Here's Why First-Person Shooter Games Like Overwatch Succeed

While there are those who may disagree, a good number of players will attest that Overwatch is among 2016's best games. Well, let's be particular -- Blizzard's title might just be one of the best first-person shooter games of recent memory. But really, what made the game a huge success? What's the reason behind this popularity over other games? Or perhaps, the right question would be: what makes OW and the rest of titular fps games so successful?

According to PCGamesN, player restriction is actually the main reason behind all of these. Let's take for example Titanfall 2 from developer Respawn and publisher EA. In the first installment, players are able to customize those giant robots. However, in the new one, there's a different take -- players are restricted to default mechs. In simpler words, you can't really do anything about it. You won't be able to mix and/or match various chassis designs, as the studio have specifically developed them to work uniquely.

But if you want a more noticeable example, Blizzard's Overwatch is the epitome. This one here simply best exemplifies how restriction can work magic on shooter games. Remember that in the title, you're given at least 23 characters to choose from. But no matter how varied they are, you'll end up using one weapon of choice in each of them. If you want to play Lucio, you have no other weapon than his Sonic Amplifier. If you want to main Hanzo, you have no other choice but to master his bow and arrows.

The publication states that adding such restriction is more beneficial to the longevity of a game. Since players have no choice which equipment to choose, they'll have better understanding of what a certain hero's task is. This also allows the devs to design character features in a very particular way, without the burden of confusing the players.

For example in Overwatch, when you hear Torbjorn shouting "Molten Core," you know exactly what he'll do. You, in one way or another, automatically understands what he's going to do. And with that, you can efficiently strategize your move. You will have a clearer vision of what's going on and what's about to go down.

But of course, none of these would be possible without the very existence of Team Fortress 2. Valve designed each of the characters in a way that players will be heavily restricted to the sizes, shapes and features. The studio's reasoning is to give players a concrete idea of who or what the enemy is from a distance. And this is exactly what's happening in both Overwatch and Titanfall 2 (though the developers of the titles further maximized what Vavle did). Even from a far, you know what kind of mech is coming. Or perhaps, you'll notice Roadhog instantly because of his size.

While restriction have worked magic on the aforementioned titles, it's not really applicable to other titles. For instance, Battlefield 1 has its own way of enticing the community. And what exactly it is? Well, it's the "realism" that it offers. While playing the game, players get to understand how things were back in the past.

What are your thoughts on player restriction? Are you also a fan of Overwatch or Titanfall 2 (or both)? What can say about these games? Share us what you're thinking at the comments section below!

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