Overwatch Accretion
About a year and half ago, I was excited about Overwatch in large part because it was new. I enjoy FPS games in general, and have spent countless hours over the years playing the Battlefield series. There were several titles though, such as Team Fortress 2, that I either tried and dropped or didn’t bother trying at all because of accretion:
ac·cre·tion
əˈkrēSH(ə)n
noun
the process of growth or increase, typically by the gradual accumulation of additional layers or matter.
That’s the dictionary definition, but I used it this way: “the older a game gets, the less space exists for the ‘skill middle class,’ and the less the developers seem to care about catering to said group.”
For example, getting into Counter-Strike or Team Fortress 2 these days, as a brand new player, would be an exercise in futility. Not only would you be useless to your team generally, your opponents are most likely extremely skilled veterans, and you are likely to die to mechanics/map secrets you don’t even understand yet. It is a frustrating situation for everyone involved, compounded twenty-fold considering the bile and vitriol that exists just below the thin skin of faceless internet gamers.
After this weekend in Overwatch, I can sadly report that the accretion is getting real there too.
The last time I talked about Overwatch was more than a year ago – ironically around the Summer Games, which are currently ongoing – and I stopped playing towards the end of the second competitive season. Competitive Mode was a necessary addition to the game overall, but I found it has actively made the Quick Play experience worse. First, naturally competitive players got their taste of what it’s like playing with people who actually want to win the objectives, which makes the Quick Play environment feel worse in comparison. Second, new players generally avoided Competitive Mode until they got more practice, lest they tank their ranking when it matters. And finally, the toxic tryhards that couldn’t try hard enough to be successful in Competitive Mode find themselves surrounded by other toxic tryhards and complete noobs in Quick Play all day long.
“Cream rises to the top.” Sure does. But once you remove that, everyone else is stuck drinking the creamless sediment that sunk to the bottom of the glass.
In short, the experience was awful. I stopped playing Overwatch before Ana was even released, so I’m four whole characters and countless patches behind the metagame curve. Team needs a tank? Okay, let me play… Orisa. That probably wasn’t the best pick for the team composition even if I had never played her before, but nobody else cared about team composition anyway (Hanzo and Windowmaker on a point control maps? Sure!), so why not?
Because it results in an embarrassing loss. I’m frustrated because I’m still trying to figure out the correct use of my abilities, but my team is also just bad players… unless they are just trying to figure out their characters… and oh my god just end it now. In another match, I decided to go back to my old standby, Zarya, to get a win. Things were good… until they weren’t, when I realized that the healer Ana spent more time sniping instead of healing. So here I was bringing my A-game with a hero I’m actually good at (but don’t want to play anymore) and everyone else is dicking around.
Wait a minute… now I’m the tryhard.
So, yeah, it sucks playing Overwatch now. If you never stopped playing, or exclusively play in Competitive Mode, perhaps it’s the same as its always been. Coming back from a break though, queuing solo in Quick Play? I’m not even sure I would ever recommend the game to anyone now. I would much rather be playing any iteration of the Battlefield series, where noobs can exist without constituting a full 16% of the team (6v6), or 100% of the teams chance for success should they occupy a critical role, e.g. tank or healer.
The accretion problem is real, my friends, and I’m not sure what the devs can do to counteract it. Overwatch does have Arcade Modes available, and something like “Mystery Heroes” where people get forced to play random classes can help. But these modes are not entirely satisfying on their own, and generally don’t help you develop the map awareness/strategies necessary to win “real” games.
Posted on August 22, 2017, in Commentary, Overwatch and tagged Accretion, FPS, Overwatch, Toxicity, Tryhard. Bookmark the permalink. 3 Comments.
It’s a feeling I know well, though the reason I originally left last year was because of how stressful I found grinding event lootboxes was.
Hilariously, for the past several months I’ve only been playing during the events. And even then almost exclusively in the Arcade. I really do find that things like Mystery Heroes or Mayhem, in short bursts, defray a lot of the frustrations I have with the game. Plus, with Arcade giving weekly boxes, there’s just little to no reason to touch QP.
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Your definition is perfect – the skill middle class being left behind is a common problem. I don’t mind short doses of QP, but it can quickly become toxic or stressful if you’re in the wrong team or mindset.
I agree with Attic – play during the Events, which tend to introduce a fun Arcade format for the duration, and tend to be far less of a pressure-cooker environment. Lucioball and Uprising being good examples. Mayhem is fun too – point fights staying in Overtime for 10 minutes with endless ults. Maybe Arcade is the mode for the casual middle skilled players.
Ideally there would be some kind of QP mode that rewarded teamwork – perhaps some kind of non-ranked point generation that could be used to earn silver (instead of Comp style gold) weapons. Which might encourage more people to work with rather than against each other. I guess it might quickly devolve into the same kind of problems though – finger pointing and judging of the less skilled.
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