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Overwatch goes into full launch this week after one of the most successful beta tests in gaming history, attracting nearly 10 million players in the open beta (and more during a smaller closed beta). Yet deciding to release the game, which was ready for release after more than two years of development, was still tough, Assistant Game Director Aaron Keller told Ars.

'It's really hard to say you're finished with something, especially something you're so invested in and passionate about like the team is,' he said in a recent interview. And after announcing the final release date in March, the pressure of the development cycle really came to a head. 'After that, it was like 'Oh my gosh, we're not going to get to work on it any more, there's this huge list of features we want to add.' We had to really focus to get everything in that we wanted to.'

Despite the expected last-second rush, though, Keller said that the core of Overwatch has changed remarkably little overall over the course of development. 'Early on the first hero that we made was Tracer, and the first map we made was Temple of Anubis,' he said. 'Those were being worked on concurrently. One day we got both of them in, and just with Tracer running around an unfinished map it was fun.'

Shortly after that, with four heroes in playable shape (Tracer, Widowmaker, Reaper, Pharah), the moment-to-moment gameplay already felt almost the same as it does in the final release, Keller said. He joked that there was some internal and external pressure to 'just get it out there' even with that limited set of heroes. 'We would get a lot of comments from people, 'hey this game feels like it's finished, it plays great.. why isn't this game out yet?' I think that's just due to all our early work on making the combat feel great.. [That's when] we got guardedly optimistic that we had something special.'

Keeping 21 heroes in balance

Of course, Blizzard took its time in getting the game to its final released slate of 21 heroes. Keller said the team was 'worried a little bit' at points about diluting the experience with too many characters. It was a struggle to make sure each character felt unique, yet not make the entire game so complex that a player couldn't get a handle on the full slate.

'Around the time when we had 15 or 16 heroes in the game, people would start bringing up the point of 'Is this enough heroes? Are you done? Do you actually need more heroes?' Keller said. 'But every time we added a new hero into the game, it added something fresh. As a player you'd have new things to think about, playing that hero or going up against a team with that hero.' Only after the last two heroes (Mei and D.Va) were added in November did the team finally feel 'like that was the minimum number needed where there were enough playstyles in there, enough counters in there, and enough variety and diversity in the lineup.'

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With so many characters available, it's hard to balance the game so that each one is equally popular among players. In the closed beta, Keller said relative character usage had been 'kind of all over the place.' Character popularity would shift over time as top-level players focused on a few powerful character combinations and other players chose different characters as specific counters to those groups.

During the beta, 'there was a team competition.. where it was dual Zenyattas and dual Tracers on both teams all the time, and other people would fill in other heroes,' Keller recalled. 'There were a lot of people saying Tracer was too powerful, and we actually nerfed Zenyatta a little bit. That team composition hasn't completely gone away, but it's gotten to the point where it feels like it's in an appropriate place in the community.'

Over the course of the beta, Keller said Blizzard watched the data carefully to make sure no one character had a win rate that was excessively higher than any other and tweaked the power of various heroes to balance out discrepancies. 'We don't expect them to always be equal.. it would be great if we could get every single one exactly there, but as long as they're in a narrow band, we're good with it,' he said.

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Art and commerce

In a world where so many popular shooters are encased in a layer of dull brown, Keller stressed how important it was for Test

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Overwatch to look different. 'We wanted this game to feel almost hopeful and inspirational,' he said. 'We wanted to create this bright world, and we purposefully strayed away from something grim.' Keller also talked up how art designer Bill Petras aimed for a 'hand-crafted feel' with the characters, which he noted 'have little dings and pock-marks on them.'

More than color palette and hidden dents, though, Keller said the team strived to make every frame of the game immediately readable, a process they called 'combat clarity' from early on in development. 'We always want the first thing you see when you come around a corner to be first and foremost enemy players,' he said. 'You want to see where they're at, not have them blend into the background. We have very specific color and saturation levels we use for the backgrounds and characters.' The art team also tried to make sure players could always 'tell whether another player is an enemy player or a friendly player and very quickly read a silhouette and know what hero they are at any time.'

That overriding idea of visual clarity extended to the way the camera moves in the first-person perspective, Keller said. 'We reduced camera movement when you're firing your weapon, [and there's] not a lot of head bob.. just enough to make it feel immersive. We wanted everything to be as clean and crisp as possible.'

While there was rampant pre-release speculation that Overwatch would be a free-to-play title, the game launches this week as a standard, pay-once-play-forever multiplayer shooter. 'The reason we ended up going that way was that it's so important to have access to every hero in the game, and in the middle of the match to swap to any other hero they think is necessary,' Keller explained. 'It was actually a game design decision, a balance thing. Sometimes you need a different hero on your team. Like if you really need a Widowmaker right now, you don't want everybody saying 'I don't have Widowmaker!'

That same basic reasoning explains why Blizzard doesn't plan to charge for additional heroes and maps that will be released as DLC in the future. 'We want everybody to always be in the big same player pool and we don't want other players to feel like they're locked out of playing with their friends because they haven't bought a particular set of maps [or characters].'

While Blizzard won't make more money directly from selling new characters and maps, Keller said he feels keeping the game fresh with new content will lead to more new players buying in over time. 'Having new heroes to the game is kind of vital to the longterm involvement and investment that the players have. You want to feel like it's a living, breathing game that always has something new and exciting that's being added to it.'

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But what happens to that longterm support when the game hits a saturation point; when every potentially interested player has forked over their one-time fee of $40 or so? 'We will cross that bridge when we come to it,' Keller said. 'We'll take the game and continue to support it for as long as people want to play this thing.. If everybody in the world wants to play our game for ten years, we'd be ecstatic.'

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