Overwatch 2: Blizzard defends monetization

’s flagship shooter “ 2” is coming out soon and one of the most important changes compared to its predecessor was recently revealed online: New heroes will not be unlocked automatically, but are tied to progress in the Battle Pass.

This understandably angered many players – after all, one of the central features of “Overwatch 1” was that users had the freedom to switch between heroes – even in the middle of a match. This encouraged a choose-and-counter-choose style of play. Locking new heroes behind a Battle Pass, even a free one, puts gamers at risk of not being able to play properly because they’re denied a hero or three.

Blizzard invited members of the press to a Q&A session and provided information on this topic.

: How does the Battle Pass work?

Kiriko in Overwatch 2.
Support heroine Kiriko is the first character available via Battle Pass.

To begin with, the Battle Pass of “Overwatch 2” has over 80 levels. Those who have already played “Overwatch 1” will get the new heroine Kiriko as a bonus right away, but newcomers will have to play through 55 levels of the free Battle Pass to get it – or reach into their wallets and get the Premium Pass, which also unlocks Kiriko right away.

However, after the first two – Season s of play, everyone will have to buy the premium Battle Pass or continue with the free pass to get new heroes. Despite users’ concerns, the development team firmly believes that adding characters to the Battle Pass is the right way to go.

Overwatch 2: Heroes remain free of charge

When asked about the future of “Overwatch 2” in regards to the new method of making money from the game, game director Aaron Keller responded, “We believe that ‘Overwatch’ will remain a very competitive game even with this change. Internally, we’ve talked about this topic as much as, if not more than, any other topic related to the game over the past year – and we think it’s fair and still allows ‘Overwatch’ to retain its competitive nature.”

“At the beginning of each – Season , the new hero is locked to the ladder system, and we do that for a couple of reasons. The first is that it gives us more time to balance the hero – so if a hero comes out and we feel like it’s really overpowered or too weak, we can make some changes. This also gives players the opportunity to earn the hero on the free Battle Pass path before it unlocks in competitive mode. I think that levels the playing field at the beginning of a – Season .”

Kiriko in Overwatch 2.
The developers think the Battle Pass system is fair, but don’t really want to address concerns.

The development team points out that players who don’t get a particular hero through the free Battle Pass or by purchasing the Premium Pass can still get the character later by completing hero challenges and earning in-game coins. The Battle Pass for the first – Season lasts nine weeks – that’s how long users have to complete it.

Battle Passes, because of their – Season al nature and limited time availability, create a sense of FOMO (Fear Of Missing Out). Many gamers immediately lose interest when they hear about Battle Passes because they force them to constantly log in and complete daily or weekly tasks – which is in stark contrast to Overwatch 1, which also had daily tasks but was not tied to a – Season al progression system.

This is what the players wanted

Kiriko in Overwatch 2.
Blizzard argues that constant content just needs a constant flow of money – so the users themselves didn’t want it any other way.

Asked if there are plans to appease those users who aren’t interested in Battle Pass systems due to FOMO, Keller said, “Players have sent a pretty consistent message over the last few years – they want more ‘Overwatch’ content. We’ve taken that to heart, and the strategy to release ‘Overwatch 2’ this October is not the same strategy we started with years ago when we announced it for 2019.”

“We changed our strategy because we wanted to give players what they asked for, and the only way to do that is to fund the team – a team that is so much bigger than before. In order to generate that revenue, we need to be able to give players enough content that they can engage with on an ongoing basis. That’s the driving vision behind it – to give players as much of what they want as possible so we can continue to grow the game in the future.”


 

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