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"It's kind of a sociological experiment" For Blizzard, World of Warcraft neighbourhoods, Azeroth NIMBYs, and curtain-twitching drama is all part of the plan
Game Reviews

“It’s kind of a sociological experiment” For Blizzard, World of Warcraft neighbourhoods, Azeroth NIMBYs, and curtain-twitching drama is all part of the plan

by admin October 7, 2025


If you’ve played World of Warcraft at any point during its modern era, after it crossed the threshold from Classic to the MMO monster that is ‘Retail WoW’, you’ll know it’s not the social experience it once was. Better raiding, new lands, vast new adventures, yes, but it’s also a game that has become less collaborative. Many players are an island, separated from their peers.

Enter the upcoming Midnight expansion and this may very well change. You can’t close Pandora’s box, of course, the days of summon stones and server-wide events are long gone. But through housing and neighbourhoods World of Warcraft might teach players how to be social again.

These neighbourhoods are large spaces filled with affordable plots of land where houses can be quickly bought and customised; perhaps World of Warcraft’s most fantastical addition in years. These neighbourhoods can be both private and public, allowing pre-existing Guilds and total strangers to form miniature communities together in a singular digital space.

Watch the World of Warcraft: Midnight gameplay reveal here.Watch on YouTube

“I think we always knew we wanted to have neighbourhoods, or at least from a very early point,” associate game director Paul Kubit told Eurogamer. “We didn’t want you to just be locked in your own house, doing your own stuff all the time. You can hang out there for a long time, for sure, but we wanted the game to nudge you like, ‘hey, if you want some cool rewards, step outside and interact with your neighbours’ and so on.

“I think one of the watershed moments for us is when we said ‘neighbourhoods should be guilds and guilds should be neighbourhoods’. We already have these strong social groups that people enjoy spending time in, and early on I don’t think we made that connection that they should be tied quite closely together. They don’t have to be, of course: you can have a charter neighbourhood, you can live in a public neighbourhood.

“If you are already in a guild of folks who are interacting with one another, this is a cool opportunity to take that relationship that might be focused on raids or PvP or whatever, and you’ll be able to cohabit a space. You’ll be able to see how I decorate my front yard, and it’ll add opportunities to roleplay where our game hasn’t always had lots of open invitations to roleplay. When you’re in a neighbourhood, it makes you want to [do more of that]!”

The question then is, well, what do neighbours actually do with each other? Once they set up their homes, what’s to stop them from teleporting in and out of their abode without so much as a /wave, or a /spit when someone puts up a gaudy fence the estate doesn’t like? The answer, per Blizzard, is Endeavors: monthly events that thrust an entire neighbourhood out into the world to complete events for a chance at that WoW catnip – sweet loot and unique rewards.

Kubit elaborates on the feature and its inspiration: “I think the trading post is a pretty good touchstone for the type of activities endeavours provide, and it’s a wide breadth of activities too. Is it casual, is it hardcore? It’s both!

“You can advance your neighbourhoods by doing simple things like questing, killing, gathering herbs. Most of this will take place in the old world (referring to older zones from previous expansions), or pretty much all of it! That content will scale to your level, and you’ll be able to hang out with NPCs there, kill creatures, hunt rares. Depending on where you go, the gameplay will differ, then you come back and get some cool items for your house.”

This all sounds lovely, but when you bring players together like this, you risk clashes. Like any real neighborhood, gripes bubble up. ‘I don’t like the way Grogmar’s house looks, why would he dye his table that way, gosh.’ How exactly will Blizzard deal with the newfound threat of Azeroth NIMBYs and neighbourhood drama?

“It’s kind of a sociological experiment, right? We do know a lot of folks want to make sure their neighbourhood looks one way or another” Kubit explains. “Ultimately, we’re giving players a lot of control to do what they want to do. This extends not only to how you customise your health, but also the neighbourhood you want to live in. With that power comes… We’ll see how players handle it. Obviously there’s the terms of service, so as long as players aren’t being jerks to each other… We’ll see.”



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October 7, 2025 0 comments
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Tariffs used by Xbox as "an excuse to continue raising prices", says former Blizzard president
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Tariffs used by Xbox as “an excuse to continue raising prices”, says former Blizzard president

by admin September 23, 2025


Former Blizzard president Mike Ybarra has criticised Microsoft’s recent price hike of Xbox consoles in the US, stating “console price increases are not tariff issues, they are profit issues”.

Last week, Microsoft announced the price increase and blamed “changes in the macroeconomic environment”, though didn’t mention tariffs specifically.

Still, Ybarra – who left his position as corporate vice president of Microsoft’s gaming division in 2019 – responded to the assumption in a post on social media, adding “the reason why profits are not where they should be is a far, far deeper issue vs. the tariff excuse.”

In a later response, Ybarra added the previous price increase in May was justified due to the rise in tariffs at the time, but that’s not the case with this new rise.

“An excuse to continue raising prices, with no new increase in tariffs, is simply a different problem,” he said, “and they are going to make consumers continue to pay for those problems.”

Console price increases are not tariff issues, they are profit issues. And the reason why profits are not where they should be is a far, far deeper issue vs. the tariff excuse.

— Mike Ybarra 😇 (@Qwik) September 19, 2025

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This price hike only affects consumers in the US, which is why tariffs have been seen by some as the primary reason.

Now, an Xbox Series X costs $649.99 (or $599.99 for the digital version), while a Series S costs $399.99 for the 512MB model and $449.99 for the 1TB model.

Despite the “changes in the macroeconomic environment”, Microsoft reported an 18 percent boost in revenue at its latest earnings call, with Xbox Game Pass making almost $5bn in annual revenue.

Sony also announced a price hike for its PS5 consoles in the US back in August, with the base PS5 costing $549.99, the digital edition costing $499.99, and the PS5 Pro costing $749.99.





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September 23, 2025 0 comments
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Blizzard Denies It Used AI For New Overwatch 2 Art
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Blizzard Denies It Used AI For New Overwatch 2 Art

by admin September 22, 2025



Overwatch 2 developer Blizzard has responded to accusations that new sprays for the competitive hero shooter were created with AI, firmly denying such claims.

Fans of the game took to platforms such as X and Reddit, pointing out what they perceived as telltale signs that the sprays depicting cartoony versions of Venture, Juno, and the game’s new Hero Wuyang were AI-generated.

One user on X cited the “hair and line art” in a spray showing Venture and Juno posing back-to-back, and another user claimed that there were “weird errors and strange details that’d be odd for an industry artist to make,” such as one of Juno’s eyebrows being over her hair while the other being under.

In a statement to Kotaku, a Blizzard spokesperson said: “The sprays referenced are artist-made.”

This is far from the first AI accusation that Blizzard has received relating to Overwatch 2. In August, a post from the official Overwatch X account promoting the brand’s collaboration with figurine and plush company Youtooz contained what observers believed to be AI art in the background.

The post was subsequently deleted, with a reply from the Overwatch account clarifying that the art came from Blizzard’s “e-commerce vendor,” adding that the company “expect[s] images such as this to be artist-made, in alignment with our policy.”

In April, players accused Blizzard of including AI-generated voice lines in the German localization of the game for Mercy in a Gundam crossover event. A public relations manager for Blizzard responded in the Blizzard forums, denying the accusation and saying that “certain localized voice lines in some recent Blizzard game content are currently unavailable or changed.”

The use of AI in game development still remains a contentious issue, with fans often backlashing at any possible case of AI-generated content, while AAA companies such as Sony continue to experiment with AI tools such as large language models (LLMs). Back in 2023, reports indicated that Blizzard itself created an AI tool called Blizzard Diffusion to generate concept art.



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September 22, 2025 0 comments
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Blizzard brings Diablo 4's Developer Update livestreams back from the dead to reveal Season 10
Game Reviews

Blizzard brings Diablo 4’s Developer Update livestreams back from the dead to reveal Season 10

by admin September 10, 2025


Things haven’t been going well in the world of Diablo 4. Everyone pretty much knows that, but it’s especially weird when Blizzard can be seen has having given up itself. In August, the studio took the very unusual step of announcing the game’s next PTR (Public Test Realm) via… a Discord Q&A.

That’s the 2.4.0. PTR, containing much of the Season of Infernal Chaos content, which would typically be enough of a big deal to warrant multiple developer livestreams. The PTR has come and gone, and we’re now under two weeks away from the start of the game’s next season, so now we’re getting a developer livestream.


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Blizzard announced that the next Developer Update livestream will take place on Tuesday, September 16. You’ll note that this is not the less structured, more casual Campfire Chat, which is about as good of a sign as we can get.

The show kicks off at the usual times – 11am PT, 2pm ET, 7pm UK – and will serve as the last preview of Season of Infernal Chaos, Diablo 4’s 10th season. We expect the new season to kick off September 23, so there’s just about enough time to start building excitement.

As always, there’s going to be a panel of developers who will guide us through the big new content additions, and what’s changed from the season’s 2.4.0. PTR (held in August). The livestream announcement namedropped Chaos Armor, Chaos Rifts and the updated Infernal Hordes among the topics we can expect to see discussed.

There’s going to be a Q&A segment at the end, too, as usual. What is changing is the format of the livestream itself. Blizzard didn’t say what form it’s going to now take, so we’ll have to tune in next week to see for ourselves.

Image credit: Blizzard Entertainment.

We’ll be able to do so via Diablo’s official channels on YouTube, Twitch, Twitter, and TikTok. And, Blizzard is throwing in a free cosmetic – the Fusillader’s Arc Rogue Crossbow – if you watch any Diablo 4 livestream on Twitch for 30 minutes while the Developer Update is live.

Season 10 is the last announced season on the Diablo 4 2025 roadmap, which was revealed in April. It’s going to take us all the way to December, so that’s pretty much it for Diablo 4 seasons in 2025. Apart from the next IP collaboration taking place in the season, Blizzard really has its work cut out for it to make a case for Infernal Chaos, because Season 9 has been a major letdown.





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September 10, 2025 0 comments
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Turtle WoW
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Blizzard filed a copyright infringement lawsuit against one of World of Warcraft’s biggest private servers, but the team behind it is putting on a brave face: ‘Challenges come to us often, and each time we are prepared to face them’

by admin September 1, 2025



If you’ve played an MMO for very long, you’ve almost certainly heard the siren song of the private server. These fan-operated servers come in all varieties—some keep dead games alive, some provide a window to a past build of an aging game, and some have even gotten the green light to keep going from the game’s publisher.

Historically, Blizzard has not been so keen on this practice which, in all fairness, involves making big parts of its game playable for free. Its action against Nostalrius, a server that took World of Warcraft back to a 2006 build before that option existed officially, is one of the more notorious private server closures in history.

There’s nothing new under the sun, as Turtle WoW—a private server that launched in 2018 and has reached concurrent player peaks of over 70,000 since, according to its developers—was named in a complaint Blizzard filed Friday that claims the Turtle WoW team has “built an entire business on large scale, egregious, and ongoing infringement of Blizzard’s intellectual property.”


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The Turtle WoW build is an altered version of 2006-era WoW offering new playable races, zones, instances, and so on. While it is free to play, it also has an in-game shop that allows donations to the dev team to be converted into store currency. But the more pressing issue is obviously the whole copyright infringement thing, which the lawsuit hammers home hard.

The complaint continues: “These unauthorized private servers drive away otherwise dedicated WoW players, introduce security risks to players, fragment the WoW player community, and create confusion as to what are official, supported

versions of WoW … private servers such as Turtle WoW also encourage and facilitate video game piracy by allowing players to avoid paying for the game experience that Blizzard has invested so much time and money to create.”

Turtle WoW wasn’t exactly in hiding. You may have seen its advertisements on YouTube or on X, where it regularly teases major updates and its impending move to Unreal Engine 5. The team recently launched a new realm, Ambershire, which itself hit an early peak of over 11,000 online players. These are the sort of numbers and ambitions that some officially active MMOs can’t match.

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On the server’s fan Discord, team member Torta issued a statement the day after the suit was filed: “Turtle WoW is here to stay. Challenges come to us often, and each time we are prepared to face them. We remain fully committed to delivering the Turtle WoW experience that you’ve come to love over the years.”

As a lifelong fan of “vanilla” World of Warcraft who watched Turtle WoW’s development with great interest, it hurts to see so much passionate work and modding ingenuity get tangled in a legal mess. On the other hand, Blizzard has already proven itself litigious with this sort of thing, and it’s hard to say how the team will keep it going. Private servers have a way of persevering for exactly as long as they can evade the wrong attention.

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September 1, 2025 0 comments
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Mei and Snowball in Overwatch
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The combined fury of angry Overwatch players forced Blizzard to reverse a change it made less than 72 hours ago: ‘We’re grateful to everyone who tried it out and shared feedback’

by admin August 29, 2025



Countless Reddit threads and social media posts piled up this week strongly criticizing Blizzard’s decision to add a MOBA-style draft system to Overwatch 2’s popular Stadium mode. Specifically, players were against the removal of mirror matchups where both teams can play as the same heroes.

The response in the last few days, following the launch of the new season, has been so overwhelmingly negative that Blizzard has abandoned the system less than 72 hours after implementing it. The draft mode will stay, but mirror matchups are allowed again.

“We’re grateful to everyone who tried it out and shared feedback,” game director Aaron Keller wrote on X. “As a team, one of our goals is to make the game that you want to play. This involves listening, responding, and taking those desires into account.”


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Keller says the team is “still invested in creating new and unique features” but acknowledges that “not everything is just right each time.” “That doesn’t mean we’ll stop trying to innovate,” he added, “but that we’ll adapt and iterate as quickly as we can when something doesn’t land the way we want.”

What was pitched as a system to help you strategically pick your heroes in a mode where you can’t swap mid-match quickly became a reason for people to not play it all. Players argued that Stadium’s limited hero pool (compared to normal OW modes) didn’t support such a severe restriction on your hero picks. It also seemed to defeat the purpose of the mode in the first place, which is to use a set of unique powers and items to build your character over the course of a match.

Hey everyone! We’ve just disabled the mirrored Hero restriction in Stadium Draft . You’ll be able to draft any Hero you’d like, even if the enemy team has already selected them. 1/4August 28, 2025

MOBAs like League of Legends—where drafting is a common feature—work because they have over a hundred heroes to choose from. The point is to keep teams from playing the exact same heroes every single match once a popular meta forms. Stadium, however, only has 21 heroes available.

“We have six supports. SIX. You can lose access to half your role before you even get a turn,” Reddit user Pizzabro200 wrote.

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“There is nothing to be gained from drafts,” Reddit user anarchistbuzzwords said. “It only serves to force counter picking and prevent you from playing the hero you went in wanting to play.”

By removing the mirror matchup restriction, counter-picking heroes is now optional—which is, frankly, how it should’ve been in the first place. Not everyone wants to make pivotal decisions on the hero selection screen, especially in a mode all about adapting on the fly.

To Blizzard’s credit, it’s repeatedly said Stadium will be a mode full of experiments. It’s been steadfast in regularly tweaking and replacing various aspects of the mode since it launched. Even if drafts were a miss, it’s at least nice that we didn’t have to put up with them for an entire season, and that it was willing to flip the switch in the same week it introduced it.

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August 29, 2025 0 comments
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What's Next For Overwatch 2? Blizzard Shares Future Plans, Why Story Missions Fell Apart, And More
Game Updates

What’s Next For Overwatch 2? Blizzard Shares Future Plans, Why Story Missions Fell Apart, And More

by admin August 26, 2025



Without being hyperbolic–and as someone who has been an on-and-off again Overwatch fan since the original game’s release back in 2016–I don’t mean it lightly when I say that I believe Overwatch has never been better.

I’ve critiqued the series quite a bit throughout the years. In my Overwatch 2 review, I wrote at length about how it felt “detached from the principles and charm of the original,” was seemingly struggling to retain its identity, and how its new monetization models felt disingenuous and “at odds with the spirit of the original Overwatch.” Harsh words, yes, but I meant them. I was frustrated by what one of my all-time favorite games had become, and worried that I’d be chasing the same bliss I felt playing in 2017 endlessly and to no avail.

So, with all that said, how did we get here?

I recently had the opportunity to discuss the state of Overwatch 2 with game director Aaron Keller and associate game director Alec Dawson in an exclusive interview for GameSpot, and it seems a lot of this dramatic turn-around boils down to two things: an increased emphasis on responding to player feedback, and a sharp pivot away from the “conservative” mentality the Overwatch 2 team once clung to. The result is a vastly improved game that is taking big swings with more efficiency.

Be it Stadium mode, Perks, the inclusion of heroes with never-before-tried mechanics, map voting, hero bans, or one of the many other tweaks and additions made to the game, Blizzard is not shying away from shaking up Overwatch 2’s core gameplay loop; Season 18 is no exception. And according to Keller and Dawson, all these changes are just the beginning of the studio’s push to “explore how big” Overwatch can become.

GameSpot: A lot of changes have happened this year in Overwatch 2, so I would love to start by unpacking that with you both. How do you think things are going? How are you feeling about the overall health of the game?

Keller: When you look at the way that 2025 has gone for the game, we’ve done a lot of big releases. Earlier this year, we released our Perk system, which was a pretty substantial game mechanic that changed the way moment-to-moment gameplay can happen. It gave players more strategic choices that they could make over the course of a match and put more emphasis on what a hero can do and [fulfilling] that power fantasy.

In Season 16, we released Stadium. It’s probably the biggest new game mode we’ve ever introduced to the game and there was a lot of player excitement there. We’ve done a lot of other things, too. We introduced hero bans this year. We introduced map voting this year. We’ve introduced a new hero as well, with another one soon to come.

A lot of players are now telling us that this is the best state that Overwatch has ever been in and we think that some of that is because we’re making bigger changes to the game than we typically would have in the past. If you look back on the history of Overwatch, you could say that maybe we’re a little bit conservative, but we have a new mindset and a new vision for how we operate the game. [We want] to be taking bigger swings and bigger bets with Overwatch, and I think you’ll see that when we get to Season 18.

That’s great to hear. Touching on that, I would love to hear a little bit more about what’s coming tomorrow in Season 18.

Dawson: We look at Season 18 as sort of the next steps for a number of the big swings we’ve taken this year. There’s around 60 new Perks that are brand new–every hero gets [a refresh]. Quick play is coming to Stadium, and then you have four new heroes coming: Brigitte, Winston, Farah, and then Tracer.

A lot of what we’re doing in [Season] 18 [stems from] evaluating what’s in the game currently and evolving it in some way and/or even revamping it. Our progression system is a great example. It’s been one of those things that’s been in the game for a bit now, but there’s a lot of screen space that players weren’t really caring about; a lot of bars going up, a lot of things you’re leveling up. We want to simplify it–make sure it’s a lot more visible, make sure it’s a lot more surfaced.

Keller: We are doing a total revamp to our progression system. When you looked at our progression system before, it kind of just felt like there were just a bunch of bars going up all the time. It was pretty complex and so we’ve simplified it. But the exciting thing about it is that, not only is it easier to understand, but it has a lot of cool new rewards too.

There’s a whole rewards track where you’re updating things like emotes and Play of the Game [intros]–even loot boxes and legendary loot boxes. There’s a whole Ascended State where you get a really cool icon with VFX on it that lets you and other players know just how much time you’ve put into each one of your heroes. We have a new Hero [Skill Rating] system coming out, so you’re going to know how good [you are] not just at a [particular] role, but how well you play each of your heroes in Competitive. You can see which ones you’re better at, and which ones you’re worse at. We also have a new advanced hero info panel, where you can look up stats on what all of the different heroes do.

We’re bringing Stadium to Quick Play, which is one of the biggest requests that our players have for the mode, and that’s coming with cross-play enabled. We have four new heroes coming to Stadium, a new game mode, Payload Race, and two brand new maps for it. You mentioned Wuyang, our new support hero, is coming, and we have changes to Roadhog too. Lucio Ball is back–this time in third-person–and there’s mouse and keyboard support coming to console.

We even have [things] on the cosmetic side. Kiriko’s getting this skateboard emote [that lets her] travel around the maps riding a skateboard. The Mythic [Character] skins and Mythic Weapon skins are really cool this season… It’s a huge update to Overwatch. This is going to be one of the biggest seasons we’ve ever had for the game.

Is this the biggest update in terms of sheer content? Because I feel like, based on what you’re saying, I don’t know if there’s ever been an update quite this big.

Keller: I don’t want to jump into hyperbole and say like this is the biggest one coming, but man, it’s… it is big.

Dawson: There’s truth to that, though, to some degree. I think our team has been getting better and better about structuring our seasons to where, now, we can create some really big beats. Season 9 felt like a big change in the game, and then they went to Season 12 which had Juno and a bunch of competitive updates. 15 and 16 [added] Perks and Stadium. And now 18, is another massive update for Overwatch. We’ve been getting a lot more efficient and a lot better at planning over time, which has led to these big moments for Overwatch. [We can now] decide, like, “Hey, how do we want to change the game for the middle of the year?”

I can sense that. Even with your newest hero, Wuyang–he feels extremely different.

Keller: Yeah, there’s a lot of unique mechanics and abilities with Wuyang that I just think it’d be great to touch on. He can surf on his own private wave and cruise around the map. He gets this speed boost with it, too, and is able to jump over gaps and things like that. He can use his staff to create this wave of water in front of him that knocks down enemies, and can turn himself or allies basically into ticking time bombs by imbuing them with water. But what I’m most excited about with Wuyang is his primary fire. He shoots out this orb, and you can kind of do it rapid fire, but at any moment, you can also take control of it and steer it, turning it into a guided missile. Even if they take cover, you can actually bend it around a corner. There’s some skill expression here. It takes a little bit of practice to actually be able to do it, but once you get it, it feels so satisfying.

Dawson: I think he’s one of the best support heroes we’ve ever made. He’s an example of what a support is in Overwatch 2, where you can have a ton of impact through your offense and can make game-changing plays. Wuyang is dynamic in the sense that he has to go from offense to defense quite quickly. All of your attention is gonna be on the primary fire, landing some of those shots, and tracking people down, but then you have these defensive options that you’re going to [need to] be really timely with. His guardian wave is this big wave that gives healing and gives heal boosts–it can change the fight instantly.

I think players are going to really love him. I know we’re not supposed to play favorites, but he’s a joy to play with and I think he’s really special.

I think he’s also one of the first heroes where his skills and powers feel almost more magical rather than technological, right? I feel like Overwatch historically has always leaned more into tech rather than magic. Was that a conversation that had to be had when developing him?

Keller: Oh yeah, and we have those conversations all the time. We had those conversations a lot with both Hanzo and Genji, you know, because when they summon the dragon, that feels like a pretty magical thing there as well. We do have our own internal explanations for that that we’ll actually get into at some point with our players, but we’re not quite ready to yet. I guess all I can really say right now is that Overwatch is a science fiction game, and so there is an explanation behind the way those work.

At this point, do you feel like you’re still fighting that initial nature of being conservative? Like you both said, for a long time, Overwatch was more conservative. Are you still fighting that hesitation or is it like, “Nope, we’re all in”?

Keller: I think the team has left a lot of the hesitation about being conservative behind. The question for us really is, how big do we go with releases for Overwatch? Because there’s two sides of this coin. There’s an active player base that really appreciates the way that the game plays right now, you know. But we also see that, anytime we do make a big release for the game, players respond to it really positively.

So we want to keep going big. I think what we want to do is explore how big we really can go for Overwatch. And I think as we hit seasons like 18 here, and we see players’ excitement, that gives us the confidence to know this isn’t just the right direction–this is something that we can expand on in the future. We can keep pushing the boundaries of what a release for Overwatch can be.

With the implementation of Stadium, did you see a spike in people playing Overwatch 2? If so, how is retention following that?

Keller: There was a huge spike of people jumping into Stadium when it first came out. I think we went public at one point saying that over 50% of play hours in Overwatch were in Stadium. And when we do have new modes for the game, we do always see that initial burst of excitement and then it’ll kind of taper off after that. And Stadium did taper off, but not to the extent that our other modes have. It’s still, I think, our third most popular mode in the game right now, just behind Quick Play and Competitive.

Dawson: We view Stadium as one of the main ways to play Overwatch, and Season 18 as almost Stadium’s 1.0 launch. A lot of players are clamoring to have Quick Play in there. They’re clamoring for something that’s a little bit more brief and doesn’t have a rank associated with it. So with Quick Play, it’s a best-of-five round structure and you power up your hero even faster as well.

And then the other main piece of feedback from players is, “Hey, my favorite hero isn’t here.” So we’re continuing to release new heroes into Stadium. We’re going to be doing that throughout the rest of the year and there’s four this season who I’m really excited about. Tracer in particular. I think… She’s a little wild.

Keller: I’m super excited about Winston jumping into Stadium. I love playing as him and using his mobility. Sometimes with Winston, you just feel like you’re holding down primary fire a little bit too long to actually be doing what you want to do. [With Stadium], you can really juice his gun and it feels so satisfying.

How did you land on those four heroes and what are some other heroes who you see people clamoring for and are on the docket? If you can’t say right now, can you share what gameplay styles you’re focused on bringing in?

Keller: There’s a lot of things we look at when we’re looking at heroes for Stadium. First and foremost is how well we feel like we can make a really cool set of abilities for them. We want every hero in there to really double down on “hero fantasy.” We want to make sure that comes across to our players.

For the first few seasons of Stadium, we really tried to have at least a few heroes per role. Eventually, I think we’re going to have to break that pattern and start moving into other patterns. I think we’ll start seeing, you know, maybe different numbers of heroes coming to Stadium with different role ratios.

We want to make sure that heroes that we know a lot of people play are available there. Like Alex said, you know, we have a lot of people saying things like, “Hey, I’m just sitting on the sidelines, waiting for my hero to join the cast.” So we want to make sure that we’re opening up that funnel.

There’s also a few heroes we’re avoiding, you know? Like Widowmaker, who is a controversial hero that’s designed around a one-shot [kill]. I think that there’s probably some learnings we need to do with how we build those heroes–how we build counters for some of the sharper mechanics.

There was a recent IGN article in which you said that you’d “dropped the ball with story in Overwatch 2,” and I thought that was interesting to bring up this far removed from the announcement of PvE being dropped. So do you have plans to course-correct going forward?

Keller: Yeah. When you look back at the history of Overwatch, there are moments where there was more or less lore–where we were developing more or less story for players. And one of the things that we hear from our community–and we’ve been hearing it a lot lately–is that they just want there to be more of that in the game. That it feels like we’re doing less of it.

So I think I’m actually really excited for the Wuyang hero trailer to come out and for people to get a glimpse at that hero and maybe how they tie into the bigger, broader universe. It’s something that I can’t really go into a lot right now, but I’m excited for players to be able to get in touch with more lore over the coming seasons this year.

Based on that, do you plan on having more heroes come from similar factions or the same countries? I know that, for a while there, there was more avoidance since you’re trying to represent a lot of different backgrounds. But at the same time–and with the lack of PvE–do you find yourself thinking “Well actually let’s add this person’s best friend and have more storytelling through voice lines?” Or “Let’s try to add folks from the same factions.”

Dawson: Yeah, there’s a delicate balance to it. We don’t want to make it feel like heroes are appearing out of nowhere and like [players always have] this brand-new thing to learn. I think we’ve created a universe over quite some time that is very rich with tons of different characters from different factions, and we want to lean into that more and more.

Even some of the things you saw in the Freya story trailer earlier this year link back to some of the things we’ve already built in the world. We want to make sure that we’re pulling from that world because there are characters that people have only gotten glimpses of, that they love, or that could end up as heroes one day.

Keller: As far as where our heroes hail from, we do still like to spread heroes out across like all over the globe. That’s a really important value that we’ve got. We do like our heroes to feel like they represent Earth, but not in the strictest sense. We don’t have 40% of our heroes from China and India, which is maybe what a true representation of the global population would be.

Has the team considered any other avenues for more large-scale storytelling? I’m sure you see the success of series like Arcane and Castlevania on Netflix, and I wonder if that has been something that you’re interested in pursuing.

Keller: The team would love to have something like that come out. You know, we’re also fans of those shows and fans of those universes. To have something like that for Overwatch would be really, really cool. But I can’t really discuss the plans for future stuff like that.

I completely understand. I just ask because it’s something that I want to manifest into the universe. But on the subject of Overwatch’s story–and now that we’re a little bit more removed from what happened–do you want to go into a little bit more detail on why things didn’t really work out with story missions?

Keller: I know Blizzard holds their cards kind of close to their chests sometimes. But I don’t think we really saw the critical success that we wanted and it forced us to really analyze where we were putting our time and resources. At the end of the day, what we’ve been telling our players is that we want to make the game that they want to play. And the game that our players have been playing is this competitive, PvP-focused hero shooter. We really realized that that was the game that we needed to invest our time into.

Following the release of our sole campaign, we did a really big pivot internally on the team. We wanted to focus on what it means to be a best-in-class hero shooter. What are the competitive systems that we need in order to do that? What are some of the other systems?

In the year since that, we’ve focused on evolving the game our players play–on how we turn it into the best version of Overwatch it can be. That’s why we started doing these much bigger systems, like Perks and Stadium. Now that we’ve corrected the course, it gives us the opportunity to make bigger steps with the game. And some of those are things that players are asking for, but then some of them are really big surprises. That’s the future for Overwatch right now.

The above interview has been lightly edited for clarity, readability, and brevity.



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August 26, 2025 0 comments
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