{"id":99931,"date":"2023-05-20T10:18:21","date_gmt":"2023-05-20T08:18:21","guid":{"rendered":"https:\/\/stevinho.justnetwork.eu\/?p=99931"},"modified":"2023-05-20T10:18:21","modified_gmt":"2023-05-20T08:18:21","slug":"overwatch-2-aaron-keller-entschuldigte-sich-fuer-die-entfernung-von-pve","status":"publish","type":"post","link":"https:\/\/stevinho.justnetwork.eu\/2023\/05\/20\/overwatch-2-aaron-keller-entschuldigte-sich-fuer-die-entfernung-von-pve\/","title":{"rendered":"Overwatch 2: Aaron Keller entschuldigte sich f\u00fcr die Entfernung von PvE"},"content":{"rendered":"

Overwatch 2<\/em> game director Aaron Keller has provided more insight into why developer Blizzard decided to can a long-promised PvE mode that has been in development since 2019. In a newly released blog<\/a>, Keller says the discussion going around about \u201chow we\u2019re canceling PvE outright\u2026isn\u2019t accurate\u201d before getting into details about the game\u2019s origins, development process, and future. (via<\/a>)<\/p><\/blockquote>\n

Gestern Abend hat Aaron Keller in seiner Funktion als Game Director von Overwatch<\/span> 2 ein neues Status-Update zu dem Spiel ver\u00f6ffentlicht. W\u00e4hrend seine bisherigen Beitr\u00e4ge f\u00fcr gew\u00f6hnlich recht fr\u00f6hlich formuliert waren und sich um positive Dinge drehten, so folgt der neueste Beitrag aber nicht wirklich diesem Trend. In diesem Blogeintrag thematisiert er n\u00e4mlich die Einstellung des PvE-Modus von Overwatch<\/span> 2 und er liefert den Spielern einige weitere Hintergrundinformationen zu dieser Entscheidung.<\/p>\n

Diese Ank\u00fcndigung hat viele Spieler in der vergangenen Woche ziemlich frustriert. Dazu kommt dann noch der Umstand, dass einige Beitr\u00e4ge im Netz und in den sozialen Netzwerken von der kompletten Entfernung von PvE aus Overwatch<\/span> 2 sprachen. Die Spieler sind au\u00dferdem w\u00fctend \u00fcber die Entwickler, weil die Inhalte f\u00fcr Overwatch<\/span> 2 mit dem Versprechen von PvE verkauft wurden und dieses Versprechen jetzt einfach dreckig gebrochen wurde. Mit seinem Beitrag wollte Aaron Keller einige der Unklarheiten beseitigen, die falschen Annehmen aus dem Weg r\u00e4umen und erkl\u00e4ren, wieso der Modus jetzt auf einmal gestrichen wurde.<\/p>\n

Der vermutlich wichtigste Teil des Beitrags ist eine offizielle Entschuldigung von Aaron Keller an die gesamte Fangemeinde von Overwatch<\/span>. Er pers\u00f6nlich hatte Probleme damit, sich von dem PvE-Modus in Overwatch<\/span> 2 zu distanzieren. Das Projekt ist ihm wohl sehr wichtig gewesen und er hat zu lange an einer Idee festgehalten, die einfach nicht funktioniert hat. Im Nachhinein w\u00fcnscht er sich, dass er das Ganze fr\u00fcher abgebrochen und die Spieler eher \u00fcber diese Entscheidung informiert h\u00e4tte.<\/p>\n

„In this case, I had trouble pivoting away from a vision that just wasn\u2019t working. And for that I would like to apologize to our players and to our team. I\u2019m sorry.“<\/p><\/blockquote>\n

Was die Gr\u00fcnde f\u00fcr die Aufgabe des PvEs<\/span> betrifft, so war das Projekt einfach viel zu gro\u00df. Die Arbeit an dem PvE-Modus war noch lange nicht fertiggestellt und dieses Feature war auch nicht ann\u00e4hernd so unterhaltsam, wie die Entwickler es sich gew\u00fcnscht h\u00e4tten. Noch mehr Zeit und Arbeit in einen mies gestalteten Aspekt des Spiels zu investieren, h\u00e4tte weder den Entwicklern noch den Spielern geholfen. Blizzard hat dann die Entscheidung getroffen, die Arbeit daran einzustellen und nicht l\u00e4nger Ressourcen von dem Live<\/span> Content wegzunehmen.<\/p>\n

In der Entwicklung von Spielen laufen die Dinge selten wie geplant. Das Team hat sich sehr schwergetan, die korrekte Vorgehensweise f\u00fcr die Heldenmissionen zu finden. Dann wuchsen die Ziele f\u00fcr diese Neuerung und die Entwickler versuchten zu viele Dinge gleichzeitig abzuarbeiten. Dadurch verloren die Entwickler ihren Fokus und das Gesamtpaket litt unter der zu sehr aufgeteilten Arbeit des Teams. Trotzdem haben die Entwickler einige richtig coole Dinge wie beispielsweise Talente oder neue Feinde erschaffen, die wohl in der Zukunft verwendet werden sollen.<\/p>\n

Gleichzeitig betonte Keller, dass das PvE nicht komplett aus Overwatch<\/span> 2 verschwinden soll. Das Team plant noch immer die angek\u00fcndigten Story-Missionen mit Saison 6 zu bringen und diesen Content mit zuk\u00fcnftigen Saisons weiter auszubauen. Dort werden wohl auch die Inhalte eine Verwendung finden, die f\u00fcr den verworfenen PvE-Modus entwickelt wurden. Die Story-Missionen erz\u00e4hlen eine gradlinige Geschichte in der Welt von Overwatch<\/span>, die den Spielern sowohl durch das Gameplay als auch Zwischensequenzen vermitteln werden soll. Daf\u00fcr hat das Team sich ordentlich ins Zeug gelegt und eine Erfahrung erschaffen, die weit \u00fcber die Missionen aus den Archiven hinausgeht.<\/p>\n

We will begin to release them in Season 6. The work done here is amazing, leaps and bounds above what we\u2019ve built for PvE previously in our game<\/p><\/blockquote>\n

Ein weiterer interessanter Punkt dreht sich um den Grund daf\u00fcr, warum Blizzard das PvE \u00fcberhaupt in diesen PvP-Titel<\/span> einbauen wollte. Laut Keller versucht Blizzard schon seit 2016 zu dem MMO<\/span> FPS zur\u00fcckzukehren, welches urspr\u00fcnglich einmal das Projekt Titan darstellte. Das Team sah sich in der Vergangenheit immer als ein MMO-Team<\/span> und Overwatch<\/span> war im Grunde nur ein Teil des Plans f\u00fcr das eigentliche Projekt. Das Team hatte immer die Absicht zu den eigentlichen Pl\u00e4nen zur\u00fcckzukehren und das Spiel st\u00e4rker als MMO<\/span> FPS auszurichten.<\/p>\n

Die Entwickler wollten Krabbeln, Laufen und irgendwann Rennen. Das Krabbeln war das grundlegende Overwatch<\/span> und mit dem PvE von Overwatch<\/span> 2 wollte man das Laufen erreichen. Das Rennen als finale Phase des Spiels w\u00e4re ein richtiges MMO<\/span> gewesen. Diese Absicht steckte tief in der DNA des Teams und es w\u00e4re wirklich die R\u00fcckkehr von Projekt Titan gewesen. Deshalb startete die Arbeit an dem PvE Teil des Spiels auch schon im Jahr 2016 mit dem Launch von Overwatch<\/span>. Keller denkt mittlerweile, dass dieser Schritt ein Fehler gewesen ist.<\/p>\n

Die Entwickler haben sich zu sehr darauf konzentriert, was die Zukunft bringt und was der n\u00e4chste Schritt sein sollte. Dabei wollten sie zu Titan zur\u00fcckkehren und ihre urspr\u00fcngliche Vision umsetzen. Bedauerlicherweise sorgte diese Einstellung daf\u00fcr, dass Overwatch<\/span> als Spiel nicht wirklich im Fokus des Teams stand. Sie hatten zwar einen gewaltigen Erfolg erschaffen, aber Overwatch<\/span> war f\u00fcr sie nicht wirklich das finale Produkt. Laut dem Game Director h\u00e4tte das Team schon damals darauf reagieren sollen, was f\u00fcr ein Spiel sie tats\u00e4chlich besitzen und wie sie dieses Produkt verbessern k\u00f6nnen. Diese Erkenntnis l\u00e4sst vermuten, dass die Entwickler sich jetzt wirklich darauf konzentrieren werden, wo die St\u00e4rken von Overwatch<\/span> 2 liegen und was f\u00fcr Inhalte die Spieler sehen wollen.<\/p>\n

Eine Entschuldigung zu erhalten ist immer ein guter erster Schritt. Das Ganze deckt zwar nicht alle Punkte ab, aber der Game Director darf, vermutlich auch nicht zu viele Fehler offen zugeben. Trotzdem d\u00fcrften diese Aussagen die Spieler nur bedingt beruhigen. Leute im Internet neigen nicht dazu, solche Dinge zu verzeihen oder sinnvoll auf Entschuldigungen zu reagieren. Ich f\u00fcr meinen Teil bin froh \u00fcber die zus\u00e4tzlichen Details und die einigerma\u00dfen offenen Worte. Der Verlust von PvE ist tragisch. Allerdings will ich kein mieses Produkt und es w\u00e4re gut, wenn der Fokus jetzt wirklich komplett auf dem PvP<\/span> liegen w\u00fcrde. Jetzt muss das Team sich nur noch etwas von der gierigen und unversch\u00e4mten Vorgehensweise mit der Monetarisierung distanzieren.<\/p>\n

 <\/p>\n

Director\u2019s Take \u2013 Reflecting on the future of Overwatch 2<\/h1>\n

Hey all. It’s been an emotional week in the world of Overwatch. A few days ago, we talked about our change in approach to PvE in Overwatch 2 and released a high-level roadmap for the year. We’re really excited for everything we\u2019ll be launching soon, but much of the discussion this week has been about how we\u2019re cancelling PvE outright, which isn\u2019t accurate, so I want to take some time to discuss some of that with you here.<\/span><\/p>\n

When we announced Overwatch 2 in 2019, the idea for the game was centered around the PvP game we released last October, and on the PvE side, Story Missions and Hero Missions.<\/span><\/p>\n

Story Missions<\/strong> focus on fast-paced, co-op gameplay, as well as story, cinematics, and cutscenes that expand the world of Overwatch. Story Missions tell a linear narrative about the heroes of Overwatch reuniting and battling the new Null Sector threat, pushing the story of Overwatch forward for the first time since our original game released. These missions take place on huge maps with new enemies and new cinematics. We will begin to release them in Season 6. The work done here is amazing, leaps and bounds above what we\u2019ve built for PvE previously in our game, and I can’t wait for our players to get their hands on them. We\u2019ll be sharing more details there in the coming weeks.<\/span><\/p>\n

Hero Missions (or Hero Mode)<\/strong>, on the other hand, encompassed an in-development game mode that allowed players to upgrade individual heroes through talent trees, providing a deeply replayable version of PvE in Overwatch 2. It was a really exciting concept, something that not only resonated with players, but that the team was passionate about and really dedicated to. This is the mode we\u2019re no longer moving forward with.<\/span><\/p>\n

To give you some context for this change, I’d like to talk about the past and the origins of Team 4. The Overwatch team was founded in the wake of a cancelled game at Blizzard called Project Titan. That game had many facets, but at its heart, it was an FPS MMO. The Overwatch team, especially at its inception, considered itself an MMO development team. As we transitioned away from that original concept and started creating Overwatch, we included plans to one day return to that scope. We had a crawl<\/em>, walk<\/em>, run<\/em> plan. Overwatch was the crawl<\/em>, a dedicated version of PvE was the walk,<\/em> and an MMO was the run<\/em>. It was built into the DNA of the team early on, and some of us considered that final game a true realization of the original vision of Project Titan.<\/span><\/p>\n

When we launched Overwatch in 2016, we quickly started talking about what that next iteration could be. Looking back at that moment, it’s now obvious that we weren\u2019t as focused as we should have been on a game that was a runaway hit. Instead, we stayed focused on a plan that was years old. Work began on the PvE portion of the game and we steadily continued shifting more and more of the team to work on those features.<\/span><\/p>\n

Things rarely go as planned in game development. We struggled to find our footing with the Hero Mission experience early on. Scope grew. We were trying to do too many things at once and we lost focus. The team built some really great things, including hero talents, new enemy units and early versions of missions, but we were never able to bring together all of the elements needed to ship a polished, cohesive experience.<\/span><\/p>\n

We had an exciting but gargantuan vision and we were continuously pulling resources away from the live game in an attempt to realize it. I can’t help but look back on our original ambitions for Overwatch and feel like we used the slogan of „crawl, walk, run“ to continue to march forward with a strategy that just wasn’t working.<\/span><\/p>\n

We had announced something audacious. Our players had high expectations for it, but we no longer felt like we could deliver it. We needed to make an incredibly difficult decision, one we knew would disappoint our players, the team, and everyone looking forward to Hero Missions. The Overwatch team understands this deeply – this represented years of work and emotional investment. They are wonderful, incredibly talented people and truly have a passion for our game and the work that they do.<\/span><\/p>\n

Lastly, people have wondered why this announcement came at this time. After Overwatch 2 had launched, we started refining our plans for future seasons. As those plans grew, we tried to find ways to make all of our ambitions fit together in a plan that we believed in.<\/span><\/p>\n

We couldn’t. And we also knew that we couldn’t go back to pulling people away from the live game in service of that original vision again. So, we made the difficult decision to cut Hero Missions and started planning for the future.<\/span><\/p>\n

From there, we needed to update the vision for the game, gain confidence in our new direction and roll out the changes to the team. The decision was the start of a long process, not the final piece of it.<\/span><\/p>\n

This has been hard for us, but as the director on this project, I have to do my best to make decisions that put the game and the community first, even when those decisions are disappointing. In this case, I had trouble pivoting away from a vision that just wasn\u2019t working. And for that I would like to apologize to our players and to our team. I\u2019m sorry.<\/span><\/p>\n

We are focusing our efforts and our passion into making this game an ever-evolving experience. We are still committed to building many of the elements we talked about at BlizzCon 2019, including the Story Missions that delve into the next chapter of the Overwatch universe, new types of co-op content we haven\u2019t yet shared, and new stories that we\u2019re planning to tell both in and out of the game. We\u2019re excited about this direction and we can\u2019t wait for you to finally get to experience what we\u2019ve been building.<\/span><\/p>\n

Overwatch was born from the ashes of Project Titan. It was a moment of metamorphosis for the team and the project\u2026 and something beautiful came out of it. This is another moment of change. And the future of Overwatch will be born out of it.<\/span><\/p>\n

(via)<\/a><\/p>\n","protected":false},"excerpt":{"rendered":"

Overwatch 2 game director Aaron Keller has provided more insight into why developer Blizzard decided to can a long-promised PvE mode that has been in development since 2019. In a newly released blog, Keller says the discussion going around about \u201chow we\u2019re canceling PvE outright\u2026isn\u2019t accurate\u201d before getting into details about the game\u2019s origins, development […]<\/p>\n","protected":false},"author":10647,"featured_media":87054,"comment_status":"open","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"_monsterinsights_skip_tracking":false,"_monsterinsights_sitenote_active":false,"_monsterinsights_sitenote_note":"","_monsterinsights_sitenote_category":0,"_uf_show_specific_survey":0,"_uf_disable_surveys":false,"jetpack_post_was_ever_published":false,"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"footnotes":"","jetpack_publicize_message":"","jetpack_publicize_feature_enabled":true,"jetpack_social_post_already_shared":true,"jetpack_social_options":{"image_generator_settings":{"template":"highway","enabled":false}}},"categories":[4],"tags":[1112,3443,4274,9783,9159],"jetpack_publicize_connections":[],"yoast_head":"\nOverwatch 2: Aaron Keller entschuldigte sich f\u00fcr die Entfernung von PvE - 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