
Principal Game Designer Scott Mercer on Overwatch's Competitive Mode and Future
Last week saw Blizzard release theย highly anticipated Competitive Mode patch to their hit game Overwatch and with it, the launch of Season One.
As each fan completes their first ranked games, Overwatch developers work hard behind the scenes to calculate the player's Competitive Skill Ratingโa difficult task for programmers, and a hard pill to swallow for some gamers.
Overwatch, unlike other team-based titles in the competitive games space, allows players to switch characters, and roles, throughout the match. This feature, while it provides great gameplay, adds layers of complexity to the determination of a player's contribution to the round. Competitors aren't ranked solely by kills, assists, or damage output, but by a multitude of factors, including character-specific and overall team performances.
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In honor of Season One, Bleacher Report's Seven, armed with questions from theย Overwatch Reddit faithful, dives into the Competitive Mode launch with Principal Game Designer Scott Mercer.
Bleacher Report: In the determination of player Skill Ranking, how much is based on individual performance versus the win ratio of the group?
Scott Mercer: So, that's a very complicated question. The vast majority of it is the win-to-loss ratio, but there are a lot of other factors outside of personal performance as well. For instance, were you an underdog, playing against a team that the system believes is better than you? If you win in that case, youโll actually get more skill rating. It also works the other way around; you receive less if you win against a team thatโs not as good.
The personal stuff is a factor, but itโs not the biggest factor. How that system works, it is trying to take into account things that help out the teamโitโs definitely not just doing damage or getting kills.
Is it perfectly balanced? Maybe, maybe not. Thatโs why weโre looking at the data to see how much people are going up and down in the rankings. We are listening to player feedback and taking that into account as well, especially in situations where they feel it doesnโt seem fair, because we do understand in a competitive system that fairness is important.ย
Reddit: Is skill ranking related to competitive MMR or is it possible to have two players where one has a higher skill rank and the other has higher MMR?
Mercer: The skill rating is tracking MMR very closely. At any one instance is it possible for there to be divergences? Yes, itโs theoretically possible, but a majority of the time it tracks pretty closely on a match-by-match basis. Itโs not something you really have to worry about, especially over the amount of games in a completed season.
B/R: How do you handle the weighing of individual skill ranking and performance in a game where a player's contribution splits across multiple characters and team functions? For instance, if I play McCree and Mercy in the same match, they serve very different roles.
Mercer: We are tracking how much of a match you are playing as a particular hero, but each hero has their inputs into performance measured differently. We donโt want to make it so thereโs any one way to game the system by picking a specific character. We want you to pick the character you have fun with, want to play and helps the team out so you can get a win. The personalized tracking is just a factor on top of that. But again, weโll monitor it and make improvements as we go along.
B/R: Do you rank individual performance differently if a player is solo queuing versus someone joining in with a group?
Mercer: Nope.
B/R: At the end of the season, will players get a notification, much like in Hearthstone, telling them they finished in the top x% of players regarding skill rating?
Mercer: Weโre not sure exactly what that message is going to say, but there will be something at the very end because weโre going to give an additional set of rewards, like competitive points, depending on where you are ranked.
We know about that idea, but weโll have to see, itโs still something weโre trying to figure out.
B/R: With the top 500 player rankings, how are you incentivizing people to play matches after theyโve reached the top ranks?
For instance, I make it to rank one early in the season then decide to stop playing for a month to ensure I donโt drop; does rank decay over time or does it stick for the entire season?
Mercer: We want to put in a system where if you stop playing for a certain amount of time, your skill rating will start to decay. Specifically, if you go inactive after a certain amount of time, you simply canโt be in the top 500 leaderboard, no matter what.
We definitely want to make a situation where you actively have to play to get onto that top 500 scoreboard.
B/R: Will we see map pools rotate each season, especially with the release of new content?
Mercer: Thatโs an interesting idea, but we donโt really know. Itโs something thatโs completely up for discussion for later seasons, but there are other questions and things weโd like to address before we get to that stage of โwe have a lot of really awesome maps.โ
Itโs something our other games have done, like Starcraft has rotating maps, so itโs a completely reasonable question, but itโs just not something weโve thought too much about yet in Season One. However, weโll absolutely discuss it in the future.
B/R: In CS:GO we have a system called Overwatch which allows players to watch the recorded matches of players reported for cheating; itโs a self-policing, more humanized way of dealing with hackers; will we see anything like this for Overwatch in the future?
Mercer: Will we create a system like that? I really donโt know. We are doing a lot right now in terms of detecting hackers, getting rid of them and banning them. Specifically, what weโre doing and the details of that, thatโs something thatโs best not discussed, but it is a super high priority for us to ensure players are all on an even playing field.
Players also have the opportunity to report something out of the ordinary; there is a reporting system within the game, that goes through and can trigger an investigation into the game. We have a lot of tools to look at it and figure out if it really is a problem.
B/R: The tick rate debate. Currently, the client update rate is 20.8 times a second, but many have called for an increase, nearly threefold, to 60 times a second as it provides a โmore accurateโ competitive experience. Any plans to make the increase, or perhaps allow it in competitive matches?
Mercer: We do have the ability to play at the higher update rate, what is referred to as 60 tick, for custom games. Thatโs something that has been experimented with.
Itโs not simply just the matter of turning a dial from 20 to 60; we want to make sure by making that change we donโt inadvertently cause other issues, especially for competitive players who would be using it the most. Weโve been very cautious about deploying it, but weโll reevaluate it in the future as we feel more confident about the system.

Reddit: What was the reason behind choosing level 25 as the barrier to entry on Competitive Play?
Mercer: We definitely wanted to make sure that people had played Overwatch enough to know all the different maps, the map objectives, not necessarily know every hero, but had at least played against all of them. Overall, we wanted players to have a solid foundation in the game before starting competitive play.
Reddit: What are the rank distributions after Day 1 of competitive? How many people are below 40? Above 60? What's the median? Itโs only been a day, but are you seeing playersโ ranked distribution land about where you would like?
Mercer: Iโve been in interviews all morning, so I havenโt looked at the data yet. Iโve heard anecdotal reports from various streamers and the ratings they got. In terms of what the curve looks like, I donโt have that yet.
Reddit: Regarding Competitive Point rewards, how much, or in what range can players expect at the end of the season? Obviously, shiny golden weapons are of the highest importance.
Mercer: Weโve talked about it and players of the highest tier of rewards would be given enough competitive currency to just buy a golden weapon outright, basically given 300. As for the various tiers of rewards and what they get, thatโs something we havenโt completely set in stone yet.
Reddit: Do plan to reduce or eliminate the loss for teammates when an individual leaves or disconnects? For instance, losing a match with only five players on your side.
Mercer: If someone leaves really early in the match, like within the first 30 seconds, a message will pop up and give players the option to leave early without a loss or leave penalty. If they play the match and they leave early on, the person who leaves not only loses but is given a leave penalty.
After a certain amount of time, about one minute, if the person doesnโt come back, other people can exit without a leave penalty, but they still receive the loss. We donโt want people to feel they have to play out a match that is heavily stacked against them and not very fun.
Thatโs one of those things where we understand it doesnโt seem fair, but the alternatives are actually worse.
We donโt want to create a situation where the right thing to do while losing is to try to convince someone else on your team, in any way necessary, to leave. The possibilities and space of what that entails can get pretty nasty.
While itโs unfortunate, and something we dislike, we feel that in those situations we need to give players a loss. Itโs a balancing act, and we totally understand that it doesnโt feel great, but we think itโs the right choice.
Reddit: Does Blizzard have any plans to increase the amount of Playerย XPย in Competitive Play?
Mercer: Well, our competitive games do take longer to play, but match time is something thatโs factored into theย XPย distribution already. In terms of giving a specific bonus for playing competitive, thatโs not something weโveย talked about yet.
Reddit: Does Blizzard have any plans to introduce a Pause feature, similar to that found other MOBAs, in professional matches or custom games?
Mercer: Yes, we definitely want to do it, but I donโt know exactly when we might have that available.
Reddit: What do you think of the popular team comps in pro play? What strategies did you all think internally would be more prominent, and what new strategies surprised you?
Mercer: To be honest, when designing heroes or thinking in terms of competitive play, we didnโt think about what comps we would see. Weโve been playing the game competitively now for years in development, and certainly, there were things we thought โthis hero is amazing at thisโ, but then the same would be said about another hero.
Itโs hard to say; we know that Mercy is great, her ultimate can really turn the tide, but at the same, there are comps weโve seen that donโt run Mercy. Right now, as far as professional team comps, we just sort of want to be surprised, we want teams to try out all these different things. Especially when itโs this early on, weโve only been a live game for five weeks.
Adding hero limits is something thatโs come up, but we really want to see the teams try different things, see whatโs good and see whatโs bad.ย
Itโs still early; weโve had to make changes to heroes and meta is always changing. Almost nothing would surprise us at this point because all the heroes do have something thatโs amazing about them.






