill streaks over teamwork, tanking, support, or the myriad of other things you can and should be doing in Overwatch. People can win POTG for saving lives or denying ults, but itās a rarer occurrence. Regardless, POTG doesnāt tell the story of the match. Thereās little context, nothing to learn from beyond DO THE COOL KILLS.
I canāt count the number of matches Iāve been in where the real Play Of The Gameāthe pivotal moment that decided the outcome of the match, whether it was smart use of a hero pick, great team play, or something elseāwent totally unappreciated. Iāve posted about a fan mock-up of a POTG system that zeroes in on moments of great team play, and I really do believe the game needs something like that. Without it, the subtle lesson is, āBe a lone wolf. Thatāll get you instant gratification.ā Itās a lesson already embedded in FPS mechanics, and reinforcing it flies in the face of everything Overwatch tries to accomplish.
Post-match commendations and medals, meanwhile, focus on your accomplishments with individual heroes as opposed to providing a more complete picture of your overall impact on a match. Both systems track of various numbers (damage output, healing, objective time, eliminations, etc) with each hero you played. Again, the lack of context kills. If you want to get on the commendation board or win medals, it simply makes more sense to stick with one hero for a whole match (ensuring your numbers are better) rather than switching, even if the moment calls for it. Granted, youāre missing out on that nice XP boost for, you know, winning the match, but thereās not too huge of an XP disparity between a win and a loss in Overwatch
Both of these systems also favor DPS-driven offensive heroes or cavalier plays (a crazy Reinhardt charge, etc) over more subtle roles, further discouraging people from switching to a character that might be able to turn the tide or save the day.
None of these systems alone push Overwatch in a direction that leads to dickhead rage-fests and salt avalanches, but taken together and lumped atop a first-person shooterāa genre notorious for facilitating lone wolf play styles because instant gratification is baked into the very act of playing oneāit adds up. When a game is at odds with itself, thereās bound to be friction.
Maybe things will be better once competitive mode (now in beta) properly launches. It will naturally attract a crowd more focused on winning and skill over playing Overwatch like itās any other shooter. Granted, competitive modes have a tendency to create their own sorts of toxicity.
Still though, a lot of players are put off by the pressure that comes with a competitive mode, and I think itās kinda ludicrous that they might have to look there for players whoāll prioritize even the gameās most basic objectives and team dynamics.
All that is to say, Blizzard has work to do. So I get it, xxShadowK1ller or BradTheMadDogBongster. I understand why Overwatch can be especially frustrating. It often feels like youāre doing the right thingsābecause the game is telling you that you areābut matches still arenāt going your way. In that light, a nuclear meltdown over the fact that your team doesnāt exist simply to carry your shit-spewing ass is almost forgivable.
Youāre still a dick, though.