The future of Overwatch is a hot topic, especially the ever-present debate about 6v6 versus 5v5. We've been talking about it a lot lately, and it's time for a proper discussion.
This is a complex and nuanced issue, one that cuts to the core of what makes Overwatch tick. We all have different opinions and preferences on the ideal number of players in a match, including our team. We're a microcosm of the broader community, so let's delve into the history of the game and explore where we might be heading next.
Ground Rules
Before we jump in, let's set some expectations:
This is a lengthy read. If you prefer a quick summary, check out the "What's Next" section.
This isn't about dictating preferences. Fun is subjective, and your ideal Overwatch experience depends on your individual taste, skill level, and experience.
We're talking about years of game design decisions that have shaped Overwatch's core mechanics. Some of these changes may be familiar, while others might be new to you.
Historical Context
Overwatch has seen three significant format changes:
Hero Limits: In the early days, you could have multiple identical heroes on a team. Imagine six Genjis or six Reinha⦠*shudders*. This led to ability stacking, which was fun but made balancing a nightmare. We imposed a limit of one hero per team, trading some creative team compositions for a more consistent and balanced experience. This was a necessary change, and one we wouldn't hesitate to make again.
Role Queue: This was a massive shift from "Open Queue", where players were free to pick any role, to the current 2-2-2 system. Open Queue led to role imbalances, with Damage being the most popular role and Tank lagging far behind. This created a myriad of issues: unbalanced matches, social pressure on players to fill roles they didn't want to play, and challenges for hero balancing and new hero design. Role Queue addressed these issues, but it came with its own drawbacks, most notably longer queue times.
6v6 to 5v5: This was the most recent and perhaps most controversial change. The move to 5v5 aimed to:
Increase Individual Agency: In 6v6, fights often hinged on ultimates, especially with the double tank meta. 5v5 aimed to create a more even playing field, giving individual players greater impact.
Focus on FPS Gameplay: With less damage mitigation and crowd control, 5v5 shifted the focus to shooting enemies. This addressed complaints from Damage heroes about feeling less impactful, and gave Support heroes more room to contribute damage.
Reduce Queue Times: The biggest selling point of 5v5 was dramatically reduced queue times, particularly for Damage players. The ratio of players queuing for each role was closer to 1-2-2 than 2-2-2, making matchmaking more efficient.
6v6: The Good, the Bad, and the Uncertain
While we moved away from 6v6 for good reason, it wasn't without its merits:
Chaotic Fun: The sheer mayhem of 12 players in a match, while sometimes overwhelming, also offered unique moments and opportunities for clutch plays.
Added Flexibility: The extra tank provided a safety net for struggling players, and the higher health pools and defensive capabilities created a more stable environment.
Tank Depth: The dual tank system offered a deeper level of mastery in understanding how to synergize with your teammate.
However, 6v6 also presented challenges:
Balancing Difficulties: Balancing tanks for 6v6 was a constant struggle, and the transition to 5v5 hasn't made this issue disappear.
Queue Times: The lack of tank players always led to longer queue times, something that switching back to 6v6 would likely exacerbate.
What's Next: Testing the Waters
We are focused on making 5v5 the best it can be, but we remain open to exploring new possibilities based on player feedback. Rather than a drastic, permanent change, we're looking at a series of events to test different team composition formats. This means exploring various forms of 6v6 to gauge player interest and impact.
There are significant challenges to overcome, particularly in terms of technical performance with 12 players in a match. We also need to address the potential issue of queue times. Is a world where players are willing to endure longer queues for 6v6 a viable option? This is a difficult question, and one we need to explore carefully.
The Goal: Listening to Our Players
We want to create a game that resonates with our players. We're committed to gathering data, listening to feedback, and making informed decisions based on your experience.
Whether the future of Overwatch is primarily 5v5, 6v6, or a combination of both, we're committed to finding the right balance. We'll continue to explore, experiment, and ultimately, create a game that is enjoyable for the entire community.
Thank you for your passion, your dedication, and for being a part of the Overwatch journey. Together, we'll make this game great.
* - Aaron Keller