#overwatch #overwatch2 #doomfist #discussion #overwatchclips
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Aaron Keller:
So the real focus is on the story missions and that experience as opposed to the more open-ended hero mode
and that stuff.
Aaron Keller:
We are definitely not doing the Hero Mode and the talents and that power progression system.
Aaron Keller:
Always be putting out fresh, exciting, fun, new experiences for our players.
Aaron Keller:
As we were running up to launching Overwatch 2, we realized that we could not build that other game.
Aaron Keller:
We couldn't save up all of that content over the course of what was looking to be at least the next several years
to finish it, and by doing that, pulling more and more resources away from the people that were all playing our
game and all the people that would be playing Overwatch 2.
Aaron Keller:
"All of our PvE efforts, " on splitting the story into the arc, "that we're launching in Season 6.
And then on top of that, to keep all of our PvE efforts, all of our co-op efforts,
invested in our seasonal releases rather than that one big boxed release."
Jared Neuss (Referring to Activision probably):
And so I think if you're building a game where you're taking the exact same engine, the exact same team,
the exact same crew that has already shipped that same thing, and you're doing version three [or] version four
of it, it's pretty easy to plan really well in advance.
Jared Neuss:
These story missions are significantly different than Archives or other ways that we've told stories
inside the game before.
So, I guess, my take is just as the team learned more about what it took to make this,
as it learned more about the time, the iteration and the technology required, it just became clear that
the schedule wasn't going to work.
Keller:
You think about making a game that is supposed to be almost its own standalone co-op experience
that people are going to be able to play as a main game, and not just how do you put all of the
content into that to finish it? Even just a small piece of it, the talent trees: 40 to 50 talents per Hero,
over 35 plus Heroes. You're looking at thousands of talents to make everything just to get the game out the
door, plus all of the content and the missions you'd be playing to do that, and it is a pretty gargantuan
ask for a team. And then, on top of that, you need to run that as a live game, so content has to continually
come out for that side of the game.
In reality, what we were looking at was running two separate games at the same time with a set of Heroes
as the piece that is shared between two of them. And as we started to get further and further into it--obviously
our players could realize that we were pulling focus away from the live game--but it just didn't look like
there was a definitive end date in sight where we would finally be able to put that stamp on [it], or that end
date was years away and it no longer felt like we could be doing that to our players, or we could be doing that
to the live game that we were running. And that's when we took the moment to shift strategy and put everything
into the live game.
:::::: What we are actually talking about :::::::::
Borderlands:
4 heroes
Amara: The Siren.
FL4K: The Beastmaster.
Moze: The Gunner.
Zane: The Operative.
3 talent trees per hero.
13 talents per tree.
4 * 3 * 13 = 156 talents
2016 - 2019
3 - 5 years.
156 / 3 = 52 talents/year
4.33 talents/month
Overwatch:
37 heroes
3 talent trees per hero
18 talents per tree.
37 * 3 * 18 = 1998 talents
In Overwatch 1, new heroes were released roughly every 4 months
Hero has a weapon and 3 abilities typically.
6 unique abilities - talents
1998 / 6 = 333 hero kits essentially
333 / 4 = 83.25 months
6.93750 years
talents are less intensive than making a new hero. Heros need modeling, walk animations, jump animations, materials, textures
83.25 / 2 = 41.625 months
3.4687538 years
Every hero gets launched with their story mission. NOT EVERY HERO WILL BE AVAIALABLE AT LAUNCH!
Hero Missions - Story Missions where you can play as your own hero.
Talent Trees exist only in hero missions.
Every hero is released with 1 talent tree.
20 talents - 20 / 7 = 3 hero kits. 1 talent tree - 12 months 1/2 the work - 6 months
180 months before 30 heroes would be released with 1 talent tree each.
15 years.
Specs:
Xbox One Series X
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