How Overwatch Tries to Create Friendly Competition

Jeffrey Kaplan got his first job at Blizzard Entertainment in 2002, as a quest designer for World of Warcraft. He was hired in part due to his achievement as guild leader of EverQuest’s “Legacy of Steel.” Before Kaplan lead this notoriously successful guild, Blizzard game designer and eventual Chief Creative Officer Rob Pardo had the reigns. It should be no surprise then, considering how valuable of a connection that community built, that Project Director Jeff Kaplan said in a developer update, “We’d rather have you be angry at the game… rather than be angry at one another as players, we’d like it be a fun community where you make friends.” I was already excited for Overwatch from my experience playing in it in the beta, but when I heard this, I knew the game was for me.
I’ve spent hundreds of hours playing competitive games like Team Fortress 2 and Dota 2, but eventually abandoned them both after growing detached or frustrated with the social element involved in play. With Team Fortress 2, friends on the main server I played on switched games and I never found a new server, so I moved onto a different game. Dota 2’s infamous community toxicity finally caught up to me when I realized how quickly I was willing to attack other players on my team for poor performance or a rude attitude. Learning that Overwatch was designed to reduce player frustration and infighting was what made me want to commit to playing it. Frustrated players often contribute to the toxicity of a game’s community by engaging in harassment during games or sabotaging their own teams. Toxic communities discourage newcomers from dealing with the initial hurdles of learning a competitive game, and long-term players are still exposed to this toxicity after developing their skills.
Kaplan has been considering how players interact with each other since his days designing quests for World of Warcraft. In an interview with Gamespot’s Danny O’Dwyer, Kaplan said that his favorite quest that he created was “The Green Hills of Stranglethorn,” one of the quests with the worst reputation in World of Warcraft. The quest had been designed with the intent to get players interacting with each other, but instead resulted in players spending excessive amounts of time grinding on their own. Stranglethorn offers two lessons: players don’t reliably engage each other without some sleight-of-hand or direct encouragement, and a common source of frustration is the sense of wasting time.
Wasting time in a game like Dota 2 or Overwatch seems unlikely, considering the lack of direct progression models or unlockable advantages, but players can often feel halted by a stark difference in skill level between themselves and their opponents. To address this, Overwatch implements a complex matchmaking system designed to assemble the most equal teams possible based on who is queued for a game and react to required inequalities (example: if a more skilled player has to be assigned to one team, the matchmaker will find a skilled player to put on the other team). Another way a player can feel like they’re wasting time is if there are secondary goals within a game that depend not just on the player’s performance, but also their team’s performance.