Overwatch Players Are Earning Play Of The Game For Killing Robot Gondoliers
Anything that gets popular enough on the internet eventually becomes a meme. I've noticed that healers usually get the votes here, as a nod by other players that support roles are appreciated even if they aren't getting highlight reels. Whether or not Play of the Game is quite where the developers want it to be at this point is up for debate, but now that they have secured a patent, Blizzard can concentrate on perfecting it.
Claims in the application include the system Blizzard uses to choose a particular play category from the plurality of play categories based on a top aggregated score.” In other words, Blizzard assigns hidden scores to different actions, and these are then ranked in order to determine the clip players see at the conclusion of the match.
In addition, certain factors may be weighted higher than others due to drastically increasing the difficulty of the shots, such as shots where the player, the enemy, or both are airborne." The patent also includes a clause for sharing plays to social media.
One week ago, two Guild Wars 2 narrative designers, Jessica Price and Peter Fries, were fired after Price called out a player of the game on Twitter, prompting widespread backlash. This is one meme that doesn't get old for me: the mashup of jaw dropping moments from Game of Throne's just finished Season 6 and Overwatch's Play of the Game cinematic.
GameSpot recently spoke to Overwatch's lead software engineer, Rowan Hamilton, who discussed exactly how the system works, and how Blizzard are working to tweak it. The Play of the Game will sometimes focus on the wrong character by accident. The larger the multikill, the quicker kill streak, and the closer one is to an objective will all increase a player's "High Score" score.
Shutdown: This category is intended to feature moments in which one player interrupts an opponent right as they were about to do something particularly impactful. It's perhaps no surprise Call of Duty has been inspired by Overwatch, given the developers of both games are owned by the same Activision Blizzard parent company.
Of course, fans have been despairing and adoring in equal measure when it comes to the seemingly random nature of the post-match Play of the Game mechanic. The patent document outlines how the system works with the game timestamping notable events in a match.
Players will need to complete at least one match in order for personal gameplay highlights to show up, with the game storing up to five of the most recent highlights from the active gaming session. Long hours spent practicing the kinds of quick, precise keyboard and mouse movement necessary for high-level play, as well as posture habits, can take a toll on players' bodies.
The Play of the Game will be captured multiple time throughout the match and compared against each other. Notably multi-kills at the end of the game, during last Hammond Tutorial minute pushes or something. Blizzard has talked about revamping the current Play of the Game system for quite some time.
For example, the Call of Duty franchise has been using a "kill of the match" feature for over 10 years. But I do feel that damage done and kills had during an ultimate activation should get a lower point value than regular damage and kills. The component, which marks out and replays the best action of an Overwatch game upon the match's conclusion, is one of the title's most popular features.
For far too long, Overwatch players have seen a play of the game that captures an impressive double kill, triple kill, or even team wipe that wouldn't have happened if it wasn't for the support player or the Zarya who used her Graviton Surge. While it does have its flaws, it's a neat feature, and so naturally Blizzard has patented that bad boy.