

"It's not our intention to dodge the question," Kaplan said. And it's looking to the Overwatch community for direction on its future design plans. Blizzard is still figuring that out, he said. "It's not our intention to dodge the question"īlizzard's fans have expressed concern about the developer's plans for post-launch content: Will the studio add new heroes? Will it sell them? How will it sell them? How much will they cost? Kaplan said those are commonly asked questions, but that he doesn't have an answer yet. "A year ago, we didn't know how we were going to sell this game, it wasn't until we learned what Overwatch was that we were in a position to make that decision. "We take inspiration from a whole bunch of different games, even our own games at Blizzard," Ford said. Tim Ford, lead gameplay programmer on Overwatch, said it took Blizzard a long time to figure that out, even though it has plenty of experience with both traditional and free-to-play business models. They're all going to be available to you - have it all." "That traditional model removed some of that stress of, if needs to be Roadhog and needs to be Junkrat. "What you see is what you get here's the game, here's the 21 heroes, we think they're amazing, we think the the gameplay's fantastic," Kaplan said.
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Releasing Overwatch as a $60 product - Blizzard is also selling a $40 version exclusively for PC - was, Blizzard thought, a "fair deal for the player." I really want Mei, Widowmaker and Reaper, so what formula do I need to figure out in order for that to happen?'"


"We saw a lot of feedback coming from the community, almost like a fatigue with, like, 'I'm trying to figure out how I'm gonna play this game. Kaplan said the decision was also in part driven by Blizzard's fans. Overwatch: How Blizzard turned its biggest failure into its next great hope We really didn't want to change the core gameplay and limit it in some way just to make the game free-to-play." "A lot of the free-to-play models that we were exploring involved people not having access to enough heroes to make those team compositions actually viable. Overwatch and other games is the fluidity in the team compositions and matching what the other team's doing. "If you've played a lot of Overwatch, you know that hero-switching is a core part of it - it's a really fun dynamic part. "We really made the decision on the business model based on what we thought was right for the gameplay," Kaplan told Polygon in an interview at BlizzCon. But game director Jeff Kaplan said there's a good reason Blizzard is releasing Overwatch as a full-priced game. That Blizzard would pursue the business model that it employed with Hearthstone: Heroes of Warcraft and Heroes of the Storm was a widely held assumption. This week, Blizzard announced that its next game, the hero-focused shooter Overwatch, wasn't going to be a free-to-play game.
