What if I pull the trigger on a real gun as fast as I can? On some guns the bullets might come out as fast as my finger, but not all. Some might jam. Some might just do nothing. What the fuck do I know about guns? Not much! The point is that no matter what actually happens, I still feel that trigger moving back and forth. I get some kind of feedback and response to my actions.
When you get frozen in a video game and buttons do nothing, that is upsetting. You don’t have to let me shoot and have a bullet come out. You just have to give me some kind of feedback so I feel like I am still in control. I have to feel like I’m still playing, have agency, and have some degree of meaningful input at all times. If I feel I have no control, even for a fraction of a second my hand subconsciously becomes a fist and travels through space and time to punch the game developer in the larynx.
It is true in Overwatch and other TF games you can change at any time, and that is a bit different. Yet, it could devolve into a situation where I throw paper, you switch to scissor, I switch to rock, you switch to paper, and so on. Then the choice of character will still matter more than the actual aiming, running, jumping, and shooting. It would be best if the aiming, running, jumping, and shooting mattered a lot more than the character choice.
Also, even though players have the ability to switch, they still want to play their favorite character. They don’t want to be forced to switch to a character they don’t identify with to win. I like green. If I’m forced to switch to orange to win, that doesn’t make me happy unless I only care about winning.
Yes, I agree that bad play should not win. Someone who say, doesn’t like jumping, well, too bad. This is a jumping game.
What I’m talking about is when an asymmetric game includes a specific thing, but that specific thing is not competitively viable in any way shape or form. A character is in a fighting game, but has a huge disadvantage against other characters when players have equivalent skill.
For example in Netrunner there were a bunch of cards all based around the concept of advancing ICE. They had ICE that could be advanced. ICE that got more powerful with more advancements. ICE that could be advanced face down to surprise people. Cards to help get free advancements on ICE. There was this huge suite of cards based around this concept.I like this concept. It was fun to think about and play. Other people I knew liked it way way more.
At the end of the day, nobody ever came up with an advancing ICE deck that was competitively viable. It was super super weak. No matter what, you were spending your resources advancing ICE, instead of spending them on scoring. None of the options gave you an efficient path towards an actual victory condition. Even a player with optimal play, and luck, with a finely tuned advancing ICE deck would probably lose to a player with an average strength deck as long as they didn’t make too many big mistakes.
Why did they print all those advancing ICE cards? Why did they design them? Why are they in the game if you can’t win with them? I like the idea and want to play with it, but can’t win with it. I like to be green, but I can’t win with it.
That’s how someone feels if their favorite Overwatch character isn’t top tier. If the character isn’t competitively viable, why are they in the game? They made this character, it should be possible to win the world championship with any character I choose if I’m good enough at aiming and jumping and shooting and all the other things that matter.