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Battlefield Studios on bringing squad play to the Battlefield 6 campaign, fulfilling class fantasies with missions, and whether we can expect a Warzone-like ongoing narrative
Game Reviews

Battlefield Studios on bringing squad play to the Battlefield 6 campaign, fulfilling class fantasies with missions, and whether we can expect a Warzone-like ongoing narrative

by admin October 3, 2025


I have not played the entirety of the Battlefield 6 single-player campaign yet, but I played enough to have a solid guess as to what the high-level goals for it were. It wasn’t until I got a chance to speak to some of the people behind it that my suspicions were validated.

It’s also very easy to guess that some of the same people who get excited about playing the campaign mode in yearly Call of Duty releases likely won’t be moved by what Battlefield 6 is offering there, and perhaps that’s fine.

After playing three missions of the Battlefield 6 campaign, I caught up with Emily Grace Buck, narrative design director at DICE, and Fasahat Salim, design director at Criterion. Much like the rest of the game, the single-player campaign is also the result of work by various teams under the Battlefield Studios banner – and DICE and Criterion are certainly among them.

Our chat mainly focused on the narrative elements of the game, but I was also curious about how such a big team split across different parts of the world and different time zones can come together in this fashion to create a major game like Battlefield 6.

This interview has been edited for brevity and clarity.

VG247: The narrative of the campaign is pretty topical. I think it plays on some very real fears that people have in the world right now about NATO and the state of alliances that we once believed were ironclad. Did you intend for this?

Emily Grace Buck, narrative design director, DICE: Battlefield has always tried to be, as much as possible, an extremely grounded military experience. When we talk about what Battlefield is, kind of in its core DNA; it is grounded. It is realistic. It is looking at the world through the lens of a soldier on the ground stuck in a much wider conflict, right?

So as we’re trying to determine what the story should be, we were very, very influenced by earlier Battlefield games like Battlefield 3 and Battlefield 4. That took in the world as it was at the time that those games were made. And we’ve tried to do that here, too. We’ve done an immense amount of research into the older Battlefield games, topical films, documentaries, talking to current and former service members to try and understand how to create a conflict that is entirely fictional, but feels realistic, feels plausible, feels grounded, and feels really interesting for the player to be experiencing in our modern setting. So, obviously it’s set in a world that feels as realistic as possible, but we’re not trying to copy anything directly that’s going on, whilst also making it feel like it could potentially be realistic.

VG247: You mentioned some inspirations. Can you name some of them?

Emily Grace Buck, narrative design director, DICE: Absolutely. Like I said, our biggest inspirations: some of our older titles, but we’ve been watching – there are so many good, really grounded military films and television shows. Now, some of the ones that we had mentioned previously that were big touchstones for us were the film Civil War, the television show Lioness. We’ve looked at the television show Slow Horses quite a lot as well. Basically, anything that hits that place of reality, of looking at the people who are actually stuck in the conflict, not the ones who are driving it. We also watched countless documentaries and footage from conflicts around the world. Again, just to understand what it really feels like to be stuck in that kind of place.

Image credit: EA, Battlefield Studios.

VG247: So can you tell me – this is more of a logistical question – but I am curious who’s leading the campaign development. I know Motive – and please correct me if I’m wrong, but I feel like Motive is at the top and then there’s an effort from the other two studios, Criterion and DICE (as the caretakers of the franchise). How does this split work? Is there one team leading and then people are contributing certain elements?

Fasahat Salim, design director, Criterion: It’s actually a far broader thing than each studio takes its own thing. We’re all kind of contributing to pretty much the whole project, and obviously single-player multiplayer are just two components, there’s a lot more as well in this whole package. We’ve got people in Criterion, DICE, Motive, Ripple Effect all contributing to all of it in some way shape or form.

For example, I’ve been responsible for campaign missions, but I know I’m working with people who are actually also working on multiplayer, meta and all of these other parts. So it’s such a huge project across the board. Inevitably, having all four studios come together and share resources, knowledge and tech is something that we had to do for something of this scale.

So having everyone’s expertise contributing wherever it’s needed has been super vital for us trying to get this over the line. Of course there’s been a lot of knowledge, learning and knowledge sharing between studios. Obviously, like you said, DICE obviously have the most amount of experience with it, so how can we kind of bring that ethos of what makes Battlefield Battlefield and make sure that all the other studios are ensuring that that’s part of what they’re thinking about when they’re making the content or the stuff that they’re working on.

But yeah, it’s been a shared endeavor. We’ve got people across the board, across time zones working on this thing. We’re all involved in everything pretty much.

VG247: I was surprised by some of the dialogue in some of the missions. Very early on in the New York mission, there’s a conversation between Lopez and Gecko, where he’s grousing about people being upset there’s military action in their backyard. Gecko basically responds that freedom sometimes means disagreeing with the government.

I thought that was a very relevant line. It was more nuanced than I expected in a military shooter, and I just wanted to understand: was this a conscious choice to have your characters make these relevant statements? Are we going to see some of that again in the rest of the campaign?

Emily Grace Buck, narrative design director, DICE: So kind of like I was speaking to earlier: Battlefield has always tried to be a really realistic game. When we made the choice to set this contemporary, in order for that to feel really good and feel grounded and hit that fantasy for players, we have to bring some things that feel real to our world. Our characters have to feel like they’re connected to the world that they live in, and they’ve lived through the type of world that we have all been in.

Of course they’re going to have different perspectives, and you should see that, and you should hear that from them. That’s exactly how real military personnel would talk to one another as they’re going into a mission, they comment on it, they’re interested in knowing how everyone else that they’re fighting alongside feels about it, because you need to know that you trust that person next to you with your very life in all of those instances.

So yeah, I think that for players who are coming in, who are very up-to-date on the news and have done anywhere near the amount of research that we’ve done on what’s going on with the world so that we could create a really interesting fictional setting. Of course, they’re going to see things that they might resonate with, some things that they might agree with, some things that they might disagree with, some things that might make them think, some things that they’re going to ignore completely and will just fade into the background.

I think a lot of how you process this story is probably going to be based on how you come into it, but I hope that our players will have fun. Maybe think a little bit and walk away going, ‘I feel like I had the experience of military personnel on the ground in this kind of situation’ if something like this were to happen, but I don’t think it would, but it might.

VG247: I’m based in the UAE, and recently there was – let’s say military action – on a neighboring country; two US allies [involved]. When I got into the game, I wasn’t expecting it to be this prescient. I would imagine that the research that goes into it maybe gave you a little bit of an insight into how a potential course of action might take place.

Emily Grace Buck, narrative design director, DICE: We’re going for grounded. But yeah, most of this story was written multiple years ago. So if they’re extremely close to things happening right now, of course, we’re not directly referencing that. What we’re trying to do is provide something that feels grounded and like a good story.

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VG247: Are you working on a narrative element for multiplayer/BR? Can we expect a narrative element to the multiplayer modes once we’re done with the story of the campaign?

Emily Grace Buck, narrative design director, DICE: Yes, yes, absolutely you can. So the multiplayer maps and everything that we’re releasing for the core product of Battlefield 6 is set in one universe, one conflict. The multiplayer maps are in some of the same general locations as the single-player maps. You’ll see the other side of the city or another side of the town, other side of the mountain, for example. Most of them take place either concurrently with the single-player campaign moments, or days to weeks afterwards. Essentially, what we want you to feel here is that fantasy of being that boots-on-the-ground personnel.

Between the campaign and the multiplayer maps, you can see different sides of these fronts, basically. You can feel much of the time – in the campaign – what it’s like to be some of the military personnel who are there early in the conflict, or maybe even the ones kicking things off. And then in multiplayer, it’s more… weeks later, things have continued to evolve or devolve. What’s it like now?

VG247: Are we going to see any input from these characters? Are they even gonna show up, am I gonna be able to play as Gecko, for example, in multiplayer?

So Dagger 1-3 is not currently in the multiplayer experience. However, there are characters in the multiplayer experience who are featured as NPCs and squad members throughout the campaign. So there is a direct connection with some characters between the two.

VG247: So, for the narrative content for multiplayer – obviously some of this is based on what other games have done. CoD: Warzone, for example, will have a cutscene that will set up something, can we expect more from Battlefield? To bring that narrative together? Can we expect something more to go along with the new season launching beyond just – here’s a two-minute cutscene and then that’s it, and we never hear from these people again?

Emily Grace Buck, narrative design director, DICE: So again, we’re not gonna be talking about the live season stuff today, but I can tell you in context of what we have in the multiplayer launch. Again, these are kind of different sides of the same biomes. So very similar types of buildings and understanding.

If you really look at the environmental storytelling of what’s gone on with this conflict. Like I mentioned, some of the same characters that you see in the campaign will be playable in multiplayer as well. Even when it comes to things like potential customisation items and such, it all ties back into that same narrative. That this group of people is living through this conflict together.

Image credit: Battlefield Studios, EA.

VG247: In terms of the structure of the campaign, we only played three missions, but the Tajikistan one is different because it was completely open. You could tackle the objectives in any order you want.

The new New York mission is the highlight for me. It pretty much showed the full spectrum of [gameplay]. There were open-ish areas, sections where you can command your squad. There were tight sections in there, there was a chase. So almost like it’s a good vertical slice of what the campaign can offer. I think that mission in particular is gonna be a lot of people’s favourite.

Can you tell me what the sort of split is for the campaign? How much of it is gonna be open-ish environments versus very tight, very scripted missions?

Fasahat Salim, design director, Criterion: It’s actually a good mix. I think Tajikistan is probably the most open mission. So that’s why, just for the sake of variety, I think you got to play that at the end. Generally, across the whole campaign, there’s a good mix of exactly what you just described; that traditional Battlefield single-player campaign that you expect to really feel the big action moments, you know, over the top spectacle.

The thing that kind of is a consistent throughline through all of the campaign – including the three missions that that you’ve played – is trying to give the player that feeling of classes, and what it means to play in different roles within a squad. In each of those [missions], you’re playing as a different class, and that’s entirely intentional.

In [Gibraltar], you’re playing as an Engineer, therefore you’re supporting the vehicle. You’ve got your blowtorch. You’re trying to keep the tank alive. There’s a lot of focus on what it means to be an engineer class. Then obviously in the New York mission, you are very much front and center Assault, right?

You’ve got close combat, you’re going through the houses, you’re shooting guys through walls, they’re shooting back at you. Everything is is very much right at the frontline. So you’ve got your shotgun, you’re doing a lot of damage. There’s grenade launchers, like you said, there’s a whole spectrum of things happening.

And then obviously in [Tajikistan] it is a much bigger mission, but it also lends itself to the Recon class, which is what we’re treating as the fantasy for that mission. So you’re playing with the sniper rifle, and again, you’ve also got a drone as your gadget, so you’ve got an eye in the sky. You can use that to recon ahead.

So all of these are trying to give the player that fantasy of the different classes, and that’s very intentional. Because as you know, Battlefield is about classes. Even when you play multiplayer, it’s about fulfilling that role within a much larger conflict.

For example, you talked about squad orders. Squad orders is a big part of fulfilling that squad-based fantasy. You are a part of this squad. Your squad has specific skillsets that could help you solve the problem at hand, so use them. Depending on who you are playing as, some squad orders won’t be available to you. For example, in [Tajikistan], you’re playing the Recon. There aren’t any Recon squad orders when you open up the wheel. That’s because you are the Recon.

VG247: Do you think some people will prefer to have that sort of solo fantasy instead of the squad fantasy? I wouldn’t mistake this campaign for being part of any other shooter franchise, but I’m also aware that Call of Duty and other games tend to focus on singular individuals instead of just having the full squad. Do you think some people would’ve wanted that from Battlefield 6 and maybe aren’t fans of [the squad] element from BF4 coming back?

Emily Grace Buck, narrative design director, DICE: I think that’s exactly what we’re going for. But yeah, we were just trying to make the best Battlefield campaign we possibly could, and Battlefield has always, always been about being one of the little guys. It’s not about being in the SAS, it’s not about being in Delta Force or Seal Team Six.

It’s about being an enlisted soldier, trying to survive a really s**t situation with your mates, right? And to get your objectives done and survive and get out. That’s Battlefield. It’s a cover shooter. There are moments in our campaign where you have a smaller squad available. There are moments where it’s all four of you.

So I think there are opportunities for players – especially some of them who are really skilled, if they wanna lean into that run-and-gun fantasy – there are moments they can do it, but that’s not absolutely core to our Battlefield DNA the way that the squad play is. So that’s not the main fantasy that we’ve tried to provide in the single-player campaign.

Battlefield 6 launches October 10 on PC, PS5, and Xbox Series X/S.



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October 3, 2025 0 comments
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I played three missions of the Battlefield 6 campaign, and I wasn’t ready for how much Battlefield-y it is
Game Reviews

I played three missions of the Battlefield 6 campaign, and I wasn’t ready for how much Battlefield-y it is

by admin September 25, 2025


Battlefield 6 is one of the rare triple-A games whose developers were happy to let the public – some of them, at least – play the game well ahead of its release. This wasn’t as part of a beta/demo three weeks from launch; it was a conscious effort to get the community involved months in advance, and give the developers enough time to actually iterate and implement whatever feedback they felt would help make a better game.

Understandably, that experiment was strictly limited to the game’s multiplayer mode, which ends up making Battlefield 6’s campaign its most mysterious – and least seen – component. We’ve not been able to play the single-player mode, or really examine it in any way. Until now.

As part of a digital preview event, I got a chance to spend a few hours with Battlefield 6’s single-player. We had access to three full missions from the campaign, complete with cutscenes, a little bit of setup for the state of the world, and a brief introduction of the thrust of its events.

One of the first things that quickly became apparent was how much the structure of the Battlefield 6 campaign builds upon that of Battlefield 4’s. At almost every moment, you’re accompanied by at least one squad member. Most of the time, you have a full squad with you, which you can command to use smoke for cover, spot enemies, throw a grenade/use explosives, or simply engage the enemy.

These commands are easily accessible through a simplified commo rose (the wheel where you issue commands), and the game assigns each role to the class it would correspond to in multiplayer (Assault, Support etc.), which is a nice touch that definitely creates a sense of continuity with the bigger half of the game.

Image credit: Battlefield Studios, EA.

Much like it did in BF4, however, that squad play dynamic gets old pretty quickly. Even on Veteran difficulty (one below the highest), encounters were easily manageable if you take your time and pick your targets. My most used command was spotting, and occasionally smoke when crossing open areas.

These commands are useful, so I can see someone relying on them more often than I did. In the case of spotting, it’s downright broken, as it highlights every single enemy in the vicinity at the press of a button, which really robs some encounters from the stakes they could otherwise have if, for instance, you needed to find the sniper pinning down your squad. Even though my time with the campaign was limited, I intentionally stopped using spotting because of the advantage it offers.

It’s possible the main campaign has more traditional (read: linear) missions, like the sort that’s common in Call of Duty, where these elements wouldn’t be as present. Those elements shine, however, in the open missions that go the opposite direction. On such mission lets you loose in a large open space, and you get to pick which objective to tackle first, and how to approach them. These sandbox-y missions are starting to become more common in this space, but they belong in Battlefield more than any other game that uses them because of the series’ inbuilt focus on squad play.

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The narrative remains one of the campaign’s most intriguing aspects. Because the missions we got access to were picked from across the timeline, I couldn’t quite get a feel for how it’s going to flow, or the dynamics between its core characters.

The setup, key players and some of their actions, however, are incredibly believable. In this story, the world is on the brink of war as NATO begins to collapse; with some member states leaving the alliance to join forces with other nations and form an alliance of their own. This is not simply an East vs West affair, and it’s these complications that make things interesting.

I’m very intrigued to see whether the rest of the campaign will weave these events into the narrative or simply use it as a backdrop. Some of the dialogue leads me to believe it’s going to be more serious and relevant than you might expect.

Image credit: Battlefield Studios, EA.

The build we had access to was very clearly work-in-progress, but considering how close to launch we are, I’m a little concerned about how clunky and underbaked certain elements of it were. The moment-to-moment action remains sharp, but the way things flow into and out of scripted sequences is a little amateurish.

Cutscenes, for instance – even real-time ones – don’t show the weapon you’re using in gameplay. Regaining control after a cutscene ends takes a little too long, and there were multiple instances of enemies essentially waiting for the heroes to “activate” before they get on their marks. It made it look staged.

It’s unfair to compare this to the work of the – vastly more – experienced teams making Call of Duty campaigns year after year. Battlefield Studios simply doesn’t have institutional knowledge to be able to stand toe-to-toe with Modern Warfare or even Black Ops. Nevertheless, these sorts of production quality failings can make it harder to take its characters and world seriously.

What I played of the BF6 campaign has certainly been fun, if serviceable. There’s no Clean House moment – even if one mission clearly tries. Battlefield gameplay remains the draw, so if the narrative can hold its intrigue throughout and doesn’t fumble the bag, I can see this being a pretty good time.



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September 25, 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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